GGST/Jack-O

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Overview
Overview

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

Jack-O' starts the round without any Servants (AKA Minions or Summons) by her side. 5K and f.S are basic pokes that can create opportunities to safely Summon Servants and build up pressure. Her 2D is a long-ranged sweep with strong Low ProfileA state in which the character's hurtboxes are significantly closer to the ground than is normal for the game. properties. Other good normals include 6H, which is great for anti-airing, and j.H, which has a deceptively large hitbox and can Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them..

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

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

Whether you're a thrill-seeking daredevil with a bag of tricks, or a calculating tactician with a sure route to victory in mind, Jack-O' and her Servants have your back.


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

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

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

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

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

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

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


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

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20, 40 All 8,19 2(9)11 14 -6 -

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

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

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
41 All 15 6 18 -5 -

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

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

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
29 Low 11 15 18 -19 -

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

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

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Summon Servant

236P (Hold OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236P - - 10 - Total 25 - -
236[P] - - - - Total 14 - -

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.
  • Summons go away after Jack-O' gets hit or after about 8 seconds. Being hit by Jack-O' takes away about half of their total life timer (note she can perform an attack command to get one last use out of the summon before it disappears).
  • If an opponent hits the the servant they are able to gatling or cancel from hitting it. However it does apply the hitstun based off the level of move used which can be useful in slowing down their attacks.

236P
  • Unsafe way to end blockstrings.

236[P]
  • Jack-O' retains access to Servant Shoot while holding a servant.
  • If you hold P button for a while, then Jack-O' will continue to hold servant in her hands.
  • Canceling into this version of the move is very useful in blockstrings as it makes canceling from 236K, 5S, and 6H (1st hit) +2 on block, and 5H, 2H, and 6H (2nd hit) +4 on block
    • See Pick Up Servant section for more details about attack buttons in this state.

Pick Up Servant

2P (near Servant)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - Total 14 - -

  • Picks up the servant nearest to Jack-O'.
  • Jack-O' cannot block during the stance. She also loses her backdash along with its invulnerability, but in its place she gains a backwards run. Her air dashes remain unaffected. She can also 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.
  • Can be canceled into from any normal and 236K on hit and block.
  • Enables Servant Throw and Release.
    • P performs Recover Servant.
    • K performs Attack Command. +2 oB even off K~D but whiffs on crouchers
    • S performs Defend Command.
    • H performs Countdown.
    • D performs Release.

Throw Servant

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

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 12 - Total 32 - -

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

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

Release Servant

5D while holding Servant (Air OK)

Recover Servant

214P (Air OK)

Attack Command

214K (Air OK)

Defend Command

214S (Air OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 4 - Total 24 - -

  • Requires servant gauge to be used.
  • Causes servants to put up a shield that blocks attacks.
  • 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 214S is used for cancel into whiff it's a safer option because it moves farther and allows to avoid punish e.g from Sol's 5K after Jack-O's 2H.
  • Can be used while servant is being held.
  • Puts opponents who attack the shield's hurtbox into Guard Crush state. They cannot be regular thrown but they can be thrown with Forever Elysion Driver.
    • The Guard Crush state trigger depends on the distance between the opponent and the shield.
  • Cannot block supers.

Useful as a way to prevent opponents from hitting and killing servants. Combining this with multiple servants in different horizontal/vertical positions can allow you to block off a very large portion of the screen from attacks. Since servants are normally very easy to destroy with a normal even when being used as a projectile, this move is very important to playing servant neutral effectively. Even though it won't block supers, since it can theoretically be used at full screen with proper servant placement, you can still create a scenario where you won't get hit by the reversal super and simply lose your servant, even getting a punish in the best case scenario.

Countdown

214H (Air OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 All - - Total 24 - -

  • 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).
  • Can be used while servant is being held.
    • Picking up and throwing servants retains the timer.
  • Causes all servants on screen to explode after three seconds.
    • As soon as the explosion begins, the servant gauge will drop to 0 and servants will be considered "despawned", instantly beginning to refill the gauge.
    • Explosion can hit Jack-O as well as the opponent.
    • Explosion causes the opponent to fall off the wall allowing for resets and combo extensions.
    • Explosion causes 30 frames of blockstun.
    • Jack-O may hit minions with a countdown timer any number of times and they will not disappear

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

Servant Shoot

236K (Air OK)

Overdrives

Forever Elysion Driver

632146P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
179 Throw 10 + 1 - - - -

  • Jumpable after the super flash unless the opponent is using Faultless Defense.
  • Will still hit opponents wall stuck at ground level, given they are in range.
  • Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' +36 afterwards.

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

Cheer Servant On

236236S or 236236H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236236S - - 3 - 12 - -
236236H - - 3 - 12 - -

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

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


External References

Navigation

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