GGST/Jack-O: Difference between revisions

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(→‎Defend Command: Largely expanded explanation and details)
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An extremely secure parry, protecting your servants and locking down opponents.
=== General ===
* Requires servant gauge to be used.
* Requires servant gauge to be used.
* Counter Hit state for the entire duration.
* Counter Hit state for the entire duration, and slightly extends hurtbox forward.
* The command is issued to servants on Frame 3. Even if the action is interuptted they will still continue to perform the action.
* The command is issued to servants on Frame 3. Even if Jack-O' is interuptted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
* Has -6 frame advantage on whiff when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit) and -8 frame advantage after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit).
* Has -6 frame advantage when canceled from {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} (2nd hit), -8 after {{clr|2|236K}}, {{clr|3|5S}}, {{clr|4|6H}} (1st hit), and -11 after {{clr|5|2D}}.
* Causes servants to put up a shield that blocks attacks.
* Performing in the air will interrupt Jack-O's air momentum.
* When {{clr|3|214S}} is used for cancel into whiff it's a safer option because it moves farther and allows to avoid punish e.g from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.
=== Defend Command ===
* Can be used while servant is being held.
* Causes servants to put up a shield that blocks attacks. Prevents the servant being destroyed.
* Puts opponents who attack the shield's hurtbox into [[GGST/Defense#Guard_Crush|Guard Crush]] state. They cannot be regular thrown but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].
** Multi-hit projectiles such as Leo's [[GGST/Leo_Whitefang#Gravierte_Würde|Gravierte Würde]] only lose 1 hit from Defend, usually destroying servants immediately after.
** The Guard Crush state trigger depends on the distance between the opponent and the shield.
** Will work even if behind Jack-O' so long as the attack reaches the Defend shield.
* Cannot block supers.
** All Overdrives will be unaffected by Defend Command.
Useful as a way to prevent opponents from hitting and killing servants. Combining this with multiple servants in different horizontal/vertical positions can allow you to block off a very large portion of the screen from attacks. Since servants are normally very easy to destroy with a normal even when being used as a projectile, this move is very important to playing servant neutral effectively. Even though it won't block supers, since it can theoretically be used at full screen with proper servant placement, you can still create a scenario where you won't get hit by the reversal super and simply lose your servant, even getting a punish in the best case scenario.
* Puts opponents who attack the shield's hitbox into [[GGST/Defense#Guard_Crush|Guard Crush]] state. They cannot be regular thrown but they can be thrown with [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]].
** If a held servant is dropped during the hitstop when an enemy attacks the Defend hitbox, it will prevent the gaurd crush while eliminating the opponent's hitbox, allowing otherwise impossible punishes as the opponent will not be able to block.
** Projectiles (including Zato=1's Eddie) can still cause Guard Crush if the opponent's hurtbox overlaps the servant's defend hitbox.
* Can interrupt a servant's movement mid-launch.
* Active faster than Jack-O's basic {{clr|1|5P}} jab.
* The Defend shield can protect Jack-O' for up to 7 frames after her recovery.
* While it is +31 at minumum, it is unlikely to parry on the first frame, making it usually even more frame advantanged.
 
Useful as a way to prevent opponents from hitting and killing servants. In most scenarios Attack Command ({{clr|2|214K}}) will be better due to the potential to counterhit aggressive enemies alongside benefits even on block. However, Defend command is active extremely fast allowing preventing many attacks on reaction, and cannot be defeated even by invincible or massively disjointed attacks, making it very low risk. Even if the enemy cannot be directly harmed during Guard Crush, Jack-O' is free to move, summon more servants, and begin her preference of pressure and mixups in the time it takes them to recover, netting her substantial reward. With at least {{clr|3|50% Tension}}, Guard Crush can lead into a Forever Elysion Driver for an immediate 142 damage ''(lower due to combo scaling)''. When Jack-O' is in the air, the faster startup also means she can spend more time in her initial air momentum before using Defend Command to interrupt possible anti-airs as she lands, giving her more freedom of movement.
 
Defend Command can work as an alternative anti-air, with the massive hitbox of the shield it can catch attacks from long range and works against largely disjoined air-to-ground attacks such as Ramlethal's {{clr|4|j.H}}, which would otherwise defeat Attack Command ({{clr|2|214K}}) or Jack-O's {{clr|1|6P}}.
 
When used for cancelling from unsafe attacks (e.g. {{clr|5|2D}}), it is less effective than Attack Command ({{clr|2|214K}}) as it does not prevent grabs and won't directly cause damage if successful. However, it has a much larger effective range and cannot be defeated by fast invincible attacks (e.g. Sol's Volcanic Viper), except for Overdrives (e.g. Sol's Tyrant Rave). After a blocksting into {{clr|5|2D}}, using Summon Servant Hold into Defend Command is the only meterless option to avoid punish from invincible reversals, however by combining with dropping the servant to remove guard crush it can allow for massive punishes.
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Revision as of 14:07, 26 September 2021



Overview
Overview

Jack-O' is a momentum-based character who looks for opportunities to summon Servants that fight by her side. These Servants provide her with additional space control tools and enhance both her offensive and defensive capabilities.

Jack-O' starts the round without any Servants (AKA Minions or Summons) by her side. 5K and f.S are basic pokes that can create opportunities to safely Summon Servants and build up pressure. Her 2D is a long-ranged sweep with strong low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties. Other good normals include 6H, which is great for anti-airing, and j.H, which has a deceptively large hitbox and can cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them..

She can summon up to three Servants at once, but just one Servant is enough to change her from a risky character to an infectiously happy party-starter with many new options. Attack Command orders all summoned Servants to attack, empowering combos and blockstrings, whereas Defend Command grants all Servants shields that leave the opponent in a Guard Crush state if attacked. Jack-O' can use Servant Shoot or normals to hit the Servants and launch them like projectiles. She can also Pick Up Servants to reposition them or throw them, all while retaining access to Servant Shoot and Servant-based special moves while they're in her hands.

Jack-O's biggest flaw is her reliance on Servants to get going, which is made worse by Servants disappearing if either they or Jack-O' take a hit. Because of this, Jack-O' can struggle under pressure. Her abare options are mediocre at best and she’s quite frail, so a single mistake can be very punishing. These weaknesses can be overcome by making use of Jack-O's myriad of options, which requires creativity, plenty of lab time, and quick adaptation.

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  Jack-O is a Technical type who dominates the battle with an assembly of Servants.

Pros
Cons
  • Versatile: Jack-O' has a kit that can function as both a zoner and a close-range mixup character thanks to long pokes, an advancing sweep, and her minion setups.
  • Servants: Jack-O's Servants allow for unique forms of pressure and zoning. She can mount an oppressive minion offensive at close range or set up a conga-line of minions at range to poke the opponent. Cheer Servant On further empowers Servants by giving Guard Point in the S version or boosting the Servant gauge replenish speed in the H version, bolstering their utility and overall potential.
  • Strong Oki: Jack-O' gets strong knockdown pressure from most knockdowns due to her minions. The ability to safely invalidate reversals with Defend Command or keep pressure on with Attack Command makes Servants a force to be reckoned with on wakeup in the right hands.
  • Chip Damage: Jack-O' has access to setups which yield strong damage through chip, or force the opponent to spend meter on FD and YRC.[1]
  • Servant Gauge Management: Keeping track of her unique resource can be taxing. She can be severely punished for spending all her gauge at once or, conversely, not spending enough. All of Jack-O's specials aside from 236K involve the Servants, so without them you have to rely on your unsafe normals until you get to a situation where you can set them up safely.
  • Fickle Servants: Jack-O's servants are easy to kill without proper use of either Cheer Servant On or Defend Command, both of which consume valuable resources. Even as projectiles, they lose to virtually any button on their own. They also disappear if unbuffed when Jack-O' blocks, and die to supers even if buffed.
  • Poor on the Back Foot: Jack-O's kit is specialized for offense, and she loses access to almost all of her strong options on defense. When stripped of her servants and range, she can struggle.
Note: Currently, Jack-O is understood to be a difficult character with a lot left to figure out and discover. Many of her perceived issues may turn out to not be weaknesses, but rather a consequence of her difficulty or players' unfamiliarity with her.

GGST Jack-O ServantGauge.png
Jack-O' summons Servants (AKA "minions") to fight alongside her. The gauge refills passively, but Jack-O' can recall servants or spend meter to restore it faster. The gauge can be spent to summon minions and give them commands. Each portion of the gauge represents one minion that she can summon. The Servant head icon on top of the bar represents a hard cap on the gauge, which goes down each time Jack-O' gives a command, meaning as she issues more commands, the fewer minions she can store. This cap also raises passively as the Servant head reaches the lolipop at the end of the gauge.

The minions have numbers on their shields corresponding to their creation (1, 2 and 3). Jack-O' can have up to three servants out at once. Servants disappear when Jack-O' is hit. They also disappear after they have been present and floating for about 8 seconds (they flap their wings 10 times after Jack-O' places them in the air). Each servant can take up to two hits from Jack-O' before disappearing. Each time she hits them, about half of their overall life timer is removed from their remaining time.

She can hit them with her attacks and launch them at various angles as projectiles. The act of hitting a minion follows the rules for on-hit cancels, meaning you can jump, special, and even super cancel out of interacting with minions depending on the move.

Minions bounce off each other if they collide as projectiles or after setting them down on top of each other. If a minion is launched or set on top of another, the second minion will be launched generally in the same direction and with the same speed as the first.

She can send commands to her minions to make them attack, shield themselves, retreat to restore Servant Gauge, or explode after three seconds. A minion will always complete its command before disappearing.

Jack-O' starts each round with one bar of gauge. Gauge does not carry over between rounds.
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Jack-O


P.S. Please use #GGST_JC for her hashtag on Twitter. JO is Johnny, JA is Jam.

Normal Moves

5P

5K

c.S

f.S

5H

5D

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
45 High 20 3 26 - -

  • Data in [] represents values when fully charged.
  • Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
  • Deals more damage when fully charged, launches opponent on hit if combo'd into.
  • Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
  • 80% proration if not fully charged.
  • Launches Servants up in a high arc.

6P

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 - -

  • 6H(1) launches Servants up in a high arc.
  • 6H(2) launches Servants in a long arc and whiffs vs. crouching opponents.
  • 6H(1) launches opponents on hit, 6H(2) does not.

Jack-O' pulls the chain up for a close range strike, followed by a shot from between her legs that hits at an upward angle for a half screen attack. Deals high damage and launches if both hits connect, letting Jack-O set up a servant midscreen or continue a combo with 236K in the corner. The second hit whiffs against crouching opponents, but 6H(1) has more than enough blockstun for Jack-O to safely setup 236[P].

2P

2K

2S

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 - -

  • Launches Servants into a ground bounce.
  • Ground bounces on hit.
  • Bounces (opponents) higher on CH with enough time to sneak in a Summon and continue a combo.

Always combos from c.S and is a natural frame trap from 2S. 2H may seem like an enticing and rewarding anti-air option due to its large vertical hitbox, higher ground bounce on aerial hit, and 100% proration value. Unfortunately its slower startup, small horizontal hitbox and extended vertical hurtbox give it very noticeable consistency issues, causing it to lag behind 2S as the go-to vertical anti-air. Thus, while the potential rewards may be great, 2H is mostly relegated to combos.

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 - -

  • Launches Servants in a long arc.
  • Extremely low profile.

Highly unsafe up close, but can be made safer when spaced or canceled into special move, such as Servant Shoot. Being a combination of ludicrous low profile and advancing normal makes this an extremely effective counter poke. On most characters, when comboing from 2K, 2D will combo without issues. However, against CH, PO, FA, MI, LE, NA, GI, GO - Max range 2K > 2D will not combo. 2D will always combo into 236K against grounded opponents, regardless of the range.

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Summon Servant

236P (Hold OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

Jack-O's character defining move. Summons a Servant in front of Jack-O' that she can manipulate with her normal and special moves.

  • Requires servant summon gauge to be used. Summoning servants will not reduce access to other servant commands, but using commands will reduce the maximum gauge for summoning.
  • Counter Hit state for the entire duration.

Forming the bread and butter of Jack-O's entire gameplan. Summoning servants plays an essential role in combos, okizeme, mixups, pressure, and even avoiding punishes after being blocked on unsafe attacks. Servants are so valuable it is very common to summon a servant instead of taking damage opportunities as the long-term benefits are substantial. However, to get this opportunity, Jack-O' will need to either knock the enemy down with Throw or 2D, create enough space using 6H and Servant Shoot (236K), or summon unpredictably during pressure strings such as after 5K.


236P

Places servant directly in front of Jack-O'.

  • Unsafe way to end blockstrings.
  • If done extremely close, the servant can be placed behind an opponent.

236[P]

If you hold P button during the input, then Jack-O' will instead hold the servant in her hands.

  • Jack-O' retains access to Servant Shoot while holding a servant.
    • See Pick Up Servant section for more details about attack buttons in this state.
  • Canceling into this version of the move is very useful in blockstrings as it makes canceling from 2D -1 on block; 236K, c.S, and 6H (1st hit) +2 on block; and 5H, 2H, and 6H (2nd hit) +4 on block.
  • Performing this version of the move and immediately Release Servant takes an identical amount of time, but places the servant closer to Jack-O' and at an initially higher elevation for different launch angles.

A much faster summon, but can restrict access to vital attacks. The improved speed can be especially useful for escaping after an unsafe attack is blocked by either using Defend Command (S), jumping, or dashing backwards before the enemy can punish. This also provides immediate access to Throw Servant to launch servants at a much higher angle while maintaining their full duration.


Servants

  • Summons go away after Jack-O' gets hit, blocks an attack, or after 8 seconds since being summoned. Being hit by Jack-O' takes away about half of their total life timer.
    • If a servant is still being launched when their timer expires, they can still be issued a command, be picked up, or launched again. They will only disappear once allowed to be idle.
  • If Jack-O' or an opponent hits the servant they are able to gatling and cancel from hitting it.
    • Opponents will still freeze monentarily ('hitstop'), similar to hitting Jack-O', largely extending their attack's active duration. This gives more time to whiff punish, but can also make it unexpectedly easy to run into lingering attacks, particularly invincible Overdrives.
    • If Jack-O' hits an opponent and a servant, she will not freeze momentarily at all, functionally entering attack recovery 11~15 frames faster than normal. Assuming the servant doesn't apply a weaker block as a result, this can make her moves extraordinarily safer on block.
  • If edges of the screen move, the servant will follow and remain on-screen.
  • May be given a different elevation after being hit by Jack-O'. Servants will slowly move back to their default height while idle.

The servants play an essential role in almost everything Jack-O' does. See her servant commands for more information on their utilities. The general goal of servants will be to get them near to the enemy to force the enemy into dealing with Jack-O's servant command options and begin her various setups and threats, where any single hit can lead to large combos with the servants' assistance. It is also extremely valuable getting a servant behind an opponent, as they become impossible for most characters to remove, while maintaining the full threat. Despite their value they are disposable, as the opponent may need to waste time attacking them to remove them, and it is important to take advantage of launching servants to lock opponents for as long as possible from all ranges.

Pick Up Servant

2P (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 - -

Free re-use of your servants at the drop of a hat!

  • Picks up the servant nearest to Jack-O'.
    • Servants can still be picked up even when launched.
  • If the picked up servant is destroyed, disappears, or moves out of range before the move can pick up the servant, it will not pick up any servant.
    • This can be used to fast cancel any move by whiffing Pick Up Servant after launching a servant, this can allow some looped pressure and allow various moves to become incredibly safe on block.

Held Servant

Jack-O' cannot block during the stance. She also loses her backdash along with its invulnerability, but in its place she gains a backwards run. Her air dashes remain unaffected.

  • The held servant's timer is paused while held.
  • She can still perform Servant Shoot (236K), and gains access to Throw Servant and Release Servant.
    • Servant Shoot is a little slower than K when performed immediately after Summon Servant Hold (214[P]).
  • Each attack button now performs their respective servant command without the need of any motion inputs.
    • P performs Recover Servant.
    • K performs Attack Command. +2 oB even off K~D but whiffs on crouchers.
    • S performs Defend Command.
    • H performs Countdown.
    • D performs Release Servant.
    • Any of these buttons with the 6 direction will perform Throw Servant.
  • The held servant does not require Servant Command Guage to perform any of the commands, but it will still expend any remaining gauge that is available. Other non-held servants will not perform any action if there is not sufficient servant gauge.
  • It is still possible to tech throw in this stance.

Jack-O's unusually weaker stance. She is extremely vulnerable in this state as she cannot block, and has no fast low-hitting attacks making her very susceptible to dash-in attacks. However she becomes extremely mobile, and with a servant ready the moment she performs Release Servant (D) she can turn it into a substantial offensive capability. As this stance is reached automatically off the faster Summon Servant, it can be used in conjunction with summoning servants to avoid spending the entire duration static and grounded, and the potent mobility can be used as a way to avoid potential punishes with its uniquely fast backwards dash.

While the stance is generally weaker, a held servant provides Jack-O' some of the best anti-air capabilities in the game using Attack Command (K), Defend Command (S), and Throw Servant (6X).

Throw Servant

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

No results
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

  • Jack-O throws the servant she is currently holding.
  • Servants are thrown in an arc.
  • Thrown servants slide down the wall.

Some of Jack-O's combo enders midscreen leave enough space between her and her opponent that she cannot simply Summon and hit the minion for oki. That's mainly what this move is for, as the throw moves servants much farther than any of her normals do. It's also helpful for repositioning servants without hitting them.

Release Servant

5D while holding Servant (Air OK)

Recover Servant

214P (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 - -

General

  • Requires servant gauge to be used.
  • Counter Hit state for the entire duration, and slightly extends hurtbox forward.
  • The command is issued to servants on Frame 3. Even if Jack-O' is interuptted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
  • Has -6 frame advantage when canceled from 5H, 2H, 6H (2nd hit), -8 after 236K, 5S, 6H (1st hit), and -11 after 2D.
  • Performing in the air will interrupt Jack-O's air momentum.

Recover Servant

  • Recalls all servants and refills the servant gauge by 1 bar per servant recovered.

An economical method of using servant commands for their framedata if there are no useful servants nearby, as recovered servants compensate for the gauge cost. There must be at least 2 active servants to gain servant gauge from using this command. Can be used as an emergency stop of the Countdown (214H) detonation.

Attack Command

214K (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
50 All 12 6 Total 23 - -

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

General

  • Requires servant gauge to be used.
  • Counter Hit state for the entire duration, and slightly extends hurtbox forward.
  • The command is issued to servants on Frame 3. Even if Jack-O' is interuptted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
  • Has -6 frame advantage when canceled from 5H, 2H, 6H (2nd hit), -8 after 236K, 5S, 6H (1st hit), and -11 after 2D.
  • Performing in the air will interrupt Jack-O's air momentum.

Attack Command

  • Causes all servants on screen to attack, moving forward in the process.
  • Jump cancelable on hit or block.
  • Launches vertically on hit.
  • Can interrupt a servant's movement mid-launch.
  • Decent startup and very fast recovery.

Jack-O's most powerful move. Attack Command is fast, high damage, and inescapably oppressive so long as Jack-O' has servants and servant gauge. It can be canceled into during pressure to create repeated frametraps and chip damage. Servants behind an opponent will push the opponent back towards Jack-O', nullifying the pushback from Faultless Defense and further enhancing her potential pressure options. All hits launch the opponent vertically, allowing lengthy combos, including Attack Command loops on the edge of the screen.

Defend Command

214S (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
33 4 28 Total 30 - -

An extremely secure parry, protecting your servants and locking down opponents.

General

  • Requires servant gauge to be used.
  • Counter Hit state for the entire duration, and slightly extends hurtbox forward.
  • The command is issued to servants on Frame 3. Even if Jack-O' is interuptted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
  • Has -6 frame advantage when canceled from 5H, 2H, 6H (2nd hit), -8 after 236K, 5S, 6H (1st hit), and -11 after 2D.
  • Performing in the air will interrupt Jack-O's air momentum.

Defend Command

  • Causes servants to put up a shield that blocks attacks. Prevents the servant being destroyed.
    • Multi-hit projectiles such as Leo's Gravierte Würde only lose 1 hit from Defend, usually destroying servants immediately after.
    • Will work even if behind Jack-O' so long as the attack reaches the Defend shield.
    • All Overdrives will be unaffected by Defend Command.
  • Puts opponents who attack the shield's hitbox into Guard Crush state. They cannot be regular thrown but they can be thrown with Forever Elysion Driver.
    • If a held servant is dropped during the hitstop when an enemy attacks the Defend hitbox, it will prevent the gaurd crush while eliminating the opponent's hitbox, allowing otherwise impossible punishes as the opponent will not be able to block.
    • Projectiles (including Zato=1's Eddie) can still cause Guard Crush if the opponent's hurtbox overlaps the servant's defend hitbox.
  • Can interrupt a servant's movement mid-launch.
  • Active faster than Jack-O's basic 5P jab.
  • The Defend shield can protect Jack-O' for up to 7 frames after her recovery.
  • While it is +31 at minumum, it is unlikely to parry on the first frame, making it usually even more frame advantanged.

Useful as a way to prevent opponents from hitting and killing servants. In most scenarios Attack Command (214K) will be better due to the potential to counterhit aggressive enemies alongside benefits even on block. However, Defend command is active extremely fast allowing preventing many attacks on reaction, and cannot be defeated even by invincible or massively disjointed attacks, making it very low risk. Even if the enemy cannot be directly harmed during Guard Crush, Jack-O' is free to move, summon more servants, and begin her preference of pressure and mixups in the time it takes them to recover, netting her substantial reward. With at least 50% Tension, Guard Crush can lead into a Forever Elysion Driver for an immediate 142 damage (lower due to combo scaling). When Jack-O' is in the air, the faster startup also means she can spend more time in her initial air momentum before using Defend Command to interrupt possible anti-airs as she lands, giving her more freedom of movement.

Defend Command can work as an alternative anti-air, with the massive hitbox of the shield it can catch attacks from long range and works against largely disjoined air-to-ground attacks such as Ramlethal's j.H, which would otherwise defeat Attack Command (214K) or Jack-O's 6P.

When used for cancelling from unsafe attacks (e.g. 2D), it is less effective than Attack Command (214K) as it does not prevent grabs and won't directly cause damage if successful. However, it has a much larger effective range and cannot be defeated by fast invincible attacks (e.g. Sol's Volcanic Viper), except for Overdrives (e.g. Sol's Tyrant Rave). After a blocksting into 2D, using Summon Servant Hold into Defend Command is the only meterless option to avoid punish from invincible reversals, however by combining with dropping the servant to remove guard crush it can allow for massive punishes.

Countdown

214H (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 - -

  • Requires servant gauge to be used.
  • Counter Hit state for the entire duration.
  • The command is issued to servants on Frame 3. Even if the action is interuptted they will still continue to perform the action.
  • Has -6 frame advantage on whiff when canceled from 5H, 2H, 6H (2nd hit) and -8 frame advantage after 236K, 5S, 6H (1st hit).
  • Can be used while servant is being held.
    • Picking up and throwing servants retains the timer.
  • Causes all servants on screen to explode after three seconds.
    • As soon as the explosion begins, the servant gauge will drop to 0 and servants will be considered "despawned", instantly beginning to refill the gauge.
    • Explosion can hit Jack-O as well as the opponent.
    • Explosion causes the opponent to fall off the wall allowing for resets and combo extensions.
    • Explosion causes 30 frames of blockstun.
    • Jack-O may hit minions with a countdown timer any number of times and they will not disappear

Another extremely useful summon option, even if it doesn't look that way on the surface. 214K cannot be input during moves like Throw, but timing a throw so the explosion hits while the opponent is in the air lets Jack-O continue a combo meterlessly.

Servant Shoot

236K (Air OK)

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 - -

  • Can be jumped or backdashed after the super flash unless the opponent is using Faultless Defense.
  • If the opponent is using Faultless Defense, their only escape option is to gold burst after the super flash.
  • Will still hit opponents wall stuck at ground level, given they are in range.
  • Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' +36 afterwards.

Jack-O's reversal super. Also quite useful when an opponent is Guard Crushed by Defend Command. Even though it's a throw, it can be used as a combo ender (e.g. with c.S> 2H/2D). The move can also be used as a reversal, but its important to keep in mind the exact range this super will be effective at. When the move is performed, Jack-O leaps into the air and moves forward with the superflash, instantly grabbing the opponent if the hitbox makes contact with them. The range is much longer than the average command grab, being roughly comparable to her 5K or Sol's HS in terms of how far she leaps. The move leads to decent reward on hit, so make sure you measure the distance of the move effectively if you want to try and whiff punish with it, since the animation on miss makes Jack-O very punishable.

Cheer Servant On

236236S or 236236H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • Both versions temporarily pause Servants despawn timer, allows Servant gauge gain during Countdown, prevents them from despawning after Jack-O' blocks, and allows Jack-O' to hit them around infinitely until it runs out.
  • Both versions have +3 frame advantage when canceled from 5H, 2H, 6H (2nd hit) and +1 frame advantage after 6H (1st hit), allowing you to safely continue pressure with the buff active.
  • S version temporarily gives Servants infinite Guard Point, preventing them from disappearing when hit aside from Overdrives and burst.
    • Also prevents Servants from disappearing when Jack-O' is hit, but Servants cannot be be given new commands at that time.
    • Opponents are still able to cancel moves off of the Servant's Guard point as if they landed a hit.
  • H version temporarily makes the Servant gauge recover very quickly.
    • Servants are still just as vulnerable as before, though the increased Servant meter gain naturally allows for more use of Defend Command.

Both versions can be active at the same time. The low startup and recovery of this super means it can often be cancelled into mid-combo. The H version can complement Countdown fairly well, as it makes the opponent incapable of intercepting the explosion without using resources, while also allowing the Servant gauge to continue increasing.


External References

Navigation

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

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