GGST/Jack-O: Difference between revisions

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(→‎Defend Command: Added 2 new lines into description about frame advantage on cancels into whiff and about 214K's use in blockstring)
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* Requires servant gauge to be used.
* Requires servant gauge to be used.
* 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).
* When {{clr|2|K}} whiff canceled it's a safer option because it moves farther and for example allows to avoid punish from Sol's {{clr|2|5K}} after Jack-O's {{clr|4|2H}}.
* Can be used while servant is being held.
* Can be used while servant is being held.
* Causes servants to put up a shield that blocks attacks.  
* Causes servants to put up a shield that blocks attacks.  

Revision as of 13:44, 28 August 2021



Overview
Overview

Builds her strategy by relying on servants and tries to set the pace of the match with it.

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

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

Pros
Cons
  • Zoner: Can creates pressure from any part of the screen.
  • Strong Oki: Jack-O' gets strong pressure from most knockdowns.
  • Meter-reliant: Summoning and giving orders to your servants requires servant gauge so a terrible management of these can leave you in a terrible spot.
  • Where are my specials?: All of Jack-O's specials aside from 236K involve the servants so without them you have to rely on your normals until you get in a situation where you can set them up safely.
  • Defense: Jack-O has no meterless invincible reversal and an average speed jab for escaping pressure.

GGST Jack-O ServantGauge.png

Jack-O summons Servants ("minions") to fight alongside her. The minions have numbers on their shields corresponding to their creation (1st is 1, 2nd is 2). She is able to hit them with her normal attacks and send them forward as projectiles. If one minion hits another from this, they too gain momentum and can become a projectile. She can send commands to her minions to make them either attack, shield her, or explode after 3 seconds. Jack-O can have up to three servants out at a single time, and they go away after being attacked by the enemy, after being hit twice by Jack-O herself or after a period of time.
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Jack-O

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Summon Servant

236P

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 25 - -

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

  • Requires servant gauge to be used.
  • If you hold P button for a while, then Jack-O' will continue to hold servant in her hands.
    • See Pick Up Servant section for more details about attack buttons in this state.
  • Summons go away after Jack-O' gets hit, after about 8 seconds, or after being hit by Jack-O' twice (note she can perform an attack command to get one last use out of the summon before it disappears).
  • Jack-O' retains access to Servant Shoot while holding a servant.

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 - -

  • Picks up the servant nearest to Jack-O'.
  • Jack-O' cannot block during the stance, but she can dash and perform 236K.
    • It's little slower than K when also performed immediately after 214[P].
  • In this stance Jack-O' can use servant ability with empty servant gauge, but ability will work only for servant which Jack-O' holds.
  • It possible to tech throw in this stance.
  • Enables Servant Throw and Release.
    • P performs Recover Servant.
    • K performs Attack Command.
    • S performs Defend Command.
    • H performs Countdown.
    • D performs Release.

Throw Servant

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

Release Servant

5D while holding Servant (Air OK)

Recover Servant

214P (Air OK)

Attack Command

214K (Air OK)

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 - -

  • Requires servant gauge to be used.
  • Has -6 frame advantage on whiff when canceled from 5H, 2H, 6H (2nd hit) and -8 frame advantage after 236K, 5S, 6H (1st hit).
  • When K whiff canceled it's a safer option because it moves farther and for example allows to avoid punish from Sol's 5K after Jack-O's 2H.
  • Can be used while servant is being held.
  • Causes servants to put up a shield that blocks attacks.
  • Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular throw but they can be thrown with Forever Elysion Driver.
    • Guard Crush state trigger depends on the distance between the opponent and the shield.

Useful as a way to prevent opponents from hitting and killing servants.

Countdown

214H (Air OK)

Servant Shoot

236K (Air OK)

Overdrives

Forever Elysion Driver

632146P

Cheer Servant On

236236S or 236236H


External References

Navigation

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

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