GGST/Jack-O: Difference between revisions

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==Overview==
{{MFlag}}
{{GGST/CharacterLinks}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{Overview
{{card|width=4
 
|header=Overview
| 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.
|content= Jack-O' is a momentum-based fighter summoning Servants that fight by her side, providing her a huge variety of options to enhance both her offensive and defensive capabilities.
   
   
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}}.  
Jack-O' starts the round without any Servants, and must fight for an opportunity to {{MMC|input=236p|label=[[#Summon Servant|summon them in]]}}. Her {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|f.S}} are basic pokes to create opportunities to summon, while her {{clr|D|2D}} and {{clr|H|5H}} provide long-range fast-moving strikes to threaten opponents away. She also comes with unique anti-airs like {{clr|H|6H}} and {{clr|S|2S}}, and her long-reaching {{clr|H|j.H}}, which can create safe pressure and even works for {{keyword|cross-up}}. While certainly useful moves, Jack-O' cannot rely on only herself, as she is very weak without her servants.
   
   
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.
She can summon up to three Servants at once, but just one Servant is enough to change her from a risky, dysfunctional character to an infectiously happy party-starter with a vast array of options. Jack-O' can use {{MMC|input=236k|label=[[#Servant Shoot|Servant Shoot]]}} or her Normals to launch the Servants like projectiles with a multitude of angles. Issuing {{MMC|input=214k|label=[[#Attack Command|Attack Command]]}} will make all servants attack, empowering blockstrings and combos. Issuing {{MMC|input=214s|label=[[#Defend Command|Defend Command]]}} will make all servants raise shields to deflect oncoming attacks. She can also {{MMC|input=2p (near servant)|label=[[#Held Servant|pick up servants]]}} to carry them while fighting. She can even hit servants to enhance her own attacks, [[{{PAGENAME}}/Strategy#Hitstop Cancels|though manipulation of game mechanics]]. Once set up with servants, Jack-O' is very dangerous.
   
   
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.
Jack-O's biggest flaw is her reliance on Servants to get going, which is made worse by Servants disappearing if Jack-O' so much as blocks a hit. Combined with Jack-O's generally weaker attacks, she can struggle under pressure, as she must work back her momentum, and a single mistake can be very punishing. However, these weaknesses can be overcome by making use of Jack-O's myriad of options and ensure she maintains her momentum, which requires creativity, plenty of lab time, and quick adaptation.
   
   
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.
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.
| 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.
| 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.
| summary = is a ''Technical'' type who dominates the battle with an assembly of Servants.
}}
| pros =  
{{GGST/Infobox
*'''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.
| nickname = Jack-O'
*'''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.
| fastestAttack = [[#5P|5P]] (5F)<br/>[[#2P|2P]] (5F)
*'''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.
| reversal = [[#Forever Elysion Driver|Forever Elysion Driver]] (11F)
*'''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>
}}
| cons =
{{ReasonsToPick
*'''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.
|intro={{Character Label|GGST|Jack-O|label=Jack-O'}} is a technical character who dominates the battle with an assembly of Servants.
*'''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.
|pickMe=
*'''Poor on the Back Foot''': Jack-O's kit is specialized for offense, and she loses access to almost all of her strong options on defense. When stripped of her servants and range, she can struggle.
* Creative problem-solving using many unique and complex interactions and move quirks.
| difficulty_rating = 2
* Setplay-focused gameplan, with the setplay being long, complex, and a big part of how you win.
| official_difficulty = yes
* Defensive zoning to set up from afar, and create a winning neutral with unique projectiles.
|footnote=Currently, Jack-O is understood to be a difficult character with a lot left to figure out and discover. Many of her perceived issues may turn out to not be weaknesses, but rather a consequence of her difficulty or players' unfamiliarity with her.
* A lot of room for optimisation and tech, refining even the smallest details in resource and servant management.
| unique_mechanic1_name = Servants
|avoidMe=
| unique_mechanic1 =[[File:GGST_Jack-O_ServantGauge.png|250px]]<br>
* Complex things just sometimes not working the way you want it.
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.  
* Very lab-heavy characters that require high knowledge of certain tech and character-specific interactions.
* Hard-to-gain momentum that can be lost easily.
* Low overall damage, even with harder and creative routes.
}}
</div>
 
{{card|width=4
| header= Unique Mechanic: Servants
| content =
<div style="font-size: 0.9em; width: 1000px max-width: 100%; margin: 0px auto 0px auto;">
<tabber>
Images =
<gallery heights="200px" mode="nolines">
GGST_Jack-O_Servant_1.png
GGST_Jack-O_Servant_2.png
GGST_Jack-O_Servant_3.png
</gallery>
|-|
Hitboxes =
<gallery heights="200px" mode="nolines">
GGST_Jack-O_Servant_1_Hitbox.png
GGST_Jack-O_Servant_2_Hitbox.png
GGST_Jack-O_Servant_3_Hitbox.png
</gallery>
</tabber></div>
[[File:GGST_Jack-O_ServantGauge.png|250px|center|]]
Jack-O' can summon Servants to fight alongside her. Jack-O' can both use servants directly by striking them to launch as projectiles, or issue them commands to perform, including [[#Attack Command|attacking with a powerful strike]], [[#Defend Command|raising a large shield to parry incoming attacks]], [[#Recover Servant|recalling servants to restore Servant Gauge]], and [[#Countdown|setting them to explode after 3 seconds]]. When hitting servants, the angle and speed of their trajectory depends on what attack was used, providing Jack-O' numerous ways to zone and attack from afar. Combined, these allow servants to support Jack-O' greatly for zoning, pressure and neutral.


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.
Servants remain for up to 8 seconds. However, servants immediately disappear when Jack-O' is hit, blocks an attack, or the servant is attacked by the opponent. Additionally, when Jack-O' hits a servant they lose 3 seconds of their duration. If either Jack-O' or an opponent hit a servant, they can still perform their on-hit cancels. This allows them to be used for many complex and intricate options unique to Jack-O'.


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.
To use servants, Jack-O' must use her unique Servant Gauge resource. The gauge refills passively, but Jack-O' can recall servants or spend Tension to restore it faster. Each portion of the gauge represents one servant that she can summon or one command she can issue. The gauge, in reality, is actually two seperate resources:


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.
* '''Summon gauge''' indicated by a glowing green bar. It is representative of the number of servants Jack-O' can currently summon.
* '''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.


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.  
Jack-O' starts each round with a full Servant Gauge. Servant Gauge does not carry over between rounds.


Jack-O' starts each round with one bar of gauge. Gauge does not carry over between rounds.
{{StatsForNerds|content=
}}
; Servants
'''<br>P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.'''
* Servants do not leave until allowed to idle. Therefore they can be launched again while at 0 duration, or issued 1 final command.
* Servants cannot fall off-screen. If the edges of the screen moves, servants will follow.
* If Jack-O' blocks, the servants automatically recall, giving +0.5 bars of Command Gauge and +1.0 bars of Summon Gauge per servant. This does not happen when Jack-O' is hit, and are instead destroyed.
* Opponents still receive full hitstop when hitting a servant, similar to hitting Jack-O'.
* Jack-O' has a fixed 5F hitstop when hitting servants, even if she also hits an opponent at the same time (see more: [[{{PAGENAME}}/Strategy#Hitstop_Cancels.|Hitstop Cancels]]


==Normal Moves==
; Servant Gauge
* Command and Summon Gauges restore independently of each-other, potentially at different rates.
* 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}}/Frame_Data#Servant Gauge|Full Frame Data]] for more information).
* The passive recharge may also be temporarily paused during some commands, including Attack Command, Defend Command, and Countdown.
}}}}


===<big>{{clr|1|5P}}</big>===
{{card|width=4
<div class="attack-container">
| header=Held Servant
<div class="attack-gallery">
| content =
<div style="float: right; font-size: 0.9em; width: 200px; max-width: 50%; margin: 0px auto 0px auto;">
<tabber>
<tabber>
Images =  
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery heights="600px" mode="nolines">
GGST_JackO_5P.png|
GGST_Jack-O_Held_Servant.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery heights="600px" mode="nolines">
GGST_JackO_5P_Hitbox.png|
GGST_Jack-O_Held_Servant_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber></div>
</div>
Jack-O' can lift and hold her servants, either by summoning them into her arms with [[#Summon Servant|Summon Servant (Hold)]] or using [[#Pick Up Servant|Pick Up Servant]].
<div class="attack-info">
 
{| class="wikitable attack-data"
During this, Jack-O' cannot block or backdash, but she gains a backwards run instead. She also cannot peform ''any'' Normal attack or Throw, but retains access to every Special moves and Overdrive, while gaining access to [[#Throw_Servant|Throw Servant]] and [[#Release_Servant|Release Servant]]. These Servant Commands and Release Servant also replace her normal inputs, no longer requiring any motion inputs except for Servant Shoot.
{{FrameDataHeader-GGST}}
 
|-
Servants held by Jack-O' do not require any 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.
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
<div style="font-size: 0.9em;">
|where=chara="{{SUBPAGENAME}}" and input="5P"
* The held servant's timer is paused while held.
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
* Servant Gauge pause duration from Servant Commands is halved if only the held servant performs the command.
* It is still possible to tech throw in this stance.</div>
{{clear}}
}}
}}
|}
 
==== ====
==Normal Moves==
<!--Insert text below the =s and above the 2 /divs-->
 
* Whiffs against crouching opponents, except Nagoriyuki, Potemkin and Goldlewis Dickinson.
{{FrameChartKey}}
===<big>{{clr|P|5P}}</big>===
{{GGST Move Card
|input=5P
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
Quick anti-air, but weak to air-to-ground attacks. Fastest way to launch a servant.
 
Its 1F faster recovery than {{clr|P|2P}} makes it slightly better for launching servants, and hits immediately from {{MMC|input=D while holding Servant|label=Release Servant}}. The faster startup, recovery, and smaller hurtbox than {{clr|K|5K}}, but lack of jump and dash cancels, makes it better when using servants defensively from the ground.
 
Generally outclassed as an abare by her {{clr|P|2P}}, unless the opponent is airborne.
 
* Launches Servants in a short arc.
* Launches Servants in a short arc.
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 to it not being jump cancelable.
* Whiffs against crouching opponents, except {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}, and {{Character Label|GGST|Bedman|label=Bedman?}}.


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}]]
</div>
}}
</div>
 
===<big>{{clr|K|5K}}</big>===
{{GGST Move Card
|input=5K
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
With fast speed, great range, good reward, and difficult to challenge cancel options, this can be used in neutral, for pressure, and as an abare.
 
Able to confirm into {{clr|D|2D}} for a hard knockdown even at max range. Doubles as a fast, long-range anti-air with high reward thanks to its high hitbox, unfortunately this makes it easily low-profiled.
 
If used to launch servants, it can allow quickly following up the servant with an {{keyword|IAD}} jump-in or with a Dash Cancel, both frametrapping on block and comboing on hit for a light high-low mixup. However like {{clr|P|5P}} it launches a short range, while also extending her leg out, making it vulnerable to counterpokes.
 
* Launches Servants in a short arc.
* Jump and dash cancelable.
* Range slightly increases on Frame 9. Additional range whiffs against crouching opponents, except {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}, and {{Character Label|GGST|Bedman|label=Bedman?}}.


===<big>{{clr|2|5K}}</big>===
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}]]
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_5K.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_5K_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Launches Servants in a short arc.
* Jump cancelable.
* Can be useful as a far anti-air.
{{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.


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]
===<big>{{clr|S|c.S}}</big>===
</div>
{{GGST Move Card
</div>
|input=c.S
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
Fast, safe, and high reward, like most {{clr|S|c.S}}, but needs servants to reach its full potential.
 
Unlike most {{clr|S|c.S}}, on its own this move has fairly linear pressure. Therefore, it is more important to focus on getting servants set up, than landing {{clr|S|c.S}} pressure on its own.
 
Instead, {{clr|S|c.S}} excels when used in tandem with servants, becoming the foundation of her best pressure routes. Using this move while hitting a servant is barely behind the oppoent allows incredibly powerful cancels and links, creating her [[{{PAGENAME}}/Strategy#Sandwich_Pressure|sandwich pressure]]. In the corner with a servant, {{clr|S|c.S}} can easily lead into Jack-O's powerful [[{{PAGENAME}}/Strategy#Corner_Pressure|corner pressure]], particularly with {{MiniMoveCard|GGST|chara=Jack-O|input=214K|label=[[{{PAGENAME}}#Attack Command|Attack Command]]}} allowing her to approach and re-use {{clr|S|c.S}} safely.
 
* Launches Servants in a long arc.
* Jump and dash cancelable.


===<big>{{clr|3|c.S}}</big>===
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}]]
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_cS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_cS_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|S|f.S}}</big>===
{{GGST Move Card
|input=f.S
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
Jack-O's long-range poke, as the largest attack that is not extremely unsafe to whiff.
 
While lacking in range and frame data compared to other far slashes, Jack-O's {{clr|S|f.S}} has a very important place in her kit. Normals such as {{clr|H|5H}} and {{clr|D|2D}} are weak to low profile pokes such as {{clr|K|2K}} or {{clr|S|2S}} attacks, but {{clr|S|f.S}} extends over these attacks and punishes opponents for preemptively using these buttons to stuff her higher reward neutral attacks.
 
Unlike most of Jack-O's normals there's not much other utility to the move, making it primarily just a neutral poke and a common blockstring extension off {{clr|S|c.S}}.
 
* Launches Servants in a long arc.
* Launches Servants in a long arc.
* Combos into {{clr|4|6H}}, even if {{clr|4|6H(1)}} whiffs.
* Reaches maximum range on frame 15.
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. Can be used to establish corner pressure, using its low pushback and assortment of cancel options.
 
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|H|5H}}, {{clr|H|2H}}]]
}}


[[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}}]]
===<big>{{clr|H|5H}}</big>===
</div>
{{GGST Move Card
</div>
|input=5H
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
One of Jack-O's most powerful mid-range options for its fast movement, fast startup, and combos on Counter Hit.
 
Better still, this is one of Jack-O's safest moves on block, due to the large pushback and high blockstun making {{MiniMoveCard|GGST|chara=Jack-O|input=236[P]|label=Summon Servant (Hold)}} safer, and the option to sneak in a frametrap with a delayed {{MiniMoveCard|GGST|chara=Jack-O|input=236K|label=Servant Shoot}}. Opponents should naturally respect this move. Where it falters is its long recovery on whiff. Additionally the second, larger, hit is very high, easily losing to low pokes like {{clr|S|2S}} attacks, which Jack-O' struggles to contest from afar.


===<big>{{clr|3|f.S}}</big>===
For launching servants, {{clr|H|5H}} is the fastest and longest-range attack with a long servant bounce, making it a staple for zoning, especially as you can cancel off the servant to instantly cut Jack-O's movement. It can even hit servants behind Jack-O'.
<div class="attack-container">
<div style="font-size: 0.9em;">
<div class="attack-gallery">
* Bounces Servants in a long arc.
<tabber>
* Hits twice, launching on the 2nd hit.
Images =
* Hits behind as well as in front
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_fS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST Jack-O far Slash Hitbox.png|
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Launches Servants in a long arc.
* Has a different hitspark for hitting later in the move's active frames.
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.


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]
===<big>{{clr|D|5D}}</big>===
</div>
{{GGST Move Card
</div>
|input=5D, 5[D]
|frameChart=auto
|versioned=name
|description=<!--Insert text below the = and above the }}-->
Universal overhead attack. Tapping {{Prompt|GGST|D}} gives a fast but weak overhead, while holding down {{Prompt|GGST|D}} with give a much slower but much more powerful strike.
 
----
;Uncharged Dust Attack
 
While a usually very weak overhead, Jack-O' can easily jail into it by cancelling off a servant. When backed up by 50% Tension for {{clr|8|RRC}}, this becomes a practical mixup in setups and pressure as it can't be defeated by backdashes, jabs, or invincible reversals.
 
In addition, Jack-O' ''can'' combo without further Tension if she has a servant, if the wall is badly damaged, or with very good spacing . Used correctly, these give Jack-O' access to a fast mixup for ending rounds when it would be otherwise impossible.
----
;Charged Dust Attack
''On-hit, holding {{Ni|8}} will activate [[GGST/Offense#Homing_Jump|{{Tt|Homing Jump|Hold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them.}}]] for a large combo opportunity.''


===<big>{{clr|4|5H}}</big>===
Slow, unsafe, but rewarding overhead. Jack-O' can frametrap into it, but once opponents can react and punish this, it stops being practical.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_5H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_5H_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Launches Servants in a long arc.
* Hits twice, launching on the 2nd hit.
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.
</div>
</div>


===<big>{{clr|5|5D}}</big>===
By cancelling from {{clr|S|c.S}} within [[{{PAGENAME}}/Strategy#Sandwich Pressure|sandwich pressure]], the Charged Dust becomes a tight frametrap, making it much harder to respond without properly reacting. Unfortunately it is still entirely unsafe on block and easily reacted to, making it impractical for her to use unless the opponent is unprepared. This is made worse as her Homing Jump combos are some of the lowest damage in the game.
<div class="attack-container">
----
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_5D.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_5D_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Data in [] represents values when fully charged.
* Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
* Deals more damage when fully charged, launches opponent on hit if combo'd into.
* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
* 80% proration if not fully charged.
* Launches Servants up in a high arc.
* Launches Servants up in a high arc.
Unlike most characters, Jack-O' can perform a combo off uncharged {{clr|5|5D}} without Tension meter, by striking servants or comboing into a Countdown ({{clr|4|214H}}) explosion, making it a practical fast overhead. She is also able to make Charged {{clr|5|5D}} unpunishable on block, giving her more versatility to find overhead strikes.
</div>
</div>


===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_6P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_6P_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Head invulnerable, excellent anti-air for opponents in front of Jack-O.
* Launches Servants in a long arc
</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|P|2P}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2P
<tabber>
|frameChart=auto
Images =  
|description=<!--Insert text below the = and above the }}-->
<gallery widths="210px" heights="210px" mode="nolines">
Jack-O's safest abare. Fairly standard jab.
GGST_JackO_6H_1.png | Scoop 'em up
 
GGST_JackO_6H.png | Bridget called
Hits crouchers and tied for her fastest attack, but very low reward on hit. Like most 5F jabs, it can be used to challenge Throws and delayed cancels. It can still be low-profiled by a select few attacks, but generally offers very strong coverage. On Counter Hit, links into {{clr|K|2K}} > {{clr|D|2D}}.
</gallery>
 
|-|
* Launches Servants in a short arc.
Hitboxes =
* Inputs {{clr|P|1P}} and {{clr|P|3P}} will perform this attack even when positioned near a servant.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_JackO_6H_1_Hitbox.png |First hit
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}]]
GGST_JackO_6H_2_short_Hitbox.png |Second hit, lowest height.
GGST_JackO_6H_2_long_Hitbox.png |Second hit, maximum reach.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* {{clr|4|6H(1)}} launches Servants up in a high arc.
* {{clr|4|6H(2)}} launches Servants in a long arc and whiffs vs. crouching opponents.
* {{clr|4|6H(1)}} launches opponents on hit, {{clr|4|6H(2)}} does not.
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]}}.
</div>
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|K|2K}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2K
<tabber>
|frameChart=auto
Images =  
|description=<!--Insert text below the = and above the }}-->
<gallery widths="210px" heights="210px" mode="nolines">
One of the best close-range pokes in the game, hitting Low, with enormous range for its speed, while also low-profile, and setting up for okizeme on hit.
GGST_JackO_2P.png|
 
</gallery>
Its low-profile and speed offers great coverage, as most characters lack faster moves to challenge it. On Counter Hit, it combos into itself, making it very useful for stagger pressure. And for only 1 frame slower than her {{clr|P|2P}}, this covers considerably more range, cannot be low-profiled, and is low-profile, making it a very strong {{keyword|abare}}. Even if it whiffs, such as to airborne attacks, its short recovery and active time can make it comparatively safe and difficult to punish.
|-|
 
Hitboxes =  
{{clr|K|2K}} also plays a large role in Jack-O's pressure. It's low hit and {{clr|D|2D}} gatling make it essential to pressure without hitting her servants, while being resiliant to Faultless Defense. Its moderate on-block and fast recovery also make it usable as a {{keyword|Tick Throw}}, though frametrapping with {{clr|D|2D}} is {{Tt|extremely difficult|you can only cancel up to the last active frame. To frametrap with {{clr|D|2D}} at close range you must input on the ''last possible frame'', making it a 1F timing}}.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_JackO_2P_Hitbox.png|
* Launches Servants in a short arc.
</gallery>
* Whiffs on servants at their default height.
</tabber>
* Has identical range to F7~8 of {{clr|K|5K}}
</div>
 
<div class="attack-info">
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}]]
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Launches Servants in a short arc.
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.


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}]]
===<big>{{clr|S|2S}}</big>===
</div>
{{GGST Move Card
</div>
|input=2S
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
Specialist to a fault, only for anti-airing attacks where {{clr|P|6P}} will fail.
 
This move is either very potent for challenging ''highly specific'' options the opponent has, or the opponent doesn't have those options, rendering it mostly useless. Do not underestimate its value when it can be useful, however, as its coverage is quite unique and difficult to match.


===<big>{{clr|2|2K}}</big>===
From the ground, it is used for its unique servant launch, going extremely high and full-screen. This is good as both a high-reaching anti-air, and to get a servant behind the opponent with no risk of it being hit on the way. For corner pressure, this doubles as a niche pressure tool for setting up a servant to come back after a delay. However due to {{clr|S|2S}} having ''less range than her Throw'', it is trivially easy for {{ComboText|{{clr|S|c.S}} > {{clr|S|2S}}}} to whiff and leave an unsafe gap, especially if delaying for frametraps.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_2K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_2K_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Launches Servants in a short arc.
* Extremely low profile.
{{clr|2|2K}} can go under various pokes, Sol {{clr|2|236K}}, and even Ky {{clr|4|236H}} when timed correctly and/or with run momentum.  


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}]]
* Launches Servants up in an extremely tall arc.
</div>
* anti-air move for certain matchups.
</div>


===<big>{{clr|3|2S}}</big>===
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|H|5H}}, {{clr|H|2H}}]]
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_2S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_2S_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Launches Servants up in a high arc.
Another anti-air, better for when opponents are directly above Jack-O. Tiny horizontal hitbox makes this difficult to use in blockstrings.


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|5H}}, {{clr|4|2H}}]]
===<big>{{clr|H|2H}}</big>===
</div>
{{GGST Move Card
</div>
|input=2H
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
Combo tool, used for its high damage and launch after {{clr|S|c.S}} and {{clr|S|f.S}}, but otherwise unremarkable.
 
Due to its advancing movement, slow startup, short hitbox, mediocre recovery, and only hitting airborne or the ground for 3F each, this move is not very good for blockstrings or in neutral, and is generally outclassed by her {{clr|H|5H}} and {{clr|D|2D}}. It's primary value in blockstrings is its low pushback on block, usefully setting up for some of Jack-O's [[{{PAGENAME}}/Strategy#Corner Pressure|corner pressure]] while generating a lot of R.I.S.C.


===<big>{{clr|4|2H}}</big>===
While it may not be notable used raw, {{clr|H|2H}} is instrumental in Jack-O's combo routes. Many of her best combos utilise it to get the intial launch and generally high damage. However, it is extremely sensitive to combo scaling, making it very difficult to extend from without servants.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_2H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_2H_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Launches Servants into a ground bounce.
* Launches Servants into a ground bounce.
* Ground bounces on hit.
* Ground bounces on hit.
* Bounces (opponents) higher on CH with enough time to sneak in a Summon and continue a combo.
* Moves forward during startup.
Always combos from {{clr|3|c.S}} and is a natural frame trap from {{clr|3|2S}}. {{clr|4|2H}} may seem like an enticing and rewarding anti-air option due to its large vertical hitbox, higher ground bounce on aerial hit, and 100% proration value. Unfortunately its slower startup, small horizontal hitbox and extended vertical hurtbox give it very noticeable consistency issues, causing it to lag behind {{clr|3|2S}} as the go-to vertical anti-air. Thus, while the potential rewards may be great, {{clr|4|2H}} is mostly relegated to combos.  
}}
</div>
 
</div>
===<big>{{clr|D|2D}}</big>===
 
{{GGST Move Card
|input=2D
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
The low-profile and slightly more rewarding sister to {{clr|H|5H}}, but much worse on block and even worse on whiff.
 
With similar offensive benefits as {{clr|H|5H}}, Jack-O's sweep is fast-moving, has some of her best combos on Counter Hit, with identical startup. Combined with its low-profile this is one of Jack-O's most powerful and aggressive mid-range attacks and one of her best punish moves. Unfortunately, on whiff this move is also agonisingly slow to recover. On hit {{clr|D|2D}} gives some of Jack-O's best okizeme when cancelled into {{MiniMoveCard|GGST|chara=Jack-O|input=236[P]|label=Summon Servant}}. This makes it a fantastic hitconfirm off {{clr|K|5K}} and {{clr|K|2K}}.
 
In contrast to {{clr|H|5H}}, this is Jack-O's ''worst'' move on block. Its frametrap into {{MiniMoveCard|GGST|chara=Jack-O|input=236K|label=Servant Shoot}} is backdashable, even throwable by some characters, and its poor blockstun and pushback leaves Jack-O' in an extremely unfavourable RPS, often enabling new options by the opponent. While {{MiniMoveCard|GGST|chara=Jack-O|input=214P|label=Recover Servant}} can help, it still leaves her dangerously close and unsafe.


===<big>{{clr|5|2D}}</big>===
* Launches Servants in a long arc.
<div class="attack-container">
* Whiffs on servants at their default height.
<div class="attack-gallery">
* Moves forward during startup and active frames.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_2D.png|Halocopter<br>They replaced a special with a command normal to make a normal sweep.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_2D_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|P|6P}}</big>===
{{GGST Move Card
|input=6P
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
''The'' anti-air attack, and a counter to pokes in neutral.
 
Like most {{clr|P|6P}}, this has upper-body invulnerability, making it the best anti-air to easily defeat airborne attacks, unless they hit ''especially'' far down. But, it offers less reward than her other anti-airs. Its upper-body invulnerability can also blast through long-range pokes such as {{clr|S|f.S}} attacks.
 
{{clr|P|6P}} is also the fastest way to bounce a held servant with a long-range arc due to hitting higher than {{clr|H|5H}}, which also sends them farther due to the added height, making it good for poking at long-range, while exposing less hurtbox to long-range pokes. This is a vital substitute to {{MMC|input=236K|label=Servant Shoot}} based on the opponent's range.
 
* Upper body invulnerable, excellent anti-air for opponents in front of Jack-O.
* Launches Servants in a long arc.
* Launches Servants in a long arc.
* Extremely low profile.
}}
Highly unsafe up close, but can be made safer when spaced or canceled into special move, such as Servant Shoot. Being a combination of ludicrous low profile and advancing normal makes this an extremely effective counter poke. On most characters, when comboing from {{clr|2|2K}}, {{clr|5|2D}} will combo without issues. However, against CH, PO, FA, MI, LE, NA, GI, GO - Max range {{clr|2|2K}} > {{clr|5|2D}} will not combo. {{clr|5|2D}} will always combo into {{clr|2|236K}} against grounded opponents, regardless of the range.
 
</div>
===<big>{{clr|H|6H}}</big>===
</div>
{{GGST Move Card
|input=6H
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=6H|startup=8}}
|description=<!--Insert text below the = and above the }}-->
Primarily used for launching servants in a unique arc, otherwise a fairly underwhelming anti-air despite its enormous range.
 
Hitting a servant with the first hit allows it to be used as a pre-emptive anti-air while allowing Jack-O' to run underneath, giving it strong coverage for approaches in neutral. You can also carefully space the second hit to bounce a servant at a low angle, while the {{clr|H|6H}} hits a high angle, for large zoning coverage.
 
As an anti-air, it is very prone to whiffing advancing jumps, and is extremely slow. Even on Counter Hit, it offers almost zero combo or okizeme potential without being in the corner and not taking advantage of the range it has. As a poke, it is very commital and risky, making it hardly worth using. At best, this can be used to check against both a dash-in with the first hit and a jump-in with the second hit, but this quite commital and likely to fail. However. for specifically {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}, and to a lesser extent {{Character Label|GGST|Faust|label=Faust}}, this is an extremely oppressive poke as its hits from a huge range, is massively disjointed, defeats most standing attacks, and instantly catches jumps.  


===<big>{{clr|1|j.P}}</big>===
* First hit launches Servants up in a high arc, while second hit launches in a long arc.
<div class="attack-container">
* Reaches maximum range and height on frame 27.
<div class="attack-gallery">
* First hit causes floating crumple on hit, second hit does not.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jP.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jP_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|P|j.P}}</big>===
{{GGST Move Card
|input=j.P
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
Fastest air attack, and a mixup tool. Good for challenging Air Throws and as a fast jump-in.
 
As it can self-gatling, it can be used repeatedly to make itself advantaged on block and combo on hit, improving its safety as a jump-in and air-to-air, but resulting in very low damge.
 
Also used in mixups with an [[{{PAGENAME}}/Strategy#F-Shiki_Mixup|F-shiki set up by {{clr|S|j.S}} or {{clr|H|j.H}}]], for use in okizeme and sandwich pressure.
 
From the air with a [[{{PAGENAME}}#Held Servant|Held Servant]], it fulfills a similar role to {{clr|K|j.K}}. While it lacks Air Dash and Jump cancels, its recovery is so short it can attack again before landing, making it safer against run-under threats.
 
* Launches Servants in a short arc.
* Launches Servants in a short arc.


An abare option in the air and another tool for hitting Servants.  
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|j.P}}]]
}}
 
===<big>{{clr|K|j.K}}</big>===
{{GGST Move Card
|input=j.K
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
For fast, rising air-to-air, with its quick startup, good active time, and high reach.


Your best instant-overhead option, however it can only be used on standing opponents - preferably a fuzzy setup. It is not possible to instant-overhead against all characters; IA {{clr|1|j.P}} whiffs on MA, CH, GI and JC due to their short heights.
Leads into a combo on air hit, while on block choosing to airdash can easily result in a crossup, while not airdashing remains sameside, presenting a light mixup even if you do not deal damage.


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|1|j.P}}]]
From the air with a [[{{PAGENAME}}#Held_Servant|Held Servant]], {{clr|K|j.K}} is good for launching a servant a short distance in front of Jack-O', especially for its air dash and jump cancels, but lacks the safer landing opportunities of {{clr|P|j.P}}.
</div>
</div>


===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jK.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jK_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Launches Servants in a short arc.
* Launches Servants in a short arc.
* Jump and Dash cancellable.
* Jump and Dash cancellable.
Due to its Dash cancel property, it makes for an amazing air-to-air as it can combo into {{clr|3|j.S}} > {{clr|4|j.H}}. In many cases, from there you are able to then continue the combo after landing.
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|D|j.D}}]]
}}


===<big>{{clr|S|j.S}}</big>===
{{GGST Move Card
|input=j.S
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
The deeper-hitting sister to {{clr|H|j.H}}. Strong jump-in for fast offense


From an {{keyword|IAD}}, {{clr|S|j.S}} can hit crouching opponents immediately, and is less forgiving to reactive {{clr|P|6P}} attacks. However, it lacks the same on-block threat {{clr|H|j.H}} has due to only hitting once and can't be spaced as easily with a whiffed {{MMC|input=236K|label=Air Servant Shoot}}. In some okizeme, {{clr|S|j.S}} is generally preferred even on cross-up, for hitting deep and doing more damage.


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|5|j.D}}]]
From the air with a [[{{PAGENAME}}#Held Servant|Held Servant]], {{clr|S|j.S}} ground bounces the servant, making it hit at an extremely short range, but the lingering hitbox of the servant makes it very hard to challenge with a run-under unless done pre-emptively. This is most commonly paired with a backward jump for an extremely defensive maneuver; however it maintains the Air Dash Cancel to suddenly mount offense on unsuspecting opponents.
</div>
 
</div>
* Launches Servants into a ground bounce.
* Jump and Dash cancellable.
* Can hit on cross-up.


===<big>{{clr|3|j.S}}</big>===
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|H|j.H}}, {{clr|D|j.D}}]]
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jS.png |Heads up, safe jump
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jS_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Launches Servants into a ground bounce.
* Can cross-up.
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}}.


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|4|j.H}}]]  
===<big>{{clr|H|j.H}}</big>===
{{GGST Move Card
|input=j.H
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
The wide-hitting sister to {{clr|S|j.S}}. Strong jump-in for prolonged offense.
 
An alternative option for instant airdash offense, able to hit on cross-up immediately, but has considerable delay hitting a crouching opponent. Its much wider range makes it forgiving, even beyond the range of {{clr|S|j.S}}. While slower as an overhead, it has enhanced on-block threat as it can 1F frametrap into {{clr|K|2K}}, or cancel the first hit into {{MiniMoveCard|GGST|chara=Jack-O|input=236K|label=[[{{PAGENAME}}#Servant Shoot|Air Servant Shoot]]}} to land early for much more pressure options.


</div>
From the air with a [[{{PAGENAME}}#Held Servant|Held Servant]], {{clr|H|j.H}} launches servants across the entire screen, making an airborne alternative to grounded Servant Shoot for long-distance zoning. While it does maintain Air Dash Cancels, the use of a {{clr|P|6P}} will anti-air both the servant and Jack-O'. However, by hitting at such a high angle, opponents may struggle to {{clr|P|5P}} the servants, effectively stalling them longer than otherwise.
</div>


===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jH.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jH_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Can cross-up.
* Launches Servants in a long arc.
* Launches Servants in a long arc.
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.
* Jump and Dash cancellable.
</div>
* Can hit on cross-up.
</div>


===<big>{{clr|5|j.D}}</big>===
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|D|j.D}}]]
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jD.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_jD_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|D|j.D}}</big>===
{{GGST Move Card
|input=j.D
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.D|active=0|recovery=24|isProjectile=yes|frcStart=22|frcEnd=22}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=<!--Insert text below the = and above the }}-->
Stall for servant gauge. A cheeky way to end rounds.
 
Can easily disrupt the opponent's movement while building space to allow summoning and stalling for resources. Difficult to challenge and covers a large amount of space. Unfortunately, extremely punishing when called out, and has absolutely zero reward on hit. Unless, that is, the opponent is one hit from defeat, where this becomes shockingly potent.
 
When the projectile connects, Jack-O' can cancel her recovery for additional movement options, including jump cancel into another {{clr|D|j.D}}, threaten an airdash jump-in, or air backdash to build even more space.
 
From the air with a [[{{PAGENAME}}#Held Servant|Held Servant]], {{clr|D|j.D}} shares its angle with {{clr|K|j.K}}, but will keep Jack-O' above the servant, potentially crossing over {{clr|P|6P}}s. However, this is much more telegraphed. This can also be used after bouncing a servant with {{clr|K|j.K}} or {{clr|S|j.S}} to create a defensive wall of projectiles while creating more distance.
 
* Launches Servants in a short arc.
* Launches Servants in a short arc.
* Freezes Jack-O's momentum, then pushes her slightly backwards.
* Slows down Jack-O's momentum, then pushes her slightly backwards.
 
* Jump, Dash, and Special cancelable after the projectle connects.
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.
* Full Counter Hit recovery.
</div>
}}
</div>


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span>
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=6D or 4D
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_JackO_Ground Throw.png |  
|description=<!--Insert text below the = and above the }}-->
</gallery>
Universal throw, and the primary tool of Jack-O's gameplan.
</div>
 
<div class="attack-info">
A powerful starter for mixups and pressure thanks to its extremely long knockdown and even restoring Servant Gauge during the animation. This pressure leads into many tick throw oppotunities, from anywhere on the screen, making it the best standard Throw for overall value on hit. Unfortunately, Jack-O' loses all servants on a Throw Clash, making it essential to prevent simple defense against Throws.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST}}
* Can throw the opponent either forward or backwards, based on the direction input.
|-
* On Throw Clash, all servants will disappear similar to getting hit.
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="4D or 6D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* 50% forced proration.
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span>
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.6D or j.4D
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}
GGST_JackO_Air Throw.png |
|description=<!--Insert text below the = and above the }}-->
</gallery>
Universal air throw.
</div>
 
<div class="attack-info">
Not commonly set up in Jack-O's pressure like the grounded version, but can be effective for punishing opponents jumping above her thrown and launched servants or using unsafe aerial approaches in neutral. Because Jack-O's air-to-air confirms are generally very weak, this can be frequently an optimal response in the air.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST}}
Unfortunately, suffers substantially worse okizeme than the grounded version, but will ensure you can set up a servant.
|-
 
{{#cargo_query:tables=MoveData_GGST
* Can throw the opponent either forward or backwards, based on the direction input.
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
* On Throw Clash, all servants will disappear.
|where=chara="{{SUBPAGENAME}}" and input="j.4D or j.6D"
}}
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
===<big>Wild Assault</big>===
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
{{GGST Move Card
|input=236D,236[D] |versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236D
|title = '''Wild Assault'''
|startup = 20
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236[D]
|title = '''Fully Charged Wild Assault'''
}}
|description=
{{GGST/WildAssaultLabel|type=blue}}
 
Resets blockstrings into a guard crush with a servant for 50% Burst.
 
The guard crush is long enough to allow {{ComboText|{{clr|D|236D}} > {{clr|P|236P}}}} to be +9, for an autotimed {{clr|D|2D}} frametrap or Tick Throw enhanced by the lack of Throw Invulnerabity on Guard Crush. Combined with the recall for Servant Gauge, this allows you to reset a basic blockstring into a fresh servant and pressure even when a Roman Cancel could not. This is especially good from {{clr|H|5H}}. It can be thrown on callout, but this is extremely risky for the opponent.
 
Quite weak for combos as it often does not give enough reach or launch to be practical. However, it can be used on a Wall Stick to ensure you secure a Super Wall Break.
 
*Immediately recalls all servants on Frame 1, refilling Servant Gauge for +0.5 bars of Command Gauge and +1.0 bar of Summon Gauge per servant.
*Normal, special, jump, and backdash cancelable.
*Drains 7.14% of the opponent's [[GGST/Gauges#Burst Gauge|Burst Gauge]] on hit or block.
*Applies Hard Knockdown when launching or when used to [[GGST/Damage#The Wall|Wall Break]].
}}
}}
|}
==== ====
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* 50% forced proration.
</div>
</div>


==Special Moves==
==Special Moves==
===<big>Summon Servant</big>===
===<big>Servant Shoot</big>===
<span class="input-badge">'''{{clr|1|236P}} (Hold OK)'''</span>
{{InputBadge|{{clr|K|236K}} (Air OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236K, j.236K, Launched Servant
<tabber>
|versioned=input
Images =  
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236K|title='''Servant Shoot'''}}
<gallery widths="210px" heights="210px" mode="nolines">
{{#invoke:GGST-FrameChart|drawFrameData|input=j.236K|title='''Air Servant Shoot'''}}
GGST_Jack-O_Summon_Servant.png| Yeah, we don't know where they come from either
{{#invoke:GGST-FrameChart|drawFrameData|input=Launched Servant|title='''Launched Servant'''|isProjectile=yes}}
</gallery>
|description=
|-|
Anti-zoning projectiles and the final move of any blockstring.
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
As Jack-O's only non-servant special, every blockstring is able to cancel into this as a final frametrap, especially after {{clr|P|6P}}, {{clr|H|5H}},and {{clr|D|2D}}. Unfortunately, it is a weak pressure ender and should not be rushed into. On block it locks Jack-O' into an [[{{PAGENAME}}/Strategy#Ending_Blockstrings|unfavourable RPS]] where Jack-O' must cancel into {{MiniMoveCard|GGST|chara=Jack-O|input=236[P]|label=Summon Servant (Hold)}} or {{MiniMoveCard|GGST|chara=Jack-O|input=214P|label=Recover Servant}}. On hit, it has almost no reward besides corner carry, with the exception of Counter Hit in the corner. It can even be backdashed after {{clr|D|2D}}, giving many characters a safe punish. However, this is a vital threat to enforce pressure without servants.
GGST_JackO_Summon_Servant Hitbox.png|
 
</gallery>
When used for launching servants, it is among the slowest options. However, it crushes most projectiles and travels full-screen, making it extremely good for combatting opponents attempting to zone Jack-O' (assuming their projectile has a lower Clash Level). In the air, it is very similar to Air Throw Servant, but briefly stalls for a deceptive startup, while sending the servant at a shallower angle to better air-to-air, while maintaining its height to cross up grounded opponents. If she delays the Air Servant Shoot, this can also make the released servant hit along the ground, giving adjustable launch heights from the jump.
</tabber>
 
</div>
* Launches servants straight forwards and slightly upward at high speed across the entire screen. Colliding into other servants will launch those servants too.
<div class="attack-info">
* Launched servants have higher Clash Level, breaking most other projectiles.
{| class="wikitable attack-data"
* Servant Shoot and servants launched by Servant Shoot Wall Bounce on air hit.
{{FrameDataHeader-GGST|version = yes}}
* Can be canceled into all other specials and Overdrives, but not itself or {{MMC|input=236D|label=Wild Assault}}.
|-
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and (input="236P" or input="236[P]")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Jack-O's character defining move. Summons a Servant in front of Jack-O' that she can manipulate with her normal and special moves.
* Requires servant summon gauge to be used. Summoning servants will not reduce access to other servant commands, but using commands will reduce the maximum gauge for summoning.
* Counter Hit state for the entire duration.


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. Servants are so valuable it is very 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 {{clr|5|Throw}} 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}}.
===<big>Summon Servant</big>===
{{InputBadge|{{clr|P|236P}} (Hold OK)}}
{{GGST Move Card
|input=236[P], 236P
|versioned=input
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236[P]|title='''Summon Servant (Hold)'''|recovery=14}}
{{#invoke:GGST-FrameChart|drawFrameData|input=236P|title='''Summon Servant (Place)''' ({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the Servant.}})|recovery=16|isProjectile=yes|frcStart=11|frcEnd=11}}
|description=<!--Insert text below the = and above the }}-->
Jack-O's character defining move. The held version is essential to every single part of her gameplan.  


----
----
;{{clr|1|236P}}
; Summon Servant (Hold)
Places servant directly in front of Jack-O'.
* Unsafe way to end blockstrings.
* If done extremely close, the servant can be placed behind an opponent.


''Hold {{prompt|GGST|P}} during the animation to hold the servant.''
This move is used in virtually every input string Jack-O' has. ''Get used to inputting this a lot.''
Thanks to its extremely short duration, summoning and holding servants plays an essential role in combos, okizeme, zoning, pressure, and even ending blockstrings. Servants are so critical that summoning can act as a reward for good interactions. Despite its short animation it is somewhat risky by placing her into Held Servant stance where she cannot block or use normal attacks until she releases or throws the servant. This lends itself to needing space, a knockdown, or some kind of pressure setup to allow her the opportunity to summon ''and'' use the servant without interruption.
Thanks to utilising only the ''Summon'' part of the Servant Gauge (of which nothing else uses), this is cheap and can be used frequently. However, there is still a limit. It is important to not over-use servant commands, to maintain access to Summon Servant.
----
----
;{{clr|1|236[P]}}
; Summon Servant (Place)
If you hold {{clr|1|P}} button during the input, then Jack-O' will instead hold the servant in her hands.
 
* Jack-O' retains access to [[{{PAGENAME}}#Servant Shoot|Servant Shoot]] while holding a servant.
''Tap and release {{prompt|GGST|P}} to immediately place down the servant.''
** See [[GGST/Jack-O#Pick_Up_Servant|Pick Up Servant]] section for more details about attack buttons in this state.
 
* Canceling into this version of the move is very useful in blockstrings as it makes canceling from {{clr|5|2D}} -1 on block; {{clr|2|236K}}, {{clr|3|c.S}}, and {{clr|4|6H}} (1st hit) +2 on block; and {{clr|4|5H}}, {{clr|4|2H}}, and {{clr|4|6H}} (2nd hit) +4 on block.
A convenient substitute for summoning and releasing quickly. Though not any faster, it places the servant lower and more forward, which has practical use in some combos, okizeme, and zoning. However, there are advantages to holding the servant, as it allows more freedom to act mid-sequence, and there are advantages to having the servant fall from above Jack-O', such as for giving it more range when hit by a normal.
* Performing this version of the move and immediately [[{{PAGENAME}}#Release Servant|Release Servant]] takes an identical amount of time, but places the servant closer to Jack-O' and at an initially higher elevation for different launch angles.
 
This move can also be used as an extremely slow and risky pressure reset when followed with {{clr|P|2P}} or {{clr|K|2K}}. It is risky, but extremely rewarding for Jack-O's pressure, especially near the corner.


A much faster summon, but can restrict access to vital attacks. The improved speed can be especially useful for escaping after an unsafe attack is blocked by either using Defend Command ({{clr|3|S}}), jumping, or dashing backwards before the enemy can punish. This also provides immediate access to [[{{PAGENAME}}#Throw Servant|Throw Servant]] to launch servants at a much higher angle while maintaining their full duration.
----
----
;Servants
* Costs 1 bar of Summon Servant Gauge
* Summons go away after Jack-O' gets hit, blocks an attack, or after 8 seconds since being summoned. Being hit by Jack-O' takes away about half of their total life timer.
* Full Counter Hit recovery.
** If a servant is still being launched when their timer expires, they can still be issued a command, be picked up, or launched again. They will only disappear once allowed to be idle.
}}
* If Jack-O' or an opponent hits the servant they are able to gatling and cancel from hitting it.  
 
** Opponents will still freeze monentarily ('hitstop'), similar to hitting Jack-O', largely extending their attack's active duration. This gives more time to whiff punish, but can also make it unexpectedly easy to run into lingering attacks, particularly invincible Overdrives.
===<big>Pick Up Servant</big>===
** If Jack-O' hits an opponent and a servant, she will not freeze momentarily at all, functionally entering attack recovery 11~15 frames faster than normal. Assuming the servant doesn't apply a weaker block as a result, this can make her moves extraordinarily safer on block.
{{InputBadge|{{clr|P|2P}} when near Servant}}
* If edges of the screen move, the servant will follow and remain on-screen.
{{GGST Move Card
* May be given a different elevation after being hit by Jack-O'. Servants will slowly move back to their default height while idle.
|input=2P (near servant)
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=2P (near servant)|recovery=14}}
|description=<!--Insert text below the = and above the }}-->
Picks up the nearest servant. Used as a bizarre way to fast-cancel servant launches.
 
When you ''fail'' to pick up a servant Jack-O' has just launched or bounced away from herself, she can perform a 14 Frame fast cancel without locking herself into Held Servant. This is useful for zoning, combos, and some unique pressure routes. However, this is very spacing sensitive, making its application sometimes quite complex. Luckily, {{clr|P|236P}} perfectly spaces a servant to allow almost any attack to perform such a cancel, which is very useful for zoning.


The servants play an essential role in almost everything Jack-O' does. See her servant commands for more information on their utilities. The general goal of servants will be to get them near to the enemy to force the enemy into dealing with Jack-O's servant command options and begin her various setups and threats, where any single hit can lead to large combos with the servants' assistance. It is also extremely valuable getting a servant behind an opponent, as they become impossible for most characters to remove, while maintaining the full threat. Despite their value they are disposable, as the opponent may need to waste time attacking them to remove them, and it is important to take advantage of launching servants to lock opponents for as long as possible from all ranges.
Ironically, it is rarely used to ''actually'' pick up servants, except to conserve resources in neutral, or when you already have 3 servants and cannot summon more, as it is usually stronger to summon a new servant instead.
</div>
</div>


===<big>Pick Up Servant</big>===
* Servants can still be picked up even when launched.
<span class="input-badge">'''{{clr|1|2P}} (near Servant)'''</span>
* 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.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Pick_Up_Servant.png|Aw, how cute!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Pick_Up_Servant Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="2P (near Servant)"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
Free re-use of your servants at the drop of a hat!
* Picks up the servant nearest to Jack-O'.
** Servants can still be picked up even when launched.
* 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.
** 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.
----
;Held Servant
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.
* The held servant's timer is paused while held.
* She can still perform Servant Shoot ({{clr|2|236K}}), and gains access to [[GGST/Jack-O#Throw_Servant|Throw Servant]] and [[GGST/Jack-O#Release_Servant|Release Servant]].
** Servant Shoot is a little slower than {{clr|2|K}} when performed immediately after Summon Servant Hold ({{clr|1|214[P]}}).
* Each attack button now performs their respective servant command without the need of any motion inputs.
** {{clr|1|P}} performs Recover Servant.
** {{clr|2|K}} performs Attack Command. +2 oB even off {{clr|2|K}}~{{clr|5|D}} but whiffs on crouchers.
** {{clr|3|S}} performs Defend Command.
** {{clr|4|H}} performs Countdown.
** {{clr|5|D}} performs Release Servant.
** Any of these buttons with the 6 direction will perform [[GGST/Jack-O#Throw_Servant|Throw Servant]].
* The held servant does not require Servant Command Guage 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.
* It is still possible to tech throw in this stance.


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 in conjunction with summoning servants to avoid spending the entire duration static and grounded, and the potent mobility can be used as a way to avoid potential punishes with its uniquely fast backwards dash.
===<big>Throw Servant</big>===
{{InputBadge|{{clr|P|6P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|5|D}} while holding Servant (Air OK)}}
{{GGST Move Card
|input=6P/6K/6S/6H/6D while holding Servant
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=6P/6K/6S/6H/6D while holding Servant|recovery=16|isProjectile=yes|frcStart=13|frcEnd=13}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=<!--Insert text below the = and above the }}-->
Easiest way to get a servant behind the opponent.
 
Throwing servants in a very tall arc makes this one of the best ways of getting servants above an opponent, especially when done in the air. Unfortunately, this also makes it very easy for opponents to run ''under'' it. Once a servant is in position, the opponent will struggle to remove the servant, making it a persistent threat of {{MiniMoveCard|GGST|chara=Jack-O|input=214K|label=Attack Command}}, and the Attack Command will now push them towards Jack-O' for easy [[{{PAGENAME}}/Strategy#Sandwich Pressure|sandwich pressure]]. However, opponents can quickly approach without the servant being fast enough to follow behind, making it strong offensively but defensively weaker.


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).
While a very easy method of zoning, it is very slow, making it notably easy to {{clr|P|5P}} thrown servants. However, it is extremely advantageous when successful, allowing Jack-O' to approach a substantial distance. It is also commonly used as part of okizeme, due to its high range and lower recovery. It can also work as a pressure reset in the corner that doubles as an anti-air.
</div>
</div>


===<big>Throw Servant</big>===
* Jack-O throws the servant she is currently holding in a tall arc.
<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>
* Throw servants Wall Bounce on air hit.
<div class="attack-container">
* Thrown servants do not lose duration upon colliding with an opponent, nor do servants lose duration from being hit by a thrown servant.
<div class="attack-gallery">
* Thrown servants have higher Clash Level, breaking most other projectiles.
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Throw_Servant.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Throw_Servant Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="6P/6K/6S/6H while holding Servant"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Jack-O throws the servant she is currently holding.
* Servants are thrown in an arc.
* Thrown servants slide down the wall.
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.
</div>
</div>


===<big>Release Servant</big>===
===<big>Release Servant</big>===
<span class="input-badge">'''{{clr|5|5D}} while holding Servant (Air OK)'''</span>
{{InputBadge|{{clr|D|5D}} or {{clr|D|[D]}} while holding Servant (Air OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=D while holding Servant
<tabber>
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=D while holding Servant|recovery=11}}
Images =  
|description=<!--Insert text below the = and above the }}-->
<gallery widths="210px" heights="210px" mode="nolines">
Releases the servant in front of Jack-O. The fastest way to exit Held Servant stance, for neutral and pressure routes.
GGST_JackO_Release_Servant.png|
 
</gallery>
This is used in many situations to position a servant favourably, such as to hit it with an attack as a zoning tool, or releasing a servant mid-air for okizeme. This can also often be used to bait pre-emptive measures while placing down servants, such as feinting a launch, only to drop it down and be set-up in neutral.
|-|
 
Hitboxes =  
Releasing a servant is slightly different to placing it with {{MiniMoveCard|GGST|chara=Jack-O|input=236P|label=Summon Servant (Place)}}, as the servant is closer to Jack-O', and momentarily higher, allowing longer-ranged bounces of the servant, or to have it land low and be used from the ground. This reduced distance even makes it easier to parry advancing attacks with {{MiniMoveCard|GGST|chara=Jack-O|input=214S|label=Defend Command}} at the cost of having less downward coverage.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_JackO_Release_Servant Hitbox.png|
When Jack-O' is already holding a servant, Release Servant becomes functionally the fastest way to cancel an attack. This is strictly limited to {{MiniMoveCard|GGST|chara=Jack-O|input=236K|label=Servant Shoot}}, but can make her very advantaged to set up unique frametraps.
</gallery>
 
</tabber>
* Holding the {{prompt|GGST|D}} button will automatically buffer Release Servant to occur at the earliest time possible. If also holding a jump direction, Jack-O' will jump and release on the earliest timing possible.
</div>
* The servants fall slowly to the ground, allowing servants to be used from different heights.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="D while holding Servant"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Jack-O drops the servant she is holding directly in front of her.
* Dropped servants behave like servants summoned by non-hold {{clr|1|236P}}.
* The servants fall slowly to the ground, meaning you can use this in the air to safely get a servant to a specific height.
</div>
</div>


===<big>Recover Servant</big>===
===<big>Recover Servant</big>===
<span class="input-badge">'''{{clr|1|214P}} (Air OK)'''</span>
{{InputBadge|{{clr|P|214P}} (Air OK)\{{clr|P|P}} while holding Servant (Air OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=214P
<tabber>
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214P|recovery=10|frcStart=5|frcEnd=5}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and recover Servants.}})</small>
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
A servantless pressure reset, or to make blockstrings safe.
GGST_JackO_Recover_Servant.png|Let them know you failed the super
 
</gallery>
Thanks to its extremely short duration, almost any blockstring can cancel into this as a pressure reset, particularly into {{clr|K|2K}} (25F). It is fast for a reset, but uniquely telegraphed by its sound, and unfortunately will usually result in fairly minimal pressure on block. It can also be used to simply make Jack-O' safe, even her risky {{clr|D|2D}} becomes almost safe on block (-6), and her {{clr|H|5H}} becomes a total neutral reset (-1 with huge pushback), but this always leaves Jack-O' disadvantageous.
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Recover_Servant Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="214P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
;General
* Requires servant gauge to be used.
* Counter Hit state for the entire duration, and slightly extends hurtbox forward.
* The command is issued to servants on Frame 3. Even if Jack-O' is interuptted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
* Has -6 frame advantage when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit), -8 after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit), and -11 after {{clr|5|2D}}.
* Performing in the air will interrupt Jack-O's air momentum.


;Recover Servant
If you have spare servants not helping, usually due to their positioning, this also compensates Servant Gauge while removing servants that would slow down the recharge, making it functionally very cheap. However, despite its name this move is practically useless when you have servants active on the opponent, as it is almost impossible to not end up on a net ''negative'' with Servant Gauge, while also sacrificing otherwise incredible pressure.
* Recalls all servants and refills the servant gauge by 1 bar per servant recovered.


An economical method of using servant commands for their framedata if there are no useful servants nearby, as recovered servants compensate for the gauge cost. There must be at least 2 active servants to gain servant gauge from using this command. Can be used as an emergency stop of the Countdown ({{clr|4|214H}}) detonation.
* Costs 1 bar of Command Servant Gauge
</div>
* Recalls all servants, refilling Servant Gauge for +0.5 bars of Command Gauge and +1.0 bar of Summon Gauge per servant.
</div>
}}


===<big>Attack Command</big>===
===<big>Attack Command</big>===
<span class="input-badge">'''{{clr|2|214K}} (Air OK)'''</span>
{{InputBadge|{{clr|K|214K}} (Air OK)\{{clr|K|K}} while holding Servant (Air OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=214K, K while holding Servant
<tabber>
|versioned=name
Images =
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214K|recovery=6|frcStart=5|frcEnd=5}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and attack with Servants.}})</small>
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGST_JackO_Attack_Command.png|Slash! This move is your entire gameplan, but don't get predictable!
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Attack_Command Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="214K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
Setplay, zoning, poking, the sky is the limit.
Setplay, zoning, poking, the sky is the limit.
;General
 
* Requires servant gauge to be used.
Causes all servants on screen to attack, moving forward in the process. This is one of the most powerful abilities in the game, but it is tied to both Servant Gauge and servants. Not only does this allow Jack-O' to easily reset any blockstring with a frametrap, by giving time to dash back for a {{clr|S|c.S}}, it also allows virtually any hit to combo, move the opponent in blockstrings (especially back towards Jack-O'), and lock down opponents when a servant is nearby for fear of being hit at any moment. This is primarily why Jack-O' wants servants on the opponent.
* Counter Hit state for the entire duration, and slightly extends hurtbox forward.
 
* The command is issued to servants on Frame 3. Even if Jack-O' is interuptted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
Even if Jack-O' is not nearby, Attack Command can loop into itself, playing a major role in zoning. The only real downside to this move is the Servant Gauge cost, costing 1 bar of Servant Gauge ''and'' pausing its recharge for 1 second. If she ever runs out of Servant Gauge, her pressure fundamentally breaks down for lack of servant commands or Summon Servant, and Servants become completely trivial as threats.
* Has -6 frame advantage when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit), -8 after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit), and -11 after {{clr|5|2D}}.
 
* Performing in the air will interrupt Jack-O's air momentum.
* Costs 1 bar of Command Servant Gauge, and pauses Servant Gauge recharge for 1 second.
;Attack Command
* Causes all servants on screen to attack, moving forward in the process.
* Jump cancelable on hit or block.
* Launches vertically on hit.
* Launches vertically on hit.
* Can interrupt a servant's movement mid-launch.
* Interrupts a servant's movement mid-launch.
* Decent startup and very fast recovery.
}}


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. All hits launch the opponent vertically, allowing lengthy combos, including Attack Command loops on the edge of the screen.
===<big>Defend Command</big>===
</div>
{{InputBadge|{{clr|S|214S}} (Air OK)\{{clr|S|S}} while holding Servant (Air OK)}}
</div>
{{GGST Move Card
|input=214S, S while holding Servant
|versioned=name
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214S|title='''Defend Command shield'''|startup=4|active=28|recovery=0|frcStart=5|frcEnd=5}}
{{#invoke:GGST-FrameChart|drawFrameData|input=214S|title='''Jack-O' recovery'''|startup=4|active=0|recovery=27|isProjectile=yes|frcStart=5|frcEnd=5}}
{{#invoke:GGST-FrameChart|drawFrameData|input=214S|title='''Jack-O' recovery when holding servant'''|startup=4|active=0|recovery=21|isProjectile=yes}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and defend with Servants.}})</small>
|description=
Servants raise a protective shield, parrying attacks and destroying projectiles. Good for safely checking opponent attacks.
 
On successful parry, the servant will launch the opponent. Thanks to an extremely fast startup, low recovery, huge shield, and unreasonably lingering active time, Defend Command is an extremely low-risk option. This makes it oppressive in neutral where opponents are threatened off from attacking into Jack-O' or her servants. It is also a potent anti-air, being impossible to punish without avoiding the servant entirely, and netting combos on successful parries. Because Jack-O' recovers independently, it is significantly stronger on hit the later the opponent is parried.
 
This is also useful in the corner to defeat fuzzy abare, thanks to its huge active time and easy combo potential, while setting up Throws and pressure resets similar to Attack Command.


===<big>Defend Command</big>===
* Costs 1 bar of Command Servant Gauge, and pauses Servant Gauge recharge for 1 second.
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span>
* Restores 1 bar of Command Servant Gauge upon successful parry.
<div class="attack-container">
* All Overdrives will be unaffected by Defend Command, and destroy the servant.
<div class="attack-gallery">
* Damage dealt by parry cannot be the final blow, and will reduce opponents HP to at least 1.
<tabber>
* Interrupts a servant's movement mid-launch.
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Defend_Command.png|Shield! Force your opponent to respect this to get your game going!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Defend_Command Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onHit=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="214S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
An extremely secure parry, protecting your servants and locking down opponents.
;General
* Requires servant gauge to be used.
* Counter Hit state for the entire duration, and slightly extends hurtbox forward.
* The command is issued to servants on Frame 3. Even if Jack-O' is interuptted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
* Has -6 frame advantage when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit), -8 after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit), and -11 after {{clr|5|2D}}.
* Performing in the air will interrupt Jack-O's air momentum.
;Defend Command
* Causes servants to put up a shield that blocks attacks. Prevents the servant being destroyed.
** Multi-hit projectiles such as Leo's [[GGST/Leo_Whitefang#Gravierte_Würde|Gravierte Würde]] only lose 1 hit from Defend, usually destroying servants immediately after.
** Will work even if behind Jack-O' so long as the attack reaches the Defend shield.
** All Overdrives will be unaffected by Defend Command.
* 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]].
** If a servant is dropped or picked up on the exact frame (allows input buffer) an enemy attacks the Defend hitbox, it will prevent the gaurd crush while eliminating the opponent's hitbox, allowing otherwise impossible punishes as the opponent will not be able to block.
** Projectiles (including Zato=1's Eddie) can still cause Guard Crush if the opponent's hurtbox overlaps the servant's defend hitbox.
* Can interrupt a servant's movement mid-launch.
* Active faster than Jack-O's basic {{clr|1|5P}} jab.
* The Defend shield can protect Jack-O' for up to 7 frames after her recovery.
* While it is +31 at minumum, it is unlikely to parry on the first frame, making it usually even more frame advantanged.


Useful as a way to prevent opponents from hitting and killing servants. In most scenarios Attack Command ({{clr|2|214K}}) will be better due to the potential to counterhit aggressive enemies alongside benefits even on block. However, Defend command is active extremely fast allowing preventing many attacks on reaction, and cannot be defeated even by invincible or massively disjointed attacks, making it very low risk. Even if the enemy cannot be directly harmed during Guard Crush, Jack-O' is free to move, summon more servants, and begin her preference of pressure and mixups in the time it takes them to recover, netting her substantial reward. With at least {{clr|3|50% Tension}}, Guard Crush can lead into a Forever Elysion Driver for an immediate 142 damage ''(lower due to combo scaling)''. When Jack-O' is in the air, the faster startup also means she can spend more time in her initial air momentum before using Defend Command to interrupt possible anti-airs as she lands, giving her more freedom of movement.
===<big>Countdown</big>===
{{InputBadge|{{clr|H|214H}} (Air OK)\{{clr|H|H}} while holding Servant (Air OK)}}
{{GGST Move Card
|input=214H
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214H|title='''Servant Detonation after 3 seconds'''|startup=25|recovery=0}}
{{#invoke:GGST-FrameChart|drawFrameData|input=214H|title='''Jack-O' during Countdown'''|startup=4|active=0|recovery=21|isProjectile=yes|frcStart=5|frcEnd=5}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and trigger a Countdown.}})</small>
|description=<!--Insert text below the = and above the }}-->
''All servants begin a Countdown, at the end they will detonate into a large explosion, destroying the servants in the process. During the countdown, Servant Gauge cannot be regenerated, and the entire gauge empties when the detonation begins.''
----


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}}.
Mid-sceen setplay with devastating reward, but needs resources to set up.


When used for cancelling from unsafe attacks (e.g. {{clr|5|2D}}), it is less effective than Attack Command ({{clr|2|214K}}) as it does not prevent grabs and won't directly cause damage if successful. However, it has a much larger effective range and cannot be defeated by fast invincible attacks (e.g. Sol's Volcanic Viper), except for Overdrives (e.g. Sol's Tyrant Rave). After a blocksting into {{clr|5|2D}}, using Summon Servant Hold into Defend Command is the only meterless option to avoid punish from invincible reversals, however by combining with dropping the servant to remove guard crush it can allow for massive punishes.
This can often be set up after {{clr|D|2D}}. By using Countdown with a servant, all hits, including potentially Throw and {{clr|D|5D}}, lead into devastating combos for Jack-O's absolute highest damage output. When blocked, the explosion causes Guard Crush, giving barely enough time to delay into a new blockstring ending with 1 bar of Servant Gauge. This can be exploited with {{MMC|input=236236H|label=Cheer Servant On {{clr|H|H}}}} and {{MMC|input=236D|label=Wild Assault}} to create devastatingly long offense even after the opponent successfully defends.
</div>
</div>


===<big>Countdown</big>===
Some specific combo routes utilise Countdown, as a niche optimisation. This usually sets up for a poor offense, but the added damage can allow for a potential lethal in more situations.
<span class="input-badge">'''{{clr|4|214H}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Countdown.png|I'm so sorry little buddy
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Countdown Hitbox.png|(no I'm not)
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="214H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
For extended combos and mixup setups, but at a high price.
;General
* Requires servant gauge to be used.
* Counter Hit state for the entire duration, and slightly extends hurtbox forward.
* The command is issued to servants on Frame 3. Even if Jack-O' is interuptted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
* Has -6 frame advantage when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit), -8 after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit), and -11 after {{clr|5|2D}}.
* Performing in the air will interrupt Jack-O's air momentum.


;Countdown
* Costs 1 bar of Command Servant Gauge.
* All currently active servants will begin a timer. After three seconds they will begin to explode, destroying the servant in the process.
** When the explosion begins, the servants will be considered removed and cannot be interrupted.
*** If held at the time, Jack-O' immediately exits her Held Servant stance without performing any animation.
* Servant gauge will not regenerate for the full duration of the countdown.
** When the explosion begins, the servant gauge will drop to 0, and begin refilling immediately.
* The explosion can hit Jack-O' as well as the opponent.
** 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.
** Explosion causes 30 frames of blockstun.
* The servant's duration timer is ignored when counting down.
* The servant's duration timer is ignored when counting down.
** Therefore Jack-O' can hit the servant any number of times without it disappearing.
* Explosion causes Guard Crush on block.
** It can still be destroyed through the usual methods including Jack-O' blocking attacks.
* The explosion can hit Jack-O, Jack-O's servants, and the opponent.
* The explosion can combo into Forever Elysion Driver, creating an unblockable attack combination
* Opponents stuck to the wall will not break through if hit by the explosion, instead launching back into the air.
* The Defend Command ({{clr|3|214S}}) cannot prevent Jack-O's own Countdown explosion, and it will still hit Jack-O' and the opponent.
}}


High commitment, high cost, but powerful when set up correctly. Countdown creates a gauranteed additional attack in the future, this attack can be used for converting attacks into combos, making unsafe mixups (especially {{clr|5|5D}}) completely advantageous on block, and punish enemies for trying to jump out or abare out of pressure. However, it is virtually never effective in a neutral position and is primarily a tool for extending and capitalising off specific setup positions when Jack-O' has enough servant gauge. When used ineffectively, the loss of servant gauge makes it a huge detriment to Jack-O', and it is almost worthless on block as it does minimal chip damage, extremely low RISC impact, and even hits Jack-O' too. It is also very expensive even when used successfully due to resetting the servant gauge, this makes it especially bad to allow an opponent to break an opponent through the wall after the explosion, and it is best to have at least {{clr|3|50% Tension}} after the explosion to ensure Jack-O' has alternative methods of maintaining pressure until she summons new servants.
==Overdrives==
===<big>Forever Elysion Driver</big>===
{{InputBadge|{{clr|P|632146P}}}}
{{GGST Move Card
|input=632146P
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
A high-risk high-reward invulnverable reversal with unique combo utility.


By combo'ing in such a way the enemy sticks to the wall before Countdown is complete, the resulting explosion can cause 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 is often much stronger than taking the wall break for Positive bonus because Jack-O' will begin without servants, while a corner okizeme lets Jack-O' maintain her most advantageous position.
As a reversal, it is very threatening. It will ''always'' pull the opponent in for the full attack, no matter how far they attacked from. In addition it has the highest single-hit damage of any reversal, able to take out ''any character'' from at least 21% health. However, it is slightly slower than most invulnerable Overdrives, enabling unique safe meaties. It also has an extremely long recovery that leaves Jack-O' airborne, for even bigger punishes. Uniquely, it is also defeated by cross-ups, due to its very far-forward hit


With {{clr|3|50% Tension}} the Countdown explosion can create a potent unblockable attack alongside [[GGST/Jack-O#Forever Elysion Driver|Forever Elysion Driver]]. Blocking will be caught by Forever Elysion Driver, jumping is hit by the explosion and combos into Forever Elysion Driver, and backdashes will still take 80 damage from the explosion. The only safe escape option is an invincible Overdrive (e.g. Sol's Tyrant Rave). This can be a niche way to secure the match if the enemy has no Tension to defend themselves.
Also works as a vital combo ender. Its guaranteed oki, and recalling Servants to restore Servant Gauge is especially useful for ending combos to maintain momentum. Because Wall Break is weak for Jack-O', it is especially important to convert Wall Sticks with Forever Elysion Driver to maintain an advantage.
</div>
</div>


===<big>Servant Shoot</big>===
* Cinematic hitgrab, giving a forced animation if the attack connects.
<span class="input-badge">'''{{clr|2|236K}} (Air OK)'''</span>
* Immediately recalls all servants on Frame 1, refilling Servant Gauge for +0.5 bars of Command Gauge and +1.0 bar of Summon Gauge per servant.
<div class="attack-container">
* On Wall Break results in a Hard Knockdown for +36 frame advantage.
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Jack-O_236K.png| Despite the strike animation, there's no lower hitbox.
GGST_Jack-O_236K_air.png| If the first air attack doesn't land, there's always a spare.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Servant_Shoot_Hitbox.png| Ground
GGST_JackO_Servant_Shoot_Air_Hitbox.png| Air
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="{{SUBPAGENAME}}" and input="236K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
Launch servents with incredible strength and continue pressure from blocked normals.
* Can be canceled into all other specials, but not Overdrives or itself.
** Canceling into a servant command is -8 on block; Summon Servant ({{clr|1|236P}}) is -12;  and Summon Servant Hold ({{clr|1|236[P]}}) is +2.
* Launches servants straight forwards at high speed as projectiles.
** Launched servants deal 45 damage.
** Servants launched by collision from a launched servant deal 50 damage.
* Can be used while servant is being held.
* When combined with Summon Servant ({{clr|1|236P}}), it takes 40 frames to launch a servant.


Jack-O's primary 'projectile', launching minions across the entire screen as a threat on the ground. Launched servants can trivially combo into Attack Command ({{clr|2|214K}}) for easy damage off stray hits. It is slow and the servants can be destroyed with basic jabs. Interrupting their flight with a well-timed Attack Command can make  them impossible to safely challenge. If Jack-O' is holding a servant while in the air, she can perform Release Servant and shortly after Servant Shoot in the air to perform this from any altitude. This is rarely useful as an air-to-air but can very effectively get a servant behind the opponent.
===<big>Cheer Servant On {{clr|S|S}}</big>===
{{InputBadge|{{clr|S|236236S}}}}
{{GGST Move Card
|input=236236S
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236236S|active=0|recovery=13|isProjectile=yes|startupIsFirstActive=no|frcStart=3|frcEnd=3}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the buff from Cheer Servant On.}})</small>
|description=
Strengthen servants for 6 seconds, to push opponents back extremely safely, but needs space to set up.


Cancelling into Servant Shoot can act as a frametrap from any unsafe normal, especially {{clr|5|2D}}. It will not easily combo outside of the corner, but sends opponents a long distance with enough time to summon more servants. It is worthwhile being unpredictable about when Jack-O' intends to leave a blockstring with or without Servant Shoot. Aerial Servant Shoot is also able to act as a natural frametrap after all jumping normals except {{clr|5|j.D}}. This can even defeat upper body immunity if the Servant Shoot is delayed very slightly, or the initial attack was done lower to the ground. The blockstun and pushback is also unpunishable, therefore allowing Jack-O' to safely use air attacks extremely early.
Servants become almost invincible, making Jack-O's zoning win near-automatically. Once established, approaching is much safer, as it becomes very dangerous for them to do anything. Unfortunately this does very little in establishing any new pressure, as Jack-O' can still be harmed and her Servant Gauge remains limited, making its utility more for covering ground than forcing a powerful offense. This is best set up from as far away as possible, where Jack-O' cannot be punished but also allow her to cover as much ground as possible. This can even be quickly set up after a Burst to entirely reverse pressure at almost any time.


Performing a [[Tiger_Knee|Tiger Knee]] Servant Shoot while a servant is nearby allows a fast, airborne attack to create a safe High/Low mixup. Such as a high <code>{{clr|2|tk.236K}}, {{clr|2|214K}}, {{clr|2|j.K}}</code>, and a low <code>{{clr|2|tk.236K}}, {{clr|2|214K}} |> {{clr|2|2K}}</code>
Unfortunately, many characters are equipped with powerful counterplay. Projectile Overdrives can limit set-up after activation, some have powerful full-screen offense to threaten even its short recovery, and some can even stall out most of the buff by jumping into the air. This makes it heavily situational to the matchup and circumstances.
</div>
</div>


==Overdrives==
* Prevents Servents disappearing after Jack-O' blocks or is hit by an attack.
===<big>Forever Elysion Driver</big>===
* Gives Servants infinite Guard Point, preventing them from disappearing when attacked, unless hit by an Overdrive or Psych Burst.
<span class="input-badge">'''{{clr|1|632146P}}'''</span>
* Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Forever_Elysion_Driver.png|Active
GGST Jack-O 632146P Whiff.png|Whiff
GGST_JackO_Forever_Elysion_Driver_Hit.png|Gotcha
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Forever_Elysion_Driver_Hitbox.png|Effective range
GGST_JackO_Forever_Elysion_Driver_Whiff_Hitbox.png|Hurtbox on whiff
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="632146P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
A flashy but flawed invincible command grab. Easy damage from guard crush, and even works as a counter to Faultess Defense.
* Data in [] refers to cinematic frames where all projectiles and the opponent will be completly frozen, however Jack-O' will continue to move forward and her servants will continue to move and act during this time.
* Command grab, cannot be blocked but cannot hit an opponent if they jump or are airborne.
** 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}}).
** Opponents in Faultless Defense cannot jump out in time and will be hit.
*** The only escape option when caught using Faultless Defense is to Gold Burst after the super flash.
*** Opponents in Faultless Defense are only vulnerable to the first active frame, meaning the move has marginally less effective range against these targets.
** Unlike other command grabs, it can still land during the following states:
*** Guard crush
*** Wall stick
*** During combos, even if the opponent is airborne.
* Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' at +36 frame advantage afterwards.
** This can allow a safejump against any character with a 10F or slower reversal. Any faster cannot be safejumped from Wall Break.


Jack-O's invincible reversal. It is relatively short range, roughly comparable to her {{clr|2|5K}}; it will fail against any airborne attacks; and will even fail against late-timed command grabs, making it one of the most unreliable invincible reversal Overdrives 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 without combo.
===<big>Cheer Servant On {{clr|H|H}}</big>===
{{InputBadge|{{clr|H|236236H}}}}
{{GGST Move Card
|input=236236H
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236236H|active=0|recovery=13|isProjectile=yes|startupIsFirstActive=no|frcStart=3|frcEnd=3}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the buff from Cheer Servant On.}})</small>
|description=
Pressure reset to fully refill the Servant Gauge and keep your servants going.


It can also hit substantially high up against opponents on the wall or during combos making it a very versatile combo ender. 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.
Thanks to its numerous benefits, this move allows a strong pressure reset from an otherwise finished offense. Even with zero Servant Gauge, and a servant about to leave, you can quickly cancel into this super to reset all of it, with even more pressure left over from the enhanced recharge rate. This is best used from a fast cancel after hitting a servant for maximum advantage. This also sees use in {{MMC|input=214H|label=Countdown}} set-ups to mitigate its Servant Gauge costs.


Enemies in Guard Crush from Defend Command ({{clr|3|214S}}) will be exposed to Forever Elysion Driver. Due to combo scaling this only deals 142 damage, but is her only way to get guaranteed damage off guard crush.
The biggest drawback is the heavy Tension Penalty, making it more expensive than most supers. Opponents can often react to its activation with a hard to bait Burst or YRC, leaving Jack-O' with much worse Tension for her efforts. This makes it considerably better when Jack-O' has a Tension lead to work with and threaten the opponent into spending their own resources to combat it.
</div>
</div>


===<big>Cheer Servant On</big>===
* Fully refills the Servant Gauge on activation.
<span class="input-badge">'''{{clr|3|236236S}} or {{clr|4|236236H}}'''</span>
* Overrides Servant Gauge recharge rate to a continuous 1.2 bars per seconds, for a total of 3 seconds.
<div class="attack-container">
* Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Cheer_Servant_On S.png|S version
GGST_JackO_Cheer_Servant_On H.png|H version
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_JackO_Cheer_Servant_On_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236S" or input="236236H")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* 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.
* 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.
* {{prompt|GGST|S}} version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit aside from Overdrives and burst.
** Also prevents Servants from disappearing when Jack-O' is hit, but Servants cannot be be given new commands at that time.
** Opponents are still able to cancel moves off of the Servant's Guard point as if they landed a hit.
* {{prompt|GGST|H}} version temporarily makes the Servant gauge recover very quickly.
** 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]].
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.
</div>
</div>


{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}


==External References==
==Colors==
{{GGSTColors|color12=1|Size=160}}
 
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGST}}
{{GGST/Navigation}}
{{Overview/SEO
|summary=Clone of Aria, Sol's beloved, and now human. A complex fighter, using her resources to summon in servants and command the battlefield.}}
[[Category:Guilty Gear|Jack-O]]

Latest revision as of 23:19, 26 March 2024

Overview

Overview

Jack-O' is a momentum-based fighter summoning Servants that fight by her side, providing her a huge variety of options to enhance both her offensive and defensive capabilities.

Jack-O' starts the round without any Servants, and must fight for an opportunity to summon them inGGST Jack-O Summon Servant.pngGuard-Startup10RecoveryTotal 25Advantage-. Her 5K, 2K, and f.S are basic pokes to create opportunities to summon, while her 2D and 5H provide long-range fast-moving strikes to threaten opponents away. She also comes with unique anti-airs like 6H and 2S, and her long-reaching j.H, which can create safe pressure and even works for cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.. While certainly useful moves, Jack-O' cannot rely on only herself, as she is very weak without her servants.

She can summon up to three Servants at once, but just one Servant is enough to change her from a risky, dysfunctional character to an infectiously happy party-starter with a vast array of options. Jack-O' can use Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 or her Normals to launch the Servants like projectiles with a multitude of angles. Issuing Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15 will make all servants attack, empowering blockstrings and combos. Issuing Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25 will make all servants raise shields to deflect oncoming attacks. She can also pick up servantsGGST JackO Pick Up Servant.pngGuard-StartupRecoveryTotal 14Advantage- to carry them while fighting. She can even hit servants to enhance her own attacks, though manipulation of game mechanics. Once set up with servants, Jack-O' is very dangerous.

Jack-O's biggest flaw is her reliance on Servants to get going, which is made worse by Servants disappearing if Jack-O' so much as blocks a hit. Combined with Jack-O's generally weaker attacks, she can struggle under pressure, as she must work back her momentum, and a single mistake can be very punishing. However, these weaknesses can be overcome by making use of Jack-O's myriad of options and ensure she maintains her momentum, which requires creativity, plenty of lab time, and quick adaptation.

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.
Jack-O'
GGST Jack-O' Portrait.png
Damage Received Mod
×1.12
Guts Rating
2
Prejump
4F
Backdash
18F Duration
1-5F Invuln
1-13F Airborne
Fastest Attack
5P (5F)
2P (5F)
Reversals
Forever Elysion Driver (11F)
 Jack-O' is a technical character who dominates the battle with an assembly of Servants.
Pick if you like Avoid if you dislike
  • Creative problem-solving using many unique and complex interactions and move quirks.
  • Setplay-focused gameplan, with the setplay being long, complex, and a big part of how you win.
  • Defensive zoning to set up from afar, and create a winning neutral with unique projectiles.
  • A lot of room for optimisation and tech, refining even the smallest details in resource and servant management.
  • Complex things just sometimes not working the way you want it.
  • Very lab-heavy characters that require high knowledge of certain tech and character-specific interactions.
  • Hard-to-gain momentum that can be lost easily.
  • Low overall damage, even with harder and creative routes.


Unique Mechanic: Servants

GGST Jack-O ServantGauge.png

Jack-O' can summon Servants to fight alongside her. Jack-O' can both use servants directly by striking them to launch as projectiles, or issue them commands to perform, including attacking with a powerful strike, raising a large shield to parry incoming attacks, recalling servants to restore Servant Gauge, and setting them to explode after 3 seconds. When hitting servants, the angle and speed of their trajectory depends on what attack was used, providing Jack-O' numerous ways to zone and attack from afar. Combined, these allow servants to support Jack-O' greatly for zoning, pressure and neutral.

Servants remain for up to 8 seconds. However, servants immediately disappear when Jack-O' is hit, blocks an attack, or the servant is attacked by the opponent. Additionally, when Jack-O' hits a servant they lose 3 seconds of their duration. If either Jack-O' or an opponent hit a servant, they can still perform their on-hit cancels. This allows them to be used for many complex and intricate options unique to Jack-O'.

To use servants, Jack-O' must use her unique Servant Gauge resource. The gauge refills passively, but Jack-O' can recall servants or spend Tension to restore it faster. Each portion of the gauge represents one servant that she can summon or one command she can issue. The gauge, in reality, is actually two seperate resources:

  • Summon gauge indicated by a glowing green bar. It is representative of the number of servants Jack-O' can currently summon.
  • 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.

Jack-O' starts each round with a full Servant Gauge. Servant Gauge does not carry over between rounds.

Servants
  • Servants do not leave until allowed to idle. Therefore they can be launched again while at 0 duration, or issued 1 final command.
  • Servants cannot fall off-screen. If the edges of the screen moves, servants will follow.
  • If Jack-O' blocks, the servants automatically recall, giving +0.5 bars of Command Gauge and +1.0 bars of Summon Gauge per servant. This does not happen when Jack-O' is hit, and are instead destroyed.
  • Opponents still receive full hitstop when hitting a servant, similar to hitting Jack-O'.
  • Jack-O' has a fixed 5F hitstop when hitting servants, even if she also hits an opponent at the same time (see more: Hitstop Cancels
Servant Gauge
  • Command and Summon Gauges restore independently of each-other, potentially at different rates.
  • 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 Full Frame Data for more information).
  • The passive recharge may also be temporarily paused during some commands, including Attack Command, Defend Command, and Countdown.


Held Servant

Jack-O' can lift and hold her servants, either by summoning them into her arms with Summon Servant (Hold) or using Pick Up Servant.

During this, Jack-O' cannot block or backdash, but she gains a backwards run instead. She also cannot peform any Normal attack or Throw, but retains access to every Special moves and Overdrive, while gaining access to Throw Servant and Release Servant. These Servant Commands and Release Servant also replace her normal inputs, no longer requiring any motion inputs except for Servant Shoot.

Servants held by Jack-O' do not require any 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.

  • The held servant's timer is paused while held.
  • Servant Gauge pause duration from Servant Commands is halved if only the held servant performs the command.
  • It is still possible to tech throw in this stance.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
23 All 5 4 8 -2 none
Total: 16

Quick anti-air, but weak to air-to-ground attacks. Fastest way to launch a servant.

Its 1F faster recovery than 2P makes it slightly better for launching servants, and hits immediately from Release ServantGGST JackO Release Servant.pngGuard-StartupRecoveryTotal 11Advantage-. The faster startup, recovery, and smaller hurtbox than 5K, but lack of jump and dash cancels, makes it better when using servants defensively from the ground.

Generally outclassed as an abare by her 2P, unless the opponent is airborne.

Gatling Options: 5P, 2P, 6P, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
27 All 7 6 10 -4 none
Total: 22

With fast speed, great range, good reward, and difficult to challenge cancel options, this can be used in neutral, for pressure, and as an abare.

Able to confirm into 2D for a hard knockdown even at max range. Doubles as a fast, long-range anti-air with high reward thanks to its high hitbox, unfortunately this makes it easily low-profiled.

If used to launch servants, it can allow quickly following up the servant with an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. jump-in or with a Dash Cancel, both frametrapping on block and comboing on hit for a light high-low mixup. However like 5P it launches a short range, while also extending her leg out, making it vulnerable to counterpokes.

  • Launches Servants in a short arc.
  • Jump and dash cancelable.
  • Range slightly increases on Frame 9. Additional range whiffs against crouching opponents, except  Nagoriyuki,  Potemkin,  Goldlewis, and  Bedman?.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
39 All 7 6 10 +1 none
Total: 22

Fast, safe, and high reward, like most c.S, but needs servants to reach its full potential.

Unlike most c.S, on its own this move has fairly linear pressure. Therefore, it is more important to focus on getting servants set up, than landing c.S pressure on its own.

Instead, c.S excels when used in tandem with servants, becoming the foundation of her best pressure routes. Using this move while hitting a servant is barely behind the oppoent allows incredibly powerful cancels and links, creating her sandwich pressure. In the corner with a servant, c.S can easily lead into Jack-O's powerful corner pressure, particularly with Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15 allowing her to approach and re-use c.S safely.

  • Launches Servants in a long arc.
  • Jump and dash cancelable.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 11 6 17 -9 none
Total: 33

Jack-O's long-range poke, as the largest attack that is not extremely unsafe to whiff.

While lacking in range and frame data compared to other far slashes, Jack-O's f.S has a very important place in her kit. Normals such as 5H and 2D are weak to low profile pokes such as 2K or 2S attacks, but f.S extends over these attacks and punishes opponents for preemptively using these buttons to stuff her higher reward neutral attacks.

Unlike most of Jack-O's normals there's not much other utility to the move, making it primarily just a neutral poke and a common blockstring extension off c.S.

  • Launches Servants in a long arc.
  • Reaches maximum range on frame 15.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24×2 All 10 3(3)2 23 -6 none
Total: 40

One of Jack-O's most powerful mid-range options for its fast movement, fast startup, and combos on Counter Hit.

Better still, this is one of Jack-O's safest moves on block, due to the large pushback and high blockstun making Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuard-StartupRecoveryTotal 14Advantage- safer, and the option to sneak in a frametrap with a delayed Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12. Opponents should naturally respect this move. Where it falters is its long recovery on whiff. Additionally the second, larger, hit is very high, easily losing to low pokes like 2S attacks, which Jack-O' struggles to contest from afar.

For launching servants, 5H is the fastest and longest-range attack with a long servant bounce, making it a staple for zoning, especially as you can cancel off the servant to instantly cut Jack-O's movement. It can even hit servants behind Jack-O'.

  • Bounces Servants in a long arc.
  • Hits twice, launching on the 2nd hit.
  • Hits behind as well as in front

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 45 High 20 3 26 -15 none
Charged 56 High 28 3 26 -10 none
Total: 48
Total: 56

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D with give a much slower but much more powerful strike.


Uncharged Dust Attack

While a usually very weak overhead, Jack-O' can easily jail into it by cancelling off a servant. When backed up by 50% Tension for RRC, this becomes a practical mixup in setups and pressure as it can't be defeated by backdashes, jabs, or invincible reversals.

In addition, Jack-O' can combo without further Tension if she has a servant, if the wall is badly damaged, or with very good spacing . Used correctly, these give Jack-O' access to a fast mixup for ending rounds when it would be otherwise impossible.


Charged Dust Attack

On-hit, holding 8 will activate Homing JumpHold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them. for a large combo opportunity.

Slow, unsafe, but rewarding overhead. Jack-O' can frametrap into it, but once opponents can react and punish this, it stops being practical.

By cancelling from c.S within sandwich pressure, the Charged Dust becomes a tight frametrap, making it much harder to respond without properly reacting. Unfortunately it is still entirely unsafe on block and easily reacted to, making it impractical for her to use unless the opponent is unprepared. This is made worse as her Homing Jump combos are some of the lowest damage in the game.


  • Launches Servants up in a high arc.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 75%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21 All 5 4 9 -3 none
Total: 17

Jack-O's safest abare. Fairly standard jab.

Hits crouchers and tied for her fastest attack, but very low reward on hit. Like most 5F jabs, it can be used to challenge Throws and delayed cancels. It can still be low-profiled by a select few attacks, but generally offers very strong coverage. On Counter Hit, links into 2K > 2D.

  • Launches Servants in a short arc.
  • Inputs 1P and 3P will perform this attack even when positioned near a servant.

Gatling Options: 5P, 2P, 6P, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 Low 6 3 12 -3 F6-20 Low-profile
Total: 20

One of the best close-range pokes in the game, hitting Low, with enormous range for its speed, while also low-profile, and setting up for okizeme on hit.

Its low-profile and speed offers great coverage, as most characters lack faster moves to challenge it. On Counter Hit, it combos into itself, making it very useful for stagger pressure. And for only 1 frame slower than her 2P, this covers considerably more range, cannot be low-profiled, and is low-profile, making it a very strong abare An attack during the opponent's pressure, intended to interrupt it.. Even if it whiffs, such as to airborne attacks, its short recovery and active time can make it comparatively safe and difficult to punish.

2K also plays a large role in Jack-O's pressure. It's low hit and 2D gatling make it essential to pressure without hitting her servants, while being resiliant to Faultless Defense. Its moderate on-block and fast recovery also make it usable as a Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from., though frametrapping with 2D is extremely difficultyou can only cancel up to the last active frame. To frametrap with 2D at close range you must input on the last possible frame, making it a 1F timing.

  • Launches Servants in a short arc.
  • Whiffs on servants at their default height.
  • Has identical range to F7~8 of 5K

Gatling Options: 6P, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 All 9 7 22 -15 none
Total: 37

Specialist to a fault, only for anti-airing attacks where 6P will fail.

This move is either very potent for challenging highly specific options the opponent has, or the opponent doesn't have those options, rendering it mostly useless. Do not underestimate its value when it can be useful, however, as its coverage is quite unique and difficult to match.

From the ground, it is used for its unique servant launch, going extremely high and full-screen. This is good as both a high-reaching anti-air, and to get a servant behind the opponent with no risk of it being hit on the way. For corner pressure, this doubles as a niche pressure tool for setting up a servant to come back after a delay. However due to 2S having less range than her Throw, it is trivially easy for c.S > 2S to whiff and leave an unsafe gap, especially if delaying for frametraps.

  • Launches Servants up in an extremely tall arc.
  • anti-air move for certain matchups.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41 All 15 6 18 -5 none
Total: 38

Combo tool, used for its high damage and launch after c.S and f.S, but otherwise unremarkable.

Due to its advancing movement, slow startup, short hitbox, mediocre recovery, and only hitting airborne or the ground for 3F each, this move is not very good for blockstrings or in neutral, and is generally outclassed by her 5H and 2D. It's primary value in blockstrings is its low pushback on block, usefully setting up for some of Jack-O's corner pressure while generating a lot of R.I.S.C.

While it may not be notable used raw, 2H is instrumental in Jack-O's combo routes. Many of her best combos utilise it to get the intial launch and generally high damage. However, it is extremely sensitive to combo scaling, making it very difficult to extend from without servants.

  • Launches Servants into a ground bounce.
  • Ground bounces on hit.
  • Moves forward during startup.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 Low 10 15 18 -19 F10~33 Low-profile
Total: 42

The low-profile and slightly more rewarding sister to 5H, but much worse on block and even worse on whiff.

With similar offensive benefits as 5H, Jack-O's sweep is fast-moving, has some of her best combos on Counter Hit, with identical startup. Combined with its low-profile this is one of Jack-O's most powerful and aggressive mid-range attacks and one of her best punish moves. Unfortunately, on whiff this move is also agonisingly slow to recover. On hit 2D gives some of Jack-O's best okizeme when cancelled into Summon ServantGGST Jack-O Summon Servant.pngGuard-StartupRecoveryTotal 14Advantage-. This makes it a fantastic hitconfirm off 5K and 2K.

In contrast to 5H, this is Jack-O's worst move on block. Its frametrap into Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 is backdashable, even throwable by some characters, and its poor blockstun and pushback leaves Jack-O' in an extremely unfavourable RPS, often enabling new options by the opponent. While Recover ServantGGST Jack-O 214P.pngGuard-Startup10RecoveryTotal 19Advantage- can help, it still leaves her dangerously close and unsafe.

  • Launches Servants in a long arc.
  • Whiffs on servants at their default height.
  • Moves forward during startup and active frames.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 10 6 20 -12 1-3 Upper Body
4-12 Above Knees
Total: 35

The anti-air attack, and a counter to pokes in neutral.

Like most 6P, this has upper-body invulnerability, making it the best anti-air to easily defeat airborne attacks, unless they hit especially far down. But, it offers less reward than her other anti-airs. Its upper-body invulnerability can also blast through long-range pokes such as f.S attacks.

6P is also the fastest way to bounce a held servant with a long-range arc due to hitting higher than 5H, which also sends them farther due to the added height, making it good for poking at long-range, while exposing less hurtbox to long-range pokes. This is a vital substitute to Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 based on the opponent's range.

  • Upper body invulnerable, excellent anti-air for opponents in front of Jack-O.
  • Launches Servants in a long arc.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20, 40 All 8,19 2(9)11 14 -6 none
Total: 43

Primarily used for launching servants in a unique arc, otherwise a fairly underwhelming anti-air despite its enormous range.

Hitting a servant with the first hit allows it to be used as a pre-emptive anti-air while allowing Jack-O' to run underneath, giving it strong coverage for approaches in neutral. You can also carefully space the second hit to bounce a servant at a low angle, while the 6H hits a high angle, for large zoning coverage.

As an anti-air, it is very prone to whiffing advancing jumps, and is extremely slow. Even on Counter Hit, it offers almost zero combo or okizeme potential without being in the corner and not taking advantage of the range it has. As a poke, it is very commital and risky, making it hardly worth using. At best, this can be used to check against both a dash-in with the first hit and a jump-in with the second hit, but this quite commital and likely to fail. However. for specifically  Goldlewis, and to a lesser extent  Faust, this is an extremely oppressive poke as its hits from a huge range, is massively disjointed, defeats most standing attacks, and instantly catches jumps.

  • First hit launches Servants up in a high arc, while second hit launches in a long arc.
  • Reaches maximum range and height on frame 27.
  • First hit causes floating crumple on hit, second hit does not.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
19 High 6 4 6 +1 (IAD) none
Total: 15

Fastest air attack, and a mixup tool. Good for challenging Air Throws and as a fast jump-in.

As it can self-gatling, it can be used repeatedly to make itself advantaged on block and combo on hit, improving its safety as a jump-in and air-to-air, but resulting in very low damge.

Also used in mixups with an F-shiki set up by j.S or j.H, for use in okizeme and sandwich pressure.

From the air with a Held Servant, it fulfills a similar role to j.K. While it lacks Air Dash and Jump cancels, its recovery is so short it can attack again before landing, making it safer against run-under threats.

  • Launches Servants in a short arc.

Gatling Options: j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
23 High 7 6 12 none
Total: 24

For fast, rising air-to-air, with its quick startup, good active time, and high reach.

Leads into a combo on air hit, while on block choosing to airdash can easily result in a crossup, while not airdashing remains sameside, presenting a light mixup even if you do not deal damage.

From the air with a Held Servant, j.K is good for launching a servant a short distance in front of Jack-O', especially for its air dash and jump cancels, but lacks the safer landing opportunities of j.P.

  • Launches Servants in a short arc.
  • Jump and Dash cancellable.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High 11 5 21 +3 (IAD) none
Total: 36

The deeper-hitting sister to j.H. Strong jump-in for fast offense

From an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump., j.S can hit crouching opponents immediately, and is less forgiving to reactive 6P attacks. However, it lacks the same on-block threat j.H has due to only hitting once and can't be spaced as easily with a whiffed Air Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12. In some okizeme, j.S is generally preferred even on cross-up, for hitting deep and doing more damage.

From the air with a Held Servant, j.S ground bounces the servant, making it hit at an extremely short range, but the lingering hitbox of the servant makes it very hard to challenge with a run-under unless done pre-emptively. This is most commonly paired with a backward jump for an extremely defensive maneuver; however it maintains the Air Dash Cancel to suddenly mount offense on unsuspecting opponents.

  • Launches Servants into a ground bounce.
  • Jump and Dash cancellable.
  • Can hit on cross-up.

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20, 15 High 11 3,3 32 +5 (IAD) none
Total: 48

The wide-hitting sister to j.S. Strong jump-in for prolonged offense.

An alternative option for instant airdash offense, able to hit on cross-up immediately, but has considerable delay hitting a crouching opponent. Its much wider range makes it forgiving, even beyond the range of j.S. While slower as an overhead, it has enhanced on-block threat as it can 1F frametrap into 2K, or cancel the first hit into Air Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 to land early for much more pressure options.

From the air with a Held Servant, j.H launches servants across the entire screen, making an airborne alternative to grounded Servant Shoot for long-distance zoning. While it does maintain Air Dash Cancels, the use of a 6P will anti-air both the servant and Jack-O'. However, by hitting at such a high angle, opponents may struggle to 5P the servants, effectively stalling them longer than otherwise.

  • Launches Servants in a long arc.
  • Jump and Dash cancellable.
  • Can hit on cross-up.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 21 - Total 44 none
Total: 44
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Stall for servant gauge. A cheeky way to end rounds.

Can easily disrupt the opponent's movement while building space to allow summoning and stalling for resources. Difficult to challenge and covers a large amount of space. Unfortunately, extremely punishing when called out, and has absolutely zero reward on hit. Unless, that is, the opponent is one hit from defeat, where this becomes shockingly potent.

When the projectile connects, Jack-O' can cancel her recovery for additional movement options, including jump cancel into another j.D, threaten an airdash jump-in, or air backdash to build even more space.

From the air with a Held Servant, j.D shares its angle with j.K, but will keep Jack-O' above the servant, potentially crossing over 6Ps. However, this is much more telegraphed. This can also be used after bouncing a servant with j.K or j.S to create a defensive wall of projectiles while creating more distance.

  • Launches Servants in a short arc.
  • Slows down Jack-O's momentum, then pushes her slightly backwards.
  • Jump, Dash, and Special cancelable after the projectle connects.
  • Full Counter Hit recovery.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38 none
Total: 42

Universal throw, and the primary tool of Jack-O's gameplan.

A powerful starter for mixups and pressure thanks to its extremely long knockdown and even restoring Servant Gauge during the animation. This pressure leads into many tick throw oppotunities, from anywhere on the screen, making it the best standard Throw for overall value on hit. Unfortunately, Jack-O' loses all servants on a Throw Clash, making it essential to prevent simple defense against Throws.

  • Can throw the opponent either forward or backwards, based on the direction input.
  • On Throw Clash, all servants will disappear similar to getting hit.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10 none
Total: 42
Total: 14

Universal air throw.

Not commonly set up in Jack-O's pressure like the grounded version, but can be effective for punishing opponents jumping above her thrown and launched servants or using unsafe aerial approaches in neutral. Because Jack-O's air-to-air confirms are generally very weak, this can be frequently an optimal response in the air.

Unfortunately, suffers substantially worse okizeme than the grounded version, but will ensure you can set up a servant.

  • Can throw the opponent either forward or backwards, based on the direction input.
  • On Throw Clash, all servants will disappear.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +48 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+42 to +56).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 20~31 3 20 +13
236[D] 50 32 3 20 +17
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


Resets blockstrings into a guard crush with a servant for 50% Burst.

The guard crush is long enough to allow 236D > 236P to be +9, for an autotimed 2D frametrap or Tick Throw enhanced by the lack of Throw Invulnerabity on Guard Crush. Combined with the recall for Servant Gauge, this allows you to reset a basic blockstring into a fresh servant and pressure even when a Roman Cancel could not. This is especially good from 5H. It can be thrown on callout, but this is extremely risky for the opponent.

Quite weak for combos as it often does not give enough reach or launch to be practical. However, it can be used on a Wall Stick to ensure you secure a Super Wall Break.

  • Immediately recalls all servants on Frame 1, refilling Servant Gauge for +0.5 bars of Command Gauge and +1.0 bar of Summon Gauge per servant.
  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236D 90% 4 Mid Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)


236[D]:

  • Guard crush duration: 39F
  • Adds additional momentum on cancels without backwards movement.

Special Moves

Servant Shoot

236K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K 31 All 15 4 25 -12 none
j.236K 31 All 15 4 19 +5 (IAD) none
Launched Servant 45 [50] All 6 -6 none
Servant Shoot
Total: 43
Air Servant Shoot
Total: 37
Launched Servant
Total: 5

Anti-zoning projectiles and the final move of any blockstring.

As Jack-O's only non-servant special, every blockstring is able to cancel into this as a final frametrap, especially after 6P, 5H,and 2D. Unfortunately, it is a weak pressure ender and should not be rushed into. On block it locks Jack-O' into an unfavourable RPS where Jack-O' must cancel into Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuard-StartupRecoveryTotal 14Advantage- or Recover ServantGGST Jack-O 214P.pngGuard-Startup10RecoveryTotal 19Advantage-. On hit, it has almost no reward besides corner carry, with the exception of Counter Hit in the corner. It can even be backdashed after 2D, giving many characters a safe punish. However, this is a vital threat to enforce pressure without servants.

When used for launching servants, it is among the slowest options. However, it crushes most projectiles and travels full-screen, making it extremely good for combatting opponents attempting to zone Jack-O' (assuming their projectile has a lower Clash Level). In the air, it is very similar to Air Throw Servant, but briefly stalls for a deceptive startup, while sending the servant at a shallower angle to better air-to-air, while maintaining its height to cross up grounded opponents. If she delays the Air Servant Shoot, this can also make the released servant hit along the ground, giving adjustable launch heights from the jump.

  • Launches servants straight forwards and slightly upward at high speed across the entire screen. Colliding into other servants will launch those servants too.
  • Launched servants have higher Clash Level, breaking most other projectiles.
  • Servant Shoot and servants launched by Servant Shoot Wall Bounce on air hit.
  • Can be canceled into all other specials and Overdrives, but not itself or Wild AssaultGGST Jack-O 236D.pngGuardAllStartup20~31Recovery20Advantage+13.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236K 90% 3 Mid KD +22 2000 1000 300 80% 25% 150
j.236K 90% 3 Mid KD 2000 1000 300 80% 25% 150
Launched Servant 80% 0 Very Small -3 500 1000 300 80% 12%

236K:

  • Will only launch servants if it strikes their collision box, not their hurtbox.Potential bug


j.236K:

  • Will only launch servants if it strikes their collision box, not their hurtbox.Potential bug


Launched Servant:

  • Clash Level: 2
  • Clash Hits: 2
  • Horizontal Activation Range: 200
  • If a servant is launched by collision from a launched servant, its damage will increase to 50, shown in []. No other properties change.

Summon Servant

236P (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236P - 10 Total 25 none
236[P] - Total 14 none
Summon Servant (Hold)
Total: 14
Summon Servant (Place) (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the Servant.)
Total: 25

Jack-O's character defining move. The held version is essential to every single part of her gameplan.


Summon Servant (Hold)

Hold P during the animation to hold the servant.

This move is used in virtually every input string Jack-O' has. Get used to inputting this a lot.

Thanks to its extremely short duration, summoning and holding servants plays an essential role in combos, okizeme, zoning, pressure, and even ending blockstrings. Servants are so critical that summoning can act as a reward for good interactions. Despite its short animation it is somewhat risky by placing her into Held Servant stance where she cannot block or use normal attacks until she releases or throws the servant. This lends itself to needing space, a knockdown, or some kind of pressure setup to allow her the opportunity to summon and use the servant without interruption.

Thanks to utilising only the Summon part of the Servant Gauge (of which nothing else uses), this is cheap and can be used frequently. However, there is still a limit. It is important to not over-use servant commands, to maintain access to Summon Servant.


Summon Servant (Place)

Tap and release P to immediately place down the servant.

A convenient substitute for summoning and releasing quickly. Though not any faster, it places the servant lower and more forward, which has practical use in some combos, okizeme, and zoning. However, there are advantages to holding the servant, as it allows more freedom to act mid-sequence, and there are advantages to having the servant fall from above Jack-O', such as for giving it more range when hit by a normal.

This move can also be used as an extremely slow and risky pressure reset when followed with 2P or 2K. It is risky, but extremely rewarding for Jack-O's pressure, especially near the corner.


  • Costs 1 bar of Summon Servant Gauge
  • Full Counter Hit recovery.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236P 100
236[P] 100

236P:

  • Cannot be input if 3 servants are currently active.
  • The servant is summoned on Frame 10 and will remain if Jack-O' Roman Cancels or is hit during Cheer Servant On S.
  • The servant's duration ticks down after Frame 10 even during Summon Servant's animation, giving 236[P] 4 frames less duration, and 236P 15 frames less duration.
  • In the mirror match, the servant that has been summoned for longer will always win in a clash. This is irrespective of their actual duration, and only depends on when it was first summoned.

Pick Up Servant

2P when near Servant

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- Total 14 none
Total: 14

Picks up the nearest servant. Used as a bizarre way to fast-cancel servant launches.

When you fail to pick up a servant Jack-O' has just launched or bounced away from herself, she can perform a 14 Frame fast cancel without locking herself into Held Servant. This is useful for zoning, combos, and some unique pressure routes. However, this is very spacing sensitive, making its application sometimes quite complex. Luckily, 236P perfectly spaces a servant to allow almost any attack to perform such a cancel, which is very useful for zoning.

Ironically, it is rarely used to actually pick up servants, except to conserve resources in neutral, or when you already have 3 servants and cannot summon more, as it is usually stronger to summon a new servant instead.

  • Servants can still be picked up even when launched.
  • 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.

Throw Servant

6P/K/S/H/D while holding Servant (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 12 Total 27 +5 none
Total: 27
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Easiest way to get a servant behind the opponent.

Throwing servants in a very tall arc makes this one of the best ways of getting servants above an opponent, especially when done in the air. Unfortunately, this also makes it very easy for opponents to run under it. Once a servant is in position, the opponent will struggle to remove the servant, making it a persistent threat of Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15, and the Attack Command will now push them towards Jack-O' for easy sandwich pressure. However, opponents can quickly approach without the servant being fast enough to follow behind, making it strong offensively but defensively weaker.

While a very easy method of zoning, it is very slow, making it notably easy to 5P thrown servants. However, it is extremely advantageous when successful, allowing Jack-O' to approach a substantial distance. It is also commonly used as part of okizeme, due to its high range and lower recovery. It can also work as a pressure reset in the corner that doubles as an anti-air.

  • Jack-O throws the servant she is currently holding in a tall arc.
  • Throw servants Wall Bounce on air hit.
  • Thrown servants do not lose duration upon colliding with an opponent, nor do servants lose duration from being hit by a thrown servant.
  • Thrown servants have higher Clash Level, breaking most other projectiles.

Release Servant

5D or [D] while holding Servant (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- Total 11 none
Total: 11

Releases the servant in front of Jack-O. The fastest way to exit Held Servant stance, for neutral and pressure routes.

This is used in many situations to position a servant favourably, such as to hit it with an attack as a zoning tool, or releasing a servant mid-air for okizeme. This can also often be used to bait pre-emptive measures while placing down servants, such as feinting a launch, only to drop it down and be set-up in neutral.

Releasing a servant is slightly different to placing it with Summon Servant (Place)GGST Jack-O Summon Servant.pngGuard-Startup10RecoveryTotal 25Advantage-, as the servant is closer to Jack-O', and momentarily higher, allowing longer-ranged bounces of the servant, or to have it land low and be used from the ground. This reduced distance even makes it easier to parry advancing attacks with Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25 at the cost of having less downward coverage.

When Jack-O' is already holding a servant, Release Servant becomes functionally the fastest way to cancel an attack. This is strictly limited to Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12, but can make her very advantaged to set up unique frametraps.

  • Holding the D button will automatically buffer Release Servant to occur at the earliest time possible. If also holding a jump direction, Jack-O' will jump and release on the earliest timing possible.
  • The servants fall slowly to the ground, allowing servants to be used from different heights.

Recover Servant

214P (Air OK) or P while holding Servant (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- 10 Total 19 none
Total: 19
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and recover Servants.)

A servantless pressure reset, or to make blockstrings safe.

Thanks to its extremely short duration, almost any blockstring can cancel into this as a pressure reset, particularly into 2K (25F). It is fast for a reset, but uniquely telegraphed by its sound, and unfortunately will usually result in fairly minimal pressure on block. It can also be used to simply make Jack-O' safe, even her risky 2D becomes almost safe on block (-6), and her 5H becomes a total neutral reset (-1 with huge pushback), but this always leaves Jack-O' disadvantageous.

If you have spare servants not helping, usually due to their positioning, this also compensates Servant Gauge while removing servants that would slow down the recharge, making it functionally very cheap. However, despite its name this move is practically useless when you have servants active on the opponent, as it is almost impossible to not end up on a net negative with Servant Gauge, while also sacrificing otherwise incredible pressure.

  • Costs 1 bar of Command Servant Gauge
  • Recalls all servants, refilling Servant Gauge for +0.5 bars of Command Gauge and +1.0 bar of Summon Gauge per servant.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50
  • Servant starts recalling on frame 4 and will continue even if Purple Roman Cancelled.
  • Will interrupt servants during Countdown unless already detonating.
  • Does not pause Servant Gauge recharge like other commands.
  • Jack-O' has improved Servant Gauge recharge when no servants are active, making Recover Servant functionally cheaper.
  • Despite improved recharge, the Servant Gauge cost is still more than the amount that can be restored from a servant that has been launched (5 seconds total)
  • Due to the loss of Command Servant Gauge lowering the gauge limit, the Summon Servant Gauge restored will usually be lower than the potential amount.

Attack Command

214K (Air OK) or K while holding Servant (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Attack Command 50 All 12 6 Total 23 +15 none
Held Attack Command 50 All 12 6 Total 23 +3 none
Total: 23
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and attack with Servants.)

Setplay, zoning, poking, the sky is the limit.

Causes all servants on screen to attack, moving forward in the process. This is one of the most powerful abilities in the game, but it is tied to both Servant Gauge and servants. Not only does this allow Jack-O' to easily reset any blockstring with a frametrap, by giving time to dash back for a c.S, it also allows virtually any hit to combo, move the opponent in blockstrings (especially back towards Jack-O'), and lock down opponents when a servant is nearby for fear of being hit at any moment. This is primarily why Jack-O' wants servants on the opponent.

Even if Jack-O' is not nearby, Attack Command can loop into itself, playing a major role in zoning. The only real downside to this move is the Servant Gauge cost, costing 1 bar of Servant Gauge and pausing its recharge for 1 second. If she ever runs out of Servant Gauge, her pressure fundamentally breaks down for lack of servant commands or Summon Servant, and Servants become completely trivial as threats.

  • Costs 1 bar of Command Servant Gauge, and pauses Servant Gauge recharge for 1 second.
  • Launches vertically on hit.
  • Interrupts a servant's movement mid-launch.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Attack Command 80% 2 Very Small KD +62 500 2000 700 80% 12% 100
Held Attack Command 80% 2 Very Small KD +50 500 2000 700 80% 12% 100

Attack Command:

  • Servant starts attacking on frame 4 and will continue even if Purple Roman Cancelled.
  • If only a held servant is active, pauses Servant Gauge for only 0.5 seconds.
  • When used, Servant Gauge will be regained for 1 frame before pausing it.


Held Attack Command:

  • All hitstop from the held servant's attack applies to Jack-O', reducing frame advantage.
  • Can be Red Roman Canceled when attack connects.

Defend Command

214S (Air OK) or S while holding Servant (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Defend Command 33 4 28 Total 30 +25 none
Held Defend Command 33 4 28 Total 24 +31 none
Defend Command shield
Total: 31
Jack-O' recovery
Total: 30
Jack-O' recovery when holding servant
Total: 24
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and defend with Servants.)

Servants raise a protective shield, parrying attacks and destroying projectiles. Good for safely checking opponent attacks.

On successful parry, the servant will launch the opponent. Thanks to an extremely fast startup, low recovery, huge shield, and unreasonably lingering active time, Defend Command is an extremely low-risk option. This makes it oppressive in neutral where opponents are threatened off from attacking into Jack-O' or her servants. It is also a potent anti-air, being impossible to punish without avoiding the servant entirely, and netting combos on successful parries. Because Jack-O' recovers independently, it is significantly stronger on hit the later the opponent is parried.

This is also useful in the corner to defeat fuzzy abare, thanks to its huge active time and easy combo potential, while setting up Throws and pressure resets similar to Attack Command.

  • Costs 1 bar of Command Servant Gauge, and pauses Servant Gauge recharge for 1 second.
  • Restores 1 bar of Command Servant Gauge upon successful parry.
  • All Overdrives will be unaffected by Defend Command, and destroy the servant.
  • Damage dealt by parry cannot be the final blow, and will reduce opponents HP to at least 1.
  • Interrupts a servant's movement mid-launch.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Defend Command 60% 1 KD +48 All 1000 500 100
Held Defend Command 60% 1 KD +54 500 1000 500 100

Defend Command:

  • Shield activates on frame 4 and will continue even if Purple Roman Cancelled.
  • Projectiles (including &nbsp
  • Zato-1's Eddie) can still cause the servant to hit if the opponent's hurtbox overlaps the servant's hurtbox.
  • If only a held servant is active, pauses Servant Gauge for only 0.5 seconds.
  • When used, Servant Gauge will be regained for 1 frame before pausing it.
  • Hit detection is based on the Servant entity, meaning certain moves may not trigger the Defend Command if they cannot hit as a result of Activation Ranges.
  • If Defend Command is canceled 1F after an enemy attacks the Defend hitbox (e.g., picking up the Servant or issuing a new Command), it will prevent the launch while nullifying the opponent's hitbox (See more: Hitbox Nullifying).
  • True damage is 30, but if triggered by an attack, it will usually Counter Hit for +10% damage (33).
  • It is possible to block the parry if a projectile triggers it. This will guard crush for 38F.

Countdown

214H (Air OK) or H while holding Servant (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 All 3+180+25 19 Total 24 none
Servant Detonation after 3 seconds
Total: 43
Jack-O' during Countdown
Total: 24
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and trigger a Countdown.)

All servants begin a Countdown, at the end they will detonate into a large explosion, destroying the servants in the process. During the countdown, Servant Gauge cannot be regenerated, and the entire gauge empties when the detonation begins.


Mid-sceen setplay with devastating reward, but needs resources to set up.

This can often be set up after 2D. By using Countdown with a servant, all hits, including potentially Throw and 5D, lead into devastating combos for Jack-O's absolute highest damage output. When blocked, the explosion causes Guard Crush, giving barely enough time to delay into a new blockstring ending with 1 bar of Servant Gauge. This can be exploited with Cheer Servant On HGGST JackO Cheer Servant On H Buff.pngGuard-Startup3RecoveryTotal 15AdvantageSee Notes and Wild AssaultGGST Jack-O 236D.pngGuardAllStartup20~31Recovery20Advantage+13 to create devastatingly long offense even after the opponent successfully defends.

Some specific combo routes utilise Countdown, as a niche optimisation. This usually sets up for a poor offense, but the added damage can allow for a potential lethal in more situations.

  • Costs 1 bar of Command Servant Gauge.
  • The servant's duration timer is ignored when counting down.
  • Explosion causes Guard Crush on block.
  • The explosion can hit Jack-O, Jack-O's servants, and the opponent.
  • Opponents stuck to the wall will not break through if hit by the explosion, instead launching back into the air.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 3 Very Small KD 500 1000 300 80% 25% 100
  • Guard Crush duration: 29F
  • Detonation timer starts on frame 4 and will continue even if Purple Roman Cancelled.
  • New servants summoned during a countdown will not be affected by the countdown, and can even be issued their own countdown.
  • If a servant is held when the countdown hits zero, Jack-O' immediately exits her Held Servant stance.
  • Defend Command cannot deflect Jack-O's own Countdown explosion.
  • When the explosion begins, the servants are immediately removed and cannot be interrupted. They have no collision, are fully invulnerable, and do not count as an active servant for Jack-O's Servant Gauge recharge.
  • When used, Servant Gauge will be regained for 1 frame before pausing it.
  • The countdown is paused during either player's Overdrives, until the user has fully recovered.Potential bug
  • If the explosion hits Jack-O' before hitting the opponent, no negative R.I.S.C. scaling will affect the damage, even mid-combo (see more: Unscaled Countdown).Potential bug

Overdrives

Forever Elysion Driver

632146P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
149 All 10+1 2 58 -41 1-12F Full, 1-55F Throw
Total: 70

A high-risk high-reward invulnverable reversal with unique combo utility.

As a reversal, it is very threatening. It will always pull the opponent in for the full attack, no matter how far they attacked from. In addition it has the highest single-hit damage of any reversal, able to take out any character from at least 21% health. However, it is slightly slower than most invulnerable Overdrives, enabling unique safe meaties. It also has an extremely long recovery that leaves Jack-O' airborne, for even bigger punishes. Uniquely, it is also defeated by cross-ups, due to its very far-forward hit

Also works as a vital combo ender. Its guaranteed oki, and recalling Servants to restore Servant Gauge is especially useful for ending combos to maintain momentum. Because Wall Break is weak for Jack-O', it is especially important to convert Wall Sticks with Forever Elysion Driver to maintain an advantage.

  • Cinematic hitgrab, giving a forced animation if the attack connects.
  • Immediately recalls all servants on Frame 1, refilling Servant Gauge for +0.5 bars of Command Gauge and +1.0 bar of Summon Gauge per servant.
  • On Wall Break results in a Hard Knockdown for +36 frame advantage.

Cheer Servant On S

236236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- 3 300 Total 15 See Notes Jack-O: None
Servants: 4-14F Full
Total: 16
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the buff from Cheer Servant On.)

Strengthen servants for 6 seconds, to push opponents back extremely safely, but needs space to set up.

Servants become almost invincible, making Jack-O's zoning win near-automatically. Once established, approaching is much safer, as it becomes very dangerous for them to do anything. Unfortunately this does very little in establishing any new pressure, as Jack-O' can still be harmed and her Servant Gauge remains limited, making its utility more for covering ground than forcing a powerful offense. This is best set up from as far away as possible, where Jack-O' cannot be punished but also allow her to cover as much ground as possible. This can even be quickly set up after a Burst to entirely reverse pressure at almost any time.

Unfortunately, many characters are equipped with powerful counterplay. Projectile Overdrives can limit set-up after activation, some have powerful full-screen offense to threaten even its short recovery, and some can even stall out most of the buff by jumping into the air. This makes it heavily situational to the matchup and circumstances.

  • Prevents Servents disappearing after Jack-O' blocks or is hit by an attack.
  • Gives Servants infinite Guard Point, preventing them from disappearing when attacked, unless hit by an Overdrive or Psych Burst.
  • Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.

Cheer Servant On H

236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- 3 300 Total 15 See Notes Jack-O: None
Servants: 4-14F Full
Total: 16
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the buff from Cheer Servant On.)

Pressure reset to fully refill the Servant Gauge and keep your servants going.

Thanks to its numerous benefits, this move allows a strong pressure reset from an otherwise finished offense. Even with zero Servant Gauge, and a servant about to leave, you can quickly cancel into this super to reset all of it, with even more pressure left over from the enhanced recharge rate. This is best used from a fast cancel after hitting a servant for maximum advantage. This also sees use in CountdownGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage- set-ups to mitigate its Servant Gauge costs.

The biggest drawback is the heavy Tension Penalty, making it more expensive than most supers. Opponents can often react to its activation with a hard to bait Burst or YRC, leaving Jack-O' with much worse Tension for her efforts. This makes it considerably better when Jack-O' has a Tension lead to work with and threaten the opponent into spending their own resources to combat it.

  • Fully refills the Servant Gauge on activation.
  • Overrides Servant Gauge recharge rate to a continuous 1.2 bars per seconds, for a total of 3 seconds.
  • Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.


Colors

GGST Jack-O color 1.png
GGST Jack-O color 2.png
GGST Jack-O color 3.png
GGST Jack-O color 4.png
GGST Jack-O color 5.png
GGST Jack-O color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Jack-O color 7.png
GGST Jack-O color 8.png
GGST Jack-O color 9.png
GGST Jack-O color 10.png
GGST Jack-O color 11.png
GGST Jack-O color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Jack-O color 13.png
GGST Jack-O color 14.png
GGST Jack-O color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/Jack-O/Data.
Systems Pages