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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.
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.


In pressure, Defend Command is nessecary 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'.
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'.


* All Overdrives will be unaffected by Defend Command, and destroy the servant.
* All Overdrives will be unaffected by Defend Command, and destroy the servant.
Line 631: Line 631:
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.  
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.  


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 nessecary.
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.


* 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.

Revision as of 06:35, 3 October 2022



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 in. Her 5K, 2K, and f.S are basic pokes to create opporunities 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 Shoot or her Normals to launch the Servants like projectiles with a multitude of angles. Issuing Attack Command will make all servants attack, empowering blockstrings and combos. Issuing Defend Command will make all servants raise shields to deflect oncoming attacks. She can also pick up servants 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  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 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.
  • Strong Pressure: Jack-O' can lock opponents into brutally long and safe pressure strings with many 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. opportunities, both midscreen and in the corner, thanks to the strength of Attack Command. Knockdowns lead into powerful safejumps and mix-ups, and pressure can be further enhanced using Cheer Servant On 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 2K, long-reaching 5K, extremely difficult to challenge 2D, and large 5H, Jack-O' is very good at direct RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. interactions.
  • Servant Gauge Dependant: Running low on her resources is extremely detrimental, as without access to Summon Servant or 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 2D and 5H on Counter Hit, often making her dependent on Forever Elysion Driver for damage.
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Jack-O
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
2P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146P (11F)
Servants

Jack-O' can summon Servants to fight alongside her. Jack-O' can both use servants directly, or issue them commands for them to perform.

Jack-O's Servant Command Specials issue instructions for servant, 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. These allow servants to support Jack-O' greatly for zoning, pressure and neutral.

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.

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'.

  • 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.
  • 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.
Servant Gauge
GGST Jack-O ServantGauge.png

Jack-O' summoning and 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.
  • 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.

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 Strategy for more information). The passive recharge may also be temporarily paused during some commands.

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

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

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.pngGuardStartupRecoveryTotal 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

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 and  Goldlewis.

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

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, giving almost exclusively frametraps that are minus on block. 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

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

Unfortunately, a very weak 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 5K for a hard knockdown, but otherwise gains very little.

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

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.

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.pngGuardStartupRecoveryTotal 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

Dust Attack

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
Dust Attack 45 High 20 3 26 -15 none
Charged Dust Attack 56 High 28 3 26 -10 none

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, such as during during pressure from Cheer Servant On HGGST JackO Cheer Servant On H Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes, 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.


Charged Dust Attack

On-hit, holding 8 will activate Homing Jump 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
Dust Attack 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged Dust Attack 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 75%

Dust Attack:

  • 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 Dust Attack:

  • 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

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

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

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.

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 5H gatling, it barely functions as an attack. It isn't even useful to launch servants as it is entirely outclassed by 6H. This is strictly an anti-air move.

  • Launches Servants up in a high arc.

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

Used in some pressure setups but otherwise unremarkable. Her most rewarding punish.

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 5H or 2D. It's real value lies in its uniquely lower pushback on block, usefully setting up for some of Jack-O's corner pressure and for advanced use is a strong opening to Cheer Servant On HGGST JackO Cheer Servant On H Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes.

While it may not be notable used raw, 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.

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

Sweep

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

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 (though a little slower than 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 2D gives some of Jack-O's best okizeme when cancelled into Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage-, however, this is also riskier on block as you cannot hitconfirm. 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 236K.pngGuardAllStartup15Recovery25Advantage-12 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

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

Like most 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 f.S attacks. This is also one of the better 6P attacks, as its invulnerability lowers extremely quickly, giving her slightly more time to react.

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 further due to the added height, making it good for poking at long-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

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

Hitting a servant with 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 6H(1) with Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage-, or whiff Pick Up ServantGGST JackO Pick Up Servant.pngGuardStartupRecoveryTotal 14Advantage- for quick recovery. You can also carefully space a 6H(2) to hit 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 6H(1) or a jump-in with 6H(2), but this quite commital. 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.
  • 6H(2) reaches maximum range and height on frame 27.
  • 6H(1) causes floating crumple on hit, 6H(2) 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

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

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

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

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

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

Universal throw.

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.

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

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

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.

  • 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

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
Launched Servant 45 [50] All 6 -6 none
Servant Shoot

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 Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage- and attempts to evade a punish, or Recover ServantGGST Jack-O 214P.pngGuardStartup10RecoveryTotal 19Advantage- 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.

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 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.


Air Servant Shoot

A bizarre way to enhance j.H through a whiffed cancel.

By cancelling the first hit of j.H into Air Servant Shoot, Jack-O' will land early. Not only does this enable a faster 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 c.S while safe from the opponent's Throw, improving her pressure options on block and combos on hit

From the air with a 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 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.
  • Can be canceled into all other specials and Overdrives, but not itself.

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

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 (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

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 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.

  • 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

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 servants, it is very slow, making it very easy to 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 c.S or 2D.

  • Jack-O throws the servant she is currently holding in a tall arc.
  • 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 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

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.

Releasing a servant is slightly different to placing it with Summon Servant (Place)GGST Jack-O Summon Servant.pngGuardStartup10RecoveryTotal 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 far-moving attacks with Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25.

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.

  • Jack-O drops the servant she is holding directly in front of her, exiting the Held Servant stance.
  • 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 Cheer Servant On SGGST JackO Cheer Servant On S Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes is active.

  • 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 Held Servant for more information).

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

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 is extremely telegraphed. And, unfortunately will usually result in fairly minimal pressure on block, with the exception of 2D > 214P > c.S. 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 costs a resource and 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.

  • 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)

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 +15 none

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 presure fundamentally breaks down for lack of Attack Command, and Servants become completely trivial as threats.

  • Launches vertically on hit.
  • Pauses Servant Gauge recharge for 1 second on use.
  • Interrupt a servant's movement mid-launch.

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

Protective shield, good for safely checking attacks in neutral.

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 Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41 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.

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 c.S, giving her significantly higher reward.

In pressure, Defend Command is necessary to defeat DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. attacks when Jack-O' is unable to get out of range (especially after using Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage-). 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'.

  • 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 on Guard Crush cannot be the final blow, and will reduce opponents HP to at least 1.
  • Interrupts a servant's movement mid-launch.
  • The Defend shield can protect Jack-O' for up to 13 frames after her 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
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

For flashy, expensive, round-ending combo optimisations. Practically useless anywhere else.

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.

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.

  • 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.
  • The servant's duration timer is ignored when counting down.
  • 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

A powerful but flawed invincible Command Grab with some unique perks, but is the least reliable invincible reversal in the game.

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: 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.

Lastly, Forever Elysion Driver can be used during a Guard Crush from Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25 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.

  • 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 Knokdown 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

Strengthen servants and 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.

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.

  • 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

Specialist corner pressure tool, for cranking R.I.S.C. and chipping down opponents.

Providing continuous Servant Gauge and halting Servants' duration for 5 seconds, this tool enables Jack-O' to loop pressure continuously. In particular looping 5K > 2D > 214K 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 c.S > 236K > 214K loop can be used instead for even more chip damage and R.I.S.C. gain.

To set up, Jack-O' must usually perform a fast cancel from hitting a servant (especially 236K for its easy buffering). Done correctly this jails into 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.

As an unconventional offense, it suffers unconventional counterplay. Looping attacks this way makes baiting a 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.

  • 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.


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

External References

Navigation

 Jack-O'



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