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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGST/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
 
{{card|width=4
| 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.
|header=Overview
|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, and must fight for an opportunity to [[#Summon Servant|summon them in]]. Her {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|f.S}} are basic pokes to create opporunities 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.
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, dysfunctional character to an infectiously happy party-starter with a vast array of options. Jack-O' can use [[#Servant Shoot|Servant Shoot]] or her Normals to launch the Servants like projectiles with a multitude of angles. Issuing [[#Attack Command|Attack Command]] will make all servants attack, empowering blockstrings and combos. Issuing [[#Defend Command|Defend Command]] will make all servants raise shields to deflect oncoming attacks. She can also [[#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.
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 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.
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.
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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 for both zoning and close-range pressure thanks to long pokes, an advancing sweep, servants that can extend normals with projectile attacks, and her many servant setups. Once Jack-O' has servants in position, she gains an immense amount of freedom to choose how she wishes to fight an opponent.
| nickname = Jack-O'
*'''Strong Pressure''': Jack-O' can lock opponents into brutally long and safe pressure strings with many {{keyword|Tick Throw}} opportunities, both midscreen and in the corner, thanks to the strength of [[#Attack Command|Attack Command]]. Knockdowns lead into powerful safejumps and mix-ups, and pressure can be further enhanced using [[#Cheer Servant On H|Cheer Servant On {{clr|H|H}}]].
*'''Tension Dynamo''': Jack-O's long pressure strings and excessive number of special inputs in neutral make her one of the highest Tension generating characters in the game without the need to harm opponents to get it.
*'''RPS Master''': With her top-class {{clr|K|2K}}, long-reaching {{clr|K|5K}}, extremely difficult to challenge {{clr|D|2D}}, and large {{clr|H|5H}}, Jack-O' is very good at direct {{keyword|RPS}} interactions.
| cons =  
*'''Servant Gauge Dependant''': Running low on her resources is extremely detrimental, as without access to [[#Summon Servant|Summon Servant]] or [[#Servant Commands|Servant Commands]] she is frequently punishable on block with her basic attacks and gains pitiful reward on any hit. Often making her heavily restricted by the slow recharge of her resources.
*'''Problematic Neutral''': With poor movement speed, with her only uncommital attacks being short range, and with many low-profilable attacks, Jack-O' is forced to get servants involved to establish threats, even at risk to herself.
*'''Costly Blocking''': Jack-O's servants will disappear if she blocks a single hit, this makes it uniquely detrimental to block pokes of any kind while trying to set up.
*'''Low Midscreen Damage''': While she gains strong okizeme on knockdowns, attacks rarely lead to rewarding combos, with the exception of her {{clr|D|2D}} and {{clr|H|5H}} on Counter Hit, often making her dependent on [[#Forever Elysion Driver|Forever Elysion Driver]] for damage.
| fastestAttack = [[#5P|5P]] (5F)<br/>[[#2P|2P]] (5F)
| fastestAttack = [[#5P|5P]] (5F)<br/>[[#2P|2P]] (5F)
| reversal = [[#Forever Elysion Driver|632146P]] (11F)
| reversal = [[#Forever Elysion Driver|Forever Elysion Driver]] (11F)
| difficulty_rating = 2
}}
| official_difficulty = yes
{{ReasonsToPick
|intro={{Character Label|GGST|Jack-O|label=Jack-O'}} is a technical character who dominates the battle with an assembly of Servants.
|pickMe=
* 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.
|avoidMe=
* 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.
}}
}}
{{FP Box
</div>
| header = Servants
 
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| header= Unique Mechanic: Servants
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Jack-O' can summon Servants to fight alongside her. Jack-O' can both use servants directly, or issue them commands for them to perform.
[[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.


Jack-O's [[#Servant Commands|Servant Command]] Specials issue instructions for servant, 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]]. 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'.


Hitting servants with any attack will launch them towards the opponent as a projectile. The angle and speed of their trajectory depends on what attack was used, providing Jack-O' numerous ways to zone and attack from afar.
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:


Unfortunately servants will leave after 8 seconds. Servants also disappear when Jack-O' is hit, blocks an attack, or the servant is attacked by opponents. Additionally, if Jack-O' hits a servant they lose 3 seconds of their duration. If a servant is hit, Jack-O' and opponents follows the rules for on-hit cancels, meaning you can jump, dash, gatling, special, and even Overdrive cancel out of interacting with servants. This allows them to be used for many complex and intricate options unique to Jack-O'.
* '''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.


<div style="font-size: 0.9em;">
Jack-O' starts each round with a full Servant Gauge. Servant Gauge does not carry over between rounds.
 
{{StatsForNerds|content=
; 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 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.
* 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'.
* 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.</div>
* 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]]
}}
{{FP Box
| header = Servant Gauge
| content =[[File:GGST_Jack-O_ServantGauge.png|center|250px]]
Jack-O' [[#Summon Servant|summoning]] and [[#Servant Commands|Servant Commands]] use her unique resourse, the Servant Gauge. 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.
; Servant Gauge
* '''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.
* 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.
}}}}


The two gauges recharge passively and independently of each-other. The rate at which each gauge recharges is slowed down by the number of bars that gauge has filled, and if Jack-O's has any servants on the field (See [[{{PAGENAME}}/Strategy#Servant Gauge|Strategy]] for more information). The passive recharge may also be temporarily paused during some commands.
{{card|width=4
 
| header=Held Servant
Jack-O' starts each round with a full Servant Gauge. Servant Gauge does not carry over between rounds.
}}
{{FP Box
| header = <span id="Held Servant">Held Servant</span>
| content =
| content =
<div style="float: right; font-size: 0.9em; width: 200px; max-width: 50%; margin: 0px auto 0px auto;">
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==Normal Moves==
==Normal Moves==


{{FrameChartKey}}
===<big>{{clr|P|5P}}</big>===
===<big>{{clr|P|5P}}</big>===
{{GGST Move Card
{{GGST Move Card
|input=5P
|input=5P
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
Quick anti-air, but weak to air-to-ground attacks. Fastest way to launch a servant.
Quick anti-air, but weak to air-to-ground attacks. Fastest way to launch a servant.
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* Launches Servants in a short arc.
* Launches Servants in a short arc.
* Whiffs against crouching opponents, except {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, {{Character Label|GGST|Potemkin|label=Potemkin}} and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}.
* 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|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}]]
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}]]
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{{GGST Move Card
{{GGST Move Card
|input=5K
|input=5K
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|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.
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.
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* Launches Servants in a short arc.
* Launches Servants in a short arc.
* Jump and dash cancelable.
* 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}} and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}.
* 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?}}.


[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}]]
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}]]
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{{GGST Move Card
{{GGST Move Card
|input=c.S
|input=c.S
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|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.
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, giving almost exclusively frametraps that are minus on block. Therefore, it is more important to focus on getting servants set up, than landing {{clr|S|c.S}} pressure on its own.
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.
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.
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{{GGST Move Card
{{GGST Move Card
|input=f.S
|input=f.S
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|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.
Jack-O's long-range poke, as the largest attack that is not extremely unsafe to whiff.


Unfortunately, a very weak {{clr|S|f.S}}, for its low reward, bad pressure, lacks any disjoint, and has functionally bad range/speed due to its extending range. As a result, Jack-O' is much more comfortable playing away from a spacing where she needs to rely on it. If close enough, on Counter Hit it can link into {{clr|K|5K}} for a hard knockdown, but otherwise gains very little.
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}}.
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}}.
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{{GGST Move Card
{{GGST Move Card
|input=5H
|input=5H
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|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 some of Jack-O's best combos on Counter Hit.
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=[[{{PAGENAME}}#Summon Servant|Summon Servant (Hold)]]}} safer, and the option to sneak in a frametrap with a delayed {{MiniMoveCard|GGST|chara=Jack-O|input=236K|label=[[{{PAGENAME}}#Servant Shoot|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.
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.


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'.
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'.
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}}
}}


===<big>Dust Attack</big>===
===<big>{{clr|D|5D}}</big>===
{{InputBadge|{{clr|D|5D}}}}
{{GGST Move Card
{{GGST Move Card
|input=5D, 5[D]
|input=5D, 5[D]
|frameChart=auto
|versioned=name
|versioned=name
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
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;Uncharged Dust Attack
;Uncharged Dust Attack


While a usually very weak overhead, Jack-O' can easily jail into it by cancelling off a servant.
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.
 
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, such as during during pressure from {{MiniMoveCard|GGST|chara=Jack-O|input=236236H|label=[[{{PAGENAME}}#Cheer Servant On H|Cheer Servant On {{clr|H|H}}]]}}, in the corner when hitting a servant with a damaged wall, or with very good spacing of Jack-O' and a servant in the corner. Used correctly, these give Jack-O' access to a fast mixup for ending rounds when it would be otherwise impossible.
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
;Charged Dust Attack
''On-hit, holding {{Ni|8}} will activate [[GGST/Offense#Homing_Jump|Homing Jump]] for a large combo opportunity.''
''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.''


Slow, unsafe, but rewarding overhead. Jack-O' can frametrap into it, but once opponents can react and punish this, it stops being practical.
Slow, unsafe, but rewarding overhead. Jack-O' can frametrap into it, but once opponents can react and punish this, it stops being practical.
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{{GGST Move Card
{{GGST Move Card
|input=2P
|input=2P
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
Jack-O's safest abare. Fairly standard jab.
Jack-O's safest abare. Fairly standard jab.
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{{GGST Move Card
{{GGST Move Card
|input=2K
|input=2K
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
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.
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.
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{{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}}.
{{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}}.
<div style="font-size: 0.9em;">
 
* Launches Servants in a short arc.
* Launches Servants in a short arc.
* Whiffs on servants at their default height.
* Whiffs on servants at their default height.
* Has identical range to F7~8 of {{clr|K|5K}}
* Has identical range to F7~8 of {{clr|K|5K}}
</div>
 
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}]]
[[GGST/Jack-O/Frame Data#Gatling Table|Gatling Options: {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}]]
}}
}}
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{{GGST Move Card
{{GGST Move Card
|input=2S
|input=2S
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
Specialist to a fault, only for anti-airing attacks where {{clr|P|6P}} will fail.
Specialist to a fault, only for anti-airing attacks where {{clr|P|6P}} will fail.
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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.
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.


This move serves ''zero'' purpose on the ground and should never be used as such. With ''less range than her Throw'' and sets up nothing besides a {{clr|H|5H}} gatling, it barely functions as an attack. It isn't even useful to launch servants as it is entirely outclassed by {{clr|H|6H}}. This is strictly an anti-air move.
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.


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


[[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|H|5H}}, {{clr|H|2H}}]]
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{{GGST Move Card
{{GGST Move Card
|input=2H
|input=2H
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
Used in some pressure setups but otherwise unremarkable. Her most rewarding punish.
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, slower startup, shorter hitbox, and bad recovery, this move is not very good for blockstrings or in neutral, and is generally outclassed by her {{clr|H|5H}} or {{clr|D|2D}}. It's real value lies in its uniquely lower pushback on block, usefully setting up for some of Jack-O's [[{{PAGENAME}}/Strategy#Corner Pressure|corner pressure]] and for advanced use is a strong opening to {{MiniMoveCard|GGST|chara=Jack-O|input=236236H|label=[[{{PAGENAME}}#Cheer Servant On H|Cheer Servant On {{clr|H|H}}]]}}.
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.


While it may not be notable used raw, {{clr|H|2H}} is instrumental in Jack-O's combo routes. This is also one of her best punish combo starters, but its short range and slower startup makes this difficult to accomplish unless the opponent is extremely unsafe, such as after blocking an invincible Overdrive.
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.
* Launches Servants into a ground bounce.
* Launches Servants into a ground bounce.
* Ground bounces on hit.
* Ground bounces on hit.
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}}
}}


===<big>Sweep</big>===
===<big>{{clr|D|2D}}</big>===
{{InputBadge|{{clr|D|2D}}}}
 
{{GGST Move Card
{{GGST Move Card
|input=2D
|input=2D
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|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.
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 (though a little slower than {{clr|H|5H}}), 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 options. Unfortunately, on whiff this move is also agonisingly slow to recover. Naturally 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=[[{{PAGENAME}}#Summon Servant|Summon Servant (Hold)]]}}, however, this is also riskier on block as you cannot hitconfirm. This makes it a fantastic hitconfirm off {{clr|K|5K}} and {{clr|K|2K}}.
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=[[{{PAGENAME}}#Servant Shoot|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=236K|label=[[{{PAGENAME}}#Recover Servant|Recover Servant]]}} can help, it still leaves her dangerously close and unsafe.
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.


* Launches Servants in a long arc.
* Launches Servants in a long arc.
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{{GGST Move Card
{{GGST Move Card
|input=6P
|input=6P
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
''The'' anti-air attack. Also a counter to pokes in neutral.
''The'' anti-air attack, and a counter to pokes in neutral.


Like most {{clr|P|6P}}, this has upper-body invulnerability, making it objectively 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. This is also one of the better {{clr|P|6P}} attacks, as its invulnerability lowers extremely quickly, giving her slightly more time to react.
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 further due to the added height, making it good for poking at long-range.
{{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.
* Upper body invulnerable, excellent anti-air for opponents in front of Jack-O.
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{{GGST Move Card
{{GGST Move Card
|input=6H
|input=6H
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=6H|startup=8}}
|description=<!--Insert text below the = and above the }}-->
|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.
Primarily used for launching servants in a unique arc, otherwise a fairly underwhelming anti-air despite its enormous range.


Hitting a servant with {{clr|H|6H}}(1) 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. Especially as you can cancel off {{clr|H|6H}}(1) with {{MiniMoveCard|GGST|chara=Jack-O|input=236[P]|label=[[{{PAGENAME}}#Summon Servant|Summon Servant (Hold)]]}}, or whiff {{MiniMoveCard|GGST|chara=Jack-O|input=2P (near Servant)|label=[[{{PAGENAME}}#Pick Up Servant|Pick Up Servant]]}} for quick recovery. You can also carefully space a {{clr|H|6H}}(2) to hit a servant at a low angle, while the {{clr|H|6H}} hits a high angle, for large zoning coverage.
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 {{clr|H|6H}}(1) or a jump-in with {{clr|H|6H}}(2), but this quite commital. 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.  
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.  


* First hit launches Servants up in a high arc, while second hit launches in a long arc.
* First hit launches Servants up in a high arc, while second hit launches in a long arc.
* {{clr|H|6H(2)}} reaches maximum range and height on frame 27.
* Reaches maximum range and height on frame 27.
* {{clr|H|6H(1)}} causes floating crumple on hit, {{clr|H|6H(2)}} does not.
* First hit causes floating crumple on hit, second hit does not.
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=j.P
|input=j.P
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|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.
Fastest air attack, and a mixup tool. Good for challenging Air Throws and as a fast jump-in.
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{{GGST Move Card
{{GGST Move Card
|input=j.K
|input=j.K
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
For fast, rising air-to-air, with its quick startup, good active time, and high reach.
For fast, rising air-to-air, with its quick startup, good active time, and high reach.
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{{GGST Move Card
{{GGST Move Card
|input=j.S
|input=j.S
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
The deeper-hitting sister to {{clr|H|j.H}}. Strong jump-in for fast offense
The deeper-hitting sister to {{clr|H|j.H}}. Strong jump-in for fast offense
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{{GGST Move Card
{{GGST Move Card
|input=j.H
|input=j.H
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
The wide-hitting sister to {{clr|S|j.S}}. Strong jump-in for prolonged offense.
The wide-hitting sister to {{clr|S|j.S}}. Strong jump-in for prolonged offense.
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{{GGST Move Card
{{GGST Move Card
|input=j.D
|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 }}-->
|description=<!--Insert text below the = and above the }}-->
Stall for servant gauge. A cheeky way to end rounds.
Stall for servant gauge. A cheeky way to end rounds.
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{{GGST Move Card
{{GGST Move Card
|input=6D or 4D
|input=6D or 4D
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
Universal throw.
Universal throw, and the primary tool of Jack-O's gameplan.


A powerful starter for mixups and pressure, and with many tick throw opporunities it is one of the primary tools of Jack-O's gameplan. Unfortunately, Jack-O' loses all servants on a Throw Clash, making it essential to prevent simple defense against Throws.
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.
* Can throw the opponent either forward or backwards, based on the direction input.
* On Throw Clash, all servants will disappear.
* On Throw Clash, all servants will disappear similar to getting hit.
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=j.6D or j.4D
|input=j.6D or j.4D
|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}}
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
Universal air throw.
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.
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.
* Can throw the opponent either forward or backwards, based on the direction input.
* On Throw Clash, all servants will disappear.
* On Throw Clash, all servants will disappear.
}}
===<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]].
}}
}}


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{{InputBadge|{{clr|K|236K}} (Air OK)}}
{{InputBadge|{{clr|K|236K}} (Air OK)}}
{{GGST Move Card
{{GGST Move Card
|input=236K, Launched Servant
|input=236K, j.236K, Launched Servant
|versioned=input
|versioned=input
|description=<!--Insert text below the = and above the }}-->
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236K|title='''Servant Shoot'''}}
; Servant Shoot
{{#invoke:GGST-FrameChart|drawFrameData|input=j.236K|title='''Air Servant Shoot'''}}
{{#invoke:GGST-FrameChart|drawFrameData|input=Launched Servant|title='''Launched Servant'''|isProjectile=yes}}
|description=
Anti-zoning projectiles and the final move of any blockstring.
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. Unfortunately, for lack of any cancels without servants, it locks Jack-O' into an unfavourable defensive RPS where Jack-O' cancels into {{MiniMoveCard|GGST|chara=Jack-O|input=236[P]|label=[[{{PAGENAME}}#Summon Servant|Summon Servant (Hold)]]}} and attempts to evade a punish, or {{MiniMoveCard|GGST|chara=Jack-O|input=214P|label=[[{{PAGENAME}}#Recover Servant|Recover Servant]]}} to be safer. However, since this can be done before Servant Shoot, the threat of the frametrap can cause opponents hesitation, and thus give her safety in ending early. Unfortunately, even on Counter Hit, this move has almost no reward besides corner carry, unless in the corner.
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.
 
With a servant nearby, these weaknesses disappear, and it can instead be used as part of many pressure loops and setplay for extending blockstrings before needing to use Attack Command.


When used for launching servants, it is rather slow and can be easily stopped by any {{clr|P|5P}}, however it crushes most projectiles, making it extremely good for combatting opponents attempting to zone Jack-O', assuming their projectile has a lower Clash Level. The launched servant also hits barely high enough to catch instant Air Dashes from some distance away, but this is avoided by simply doing a slightly higher airdash.
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.
; Air Servant Shoot
A bizarre way to enhance {{clr|H|j.H}} through a whiffed cancel.
 
By cancelling the first hit of {{clr|H|j.H}} into Air Servant Shoot, Jack-O' will land early. Not only does this enable a faster {{clr|K|2K}} or Throw for a small (fuzziable) mixup, but by disrupting horizontal momentum you will land further away, allowing you to land further out, potentially in range of Jack-O's {{clr|S|c.S}} while safe from the opponent's Throw, improving her pressure options on block and combos on hit
 
From the air with a [[{{PAGENAME}}#Held Servant|Held Servant]], Air Servant Shoot launches at a straight trajectory above the opponent, going slightly further than Air Throw Servant for easier crossup servants but slower and with a shallower arc. If she delays the Air Servant Shoot, this can also make the released servant hit along the ground, being a faster substitute for landing into a grounded Servant Shoot. She can also cancel into it after bouncing a servant with any air attack except {{clr|D|j.D}}, to launch an idle servant below, covering multiple angles at once.
----
* Launches servants straight forwards 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.
* Launched servants have higher Clash Level, breaking most other projectiles.
* Can be canceled into all other specials and Overdrives, but not itself.
* 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 {{MMC|input=236D|label=Wild Assault}}.
}}
}}


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|input=236[P], 236P
|input=236[P], 236P
|versioned=input
|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 }}-->
|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.  
Jack-O's character defining move. The held version is essential to every single part of her gameplan.  
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===<big>Pick Up Servant</big>===
===<big>Pick Up Servant</big>===
{{InputBadge|{{clr|P|2P}} (near Servant)}}
{{InputBadge|{{clr|P|2P}} when near Servant}}
{{GGST Move Card
{{GGST Move Card
|input=2P (near servant)
|input=2P (near servant)
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=2P (near servant)|recovery=14}}
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
Picks up the nearest servant. Used as a bizarre way to fast-cancel servant launches.
Picks up the nearest servant. Used as a bizarre way to fast-cancel servant launches.
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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.
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.


Ironically, it is not very useful to ''actually'' pick up servants, except to conserve resources in neutral, as it is usually stronger to summon a new servant instead.
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.
* Servants can still be picked up even when launched.
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{{GGST Move Card
{{GGST Move Card
|input=6P/6K/6S/6H/6D while holding Servant
|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 }}-->
|description=<!--Insert text below the = and above the }}-->
Easiest way to get a servant behind the opponent.
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=[[{{PAGENAME}}#Attack Command|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.
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 a very easy method of zoning servants, it is very slow, making it very easy to {{clr|P|5P}} thrown servants. Instead it is more commonly used as part of okizeme, due to its high range and lower recovery. It can also work as a pressure extender in the corner. This can catch jumping opponents, jailing them into easy pressure, but also as a pressure reset, leaving Jack-O' so plus she can dash back in with {{clr|S|c.S}} or {{clr|D|2D}}.
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.


* Jack-O throws the servant she is currently holding in a tall arc.
* 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 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.
* Thrown servants have higher Clash Level, breaking most other projectiles.
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===<big>Release Servant</big>===
===<big>Release Servant</big>===
{{InputBadge|{{clr|D|5D}} while holding Servant (Air OK)}}
{{InputBadge|{{clr|D|5D}} or {{clr|D|[D]}} while holding Servant (Air OK)}}
{{GGST Move Card
{{GGST Move Card
|input=D while holding Servant
|input=D while holding Servant
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=D while holding Servant|recovery=11}}
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
The fastest way to exit Held Servant stance, for neutral and pressure routes.
Releases the servant in front of Jack-O. The fastest way to exit Held Servant stance, for neutral and pressure routes.


Releases the servant in front of Jack-O. 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. During Jack-O's defensive RPS situations she oftentimes jumps or runs away while holding a servant, so that she has time to release the servant and allow her to use attacks and block again. This can also often be used to simply change tactics when holding a servant, such as for punishing a whiffed attack.
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 {{MiniMoveCard|GGST|chara=Jack-O|input=236P|label=[[{{PAGENAME}}#Summon Servant|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 far-moving attacks with {{MiniMoveCard|GGST|chara=Jack-O|input=214S|label=[[{{PAGENAME}}#Defend Command|Defend Command]]}}.
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.


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=[[{{PAGENAME}}#Servant Shoot|Servant Shoot]]}}, but can make her very advantaged.
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.


* Jack-O drops the servant she is holding directly in front of her, exiting the Held Servant stance.
* 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.
* The servants fall slowly to the ground, allowing servants to be used from different heights.
* The servants fall slowly to the ground, allowing servants to be used from different heights.
}}
}}
==Servant Commands==
Jack-O' has 4 Special moves that issue a command to her active servants. Every command costs 1 bar of Command Servant Gauge to be used, and in some cases pauses the Servant Gauge for a short time.
All commands are issued to servants on Frame 3. Even if Jack-O' is interrupted they will still continue to perform the action, this includes from using Roman Cancels, or have Jack-O' be attacked while {{MiniMoveCard|GGST|chara=Jack-O|input=236236S|label=[[{{PAGENAME}}#Cheer Servant On S|Cheer Servant On {{clr|S|S}}]]}} is active.
<div style="font-size: 0.9em;">
* Servant gauge will not be spent until the command has been issued.
* Performing any command in the air will interrupt Jack-O's air momentum.
* Can be used when a servant is held with the corresponding attack button and be used with the held servant even without Command Servant Gauge (See [[GGST/Jack-O#Held Servant|Held Servant]] for more information).</div>


===<big>Recover Servant</big>===
===<big>Recover Servant</big>===
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{{GGST Move Card
{{GGST Move Card
|input=214P
|input=214P
|description=<!--Insert text below the = and above the }}-->
|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>
|description=
A servantless pressure reset, or to make blockstrings safe.
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 {{clr|K|2K}} (25F). It is fast for a reset, but is ''extremely'' telegraphed. And, unfortunately will usually result in fairly minimal pressure on block, with the exception of <span style="font-family: monospace;">{{clr|D|2D}} > {{clr|P|214P}} > {{clr|S|c.S}}</span>. 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 costs a resource and always leaves Jack-O' disadvantageous.
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.
 
Thankfully, if you have spare servants not helping, this at least compensates Servant Gauge while removing servants that would slow down the recharge, making it very cheap.


Despite its name, this move is useless when you have servants active on the opponent (outside of some combo routes), as it is almost impossible to not end up on a net ''negative'' with Servant Gauge, while also sacrificing pressure, and loudly telegraphing this fact. There's no useful reason to do this.
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.
* Recalls all servants, refilling Servant Gauge for +0.5 bars of Command Gauge and +1.0 bar of Summon Gauge per servant.
}}
}}
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{{InputBadge|{{clr|K|214K}} (Air OK)\{{clr|K|K}} while holding Servant (Air OK)}}
{{InputBadge|{{clr|K|214K}} (Air OK)\{{clr|K|K}} while holding Servant (Air OK)}}
{{GGST Move Card
{{GGST Move Card
|input=214K
|input=214K, K while holding Servant
|description=<!--Insert text below the = and above the }}-->
|versioned=name
|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>
|description=
Setplay, zoning, poking, the sky is the limit.
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 {{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.
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.


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 presure fundamentally breaks down for lack of Attack Command, and Servants become completely trivial as threats.
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.
* Launches vertically on hit.
* Pauses Servant Gauge recharge for 1 second on use.
* Interrupts a servant's movement mid-launch.
* Interrupt a servant's movement mid-launch.
}}
}}


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|input=214S, S while holding Servant
|input=214S, S while holding Servant
|versioned=name
|versioned=name
|description=<!--Insert text below the = and above the }}-->
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214S|title='''Defend Command shield'''|startup=4|active=28|recovery=0|frcStart=5|frcEnd=5}}
Protective shield, good for safely checking attacks in neutral.
{{#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>
All servants put up a large shield, making them impervious to most attacks. If the shield is attacked, the servant will parry and place the opponent into Guard Crush. With the lingering active time and large shields, this is very low-risk as one of the only counterplays is to run past the servant to attack Jack-O' at point-blank range, making it extremely good for disrupting pokes in neutral. This is balanced by its low-reward it is, dealing only 33 damage and requiring {{MiniMoveCard|GGST|chara=Jack-O|input=632146P|label=[[{{PAGENAME}}#Forever Elysion Driver|Forever Elysion Driver]]}} guarantee further damage, but does at least enable Jack-O's pressure. Depending how meaty the parry lands, Jack-O' can even run mixups and pressure even from enormous distances.
|description=
Servants raise a protective shield, parrying attacks and destroying projectiles. Good for safely checking opponent attacks.


Defend Command is also a potent anti-air. Not only does it defeat disjoints, but it's impossible to bait out the timing when it can cover Jack-O' permanently. Furthermore, on anti-air the Guard Crush launches the opponent, usually giving Jack-O' the opporunity to run underneath for a truly ambiguous left-right mixup using her {{clr|S|c.S}}, giving her significantly higher reward.
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.


In pressure, Defend Command is necessary to defeat {{keyword|DP}} attacks when Jack-O' is unable to get out of range (especially after using {{MiniMoveCard|GGST|chara=Jack-O|input=236[P]|label=[[{{PAGENAME}}#Summon Servant|Summon Servant (Hold)]]}}). However most of Jack-O's pressure does not largely gain from Defend Command, due to its lower reward while giving opponents the freedom to escape or even attack Jack-O'.
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.
* All Overdrives will be unaffected by Defend Command, and destroy the servant.
* Restores 1 bar of Command Servant Gauge upon successful Guard Crush.
* Damage dealt by parry cannot be the final blow, and will reduce opponents HP to at least 1.
* Damage dealt on Guard Crush cannot be the final blow, and will reduce opponents HP to at least 1.
* Interrupts a servant's movement mid-launch.
* Interrupts a servant's movement mid-launch.
* The Defend shield can protect Jack-O' for up to 13 frames after her recovery.
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=214H
|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 }}-->
|description=<!--Insert text below the = and above the }}-->
For flashy, expensive, round-ending combo optimisations. Practically useless anywhere else.
''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.


All active servants begin a Countdown, at the end they will detonate into a large explosion, destroying the servant in the process. Jack-O' has some unique combo routes utilising Countdown, scoring significantly more damage. However this costs all of her Servant Gauge, and sometimes even harming herself. The role of these combos is to end the round, as these costs become irrelevant if it immediately wins. These combos are not vital, however, and are more advanced optimisations of her damage potential.
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.


Despite appearing to be useful for pressure and setplay, the move is almost universally bad for Jack-O'. Not only does activation always leave her minus while ''loudly'' telegraphing this fact, but the explosion sets up for less result than Attack Command can usually offer, and the loss of Servant Gauge means inevitably any result is likely to have horrible okizeme that disadvantages Jack-O'. While it has some unique setplay and interactions, these are generally completely outclassed, and consequently, never used. While a few practical uses do exist, they are highly specific and not situations that can be commonly set up.
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.


* Servant gauge will not regenerate for the full duration of the countdown. When the Countdown hits 0, the servant gauge will drop to 0, and begin refilling immediately.
* Costs 1 bar of Command Servant Gauge.
* The servant's duration timer is ignored when counting down.
* 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.
* 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.
* Opponents stuck to the wall will not break through if hit by the explosion, instead launching back into the air.
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{{GGST Move Card
{{GGST Move Card
|input=632146P
|input=632146P
|frameChart=auto
|description=<!--Insert text below the = and above the }}-->
|description=<!--Insert text below the = and above the }}-->
A powerful but flawed invincible Command Grab with some unique perks, but is ''the'' least reliable invincible reversal in the game.
A high-risk high-reward invulnverable reversal with unique combo utility.
 
As a reversal, it is very poor. It will fail against any airborne attacks and delayed throw-immune command grabs, while also being slower than most invincible Overdrives, with excruciatingly long recovery. Furthermore, while it has substantial range, it does not hit extended hurtboxes, allowing opponents to outspace it entirely. To compensate, it deals extremely high single-hit damage able to take out ''any character'' from at least 26% health. Among its few upsides, FED cannot fail to crossups, and will simply hit behind her. Additionally, opponents cannot kara into Faultless Defense to block it. However, these are minor compared to its glaring flaws.


Additionally, it is a notable combo ender for its huge damage at no extra Servant Gauge cost, especially when used early in a combo for maximum damage. Unfortunately, even with Forever Elysion Driver, Jack-O's offense after wall-break is extremely lacking, meaning it is often better to not break the wall with it. With very good spacing Forever Elysion Driver can hit opponents stuck to the wall without breaking it (See: [[{{PAGENAME}}/Strategy#Non-Wallbreak_FED|Non-Wallbreak FED]]). Even in the event of a Wall Stick with a servant imminently breaking the wall, Forever Elysion Driver can be used immediately during the pause to secure a better safer wall-break.
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


Lastly, Forever Elysion Driver can be used during a Guard Crush from {{MMC|input=214S|label=Defend Command}} as an automatic punish for a total of 158 damage (193 on Wallbreak) and okizeme. This is inefficient for damage, given the advantages of Defend Command, but is your only guaranteed damage if necessary.
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.
* 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.
* Unlike other command grabs, it can hit during Guard Crush, Wall Stick, and in Combos, even if they are airborne.
* On Wall Break results in a Hard Knockdown for +36 frame advantage.
* On Wall Break results in a Hard Knokdown for +36 frame advantage.
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=236236S
|input=236236S
|description=<!--Insert text below the = and above the }}-->
|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>
Strengthen servants and push opponents back extremely safely, but needs space to set up.
|description=
Strengthen servants for 6 seconds, to push opponents back extremely safely, but needs space to set up.


Servants become almost invincible for 5 seconds, making Jack-O's zoning win immediately. Once established, Jack-O' is able to approach safely, as it becomes very dangerous for them to do anything, and even Burst becomes weakened. 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 approach as much as possible. This can even be quickly set up after a Burst to entirely reverse pressure at almost any time.
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 this is problematic in practise as many characters are equipped with powerful counterplay. Projectile Overdrives will often entirely invalidate this super, some have powerful full-screen offense to threaten even its short recovery, and some can even stall out the entire buff by jumping into the air. This makes it heavily situational to the matchup and circumstances, where you may need to find a gap where the opponent cannot act immediately (e.g. during a jump) to set up.
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.
* Prevents Servents disappearing after Jack-O' blocks or is hit by an attack.
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{{GGST Move Card
{{GGST Move Card
|input=236236H
|input=236236H
|description=<!--Insert text below the = and above the }}-->
|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>
Specialist corner pressure tool, for cranking R.I.S.C. and chipping down opponents.
|description=
Pressure reset to fully refill the Servant Gauge and keep your servants going.


Providing continuous Servant Gauge and halting Servants' duration for 5 seconds, this tool enables Jack-O' to loop pressure continuously. In particular looping <span style="font-family: monospace; display: inline-block;>{{clr|K|5K}} > {{clr|D|2D}} > {{clr|K|214K}}</span> will not be pushed out by Faultless Defense while still building considerable R.I.S.C. Once R.I.S.C. hits 100%, Jack-O' is free to use an Uncharged Dust Attack at any time, as it will launch into a full combo due to the R.I.S.C. Counter Hit effect. If the opponent doesn't use Faultless Defense, the much stronger <span style="font-family: monospace; display: inline-block;>{{clr|S|c.S}} > {{clr|K|236K}} > {{clr|K|214K}}</span> loop can be used instead for even more chip damage and R.I.S.C. gain.
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.


To set up, Jack-O' must usually perform a fast cancel from hitting a servant (especially {{clr|K|236K}} for its easy buffering). Done correctly this jails into {{clr|K|2K}}, and beginning the pressure in full. This can also be set up from some sandwich pressure with more technical setups, allowing carrying into the corner before beginning the pressure.
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.


As an unconventional offense, it suffers unconventional counterplay. Looping attacks this way makes baiting a {{clr|8|YRC}} nearly impossible. Additionally, using Faultless Defenses forces her to use the weaker blockstring, while stopping R.I.S.C. gain entirely and preventing the mixup. Therefore the strength of this move entirely hinges on how much Tension and R.I.S.C. the opponent starts with.
* 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.
* Overrides Servant Gauge recharge rate to a continuous 1.2 bars per seconds, regardless of current charge or active servants.
* Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.
* Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.
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==External References==
==Navigation==
==Navigation==
<center>{{Character Label|GGST|Jack-O|45px|label=Jack-O'}}</center>
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{{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.
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