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2024-03-29T15:55:43Z
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https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=258584
GGST/Jack-O
2022-02-05T07:00:59Z
<p>Japanese Schoolgirl: /* Forever Elysion Driver */ Elysion Driver working with opponent under this conditions even when they in air state so I moved clarification for the last item for all three</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
<br />
| overview = Jack-O' is a momentum-based character who looks for opportunities to summon Servants that fight by her side. These Servants provide her with additional space control tools and enhance both her offensive and defensive capabilities.<br />
<br />
Jack-O' starts the round without any Servants (AKA Minions or Summons) by her side. {{clr|2|5K}} and {{clr|3|f.S}} are basic pokes that can create opportunities to safely [[{{PAGENAME}}#Summon Servant|Summon Servants]] and build up pressure. Her {{clr|5|2D}} is a long-ranged sweep with strong {{keyword|low profile}} properties. Other good normals include {{clr|4|6H}}, which is great for anti-airing, and {{clr|4|j.H}}, which has a deceptively large hitbox and can {{keyword|cross-up}}. <br />
<br />
She can summon up to three Servants at once, but just one Servant is enough to change her from a risky character to an infectiously happy party-starter with many new options. [[{{PAGENAME}}#Attack Command|Attack Command]] orders all summoned Servants to attack - empowering combos and blockstrings - whereas [[{{PAGENAME}}#Defend Command|Defend Command]] grants all Servants shields that leave the opponent in a Guard Crush state if attacked. Jack-O' can use [[GGST/Jack-O#Servant Shoot|Servant Shoot]] or normals to hit the Servants and launch them like projectiles. She can also [[{{PAGENAME}}#Pick Up Servant|Pick Up Servants]] to reposition them or throw them while retaining access to Servant Shoot and Servant-based special moves while they're in her hands.<br />
<br />
Jack-O's biggest flaw is her reliance on Servants to get going, which is made worse by Servants disappearing if either they or Jack-O' take a hit. Because of this, Jack-O' can struggle under pressure. Her abare options are mediocre at best and she’s quite frail, so a single mistake can be very punishing. These weaknesses can be overcome by making use of Jack-O's myriad of options to keep opponents at bay, which requires creativity, plenty of lab time, and quick adaptation.<br />
<br />
Whether you're a thrill-seeking daredevil with a bag of tricks, or a calculating tactician with a sure route to victory in mind, Jack-O' and her Servants have your back.<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Versatile''': Jack-O' has a kit that can function for both zoning and close-range pressure thanks to long pokes, an advancing sweep, servants that can extend normals with projectile attacks, fantastic special cancel options, and her many servant setups. Once Jack-O' has servants in position, she gains an immense amount of freedom to choose how she wishes to fight an opponent through a hugely variable set of options with improvised strategy.<br />
*'''Strong Pressure''': Jack-O' can lock opponents into brutally long and safe pressure strings, both midscreen and in the corner. These create incredibly good strike-throw mixes, chip damage blockstrings, and severely punishing frametraps. Knockdowns lead into powerful safejumps and mix-ups that lead into favourable pressure positions even when blocked thanks to the substantial plus frames of [[{{PAGENAME}}#Attack Command|Attack Command]], further enhanced by both versions of [[{{PAGENAME}}#Cheer Servant On|Cheer Servant On]].<br />
| cons = <br />
*'''Servant Gauge Management''': Keeping track of her unique resource and servants can be taxing, and mismanaging either can result in being severely punished. Servants and the Servant Gauge are critical to her gameplan and options, making it vital to balance these resources correctly.<br />
*'''Fickle Servants''': Servants are easily destroyed, and her defensive abilities cost resources. They disappear when Jack-O' blocks, and cannot be protected from Overdrives or Burst. Even as projectiles, they lose to virtually any button.<br />
*'''Momentum-Based''': Merely blocking an attack severely disrupts almost all of Jack-O's pressure. She also has subpar tools for abare and a [[{{PAGENAME}}#Forever Elysion Driver|jumpable reversal]], often making her rely on system mechanics. With very low health, and her non-attacking moves being full Counter Hit, Jack-O' is liable to lose her advantage and die very fast because of it.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servant Gauge [[File:GGST_Jack-O_ServantGauge.png|250px]]<br />
| unique_mechanic1 =Jack-O' summons Servants (AKA "minions") to fight alongside her. The gauge refills passively, but Jack-O' can recall servants or spend Tension meter to restore it faster. The gauge can be spent to summon servants and give them commands. Each portion of the gauge represents one servant that she can summon or one command she can issue. The gauge is split into two parts:<br />
<br />
* '''Summon gauge''' indicated by a glowing green bar. It is representative of the number of servants Jack-O' can currently summon. This bar will recharge independently.<br />
* '''Command gauge''' indicated by a servant's face, with a grey bar seperating it from the summon gauge. It is representative of the number of servant commands Jack-O' can currently issue. Additionally, the summon guage is restricted to the command gauge, reducing her potential summons.<br />
<br />
The two gauges recharge passively until they reach the lolipop at the end of the gauge. The rate at which each gauge recharges is slowed down by the number of bars that gauge has filled, and if Jack-O's has any servants on the field (See [[{{PAGENAME}}/Strategy#Servant Gauge|Strategy]] for more information). The passive recharge may also be temporarily paused during some commands.<br />
<br />
Jack-O' starts each round with one bar of both gauges. Gauge does not carry over between rounds.<br />
| unique_mechanic2_name = Servants<br />
| unique_mechanic2 =<br />
Summoned servants have numbers on their shields corresponding to their creation. Jack-O' can have up to three servants out at once.<br />
<br />
Servants disappear when Jack-O' is hit, blocks an attack, or after 8 seconds after being summoned. When a servant is hit by Jack-O', it loses 3 seconds from its duration, meaning they can only be hit two times before they will disappear. Some of Jack-O's Special and Overdrive actions can pause this duration to extend their active time, and will only disappear once their command ends or allowed to be idle.<br />
<br />
If the edges of the screen moves, servants will follow to remain on-screen.<br />
<br />
Jack-O' can send commands to her servants to make them attack, shield themselves, retreat to restore Servant Gauge, or explode after three seconds. The servants perform the commands independently of Jack-O' meaning she can be interrupted (e.g. by using PRC) and they will still perform the action issued.<br />
<br />
Jack-O' and opponents hitting servants follows the rules for on-hit cancels, meaning you can jump, dash, gatling, special, and even Overdrive cancel out of interacting with servants depending on the move. Opponents will still freeze momentarily ('hitstop'), similar to hitting Jack-O', largely extending their attack's active duration. Conversely, if Jack-O' hits a servant, even if she hits an opponent at the same time, she will only freeze for 4 frames (5 when also hitting an opponent), functionally entering attack recovery 6~15 frames faster than normal. Assuming the servant does not apply a weaker blockstun as a result, this can make her moves extraordinarily safer on block.<br />
<br />
Servants hit by Jack-O's attacks will be launched at various angles as projectiles, depending on the attack used. Servants may bounce off each other if they collide, transferring a similar speed and direction to the next servant to act as a projectile. Servants interrupted mid-launch may remain in different elevations, and will slowly move back to their default height while idle.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, {{Character Label|GGST|Potemkin|label=Potemkin}} and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}<br />
* Launches Servants in a short arc.<br />
Jack-O's fastest abare button, whiffs on most crouching characters. A viable anti-air due to its speed. The fastest attack to launch a servant, but lacks the jump cancel of {{clr|2|5K}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |The Swiss Army Knife of kicks<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Servants in a short arc.<br />
* Jump cancelable.<br />
<br />
A fast attack with good range, reward, and difficult to challenge cancel options, making it extremely versatile in neutral, for pressure, and as an abare. Can be useful as a fast, long-range anti-air with decent reward, but weak to air-to-ground attacks.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a short arc.<br />
* Jump cancelable.<br />
<br />
Fast, safe, and high reward. Jack-O's best punish combo starter, for both speed and damage. On block can allow a somewhat slow tick throw threat.<br />
<br />
Using this move while hitting a servant behind the oppoent allows some incredibly powerful cancels and links, creating the foundation of her [[{{PAGENAME}}/Strategy#Sandwich_Pressure|sandwich pressure]]. In the corner, {{clr|3|c.S}} can easily lead into many of Jack-O's [[{{PAGENAME}}/Strategy#Corner_Pressure|corner pressure]] options with a servant nearby.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png| Her main poke tool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O far Slash Hitbox_1.png|First active frame<br />
GGST Jack-O far Slash Hitbox_2.png|Max range<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a short arc.<br />
* Has a different hitspark for hitting later in the move's active frames.<br />
* Reaches maximum range on frame 15.<br />
More range but slower than {{clr|2|5K}}. Gets minimal reward, but is more reliable at stopping for dash-ins. Can be made difficult to punish by canceling into Summon Servant Hold ({{clr|1|214[P]}}) or frametrapping with {{clr|4|5H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png| HELICOPTER HELICOPTER!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_1_Hitbox.png|<br />
GGST_JackO_5H_2_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Servants in a long arc.<br />
* Hits twice, launching on the 2nd hit.<br />
A fast and large attack in neutral to catch backdashes. Difficult to punish when spaced, and extremely safe when canceled into Summon Servant Hold ({{clr|1|236[P]}}). Can hit behind, allowing the attack to move far back servants to the front.<br />
<br />
Can work as an unusual anti-air against airdashes, due to its long reach overcoming the gap caused by disjointed moves, or by simply going underneath the airdash to make it whiff.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;Uncharged Dust<br />
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float<br />
* Causes 80% proration on-hit<br />
* Launches Servants up in a high arc.<br />
<br />
Universal overhead attack that's pretty fast. Unlike most characters, Jack-O' can perform a combo off Uncharged {{clr|5|5D}} without RC by striking servants or comboing into a Countdown ({{clr|4|214H}}) explosion, making it a practical fast overhead. Can gatling into from {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for a mixup.<br />
----<br />
;Charged Dust<br />
* Charged dust leads to soft knockdown (+36).<br />
* Holding up during the hitstop frames of charged dust will activate homing jump:<br />
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.<br />
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).<br />
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.<br />
* Launches Servants up in the same arc as uncharged.<br />
<br />
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Using her servants, she can make Charged {{clr|5|5D}} unpunishable or even advantageous on block, giving her more versatility to exploit its callouts.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Upper body invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Servants in a long arc<br />
Anti-air for eliminating approaches. Very good upper body immunity and decent speed. On counterhit will send opponents full-screen and allows her to okizeme with a thrown servant, making it a useful abare tool to create space and begin her pressure.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_1.png | Covers approaches decently well<br />
GGST_JackO_6H.png | Nightmarish for tall characters<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_1_Hitbox.png |First hit<br />
GGST_JackO_6H_2_short_Hitbox.png |Second hit, lowest height.<br />
GGST_JackO_6H_2_long_Hitbox.png |Second hit, maximum reach.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches Servants up in a high arc.<br />
* {{clr|4|6H(2)}} launches Servants in a long arc and whiffs vs. crouching opponents.<br />
* {{clr|4|6H(2)}} reaches maximum range and height on frame 27.<br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A fast, close range strike, followed by a disjointed shot that hits at an upward angle for a mid-screen attack. It has virtually no combo potential, but it can effectively zone out the opponent from jumping out of servant pressure, forcing opponents into Jack-O's more effective ground tactics. Can be used as a strong poke to stall opponents while regaining servant gauge.<br />
<br />
The initial strike hits high and fast, but is extremely unsafe on whiff and low reward, making it impractical for any standalone use. Combined with the high-hitting second hit, the move can be used defensively to simultaneously cover fast dash-ins and slower jump-ins with one move.<br />
<br />
The effective range of the second hit on grounded opponents depends on their height. Short opponents such as {{Character Label|GGST|Giovanna|label=Giovanna}} can be considerably close and have it whiff, while very tall opponents like {{Character Label|GGST|Faust|label=Faust}} or {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} can be struck from incredible distances, allowing her to pin down their movement with pokes. The second hit whiffs against any crouching opponent, so be wary of the long total duration. For more information see [[{{PAGENAME}}/Strategy#6H_Range|6H Range]].<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Servants in a short arc.<br />
* Inputs {{clr|1|1P}} and {{clr|1|3P}} will provide this attack even when positioned near a servant.<br />
Not great as an abare tool, but hits crouchers where {{clr|1|5P}} does not. Due to it being 6 frames, it is too slow to defeat tick throws. Despite being low, extremely low profile attacks such as I-no's [[GGST/I-No#Stroke the Big Tree|Stroke The Big Tree]] ({{clr|3|236S}}/{{clr|4|H}}) will still evade it.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Servants in a short arc.<br />
** Whiffs on servants at their default height.<br />
* Extremely low profile. <br />
A fast low, good for confirming into knockdown with {{clr|5|2D}}.<br />
<br />
{{clr|2|2K}} can go under various attacks such as {{clr|1|6P}} attacks, Sol {{clr|2|236K}}, and Ky {{clr|4|236H}} when timed correctly and/or with run momentum, making it particularly good during pressure, okizeme, and sometimes as an abare tool to limit the opponent's options.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants up in a high arc.<br />
* Low profile with high disjointed hitbox.<br />
Alternative close-range anti-air, better for when opponents are directly above Jack-O such as during Chipp's {{clr|2|j.2K}} and May's {{clr|4|j.2H}}. Has a substantially better reward on hit when compared to {{clr|1|6P}}, allowing longer combos, but is riskier due to its narrow hitbox and larger hurtbox. Tiny horizontal hitbox makes this difficult to use in blockstrings.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png|Hurts as bad as it looks. <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_2H_Hitbox.png | Frame 15~17<br />
GGST_Jack-O_2H_Hitbox_2.png | Frame 18~20<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants into a ground bounce.<br />
* Ground bounces on hit.<br />
* Bounces opponents higher on Counter Hit.<br />
* Moves forward during startup, for slightly less than the width of Jack-O's body.<br />
A high-powered attack for maintaining pressure with frametraps, made safe by its large pushback. High damage and ground bounce makes it especially dangerous for opponents to be hit by this. Acts as a natural frame trap from {{clr|3|2S}}. The high pushback makes it safe on block unless very close. Its high blockstun makes it very safe when canceled into Summon Servant Hold ({{clr|1|236[P]}}) or Cheer Servant On ({{clr|3|236236S}}/{{clr|4|H}}).<br />
<br />
Can function as a high risk, high reward anti-air due to its large vertical hitbox and massive damage potential. Unfortunately its slower startup, small horizontal hitbox and extended vertical hurtbox give it very noticeable consistency issues when compared against {{clr|3|2S}} and {{clr|1|6P}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a long arc.<br />
** Whiffs on servants at their default height.<br />
* Extremely low profile.<br />
* Moves forward during startup and active frames, for over double Jack-O's body width.<br />
An extremely powerful tool, but risky up close. On hit allows Jack-O' to perform powerful okizeme with crossups and safejumps that immediately lead into a sandwiched pressure between herself and a servant, and can combo strongly off Counter Hits. When blocked, it can frametrap into Servant Shoot ({{clr|2|236K}}) or escape through Summon Servant Hold ({{clr|1|236[P]}}), but is generally unsafe.<br />
<br />
Being a combination of an advancing normal with an extremely low profile makes this an extremely effective counter poke. Many pokes and pressure resets will completely whiff Jack-O's {{clr|5|2D}}, even more than her {{clr|2|2K}}, making it surprisingly safe as an abare tool despite its slower speed.<br />
<br />
May fail to combo after 2K if performed from the max range of 2K on some characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a short arc.<br />
<br />
An abare option in the air and another tool for hitting Servants. Good for hitting on descent after performing some air specials, but has extremely low reward on hit without servants.<br />
<br />
Can become an instant-overhead option from a Roman Cancel, however it can only be used on standing opponents and will [[{{PAGENAME}}/Strategy#Instant Overhead|fail on several characters]].<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png | <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png | <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a short arc.<br />
* Jump and Dash cancellable.<br />
A fast air-to-air attack with good combo reward off airdash cancelling. Will easily whiff on crouching opponents.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |Heads up, safe jump<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_1_Hitbox.png |<br />
GGST_JackO_jS_2_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants into a ground bounce.<br />
* Jump and Dash cancellable.<br />
* Can cross-up.<br />
A strong attack with a large hitbox ideal for jump-in attacks. It can even hit crouching opponents and bypass upper body immunity when used low enough. Is usually preferable to {{clr|4|j.H}} due to its higher damage, reward, and safety.<br />
<br />
Particularly noteworthy for setups due to how it bounces servants off the ground, allowing a safer approach after landing.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}, {{clr|5|j.D}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_1_Hitbox.png |<br />
GGST_JackO_jH_2_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Servants in a long arc.<br />
* Jump and Dash cancellable.<br />
* Can cross-up.<br />
Wide cross-up hitbox, hitting low enough to catch crouching opponents, but the front hit leaves a lot to be desired. Can cover a good distance and catch backdashes, but also makes her easily hit by anti-air attacks.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]] <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a short arc.<br />
* Slows down Jack-O's momentum, then pushes her slightly backwards.<br />
* Extends hurtbox forward.<br />
<br />
A slow projectile with a visible startup animation. Good for stalling opponents to regain servant gauge, lightly punishing full-screen attacks, and applying additional pressure from a safe distance. Very slow to land and easy for opponents to run under, making it weak when performed predictably.<br />
<br />
{{clr|8|66.PRC}} or {{clr|8|22.PRC}} from close-range after the fireball shoots out provides a safe aerial approach with a high-low mixup, but Jack-O' will fall straight down.<br />
<br />
It is possible to perform <code>{{clr|5|j.D}} > airdash > {{clr|3|j.S}}/{{clr|4|j.H}}</code> as a pressure string if the {{clr|5|j.D}} is performed at the correct height, or with rising momentum from the jump. This acts as a practical pressure string as the enemy can be crossed up, and performing a pre-emptive anti-air opens them up to whiff punishes if you instead choose to land normally.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6D or 4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
<br />
Universal throw. A powerful starter for mixups and safejumps, it is one of the primary tools of Jack-O's gameplan.<br />
<br />
Unlike other characters, Jack-O' is able to perform a combo off Throw when timing it correctly with a Countdown ({{clr|4|214H}}) explosion.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.6D or j.4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png| Despite the strike animation, there's no lower hitbox.<br />
GGST_Jack-O_236K_air.png| If the first air attack doesn't land, there's always a spare.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot_Hitbox.png| Ground<br />
GGST_JackO_Servant_Shoot_Air_Hitbox.png| Air<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Servant Shoot}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Launched servants}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Launched Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Launch servants with incredible strength and continue pressure from blocked normals.<br />
<br />
* Data in [] refers to servants launched by collision from a launched servant.<br />
* Can be canceled into all other specials and Overdrives, but not itself.<br />
* Launches servants straight forwards at high speed as projectiles.<br />
* Can be used while holding a servant.<br />
* Aerial version is plus on block from almost any height when falling.<br />
<br />
Despite its namesake, the move is not much more impressive than other normals like {{clr|4|5H}}, {{clr|1|6P}}, and {{clr|4|j.H}} for launching servants. However, it does reliably reach full-screen distances.<br />
<br />
Cancelling into Servant Shoot acts as a frametrap off most unsafe normals, usually to make her blockstrings safer by staggering the timing of cancelling into Summon Servant Hold ({{clr|1|236[P]}}). It will not combo outside of the corner, but launches opponents to full-screen to safely return to neutral.<br />
<br />
Aerial Servant Shoot is a natural frametrap after all jumping normals except {{clr|5|j.D}}. This can even defeat {{clr|1|6P}} and {{clr|1|2P}} attacks if slightly delayed to hit lower, usually allowing Jack-O' to continue with a safe strike-throw mixup afterwards. This gives Jack-O' natural pressure strings from the air if the opponent blocks her jump-ins.<br />
</div><br />
</div><br />
<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}} (Hold OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png| Yeah, we don't know where they come from either<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
GGST_JackO_Summon_Servant_2_Hitbox.png| Hurtbox extends forward if input isn't held<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version = yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236P" or input="236[P]")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a Servant in front of Jack-O' that she can manipulate with her normal and special moves. <br />
* Requires Summon Servant Gauge to be used.<br />
* Counter Hit state for the entire duration.<br />
<br />
Forming the bread and butter of Jack-O's entire gameplan. Summoning servants plays an essential role in combos, okizeme, mixups, pressure, and even avoiding punishes after being blocked on unsafe attacks. See her [[GGST/Jack-O#Servant Commands|servant commands]] for more information on their utilities. Servants are so valuable it is common to summon a servant instead of taking damage opportunities as the long-term benefits are substantial. However, to get this opportunity, Jack-O' will need to either knock the enemy down with Throw ({{clr|5|4D}}/{{clr|5|6D}}) or {{clr|5|2D}}, create enough space using {{clr|4|6H}} and Servant Shoot ({{clr|2|236K}}), or summon unpredictably during pressure strings such as after {{clr|2|5K}}. <br />
----<br />
;{{clr|1|236P}}<br />
Places servant directly in front of Jack-O'.<br />
* Unsafe way to end blockstrings.<br />
* If done extremely close, the servant can be placed behind an opponent.<br />
<br />
----<br />
;{{clr|1|236[P]}}<br />
If you hold {{clr|1|P}} button during the input, then Jack-O' will instead hold the servant in her hands.<br />
* See the [[GGST/Jack-O#Held Servant|Pick Up Servant]] section for more details about the Held Servant stance.<br />
* Performing this version of the move and immediately [[{{PAGENAME}}#Release Servant|Release Servant]] ({{clr|5|ws.D}}) takes an identical amount of time, but places the servant closer to Jack-O' and at an initially higher elevation for different launch angles.<br />
<br />
A much faster summon, but can restrict access to vital attacks. It is the most reliable tool for escaping punish after any blockstring by either using [[{{PAGENAME}}#Defend Command|Defend Command]] ({{clr|3|ws.S}}), jumping, or dashing backwards before the enemy can punish. Due to its high speed, cancelling into a summon unpredictably is very safe. This also provides immediate access to [[{{PAGENAME}}#Throw Servant|Throw Servant]] (ws.6X) to launch servants at a much higher angle while maintaining their full duration.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Free re-use of your servants.<br />
* Picks up the servant nearest to Jack-O'.<br />
** Servants can still be picked up even when launched.<br />
* If the picked up servant is destroyed, disappears, or moves out of range before the move can pick up the servant, it will not pick up any servant.<br />
** This can be used to fast cancel any move by whiffing Pick Up Servant after launching a servant, this can allow some looped pressure and allow various moves to become incredibly safe on block.<br />
<br />
Same speed as Summon Servant Hold ({{clr|1|214[P]}}), making it only useful for Summon Servant Gauge efficiency. The held servant will not have full duration, making it functionally weaker for that lower cost.<br />
----<br />
;Held Servant<br />
Jack-O' cannot block during the stance. She also loses her backdash along with its invulnerability, but in its place she gains a backwards run. Her air dashes remain unaffected.<br />
* The held servant's timer is paused while held.<br />
* She can still perform Servant Shoot ({{clr|2|236K}}) and her Overdrives, and gains access to [[GGST/Jack-O#Throw_Servant|Throw Servant]] ({{clr|5|ws.6X}}) and [[GGST/Jack-O#Release_Servant|Release Servant]] ({{clr|5|ws.5D}}).<br />
* Each attack button now performs their respective servant command without the need of any motion inputs.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release Servant.<br />
** Any of these buttons with the 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
* The held servant does not require Command Servant Gauge to perform any of the commands, but it will still expend any remaining gauge that is available. Other non-held servants will not perform any action if there is not sufficient servant gauge.<br />
* It is still possible to tech throw in this stance.<br />
<br />
Jack-O's unusually weaker stance. She is extremely vulnerable in this state as she cannot block, and has no fast low-hitting attacks making her very susceptible to dash-in attacks. However she becomes extremely mobile, and with a servant ready the moment she performs Release Servant ({{clr|5|D}}) she can turn it into a substantial offensive capability. As this stance is reached automatically off the faster [[GGST/Jack-O#Summon_Servant|Summon Servant]], it can be used to avoid spending the duration static and grounded, and the potent mobility can be used as a way to avoid potential punishes with its uniquely fast backwards dash.<br />
<br />
While the stance is generally weaker, a held servant provides Jack-O' some of the best anti-air capabilities in the game using Attack Command ({{clr|2|K}}), Defend Command ({{clr|3|S}}), and Throw Servant (6X).<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6P/6K/6S/6H/6D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Launch servants across the skies and get them behind your enemies!<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
<br />
A high-reaching projectile attack, capable of anti-airing jump-ins, and applying some pressure from full-screen. The servant moves slowly and can be destroyed with basic jabs. Thrown servants can whiff grounded opponents, and is easily defeated by running in, making it a poor neutral tool. However, it is excellent at quickly placing servants behind the opponent, especially when performed in the air.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
* The servants fall slowly to the ground, meaning you can use this in the air to safely get a servant to a specific height.<br />
</div><br />
</div><br />
<br />
==Servant Commands==<br />
Jack-O' has 4 specials that issue a command to her active servants. They all use identical frame data and have shared properties, regardless of the command issued. Below are a list of general properties, any differences are mentioned on the moves below.<br />
<br />
* Requires Command Servant Gauge to be used.<br />
* Counter Hit state for the entire duration, and slightly extends hurtbox forward.<br />
* The command is issued to servants on Frame 3. Even if Jack-O' is interrupted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.<br />
* Performing in the air will interrupt Jack-O's air momentum.<br />
* Pauses Servant Gauge recharge for 1 second when used with an active servant.<br />
** Pauses for 0.5 seconds if only a held servant is active.<br />
* Can be used when a servant is held with the corresponding attack button and be used with the held servant even without Command Servant Gauge (See [[GGST/Jack-O#Held Servant|Held Servant]] for more information).<br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Cheaper than using other commands, but that's about it. Costs more to use than it gets back.<br />
<br />
* Recalls all servants.<br />
** Refills the Command Servant Gauge by 0.5 bars per servant recovered.<br />
** Refills the Summon Servant Gauge by 1 bar per servant recovered.<br />
** Provides an additional 0.12 bars per second of both Servant Gauges until next summon, due to having no active servants.<br />
* Does not pause Servant Gauge recharge.<br />
<br />
An economical method of using servant commands for their on-block cancels framedata if there are no useful servants nearby. It is still very unsafe off most attacks, making it a risky and poor alternative to Summon Servant Hold ({{clr|1|236[P]}}) when unable to summon.<br />
<br />
The move is fairly slow and eliminates Jack-O's best options which makes it hard to find uses for the move. In the small amount of situations where you would use this move would be to prevent a bounced servant causing unwanted wallbreaks and stop opponents cancelling off a hit servant. Can also be used as an emergency stop of the Countdown ({{clr|4|214H}}) detonation.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|Slash! This move is your entire gameplan, but don't get predictable!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Setplay, zoning, poking, the sky is the limit.<br />
<br />
* Causes all servants on screen to attack, moving forward in the process.<br />
* Launches vertically on hit.<br />
* Can interrupt a servant's movement mid-launch.<br />
<br />
Jack-O's most powerful move. Attack Command is fast, high damage, and inescapably oppressive so long as Jack-O' has servants and servant gauge. It can be canceled into during pressure to create repeated frametraps and chip damage. Servants behind an opponent will push the opponent back towards Jack-O', nullifying the pushback from Faultless Defense and further enhancing her potential pressure options. Is a good combo starter and extension tool.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|Shield! Force your opponent to respect this to get your game going!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onHit=frameAdv,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An extremely secure parry, protecting your servants and locking down opponents.<br />
<br />
* Causes servants to put up a shield that blocks attacks. Prevents the servant being destroyed.<br />
** Powerful and multi-hit projectiles will be entirely destroyed by the shield. Some projectile attacks like Axl's Sickle Flash will be completely nullified upon hitting the shield, without interrupting the animation.<br />
** All Overdrives will be unaffected by Defend Command.<br />
* Puts opponents who attack the shield's hitbox into [[GGST/Defense#Guard_Crush|Guard Crush]] state. They cannot be regular thrown but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Restores 1 bar of Command Servant Gauge upon successful Guard Crush.<br />
** If the servant is dropped or picked up on the exact frame an enemy attacks the Defend hitbox, it will prevent the Gaurd Crush while nullifying the opponent's hitbox (See more: [[{{PAGENAME}}/Strategy#Hitbox_Nullifying|Hitbox Nullifying]]).<br />
** Projectiles (including Zato=1's Eddie) can still cause Guard Crush if the opponent's hurtbox overlaps the servant's defend hitbox.<br />
* Can interrupt a servant's movement mid-launch.<br />
* The Defend shield can protect Jack-O' for up to 7 frames after her recovery.<br />
<br />
Useful as a way to prevent opponents from hitting and killing servants. Offensively outclassed by Attack Command ({{clr|2|214K}}) due to damage potential and benefits even on block. However, it is faster, cannot be defeated even by invincible or massively disjointed attacks, while covering a larger effective range, making it more reliable and very low risk. When successful, it is more economical, compensating for the lower reward.<br />
<br />
The Guard Crush provides time to move, summon more servants, or begin her preference of pressure and mixups in the time it takes them to recover. With 50% Tension, Guard Crush can lead into her Forever Elysion Driver ({{clr|1|632146P}}) for an immediate 125 damage (lower due to combo scaling caused by Defend Command).<br />
<br />
Defend Command can work as an alternative anti-air, with the massive hitbox of the shield it can catch attacks from long range and works against largely disjoined air-to-ground attacks such as Ramlethal's {{clr|4|j.H}}, which would otherwise defeat Attack Command ({{clr|2|214K}}) or Jack-O's {{clr|1|6P}}.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|<br />
GGST_JackO_Countdown_2_Hitbox.png| (no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
For extended combos and mixup setups, but at a high price. Not to be used unless a specific setup has been prepared.<br />
<br />
* All currently active servants will begin a timer. After three seconds they will begin to explode, destroying the servant in the process.<br />
** If a servant is held when the explosion begins, Jack-O' immediately exits her Held Servant stance.<br />
* Servant gauge will not regenerate for the full duration of the countdown.<br />
** When the explosion begins, the servant gauge will drop to 0, and begin refilling immediately.<br />
* The explosion can hit Jack-O, Jack-O's servants, and the opponent.<br />
** Opponents stuck to the wall will not break through if hit by the explosion, instead falling back down to the floor, allowing for combo extensions and corner okizeme.<br />
* The servant's duration timer is ignored when counting down.<br />
** Therefore, Jack-O' can hit the servant any number of times without it disappearing.<br />
* The explosion can be synchronized with Forever Elysion Driver, creating an unblockable attack combination<br />
<br />
Countdown creates a gauranteed additional attack in the future, this attack can be used for converting hits into combos, making mixups safe, maintain pressure strings, and even perform an [[GGST/Jack-O/Strategy#Unblockable|unblockable attack]]. However, it is virtually never effective in a neutral position and is solely a tool for extending and capitalizing off specific setup positions when Jack-O' has full servant gauge. It is very expensive and potentially risky even when used successfully due to resetting the servant gauge.<br />
<br />
By comboing so the enemy sticks to the wall before the Countdown is complete, the resulting explosion will make them to fall back down into the corner. This allows Jack-O' to convert corner combos into further corner pressure instead of resetting in a vulnerable neutral position. This forms the basis of her [[GGST/Jack-O/Combos#Detonation_Combo_Enders|alternative combo routes]].<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|Active<br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
GGST_JackO_Forever_Elysion_Driver_Hit.png|Gotcha<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|Effective range<br />
GGST_JackO_Forever_Elysion_Driver_Whiff_Hitbox.png|Hurtbox on whiff<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A flashy but flawed invincible command grab. Easy damage from guard crush, and even works as a counter to Faultless Defense.<br />
* Data in [] refers to cinematic frames where all projectiles and the opponent will be completely frozen, however Jack-O' will continue to move forward and her servants will continue to move and act during this time.<br />
* Command grab, cannot be blocked but cannot hit an opponent if they jump or are airborne.<br />
** Can be jumped or backdashed after the super flash. Will also fail to hit opponents in airborne attacks (e.g. Leo's {{clr|5|2D}}).<br />
** Opponents in Faultless Defense cannot jump out in time and will be hit.<br />
*** The only escape option when caught using Faultless Defense is to Gold Burst after the super flash.<br />
** Unlike other command grabs, it can still land during the following states (even if the opponent is airborne):<br />
*** Guard crush;<br />
*** Wall stick;<br />
*** During combos.<br />
* Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' at +36 frame advantage afterwards.<br />
** This can allow a safejump against any character with a 10F or slower reversal. Any faster cannot be safejumped from Wall Break.<br />
<br />
Jack-O's invincible reversal. It is relatively short range, roughly comparable to her {{clr|3|f.S}}; it will fail against any airborne attacks; and will even fail against late-timed command grabs, making it the most unreliable invincible reversal Overdrive in the game. However, it is also Jack-O's only invincible reversal and therefore of substantial value given her otherwise poor defensive capabilities. To compensate, it deals extremely high single-hit damage (thereby mitigating the effect of [[GGST/Damage#Guts|Guts]]), able to take many opponents out from 25% health when used raw.<br />
<br />
It can be used during combos, but will not wallbreak unless very close to the wall and can whiff on some Wall Sticks that end high up. Due to being single-hit, it is severely affected by scaling, and with its terrible wallbreak range makes it a poor combo ender. Conversely, Wall breaks are normally a dubious option for Jack-O'. Breaking the wall with Forever Elysion Driver allows her the time to summon and throw a servant to prepare. However, it can also be preferable to save the Tension to use Blue Roman Cancel after the wallbreak, especially given Jack-O' cannot get a universal safejump off an Overdrive Wall Break.<br />
<br />
Enemies in Guard Crush from Defend Command ({{clr|3|214S}}) will be vulnerable to Forever Elysion Driver, but it will only deal 125 Damage due to combo scaling.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|S version<br />
GGST_JackO_Cheer_Servant_On H.png|H version<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<br />
Empower servants to keep up the pressure. Grant a powerful buff for 5 seconds.<br />
<br />
* Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.<br />
* Enables Servant Gauge recharge during [[{{PAGENAME}}#Countdown|Countdown]].<br />
* Has no Counter Hit state even during startup<br />
* Can interrupt a servant's movement mid-launch.<br />
* Both versions can be active at the same time, providing the benefits of both simultaneously. Their durations will wear-off independently of each-other.<br />
<br />
The low startup and recovery of this means it can often be cancelled into during block strings and mid-combo, or during a knockdown before performing okizeme. By exploiting the paused duration of servants Jack-O' can perform many new pressure strings. Even if Jack-O' is interrupted from her optimal setups, the {{clr|3|S}} version can maintain a persistent threat on the opponent, while the {{clr|4|H}} version ensures the Servant Gauge will not be empty, allowing her to set up a new threat in neutral.<br />
<br />
----<br />
; {{clr|3|236236S}}<br />
* Prevents Servents disappearing after Jack-O' blocks or is hit by an attack.<br />
* Gives Servants infinite Guard Point, preventing them from disappearing when attacked.<br />
** Servants will still disappear when hit by an Overdrive or Psyche Burst.<br />
** Opponents still receive normal on-hit cancels as if they landed a hit.<br />
** Opponents receive less hitstop when hitting servants, reducing it down to instead 4 frames, similar to Jack-O' hitting her own servants.<br />
* Multi-hit projectiles such as Leo's [[GGST/Leo#Gravierte Würde|Gravierte Würd]] will lose all hits when colliding with a servant.<br />
** Based on positioning some projectiles may get past a servant before losing all hits.<br />
<br />
Extremely effective for dominating neutral. Makes even a single servant a near inescapable threat for the opponent, and eliminates some moves entirely (i.e. projectiles). When thrown or launched at the enemy they become unbreakable projectiles, pinning the opponent down immediately. Opponents will usually be forced to wait out the duration, giving Jack-O' time to prepare setups and push opponents towards the corner. Due to the recovery time after the superflash, it can be quite vulnerable to use this in neutral if there is not already an active servant.<br />
<br />
While Jack-O' cannot easily use a servant while defending, it functionally converts Attack Command ({{clr|2|214K}}) into a 4 Frame attack to trade with any move so long as a servant is nearby, often disrupting dangerous pressure very quickly. A well-placed servant can also provide her access to Defend Command ({{clr|3|214S}}) to defeat most strikes.<br />
----<br />
; {{clr|4|236236H}}<br />
* Overrides Servant Gauge recharge rate to a continuous 1.2 bars per seconds, regardless of current charge or active servants.<br />
* Prevents Servant Gauge recharge being paused when using a servant command.<br />
<br />
In the corner with one or more servants, this version can provide blockstring loops (e.g. <code>{{clr|2|c.S}} > {{clr|2|236K}} > {{clr|2|214K}}</code>) that provide an incredible amount of chip damage. Once established this can force opponents to use resources to escape by burst, FD, YRC, or taking the hit. This can also allow extremely long frametrap pressure to go into Throw resets with minimal risk. <br />
<br />
Can complement [[{{PAGENAME}}#Countdown|Countdown]] ({{clr|4|214H}}) fairly well, as it makes the opponent incapable of intercepting the explosion without using resources, while also allowing the Servant gauge to continue increasing. Unfortunately it does not prevent the Servant Gauge resetting, maintaining a lot of the same risks.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGST/Navigation}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine&diff=238538
GGST/Ramlethal Valentine
2021-10-27T23:19:06Z
<p>Japanese Schoolgirl: /* Erarlumo */ Updated information about dash cancel</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Ramlethal is a mid-ranged brigadier who controls neutral with her massive swords. She can also expend her swords in order to shoot them as projectiles to dominate the corner. <br />
<br />
Key to Ramlethal’s [[GGST/Ramlethal Valentine/Strategy#Neutral|mid-ranged domination]] is her {{clr|3|f.S}} and {{clr|4|5H}}. They are disjointed, quite fast and have massive range. At closer ranges, she can pressure with her swift {{clr|2|5K}} and her three-hit {{keyword|rekka}}, [[{{PAGENAME}}#Erarlumo|Erarlumo]], of which the first two hits are dash cancelable. Her air control is also great; {{clr|3|j.S}} is basically an aerial version of {{clr|3|f.S}}, and {{clr|4|j.H}} has a huge vertical hitbox, making it an excellent jump-in attack. <br />
<br />
Ramlethal can apply [[GGST/Ramlethal Valentine/Strategy#Corner|suffocating corner pressure]] with [[{{PAGENAME}}#Bajoneto|Bajoneto]], a projectile attack that fires a sword. The sword explodes if it hits a wall, which can extend blockstrings or lead to powerful wallbreak combos. However, when fired, the swords take time to return. Without swords, her {{Prompt|GGST|S}} and {{Prompt|GGST|H}} buttons are significantly weakened. The swords can be retrieved quickly by walking over the spot they landed. At the corner, she can shoot her swords to great extent, as she can pick them up while pressuring the opponent or even during a combo.<br />
<br />
Generally, it’s best to only shoot swords off of confirms or for corner pressure in order to not risk losing them. There are exceptions though, for example, the [[{{PAGENAME}}#Calvados|Calvados]] overdrive retrieves both swords. With 50% Tension, you have the option of playing fast and loose with sword projectiles, just to take them back again. Before expending swords, weigh your options carefully.<br />
<br />
Ramlethal is blessed with amazing buttons, outstanding corner pressure and an adorable puppy on her win screen! What else could you ask for?<br />
<br />
| lore = She is a "Valentine," a life form created in the image of humanity.<br />
In accordance with the orders from her mother implanted in her memories, she declared war against humanity.<br />
However, through her interactions with Sol and everyone, she came to know emotion, and eventually became an ally to mankind.<br />
| summary =, classified as a ''Shooting'' type, is a Brigadier who controls the mid-range with her two swords.<br />
| pros = <br />
*'''Insane Midrange:''' [[GGST/Ramlethal Valentine#f.S|f.S]] and [[GGST/Ramlethal Valentine#5H|5H]] are some of the longest buttons in the game, and are complemented by [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] being a disjointed and highly plus on block fireball.<br />
*'''Suffocating Corner Pressure:''' being in the corner allows for Ramlethal to mitigate the downtime of her sword normals after [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]]. Launched swords also have a secondary explosion when they reach the corner, letting Ramlethal easily re-assert her turn.<br />
*'''Hard to Burst:''' Ramlethal's large normals mean it's likely bursts will whiff against her. The explosions from [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] will also catch stray bursts, and the height she sticks the opponent at on the wall usually means finding a safe burst point is incredibly difficult.<br />
*'''Extreme wall damage:''' [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] allows Ramlethal to get off extremely high damage combos from almost any hit whenever she is near the wall.<br />
| cons = <br />
*'''Double-Edged Swords:''' Using [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] will lock Ramlethal out of one (or both) of her best poking tools, and she must wait for the corresponding to return until she can use them again.<br />
*'''Rare Midscreen Knockdowns:''' Ramlethal cannot reliably secure knockdowns from midscreen hits without meter due to her small [[GGST/Ramlethal Valentine#2D|sweep]]. Most of the time, getting hit by [[GGST/Ramlethal Valentine#f.S|f.S]] means you'll only get hit by a [[GGST/Ramlethal Valentine#5H|5H]] when her back is close to the wall.<br />
| difficulty_rating = 3<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Brigadier Swords<br />
| unique_mechanic1 = [[File:GGST_Ramlethal_Valentine_GroundedSwords|center|250px|Used Swords]][[File:GGST_Ramlethal_Valentine_ReturningSword|center|250px|Returning Sword]]<br />
Ramlethal is built around her two familiars and the large swords they carry for her. Her {{clr|3|S}} button and {{clr|4|H}} button moves are mapped to one of her two swords, and using [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] will launch them. Launched swords change the properties of her moves that use either one or both of her swords. The swords will return to Ramlethal after a delay, but can also be picked up by walking or dashing over them.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5P.png | Kitty scritches<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5P Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Tall hitbox makes this a good anti-air in a pinch.<br />
* Can link into {{clr|2|5K}} in juggles.<br />
Low risk/low reward pressure normal. It also makes a surprisingly good anti-air if the opponent is right above Ram, and in those cases it's generally possible to link into {{clr|2|5K}} for a [[GGST/Ramlethal Valentine#Dauro|Dauro]] confirm. Otherwise, pushback will only allow two jabs until {{clr|1|6P}} > [[GGST/Ramlethal Valentine#Dauro|Dauro]] stops working.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5K Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Good midrange poke for when the opponent is too close for {{clr|3|f.S}} or {{clr|4|5H}}.<br />
* Combos into {{clr|5|2D}}, but not at max range.<br />
This is Ramlethal's main close-up neutral tool and punish for options like Potemkin's [[GGST/Potemkin#Hammer Fall|Hammer Fall]]. {{clr|3|c.S}} is too short, {{clr|3|f.S}} is too slow, and {{clr|5|2D}} has both issues. Cancel into [[GGST/Ramlethal Valentine#Dauro|Dauro]] for a basic confirm and to maintain advantage on hit, but take care to make sure you don't do it on block. This move has a lot more combo applications in juggles than on grounded connect.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine cS.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine cS Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ramlethal's highest damage starter.<br />
Mostly used in blockstring or in combos however there are situations where this can function as an anti air for people directly above you. Even though the move is -2 on block it makes a decent tool for stagger pressure due to the fear of sword pressure. Long active frames also make this a great meaty, as it's easy to run up and establish pressure from farther knockdowns and increase its frame advantage on closer ones.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_fS.png | With Sword<br />
GGST_Ramlethal_Valentine_fS_S-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_fS_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_fS_S-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Data in [] refers to when {{clr|3|S}} sword is unequipped.<br />
* Amazing normal. The gatling into {{clr|4|5H}} is the icing on the cake.<br />
* Difficult to whiff punish.<br />
{{clr|3|f.S}} is your go-to midrange check as you can hit confirm with {{clr|4|5H}} and decide what to do from there. You get a lot more reward off this in the corner thanks to [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]]'s explosion.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_5H.png | With Sword<br />
GGST_Ramlethal_Valentine_5H_H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_5H_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_5H_H-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* If {{clr|4|H}} sword equipped then can be used as frametrap before {{clr|1|214P}}, {{clr|3|236S}} and {{clr|4|236H}} without delay.<br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Not as good as its cousin, but another excellent normal.<br />
Slightly more reach than {{clr|3|f.S}}, very rare that {{clr|3|f.S}} will hit and {{clr|4|5H}} will whiff. {{clr|3|f.S}} > {{clr|4|5H}} on block will push your opponent about a half-screen distance away, so only confirm into {{clr|4|236H}} sword throw if you're near enough to the corner to get a combo off it.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5D Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
;Uncharged Dust<br />
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float<br />
* Causes 80% proration on-hit<br />
<br />
Universal overhead attack that's pretty fast. Using RC will allow this attack to continue into further pressure or convert into a full combo. It's also useful for certain corner combos. Can be gatling from {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for a mixup.<br />
----<br />
;Charged Dust<br />
* Data in [] represents values when fully charged.<br />
* Charged dust leads to soft knockdown (+36).<br />
* Holding up during the hitstop frames of charged dust will activate homing jump:<br />
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.<br />
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).<br />
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.<br />
<br />
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Much like uncharged it's also used in corner combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6P.png | Ode to Jack-O<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6P Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Upper-body invulnerable.<br />
Ramlethal's most reliable anti-air. Blasts the opponent away on air connect, but leaves standing if it hits a grounded opponent. Doesn't have enough hitstun to combo into {{clr|1|214P}} unless it counterhits, so confirm into [[GGST/Ramlethal Valentine#Dauro|Dauro]] instead for a bit more damage and corner carry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6H.png | With Sword <br />
GGST Ramlethal Valentine 6H H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6H Hitbox.png | With Sword<br />
GGST Ramlethal Valentine 6H H-less Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="6H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used as frametrap after {{clr|3|c.S}} without delay.<br />
* If {{clr|4|H}} sword equipped then can be used as frametrap before {{clr|1|214P}}, {{clr|3|236S}} and {{clr|4|236H}} without delay.<br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Launches away on hit, wallbounces in the corner.<br />
Mostly relegated to combo filler and frame trapping. Will combo from {{clr|2|5K}} on an airborne opponent, but will drop if they're grounded. Excellent for getting an opponent into the corner or setting up for a wallbreak from midscreen.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2P.png | Low kitty scritches<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2P Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* One frame slower than {{clr|1|5P}}.<br />
{{clr|1|5P}}'s crouching cousin. Poor reward similar to {{clr|1|5P}} and worse as an abare option as it loses to throws out of blockstun. Use {{clr|1|5P}} instead.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2K Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ramlethal's fastest low.<br />
* Worse starter than {{clr|2|5K}}, some combos that start from {{clr|2|5K}} will not work from {{clr|2|2K}}.<br />
This button is second only to {{clr|1|5P}} in terms of abare. The low hurtbox works wonders in mashing out of your opponent's strings and the frame advantage is pretty good too.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2S.png | With Sword<br />
GGST_Ramlethal_Valentine_2S_S-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2S_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_2S_S-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] refers to when {{clr|3|S}} sword is unequipped.<br />
Mostly a defensive normal, great to catch dashes with. You'll mostly be using this to check approaches that {{clr|3|f.S}} is weak to (specifically low profile moves). Hits low but {{clr|2|2K}} is a better mixup.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2H.png | With Sword<br />
GGST_Ramlethal_Valentine_2H_H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2H_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_2H_H-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* If {{clr|4|H}} sword equipped then can be used as frametrap before {{clr|1|214P}}, {{clr|3|236S}} and {{clr|4|236H}} without delay.<br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Launches on hit.<br />
Makes for a good preemptive anti-air but is prone to trades. Vital to most of Ramlethal's RC combos for gaining height.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2D.png | "Ramlethal? Do you mind telling me what you're doing in that Snuggie?"</br>"Sir. Going Blankie Mode."<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2D Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Will not combo from max range pokes.<br />
* Very strong against moves that low profile {{clr|3|f.S}} and {{clr|4|5H}}.<br />
Very small for a {{clr|5|2D}}. You will spend a lot of time cursing out its lack of range. That said, if it does land you can either get good oki or a damaging combo with a [[GGST/Ramlethal Valentine#Dauro|Dauro]] launch. Successfully counterhitting a low-profile move like Stroke the Big Tree or NRV gives Ramlethal an absolutely devastating combo, especially in comparison to using {{clr|3|2S}} in the same situation.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jP.png | Aerial kitty scritches<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jP_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ramlethal's fastest air normal.<br />
* Excellent rising anti-air because of fast startup and upward hitbox.<br />
Hits at a good angle to stop opponents above you. Chains into itself, letting Ramlethal bring airborne opponents back to the ground. Also converts into a decent knockdown with {{clr|3|j.214S}}.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jK.png | You make my heart feel fuzzy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jK_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Excellent overhead button.<br />
* Fastest air normal besides j.P which means it will be used for some punishes such a 6S > gunflame<br />
* Fantastic air to air<br />
The mixup machine. Useful in corner fuzzy guard setups with exploding swords, but not quite enough blockstun to work on its own as a jump-in. Only gatlings to {{clr|5|j.D}} to make matters worse.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jS.png | With Sword<br />
GGST_Ramlethal_Valentine_jS_S-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jS_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_jS_S-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Data in [] refers to when {{clr|3|S}} sword is unequipped.<br />
* Long range air-to-air.<br />
Amazing air button. Cuts off almost half the screen and is pretty safe to use while retreating. Don't get too reliant on IAD back {{clr|3|j.S}} as most characters can smoke your landing recovery.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jH.png | With Sword<br />
GGST_Ramlethal_Valentine_jH_H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jH_1_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_jH_2_Hitbox.png | With Sword, after a few frames<br />
GGST_Ramlethal_Valentine_jH_H-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Jump in of the <s>gods</s> mortals.<br />
Once this lands, you have to choose immediately what you're doing next due to the high pushback. This move no longer hits crouching opponents while rising due to a hitbox nerf, which also means you as the player must use a little more discretion when jumping in with it.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jD.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jD_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
*Useful for comboing into grounded moves.<br />
Despite what the animation and effect might imply, this does not hit behind Ram so it is unfortunately not a cross-up tool. Instead, it just covers the space in front of and slightly above Ram. If you can land this on an aerial opponent when they are very close and slightly above you while you are descending you can follow up with some of Ram's faster grounded options after landing, such as {{clr|2|5K}}.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Ground Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Gives a manually timed safejump midscreen and setups in the corner with swords/meter.<br />
A pretty good throw, all things considered. A short dash into a forward jump {{clr|4|j.H}} will safejump reversals and catch buttons if timed correctly. In the corner, you can OTG {{clr|3|c.S}} and IAD {{clr|4|j.H}} for a better, autotimed safejump. Ramlethal's throw also gives you the option to OTG anywhere with {{clr|4|214H}} and {{clr|4|632146H}} (along with {{clr|3|236236S}} in the corner) for more damage and to potentially seal a round. Be careful as OTG {{clr|4|214H}} is ''unsafe on hit''. Weirdly enough, OTG {{clr|3|236236S}} will not break the wall.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Doesn't give much corner carry as both Ram and the opponent fly away from each other. However, you can still get a similar safejump to her grounded throw from most heights.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Dauro</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine Dauro.png|Combo ender, juggle extender<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine Dauro Hitbox.png<br />
</gallery><br />
</tabber></div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="623P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* +5 on grounded hit and in range for {{clr|2|K}} normals.<br />
* Links into {{clr|2|5K}} and all grounded {{clr|3|S}} normals on counterhit.<br />
** Can also extend combos after a counterhit {{clr|3|f.S}} or {{clr|4|5H}} by linking into {{clr|2|2K}} > Dauro.<br />
* Launches high enough to link after on airborne opponents, but not in scaled combos.<br />
Grounded combo ender that leaves you at advantage. You can follow-up on air hit with fast attacks like {{clr|2|2K}} to extend combos. It's punishable on block, so don't autopilot into it. Combining Dauro with 66.RC lets Ramlethal quickly close space and is vital for midrange {{clr|3|f.S}} > {{clr|4|5H}} confirms. Dauro's launch height is highly affected by combo scaling, meaning it won't extend combos out of starters like {{clr|2|2K}} > {{clr|5|2D}} or {{clr|5|Throw}} > RRC.<br />
</div><br />
</div><br />
<br />
===<big>Erarlumo</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} -> {{clr|1|214P}} -> {{clr|1|214P}} (Delay OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Erarlumo_1.png|First<br />
GGST_Ramlethal_Valentine_Erarlumo_2.png|Second<br />
GGST_Ramlethal_Valentine_Erarlumo_3.png|Third<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Erarlumo_1_Hitbox.png|First<br />
GGST_Ramlethal_Valentine_Erarlumo_2_Hitbox.png|Second<br />
GGST_Ramlethal_Valentine_Erarlumo_3_Hitbox.png|Third<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version = yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Ramlethal Valentine" and (input="214P" or input="214P 214P" or input="214P 214P 214P")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* First and second rekka can be dash canceled on hit or block only.<br />
* Special canceling into anything will always have 2f gap at least (so since ver 1.10 it cannot be gapless).<br />
** {{clr|1|214P}} > {{clr|1|214PP}} have 2f gap.<br />
** {{clr|1|214P}} > Dash > {{clr|1|623P}} have 4f gap.<br />
** {{clr|1|214PP}} > Dash > {{clr|1|623P}} have 2f gap.<br />
----<br />
;{{clr|1|214P}}<br />
* Dash cancelable on hit with '''-16 frame advantage'''.<br />
** {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|214P}} dash cancel leads to the same frame advantage as {{clr|1|623P}}.<br />
ArcSys took away Ramlethal's Tekken strings and gave her this instead. Pretty useful for combos and also offers strong pressure with some risk. Does not lead to anything on counterhit outside of the second rekka.<br />
----<br />
;{{clr|1|214P}} > {{clr|1|214P}}<br />
* Dash cancelable on hit with '''-13 frame advantage'''.<br />
* Launches higher and deals more damage if delayed from {{clr|1|214P}}.<br />
* Data in [] refers to the delayed version.<br />
* Staggers on hit and long enough on counter hit to link after.<br />
* Delayed rekka frametrap can be avoided with backdash or DPs.<br />
Can be used as a frametrap after the first rekka, but its frame advantage makes it a much higher risk than is generally worth taking.<br />
----<br />
;{{clr|1|214P}} > {{clr|1|214P}} > {{clr|1|214P}}<br />
* Launches higher and deals more damage if delayed from {{clr|1|214P}}.<br />
* Data in [] refers to the delayed version.<br />
* Hard knockdown on hit, allowing for decent oki in the corner if it doesn't break the wall.<br />
* Ground bounces on counter hit, allowing for a follow-up juggle.<br />
Last rekka in the sequence and also the most minus. High recovery but gives a hard knockdown in return. While it is manually timed, Ram can safejump after this from anywhere on the screen with a dash jump.<br />
</div><br />
</div><br />
<br />
===<big>Sildo Detruo</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal_Valentine_Sildo_Detruo.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal_Valentine_Sildo_Detruo_Hitbox.png | {{clr|2|214K}}<br />
GGST Ramlethal_Valentine_Sildo_Detruo_Air_Hitbox.png | {{clr|2|j.214K}}<br />
</gallery><br />
</tabber></div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Ramlethal Valentine" and (input="214K" or input="j.214K")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Can sideswitch at close range, but it will leave Ramlethal too far for the move to connect.<br />
** {{clr|2|214K}} and {{clr|2|j.214K}} have different collision boxes.<br />
* Too slow to combo out of grounded hits and generally hard to combo into in general.<br />
* Knocks down on hit.<br />
Generally too slow to accomplish anything. Your opponent will usually be able to punish this with a throw or {{clr|1|6P}}. Can be RC-ed on block into RRC > {{clr|5|2D}} or 88.RRC~{{clr|1|j.P}} or {{clr|2|j.K}}. Extremely situational pressure tool after a far range {{clr|4|5H}}.<br />
</div><br />
</div><br />
<br />
===<big>Bajoneto</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Bajoneto_S.png|{{clr|3|S}}<br />
GGST_Ramlethal_Valentine_Bajoneto_H.png|{{clr|4|H}}<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Bajoneto_S_Hitbox.png|{{clr|3|S}}<br />
GGST_Ramlethal_Valentine_Bajoneto_S_explode_Hitbox.png|{{clr|3|Explosion hitbox}}<br />
GGST_Ramlethal_Valentine_Bajoneto_H_Hitbox.png|{{clr|4|H}}<br />
GGST_Ramlethal_Valentine_Bajoneto_H_explode_Hitbox.png|{{clr|4|Explosion hitbox}}<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Ramlethal Valentine" and (input="236S" or input="236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Using Bajoneto means the corresponding sword will be launched.<br />
* Launched swords will have a delay before they can be used again.<br />
* Launched swords can also be picked up to shorten their downtime.<br />
* Attempting to launch a sword that has already been launched will result in a whiff animation.<br />
* {{clr|3|S}} sword is the top one, {{clr|4|H}} sword is the bottom.<br />
* takes about 6 seconds for swords to start to come back<br />
* Both versions of explode can be beaten with {{clr|1|6P}} or any other low-profile move, if timed properly.<br />
* Due to the fact that near the corner the swords are driven deeper into the wall - the hitbox of the explosion becomes less wide.<br />
* It's possible to loop your combo in the corner until a wall break with: (>) Explosion > Dash > (on explosion) {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > Repeat<br />
Ram's primary corner combo filler. Launched swords explode when they make contact in the corner, which lets Ramlethal do some RPS between running up with a button/throw or whiff punishing your opponent pressing something. Running up is extra beneficial in that you can pick up the swords and start pressuring all over again.<br />
<br />
As amazing as this move is, there are two general rules to abide by when using it:<br />
# Never use it when you cannot see the corner.<br />
# Never shoot both swords at once if your opponent has any chance to escape.<br />
There are some exceptions to these rules like going for the kill or using meter, but losing Ram's biggest poking mormals is a huge price to pay. The worst position Ram can be in is having neither sword.<br />
</div><br />
</div><br />
<br />
===<big>Agresa Ordono</big>===<br />
<span class="input-badge">'''{{clr|3|j.214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Agressa_Ordono_1.png | Slash 'em<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_2.png | And ground 'em<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Agressa_Ordono_1_Hitbox.png | With {{clr|3|S}} sword<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_1_S-less_Hitbox.png | Without {{clr|3|S}} sword<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_2_Hitbox.png | With {{clr|4|H}} sword<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_2_H-less_Hitbox.png | Without {{clr|4|H}} sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Damage assumes both swords are equipped. <br />
* [] refers to one sword and {} is empty handed.<br />
** If {{clr|3|S}} sword is not equipped, the first hit will be weakened with reduced range and the second hit will have a gap.<br />
** If {{clr|4|H}} sword is not equipped, the second hit will be weakened and have reduced range. <br />
** If neither sword is equipped, then both hits will be the weaker version.<br />
* First hit launches and gives a hard knockdown on grounded opponents.<br />
Good aerial poke due to its range and providing knockdown on aerial opponents. Also useful for following up faster, less committal air-to-air normals to secure knockdown. The first hit launches a grounded opponent for a hard knockdown. Usually this is high enough for the second hit to connect, but you still get a hard knockdown if it whiffs.<br />
</div><br />
</div><br />
<br />
===<big>Sabrobato</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Sabrubato.png | With swords<br />
GGST_Ramlethal_Valentine_Sabrubato_S-less_H-less.png | Without swords<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Sabrubato_Hitbox.png | With swords<br />
GGST_Ramlethal_Valentine_Sabrubato_S-less_H-less_Hitbox.png | Without swords<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Damage assumes both swords are equipped. <br />
* [] refers to one sword and {} is empty handed.<br />
* Cannot be cancelled into.<br />
* The absence of the 1st sword doesn't change the hitbox, but the absence of both will make it narrower and shorter.<br />
This is your prime wallbreak move outside supers due to its high damage. Reaches about 3/4 of the screen with both swords equipped. While it can catch opponents off guard, it is extremely punishable on block and whiff even at maximum range. Should seldom, if ever, be used in neutral especially if you don't have enough tension to RC the move's long recovery.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Calvados</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Calvados.png | Hand over your meter or prepare to be chipped<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Calvados_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="632146H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Returns swords to Ramlethal, no matter their position.<br />
* Deals heavy chip damage if not FD'd, but this does not mean you want this blocked. You will get punished hard for it so it's probably not worth it.<br />
* RC-able for a nearly invisible (but expensive) mixup.<br />
Guaranteed to deal 30 damage at low health, making this super a great way to deal with characters with high guts. Be careful if you try to snipe someone fullscreen as projectiles can trade and knock you out of the super. Any competent opponent will either FD the super and take no chip or jump over it and punish you, or FD it and punish you anyway because of the extreme recovery of this move.<br />
<br />
Will almost always do more damage than Mortobato as a finisher in the corner, but it also builds a lot of burst-meter for the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Mortobato</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Mortobato.png | Self-defense <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Mortobato_Hitbox.png | With swords<br />
GGST_Ramlethal_Valentine_Mortobato_S-less_Hitbox.png | Without {{clr|3|S}} sword<br />
GGST_Ramlethal_Valentine_Mortobato_H-less_Hitbox.png | Without {{clr|4|H}} sword<br />
GGST_Ramlethal_Valentine_Mortobato_S-less_H-less_Hitbox.png | Without swords<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="236236S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Damage assumes both swords are equipped. <br />
* [] refers to one sword and {} is empty handed.<br />
* Hitbox changes depending on what swords are equipped.<br />
* Invincible from frame 1.<br />
Ramlethal's only reversal, but quite a good one at that. Launches the opponent about half screen and will break the wall if the opponent hits it while rising. Decent super to break the wall with because of its high damage, but Calvados will almost always do more while building a lot of burst-meter for the opponent.<br />
<br />
While a risky super it's surprisingly safe if blocked in the air because of the pushback. If it does hit against airborne you can OTG with 214H.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
<br />
*[https://discord.gg/Xfzd7mkamF GGST Resource hub discord]<br />
*[https://docs.google.com/spreadsheets/d/1wtq7R_l_2s3xBuOI8KKPaFMNaU4a56mzpXf05u1OQlI/htmlview#gid=851666433 Cheezy's Guide and Tech Collection]<br />
*[https://youtu.be/WCRPAbl4-WU Video guide by Kurh (French / Français)]<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine/Data&diff=237022
GGST/Ramlethal Valentine/Data
2021-10-15T15:18:04Z
<p>Japanese Schoolgirl: /* Special Moves */ Added frame advantage for 214K and j.214K</p>
<hr />
<div>{{TOC limit|3}}<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGST/Ramlethal Valentine|image=GGST_Ramlethal_Valentine_Icon.png}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin="Links"/><br />
{{CharLinks|<br />
charMainPage=GGST/Ramlethal Valentine<br />
|videos=https://strive.keeponrock.in/#/?p1chars=ramlethal<br />
|discord=https://discord.gg/vHKAwFjES6<br />
|twitter=GGST_RA<br />
|matchups=yes<br />
}}<br />
<section end="Links"/><br />
<br />
==Infobox Data==<br />
{{GGST-character<br />
| name =Ramlethal Valentine<br />
| defense =1.06<br />
| guts =1<br />
| prejump =4<br />
| backdash =20f/5f invuln<br />
| weight =Light<br />
| portrait =GGST_Ramlethal_Valentine_Portrait.png<br />
| icon =GGST_Ramlethal_Valentine_Icon.png<br />
| guardBalance =1<br />
| jump_duration =38<br />
| high_jump_duration=48<br />
| jump_height =<br />
| efiad =3<br />
| ebiad =3<br />
| fadd =25/19<br />
| badd =12<br />
| fadat =18<br />
| badat =6<br />
}}<br />
<br />
==Normal Moves==<br />
===5P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5P<br />
|guard=All<br />
|invul=<br />
|damage=22<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|onBlock=-2<br />
|onHit=1<br />
|level=0<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_5P.png<br />
|type=normal<br />
|riscGain=5<br />
|hitboxes=GGST_Ramlethal_Valentine_5P_Hitbox.png<br />
}}<br />
<br />
===5K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5K<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=7<br />
|active=3<br />
|recovery=11<br />
|onBlock=-2<br />
|onHit=1<br />
|level=1<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_5K.png<br />
|hitboxes=GGST_Ramlethal_Valentine_5K_Hitbox.png<br />
|type=normal<br />
|riscGain=10<br />
}}<br />
<br />
===c.S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=c.S<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=7<br />
|active=6<br />
|recovery=13<br />
|onBlock=-2<br />
|onHit=1<br />
|level=3<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_cS.png<br />
|hitboxes=GGST_Ramlethal_Valentine_cS_Hitbox.png<br />
|type=normal<br />
|riscGain=20<br />
}}<br />
<br />
===f.S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=f.S<br />
|guard=All<br />
|invul=<br />
|damage=32 [25]<br />
|startup=11<br />
|active=6<br />
|recovery=21<br />
|onBlock=-10 [-13]<br />
|onHit=-7 [-10]<br />
|level=3 [2]<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_fS.png; GGST_Ramlethal_Valentine_fS_S-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_fS_Hitbox.png; GGST_Ramlethal_Valentine_fS_S-less_Hitbox.png<br />
|type=normal<br />
|riscGain=20 [15]<br />
}}<br />
<br />
===5H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5H<br />
|guard=All<br />
|invul=<br />
|damage=42 [33]<br />
|startup=12<br />
|active=3<br />
|recovery=28<br />
|onBlock=-12 [-13]<br />
|onHit= -9 [-11]<br />
|level=4 [3]<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_5H.png; GGST_Ramlethal_Valentine_5H_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_5H_Hitbox.png; GGST_Ramlethal_Valentine_5H_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=25 [20]<br />
}}<br />
<br />
===2P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2P<br />
|guard=All<br />
|invul=<br />
|damage=22<br />
|startup=6<br />
|active=4<br />
|recovery=9<br />
|onBlock=-3<br />
|onHit=0<br />
|level=0<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_2P.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2P_Hitbox.png<br />
|type=normal<br />
|riscGain=5<br />
}}<br />
<br />
===2K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2K<br />
|guard=Low<br />
|invul=<br />
|damage=26<br />
|startup=6<br />
|active=5<br />
|recovery=9<br />
|onBlock=-2<br />
|onHit=1<br />
|level=1<br />
|prorate=70%<br />
|images=GGST_Ramlethal_Valentine_2K.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2K_Hitbox.png<br />
|type=normal<br />
|riscGain=10<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2S<br />
|guard=Low<br />
|invul=<br />
|damage=38 [30]<br />
|startup=12 [12]<br />
|active=4 [4]<br />
|recovery=20 [20]<br />
|onBlock=-7 [-10]<br />
|onHit=-4 [-7]<br />
|level=3 [2]<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_2S.png; GGST_Ramlethal_Valentine_2S_S-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2S_Hitbox.png; GGST_Ramlethal_Valentine_2S_S-less_Hitbox.png<br />
|type=normal<br />
|riscGain=20 [15]<br />
}}<br />
<br />
===2H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2H<br />
|guard=All<br />
|invul=<br />
|damage=46 [36]<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|onBlock=-15 [-17]<br />
|onHit=KD<br />
|level=4 [3]<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_2H.png; GGST_Ramlethal_Valentine_2H_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2H_Hitbox.png; GGST_Ramlethal_Valentine_2H_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=25 [20]<br />
}}<br />
<br />
===j.P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.P<br />
|guard=High<br />
|invul=<br />
|damage=20<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|onBlock=<br />
|onHit=<br />
|level=0<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jP.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jP_Hitbox.png<br />
|type=normal<br />
|riscGain=5<br />
}}<br />
<br />
===j.K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.K<br />
|guard=High<br />
|invul=<br />
|damage=22<br />
|startup=7<br />
|active=4<br />
|recovery=13<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jK.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jK_Hitbox.png<br />
|type=normal<br />
|riscGain=10<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.S<br />
|guard=High<br />
|invul=<br />
|damage=30 [24]<br />
|startup=12<br />
|active=4<br />
|recovery=24<br />
|onBlock=<br />
|onHit=<br />
|level=2 [1]<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jS.png; GGST_Ramlethal_Valentine_jS_S-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jS_Hitbox.png; GGST_Ramlethal_Valentine_jS_S-less_Hitbox.png <br />
|type=normal<br />
|riscGain=15 [10]<br />
}}<br />
<br />
===j.H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.H<br />
|guard=High<br />
|invul=<br />
|damage=40 [32]<br />
|startup=16<br />
|active=6<br />
|recovery=31<br />
|onBlock=<br />
|onHit=<br />
|level=2 [1]<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jH.png; GGST_Ramlethal_Valentine_jH_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jH_1_Hitbox.png; GGST_Ramlethal_Valentine_jH_2_Hitbox.png; GGST_Ramlethal_Valentine_jH_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=15 [10]<br />
}}<br />
<br />
===j.D Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.D<br />
|guard=High<br />
|invul=<br />
|damage=16×3<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jD.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jD_Hitbox.png<br />
|type=normal<br />
|riscGain=3,3,3<br />
}}<br />
<br />
===6P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=6P<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=9<br />
|active=5<br />
|recovery=18<br />
|onBlock=-9<br />
|onHit=-6<br />
|level=1<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_6P.png<br />
|hitboxes=GGST_Ramlethal_Valentine_6P_Hitbox.png<br />
|type=normal<br />
|riscGain=15<br />
}}<br />
<br />
===6H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=6H<br />
|guard=All<br />
|invul=<br />
|damage=50 [40]<br />
|startup=18 [18]<br />
|active=2 [2]<br />
|recovery=33 [33]<br />
|onBlock=-16 [-18]<br />
|onHit=KD [-15]<br />
|level=4 [3]<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_6H.png; GGST_Ramlethal_Valentine_6H_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_6H_Hitbox.png; GGST_Ramlethal_Valentine_6H_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=25 [20]<br />
}}<br />
<br />
===2D Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2D<br />
|guard=Low<br />
|invul=<br />
|damage=36<br />
|startup=10<br />
|active=6<br />
|recovery=19<br />
|onBlock=-8<br />
|onHit=KD<br />
|level=3<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_2D.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2D_Hitbox.png<br />
|type=normal<br />
|riscGain=20<br />
}}<br />
<br />
===5D Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5D<br />
|guard=High<br />
|invul=<br />
|damage=45 [56]<br />
|startup=20 [28]<br />
|active=2 [2]<br />
|recovery=27 [27]<br />
|onBlock=-15 [-10]<br />
|onHit= 0 [KD]<br />
|level=2 [4]<br />
|prorate=80% [100%]<br />
|images=GGST_Ramlethal_Valentine_5D.png<br />
|hitboxes=GGST_Ramlethal_Valentine_5D_Hitbox.png<br />
|type=normal<br />
|riscGain=15 [25]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Ground Throw<br />
|input=4D or 6D<br />
|guard=Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=38<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|prorate=50%<br />
|images=GGST Ramlethal Valentine Ground Throw.png<br />
|type=other<br />
}}<br />
<br />
===Air Throw Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Air Throw<br />
|input=j.4D or j.6D<br />
|guard=Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=Until L+10<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|prorate=50%<br />
|images=GGST Ramlethal Valentine Air Throw.png<br />
|type=other<br />
}}<br />
<br />
==Special Moves==<br />
===236S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Bajoneto<br />
|input=236S<br />
|guard=All<br />
|invul=<br />
|damage=30,35<br />
|startup=20<br />
|active=<br />
|recovery=Total 37<br />
|onBlock=+9<br />
|onHit=22~40<br />
|level=2<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Bajoneto S.png<br />
|hitboxes=GGST Ramlethal Valentine Bajoneto S Hitbox.png; GGST Ramlethal Valentine Bajoneto S explode Hitbox.png<br />
|type=special<br />
|riscGain=5<br />
}}<br />
<br />
===236H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Bajoneto<br />
|input=236H<br />
|guard=All<br />
|invul=<br />
|damage=30,35<br />
|startup=20<br />
|active=<br />
|recovery=Total 43<br />
|onBlock=+3<br />
|onHit=KD<br />
|level=2<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Bajoneto H.png<br />
|hitboxes=GGST Ramlethal Valentine Bajoneto H Hitbox.png; GGST Ramlethal Valentine Bajoneto H explode Hitbox.png<br />
|type=special<br />
|riscGain=5<br />
}}<br />
<br />
===623P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Dauro<br />
|input=623P<br />
|guard=All<br />
|invul=<br />
|damage=35<br />
|startup=11<br />
|active=3<br />
|recovery=27<br />
|onBlock=-10<br />
|onHit=+5/-1<br />
|level=4<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Dauro.png<br />
|hitboxes=GGST Ramlethal Valentine Dauro Hitbox.png<br />
|type=special<br />
|riscGain=25<br />
}}<br />
<br />
===214K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Sildo Detruo<br />
|input=214K<br />
|guard=Mid<br />
|invul=<br />
|damage=40<br />
|startup=30<br />
|active=2<br />
|recovery=18<br />
|onBlock=+1<br />
|onHit=+6<br />
|level=3<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Sildo Detruo.png<br />
|hitboxes=GGST Ramlethal Valentine Sildo Detruo Hitbox.png<br />
|type=special<br />
|riscGain=20<br />
}}<br />
<br />
===j.214K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Sildo Detruo<br />
|input=j.214K<br />
|guard=Mid<br />
|invul=<br />
|damage=40<br />
|startup=30<br />
|active=Until L<br />
|recovery=<br />
|onBlock=-2~+1<br />
|onHit=+3~+6<br />
|level=3<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Sildo Detruo.png<br />
|hitboxes=GGST Ramlethal Valentine Sildo Detruo Air Hitbox.png<br />
|type=special<br />
|riscGain=20<br />
}}<br />
<br />
===214H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Sabrubato<br />
|input=214H<br />
|guard=All (Guard Crush)<br />
|invul=<br />
|damage=100 [75] {50}<br />
|startup=19<br />
|active=4<br />
|recovery=42<br />
|onBlock=-27 [-27] {-32}<br />
|onHit=KD<br />
|level=4 [4] {2}<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Sabrubato.png; GGST Ramlethal Valentine Sabrubato S-less H-less.png<br />
|hitboxes=GGST Ramlethal Valentine Sabrubato Hitbox.png; GGST Ramlethal Valentine Sabrubato S-less H-less Hitbox.png<br />
|type=special<br />
|riscGain=25 [25] [15]<br />
}}<br />
<br />
===214P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Erarlumo<br />
|input=214P<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=16<br />
|active=7<br />
|recovery=21<br />
|onBlock=-5<br />
|onHit=+1<br />
|level=4<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Erarlumo 1.png<br />
|hitboxes=GGST Ramlethal Valentine Erarlumo 1 Hitbox.png<br />
|type=special<br />
|notes=Dash cancelable on hit with '''-16 frame advantage''' and this dash will force Counter state.<br />
|riscGain=25<br />
}}<br />
<br />
===214P 214P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Erarlumo<br />
|input=214P 214P<br />
|guard=All<br />
|invul=<br />
|damage=35 [50]<br />
|startup=12<br />
|active=4<br />
|recovery=41<br />
|onBlock=-13 [-2]<br />
|onHit=+13 [+21]<br />
|level=2 [3]<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Erarlumo 2.png<br />
|hitboxes=GGST Ramlethal Valentine Erarlumo 2 Hitbox.png<br />
|type=special<br />
|notes=Dash cancelable on hit with '''-13 frame advantage''' and this dash will force Counter state.<br />
|riscGain=15 [20]<br />
}}<br />
<br />
===214P 214P 214P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Erarlumo<br />
|input=214P 214P 214P<br />
|guard=All<br />
|invul=<br />
|damage=40 [70]<br />
|startup=22<br />
|active=6<br />
|recovery=32<br />
|onBlock=-19<br />
|onHit=KD<br />
|level=4<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Erarlumo 3.png<br />
|hitboxes=GGST Ramlethal Valentine Erarlumo 3 Hitbox.png<br />
|type=special<br />
|riscGain=25<br />
}}<br />
<br />
===j.214S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Agressa Ordono<br />
|input=j.214S<br />
|guard=All<br />
|invul=<br />
|damage=30,30 [24,30] [30,24] {24,24}<br />
|startup=12<br />
|active=4(10)4<br />
|recovery=24<br />
|onBlock=<br />
|onHit=KD<br />
|level=3<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Agressa Ordono 1.png; GGST Ramlethal Valentine Agressa Ordono 2.png<br />
|hitboxes=GGST Ramlethal Valentine Agressa Ordono 1 Hitbox.png; GGST Ramlethal Valentine Agressa Ordono 1 S-less Hitbox.png; GGST Ramlethal Valentine Agressa Ordono 2 Hitbox.png; GGST Ramlethal Valentine Agressa Ordono 2 H-less Hitbox.png<br />
|type=special<br />
|riscGain=10,20 [7,20] [10,15] {7,15}<br />
}}<br />
<br />
==Overdrives==<br />
===632146H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Calvados<br />
|input=632146H<br />
|guard=All<br />
|invul=<br />
|damage=4×29,40 <br />
|startup=11+13<br />
|active=<br />
|recovery=<br />
|onBlock=-70<br />
|onHit=KD<br />
|level=1<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Calvados.png<br />
|hitboxes=GGST Ramlethal Valentine Calvados Hitbox.png<br />
|type=super<br />
|riscGain=5×29<br />
}}<br />
<br />
===236236S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Mortobato<br />
|input=236236S<br />
|guard=All<br />
|invul=All 1~14<br />
|damage=160 [130] {100}<br />
|startup=7+2<br />
|active=<br />
|recovery=<br />
|onBlock=-30 [-30] {-35}<br />
|onHit=KD<br />
|level=4 [4] {2}<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Mortobato.png<br />
|hitboxes=GGST Ramlethal Valentine Mortobato Hitbox.png; GGST Ramlethal Valentine Mortobato S-less Hitbox.png; GGST Ramlethal Valentine Mortobato H-less Hitbox.png; ; GGST Ramlethal Valentine Mortobato S-less H-less Hitbox.png<br />
|type=super<br />
|riscGain=25 {15}<br />
}}<br />
<br />
==Category==<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine/Data&diff=237019
GGST/Ramlethal Valentine/Data
2021-10-15T15:00:54Z
<p>Japanese Schoolgirl: /* Special Moves */ Edited startup for 214P (first rekka)</p>
<hr />
<div>{{TOC limit|3}}<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGST/Ramlethal Valentine|image=GGST_Ramlethal_Valentine_Icon.png}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin="Links"/><br />
{{CharLinks|<br />
charMainPage=GGST/Ramlethal Valentine<br />
|videos=https://strive.keeponrock.in/#/?p1chars=ramlethal<br />
|discord=https://discord.gg/vHKAwFjES6<br />
|twitter=GGST_RA<br />
|matchups=yes<br />
}}<br />
<section end="Links"/><br />
<br />
==Infobox Data==<br />
{{GGST-character<br />
| name =Ramlethal Valentine<br />
| defense =1.06<br />
| guts =1<br />
| prejump =4<br />
| backdash =20f/5f invuln<br />
| weight =Light<br />
| portrait =GGST_Ramlethal_Valentine_Portrait.png<br />
| icon =GGST_Ramlethal_Valentine_Icon.png<br />
| guardBalance =1<br />
| jump_duration =38<br />
| high_jump_duration=48<br />
| jump_height =<br />
| efiad =3<br />
| ebiad =3<br />
| fadd =25/19<br />
| badd =12<br />
| fadat =18<br />
| badat =6<br />
}}<br />
<br />
==Normal Moves==<br />
===5P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5P<br />
|guard=All<br />
|invul=<br />
|damage=22<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|onBlock=-2<br />
|onHit=1<br />
|level=0<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_5P.png<br />
|type=normal<br />
|riscGain=5<br />
|hitboxes=GGST_Ramlethal_Valentine_5P_Hitbox.png<br />
}}<br />
<br />
===5K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5K<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=7<br />
|active=3<br />
|recovery=11<br />
|onBlock=-2<br />
|onHit=1<br />
|level=1<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_5K.png<br />
|hitboxes=GGST_Ramlethal_Valentine_5K_Hitbox.png<br />
|type=normal<br />
|riscGain=10<br />
}}<br />
<br />
===c.S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=c.S<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=7<br />
|active=6<br />
|recovery=13<br />
|onBlock=-2<br />
|onHit=1<br />
|level=3<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_cS.png<br />
|hitboxes=GGST_Ramlethal_Valentine_cS_Hitbox.png<br />
|type=normal<br />
|riscGain=20<br />
}}<br />
<br />
===f.S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=f.S<br />
|guard=All<br />
|invul=<br />
|damage=32 [25]<br />
|startup=11<br />
|active=6<br />
|recovery=21<br />
|onBlock=-10 [-13]<br />
|onHit=-7 [-10]<br />
|level=3 [2]<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_fS.png; GGST_Ramlethal_Valentine_fS_S-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_fS_Hitbox.png; GGST_Ramlethal_Valentine_fS_S-less_Hitbox.png<br />
|type=normal<br />
|riscGain=20 [15]<br />
}}<br />
<br />
===5H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5H<br />
|guard=All<br />
|invul=<br />
|damage=42 [33]<br />
|startup=12<br />
|active=3<br />
|recovery=28<br />
|onBlock=-12 [-13]<br />
|onHit= -9 [-11]<br />
|level=4 [3]<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_5H.png; GGST_Ramlethal_Valentine_5H_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_5H_Hitbox.png; GGST_Ramlethal_Valentine_5H_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=25 [20]<br />
}}<br />
<br />
===2P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2P<br />
|guard=All<br />
|invul=<br />
|damage=22<br />
|startup=6<br />
|active=4<br />
|recovery=9<br />
|onBlock=-3<br />
|onHit=0<br />
|level=0<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_2P.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2P_Hitbox.png<br />
|type=normal<br />
|riscGain=5<br />
}}<br />
<br />
===2K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2K<br />
|guard=Low<br />
|invul=<br />
|damage=26<br />
|startup=6<br />
|active=5<br />
|recovery=9<br />
|onBlock=-2<br />
|onHit=1<br />
|level=1<br />
|prorate=70%<br />
|images=GGST_Ramlethal_Valentine_2K.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2K_Hitbox.png<br />
|type=normal<br />
|riscGain=10<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2S<br />
|guard=Low<br />
|invul=<br />
|damage=38 [30]<br />
|startup=12 [12]<br />
|active=4 [4]<br />
|recovery=20 [20]<br />
|onBlock=-7 [-10]<br />
|onHit=-4 [-7]<br />
|level=3 [2]<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_2S.png; GGST_Ramlethal_Valentine_2S_S-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2S_Hitbox.png; GGST_Ramlethal_Valentine_2S_S-less_Hitbox.png<br />
|type=normal<br />
|riscGain=20 [15]<br />
}}<br />
<br />
===2H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2H<br />
|guard=All<br />
|invul=<br />
|damage=46 [36]<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|onBlock=-15 [-17]<br />
|onHit=KD<br />
|level=4 [3]<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_2H.png; GGST_Ramlethal_Valentine_2H_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2H_Hitbox.png; GGST_Ramlethal_Valentine_2H_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=25 [20]<br />
}}<br />
<br />
===j.P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.P<br />
|guard=High<br />
|invul=<br />
|damage=20<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|onBlock=<br />
|onHit=<br />
|level=0<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jP.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jP_Hitbox.png<br />
|type=normal<br />
|riscGain=5<br />
}}<br />
<br />
===j.K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.K<br />
|guard=High<br />
|invul=<br />
|damage=22<br />
|startup=7<br />
|active=4<br />
|recovery=13<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jK.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jK_Hitbox.png<br />
|type=normal<br />
|riscGain=10<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.S<br />
|guard=High<br />
|invul=<br />
|damage=30 [24]<br />
|startup=12<br />
|active=4<br />
|recovery=24<br />
|onBlock=<br />
|onHit=<br />
|level=2 [1]<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jS.png; GGST_Ramlethal_Valentine_jS_S-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jS_Hitbox.png; GGST_Ramlethal_Valentine_jS_S-less_Hitbox.png <br />
|type=normal<br />
|riscGain=15 [10]<br />
}}<br />
<br />
===j.H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.H<br />
|guard=High<br />
|invul=<br />
|damage=40 [32]<br />
|startup=16<br />
|active=6<br />
|recovery=31<br />
|onBlock=<br />
|onHit=<br />
|level=2 [1]<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jH.png; GGST_Ramlethal_Valentine_jH_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jH_1_Hitbox.png; GGST_Ramlethal_Valentine_jH_2_Hitbox.png; GGST_Ramlethal_Valentine_jH_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=15 [10]<br />
}}<br />
<br />
===j.D Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.D<br />
|guard=High<br />
|invul=<br />
|damage=16×3<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jD.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jD_Hitbox.png<br />
|type=normal<br />
|riscGain=3,3,3<br />
}}<br />
<br />
===6P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=6P<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=9<br />
|active=5<br />
|recovery=18<br />
|onBlock=-9<br />
|onHit=-6<br />
|level=1<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_6P.png<br />
|hitboxes=GGST_Ramlethal_Valentine_6P_Hitbox.png<br />
|type=normal<br />
|riscGain=15<br />
}}<br />
<br />
===6H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=6H<br />
|guard=All<br />
|invul=<br />
|damage=50 [40]<br />
|startup=18 [18]<br />
|active=2 [2]<br />
|recovery=33 [33]<br />
|onBlock=-16 [-18]<br />
|onHit=KD [-15]<br />
|level=4 [3]<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_6H.png; GGST_Ramlethal_Valentine_6H_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_6H_Hitbox.png; GGST_Ramlethal_Valentine_6H_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=25 [20]<br />
}}<br />
<br />
===2D Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2D<br />
|guard=Low<br />
|invul=<br />
|damage=36<br />
|startup=10<br />
|active=6<br />
|recovery=19<br />
|onBlock=-8<br />
|onHit=KD<br />
|level=3<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_2D.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2D_Hitbox.png<br />
|type=normal<br />
|riscGain=20<br />
}}<br />
<br />
===5D Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5D<br />
|guard=High<br />
|invul=<br />
|damage=45 [56]<br />
|startup=20 [28]<br />
|active=2 [2]<br />
|recovery=27 [27]<br />
|onBlock=-15 [-10]<br />
|onHit= 0 [KD]<br />
|level=2 [4]<br />
|prorate=80% [100%]<br />
|images=GGST_Ramlethal_Valentine_5D.png<br />
|hitboxes=GGST_Ramlethal_Valentine_5D_Hitbox.png<br />
|type=normal<br />
|riscGain=15 [25]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Ground Throw<br />
|input=4D or 6D<br />
|guard=Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=38<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|prorate=50%<br />
|images=GGST Ramlethal Valentine Ground Throw.png<br />
|type=other<br />
}}<br />
<br />
===Air Throw Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Air Throw<br />
|input=j.4D or j.6D<br />
|guard=Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=Until L+10<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|prorate=50%<br />
|images=GGST Ramlethal Valentine Air Throw.png<br />
|type=other<br />
}}<br />
<br />
==Special Moves==<br />
===236S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Bajoneto<br />
|input=236S<br />
|guard=All<br />
|invul=<br />
|damage=30,35<br />
|startup=20<br />
|active=<br />
|recovery=Total 37<br />
|onBlock=+9<br />
|onHit=22~40<br />
|level=2<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Bajoneto S.png<br />
|hitboxes=GGST Ramlethal Valentine Bajoneto S Hitbox.png; GGST Ramlethal Valentine Bajoneto S explode Hitbox.png<br />
|type=special<br />
|riscGain=5<br />
}}<br />
<br />
===236H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Bajoneto<br />
|input=236H<br />
|guard=All<br />
|invul=<br />
|damage=30,35<br />
|startup=20<br />
|active=<br />
|recovery=Total 43<br />
|onBlock=+3<br />
|onHit=KD<br />
|level=2<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Bajoneto H.png<br />
|hitboxes=GGST Ramlethal Valentine Bajoneto H Hitbox.png; GGST Ramlethal Valentine Bajoneto H explode Hitbox.png<br />
|type=special<br />
|riscGain=5<br />
}}<br />
<br />
===623P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Dauro<br />
|input=623P<br />
|guard=All<br />
|invul=<br />
|damage=35<br />
|startup=11<br />
|active=3<br />
|recovery=27<br />
|onBlock=-10<br />
|onHit=+5/-1<br />
|level=4<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Dauro.png<br />
|hitboxes=GGST Ramlethal Valentine Dauro Hitbox.png<br />
|type=special<br />
|riscGain=25<br />
}}<br />
<br />
===214K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Sildo Detruo<br />
|input=214K<br />
|guard=High<br />
|invul=<br />
|damage=40<br />
|startup=30<br />
|active=2<br />
|recovery=18<br />
|onBlock=-3<br />
|onHit=KD<br />
|level=3<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Sildo Detruo.png<br />
|hitboxes=GGST Ramlethal Valentine Sildo Detruo Hitbox.png<br />
|type=special<br />
|riscGain=20<br />
}}<br />
<br />
===j.214K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Sildo Detruo<br />
|input=j.214K<br />
|guard=High<br />
|invul=<br />
|damage=40<br />
|startup=30<br />
|active=Until L<br />
|recovery=<br />
|onBlock=-7~-4<br />
|onHit=KD<br />
|level=3<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Sildo Detruo.png<br />
|hitboxes=GGST Ramlethal Valentine Sildo Detruo Air Hitbox.png<br />
|type=special<br />
|riscGain=20<br />
}}<br />
<br />
===214H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Sabrubato<br />
|input=214H<br />
|guard=All (Guard Crush)<br />
|invul=<br />
|damage=100 [75] {50}<br />
|startup=19<br />
|active=4<br />
|recovery=42<br />
|onBlock=-27 [-27] {-32}<br />
|onHit=KD<br />
|level=4 [4] {2}<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Sabrubato.png; GGST Ramlethal Valentine Sabrubato S-less H-less.png<br />
|hitboxes=GGST Ramlethal Valentine Sabrubato Hitbox.png; GGST Ramlethal Valentine Sabrubato S-less H-less Hitbox.png<br />
|type=special<br />
|riscGain=25 [25] [15]<br />
}}<br />
<br />
===214P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Erarlumo<br />
|input=214P<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=16<br />
|active=7<br />
|recovery=21<br />
|onBlock=-5<br />
|onHit=+1<br />
|level=4<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Erarlumo 1.png<br />
|hitboxes=GGST Ramlethal Valentine Erarlumo 1 Hitbox.png<br />
|type=special<br />
|notes=Dash cancelable on hit with '''-16 frame advantage''' and this dash will force Counter state.<br />
|riscGain=25<br />
}}<br />
<br />
===214P 214P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Erarlumo<br />
|input=214P 214P<br />
|guard=All<br />
|invul=<br />
|damage=35 [50]<br />
|startup=12<br />
|active=4<br />
|recovery=41<br />
|onBlock=-13 [-2]<br />
|onHit=+13 [+21]<br />
|level=2 [3]<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Erarlumo 2.png<br />
|hitboxes=GGST Ramlethal Valentine Erarlumo 2 Hitbox.png<br />
|type=special<br />
|notes=Dash cancelable on hit with '''-13 frame advantage''' and this dash will force Counter state.<br />
|riscGain=15 [20]<br />
}}<br />
<br />
===214P 214P 214P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Erarlumo<br />
|input=214P 214P 214P<br />
|guard=All<br />
|invul=<br />
|damage=40 [70]<br />
|startup=22<br />
|active=6<br />
|recovery=32<br />
|onBlock=-19<br />
|onHit=KD<br />
|level=4<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Erarlumo 3.png<br />
|hitboxes=GGST Ramlethal Valentine Erarlumo 3 Hitbox.png<br />
|type=special<br />
|riscGain=25<br />
}}<br />
<br />
===j.214S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Agressa Ordono<br />
|input=j.214S<br />
|guard=All<br />
|invul=<br />
|damage=30,30 [24,30] [30,24] {24,24}<br />
|startup=12<br />
|active=4(10)4<br />
|recovery=24<br />
|onBlock=<br />
|onHit=KD<br />
|level=3<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Agressa Ordono 1.png; GGST Ramlethal Valentine Agressa Ordono 2.png<br />
|hitboxes=GGST Ramlethal Valentine Agressa Ordono 1 Hitbox.png; GGST Ramlethal Valentine Agressa Ordono 1 S-less Hitbox.png; GGST Ramlethal Valentine Agressa Ordono 2 Hitbox.png; GGST Ramlethal Valentine Agressa Ordono 2 H-less Hitbox.png<br />
|type=special<br />
|riscGain=10,20 [7,20] [10,15] {7,15}<br />
}}<br />
<br />
==Overdrives==<br />
===632146H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Calvados<br />
|input=632146H<br />
|guard=All<br />
|invul=<br />
|damage=4×29,40 <br />
|startup=11+13<br />
|active=<br />
|recovery=<br />
|onBlock=-70<br />
|onHit=KD<br />
|level=1<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Calvados.png<br />
|hitboxes=GGST Ramlethal Valentine Calvados Hitbox.png<br />
|type=super<br />
|riscGain=5×29<br />
}}<br />
<br />
===236236S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Mortobato<br />
|input=236236S<br />
|guard=All<br />
|invul=All 1~14<br />
|damage=160 [130] {100}<br />
|startup=7+2<br />
|active=<br />
|recovery=<br />
|onBlock=-30 [-30] {-35}<br />
|onHit=KD<br />
|level=4 [4] {2}<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Mortobato.png<br />
|hitboxes=GGST Ramlethal Valentine Mortobato Hitbox.png; GGST Ramlethal Valentine Mortobato S-less Hitbox.png; GGST Ramlethal Valentine Mortobato H-less Hitbox.png; ; GGST Ramlethal Valentine Mortobato S-less H-less Hitbox.png<br />
|type=super<br />
|riscGain=25 {15}<br />
}}<br />
<br />
==Category==<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine/Data&diff=237017
GGST/Ramlethal Valentine/Data
2021-10-15T14:56:12Z
<p>Japanese Schoolgirl: /* Special Moves */ Edited 214P (first rekka) frame advantage and added minor note about dash canceling</p>
<hr />
<div>{{TOC limit|3}}<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGST/Ramlethal Valentine|image=GGST_Ramlethal_Valentine_Icon.png}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin="Links"/><br />
{{CharLinks|<br />
charMainPage=GGST/Ramlethal Valentine<br />
|videos=https://strive.keeponrock.in/#/?p1chars=ramlethal<br />
|discord=https://discord.gg/vHKAwFjES6<br />
|twitter=GGST_RA<br />
|matchups=yes<br />
}}<br />
<section end="Links"/><br />
<br />
==Infobox Data==<br />
{{GGST-character<br />
| name =Ramlethal Valentine<br />
| defense =1.06<br />
| guts =1<br />
| prejump =4<br />
| backdash =20f/5f invuln<br />
| weight =Light<br />
| portrait =GGST_Ramlethal_Valentine_Portrait.png<br />
| icon =GGST_Ramlethal_Valentine_Icon.png<br />
| guardBalance =1<br />
| jump_duration =38<br />
| high_jump_duration=48<br />
| jump_height =<br />
| efiad =3<br />
| ebiad =3<br />
| fadd =25/19<br />
| badd =12<br />
| fadat =18<br />
| badat =6<br />
}}<br />
<br />
==Normal Moves==<br />
===5P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5P<br />
|guard=All<br />
|invul=<br />
|damage=22<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|onBlock=-2<br />
|onHit=1<br />
|level=0<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_5P.png<br />
|type=normal<br />
|riscGain=5<br />
|hitboxes=GGST_Ramlethal_Valentine_5P_Hitbox.png<br />
}}<br />
<br />
===5K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5K<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=7<br />
|active=3<br />
|recovery=11<br />
|onBlock=-2<br />
|onHit=1<br />
|level=1<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_5K.png<br />
|hitboxes=GGST_Ramlethal_Valentine_5K_Hitbox.png<br />
|type=normal<br />
|riscGain=10<br />
}}<br />
<br />
===c.S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=c.S<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=7<br />
|active=6<br />
|recovery=13<br />
|onBlock=-2<br />
|onHit=1<br />
|level=3<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_cS.png<br />
|hitboxes=GGST_Ramlethal_Valentine_cS_Hitbox.png<br />
|type=normal<br />
|riscGain=20<br />
}}<br />
<br />
===f.S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=f.S<br />
|guard=All<br />
|invul=<br />
|damage=32 [25]<br />
|startup=11<br />
|active=6<br />
|recovery=21<br />
|onBlock=-10 [-13]<br />
|onHit=-7 [-10]<br />
|level=3 [2]<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_fS.png; GGST_Ramlethal_Valentine_fS_S-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_fS_Hitbox.png; GGST_Ramlethal_Valentine_fS_S-less_Hitbox.png<br />
|type=normal<br />
|riscGain=20 [15]<br />
}}<br />
<br />
===5H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5H<br />
|guard=All<br />
|invul=<br />
|damage=42 [33]<br />
|startup=12<br />
|active=3<br />
|recovery=28<br />
|onBlock=-12 [-13]<br />
|onHit= -9 [-11]<br />
|level=4 [3]<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_5H.png; GGST_Ramlethal_Valentine_5H_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_5H_Hitbox.png; GGST_Ramlethal_Valentine_5H_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=25 [20]<br />
}}<br />
<br />
===2P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2P<br />
|guard=All<br />
|invul=<br />
|damage=22<br />
|startup=6<br />
|active=4<br />
|recovery=9<br />
|onBlock=-3<br />
|onHit=0<br />
|level=0<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_2P.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2P_Hitbox.png<br />
|type=normal<br />
|riscGain=5<br />
}}<br />
<br />
===2K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2K<br />
|guard=Low<br />
|invul=<br />
|damage=26<br />
|startup=6<br />
|active=5<br />
|recovery=9<br />
|onBlock=-2<br />
|onHit=1<br />
|level=1<br />
|prorate=70%<br />
|images=GGST_Ramlethal_Valentine_2K.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2K_Hitbox.png<br />
|type=normal<br />
|riscGain=10<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2S<br />
|guard=Low<br />
|invul=<br />
|damage=38 [30]<br />
|startup=12 [12]<br />
|active=4 [4]<br />
|recovery=20 [20]<br />
|onBlock=-7 [-10]<br />
|onHit=-4 [-7]<br />
|level=3 [2]<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_2S.png; GGST_Ramlethal_Valentine_2S_S-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2S_Hitbox.png; GGST_Ramlethal_Valentine_2S_S-less_Hitbox.png<br />
|type=normal<br />
|riscGain=20 [15]<br />
}}<br />
<br />
===2H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2H<br />
|guard=All<br />
|invul=<br />
|damage=46 [36]<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|onBlock=-15 [-17]<br />
|onHit=KD<br />
|level=4 [3]<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_2H.png; GGST_Ramlethal_Valentine_2H_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2H_Hitbox.png; GGST_Ramlethal_Valentine_2H_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=25 [20]<br />
}}<br />
<br />
===j.P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.P<br />
|guard=High<br />
|invul=<br />
|damage=20<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|onBlock=<br />
|onHit=<br />
|level=0<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jP.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jP_Hitbox.png<br />
|type=normal<br />
|riscGain=5<br />
}}<br />
<br />
===j.K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.K<br />
|guard=High<br />
|invul=<br />
|damage=22<br />
|startup=7<br />
|active=4<br />
|recovery=13<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jK.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jK_Hitbox.png<br />
|type=normal<br />
|riscGain=10<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.S<br />
|guard=High<br />
|invul=<br />
|damage=30 [24]<br />
|startup=12<br />
|active=4<br />
|recovery=24<br />
|onBlock=<br />
|onHit=<br />
|level=2 [1]<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jS.png; GGST_Ramlethal_Valentine_jS_S-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jS_Hitbox.png; GGST_Ramlethal_Valentine_jS_S-less_Hitbox.png <br />
|type=normal<br />
|riscGain=15 [10]<br />
}}<br />
<br />
===j.H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.H<br />
|guard=High<br />
|invul=<br />
|damage=40 [32]<br />
|startup=16<br />
|active=6<br />
|recovery=31<br />
|onBlock=<br />
|onHit=<br />
|level=2 [1]<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jH.png; GGST_Ramlethal_Valentine_jH_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jH_1_Hitbox.png; GGST_Ramlethal_Valentine_jH_2_Hitbox.png; GGST_Ramlethal_Valentine_jH_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=15 [10]<br />
}}<br />
<br />
===j.D Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=j.D<br />
|guard=High<br />
|invul=<br />
|damage=16×3<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_jD.png<br />
|hitboxes=GGST_Ramlethal_Valentine_jD_Hitbox.png<br />
|type=normal<br />
|riscGain=3,3,3<br />
}}<br />
<br />
===6P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=6P<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=9<br />
|active=5<br />
|recovery=18<br />
|onBlock=-9<br />
|onHit=-6<br />
|level=1<br />
|prorate=80%<br />
|images=GGST_Ramlethal_Valentine_6P.png<br />
|hitboxes=GGST_Ramlethal_Valentine_6P_Hitbox.png<br />
|type=normal<br />
|riscGain=15<br />
}}<br />
<br />
===6H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=6H<br />
|guard=All<br />
|invul=<br />
|damage=50 [40]<br />
|startup=18 [18]<br />
|active=2 [2]<br />
|recovery=33 [33]<br />
|onBlock=-16 [-18]<br />
|onHit=KD [-15]<br />
|level=4 [3]<br />
|prorate=100%<br />
|images=GGST_Ramlethal_Valentine_6H.png; GGST_Ramlethal_Valentine_6H_H-less.png<br />
|hitboxes=GGST_Ramlethal_Valentine_6H_Hitbox.png; GGST_Ramlethal_Valentine_6H_H-less_Hitbox.png<br />
|type=normal<br />
|riscGain=25 [20]<br />
}}<br />
<br />
===2D Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=2D<br />
|guard=Low<br />
|invul=<br />
|damage=36<br />
|startup=10<br />
|active=6<br />
|recovery=19<br />
|onBlock=-8<br />
|onHit=KD<br />
|level=3<br />
|prorate=90%<br />
|images=GGST_Ramlethal_Valentine_2D.png<br />
|hitboxes=GGST_Ramlethal_Valentine_2D_Hitbox.png<br />
|type=normal<br />
|riscGain=20<br />
}}<br />
<br />
===5D Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=<br />
|input=5D<br />
|guard=High<br />
|invul=<br />
|damage=45 [56]<br />
|startup=20 [28]<br />
|active=2 [2]<br />
|recovery=27 [27]<br />
|onBlock=-15 [-10]<br />
|onHit= 0 [KD]<br />
|level=2 [4]<br />
|prorate=80% [100%]<br />
|images=GGST_Ramlethal_Valentine_5D.png<br />
|hitboxes=GGST_Ramlethal_Valentine_5D_Hitbox.png<br />
|type=normal<br />
|riscGain=15 [25]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Ground Throw<br />
|input=4D or 6D<br />
|guard=Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=38<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|prorate=50%<br />
|images=GGST Ramlethal Valentine Ground Throw.png<br />
|type=other<br />
}}<br />
<br />
===Air Throw Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Air Throw<br />
|input=j.4D or j.6D<br />
|guard=Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=Until L+10<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|prorate=50%<br />
|images=GGST Ramlethal Valentine Air Throw.png<br />
|type=other<br />
}}<br />
<br />
==Special Moves==<br />
===236S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Bajoneto<br />
|input=236S<br />
|guard=All<br />
|invul=<br />
|damage=30,35<br />
|startup=20<br />
|active=<br />
|recovery=Total 37<br />
|onBlock=+9<br />
|onHit=22~40<br />
|level=2<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Bajoneto S.png<br />
|hitboxes=GGST Ramlethal Valentine Bajoneto S Hitbox.png; GGST Ramlethal Valentine Bajoneto S explode Hitbox.png<br />
|type=special<br />
|riscGain=5<br />
}}<br />
<br />
===236H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Bajoneto<br />
|input=236H<br />
|guard=All<br />
|invul=<br />
|damage=30,35<br />
|startup=20<br />
|active=<br />
|recovery=Total 43<br />
|onBlock=+3<br />
|onHit=KD<br />
|level=2<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Bajoneto H.png<br />
|hitboxes=GGST Ramlethal Valentine Bajoneto H Hitbox.png; GGST Ramlethal Valentine Bajoneto H explode Hitbox.png<br />
|type=special<br />
|riscGain=5<br />
}}<br />
<br />
===623P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Dauro<br />
|input=623P<br />
|guard=All<br />
|invul=<br />
|damage=35<br />
|startup=11<br />
|active=3<br />
|recovery=27<br />
|onBlock=-10<br />
|onHit=+5/-1<br />
|level=4<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Dauro.png<br />
|hitboxes=GGST Ramlethal Valentine Dauro Hitbox.png<br />
|type=special<br />
|riscGain=25<br />
}}<br />
<br />
===214K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Sildo Detruo<br />
|input=214K<br />
|guard=High<br />
|invul=<br />
|damage=40<br />
|startup=30<br />
|active=2<br />
|recovery=18<br />
|onBlock=-3<br />
|onHit=KD<br />
|level=3<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Sildo Detruo.png<br />
|hitboxes=GGST Ramlethal Valentine Sildo Detruo Hitbox.png<br />
|type=special<br />
|riscGain=20<br />
}}<br />
<br />
===j.214K Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Sildo Detruo<br />
|input=j.214K<br />
|guard=High<br />
|invul=<br />
|damage=40<br />
|startup=30<br />
|active=Until L<br />
|recovery=<br />
|onBlock=-7~-4<br />
|onHit=KD<br />
|level=3<br />
|prorate=80%<br />
|images=GGST Ramlethal Valentine Sildo Detruo.png<br />
|hitboxes=GGST Ramlethal Valentine Sildo Detruo Air Hitbox.png<br />
|type=special<br />
|riscGain=20<br />
}}<br />
<br />
===214H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Sabrubato<br />
|input=214H<br />
|guard=All (Guard Crush)<br />
|invul=<br />
|damage=100 [75] {50}<br />
|startup=19<br />
|active=4<br />
|recovery=42<br />
|onBlock=-27 [-27] {-32}<br />
|onHit=KD<br />
|level=4 [4] {2}<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Sabrubato.png; GGST Ramlethal Valentine Sabrubato S-less H-less.png<br />
|hitboxes=GGST Ramlethal Valentine Sabrubato Hitbox.png; GGST Ramlethal Valentine Sabrubato S-less H-less Hitbox.png<br />
|type=special<br />
|riscGain=25 [25] [15]<br />
}}<br />
<br />
===214P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Erarlumo<br />
|input=214P<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=20<br />
|active=7<br />
|recovery=21<br />
|onBlock=-5<br />
|onHit=+1<br />
|level=4<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Erarlumo 1.png<br />
|hitboxes=GGST Ramlethal Valentine Erarlumo 1 Hitbox.png<br />
|type=special<br />
|notes=Dash cancelable on hit with '''-16 frame advantage''' and this dash will force Counter state.<br />
|riscGain=25<br />
}}<br />
<br />
===214P 214P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Erarlumo<br />
|input=214P 214P<br />
|guard=All<br />
|invul=<br />
|damage=35 [50]<br />
|startup=12<br />
|active=4<br />
|recovery=41<br />
|onBlock=-13 [-2]<br />
|onHit=+13 [+21]<br />
|level=2 [3]<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Erarlumo 2.png<br />
|hitboxes=GGST Ramlethal Valentine Erarlumo 2 Hitbox.png<br />
|type=special<br />
|notes=Dash cancelable on hit with '''-13 frame advantage''' and this dash will force Counter state.<br />
|riscGain=15 [20]<br />
}}<br />
<br />
===214P 214P 214P Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Erarlumo<br />
|input=214P 214P 214P<br />
|guard=All<br />
|invul=<br />
|damage=40 [70]<br />
|startup=22<br />
|active=6<br />
|recovery=32<br />
|onBlock=-19<br />
|onHit=KD<br />
|level=4<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Erarlumo 3.png<br />
|hitboxes=GGST Ramlethal Valentine Erarlumo 3 Hitbox.png<br />
|type=special<br />
|riscGain=25<br />
}}<br />
<br />
===j.214S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Agressa Ordono<br />
|input=j.214S<br />
|guard=All<br />
|invul=<br />
|damage=30,30 [24,30] [30,24] {24,24}<br />
|startup=12<br />
|active=4(10)4<br />
|recovery=24<br />
|onBlock=<br />
|onHit=KD<br />
|level=3<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Agressa Ordono 1.png; GGST Ramlethal Valentine Agressa Ordono 2.png<br />
|hitboxes=GGST Ramlethal Valentine Agressa Ordono 1 Hitbox.png; GGST Ramlethal Valentine Agressa Ordono 1 S-less Hitbox.png; GGST Ramlethal Valentine Agressa Ordono 2 Hitbox.png; GGST Ramlethal Valentine Agressa Ordono 2 H-less Hitbox.png<br />
|type=special<br />
|riscGain=10,20 [7,20] [10,15] {7,15}<br />
}}<br />
<br />
==Overdrives==<br />
===632146H Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Calvados<br />
|input=632146H<br />
|guard=All<br />
|invul=<br />
|damage=4×29,40 <br />
|startup=11+13<br />
|active=<br />
|recovery=<br />
|onBlock=-70<br />
|onHit=KD<br />
|level=1<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Calvados.png<br />
|hitboxes=GGST Ramlethal Valentine Calvados Hitbox.png<br />
|type=super<br />
|riscGain=5×29<br />
}}<br />
<br />
===236236S Data===<br />
{{MoveData-GGST<br />
|chara=Ramlethal Valentine<br />
|name=Mortobato<br />
|input=236236S<br />
|guard=All<br />
|invul=All 1~14<br />
|damage=160 [130] {100}<br />
|startup=7+2<br />
|active=<br />
|recovery=<br />
|onBlock=-30 [-30] {-35}<br />
|onHit=KD<br />
|level=4 [4] {2}<br />
|prorate=100%<br />
|images=GGST Ramlethal Valentine Mortobato.png<br />
|hitboxes=GGST Ramlethal Valentine Mortobato Hitbox.png; GGST Ramlethal Valentine Mortobato S-less Hitbox.png; GGST Ramlethal Valentine Mortobato H-less Hitbox.png; ; GGST Ramlethal Valentine Mortobato S-less H-less Hitbox.png<br />
|type=super<br />
|riscGain=25 {15}<br />
}}<br />
<br />
==Category==<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine&diff=237016
GGST/Ramlethal Valentine
2021-10-15T14:49:38Z
<p>Japanese Schoolgirl: /* Erarlumo */ Added information about new framedata. Also minor change to text style. Some information needs reverifying after patch changes</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Ramlethal is a mid-ranged brigadier who controls neutral with her massive swords. She can also expend her swords in order to shoot them as projectiles to dominate the corner. <br />
<br />
Key to Ramlethal’s [[GGST/Ramlethal Valentine/Strategy#Neutral|mid-ranged domination]] is her {{clr|3|f.S}} and {{clr|4|5H}}. They are disjointed, quite fast and have massive range. Her air control is also great - {{clr|3|j.S}} is basically an aerial version of {{clr|3|f.S}}, and {{clr|4|j.H}} has a huge vertical hitbox, making it an excellent jump-in attack. <br />
<br />
Ramlethal can apply [[GGST/Ramlethal Valentine/Strategy#Corner|suffocating corner pressure]] with [[{{PAGENAME}}#Bajoneto|Bajoneto]] - a projectile attack that fires a sword. The sword explodes if it hits a wall, which can extend blockstrings or lead to powerful wallbreak combos. However, when fired, the swords take time to return. Without swords, her {{Prompt|GGST|S}} and {{Prompt|GGST|H}} buttons are significantly weakened. The swords can be retrieved quickly by walking over the spot they landed. At the corner, she can shoot her swords to great extent, as she can pick them up while pressuring the opponent or even during a combo.<br />
<br />
Generally, it’s best to only shoot swords off of confirms or for corner pressure in order to not risk losing them. There are exceptions though, for example, the [[{{PAGENAME}}#Calvados|Calvados]] overdrive retrieves both swords. With 50% Tension, you have the option of playing fast and loose with sword projectiles, just to take them back again. Before expending swords, weigh your options carefully.<br />
<br />
Ramlethal is blessed with amazing buttons, outstanding corner pressure and an adorable puppy on her win screen! What else could you ask for?<br />
<br />
| lore = She is a "Valentine," a life form created in the image of humanity.<br />
In accordance with the orders from her mother implanted in her memories, she declared war against humanity.<br />
However, through her interactions with Sol and everyone, she came to know emotion, and eventually became an ally to mankind.<br />
| summary =, classified as a ''Shooting'' type, is a Brigadier who controls the mid-range with her two swords.<br />
| pros = <br />
*'''Insane Midrange:''' [[GGST/Ramlethal Valentine#f.S|f.S]] and [[GGST/Ramlethal Valentine#5H|5H]] are some of the longest buttons in the game, and are complemented by [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] being a disjointed and highly plus on block fireball.<br />
*'''Suffocating Corner Pressure:''' being in the corner allows for Ramlethal to mitigate the downtime of her sword normals after [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]]. Launched swords also have a secondary explosion when they reach the corner, letting Ramlethal easily re-assert her turn.<br />
*'''Hard to Burst:''' Ramlethal's large normals mean it's likely bursts will whiff against her. The explosions from [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] will also catch stray bursts, and the height she sticks the opponent at on the wall usually means finding a safe burst point is incredibly difficult.<br />
*'''Extreme wall damage:''' [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] allows Ramlethal to get off extremely high damage combos from almost any hit whenever she is near the wall.<br />
| cons = <br />
*'''Double-Edged Swords:''' Using [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] will lock Ramlethal out of one (or both) of her best poking tools, and she must wait for the corresponding to return until she can use them again.<br />
*'''Rare Midscreen Knockdowns:''' Ramlethal cannot reliably secure knockdowns from midscreen hits without meter due to her small [[GGST/Ramlethal Valentine#2D|sweep]]. Most of the time, getting hit by [[GGST/Ramlethal Valentine#f.S|f.S]] means you'll only get hit by a [[GGST/Ramlethal Valentine#5H|5H]] when her back is close to the wall.<br />
| difficulty_rating = 3<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Brigadier Swords<br />
| unique_mechanic1 = [[File:GGST_Ramlethal_Valentine_GroundedSwords|center|250px|Used Swords]][[File:GGST_Ramlethal_Valentine_ReturningSword|center|250px|Returning Sword]]<br />
Ramlethal is built around her two familiars and the large swords they carry for her. Her {{clr|3|S}} button and {{clr|4|H}} button moves are mapped to one of her two swords, and using [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] will launch them. Launched swords change the properties of her moves that use either one or both of her swords. The swords will return to Ramlethal after a delay, but can also be picked up by walking or dashing over them.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5P.png | Kitty scritches<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5P Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Tall hitbox makes this a good anti-air in a pinch.<br />
* Can link into {{clr|2|5K}} in juggles.<br />
Low risk/low reward pressure normal. It also makes a surprisingly good anti-air if the opponent is right above Ram, and in those cases it's generally possible to link into {{clr|2|5K}} for a [[GGST/Ramlethal Valentine#Dauro|Dauro]] confirm. Otherwise, pushback will only allow two jabs until {{clr|1|6P}} > [[GGST/Ramlethal Valentine#Dauro|Dauro]] stops working.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5K Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Good midrange poke for when the opponent is too close for {{clr|3|f.S}} or {{clr|4|5H}}.<br />
* Combos into {{clr|5|2D}}, but not at max range.<br />
This is Ramlethal's main close-up neutral tool and punish for options like Potemkin's [[GGST/Potemkin#Hammer Fall|Hammer Fall]]. {{clr|3|c.S}} is too short, {{clr|3|f.S}} is too slow, and {{clr|5|2D}} has both issues. Cancel into [[GGST/Ramlethal Valentine#Dauro|Dauro]] for a basic confirm and to maintain advantage on hit, but take care to make sure you don't do it on block. This move has a lot more combo applications in juggles than on grounded connect.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine cS.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine cS Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ramlethal's highest damage starter.<br />
Mostly used in blockstring or in combos however there are situations where this can function as an anti air for people directly above you. Even though the move is -2 on block it makes a decent tool for stagger pressure due to the fear of sword pressure. Long active frames also make this a great meaty, as it's easy to run up and establish pressure from farther knockdowns and increase its frame advantage on closer ones.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_fS.png | With Sword<br />
GGST_Ramlethal_Valentine_fS_S-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_fS_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_fS_S-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Data in [] refers to when {{clr|3|S}} sword is unequipped.<br />
* Amazing normal. The gatling into {{clr|4|5H}} is the icing on the cake.<br />
* Difficult to whiff punish.<br />
{{clr|3|f.S}} is your go-to midrange check as you can hit confirm with {{clr|4|5H}} and decide what to do from there. You get a lot more reward off this in the corner thanks to [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]]'s explosion.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_5H.png | With Sword<br />
GGST_Ramlethal_Valentine_5H_H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_5H_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_5H_H-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* If {{clr|4|H}} sword equipped then can be used as frametrap before {{clr|1|214P}}, {{clr|3|236S}} and {{clr|4|236H}} without delay.<br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Not as good as its cousin, but another excellent normal.<br />
Slightly more reach than {{clr|3|f.S}}, very rare that {{clr|3|f.S}} will hit and {{clr|4|5H}} will whiff. {{clr|3|f.S}} > {{clr|4|5H}} on block will push your opponent about a half-screen distance away, so only confirm into {{clr|4|236H}} sword throw if you're near enough to the corner to get a combo off it.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5D Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
;Uncharged Dust<br />
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float<br />
* Causes 80% proration on-hit<br />
<br />
Universal overhead attack that's pretty fast. Using RC will allow this attack to continue into further pressure or convert into a full combo. It's also useful for certain corner combos. Can be gatling from {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for a mixup.<br />
----<br />
;Charged Dust<br />
* Data in [] represents values when fully charged.<br />
* Charged dust leads to soft knockdown (+36).<br />
* Holding up during the hitstop frames of charged dust will activate homing jump:<br />
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.<br />
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).<br />
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.<br />
<br />
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Much like uncharged it's also used in corner combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6P.png | Ode to Jack-O<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6P Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Upper-body invulnerable.<br />
Ramlethal's most reliable anti-air. Blasts the opponent away on air connect, but leaves standing if it hits a grounded opponent. Doesn't have enough hitstun to combo into {{clr|1|214P}} unless it counterhits, so confirm into [[GGST/Ramlethal Valentine#Dauro|Dauro]] instead for a bit more damage and corner carry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6H.png | With Sword <br />
GGST Ramlethal Valentine 6H H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6H Hitbox.png | With Sword<br />
GGST Ramlethal Valentine 6H H-less Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="6H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used as frametrap after {{clr|3|c.S}} without delay.<br />
* If {{clr|4|H}} sword equipped then can be used as frametrap before {{clr|1|214P}}, {{clr|3|236S}} and {{clr|4|236H}} without delay.<br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Launches away on hit, wallbounces in the corner.<br />
Mostly relegated to combo filler and frame trapping. Will combo from {{clr|2|5K}} on an airborne opponent, but will drop if they're grounded. Excellent for getting an opponent into the corner or setting up for a wallbreak from midscreen.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2P.png | Low kitty scritches<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2P Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* One frame slower than {{clr|1|5P}}.<br />
{{clr|1|5P}}'s crouching cousin. Poor reward similar to {{clr|1|5P}} and worse as an abare option as it loses to throws out of blockstun. Use {{clr|1|5P}} instead.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2K Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ramlethal's fastest low.<br />
* Worse starter than {{clr|2|5K}}, some combos that start from {{clr|2|5K}} will not work from {{clr|2|2K}}.<br />
This button is second only to {{clr|1|5P}} in terms of abare. The low hurtbox works wonders in mashing out of your opponent's strings and the frame advantage is pretty good too.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2S.png | With Sword<br />
GGST_Ramlethal_Valentine_2S_S-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2S_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_2S_S-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] refers to when {{clr|3|S}} sword is unequipped.<br />
Mostly a defensive normal, great to catch dashes with. You'll mostly be using this to check approaches that {{clr|3|f.S}} is weak to (specifically low profile moves). Hits low but {{clr|2|2K}} is a better mixup.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2H.png | With Sword<br />
GGST_Ramlethal_Valentine_2H_H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2H_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_2H_H-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* If {{clr|4|H}} sword equipped then can be used as frametrap before {{clr|1|214P}}, {{clr|3|236S}} and {{clr|4|236H}} without delay.<br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Launches on hit.<br />
Makes for a good preemptive anti-air but is prone to trades. Vital to most of Ramlethal's RC combos for gaining height.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2D.png | "Ramlethal? Do you mind telling me what you're doing in that Snuggie?"</br>"Sir. Going Blankie Mode."<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2D Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Will not combo from max range pokes.<br />
* Very strong against moves that low profile {{clr|3|f.S}} and {{clr|4|5H}}.<br />
Very small for a {{clr|5|2D}}. You will spend a lot of time cursing out its lack of range. That said, if it does land you can either get good oki or a damaging combo with a [[GGST/Ramlethal Valentine#Dauro|Dauro]] launch. Successfully counterhitting a low-profile move like Stroke the Big Tree or NRV gives Ramlethal an absolutely devastating combo, especially in comparison to using {{clr|3|2S}} in the same situation.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jP.png | Aerial kitty scritches<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jP_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ramlethal's fastest air normal.<br />
* Excellent rising anti-air because of fast startup and upward hitbox.<br />
Hits at a good angle to stop opponents above you. Chains into itself, letting Ramlethal bring airborne opponents back to the ground. Also converts into a decent knockdown with {{clr|3|j.214S}}.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jK.png | You make my heart feel fuzzy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jK_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Excellent overhead button.<br />
* Fastest air normal besides j.P which means it will be used for some punishes such a 6S > gunflame<br />
* Fantastic air to air<br />
The mixup machine. Useful in corner fuzzy guard setups with exploding swords, but not quite enough blockstun to work on its own as a jump-in. Only gatlings to {{clr|5|j.D}} to make matters worse.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jS.png | With Sword<br />
GGST_Ramlethal_Valentine_jS_S-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jS_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_jS_S-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Data in [] refers to when {{clr|3|S}} sword is unequipped.<br />
* Long range air-to-air.<br />
Amazing air button. Cuts off almost half the screen and is pretty safe to use while retreating. Don't get too reliant on IAD back {{clr|3|j.S}} as most characters can smoke your landing recovery.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jH.png | With Sword<br />
GGST_Ramlethal_Valentine_jH_H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jH_1_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_jH_2_Hitbox.png | With Sword, after a few frames<br />
GGST_Ramlethal_Valentine_jH_H-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Jump in of the <s>gods</s> mortals.<br />
Once this lands, you have to choose immediately what you're doing next due to the high pushback. This move no longer hits crouching opponents while rising due to a hitbox nerf, which also means you as the player must use a little more discretion when jumping in with it.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jD.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jD_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
*Useful for comboing into grounded moves.<br />
Despite what the animation and effect might imply, this does not hit behind Ram so it is unfortunately not a cross-up tool. Instead, it just covers the space in front of and slightly above Ram. If you can land this on an aerial opponent when they are very close and slightly above you while you are descending you can follow up with some of Ram's faster grounded options after landing, such as {{clr|2|5K}}.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Ground Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Gives a manually timed safejump midscreen and setups in the corner with swords/meter.<br />
A pretty good throw, all things considered. A short dash into a forward jump {{clr|4|j.H}} will safejump reversals and catch buttons if timed correctly. In the corner, you can OTG {{clr|3|c.S}} and IAD {{clr|4|j.H}} for a better, autotimed safejump. Ramlethal's throw also gives you the option to OTG anywhere with {{clr|4|214H}} and {{clr|4|632146H}} (along with {{clr|3|236236S}} in the corner) for more damage and to potentially seal a round. Be careful as OTG {{clr|4|214H}} is ''unsafe on hit''. Weirdly enough, OTG {{clr|3|236236S}} will not break the wall.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Doesn't give much corner carry as both Ram and the opponent fly away from each other. However, you can still get a similar safejump to her grounded throw from most heights.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Dauro</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine Dauro.png|Combo ender, juggle extender<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine Dauro Hitbox.png<br />
</gallery><br />
</tabber></div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="623P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* +5 on grounded hit and in range for {{clr|2|K}} normals.<br />
* Links into {{clr|2|5K}} and all grounded {{clr|3|S}} normals on counterhit.<br />
** Can also extend combos after a counterhit {{clr|3|f.S}} or {{clr|4|5H}} by linking into {{clr|2|2K}} > Dauro.<br />
* Launches high enough to link after on airborne opponents, but not in scaled combos.<br />
Grounded combo ender that leaves you at advantage. You can follow-up on air hit with fast attacks like {{clr|2|2K}} to extend combos. It's punishable on block, so don't autopilot into it. Combining Dauro with 66.RC lets Ramlethal quickly close space and is vital for midrange {{clr|3|f.S}} > {{clr|4|5H}} confirms. Dauro's launch height is highly affected by combo scaling, meaning it won't extend combos out of starters like {{clr|2|2K}} > {{clr|5|2D}} or {{clr|5|Throw}} > RRC.<br />
</div><br />
</div><br />
<br />
===<big>Erarlumo</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} -> {{clr|1|214P}} -> {{clr|1|214P}} (Delay OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Erarlumo_1.png|First<br />
GGST_Ramlethal_Valentine_Erarlumo_2.png|Second<br />
GGST_Ramlethal_Valentine_Erarlumo_3.png|Third<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Erarlumo_1_Hitbox.png|First<br />
GGST_Ramlethal_Valentine_Erarlumo_2_Hitbox.png|Second<br />
GGST_Ramlethal_Valentine_Erarlumo_3_Hitbox.png|Third<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version = yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Ramlethal Valentine" and (input="214P" or input="214P 214P" or input="214P 214P 214P")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* First and second rekka can be dash canceled.<br />
* Special canceling into anything will always have 2f gap at least (so since ver 1.10 it cannot be gapless).<br />
** {{clr|1|214P}} > {{clr|1|214PP}} have 2f gap.<br />
** {{clr|1|214P}} > Dash > {{clr|1|623P}} have 4f gap.<br />
** {{clr|1|214PP}} > Dash > {{clr|1|623P}} have 2f gap.<br />
----<br />
;{{clr|1|214P}}<br />
* Dash cancelable on hit with '''-16 frame advantage''' and this dash will force Counter state.<br />
** {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|214P}} dash cancel leads to the same frame advantage as {{clr|1|623P}}.<br />
ArcSys took away Ramlethal's Tekken strings and gave her this instead. Pretty useful for combos, but too unsafe to be reliably used in pressure. Does not lead to anything on counterhit outside of the second rekka.<br />
----<br />
;{{clr|1|214P}} > {{clr|1|214P}}<br />
* Dash cancelable on hit with '''-13 frame advantage''' and this dash will force Counter state.<br />
* Launches higher and deals more damage if delayed from {{clr|1|214P}}.<br />
* Data in [] refers to the delayed version.<br />
* Staggers on hit and long enough on counter hit to link after.<br />
* Delayed rekka frametrap can be avoided with backdash or DPs.<br />
Can be used as a frametrap after the first rekka, but its frame advantage makes it a much higher risk than is generally worth taking.<br />
----<br />
;{{clr|1|214P}} > {{clr|1|214P}} > {{clr|1|214P}}<br />
* Launches higher and deals more damage if delayed from {{clr|1|214P}}.<br />
* Data in [] refers to the delayed version.<br />
* Hard knockdown on hit, allowing for decent oki in the corner if it doesn't break the wall.<br />
* Ground bounces on counter hit, allowing for a follow-up juggle.<br />
Last rekka in the sequence and also the most minus. High recovery but gives a hard knockdown in return. While it is manually timed, Ram can safejump after this from anywhere on the screen with a dash jump.<br />
</div><br />
</div><br />
<br />
===<big>Sildo Detruo</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal_Valentine_Sildo_Detruo.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal_Valentine_Sildo_Detruo_Hitbox.png | {{clr|2|214K}}<br />
GGST Ramlethal_Valentine_Sildo_Detruo_Air_Hitbox.png | {{clr|2|j.214K}}<br />
</gallery><br />
</tabber></div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Ramlethal Valentine" and (input="214K" or input="j.214K")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Can sideswitch at close range, but it will leave Ramlethal too far for the move to connect.<br />
** {{clr|2|214K}} and {{clr|2|j.214K}} have different collision boxes.<br />
* Too slow to combo out of grounded hits and generally hard to combo into in general.<br />
* Knocks down on hit.<br />
Generally too slow to accomplish anything. Your opponent will usually be able to punish this with a throw or {{clr|1|6P}}. Can be RC-ed on block into RRC > {{clr|5|2D}} or 88.RRC~{{clr|1|j.P}} or {{clr|2|j.K}}. Extremely situational pressure tool after a far range {{clr|4|5H}}.<br />
</div><br />
</div><br />
<br />
===<big>Bajoneto</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Bajoneto_S.png|{{clr|3|S}}<br />
GGST_Ramlethal_Valentine_Bajoneto_H.png|{{clr|4|H}}<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Bajoneto_S_Hitbox.png|{{clr|3|S}}<br />
GGST_Ramlethal_Valentine_Bajoneto_S_explode_Hitbox.png|{{clr|3|Explosion hitbox}}<br />
GGST_Ramlethal_Valentine_Bajoneto_H_Hitbox.png|{{clr|4|H}}<br />
GGST_Ramlethal_Valentine_Bajoneto_H_explode_Hitbox.png|{{clr|4|Explosion hitbox}}<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Ramlethal Valentine" and (input="236S" or input="236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Using Bajoneto means the corresponding sword will be launched.<br />
* Launched swords will have a delay before they can be used again.<br />
* Launched swords can also be picked up to shorten their downtime.<br />
* Attempting to launch a sword that has already been launched will result in a whiff animation.<br />
* {{clr|3|S}} sword is the top one, {{clr|4|H}} sword is the bottom.<br />
* takes about 6 seconds for swords to start to come back<br />
* Both versions of explode can be beaten with {{clr|1|6P}} or any other low-profile move, if timed properly.<br />
* Due to the fact that near the corner the swords are driven deeper into the wall - the hitbox of the explosion becomes less wide.<br />
* It's possible to loop your combo in the corner until a wall break with: (>) Explosion > Dash > (on explosion) {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > Repeat<br />
Ram's primary corner combo filler. Launched swords explode when they make contact in the corner, which lets Ramlethal do some RPS between running up with a button/throw or whiff punishing your opponent pressing something. Running up is extra beneficial in that you can pick up the swords and start pressuring all over again.<br />
<br />
As amazing as this move is, there are two general rules to abide by when using it:<br />
# Never use it when you cannot see the corner.<br />
# Never shoot both swords at once if your opponent has any chance to escape.<br />
There are some exceptions to these rules like going for the kill or using meter, but losing Ram's biggest poking mormals is a huge price to pay. The worst position Ram can be in is having neither sword.<br />
</div><br />
</div><br />
<br />
===<big>Agresa Ordono</big>===<br />
<span class="input-badge">'''{{clr|3|j.214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Agressa_Ordono_1.png | Slash 'em<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_2.png | And ground 'em<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Agressa_Ordono_1_Hitbox.png | With {{clr|3|S}} sword<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_1_S-less_Hitbox.png | Without {{clr|3|S}} sword<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_2_Hitbox.png | With {{clr|4|H}} sword<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_2_H-less_Hitbox.png | Without {{clr|4|H}} sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Damage assumes both swords are equipped. <br />
* [] refers to one sword and {} is empty handed.<br />
** If {{clr|3|S}} sword is not equipped, the first hit will be weakened with reduced range and the second hit will have a gap.<br />
** If {{clr|4|H}} sword is not equipped, the second hit will be weakened and have reduced range. <br />
** If neither sword is equipped, then both hits will be the weaker version.<br />
* First hit launches and gives a hard knockdown on grounded opponents.<br />
Good aerial poke due to its range and providing knockdown on aerial opponents. Also useful for following up faster, less committal air-to-air normals to secure knockdown. The first hit launches a grounded opponent for a hard knockdown. Usually this is high enough for the second hit to connect, but you still get a hard knockdown if it whiffs.<br />
</div><br />
</div><br />
<br />
===<big>Sabrobato</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Sabrubato.png | With swords<br />
GGST_Ramlethal_Valentine_Sabrubato_S-less_H-less.png | Without swords<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Sabrubato_Hitbox.png | With swords<br />
GGST_Ramlethal_Valentine_Sabrubato_S-less_H-less_Hitbox.png | Without swords<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Damage assumes both swords are equipped. <br />
* [] refers to one sword and {} is empty handed.<br />
* Cannot be cancelled into.<br />
* The absence of the 1st sword doesn't change the hitbox, but the absence of both will make it narrower and shorter.<br />
This is your prime wallbreak move outside supers due to its high damage. Reaches about 3/4 of the screen with both swords equipped. While it can catch opponents off guard, it is extremely punishable on block and whiff even at maximum range. Should seldom, if ever, be used in neutral especially if you don't have enough tension to RC the move's long recovery.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Calvados</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Calvados.png | Hand over your meter or prepare to be chipped<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Calvados_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="632146H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Returns swords to Ramlethal, no matter their position.<br />
* Deals heavy chip damage if not FD'd, but this does not mean you want this blocked. You will get punished hard for it so it's probably not worth it.<br />
* RC-able for a nearly invisible (but expensive) mixup.<br />
Guaranteed to deal 30 damage at low health, making this super a great way to deal with characters with high guts. Be careful if you try to snipe someone fullscreen as projectiles can trade and knock you out of the super. Any competent opponent will either FD the super and take no chip or jump over it and punish you, or FD it and punish you anyway because of the extreme recovery of this move.<br />
<br />
Will almost always do more damage than Mortobato as a finisher in the corner, but it also builds a lot of burst-meter for the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Mortobato</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Mortobato.png | Self-defense <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Mortobato_Hitbox.png | With swords<br />
GGST_Ramlethal_Valentine_Mortobato_S-less_Hitbox.png | Without {{clr|3|S}} sword<br />
GGST_Ramlethal_Valentine_Mortobato_H-less_Hitbox.png | Without {{clr|4|H}} sword<br />
GGST_Ramlethal_Valentine_Mortobato_S-less_H-less_Hitbox.png | Without swords<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="236236S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Damage assumes both swords are equipped. <br />
* [] refers to one sword and {} is empty handed.<br />
* Hitbox changes depending on what swords are equipped.<br />
* Invincible from frame 1.<br />
Ramlethal's only reversal, but quite a good one at that. Launches the opponent about half screen and will break the wall if the opponent hits it while rising. Decent super to break the wall with because of its high damage, but Calvados will almost always do more while building a lot of burst-meter for the opponent.<br />
<br />
While a risky super it's surprisingly safe if blocked in the air because of the pushback. If it does hit against airborne you can OTG with 214H.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
<br />
*[https://discord.gg/Xfzd7mkamF GGST Resource hub discord]<br />
*[https://docs.google.com/spreadsheets/d/1wtq7R_l_2s3xBuOI8KKPaFMNaU4a56mzpXf05u1OQlI/htmlview#gid=851666433 Cheezy's Guide and Tech Collection]<br />
*[https://youtu.be/WCRPAbl4-WU Video guide by Kurh (French / Français)]<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=229404
GGST/Jack-O
2021-08-31T18:48:43Z
<p>Japanese Schoolgirl: /* Overview */ Changed "invincibility" to "Guard Point" because this is an important distinction that give information about interaction with moves</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
<br />
| overview = Jack-O' is a momentum-based character who looks for opportunities to summon Servants that fight by her side. These Servants provide her with additional space control tools and enhance both her offensive and defensive capabilities.<br />
<br />
Jack-O' starts the round without any Servants (AKA Minions or Summons) by her side. {{clr|2|5K}} and {{clr|3|f.S}} are basic pokes that can create opportunities to safely [[{{PAGENAME}}#Summon Servant|Summon Servants]] and build up pressure. Other good normals include {{clr|4|6H}}, which is great for anti-airing, and {{clr|4|j.H}}, which has a deceptively large hitbox and can {{keyword|cross-up}}. <br />
<br />
She can summon up to three Servants at once, but just one Servant is enough to change her from a risky character to an infectiously happy party-starter with many new options. [[{{PAGENAME}}#Attack Command|Attack Command]] orders all summoned Servants to attack, empowering combos and blockstrings, whereas [[{{PAGENAME}}#Defend Command|Defend Command]] grants all Servants shields that leave the opponent in a Guard Crush state if attacked. Jack-O' can use [[GGST/Jack-O#Servant Shoot|Servant Shoot]] or normals to hit the Servants and launch them like projectiles. She can also [[{{PAGENAME}}#Pick Up Servant|Pick Up Servants]] to reposition them or throw them, all while retaining access to Servant Shoot and Servant-based special moves while they're in her hands.<br />
<br />
Jack-O's biggest flaw is her reliance on Servants to get going, which is made worse by Servants disappearing if either they or Jack-O' take a hit. Because of this, Jack-O' can struggle under pressure. Her abare options are mediocre at best and she’s quite frail, so a single mistake can be very punishing. These weaknesses can be overcome by making use of Jack-O's myriad of options, which requires creativity, plenty of lab time, and quick adaptation.<br />
<br />
Whether you're a thrill-seeking daredevil with a bag of tricks, or a calculating tactician with a sure route to victory in mind, Jack-O' and her Servants have your back.<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Versatile''': Jack-O' has a kit that can function as both a zoner and a close-range mixup character thanks to long pokes, an advancing sweep, and her minion setups.<br />
*'''Servants''': Jack-O's Servants allow for unique forms of pressure and zoning. She can mount an oppressive minion offensive at close range or set up a conga-line of minions at range to poke the opponent. [[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] further empowers Servants by giving Guard Point in the {{prompt|GGST|S}} version or boosting the Servant gauge replenish speed in the {{prompt|GGST|H}} version, bolstering their utility and overall potential.<br />
*'''Strong Oki''': Jack-O' gets strong knockdown pressure from most knockdowns due to her minions. The ability to safely invalidate reversals with [[GGST/Jack-O#Defend_Command|Defend Command]] or keep pressure on with [[GGST/Jack-O#Attack Command|Attack Command]] makes Servants a force to be reckoned with on wakeup in the right hands.<br />
*'''Chip Damage''': Jack-O' has access to setups which yield strong damage through chip, or force the opponent to spend meter on FD and YRC.<ref>https://twitter.com/gekiwa/status/1432107035307360258?s=20</ref><br />
| cons = <br />
*'''Servant Gauge Management''': Keeping track of her unique resource can be taxing. She can be severely punished for spending all her gauge at once or, conversely, not spending enough. All of Jack-O's specials aside from {{clr|2|236K}} involve the Servants, so without them you have to rely on your unsafe normals until you get to a situation where you can set them up safely.<br />
*'''Fickle Servants''': Jack-O's servants are easy to kill without proper use of either [[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] or [[GGST/Jack-O#Defend_Command|Defend Command]], both of which consume valuable resources. Even as projectiles, they lose to virtually any button on their own. They also disappear if unbuffed when Jack-O' blocks, and die to supers even if buffed.<br />
*'''Mediocre Defense''': Jack-O' has no meterless invincible reversal, average abare buttons, and a relatively low health pool.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br> <br />
Jack-O' summons Servants (AKA "minions") to fight alongside her. The gauge refills passively, but Jack-O' can recall servants or spend meter to restore it faster. The gauge can be spent to summon minions and give them commands. Each portion of the gauge represents one minion that she can summon. The Servant head icon on top of the bar represents a hard cap on the gauge, which goes down each time Jack-O' gives a command, meaning as she issues more commands, the fewer minions she can store. This cap also raises passively as the Servant head reaches the lolipop at the end of the gauge. <br />
<br />
The minions have numbers on their shields corresponding to their creation (1, 2 and 3). Jack-O' can have up to three servants out at once. Servants disappear when Jack-O' is hit. They also disappear after they have been present and floating for about 8 seconds (they flap their wings 10 times after Jack-O' places them in the air). Each servant can take up to two hits from Jack-O' before disappearing. Each time she hits them, about half of their overall life timer is removed from their remaining time.<br />
<br />
She can hit them with her attacks and launch them at various angles as projectiles. The act of hitting a minion follows the rules for on-hit cancels, meaning you can jump, special, and even super cancel out of interacting with minions depending on the move.<br />
<br />
Minions bounce off each other if they collide as projectiles or after setting them down on top of each other. If a minion is launched or set on top of another, the second minion will be launched generally in the same direction and with the same speed as the first.<br />
<br />
She can send commands to her minions to make them attack, shield themselves, retreat to restore Servant Gauge, or explode after three seconds. A minion will always complete its command before disappearing. <br />
<br />
Jack-O' starts each round with one bar of gauge. Gauge does not carry over between rounds.<br />
}}<br />
'''<br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Servants in a short arc.<br />
Jack-O's fastest abare button, whiffs on most crouching characters. Slightly faster overall than {{clr|2|5K}}, but less useful for launching servants overall due do it not being jump cancelable.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Servants in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a long arc.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a long arc.<br />
* Has a different hitspark for hitting later in the move's active frames.<br />
Functionally a bigger and slower {{clr|2|5K}}. Easily converts into a combo or knockdown with its cancel options and can be made somewhat more difficult to punish by canceling into her summon.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Servants in a long arc.<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Servants up in a high arc.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Servants in a long arc<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches Servants up in a high arc.<br />
* {{clr|4|6H(2)}} launches Servants in a long arc and whiffs vs. crouching opponents.<br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move, comparable in usage to I-no's own {{clr|4|6H}}. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack. Deals high damage and launches if both hits connect, letting Jack-O set up a servant midscreen or continue a combo with {{clr|2|236K}} in the corner. The second hit whiffs against crouching opponents, but {{clr|4|6H(1)}} has more than enough blockstun for Jack-O to safely setup {{clr|1|236[P]}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Servants in a short arc.<br />
Not great as an abare tool, but hits crouchers where {{clr|1|5P}} does not. Input this as 1P or 3P close to servants to avoid picking them up. Also due to it being 6 frames, it will lose to tick throws where {{clr|1|5P}} wins.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Servants in a short arc.<br />
* Extremely low profile. <br />
{{clr|2|2K}} can go under various pokes, Sol {{clr|2|236K}}, and even Ky {{clr|4|236H}} if timed correctly.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants up in a high arc.<br />
Another anti-air, better for when opponents are directly above Jack-O. Tiny horizontal hitbox makes this difficult to use in blockstrings.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants into a ground bounce.<br />
* Ground bounces on hit.<br />
* Bounces (opponents) higher on CH with enough time to sneak in a Summon and continue a combo.<br />
Always combos from {{clr|3|c.S}} and is a natural frame trap from {{clr|3|2S}}. Mostly relegated to combos as {{clr|3|2S}} is primarily an anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a long arc.<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a short arc.<br />
<br />
An abare option in the air and another tool for hitting Servants. <br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png | <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png | <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants in a short arc.<br />
* Jump cancellable.<br />
<br />
<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |Heads up, safe jump<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Servants into a ground bounce.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it bounces servants off the ground. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Servants in a long arc.<br />
Wide crossup hitbox, but the front hit leaves a lot to be desired. If you can cross over your opponent before airdashing, the back hit will hit crouchers much more reliably than staying in front because of how high it hits.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Special Cancellable.<br />
* Launches Servants in a short arc.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
<br />
A slow projectile with a visible startup animation. 66PRC after the fireball shoots out may be a good approach if followed up by j.S, or you can create a high-low mixup with 22PRC.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 50% forced proration.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 50% forced proration.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}} (Hold OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png| Yeah, we don't know where they come from either<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version = yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and (input="236P" or input="236[P]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* Summons go away after Jack-O' gets hit or after about 8 seconds. Being hit by Jack-O' takes away about half of their total life timer (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
----<br />
;{{clr|1|236P}}<br />
* Unsafe way to end blockstrings.<br />
----<br />
;{{clr|1|236[P]}}<br />
* Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance. She also loses her backdash along with its invulnerability, but in its place she gains a backwards run. Her air dashes remain unaffected. She can also perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Can be canceled into from any normal and {{clr|2|236K}} on hit and block.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command. +2 oB even off {{clr|2|K}}~{{clr|5|D}} but whiffs on crouchers<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
Some of Jack-O's combo enders midscreen leave enough space between her and her opponent that she cannot simply Summon and hit the minion for oki. That's mainly what this move is for, as the throw moves servants much farther than any of her normals do. It's also helpful for repositioning servants without hitting them.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
* The servants fall slowly to the ground, meaning you can use this in the air to safely get a servant to a specific height.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|That lollipop is a food safety violation<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Jump cancelable on hit or block.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|3|214S}} is used for cancel into whiff it's a safer option because it moves farther and allows to avoid punish e.g from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Puts opponents who attack the shield's hurtbox into [[GGST/Defense#Guard_Crush|Guard Crush]] state. They cannot be regular thrown but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** The Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
* Cannot block supers.<br />
Useful as a way to prevent opponents from hitting and killing servants. Combining this with multiple servants in different horizontal/vertical positions can allow you to block off a very large portion of the screen from attacks. Since servants are normally very easy to destroy with a normal even when being used as a projectile, this move is very important to playing servant neutral effectively. Even though it won't block supers, since it can theoretically be used at full screen with proper servant placement, you can still create a scenario where you won't get hit by the reversal super and simply lose your servant, even getting a punish in the best case scenario.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
** Picking up and throwing servants retains the timer.<br />
* Causes all servants on screen to explode after three seconds.<br />
** Explosion can hit Jack-O as well as the opponent.<br />
** Explosion causes the opponent to fall off the wall allowing for resets and combo extensions.<br />
** Explosion causes 30 frames of blockstun.<br />
** Jack-O may hit minions with a countdown timer any number of times and they will not disappear<br />
Another extremely useful summon option, even if it doesn't look that way on the surface. {{clr|2|214K}} cannot be input during moves like Throw, but timing a throw so the explosion hits while the opponent is in the air lets Jack-O continue a combo meterlessly.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png| Despite the strike animation, it's actually doesn't have hitbox below<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be canceled into whiff {{clr|2|214K}} for safer ending in blockstring.<br />
* canceling into...{{clr|2|214K}} is -8 on block; {{clr|1|236P}} is -12 on block; {{clr|1|236[P]}} is +2 on block<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jumpable after the super flash unless the opponent is using Faultless Defense.<br />
* Will still hit opponents wall stuck at ground level, given they are in range.<br />
* Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' +36 afterwards.<br />
<br />
Jack-O's reversal super. Also quite useful when an opponent is Guard Crushed by Defend Command. Even though it's a throw, it can be used as a combo ender (e.g. with {{clr|3|c.S}}> {{clr|4|2H}}/{{clr|5|2D}}). The move can also be used as a reversal, but its important to keep in mind the exact range this super will be effective at. When the move is performed, <br />
Jack-O leaps into the air and moves forward with the superflash, instantly grabbing the opponent if the hitbox makes contact with them. The range is much longer than the average<br />
command grab, being roughly comparable to her {{clr|2|5K}} or Sol's {{clr|4|HS}} in terms of how far she leaps. The move leads to decent reward on hit, so make sure you measure the<br />
distance of the move effectively if you want to try and whiff punish with it, since the animation on miss makes Jack-O very punishable.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|<br />
GGST_JackO_Cheer_Servant_On H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Both versions temporarily pause Servants despawn timer, allows Servant gauge gain during [[{{PAGENAME}}#Countdown|Countdown]], prevents them from despawning after Jack-O' blocks, and allows Jack-O' to hit them around infinitely until it runs out.<br />
* Both versions have +3 frame advantage when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and +1 frame advantage after {{clr|4|6H}} (1st hit), allowing you to safely continue pressure with the buff active.<br />
* {{prompt|GGST|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit aside from Overdrives and burst.<br />
** Also prevents Servants from disappearing when Jack-O' is hit, but Servants cannot be be given new commands at that time.<br />
** Opponents are still able to cancel moves off of the Servant's Guard point as if they landed a hit.<br />
* {{prompt|GGST|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before, though the increased Servant meter gain naturally allows for more use of [[{{PAGENAME}}#Defend Command|Defend Command]].<br />
Both versions can be active at the same time. The low startup and recovery of this super means it can often be cancelled into mid-combo. The {{clr|4|H}} version can complement [[{{PAGENAME}}#Countdown|Countdown]] fairly well, as it makes the opponent incapable of intercepting the explosion without using resources, while also allowing the Servant gauge to continue increasing.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=229214
GGST/Jack-O
2021-08-30T21:48:07Z
<p>Japanese Schoolgirl: /* Summon Servant */ Held OK to Hold OK</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
<br />
| overview = Jack-O' is a momentum-based character who looks for chances to summon Servants that fight by her side. These Servants provide her with space control tools and enhance both her offensive and defensive capabilities.<br />
<br />
Jack-O' starts the round without any Servants (AKA Minions or Summons) by her side. {{clr|2|5K}} and {{clr|3|f.S}} are basic pokes that can create opportunities to safely [[{{PAGENAME}}#Summon Servant|Summon Servants]] and build up pressure. Other good normals include {{clr|4|6H}}, which is great for anti-airing, and {{clr|4|j.H}}, which has a deceptively large hitbox and can {{keyword|cross-up}}. <br />
<br />
She can summon up to three Servants at once, but just one Servant is enough to change her from a risky character to an infectiously happy party-starter with many new options. [[{{PAGENAME}}#Attack Command|Attack Command]] orders all summoned Servants to attack, empowering combos and blockstrings, whereas [[{{PAGENAME}}#Defend Command|Defend Command]] grants all Servants shields that leave the opponent in a Guard Crush state if attacked. Jack-O' can use [[GGST/Jack-O#Servant Shoot|Servant Shoot]] or normals to hit the Servants and launch them like projectiles. She can also [[{{PAGENAME}}#Pick Up Servant|Pick Up Servants]] to reposition them or throw them, all while retaining access to Servant Shoot and Servant-based special moves while they're in her hands.<br />
<br />
Jack-O's biggest flaw is her reliance on Servants to get going, which is made worse by Servants disappearing if either they or Jack-O' take a hit. Because of this, Jack-O' can struggle under pressure. Her abare options are mediocre at best and she’s quite frail, so a single mistake can be very punishing. These weaknesses can be overcome by making use of Jack-O's myriad of options, which requires creativity, plenty of lab time, and quick adaptation.<br />
<br />
Whether you're a thrill-seeking daredevil with a bag of tricks, or a calculating tactician with a sure route to victory in mind, Jack-O' and her Servants have your back.<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Versatile''': Jack-O' has a kit that can function as both a zoner and a close-range mixup character thanks to long pokes, an advancing sweep, and her minion setups.<br />
*'''Servants''': Jack-O's Servants allow for unique forms of pressure and zoning. She can mount an oppressive minion offensive at close range or set up a conga-line of minions at range to poke the opponent. [[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] further empowers Servants by giving invincibility in the {{prompt|GGST|S}} version or boosting the Servant gauge replenish speed in the {{prompt|GGST|H}} version, bolstering their utility and overall potential.<br />
*'''Strong Oki''': Jack-O' gets strong knockdown pressure from most knockdowns due to her minions. The ability to safely invalidate reversals with [[GGST/Jack-O#Defend_Command|Defend Command]] or keep pressure on with [[GGST/Jack-O#Attack Command|Attack Command]] makes Servants a force to be reckoned with on wakeup in the right hands.<br />
| cons = <br />
*'''Servant Gauge Management''': Keeping track of her unique resource can be taxing. She can be severely punished for spending all her gauge at once or, conversely, not spending enough. All of Jack-O's specials aside from {{clr|2|236K}} involve the Servants, so without them you have to rely on your unsafe normals until you get to a situation where you can set them up safely.<br />
*'''Fickle Servants''': Jack-O's servants are easy to kill without proper use of either [[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] or [[GGST/Jack-O#Defend_Command|Defend Command]], both of which consume valuable resources. Even as projectiles, they lose to virtually any button on their own. They also disappear if unbuffed when Jack-O' blocks, and die to supers even if buffed.<br />
*'''Mediocre Defense''': Jack-O' has no meterless invincible reversal and only an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br> <br />
Jack-O' summons Servants ("minions") to fight alongside her. The gauge refills passively, but Jack-O' can recall servants or spend meter to restore it faster. The gauge can be spent to summon minions and give them commands. Each portion of the gauge represents one minion that she can summon. The icon on top of the bar represents a hard cap on the gauge, which goes down each time Jack-O' gives a command, meaning as she issues more commands, the less gauge she can store. This cap also raises passively as the icon moves to the top of the gauge<br />
<br />
Minions disappear when Jack-O' is hit.<br />
<br />
The minions have numbers on their shields corresponding to their creation, 1, 2 and 3. Jack-O' can have up to three servants out at once. Each servant can take up to two hits from Jack-O' before disappearing. <br />
<br />
She can hit them with her attacks and launch them at various angles as projectiles. The act of hitting a minion follows the rules for on-hit cancels, meaning you can jump, special, and even super cancel out of interacting with minions depending on the move.<br />
<br />
Minions bounce off each other if they collide as projectiles or after setting them down on top of each other. If a minion is launched or set on top of another, the second minion will be launched generally in the same direction and with the same speed as the first.<br />
<br />
She can send commands to her minions to make them attack, shield themselves, retreat to restore Servant Gauge, or explode after three seconds. A minion will always complete its command before disappearing. <br />
}}<br />
'''<br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
Jack-O's fastest abare button, whiffs on most crouching characters. Slightly faster overall than {{clr|2|5K}}, but less useful for launching servants overall due do it not being jump cancelable.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Has a different hitspark for hitting later in the move's active frames.<br />
Functionally a bigger and slower {{clr|2|5K}}. Easily converts into a combo or knockdown with its cancel options and can be made somewhat more difficult to punish by canceling into her summon.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward and whiffs vs. crouching opponents.<br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move, comparable in usage to I-no's own {{clr|4|6H}}. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack. Deals high damage and launches if both hits connect, letting Jack-O set up a servant midscreen or continue a combo with {{clr|2|236K}} in the corner. The second hit whiffs against crouching opponents, but {{clr|4|6H(1)}} has more than enough blockstun for Jack-O to safely setup {{clr|1|236[P]}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward.<br />
Not great as an abare tool, but hits crouchers where {{clr|1|5P}} does not. Input this as 1P or 3P close to servants to avoid picking them up. Also due to it being 6 frames, it will lose to tick throws where {{clr|1|5P}} wins.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Extremely low profile. <br />
{{clr|2|2K}} can go under various pokes, Sol {{clr|2|236K}}, and even Ky {{clr|4|236H}} if timed correctly.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up.<br />
Another anti-air, better for when opponents are directly above Jack-O. Tiny horizontal hitbox makes this difficult to use in blockstrings.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
Always combos from {{clr|3|c.S}} and is a natural frame trap from {{clr|3|2S}}. Mostly relegated to combos as {{clr|3|2S}} is primarily an anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png | <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png | <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |Heads up, safe jump<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it bounces servants off the ground. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
Wide crossup hitbox, but the front hit leaves a lot to be desired. If you can cross over your opponent before airdashing, the back hit will hit crouchers much more reliably than staying in front because of how high it hits.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be canceled into specials.<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
* 66PRC after the fireball shoots out may be a good approach if followed up by j.S, or you can create a high-low mixup with 22PRC.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}} (Hold OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png| Yeah, we don't know where they come from either<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version = yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and (input="236P" or input="236[P]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
----<br />
;{{clr|1|236P}}<br />
* Unsafe way to end blockstrings.<br />
----<br />
;{{clr|1|236[P]}}<br />
* Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance. She also loses her backdash along with its invulnerability, but in its place she gains a backwards run. Her air dashes remain unaffected. She can also perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Can be canceled into from any normal and {{clr|2|236K}} on hit and block.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command. +2 oB even off {{clr|2|K}}~{{clr|5|D}} but whiffs on crouchers<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|Go, my child, and hold down the neutral<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
* The servants fall slowly to the ground, meaning you can use this in the air to safely get a servant to a specific height.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|That lollipop is a food safety violation<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Jump cancelable on hit or block.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|3|214S}} is used for cancel into whiff it's a safer option because it moves farther and allows to avoid punish e.g from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Puts opponents who attack the shield's hurtbox into [[GGST/Defense#Guard_Crush|Guard Crush]] state. They cannot be regular thrown but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** The Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
* Cannot block supers.<br />
Useful as a way to prevent opponents from hitting and killing servants. Combining this with multiple servants in different horizontal/vertical positions can allow you to block off a very large portion of the screen from attacks. Since servants are normally very easy to destroy with a normal even when being used as a projectile, this move is very important to playing servant neutral effectively. Even though it won't block supers, since it can theoretically be used at full screen with proper servant placement, you can still create a scenario where you won't get hit by the reversal super and simply lose your servant, even getting a punish in the best case scenario.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
** Picking up and throwing servants retains the timer.<br />
* Causes all servants on screen to explode after three seconds.<br />
** Explosion can hit Jack-O as well as the opponent.<br />
** Explosion causes the opponent to fall off the wall allowing for resets and combo extensions.<br />
** Explosion causes 30 frames of blockstun.<br />
** Jack-O may hit minions with a countdown timer any number of times and they will not disappear<br />
Another extremely useful summon option, even if it doesn't look that way on the surface. {{clr|2|214K}} cannot be input during moves like Throw, but timing a throw so the explosion hits while the opponent is in the air lets Jack-O continue a combo meterlessly.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png| Despite the strike animation, it's actually doesn't have hitbox below<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be canceled into whiff {{clr|2|214K}} for safer ending in blockstring.<br />
* canceling into...{{clr|2|214K}} is -8 on block; {{clr|1|236P}} is -12 on block; {{clr|1|236[P]}} is +2 on block<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jumpable after the super flash unless the opponent is using Faultless Defense.<br />
* Will still hit opponents wall stuck at ground level, given they are in range.<br />
* Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' +36 afterwards.<br />
<br />
Jack-O's reversal super. Also quite useful when an opponent is Guard Crushed by Defend Command. Even though it's a throw, it can be used as a combo ender (e.g. with {{clr|3|c.S}}> {{clr|4|2H}}/{{clr|5|2D}}). The move can also be used as a reversal, but its important to keep in mind the exact range this super will be effective at. When the move is performed, <br />
Jack-O leaps into the air and moves forward with the superflash, instantly grabbing the opponent if the hitbox makes contact with them. The range is much longer than the average<br />
command grab, being roughly comparable to her {{clr|2|5K}} or Sol's {{clr|4|HS}} in terms of how far she leaps. The move leads to decent reward on hit, so make sure you measure the<br />
distance of the move effectively if you want to try and whiff punish with it, since the animation on miss makes Jack-O very punishable.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|<br />
GGST_JackO_Cheer_Servant_On H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Both versions temporarily pause Servants despawn timer, allows Servant gauge gain during [[{{PAGENAME}}#Countdown|Countdown]], prevents them from despawning after Jack-O' blocks, and allows Jack-O' to hit them around infinitely until it runs out.<br />
* Both versions have +3 frame advantage when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and +1 frame advantage after {{clr|4|6H}} (1st hit), allowing you to safely continue pressure with the buff active.<br />
* {{prompt|GGST|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit aside from Overdrives and burst.<br />
** Also prevents Servants from disappearing when Jack-O' is hit, but Servants cannot be be given new commands at that time.<br />
** Opponents are still able to cancel moves off of the Servant's Guard point as if they landed a hit.<br />
* {{prompt|GGST|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before, though the increased Servant meter gain naturally allows for more use of [[{{PAGENAME}}#Defend Command|Defend Command]].<br />
Both versions can be active at the same time. The low startup and recovery of this super means it can often be cancelled into mid-combo. The {{clr|4|H}} version can complement [[{{PAGENAME}}#Countdown|Countdown]] fairly well, as it makes the opponent incapable of intercepting the explosion without using resources, while also allowing the Servant gauge to continue increasing.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O/Data&diff=229210
GGST/Jack-O/Data
2021-08-30T21:30:25Z
<p>Japanese Schoolgirl: /* 236[P] Data */ Removed startup</p>
<hr />
<div>==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=GGST/Jack-O|image=GGST_Jack-O_Icon.png}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=GGST/Jack-O<br />
|videos=|discord=|twitter=GGST_JC}}<section end=Links/><br />
==Infobox Data==<br />
{{GGST-character<br />
| name =Jack-O<br />
| defense =1.11<br />
| guts =2<br />
| guardBalance =0.8748<br />
| prejump =4<br />
| backdash =18f/5f invuln<br />
| weight =Light<br />
| portrait =GGST_Jack-O_Portrait.png<br />
| icon =GGST_Jack-O_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=5P<br />
|guard=All<br />
|invuln=none<br />
|damage= 23<br />
|startup= 5<br />
|active=<br />
|recovery=<br />
|onBlock= -2<br />
|onHit= +1<br />
|level=<br />
|images=GGST JackO 5P.png<br />
|hitboxes=GGST JackO 5P Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===5K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=5K<br />
|guard=All<br />
|invuln=none<br />
|damage= 27<br />
|startup= 7<br />
|active=<br />
|recovery=<br />
|onBlock= -7<br />
|onHit= -4<br />
|level=<br />
|images=GGST JackO 5K.png<br />
|hitboxes=GGST JackO 5K Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===c.S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=c.S<br />
|guard=All<br />
|invuln=none<br />
|damage= 39<br />
|startup= 7<br />
|active=<br />
|recovery=<br />
|onBlock= -2<br />
|onHit= +1<br />
|level=<br />
|images=GGST JackO cS.png<br />
|hitboxes=GGST JackO cS Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===f.S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=f.S<br />
|guard=All<br />
|invuln=none<br />
|damage= 32<br />
|startup= 11<br />
|active=<br />
|recovery=<br />
|onBlock= -9<br />
|onHit= -6<br />
|level=<br />
|images=GGST JackO fS.png<br />
|hitboxes=GGST JackO fS Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=90%<br />
}}<br />
<br />
===5H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=5H<br />
|guard=All<br />
|invuln=none<br />
|damage= 24, 24<br />
|startup= 10<br />
|active=<br />
|recovery=<br />
|onBlock= -6<br />
|onHit= KD<br />
|level=<br />
|images=GGST JackO 5H.png<br />
|hitboxes=GGST JackO 5H.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===2P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2P<br />
|guard=All<br />
|invuln=none<br />
|damage= 21<br />
|startup= 6<br />
|active=<br />
|recovery=<br />
|onBlock= -3<br />
|onHit= 0<br />
|level=<br />
|images=GGST JackO 2P.png<br />
|hitboxes=GGST JackO 2P Hitbox.png.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===2K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2K<br />
|guard=Low<br />
|invuln=none<br />
|damage= 24<br />
|startup= 7<br />
|active=<br />
|recovery=<br />
|onBlock= -5<br />
|onHit= -2<br />
|level=<br />
|images=GGST JackO 2K.png<br />
|hitboxes=GGST JackO 2K Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=70%<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2S<br />
|guard=All<br />
|invuln=none<br />
|damage= 31<br />
|startup= 9<br />
|active=<br />
|recovery=<br />
|onBlock= -15<br />
|onHit= -12<br />
|level=<br />
|images=GGST JackO 2S.png.png<br />
|hitboxes=GGST JackO 2S Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=90%<br />
}}<br />
<br />
===2H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2H<br />
|guard=All<br />
|invuln=none<br />
|damage= 41<br />
|startup= 15<br />
|active=<br />
|recovery=<br />
|onBlock= -5<br />
|onHit= KD<br />
|level=<br />
|images=GGST JackO 2H.png<br />
|hitboxes=GGST JackO 2H Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===j.P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.P<br />
|guard=High<br />
|invuln=none<br />
|damage= 19<br />
|startup= 6<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jP.png<br />
|hitboxes=GGST JackO jP Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===j.K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.K<br />
|guard=High<br />
|invuln=none<br />
|damage= 23<br />
|startup= 7<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jK.png<br />
|hitboxes=GGST JackO jK Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.S<br />
|guard=High<br />
|invuln=none<br />
|damage= 28<br />
|startup= 11<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jS.png<br />
|hitboxes=GGST JackO jS Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===j.H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.H<br />
|guard=High<br />
|invuln=none<br />
|damage= 20, 15<br />
|startup= 11<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jH.png<br />
|hitboxes=GGST JackO jH Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===j.D Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.D<br />
|guard=All<br />
|invuln=none<br />
|damage= 30<br />
|startup= 21<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jD.png<br />
|hitboxes=GGST JackO jD Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===6P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=6P<br />
|guard=All<br />
|invuln=Upper Body<br />
|damage= 28<br />
|startup= 10<br />
|active=<br />
|recovery=<br />
|onBlock= -12<br />
|onHit= KD<br />
|level=<br />
|images=GGST JackO 6P.png<br />
|hitboxes=GGST JackO 6P Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=90%<br />
}}<br />
<br />
===6H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=6H<br />
|guard=All<br />
|invuln=none<br />
|damage= 20, 40<br />
|startup= 8,19<br />
|active=<br />
|recovery=<br />
|onBlock=-6<br />
|onHit= KD/-3<br />
|level=<br />
|images=GGST JackO 6H.png<br />
|hitboxes=GGST JackO 6H Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===2D Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2D<br />
|guard=Low<br />
|invuln=none<br />
|damage= 29<br />
|startup= 11<br />
|active=<br />
|recovery=<br />
|onBlock= -19<br />
|onHit=HKD<br />
|level=<br />
|images=GGST JackO 2D.png<br />
|hitboxes=GGST JackO 2D Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=90%<br />
}}<br />
<br />
===5D Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=5D<br />
|guard=High<br />
|invuln=none<br />
|damage= 45 [56]<br />
|startup=20 [28]<br />
|active=<br />
|recovery=<br />
|onBlock=-15 [-10]<br />
|onHit=0 [KD]<br />
|level=2<br />
|images=GGST JackO 5D.png<br />
|hitboxes=GGST JackO 5D Hitbox.png<br />
|type=normal<br />
|riscGain=9 [14.5]<br />
|prorate=80% [100%]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Ground Throw<br />
|input=4D or 6D<br />
|guard=Throw (?)<br />
|invuln=none<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=38<br />
|onBlock=<br />
|onHit=HKD<br />
|notes=<br />
|images=GGST JackO Ground Throw.png<br />
|type=other<br />
|prorate=50%<br />
}}<br />
<br />
===Air Throw Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Air Throw<br />
|input=j.4D or j.6D<br />
|guard=Throw<br />
|invuln=none<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=Until L+10<br />
|onBlock=<br />
|onHit=HKD<br />
|images=GGST JackO Air Throw.png<br />
|type=other<br />
|prorate=50%<br />
}}<br />
<br />
==Special Moves==<br />
===236P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Summon Servant<br />
|input=236P<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=Total 25<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST Jack-O Summon Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===236[P] Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Summon Servant<br />
|input=236[P]<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 14<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST Jack-O Summon Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===2P (near Servant) Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Pick Up Servant<br />
|input=2P (near Servant)<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 14<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Pick Up Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===6X while holding Servant Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Throw Servant<br />
|input=6P/6K/6S/6H while holding Servant<br />
|guard=All<br />
|invuln=none<br />
|damage= 30<br />
|startup= 12<br />
|active=<br />
|recovery=Total 32<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Throw Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===D while holding Servant Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Release Servant<br />
|input=D while holding Servant<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 11<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Release Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===214P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Recover Servant<br />
|input=214P<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 24<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Recover Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===214K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Attack Command<br />
|input=214K<br />
|guard=All<br />
|invuln=none<br />
|damage= 50<br />
|startup=13<br />
|active=<br />
|recovery=Total 24<br />
|onBlock= +15<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Attack Command.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===214S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Defend Command<br />
|input=214S<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=4<br />
|active=<br />
|recovery=Total 24<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Defend Command.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===214H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Countdown<br />
|input=214H<br />
|guard=All<br />
|invuln=none<br />
|damage= 80<br />
|startup=<br />
|active=<br />
|recovery=Total 24<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Countdown.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===236K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Servant Shoot<br />
|input=236K<br />
|guard=All<br />
|invuln=none<br />
|damage= 31<br />
|startup= 15<br />
|active=<br />
|recovery=<br />
|onBlock= -12<br />
|onHit= KD<br />
|level=<br />
|images=GGST JackO Servant Shoot.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
==Overdrives==<br />
===632146P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Forever Elysion Driver<br />
|input=632146P<br />
|guard=Throw<br />
|invuln=All 1-?f<br />
|damage= 179<br />
|startup= 10 + 1<br />
|active=<br />
|recovery=<br />
|onBlock=-<br />
|onHit=HKD<br />
|notes=<br />
|images=GGST JackO Forever Elysion Driver.png<br />
|type=super<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===236236S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Cheer Servant On (S)<br />
|input=236236S<br />
|guard=-<br />
|invuln=<br />
|damage=<br />
|startup= 3<br />
|active=<br />
|recovery= 12<br />
|onBlock=-<br />
|onHit=-<br />
|notes=<br />
|images=GGST JackO Cheer Servant On S.png<br />
|type=super<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===236236H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Cheer Servant On (H)<br />
|input=236236H<br />
|guard=-<br />
|invuln=<br />
|damage=<br />
|startup= 3<br />
|active=<br />
|recovery= 12<br />
|onBlock=-<br />
|onHit=-<br />
|notes=<br />
|images=GGST JackO Cheer Servant On H.png<br />
|type=super<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
==Category==<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=229207
GGST/Jack-O
2021-08-30T21:28:58Z
<p>Japanese Schoolgirl: /* Summon Servant */ Added versions section and different descriptions field for 236P, 236[P] and both. Also changed 236P to 236P (Held OK)</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
<br />
| overview = Jack-O' is a momentum-based character who looks for chances to summon Servants that fight by her side. These Servants provide her with space control tools and enhance both her offensive and defensive capabilities.<br />
<br />
Jack-O' starts the round without any Servants (AKA Minions or Summons) by her side. {{clr|2|5K}} and {{clr|3|f.S}} are basic pokes that can create opportunities to safely [[{{PAGENAME}}#Summon Servant|Summon Servants]] and build up pressure. Other good normals include {{clr|4|6H}}, which is great for anti-airing, and {{clr|4|j.H}}, which has a deceptively large hitbox and can {{keyword|cross-up}}. <br />
<br />
She can summon up to three Servants at once, but just one Servant is enough to change her from a risky character to an infectiously happy party-starter with many new options. [[{{PAGENAME}}#Attack Command|Attack Command]] orders all summoned Servants to attack, empowering combos and blockstrings, whereas [[{{PAGENAME}}#Defend Command|Defend Command]] grants all Servants shields that leave the opponent in a Guard Crush state if attacked. Jack-O' can use [[GGST/Jack-O#Servant Shoot|Servant Shoot]] or normals to hit the Servants and launch them like projectiles. She can also [[{{PAGENAME}}#Pick Up Servant|Pick Up Servants]] to reposition them or throw them, all while retaining access to Servant Shoot and Servant-based special moves while they're in her hands.<br />
<br />
Jack-O's biggest flaw is her reliance on Servants to get going, which is made worse by Servants disappearing if either they or Jack-O' take a hit. Because of this, Jack-O' can struggle under pressure. Her abare options are mediocre at best and she’s quite frail, so a single mistake can be very punishing. These weaknesses can be overcome by making use of Jack-O's myriad of options, which requires creativity, plenty of lab time, and quick adaptation.<br />
<br />
Whether you're a thrill-seeking daredevil with a bag of tricks, or a calculating tactician with a sure route to victory in mind, Jack-O' and her Servants have your back.<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Versatile''': Jack-O' has a kit that can function as both a zoner and a close-range mixup character thanks to long pokes, an advancing sweep, and her minion setups.<br />
*'''Servants''': Jack-O's Servants allow for unique forms of pressure and zoning. She can mount an oppressive minion offensive at close range or set up a conga-line of minions at range to poke the opponent. [[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] further empowers Servants by giving invincibility in the {{prompt|GGST|S}} version or boosting the Servant gauge replenish speed in the {{prompt|GGST|H}} version, bolstering their utility and overall potential.<br />
*'''Strong Oki''': Jack-O' gets strong knockdown pressure from most knockdowns due to her minions. The ability to safely invalidate reversals with [[GGST/Jack-O#Defend_Command|Defend Command]] or keep pressure on with [[GGST/Jack-O#Attack Command|Attack Command]] makes Servants a force to be reckoned with on wakeup in the right hands.<br />
| cons = <br />
*'''Servant Gauge Management''': Keeping track of her unique resource can be taxing. She can be severely punished for spending all her gauge at once or, conversely, not spending enough. All of Jack-O's specials aside from {{clr|2|236K}} involve the Servants, so without them you have to rely on your unsafe normals until you get to a situation where you can set them up safely.<br />
*'''Fickle Servants''': Jack-O's servants are easy to kill without proper use of either [[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] or [[GGST/Jack-O#Defend_Command|Defend Command]], both of which consume valuable resources. Even as projectiles, they lose to virtually any button on their own. They also disappear if unbuffed when Jack-O' blocks, and die to supers even if buffed.<br />
*'''Mediocre Defense''': Jack-O' has no meterless invincible reversal and only an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br> <br />
Jack-O' summons Servants ("minions") to fight alongside her. The gauge refills passively, but Jack-O' can recall servants or spend meter to restore it faster. The gauge can be spent to summon minions and give them commands. Each portion of the gauge represents one minion that she can summon. The icon on top of the bar represents a hard cap on the gauge, which goes down each time Jack-O' gives a command, meaning as she issues more commands, the less gauge she can store. This cap also raises passively as the icon moves to the top of the gauge<br />
<br />
Minions disappear when Jack-O' is hit.<br />
<br />
The minions have numbers on their shields corresponding to their creation, 1, 2 and 3. Jack-O' can have up to three servants out at once. Each servant can take up to two hits from Jack-O' before disappearing. <br />
<br />
She can hit them with her attacks and launch them at various angles as projectiles. The act of hitting a minion follows the rules for on-hit cancels, meaning you can jump, special, and even super cancel out of interacting with minions depending on the move.<br />
<br />
Minions bounce off each other if they collide as projectiles or after setting them down on top of each other. If a minion is launched or set on top of another, the second minion will be launched generally in the same direction and with the same speed as the first.<br />
<br />
She can send commands to her minions to make them attack, shield themselves, retreat to restore Servant Gauge, or explode after three seconds. A minion will always complete its command before disappearing. <br />
}}<br />
'''<br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
Jack-O's fastest abare button, this whiffs on most crouching characters.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Has a different hitspark for hitting later in the move's active frames.<br />
Functionally a bigger and slower {{clr|2|5K}}. Easily converts into a combo or knockdown with its cancel options and can be made somewhat more difficult to punish by canceling into her summon.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward and whiffs vs. crouching opponents.<br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move, comparable in usage to I-no's own {{clr|4|6H}}. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack. Deals high damage and launches if both hits connect, letting Jack-O set up a servant midscreen or continue a combo with {{clr|2|236K}} in the corner. The second hit whiffs against crouching opponents, but {{clr|4|6H(1)}} has more than enough blockstun for Jack-O to safely setup {{clr|1|236[P]}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward.<br />
Not great as an abare tool, but hits crouchers where {{clr|1|5P}} does not. Input this as 1P or 3P close to servants to avoid picking them up. Also due to it being 6 frames, it will lose to tick throws where {{clr|1|5P}} wins.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Extremely low profile. <br />
{{clr|2|2K}} can go under various pokes, Sol {{clr|2|236K}}, and even Ky {{clr|4|236H}} if timed correctly.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up.<br />
Another anti-air, better for when opponents are directly above Jack-O. Tiny horizontal hitbox makes this difficult to use in blockstrings.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
Always combos from {{clr|3|c.S}} and is a natural frame trap from {{clr|3|2S}}. Mostly relegated to combos as {{clr|3|2S}} is primarily an anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png | <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png | <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it bounces servants off the ground. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
Wide crossup hitbox, but the front hit leaves a lot to be desired. If you can cross over your opponent before airdashing, the back hit will hit crouchers much more reliably than staying in front because of how high it hits.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be canceled into specials.<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
* 66PRC after the fireball shoots out may be a good approach if followed up by j.S, or you can create a high-low mixup with 22PRC.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}} (Held OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png| Yeah, we don't know where they come from either<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version = yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and (input="236P" or input="236[P]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
----<br />
;{{clr|1|236P}}<br />
* Unsafe way to end blockstrings.<br />
----<br />
;{{clr|1|236[P]}}<br />
* Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance. She also loses her backdash along with its invulnerability, but in its place she gains a backwards run. Her air dashes remain unaffected. She can also perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Can be canceled into from any normal and {{clr|2|236K}} on hit and block.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command. +2 oB even off {{clr|2|K}}~{{clr|5|D}} but whiffs on crouchers<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|Go, my child, and hold down the neutral<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
* The servants fall slowly to the ground, meaning you can use this in the air to safely get a servant to a specific height.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|That lollipop is a food safety violation<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Jump cancelable on hit or block.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|3|214S}} is used for cancel into whiff it's a safer option because it moves farther and allows to avoid punish e.g from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Puts opponents who attack the shield's hurtbox into [[GGST/Defense#Guard_Crush|Guard Crush]] state. They cannot be regular thrown but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** The Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
* Cannot block supers.<br />
Useful as a way to prevent opponents from hitting and killing servants. Combining this with multiple servants in different horizontal/vertical positions can allow you to block off a very large portion of the screen from attacks. Since servants are normally very easy to destroy with a normal even when being used as a projectile, this move is very important to playing servant neutral effectively. Even though it won't block supers, since it can theoretically be used at full screen with proper servant placement, you can still create a scenario where you won't get hit by the reversal super and simply lose your servant, even getting a punish in the best case scenario.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
** Picking up and throwing servants retains the timer.<br />
* Causes all servants on screen to explode after three seconds.<br />
** Explosion can hit Jack-O as well as the opponent.<br />
** Explosion causes the opponent to fall off the wall allowing for resets and combo extensions.<br />
** Explosion causes 30 frames of blockstun.<br />
** Jack-O may hit minions with a countdown timer any number of times and they will not disappear<br />
Another extremely useful summon option, even if it doesn't look that way on the surface. {{clr|2|214K}} cannot be input during moves like Throw, but timing a throw so the explosion hits while the opponent is in the air lets Jack-O continue a combo meterlessly.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png| Despite the strike animation, it's actually doesn't have hitbox below<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be canceled into whiff {{clr|2|214K}} for safer ending in blockstring.<br />
* canceling into...{{clr|2|214K}} is -8 on block; {{clr|1|236P}} is -12 on block; {{clr|1|236[P]}} is +2 on block<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jumpable after the super flash unless the opponent is using Faultless Defense.<br />
* Will still hit opponents wall stuck at ground level, given they are in range.<br />
* Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' +36 afterwards.<br />
<br />
Jack-O's reversal super. Also quite useful when an opponent is Guard Crushed by Defend Command. Even though it's a throw, it can be used as a combo ender (e.g. with {{clr|3|c.S}}> {{clr|4|2H}}/{{clr|5|2D}}). The move can also be used as a reversal, but its important to keep in mind the exact range this super will be effective at. When the move is performed, <br />
Jack-O leaps into the air and moves forward with the superflash, instantly grabbing the opponent if the hitbox makes contact with them. The range is much longer than the average<br />
command grab, being roughly comparable to her {{clr|2|5K}} or Sol's {{clr|4|HS}} in terms of how far she leaps. The move leads to decent reward on hit, so make sure you measure the<br />
distance of the move effectively if you want to try and whiff punish with it, since the animation on miss makes Jack-O very punishable.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|<br />
GGST_JackO_Cheer_Servant_On H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Both versions temporarily pause Servants despawn timer, allows Servant gauge gain during [[{{PAGENAME}}#Countdown|Countdown]], prevents them from despawning after Jack-O' blocks, and allows Jack-O' to hit them around infinitely until it runs out.<br />
* Both versions have +3 frame advantage when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and +1 frame advantage after {{clr|4|6H}} (1st hit), allowing you to safely continue pressure with the buff active.<br />
* {{prompt|GGST|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit aside from Overdrives and burst.<br />
** Also prevents Servants from disappearing when Jack-O' is hit, but Servants cannot be be given new commands at that time.<br />
** Opponents are still able to cancel moves off of the Servant's Guard point as if they landed a hit.<br />
* {{prompt|GGST|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before, though the increased Servant meter gain naturally allows for more use of [[{{PAGENAME}}#Defend Command|Defend Command]].<br />
Both versions can be active at the same time. The low startup and recovery of this super means it can often be cancelled into mid-combo. The {{clr|4|H}} version can complement [[{{PAGENAME}}#Countdown|Countdown]] fairly well, as it makes the opponent incapable of intercepting the explosion without using resources, while also allowing the Servant gauge to continue increasing.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O/Data&diff=229205
GGST/Jack-O/Data
2021-08-30T21:09:55Z
<p>Japanese Schoolgirl: /* Special Moves */ Added 236[P] in data and edited their images from JackO to Jack-O</p>
<hr />
<div>==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=GGST/Jack-O|image=GGST_Jack-O_Icon.png}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=GGST/Jack-O<br />
|videos=|discord=|twitter=GGST_JC}}<section end=Links/><br />
==Infobox Data==<br />
{{GGST-character<br />
| name =Jack-O<br />
| defense =1.11<br />
| guts =2<br />
| guardBalance =0.8748<br />
| prejump =4<br />
| backdash =18f/5f invuln<br />
| weight =Light<br />
| portrait =GGST_Jack-O_Portrait.png<br />
| icon =GGST_Jack-O_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=5P<br />
|guard=All<br />
|invuln=none<br />
|damage= 23<br />
|startup= 5<br />
|active=<br />
|recovery=<br />
|onBlock= -2<br />
|onHit= +1<br />
|level=<br />
|images=GGST JackO 5P.png<br />
|hitboxes=GGST JackO 5P Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===5K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=5K<br />
|guard=All<br />
|invuln=none<br />
|damage= 27<br />
|startup= 7<br />
|active=<br />
|recovery=<br />
|onBlock= -7<br />
|onHit= -4<br />
|level=<br />
|images=GGST JackO 5K.png<br />
|hitboxes=GGST JackO 5K Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===c.S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=c.S<br />
|guard=All<br />
|invuln=none<br />
|damage= 39<br />
|startup= 7<br />
|active=<br />
|recovery=<br />
|onBlock= -2<br />
|onHit= +1<br />
|level=<br />
|images=GGST JackO cS.png<br />
|hitboxes=GGST JackO cS Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===f.S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=f.S<br />
|guard=All<br />
|invuln=none<br />
|damage= 32<br />
|startup= 11<br />
|active=<br />
|recovery=<br />
|onBlock= -9<br />
|onHit= -6<br />
|level=<br />
|images=GGST JackO fS.png<br />
|hitboxes=GGST JackO fS Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=90%<br />
}}<br />
<br />
===5H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=5H<br />
|guard=All<br />
|invuln=none<br />
|damage= 24, 24<br />
|startup= 10<br />
|active=<br />
|recovery=<br />
|onBlock= -6<br />
|onHit= KD<br />
|level=<br />
|images=GGST JackO 5H.png<br />
|hitboxes=GGST JackO 5H.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===2P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2P<br />
|guard=All<br />
|invuln=none<br />
|damage= 21<br />
|startup= 6<br />
|active=<br />
|recovery=<br />
|onBlock= -3<br />
|onHit= 0<br />
|level=<br />
|images=GGST JackO 2P.png<br />
|hitboxes=GGST JackO 2P Hitbox.png.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===2K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2K<br />
|guard=Low<br />
|invuln=none<br />
|damage= 24<br />
|startup= 7<br />
|active=<br />
|recovery=<br />
|onBlock= -5<br />
|onHit= -2<br />
|level=<br />
|images=GGST JackO 2K.png<br />
|hitboxes=GGST JackO 2K Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=70%<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2S<br />
|guard=All<br />
|invuln=none<br />
|damage= 31<br />
|startup= 9<br />
|active=<br />
|recovery=<br />
|onBlock= -15<br />
|onHit= -12<br />
|level=<br />
|images=GGST JackO 2S.png.png<br />
|hitboxes=GGST JackO 2S Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=90%<br />
}}<br />
<br />
===2H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2H<br />
|guard=All<br />
|invuln=none<br />
|damage= 41<br />
|startup= 15<br />
|active=<br />
|recovery=<br />
|onBlock= -5<br />
|onHit= KD<br />
|level=<br />
|images=GGST JackO 2H.png<br />
|hitboxes=GGST JackO 2H Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===j.P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.P<br />
|guard=High<br />
|invuln=none<br />
|damage= 19<br />
|startup= 6<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jP.png<br />
|hitboxes=GGST JackO jP Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===j.K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.K<br />
|guard=High<br />
|invuln=none<br />
|damage= 23<br />
|startup= 7<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jK.png<br />
|hitboxes=GGST JackO jK Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.S<br />
|guard=High<br />
|invuln=none<br />
|damage= 28<br />
|startup= 11<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jS.png<br />
|hitboxes=GGST JackO jS Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===j.H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.H<br />
|guard=High<br />
|invuln=none<br />
|damage= 20, 15<br />
|startup= 11<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jH.png<br />
|hitboxes=GGST JackO jH Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===j.D Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=j.D<br />
|guard=All<br />
|invuln=none<br />
|damage= 30<br />
|startup= 21<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO jD.png<br />
|hitboxes=GGST JackO jD Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=80%<br />
}}<br />
<br />
===6P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=6P<br />
|guard=All<br />
|invuln=Upper Body<br />
|damage= 28<br />
|startup= 10<br />
|active=<br />
|recovery=<br />
|onBlock= -12<br />
|onHit= KD<br />
|level=<br />
|images=GGST JackO 6P.png<br />
|hitboxes=GGST JackO 6P Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=90%<br />
}}<br />
<br />
===6H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=6H<br />
|guard=All<br />
|invuln=none<br />
|damage= 20, 40<br />
|startup= 8,19<br />
|active=<br />
|recovery=<br />
|onBlock=-6<br />
|onHit= KD/-3<br />
|level=<br />
|images=GGST JackO 6H.png<br />
|hitboxes=GGST JackO 6H Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===2D Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=2D<br />
|guard=Low<br />
|invuln=none<br />
|damage= 29<br />
|startup= 11<br />
|active=<br />
|recovery=<br />
|onBlock= -19<br />
|onHit=HKD<br />
|level=<br />
|images=GGST JackO 2D.png<br />
|hitboxes=GGST JackO 2D Hitbox.png<br />
|type=normal<br />
|riscGain=<br />
|prorate=90%<br />
}}<br />
<br />
===5D Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=<br />
|input=5D<br />
|guard=High<br />
|invuln=none<br />
|damage= 45 [56]<br />
|startup=20 [28]<br />
|active=<br />
|recovery=<br />
|onBlock=-15 [-10]<br />
|onHit=0 [KD]<br />
|level=2<br />
|images=GGST JackO 5D.png<br />
|hitboxes=GGST JackO 5D Hitbox.png<br />
|type=normal<br />
|riscGain=9 [14.5]<br />
|prorate=80% [100%]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Ground Throw<br />
|input=4D or 6D<br />
|guard=Throw (?)<br />
|invuln=none<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=38<br />
|onBlock=<br />
|onHit=HKD<br />
|notes=<br />
|images=GGST JackO Ground Throw.png<br />
|type=other<br />
|prorate=50%<br />
}}<br />
<br />
===Air Throw Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Air Throw<br />
|input=j.4D or j.6D<br />
|guard=Throw<br />
|invuln=none<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=Until L+10<br />
|onBlock=<br />
|onHit=HKD<br />
|images=GGST JackO Air Throw.png<br />
|type=other<br />
|prorate=50%<br />
}}<br />
<br />
==Special Moves==<br />
===236P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Summon Servant<br />
|input=236P<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=Total 25<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST Jack-O Summon Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===236[P] Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Summon Servant<br />
|input=236[P]<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=Total 14<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST Jack-O Summon Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===2P (near Servant) Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Pick Up Servant<br />
|input=2P (near Servant)<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 14<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Pick Up Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===6X while holding Servant Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Throw Servant<br />
|input=6P/6K/6S/6H while holding Servant<br />
|guard=All<br />
|invuln=none<br />
|damage= 30<br />
|startup= 12<br />
|active=<br />
|recovery=Total 32<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Throw Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===D while holding Servant Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Release Servant<br />
|input=D while holding Servant<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 11<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Release Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===214P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Recover Servant<br />
|input=214P<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 24<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Recover Servant.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===214K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Attack Command<br />
|input=214K<br />
|guard=All<br />
|invuln=none<br />
|damage= 50<br />
|startup=13<br />
|active=<br />
|recovery=Total 24<br />
|onBlock= +15<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Attack Command.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===214S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Defend Command<br />
|input=214S<br />
|guard=-<br />
|invuln=none<br />
|damage=<br />
|startup=4<br />
|active=<br />
|recovery=Total 24<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Defend Command.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===214H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Countdown<br />
|input=214H<br />
|guard=All<br />
|invuln=none<br />
|damage= 80<br />
|startup=<br />
|active=<br />
|recovery=Total 24<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST JackO Countdown.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===236K Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Servant Shoot<br />
|input=236K<br />
|guard=All<br />
|invuln=none<br />
|damage= 31<br />
|startup= 15<br />
|active=<br />
|recovery=<br />
|onBlock= -12<br />
|onHit= KD<br />
|level=<br />
|images=GGST JackO Servant Shoot.png<br />
|type=special<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
==Overdrives==<br />
===632146P Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Forever Elysion Driver<br />
|input=632146P<br />
|guard=Throw<br />
|invuln=All 1-?f<br />
|damage= 179<br />
|startup= 10 + 1<br />
|active=<br />
|recovery=<br />
|onBlock=-<br />
|onHit=HKD<br />
|notes=<br />
|images=GGST JackO Forever Elysion Driver.png<br />
|type=super<br />
|riscGain=<br />
|prorate=100%<br />
}}<br />
<br />
===236236S Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Cheer Servant On (S)<br />
|input=236236S<br />
|guard=-<br />
|invuln=<br />
|damage=<br />
|startup= 3<br />
|active=<br />
|recovery= 12<br />
|onBlock=-<br />
|onHit=-<br />
|notes=<br />
|images=GGST JackO Cheer Servant On S.png<br />
|type=super<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
===236236H Data===<br />
{{MoveData-GGST<br />
|chara=Jack-O<br />
|name=Cheer Servant On (H)<br />
|input=236236H<br />
|guard=-<br />
|invuln=<br />
|damage=<br />
|startup= 3<br />
|active=<br />
|recovery= 12<br />
|onBlock=-<br />
|onHit=-<br />
|notes=<br />
|images=GGST JackO Cheer Servant On H.png<br />
|type=super<br />
|riscGain=<br />
|prorate=<br />
}}<br />
<br />
==Category==<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228988
GGST/Jack-O
2021-08-30T06:35:36Z
<p>Japanese Schoolgirl: /* {{clr|5|j.D}} */ Added 1 new line into description</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
<br />
| overview = Like Zato-1, Jack-O' starts the round from an unfavorable position, but can build a whole house of momentum thanks to her Servants (AKA Minions or Summons), which augment her attacks and control the screen. With just one Servant out, she changes from a risky character to an infectiously happy party-starter on defense and offense. Jack-O' rewards creativity and improvisation with her myriad options, while also providing a high skill ceiling for players who like to lab concrete setups that remove an opponent's options. Whether you're a thrill-seeking daredevil eager for a bag of tricks, or a calculating tactician with a sure route to victory in mind, Jack-O' and her Servants have your back. <br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Versatile''': Jack-O' has a kit that can function as both a zoner and a close-range mixup character thanks to long pokes, an advancing sweep, and her minion setups.<br />
*'''Servants''': Jack-O's minions allow her to set up unconventional pressure and zoning scenarios depending on the situation and matchup. Jack-O' can either mount a minion offensive at close range by tossing a minion behind an opponent returning to neutral from knockdown, or set up a conga-line of minions at range to poke the opponent and approach.<br />
*'''Overdrives:''' [[GGST/Jack-O#ForeverElysionDriver|Forever Elysion Driver]] and [[GGST/Jack-O#CheerServantOn|Cheer Servant On]] are both powerful ways to burn meter. The former is an invincible-on-startup command grab that can end combos, reversal out of frametraps, get knockdown anywhere onscreen, and can facilitate both long-range minion gameplay in neutral and close-range minion pressure when done close to the corner. The latter is a buff to her minions with two different forms: the {{clr|3|S}} version grants minions invincibility, while the {{clr|4|H}} version refills the servant gauge constantly, meaning Jack-O can command her minions much more frequently while the buff is active.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns due to her minions.<br />
| cons = <br />
*'''Servant Gauge Management''': Keeping track of her unique resource can be mentally taxing in heated situations. She can be severely punished for spending all her gauge at once or, conversely, not spending enough. All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your unsafe normals until you get in a situation where you can set them up safely.<br />
*'''Defense''': Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O' summons Servants ("minions") to fight alongside her. The gauge refills passively, but Jack-O' can recall servants or spend meter to restore it faster. The gauge can be spent to summon minions and give them commands. Each portion of the gauge represents one minion that she can summon.<br />
<br />
Minions disappear when Jack-O' is hit.<br />
<br />
The minions have numbers on their shields corresponding to their creation, 1, 2 and 3. Jack-O' can have up to three servants out at once. Each servant can take up to two hits from either Jack-O' or the opponent before disappearing. <br />
<br />
She can hit them with her attacks and launch them at various angles as projectiles. The act of hitting a minion follows the rules for on-hit cancels, meaning you can jump, special, and even super cancel out of interacting with minions depending on the move.<br />
<br />
Minions bounce off each other if they collide as projectiles or after setting them down on top of each other. If a minion is launched or set on top of another, the second minion will be launched generally in the same direction and with the same speed as the first.<br />
<br />
She can send commands to her minions to make them attack, shield themselves, retreat to restore Servant Gauge, or explode after three seconds. A minion will always complete its command before disappearing. <br />
}}<br />
'''<br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
Jack-O's fastest abare button when near summons, as {{clr|1|2P}} picks up servants with no hitbox. To make matters worse, this whiffs on most crouching characters.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Has a different hitspark for hitting later in the move's active frames.<br />
Functionally a bigger and slower {{clr|2|5K}}. Easily converts into a combo or knockdown with its cancel options and can be made somewhat more difficult to punish by canceling into her summon.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward and whiffs vs. crouching opponents.<br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move, comparable in usage to I-no's own {{clr|4|6H}}. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack. Deals high damage and launches if both hits connect, letting Jack-O set up a servant midscreen or continue a combo with {{clr|2|236K}} in the corner. The second hit whiffs against crouching opponents, but {{clr|4|6H(1)}} has more than enough blockstun for Jack-O to safely setup {{clr|1|236[P]}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward.<br />
Not great as an abare tool, but hits crouchers where {{clr|1|5P}} does not. Turns into Pick Up Servant when close to one, making it more difficult to use in pressure. Also due to it being 6 frames, it will lose to tick throws where {{clr|1|5P}} wins.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Extremely low profile. <br />
{{clr|2|2K}} can go under various pokes, Sol {{clr|2|236K}}, and even Ky {{clr|4|236H}} if timed correctly.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up.<br />
Another anti-air, better for when opponents are directly above Jack-O. Tiny horizontal hitbox makes this difficult to use in blockstrings.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
Always combos from {{clr|3|c.S}} and is a natural frame trap from {{clr|3|2S}}. Mostly relegated to combos as {{clr|3|2S}} is primarily an anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png | <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png | <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it bounces servants off the ground. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
Wide crossup hitbox, but the front hit leaves a lot to be desired. If you can cross over your opponent before airdashing, the back hit will hit crouchers much more reliably than staying in front because of how high it hits.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Cannot be canceled into specials.<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
* 66PRC after the fireball shoots out may be a good approach if followed up by j.S, or you can create an unblockable with 22PRC 2D.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png| Yeah, we don't know where they come from either<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
*Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Can be canceled into from any normal and {{clr|2|236K}} on hit and block.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command. +2 oB even off {{clr|2|K}}~{{clr|5|D}} but whiffs on crouchers<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|Go, my child, and hold down the neutral<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Jump cancelable on hit or block.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|3|214S}} is used for cancel into whiff it's a safer option because it moves farther and allows to avoid punish e.g from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
** Picking up and throwing servants retains the timer.<br />
* Causes all servants on screen to explode after three seconds.<br />
** Explosion can hit Jack-O as well as the opponent.<br />
** Explosion causes the opponent to fall off the wall allowing for resets and combo extensions.<br />
** Explosion causes 30 frames of blockstun.<br />
** Jack-O may hit minions with a countdown timer any number of times and they will not disappear<br />
Another extremely useful summon option, even if it doesn't look that way on the surface. {{clr|2|214K}} cannot be input during moves like Throw, but timing a throw so the explosion hits while the opponent is in the air lets Jack-O continue a combo meterlessly.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png| Despite the strike animation, it's actually doesn't have hitbox below<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be canceled into whiff {{clr|2|214K}} for safer ending in blockstring.<br />
* canceling into...{{clr|2|214K}} is -8 on block; {{clr|1|236P}} is -12 on block; {{clr|1|236[P]}} is +2 on block<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jumpable after the super flash unless the opponent is using Faultless Defense.<br />
* Will still hit opponents wall stuck at ground level, given they are in range.<br />
* Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' +36 afterwards.<br />
<br />
Jack-O's reversal super. Also quite useful when an opponent is Guard Crushed by Defend Command. Even though it's a throw, it can be used as a combo ender (e.g. with {{clr|3|c.S}}> {{clr|4|2H}}/{{clr|5|2D}}). The move can also be used as a reversal, but its important to keep in mind the exact range this super will be effective at. When the move is performed, <br />
Jack-O leaps into the air and moves forward with the superflash, instantly grabbing the opponent if the hitbox makes contact with them. The range is much longer than the average<br />
command grab, being roughly comparable to her {{clr|2|5K}} or Sol's {{clr|4|HS}} in terms of how far she leaps. The move leads to decent reward on hit, so make sure you measure the<br />
distance of the move effectively if you want to try and whiff punish with it, since the animation on miss makes Jack-O very punishable.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|<br />
GGST_JackO_Cheer_Servant_On H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Both versions temporarily pauses Servants despawn timer and allows Jack-O to hit them infinitely<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228596
GGST/Jack-O
2021-08-29T03:19:13Z
<p>Japanese Schoolgirl: /* Attack Command */ Added information about jump cancel</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Versatile''': Jack-O' has a kit that can function as both a zoner and a close-range mixup character thanks to long pokes, an advancing sweep, and her minion setups.<br />
*'''Minions''': Jack-O's summonable minions allow her to set up unconventional pressure and zoning scenarios depending on the situation and matchup. Jack-O' can either mount a minion offensive at close range by tossing a minion behind an opponent returning to neutral from knockdown, or set up a conga-line of minions at range to poke the opponent and approach.<br />
*'''Overdrives:''' [[GGST/Jack-O#ForeverElysionDriver|Forever Elysion Driver]] and [[GGST/Jack-O#CheerServantOn|Cheer Servant On]] are both powerful ways to burn meter. The former is an invincible-on-startup command grab that can end combos, steal a turn, get knockdown anywhere onscreen, and can facilitate both long-range minion gameplay in neutral and close-range minion pressure when done close to the corner. The latter is a buff to her minions with two different forms: the {{clr|3|S}} version grants minions invincibility, while the {{clr|4|H}} version refills the servant gauge constantly, meaning Jack-O can command her minions much more frequently while the buff is active.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns due to her minions.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
*'''Defense''': Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|Here's your pizza<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
Jack-O's fastest abare button when near summons, as {{clr|1|2P}} picks up servants with no hitbox. To make matters worse, this whiffs on most crouching characters.<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Has a different hitspark for hitting later in the move's active frames.<br />
Functionally a bigger and slower {{clr|2|5K}}. Easily converts into a combo or knockdown with its cancel options and can be made somewhat more difficult to punish by canceling into her summon.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|Great Value Bird Kick<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|I live for this smile... but the opponent probably won't.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward <br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move, comparable in usage to I-no's own {{clr|4|6H}}. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack. Deals high damage and launches if both hits connect, letting Jack-O set up a servant midscreen or continue a combo with {{clr|2|236K}} in the corner.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward.<br />
Not great as an abare tool, but hits crouchers where {{clr|1|5P}} does not. Turns into Pick Up Servant when close to one, making it more difficult to use in pressure. Also due to it being 6 frames, it will lose to tick throws where {{clr|1|5P}} wins.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Extremely low profile. <br />
{{clr|2|2K}} can go under various pokes, Sol {{clr|2|236K}}, and even Ky {{clr|4|236H}} if timed correctly.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up<br />
<br />
Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png|Sacrificed multihits for big launch<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter :D<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png | The REAL Jack-O challenge <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png | <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it launches servants. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
<br />
Move performs two hits. First hit may often whiff if move performed too early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png | Ptooey!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png| It's '''my''' sleepover and '''I''' get to choose the mixup<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
*Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Can be canceled into from any normal and {{clr|2|236K}} on hit and block.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command. +2 oB even off {{clr|2|K}}~{{clr|5|D}} but whiffs on crouchers<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|Go, my child, and hold down the neutral<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Jump cancelable on hit or block.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|3|214S}} is used for cancel into whiff it's a safer option because it moves farther and allows to avoid punish e.g from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
** Picking up and throwing servants retains the timer.<br />
* Causes all servants on screen to explode after three seconds.<br />
** Explosion can hit Jack-O as well as the opponent.<br />
** Explosion causes the opponent to fall off the wall allowing for resets and combo extensions.<br />
** Explosion causes 30 frames of blockstun.<br />
Another extremely useful summon option, even if it doesn't look that way on the surface. {{clr|2|214K}} cannot be input during moves like Throw, but timing a throw so the explosion hits while the opponent is in the air lets Jack-O continue a combo meterlessly.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png| Despite the strike animation, it's actually doesn't have hitbox below<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be canceled into whiff {{clr|2|214K}} for safer ending in blockstring.<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jumpable after the super flash unless the opponent is using Faultless Defense.<br />
* Will still hit opponents wall stuck at ground level, given they are in range.<br />
* Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' +36 afterwards.<br />
<br />
Jack-O's reversal super. Also quite useful when an opponent is Guard Crushed by Defend Command. Even though it's a throw, it can be used as a combo ender (e.g. with {{clr|3|c.S}} > {{clr|4|2H}}/{{clr|5|2D}}).<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Both versions temporarily pauses Servants despawn timer and allows Jack-O to hit them infinitely<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228462
GGST/Jack-O
2021-08-28T13:58:08Z
<p>Japanese Schoolgirl: /* Servant Shoot */ Added 1 new lines into description about frame advantage on cancels into whiff and added note about hitbox</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
*'''Defense''': Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|Here's your pizza<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|Great Value Bird Kick<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|I live for this smile... but the opponent probably won't.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward <br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Decent low profile properties.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up<br />
<br />
Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter :D<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it launches servants. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
<br />
Move performs two hits. First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
*Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|3|214S}} used for cancel into whiff it's a safer option because it moves farther and for example allows to avoid punish from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png| Despite the strike animation, it's actually doesn't have hitbox below<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be canceled into whiff {{clr|2|214K}} for safer ending in blockstring.<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
* If the opponent is FDing during super freeze they cannot jump out of the grab<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228461
GGST/Jack-O
2021-08-28T13:49:43Z
<p>Japanese Schoolgirl: /* Defend Command */ Edited description to more accurate</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
*'''Defense''': Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|Here's your pizza<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|Great Value Bird Kick<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|I live for this smile... but the opponent probably won't.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward <br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Decent low profile properties.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up<br />
<br />
Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter :D<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it launches servants. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
<br />
Move performs two hits. First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
*Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|3|214S}} used for cancel into whiff it's a safer option because it moves farther and for example allows to avoid punish from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png|Presenting "Minion in the Groin" starring YOU<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
* If the opponent is FDing during super freeze they cannot jump out of the grab<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228460
GGST/Jack-O
2021-08-28T13:46:36Z
<p>Japanese Schoolgirl: /* Countdown */ Added 1 new lines into description about frame advantage on cancels into whiff</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
*'''Defense''': Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|Here's your pizza<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|Great Value Bird Kick<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|I live for this smile... but the opponent probably won't.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward <br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Decent low profile properties.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up<br />
<br />
Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter :D<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it launches servants. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
<br />
Move performs two hits. First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
*Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|2|K}} whiff canceled it's a safer option because it moves farther and for example allows to avoid punish from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png|Presenting "Minion in the Groin" starring YOU<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
* If the opponent is FDing during super freeze they cannot jump out of the grab<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228459
GGST/Jack-O
2021-08-28T13:46:01Z
<p>Japanese Schoolgirl: /* Attack Command */ Added 1 new lines into description about frame advantage on cancels into whiff</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
*'''Defense''': Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|Here's your pizza<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|Great Value Bird Kick<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|I live for this smile... but the opponent probably won't.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward <br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Decent low profile properties.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up<br />
<br />
Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter :D<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it launches servants. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
<br />
Move performs two hits. First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
*Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|2|K}} whiff canceled it's a safer option because it moves farther and for example allows to avoid punish from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png|Presenting "Minion in the Groin" starring YOU<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
* If the opponent is FDing during super freeze they cannot jump out of the grab<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228458
GGST/Jack-O
2021-08-28T13:45:07Z
<p>Japanese Schoolgirl: /* Recover Servant */ Added 1 new lines into description about frame advantage on cancels into whiff</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
*'''Defense''': Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|Here's your pizza<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|Great Value Bird Kick<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|I live for this smile... but the opponent probably won't.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward <br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Decent low profile properties.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up<br />
<br />
Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter :D<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it launches servants. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
<br />
Move performs two hits. First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
*Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|2|K}} whiff canceled it's a safer option because it moves farther and for example allows to avoid punish from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png|Presenting "Minion in the Groin" starring YOU<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
* If the opponent is FDing during super freeze they cannot jump out of the grab<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228457
GGST/Jack-O
2021-08-28T13:44:14Z
<p>Japanese Schoolgirl: /* Defend Command */ Added 2 new lines into description about frame advantage on cancels into whiff and about 214K's use in blockstring</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
*'''Defense''': Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|Here's your pizza<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons forward in a short arc.<br />
* Jump cancelable.<br />
* Can be useful as a far anti-air.<br />
{{clr|2|5K}} can be useful for setups and pressure due to it being jump cancelable. Anti-airing someone with this move also leads to decent reward for Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward.<br />
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.<br />
Lots of gatling options and being relatively safe at -2 gives Jack-O a lot of leeway on what she does afterwards. Delay cancels can make any of her moves into frametraps, and once her opponent respects that she can start stealing turns.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|Great Value Bird Kick<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
* Hits twice, launching on the 2nd hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|I live for this smile... but the opponent probably won't.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* {{clr|4|6H(1)}} launches summons up in a high arc.<br />
* {{clr|4|6H(2)}} launches summons in a long arc forward <br />
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward.<br />
* Decent low profile properties.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up<br />
<br />
Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce.<br />
* Ground bounces on hit.<br />
* Bounces higher on CH with enough time to sneak in a Summon and continue a combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png|Halocopter :D<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high ground bounce up.<br />
* Can cross-up.<br />
Particularly noteworthy for setups due to how it launches servants. Its large hitbox makes it ideal as a jump in, as it will hit crouching opponents much more easily than {{clr|4|j.H}}.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
<br />
Move performs two hits. First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
* Freezes Jack-O's momentum, then pushes her slightly backwards.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
*Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Servants are thrown in an arc.<br />
* Thrown servants slide down the wall.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|Let them know you failed the super<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).<br />
* When {{clr|2|K}} whiff canceled it's a safer option because it moves farther and for example allows to avoid punish from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Jack-O_236K.png|Presenting "Minion in the Groin" starring YOU<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Cancelable into other servant moves.<br />
* Launches servants straight forwards at high speed as projectiles, dealing 45 damage on hit.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Jack-O 632146P Whiff.png|Whiff<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
* If the opponent is FDing during super freeze they cannot jump out of the grab<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228251
GGST/Jack-O
2021-08-27T19:50:24Z
<p>Japanese Schoolgirl: /* {{clr|1|5P}} */ Added information about crouching opponents</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Will whiff against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.<br />
* Launches Summons in a short arc forward.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Jump cancelable<br />
* Launches Summons forward in a short arc<br />
* Anti air<br />
This Move can be useful for setups due to it being jump cancelable. The anti air combo off this gives good corner carry as well.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
<br />
A two hit move. Jack-O' strikes once with each leg. <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* 6H(1) launches summons up in a high arc.<br />
* 6H(2) launches summons in a long arc forward <br />
<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up<br />
<br />
Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Launches Summons down into a high ground bounce up<br />
<br />
This move can also crossup in most situations that j.H can. The single hit can be a positive or a negative depending on the situation.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
<br />
Move performs two hits. First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png| '''''Y E E T''''' <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228249
GGST/Jack-O
2021-08-27T19:32:11Z
<p>Japanese Schoolgirl: /* Pick Up Servant */ Added 1 new minor line about K and 236K from 214[P]</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Jump cancelable<br />
* Launches Summons forward in a short arc<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
<br />
A two hit move. Jack-O' strikes once with each leg. <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
* Launches Summons up in a high arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* 6H(1) launches summons up in a high arc.<br />
* 6H(2) launches summons in a long arc forward <br />
<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a low short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a high arc up<br />
<br />
Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons down into a high upward bounce<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a short arc forward.<br />
* Jump cancellable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Launches Summons down into a high ground bounce up<br />
<br />
This move can also crossup in most situations that j.H can. The single hit can be a positive or a negative depending on the situation.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Launches Summons in a long arc forward<br />
<br />
Move performs two hits. First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
** It's little slower than {{clr|2|K}} when also performed immediately after {{clr|1|214[P]}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png| '''''Y E E T''''' <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228221
GGST/Jack-O
2021-08-27T19:04:03Z
<p>Japanese Schoolgirl: /* {{clr|4|j.H}} */ Combined two descriptions into one</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Jump cancelable<br />
* Launches Summons forward in a short arc<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* 6H(1) launches summons up. 6H(2) sends summons straight forward.<br />
<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* This move can also crossup in most situations that j.H can. As well the single hits can be a positive or a negative depending on the situations<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* Move performs two hits. First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png| '''''Y E E T''''' <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228216
GGST/Jack-O
2021-08-27T18:58:41Z
<p>Japanese Schoolgirl: /* Pick Up Servant */ Changed buttons notation and added additional line of description about it</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Jump cancelable<br />
* Launches Summons forward in a short arc<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* 6H(1) launches summons up. 6H(2) sends summons straight forward.<br />
<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches the Summon in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* This move can also crossup in most situations that j.H can. As well the single hits can be a positive or a negative depending on the situations<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* two hits<br />
* First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons at a small arc forward.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|P}} performs Recover Servant.<br />
** {{clr|2|K}} performs Attack Command.<br />
** {{clr|3|S}} performs Defend Command.<br />
** {{clr|4|H}} performs Countdown.<br />
** {{clr|5|D}} performs Release.<br />
*** Any of this buttons with 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png| '''''Y E E T''''' <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228211
GGST/Jack-O
2021-08-27T18:51:55Z
<p>Japanese Schoolgirl: /* Pick Up Servant */ Added information about throw tech</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br><br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches Summons in a short arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Jump cancelable<br />
* Launches Summons forward in a short arc<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png| JACKO: Coming Soon to Theaters Near You<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Launches Summons in a long arc forward<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* 6H(1) launches summons up. 6H(2) sends summons straight forward.<br />
<br />
A two hit move. Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* This move can also crossup in most situations that j.H can. As well the single hits can be a positive or a negative depending on the situations<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* two hits<br />
* First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O'.<br />
* Jack-O' cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
* In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* It possible to tech throw in this stance.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png| '''''Y E E T''''' <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228199
GGST/Jack-O
2021-08-27T18:46:18Z
<p>Japanese Schoolgirl: /* Pick Up Servant */ Added information about using servant abilities without servant gauge</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =<br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Jump cancelable<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png | Bridget called<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
A two hit move. Jack-O' pulls the chain up (6H(1)) and then shoots it forward for a half screen attack (6H(2)).<br />
<br />
6H(1) launches minions up. 6H(2) sends the minion straight forward.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* This move can also crossup in most situations that j.H can. As well the single hits can be a positive or a negative depending on the situations<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* two hits<br />
* First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png| Aw, how cute!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O.<br />
* Jack-O cannot block during the stance, but she can dash and perform {{clr|2|236K}}.<br />
* In this stance you can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png| '''''Y E E T''''' <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png| He Protecc<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228177
GGST/Jack-O
2021-08-27T17:57:39Z
<p>Japanese Schoolgirl: /* Defend Command */ Added 1 new line of information about how Guard Crush trigger works</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =<br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Consistently links in combo with gatlings in close range.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* This move can also crossup in most situations that j.H can. As well the single hits can be a positive or a negative depending on the situations<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* two hits<br />
* First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O.<br />
* Jack-O cannot block during the stance, but she can dash and perform 236K<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
** Guard Crush state trigger depends on the distance between the opponent and the shield.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228172
GGST/Jack-O
2021-08-27T17:47:37Z
<p>Japanese Schoolgirl: /* Defend Command */ Fixed information about options after opponent's attack shield</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =<br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Consistently links in combo with gatlings in close range.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* This move can also crossup in most situations that j.H can. As well the single hits can be a positive or a negative depending on the situations<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* two hits<br />
* First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O.<br />
* Jack-O cannot block during the stance, but she can dash.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield's hurtbox into Guard Crush state. Opponent can block and cannot be thrown, so this only steals opponent's turn. But if Jack-O' have meter, then opponent can be throwed with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228167
GGST/Jack-O
2021-08-27T17:33:31Z
<p>Japanese Schoolgirl: /* {{clr|4|6H}} */ Added 1 new minor line into description</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =<br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Consistently links in combo with gatlings in close range.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O.<br />
* Jack-O cannot block during the stance, but she can dash.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield into a throwable state, resembling a Guard Crush.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228165
GGST/Jack-O
2021-08-27T17:23:30Z
<p>Japanese Schoolgirl: /* Overview */ I think it's time to start add relevant information and we can now reduce the amount of jokes, especially in the character's header. P.S. Please delete note about hashtags after few weeks</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Builds her strategy by relying on servants and tries to set the pace of the match with it.<br />
'''<br><br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Zoner''': Can creates pressure from any part of the screen.<br />
*'''Strong Oki''': Jack-O' gets strong pressure from most knockdowns.<br />
| cons = <br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =<br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O.<br />
* Jack-O cannot block during the stance, but she can dash.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield into a throwable state, resembling a Guard Crush.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228149
GGST/Jack-O
2021-08-27T16:57:59Z
<p>Japanese Schoolgirl: /* {{clr|4|j.H}} */ Added 2 new minor lines into description about move details</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words. To address complaints pertaining to her being "annoying" or "not actually playing Guilty Gear", Jack-O can now remove her mask so her anime face will make you forgive her for locking you down in the corner with minions. USE #GGST_JC FOR HER HASHTAG ON TWITTER. JO is Johnny, JA is Jam.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Venom Function''': Finally... a cool zoner.<br />
*'''Strong Oki'''<br />
*'''Crouch animation'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =<br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can cross-up.<br />
* First hit may often whiff if move performed to early.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O.<br />
* Jack-O cannot block during the stance, but she can dash.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield into a throwable state, resembling a Guard Crush.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228147
GGST/Jack-O
2021-08-27T16:49:59Z
<p>Japanese Schoolgirl: /* {{clr|5|2D}} */ Edited description about move use</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words. To address complaints pertaining to her being "annoying" or "not actually playing Guilty Gear", Jack-O can now remove her mask so her anime face will make you forgive her for locking you down in the corner with minions. USE #GGST_JC FOR HER HASHTAG ON TWITTER. JO is Johnny, JA is Jam.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Venom Function''': Finally... a cool zoner.<br />
*'''Strong Oki'''<br />
*'''Crouch animation'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =<br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced or canceled into special move.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O.<br />
* Jack-O cannot block during the stance, but she can dash.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield into a throwable state, resembling a Guard Crush.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228145
GGST/Jack-O
2021-08-27T16:45:26Z
<p>Japanese Schoolgirl: /* Summon Servant */ Fixed incorrect reference</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words. To address complaints pertaining to her being "annoying" or "not actually playing Guilty Gear", Jack-O can now remove her mask so her anime face will make you forgive her for locking you down in the corner with minions. USE #GGST_JC FOR HER HASHTAG ON TWITTER. JO is Johnny, JA is Jam.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Venom Function''': Finally... a cool zoner.<br />
*'''Strong Oki'''<br />
*'''Crouch animation'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =<br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O' that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O.<br />
* Jack-O cannot block during the stance, but she can dash.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield into a throwable state, resembling a Guard Crush.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
* Jumpable after the super flash.<br />
Jack-O's wallbreak combo ender. Also quite useful when an opponent is Guard Crushed by Defend Command.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|Call an ambulance!<br />
GGST_JackO_Cheer_Servant_On H.png|...but not for me!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit.<br />
** Also prevents Servants from disappearing when Jack-O is hit, but Servants cannot be be given new commands at that time.<br />
* {{clr|4|H}} version temporarily makes the Servant gauge recover very quickly.<br />
** Servants are still just as vulnerable as before.<br />
Both versions can be active at the same time.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=228139
GGST/Jack-O
2021-08-27T16:34:22Z
<p>Japanese Schoolgirl: /* Summon Servant */ Added details about move</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words. To address complaints pertaining to her being "annoying" or "not actually playing Guilty Gear", Jack-O can now remove her mask so her anime face will make you forgive her for locking you down in the corner with minions. USE #GGST_JC FOR HER HASHTAG ON TWITTER. JO is Johnny, JA is Jam.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.<br />
| pros = <br />
*'''Venom Function''': Finally... a cool zoner.<br />
*'''Strong Oki'''<br />
*'''Crouch animation'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
*'''Meter-reliant''': Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.<br />
*'''Where are my specials?''': All of Jack-O's specials aside from {{clr|2|236K}} involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Servants<br />
| unique_mechanic1 =<br />
Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] represents values when fully charged.<br />
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.<br />
* Deals more damage when fully charged, launches opponent on hit if combo'd into.<br />
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.<br />
* 80% proration if not fully charged.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's dedicated anti-air.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Another anti-air, better for when opponents are directly above Jack-O.<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Highly unsafe up close, but can be made safer when spaced.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Summon Servant</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Summon_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* If you hold {{clr|1|P}} button for a while, then Jack-O' will continue to hold servant in her hands.<br />
** See [[GGST/Jack-O#Throw_Servant|Throw Servant]] section for more details.<br />
* Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).<br />
Jack-O's character defining move. Summons a servant in front of Jack-O that she can manipulate with her normals and special moves.<br />
</div><br />
</div><br />
<br />
===<big>Pick Up Servant</big>===<br />
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Pick_Up_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P (near Servant)"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Picks up the servant nearest to Jack-O.<br />
* Jack-O cannot block during the stance, but she can dash.<br />
* Enables Servant Throw and Release.<br />
** {{clr|1|5P}} performs Recover Servant.<br />
** {{clr|2|5K}} performs Attack Command.<br />
** {{clr|3|5S}} performs Defend Command.<br />
** {{clr|4|5H}} performs Countdown.<br />
** {{clr|5|5D}} performs Release.<br />
</div><br />
</div><br />
<br />
===<big>Throw Servant</big>===<br />
<span class="input-badge">'''{{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Throw_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P/6K/6S/6H while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O throws the servant she is currently holding.<br />
* Thrown servants are thrown in an arc.<br />
</div><br />
</div><br />
<br />
===<big>Release Servant</big>===<br />
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant.png|Just like that scene in Tekken<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Release_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="D while holding Servant"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O drops the servant she is holding directly in front of her.<br />
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.<br />
</div><br />
</div><br />
<br />
===<big>Recover Servant</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Recover_Servant Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Recalls all servants and refills the servant gauge.<br />
</div><br />
</div><br />
<br />
===<big>Attack Command</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command.png|It slices! It dices!<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Attack_Command Hitbox.png|It Juliennes!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to attack.<br />
* Quick startup and recovery.<br />
* Launches on hit.<br />
Setplay, zoning, poking, the sky is the limit.<br />
</div><br />
</div><br />
<br />
===<big>Defend Command</big>===<br />
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Defend_Command Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes servants to put up a shield that blocks attacks. <br />
* Puts opponents who attack the shield into a throwable state, resembling a Guard Crush.<br />
Useful as a way to prevent opponents from hitting and killing servants.<br />
</div><br />
</div><br />
<br />
===<big>Countdown</big>===<br />
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown.png|I'm so sorry little buddy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Countdown Hitbox.png|(no I'm not)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Requires servant gauge to be used.<br />
* Can be used while servant is being held.<br />
* Causes all servants on screen to explode after three seconds.<br />
* Picking up and throwing servants retains the timer.<br />
* Explosion can hit Jack-O as well as the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Servant Shoot</big>===<br />
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Servant_Shoot Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used while servant is being held.<br />
* Launches servants straight forwards at high speed.<br />
* Cancelable into other servant moves.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Forever Elysion Driver</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="632146P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jack-O's reversal super.<br />
* Small range, even for a command grab.<br />
* Can be combo-ed into.<br />
</div><br />
</div><br />
<br />
===<big>Cheer Servant On</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On S.png|<br />
GGST_JackO_Cheer_Servant_On H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Cheer_Servant_On_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="236236S" or input="236236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* {{clr|3|S}} version gives servants infinite Guard Point.<br />
** Heavily enhances existing summons defensively.<br />
* {{clr|4|H}} version makes the servant gauge recover very quickly.<br />
** Strengthens all kinds of offense.<br />
** Servants are still just as vulnerable as before.<br />
It is currently unknown if these can be stacked for a 100% meter checkmate scenario.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=226438
GGST/Jack-O
2021-08-15T22:53:16Z
<p>Japanese Schoolgirl: /* Overview */ A little more relevant information, but don't forget to remove it for more important information after Jack-O' Valentine release</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary =, classified as a ''Technical'' type, dominates The Battle With An Assembly Of Servants.<br />
| pros = <br />
*'''N/A'''<br />
| cons = <br />
*'''Homeless''': At current moment it is only possible to say for sure that Jack-O' Valentine is now homeless.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Minions<br />
| unique_mechanic1 =<br />
Jack-O summons minions to fight alongside her. These minions APPEAR to have levels on their shields in the leaked screenshots. Further information unknown.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Universal Dust overhead that can be charged<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Placeholder Special</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSPECIALMOVEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Placeholder Super</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSUPERIMAGEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=226436
GGST/Jack-O
2021-08-15T22:41:19Z
<p>Japanese Schoolgirl: /* {{clr|1|j.P}} */ Just added empty template for future</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary =, classified as a ''Technical'' type, dominates The Battle With An Assembly Of Servants.<br />
| pros = <br />
*'''N/A'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Minions<br />
| unique_mechanic1 =<br />
Jack-O summons minions to fight alongside her. These minions APPEAR to have levels on their shields in the leaked screenshots. Further information unknown.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Universal Dust overhead that can be charged<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Placeholder Special</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSPECIALMOVEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Placeholder Super</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSUPERIMAGEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=226435
GGST/Jack-O
2021-08-15T22:40:40Z
<p>Japanese Schoolgirl: /* {{clr|2|j.K}} */ Just added empty template for future</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary =, classified as a ''Technical'' type, dominates The Battle With An Assembly Of Servants.<br />
| pros = <br />
*'''N/A'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Minions<br />
| unique_mechanic1 =<br />
Jack-O summons minions to fight alongside her. These minions APPEAR to have levels on their shields in the leaked screenshots. Further information unknown.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Universal Dust overhead that can be charged<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Placeholder Special</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSPECIALMOVEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Placeholder Super</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSUPERIMAGEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=226434
GGST/Jack-O
2021-08-15T22:40:02Z
<p>Japanese Schoolgirl: /* {{clr|3|j.S}} */ Just added empty template for future</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary =, classified as a ''Technical'' type, dominates The Battle With An Assembly Of Servants.<br />
| pros = <br />
*'''N/A'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Minions<br />
| unique_mechanic1 =<br />
Jack-O summons minions to fight alongside her. These minions APPEAR to have levels on their shields in the leaked screenshots. Further information unknown.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Universal Dust overhead that can be charged<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Placeholder Special</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSPECIALMOVEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Placeholder Super</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSUPERIMAGEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=226433
GGST/Jack-O
2021-08-15T22:39:22Z
<p>Japanese Schoolgirl: /* {{clr|4|j.H}} */ Just added empty template for future</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary =, classified as a ''Technical'' type, dominates The Battle With An Assembly Of Servants.<br />
| pros = <br />
*'''N/A'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Minions<br />
| unique_mechanic1 =<br />
Jack-O summons minions to fight alongside her. These minions APPEAR to have levels on their shields in the leaked screenshots. Further information unknown.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Universal Dust overhead that can be charged<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Placeholder Special</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSPECIALMOVEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Placeholder Super</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSUPERIMAGEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=226432
GGST/Jack-O
2021-08-15T22:38:04Z
<p>Japanese Schoolgirl: /* {{clr|5|j.D}} */ Just added empty template for future</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary =, classified as a ''Technical'' type, dominates The Battle With An Assembly Of Servants.<br />
| pros = <br />
*'''N/A'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Minions<br />
| unique_mechanic1 =<br />
Jack-O summons minions to fight alongside her. These minions APPEAR to have levels on their shields in the leaked screenshots. Further information unknown.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Universal Dust overhead that can be charged<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Placeholder Special</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSPECIALMOVEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Placeholder Super</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSUPERIMAGEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Jack-O&diff=226429
GGST/Jack-O
2021-08-15T22:30:34Z
<p>Japanese Schoolgirl: /* {{clr|4|6H}} */ Just added empty template for future</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Jack-O is "very cute" in our site developer Tarkus Lee's own words.<br />
<br />
| lore = Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.<br />
| summary =, classified as a ''Technical'' type, dominates The Battle With An Assembly Of Servants.<br />
| pros = <br />
*'''N/A'''<br />
| cons = <br />
*'''Doesn't Play Guilty Gear''': Apparently is actually playing a MOBA game so if you play this character you're cheating or something and didn't actually win.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Minions<br />
| unique_mechanic1 =<br />
Jack-O summons minions to fight alongside her. These minions APPEAR to have levels on their shields in the leaked screenshots. Further information unknown.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5K_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_cS_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_fS_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5H_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_5D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Universal Dust overhead that can be charged<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H.png |<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_6H_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Jack-O" and input="6H"<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2P_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2K_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2S.png <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2H_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_2D_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jP.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jK.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]]<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
<br />
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options:]] <br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_jD.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Ground Throw.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Placeholder Special</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSPECIALMOVEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Placeholder Super</big>===<br />
<span class="input-badge">'''{{clr|1|Input}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_JackO_RENAMETHISSUPERIMAGEFILE.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Jack-O" and input="Placeholder"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Placeholder<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=File:GGST_Ramlethal_Valentine_fS.png&diff=224699
File:GGST Ramlethal Valentine fS.png
2021-08-03T04:08:14Z
<p>Japanese Schoolgirl: Japanese Schoolgirl uploaded a new version of File:GGST Ramlethal Valentine fS.png</p>
<hr />
<div></div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine&diff=224683
GGST/Ramlethal Valentine
2021-08-03T02:47:09Z
<p>Japanese Schoolgirl: /* Bajoneto */ Added 1 new line into description about combo loop</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Ramlethal is a mid-ranged brigadier who controls neutral with her massive swords. She can also expend her swords in order to shoot them as projectiles to dominate the corner. <br />
<br />
Key to Ramlethal’s [[GGST/Ramlethal Valentine/Strategy#Neutral|mid-ranged domination]] is her {{clr|3|f.S}} and {{clr|4|5H}}. They are disjointed, quite fast and have massive range. Her air control is also great - {{clr|3|j.S}} is basically an aerial version of {{clr|3|f.S}}, and {{clr|4|j.H}} has a huge vertical hitbox, making it an excellent jump-in attack. <br />
<br />
Ramlethal can apply [[GGST/Ramlethal Valentine/Strategy#Corner|suffocating corner pressure]] with [[{{PAGENAME}}#Bajoneto|Bajoneto]] - a projectile attack that fires a sword. The sword explodes if it hits a wall, which can extend blockstrings or lead to powerful wallbreak combos. However, when fired, the swords take time to return. Without swords, her {{Prompt|GGST|S}} and {{Prompt|GGST|H}} buttons are significantly weakened. The swords can be retrieved quickly by walking over the spot they landed. At the corner, she can shoot her swords to great extent, as she can pick them up while pressuring the opponent or even during a combo.<br />
<br />
Generally, it’s best to only shoot swords off of confirms or for corner pressure in order to not risk losing them. There are exceptions though, for example, the [[{{PAGENAME}}#Calvados|Calvados]] overdrive retrieves both swords. With 50% Tension, you have the option of playing fast and loose with sword projectiles, just to take them back again. Before expending swords, weigh your options carefully.<br />
<br />
Ramlethal is blessed with amazing buttons, outstanding corner pressure and an adorable puppy on her win screen! What else could you ask for?<br />
<br />
| lore = She is a "Valentine," a life form created in the image of humanity.<br />
In accordance with the orders from her mother implanted in her memories, she declared war against humanity.<br />
However, through her interactions with Sol and everyone, she came to know emotion, and eventually became an ally to mankind.<br />
| summary =, classified as a ''Shooting'' type, is a Brigadier who controls the mid-range with her two swords.<br />
| pros = <br />
*'''Insane Midrange:''' [[GGST/Ramlethal Valentine#f.S|f.S]] and [[GGST/Ramlethal Valentine#5H|5H]] are some of the longest buttons in the game, and are complemented by [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] being a disjointed and highly plus on block fireball.<br />
*'''Suffocating Corner Pressure:''' being in the corner allows for Ramlethal to mitigate the downtime of her sword normals after [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]]. Launched swords also have a secondary explosion when they reach the corner, letting Ramlethal easily re-assert her turn.<br />
*'''Hard to Burst:''' Ramlethal's large normals mean it's likely bursts will whiff against her. The explosions from [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] will also catch stray bursts, and the height she sticks the opponent at on the wall usually means finding a safe burst point is incredibly difficult.<br />
*'''Extreme wall damage:''' [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] allows Ramlethal to get off extremely high damage combos from almost any hit whenever she is near the wall.<br />
| cons = <br />
*'''Double-Edged Swords:''' Using [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] will lock Ramlethal out of one (or both) of her best poking tools, and she must wait for the corresponding to return until she can use them again.<br />
*'''Rare Midscreen Knockdowns:''' Ramlethal cannot reliably secure knockdowns from midscreen hits without meter due to her small [[GGST/Ramlethal Valentine#2D|sweep]]. Most of the time, getting hit by [[GGST/Ramlethal Valentine#f.S|f.S]] means you'll only get hit by a [[GGST/Ramlethal Valentine#5H|5H]] when her back is close to the wall.<br />
| difficulty_rating = 3<br />
| official_difficulty = yes<br />
| unique_mechanic1_name = Brigadier Swords<br />
| unique_mechanic1 = [[File:GGST_Ramlethal_Valentine_GroundedSwords|center|250px|Used Swords]][[File:GGST_Ramlethal_Valentine_ReturningSword|center|250px|Returning Sword]]<br />
Ramlethal is built around her two familiars and the large swords they carry for her. Her {{clr|3|S}} button and {{clr|4|H}} button moves are mapped to one of her two swords, and using [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]] will launch them. Launched swords change the properties of her moves that use either one or both of her swords. The swords will return to Ramlethal after a delay, but can also be picked up by walking or dashing over them.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5P.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5P Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Tall hitbox makes this a good anti-air in a pinch.<br />
* Can link into {{clr|2|5K}} in juggles.<br />
Low risk/low reward pressure normal. It also makes a surprisingly good anti-air if the opponent is right above Ram, and in those cases it's generally possible to link into {{clr|2|5K}} for a [[GGST/Ramlethal Valentine#Dauro|Dauro]] confirm. Otherwise, pushback will only allow two jabs until {{clr|1|6P}} > [[GGST/Ramlethal Valentine#Dauro|Dauro]] stops working.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5K Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Good midrange poke for when the opponent is too close for {{clr|3|f.S}} or {{clr|4|5H}}.<br />
* Combos into {{clr|5|2D}}, but not at max range.<br />
This is Ramlethal's main close-up neutral tool and punish for options like Potemkin's [[GGST/Potemkin#Hammer Fall|Hammer Fall]]. {{clr|3|c.S}} is too short, {{clr|3|f.S}} is too slow, and {{clr|5|2D}} has both issues. Cancel into [[GGST/Ramlethal Valentine#Dauro|Dauro]] for a basic confirm and to maintain advantage on hit, but take care to make sure you don't do it on block. This move has a lot more combo applications in juggles than on grounded connect.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine cS.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine cS Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ramlethal's highest damage starter.<br />
Mostly used in blockstring or in combos however there are situations where this can function as an anti air for people directly above you. Even though the move is -2 on block it makes a decent tool for stagger pressure due to the fear of sword pressure. As well due to the active frames if done as a meaty it will be plus<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_fS.png | With Sword<br />
GGST_Ramlethal_Valentine_fS_S-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_fS_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_fS_S-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Data in [] refers to when {{clr|3|S}} sword is unequipped.<br />
* Amazing normal. The gatling into {{clr|4|5H}} is the icing on the cake.<br />
* Difficult to whiff punish.<br />
{{clr|3|f.S}} is your go-to midrange check as you can hit confirm with {{clr|4|5H}} and decide what to do from there. You get a lot more reward off this in the corner thanks to [[GGST/Ramlethal Valentine#Bajoneto|Bajoneto]]'s explosion.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_5H.png | With Sword<br />
GGST_Ramlethal_Valentine_5H_H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_5H_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_5H_H-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* If {{clr|4|H}} sword equipped then can be used as frametrap before {{clr|1|214P}}, {{clr|3|236S}} and {{clr|4|236H}} without delay.<br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Not as good as its cousin, but another excellent normal.<br />
Slightly more reach than {{clr|3|f.S}}, very rare that {{clr|3|f.S}} will hit and {{clr|4|5H}} will whiff. {{clr|3|f.S}} > {{clr|4|5H}} on block will push your opponent about a half-screen distance away, so only confirm into {{clr|4|236H}} sword throw if you're near enough to the corner to get a combo off it.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 5D Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="5D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Hold {{clr|5|D}} to charge.<br />
* Deals more damage and launches opponent on hit when fully charged.<br />
* Homing jump cancelable on hit against grounded opponents when fully charged.<br />
* Homing jump cancel forces an Area Shift.<br />
Standard dust attack. Can be charged for more damage and a full combo on hit. RC's allow this attack to continue into further pressure or convert into a combo without charging it. Both charged and uncharged dust sees use in some corner combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6P.png | Ode to Jack-O<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6P Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Upper-body invulnerable.<br />
Ramlethal's most reliable anti-air. Blasts the opponent away on air connect, but leaves standing if it hits a grounded opponent. Doesn't have enough hitstun to combo into {{clr|1|214P}} unless it counterhits an airborne opponent, so confirm into [[GGST/Ramlethal Valentine#Dauro|Dauro]] instead for a bit more damage and corner carry.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6H.png | With Sword <br />
GGST Ramlethal Valentine 6H H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 6H Hitbox.png | With Sword<br />
GGST Ramlethal Valentine 6H H-less Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="6H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be used as frametrap after {{clr|3|c.S}} without delay.<br />
* If {{clr|4|H}} sword equipped then can be used as frametrap before {{clr|1|214P}}, {{clr|3|236S}} and {{clr|4|236H}} without delay.<br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Launches away on hit, wallbounces in the corner.<br />
Mostly relegated to combo filler and frame trapping. Will combo from {{clr|2|5K}} on an airborne opponent, but will drop if they're grounded. Excellent for getting an opponent into the corner or setting up for a wallbreak from midscreen.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2P.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2P Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* One frame slower than {{clr|1|5P}}.<br />
{{clr|1|5P}}'s crouching cousin. Poor reward similar to {{clr|1|5P}} and worse as an abare option as it loses to throws out of blockstun. Use {{clr|1|5P}} instead.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2K Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ramlethal's fastest low.<br />
* Worse starter than {{clr|2|5K}}, some combos that start from {{clr|2|5K}} will not work from {{clr|2|2K}}.<br />
This button is second only to {{clr|1|5P}} in terms of abare. The low hurtbox works wonders in mashing out of your opponent's strings and the frame advantage is pretty good too.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2S.png | With Sword<br />
GGST_Ramlethal_Valentine_2S_S-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2S_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_2S_S-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Data in [] refers to when {{clr|3|S}} sword is unequipped.<br />
Mostly a defensive normal, great to catch dashes with. You'll mostly be using this to check approaches that {{clr|3|f.S}} is weak to (specifically low profile moves). Hits low but {{clr|2|2K}} is a better mixup.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2H.png | With Sword<br />
GGST_Ramlethal_Valentine_2H_H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_2H_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_2H_H-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* If {{clr|4|H}} sword equipped then can be used as frametrap before {{clr|1|214P}}, {{clr|3|236S}} and {{clr|4|236H}} without delay.<br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Launches on hit.<br />
Makes for a good preemptive anti-air but is prone to trades. Vital to most of Ramlethal's RC combos for gaining height.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2D.png | "Ramlethal? Do you mind telling me what you're doing in that Snuggie?"</br>"Sir. Going Blankie Mode."<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine 2D Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Will not combo from max range pokes.<br />
Very small for a {{clr|5|2D}}. You will spend a lot of time cursing out its lack of range. That said, if it does land you can either get good oki or a damaging combo with a [[GGST/Ramlethal Valentine#Dauro|Dauro]] launch.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jP.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jP_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ramlethal's fastest air normal.<br />
* Excellent rising anti-air because of fast startup and upward hitbox.<br />
Hits at a good angle to stop opponents above you. Chains into itself, letting Ramlethal bring airborne opponents back to the ground. Also converts into a decent knockdown with {{clr|3|j.214S}}.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jK.png | You make my heart feel fuzzy<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jK_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Excellent overhead button.<br />
* Fastest air normal besides j.P which means it will be used for some punishes such a 6S > gunflame<br />
* Fantastic air to air<br />
The mixup machine. Useful in corner fuzzy guard setups with exploding swords, but not quite enough blockstun to work on its own as a jump-in. Only gatlings to {{clr|5|j.D}} to make matters worse.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jS.png | With Sword<br />
GGST_Ramlethal_Valentine_jS_S-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jS_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_jS_S-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Data in [] refers to when {{clr|3|S}} sword is unequipped.<br />
* Long range air-to-air.<br />
Amazing air button. Cuts off almost half the screen and is pretty safe to use while retreating. Don't get too reliant on IAD back {{clr|3|j.S}} as most characters can smoke your landing recovery.<br />
<br />
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jH.png | With Sword<br />
GGST_Ramlethal_Valentine_jH_H-less.png | Without Sword<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jH_1_Hitbox.png | With Sword<br />
GGST_Ramlethal_Valentine_jH_2_Hitbox.png | With Sword, after a few frames<br />
GGST_Ramlethal_Valentine_jH_H-less_Hitbox.png | Without Sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Data in [] refers to when {{clr|4|H}} sword is unequipped.<br />
* Jump in of the gods.<br />
Once this lands, you have to choose immediately what you're doing next due to the high pushback. This is also Ram's primary safejump air button due to its high blockstun single hit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jD.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_jD_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
*Useful for comboing into grounded moves.<br />
Despite what the animation and effect might imply, this does not hit behind Ram so it is unfortunately not a cross-up tool. Instead, it just covers the space in front of and slightly above Ram. If you can land this on an aerial opponent when they are very close and slightly above you while you are descending you can follow up with some of Ram's faster grounded options after landing, such as {{clr|2|5K}}.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Ground Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="4D or 6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Gives a manually timed safejump midscreen and setups in the corner with swords/meter.<br />
A pretty good throw, all things considered. A short dash into a forward jump {{clr|4|j.H}} will safejump reversals and catch buttons if timed correctly. In the corner, you can OTG {{clr|3|c.S}} and IAD {{clr|4|j.H}} for a better, autotimed safejump. Ramlethal's throw also gives you the option to OTG anywhere with {{clr|4|214H}} and {{clr|4|632146H}} (along with {{clr|3|236236S}} in the corner) for more damage and to potentially seal a round. Be careful as OTG {{clr|4|214H}} is ''unsafe on hit''. Weirdly enough, OTG {{clr|3|236236S}} will not break the wall.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.4D or j.6D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Doesn't give much corner carry as both Ram and the opponent fly away from each other. However, you can still get a similar safejump to her grounded throw from most heights.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Dauro</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine Dauro.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal Valentine Dauro Hitbox.png<br />
</gallery><br />
</tabber></div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="623P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* +5 on grounded hit.<br />
* Launches high enough to link after on airborne opponents.<br />
Grounded combo ender that leaves you at advantage. You can follow-up on air hit with fast attacks like {{clr|2|2K}} to extend combos. It's punishable on block, so don't autopilot into it. Combining Dauro with 66.RC lets Ramlethal quickly close space and is vital for long range {{clr|3|f.S}} > {{clr|4|5H}} confirms.<br />
</div><br />
</div><br />
<br />
===<big>Erarlumo</big>===<br />
<span class="input-badge">'''{{clr|1|214P}} -> {{clr|1|214P}} -> {{clr|1|214P}} (Delay OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Erarlumo_1.png|First<br />
GGST_Ramlethal_Valentine_Erarlumo_2.png|Second<br />
GGST_Ramlethal_Valentine_Erarlumo_3.png|Third<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Erarlumo_1_Hitbox.png|First<br />
GGST_Ramlethal_Valentine_Erarlumo_2_Hitbox.png|Second<br />
GGST_Ramlethal_Valentine_Erarlumo_3_Hitbox.png|Third<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version = yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Ramlethal Valentine" and (input="214P" or input="214P 214P" or input="214P 214P 214P")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;{{clr|1|214P}}<br />
* Dash cancelable on hit with '''-10 frame advantage''' and this dash will force Counter state.<br />
** {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|214P}} dash cancel leads to the same frame advantage as {{clr|1|623P}}.<br />
* Can be guaranteed punished by DP with fast startup.<br />
ArcSys took away Ramlethal's Tekken strings and gave her this instead. Pretty useful for combos, but too unsafe to be reliably used in pressure. <br />
----<br />
;{{clr|1|214P214P}}<br />
* Launches higher and deals more damage if delayed from {{clr|1|214P}}.<br />
* Data in [] refers to the delayed version.<br />
* Staggers on hit and long enough on counter hit to link after.<br />
* Frametraps can be evaded with properly timed backdash or be guaranteed punished with fast DP.<br />
Can be used as a frametrap after the first version, but its frame advantage makes it a much higher risk than is generally worth taking.<br />
----<br />
;{{clr|1|214P214P214P}}<br />
* Launches higher and deals more damage if delayed from {{clr|1|214P}}.<br />
* Data in [] refers to the delayed version.<br />
* Hard knockdown on hit, allowing for decent oki in the corner if it doesn't break the wall.<br />
* Ground bounces on counter hit, allowing for a follow-up juggle.<br />
Last rekka in the sequence and also the most minus. High recovery but ground bounces into a hard knockdown in return.<br />
</div><br />
</div><br />
<br />
===<big>Sildo Detruo</big>===<br />
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal_Valentine_Sildo_Detruo.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Ramlethal_Valentine_Sildo_Detruo_Hitbox.png | {{clr|2|214K}}<br />
GGST Ramlethal_Valentine_Sildo_Detruo_Air_Hitbox.png | {{clr|2|j.214K}}<br />
</gallery><br />
</tabber></div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Ramlethal Valentine" and (input="214K" or input="j.214K")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Can sideswitch at close range, but it will leave Ramlethal too far to hit.<br />
* Too slow to combo out of grounded hits.<br />
* Knocks down on hit.<br />
* Air version of {{clr|2|214K}} have different collision box from ground version of {{clr|2|214K}}.<br />
Generally too slow to accomplish anything. Your opponent will usually be able to punish this with a throw or {{clr|1|6P}}. Can be RC on block into RRC > {{clr|5|2D}} or 88.RRC~{{clr|1|j.P}} or {{clr|2|j.K}}. Extremely situational pressure tool after a far range {{clr|4|5H}}.<br />
</div><br />
</div><br />
<br />
===<big>Bajoneto</big>===<br />
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Bajoneto_S.png|{{clr|3|S}}<br />
GGST_Ramlethal_Valentine_Bajoneto_H.png|{{clr|4|H}}<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Bajoneto_S_Hitbox.png|{{clr|3|S}}<br />
GGST_Ramlethal_Valentine_Bajoneto_S_explode_Hitbox.png|{{clr|3|Explosion hitbox}}<br />
GGST_Ramlethal_Valentine_Bajoneto_H_Hitbox.png|{{clr|4|H}}<br />
GGST_Ramlethal_Valentine_Bajoneto_H_explode_Hitbox.png|{{clr|4|Explosion hitbox}}<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Ramlethal Valentine" and (input="236S" or input="236H")<br />
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Using Bajoneto means the corresponding sword will be launched.<br />
* Launched swords will have a delay before they can be used again.<br />
* Launched swords can also be picked up to shorten their downtime.<br />
* Attempting to launch a sword that has already been launched will result in a whiff animation.<br />
* {{clr|3|S}} sword is the top one, {{clr|4|H}} sword is the bottom.<br />
* Both versions of explode can be beaten with {{clr|1|6P}} or any other low-profile move, if timed properly.<br />
* Due to the fact that near the corner the swords are driven deeper into the wall - the hitbox of the explosion becomes less wide.<br />
* It's possible to loop your combo in the corner until a wall break with: (>) Explosion > Dash > (on explosion) {{clr|2|5K}}/{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > Repeat<br />
Ram's primary corner combo filler. Launched swords explode when they make contact in the corner, which lets Ramlethal do some RPS between running up with a button/throw or whiff punishing your opponent pressing something. Running up is extra beneficial in that you can pick up the swords and start pressuring all over again.<br />
<br />
As amazing as this move is, there are two general rules to abide by when using it:<br />
# Never use it when you cannot see the corner.<br />
# Never shoot both swords at once if your opponent has any chance to escape.<br />
There are some exceptions to these rules like going for the kill or using meter, but losing Ram's biggest poking mormals is a huge price to pay. The worst position Ram can be in is having neither sword.<br />
</div><br />
</div><br />
<br />
===<big>Agresa Ordono</big>===<br />
<span class="input-badge">'''{{clr|3|j.214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Agressa_Ordono_1.png | slash 'em<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_2.png | and ground 'em<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Agressa_Ordono_1_Hitbox.png | With {{clr|3|S}} sword<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_1_S-less_Hitbox.png | Without {{clr|3|S}} sword<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_2_Hitbox.png | With {{clr|4|H}} sword<br />
GGST_Ramlethal_Valentine_Agressa_Ordono_2_H-less_Hitbox.png | Without {{clr|4|H}} sword<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="j.214S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Damage assumes both swords are equipped. <br />
* [] refers to one sword and {} is empty handed.<br />
* Does not launch on grounded hit.<br />
* If {{clr|3|S}} sword is not equipped, the first hit will be weakened with reduced range and the second hit will have a gap.<br />
* If {{clr|4|H}} sword is not equipped, the second hit will be weakened and have reduced range. <br />
* If neither sword is equipped, then both hits will be the weaker version.<br />
Good aerial poke due to its range and providing knockdown on aerial opponents. Also useful for following up faster, less committal air-to-air normals to secure knockdown. Doesn't have much utility against grounded opponents due to how low you need to be to get both hits, how missing the second hit even after landing the first one will lead to some easily punishable landing recovery, and how landing both hits doesn't lead to anything on grounded opponents anyways. It can at least be used after landing an air normal to tack on a little extra damage against a grounded opponent provided you are low enough to the ground, but not too low or the second hit won't come out.<br />
</div><br />
</div><br />
<br />
===<big>Sabrobato</big>===<br />
<span class="input-badge">'''{{clr|4|214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Sabrubato.png | With swords<br />
GGST_Ramlethal_Valentine_Sabrubato_S-less_H-less.png | Without swords<br />
<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Sabrubato_Hitbox.png | With swords<br />
GGST_Ramlethal_Valentine_Sabrubato_S-less_H-less_Hitbox.png | Without swords<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="214H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Damage assumes both swords are equipped. <br />
* [] refers to one sword and {} is empty handed.<br />
* Cannot be cancelled into.<br />
* The absence of the 1st sword doesn't change the hitbox, but the absence of both will make it narrower and shorter.<br />
This is your prime wallbreak move outside supers due to its high damage. Reaches about 3/4 of the screen with both swords equipped. While it can catch opponents off guard, it is extremely punishable on block and whiff even at maximum range. Should seldom, if ever, be used in neutral especially if you don't have enough tension to RC the move's long recovery.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
===<big>Calvados</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Calvados.png | Hand over your meter or prepare to be chipped<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Calvados_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="632146H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Returns swords to Ramlethal, no matter their position.<br />
* Deals heavy chip damage if not FD'd.<br />
* RC-able for a nearly invisible (but expensive) mixup.<br />
Guaranteed to deal 30 damage at low health, making this super a great way to deal with characters with high guts. Be careful if you try to snipe someone fullscreen as projectiles can trade and knock you out of the super. Any competent opponent will either FD the super and take no chip or jump over it and punish you.<br />
</div><br />
</div><br />
<br />
===<big>Mortobato</big>===<br />
<span class="input-badge">'''{{clr|3|236236S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Mortobato.png | Self-defense <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Ramlethal_Valentine_Mortobato_Hitbox.png | With swords<br />
GGST_Ramlethal_Valentine_Mortobato_S-less_Hitbox.png | Without {{clr|3|S}} sword<br />
GGST_Ramlethal_Valentine_Mortobato_H-less_Hitbox.png | Without {{clr|4|H}} sword<br />
GGST_Ramlethal_Valentine_Mortobato_S-less_H-less_Hitbox.png | Without swords<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv<br />
|where=chara="Ramlethal Valentine" and input="236236S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Damage assumes both swords are equipped. <br />
* [] refers to one sword and {} is empty handed.<br />
* Invincible from frame 1.<br />
* Without {{clr|4|H}} sword the upper part of the hitbox is removed. Without {{clr|3|S}} sword the absence of H sword is ignored and only the front part of the hitbox is removed.<br />
Ramlethal's only reversal, but quite a good one at that. Launches the opponent about half screen and will break the wall if the opponent hits it while rising. This is also Ramlethal's primary walkbreak super if the opponent is above 50% health, as Calvados is much better for burning through guts.<br />
</div><br />
</div><br />
<br />
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}<br />
<br />
==External References==<br />
<br />
*[https://discord.gg/Xfzd7mkamF GGST Resource hub discord]<br />
*[https://docs.google.com/spreadsheets/d/1wtq7R_l_2s3xBuOI8KKPaFMNaU4a56mzpXf05u1OQlI/htmlview#gid=851666433 Cheezy's Guide and Tech Collection]<br />
*[https://youtu.be/WCRPAbl4-WU Video guide by Kurh (French / Français)]<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=File:GGST_Ramlethal_Valentine_Calvados_Hitbox.png&diff=222238
File:GGST Ramlethal Valentine Calvados Hitbox.png
2021-07-15T03:12:44Z
<p>Japanese Schoolgirl: Japanese Schoolgirl uploaded a new version of File:GGST Ramlethal Valentine Calvados Hitbox.png</p>
<hr />
<div>== Summary ==<br />
Added transparent image of the move with the hitbox</div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=File:GGST_Ramlethal_Valentine_5D.png&diff=222237
File:GGST Ramlethal Valentine 5D.png
2021-07-15T03:06:12Z
<p>Japanese Schoolgirl: Japanese Schoolgirl uploaded a new version of File:GGST Ramlethal Valentine 5D.png</p>
<hr />
<div></div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=File:GGST_Ramlethal_Valentine_6P.png&diff=222236
File:GGST Ramlethal Valentine 6P.png
2021-07-15T02:49:50Z
<p>Japanese Schoolgirl: Japanese Schoolgirl uploaded a new version of File:GGST Ramlethal Valentine 6P.png</p>
<hr />
<div></div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=File:GGST_Ramlethal_Valentine_Dauro_Hitbox.png&diff=222234
File:GGST Ramlethal Valentine Dauro Hitbox.png
2021-07-15T02:43:53Z
<p>Japanese Schoolgirl: Japanese Schoolgirl uploaded a new version of File:GGST Ramlethal Valentine Dauro Hitbox.png</p>
<hr />
<div></div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=File:GGST_Ramlethal_Valentine_Dauro.png&diff=222233
File:GGST Ramlethal Valentine Dauro.png
2021-07-15T02:43:46Z
<p>Japanese Schoolgirl: Japanese Schoolgirl uploaded a new version of File:GGST Ramlethal Valentine Dauro.png</p>
<hr />
<div></div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=File:GGST_Ramlethal_Valentine_2D_Hitbox.png&diff=222230
File:GGST Ramlethal Valentine 2D Hitbox.png
2021-07-15T02:30:41Z
<p>Japanese Schoolgirl: Japanese Schoolgirl uploaded a new version of File:GGST Ramlethal Valentine 2D Hitbox.png</p>
<hr />
<div></div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=File:GGST_Ramlethal_Valentine_2D.png&diff=222229
File:GGST Ramlethal Valentine 2D.png
2021-07-15T02:30:23Z
<p>Japanese Schoolgirl: Japanese Schoolgirl uploaded a new version of File:GGST Ramlethal Valentine 2D.png</p>
<hr />
<div></div>
Japanese Schoolgirl
https://www.dustloop.com/wiki/index.php?title=File:GGST_Ramlethal_Valentine_jK.png&diff=222228
File:GGST Ramlethal Valentine jK.png
2021-07-15T02:25:14Z
<p>Japanese Schoolgirl: Japanese Schoolgirl uploaded a new version of File:GGST Ramlethal Valentine jK.png</p>
<hr />
<div></div>
Japanese Schoolgirl