GGST/Jack-O

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Revision as of 19:35, 7 August 2022 by Emo Tarquin (talk | contribs) (→‎Forever Elysion Driver: Reworked description to condense it a bit)



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, fantastic servant specials, 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, both midscreen and in the corner. These create incredibly good strike-throw mixes, chip damage blockstrings, and punishing frametraps. Knockdowns lead into powerful safejumps and mix-ups that lead into favorable pressure positions even when blocked thanks to the substantial plus frames of Attack Command, further enhanced by both versions of Cheer Servant On.
  • Tension Dynamo: Jack-O's long pressure strings and excessive number of special inputs in neutral make her one the highest Tension generating in the game without the need to harm opponents to get it.
  • Servant Gauge Dependant: Running low on her resources is extremely detrimental, as without access to Summon Servant or Servant Commads 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, bad recovery on her Normals, while being poor on block, and with many low-profilable attacks, Jack-O's is forced to get servants involved to establish threats, even at risk to herself.
  • Fickle Servants: Servants are easily destroyed, and their defensive abilities cost resources. They disappear when Jack-O' blocks, and cannot be protected from Overdrives or Burst. Even as projectiles, they can be taken out by simple jabs.
  • Self-Harming Mechanics: Jack-O' is good at disrupting her own setups unintentionally. An incorrectly positioned servant can turn her own okizeme unsafe, the servants can extend opponent's active frames making it easy to run into an assumed whiff, and even the act of hitting her own servants can reduce the cancel window of moves, causing strings to fail.

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' in all areas of the game, from pressure to defense.

Hitting servants with any attack except from Servant Commands, even other servants, 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 eventually leave after 8 seconds. Servants also disappear when Jack-O' is hit, blocks an attack, or the servant is attacked by opponents, and 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.
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.
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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)

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 and the fastest way to launch a servant.

Functions as a fast anti-air, but low reward and weak to air-to-ground attacks. Generally outclassed as an abare by her 2P, unless the opponent is airborne.

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.

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

A versatile kick for use in neutral, pressure, and as an abare.

With fast speed, great range, good reward, and difficult to challenge cancel options, this can be used in a variety of situations. It can also be useful as a fast, long-range anti-air with high reward, but weak to air-to-ground attacks. While among the slowest recovering K normals, it makes up for it with its considerably large range. Unfortunately it is easily low-profiled, as it attacks extremely high up.

If used to launch servants, it can allow quickly following up the servant with an instant Airdash jump-in or with a dash cancel, frametrapping on block and comboing on hit. 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 minimal pressure, as all follow-ups are unable to practically perform Tick Throws and eventually leave Jack-O' unsafe, giving her almost exclusively frametraps and basic corner carry. 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, is comparably easy to low-profile, and has functionally bad range/speed due to only reaching a standard range at Frame 15. As a result, Jack-O' is much more comfortable playing away from a spacing where she needs to rely on it.

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

Aggressively fast and powerful attack, but easily counter-poked.

With fast movement, fast startup, and some of Jack-O's best combos on Counter Hit, this is one of Jack-O's most powerful mid-range options. 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, where she naturally drifts into the opponent's range. Additionally the second, larger, hit is very high, easily losing to low pokes like 2S attacks, which Jack-O' struggles to contest from afar.

When paired with servants in neutral, 5H is the fastest and longest-range method to get long-range servant bounces, especially as you can cancel off the servant to instantly cut Jack-O's movement, avoiding any of the recovery and movement risks. 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
45 High 20 3 26 -15 -
56 High 28 3 26 -10 -

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, and has many practical uses for it.

By cancelling from 5K or c.S while hitting the opponent and a servant at the same time, Jack-O' is able to completely jail into the overhead. When backed up by 50% Tension for RRC, this becomes a practical mixup as it can't be defeated by backdashes, jabs, or invincible reversals.

In addition, Jack-O' can combo off it without further meter, such as during during pressure from Cheer Servant On HGGST JackO Cheer Servant On H Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes when the opponent hits 100% R.I.S.C., in the corner when hitting a servant with a damaged wall (for a 2-hit Wall Stick), or with good spacing of Jack-O' and a servant in the corner to set up a full meterless combo. 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 very poor, with some of the lowest damage in the game. Once opponents can react and punish this, it stops being useful. Though there are technically ways to make it advantageous on block in the corner, the spacings and setups are so precise that an equally skilled opponent is probably prepared enough to simply react to it any time it happens.


  • Launches Servants up in a high arc.

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 is 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, while hitting low enough to challenge crouching attacks. It can still be low-profiled by some 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

The queen of 2Ks. Exremely fast, very good range.

Hitting Low, with enormous range for its speed, while also low-profile, and setting up for okizeme on hit makes this one of the best close-range pokes in the game. Its low-profile and speed offers great coverage, as most characters lack faster moves that can hit so low or from so far. On Counter Hit, it combos into itself, making it very useful for stagger pressure.

While 1 frame slower than her 2P, this covers considerably more range and cannot be low-profiled, making it a very strong abare An attack during the opponent's pressure, intended to interrupt it., especially those created with Faultless Defense. 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 critical role in Jack-O's pressure. 2K > 2D > 214K is one of her strongest options to get her into range to begin stronger pressure without hitting the servant, while mitigating 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 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

A highly-specialist anti-air for covering attacks where 6P will miss.

Specialist role to a fault, this anti-airs specifically attacks that move in such a way her 6P can't challenge properly. 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, is extremely unsafe on block, and sets up for barely any threat besides a 5H gatling. While it launches servants similar to 6H(1), it is slightly slower and shorter range, making it outclassed if you can correctly cancel off the servant. 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 all of the same offensive benefits as 5H, Jack-O's sweep is fast-moving (though a little slower than 5H), a hard knockdown on hit, and some of her best combos on Counter Hit, with the unique perk of being low-profile, this is similarly one of Jack-O's strongest aggressive mid-range options. Unfortunately, on whiff this move is agonisingly slow to recover, but also suffers badly on block. It can still frametrap into Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12, but its poor blockstun and lack of pushback leaves Jack-O' in an extremely unfavourable RPS, one that many characters can severely punish, and almost automatically puts her on the defense, assuming the opponent understands this RPS.

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. Conversely, while Servant Shoot can make the RPS safer, it destroys any reward she had on hit. This makes hitconfirming with 5K and 2K very important, and using it raw is particularly risky as you must anticipate if it will hit or not. Though, if you are using this raw, you probably are assuming it will.

Though this move is notably low-profile, do not mistake it for other ultra-low-profile attacks: it isn't low-profile until later into the animation, and most f.S and 5H attacks will still hit the taller back-half even then. This is best at getting under attacks that naturally hit high, or hit the mid-height with only a short range.

  • Launches Servants in a long arc.
    • Whiffs on servants at their default height.
  • Very low-profile.
  • Moves forward during startup and active frames, for over double Jack-O's body width.

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

For poking jumps from long-range. Not particularly safe or rewarding.

It has incredible anti-air range, and is especially good for catching far air dashes. Unfortunately, up close, it can whiff underneath advancing jumps, and is very slow for challenging airdashes. Furthermore, it is actually very low reward, even on Counter Hits. It doesn't set up for any major okizeme or combos without the corner, at which point it's at a spacing where it is more risky. While it is a 2-hit move, the first hit is rarely important, as it isn't very large, disjointed, or rewarding, and the extremely long second hit will leave Jack-O' wide open. In some positions this can be used to check against 2 approaches, with the first hit covering fast dash-ins, and the second hit covering a slower airdash, but this is not commonly the safest or more rewarding option.

Its more valuable role is for launching servants. Hitting a servant with 6H(1), then immediately cancelling into Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage-, or Pick Up ServantGGST JackO Pick Up Servant.pngGuardStartupRecoveryTotal 14Advantage- (and have it whiff) allows it to be used as a pre-emptive anti-air while allowing Jack-O' to run underneath, before coming back down to hit some distance away on the ground, giving it strong coverage for approaches in neutral.

The effective range of the second hit on grounded opponents depends on their height. For most characters this is rarely a threat, but specifically  Faust and  Goldlewis find this particularly annoying for its enormous range against them standing and easily catching their common air options, while challenging much of their moveset.

  • 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

Fast air jab, and a mixup tool.

Standard air jab, it's her fastest air attack, and good for challenging Air Throws. Also a faster jump-in after an instant Air Dash, but is very short range. As it can self-gatling, it can be used repeatedly to make itself advantaged on block and combo on hit, but this will do very little damage.

Also used in mixups with an F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. set up by j.S or j.H, by hitting immediately after a low Jump Cancel and comboing into Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15. However, besides being expensive on Servant Gauge, this relies on the opponent to already be blocking the j.S or j.H, giving it some unique weaknesses if understood, but still a valuable part of 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 to 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

Fast but short air-to-air attack.

Mainly designed for fast and reactive jumping air-to-airs thanks to hitting above Jack-O' quickly, and leading into a combo, with more reward if airdash cancelled. On block, airdashing 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.

This is the primary option for instant airdash offense as it can hit crouching opponents immediately, while still having some cross-up attack to make it still very reliable to hit from any spacing. However, it lacks the same on-block threat j.H has due to only hitting once, and will hit much later if it does crossup. In some okizeme, even on cross-up, j.S is generally preferred for hitting deep and doing the most damage of Jack-O's air attacks in the single hit it will have before landing.

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.

As one of Jack-O's only ways to zone without expending any Servant Gauge, the role of this projectile is simply to stall for Servant Gauge, as it can disrupt the opponent's movement while building space to allow summoning. Unfortunately, extremely weak outside of this role, as not only is it slow, but it is extremely dangerous when called out for its huge Counter Hit recovery, and has absolutely zero reward on hit. Until, that is, the opponent is so low health it becomes a oneshot, where this becomes surprisingly annoying as it covers a large amount of space while being hard to punish without calling it out.

While it is Air Dash cancellable, it can neither combo nor enforce a blockstring, the opponent can always 6P the approach. However, the airdash can result in a cross-up, and the threat of an Air Dash can potentially stall their approach. You can also instantly jump cancel into another j.D to prolong the stalling.

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, but 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.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • 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.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • On Throw Clash, all servants will disappear.

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
Servant Shoot
31 All 15 4 25 -12 none
Launched servants
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.


  • Data in [] refers to servants launched by collision from a launched servant. No other properties change besides damage.
  • 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.
  • Air Servant Shoot is +5 from an instant Air Dash.

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
10 Total 25 none
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.

Largely thanks to its extremely short duration, summoning and holding servants plays an essential role in combos, okizeme, zoning, pressure, and even avoiding punishes after being blocked on unsafe attacks like 2D and Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12. Servants are so critical that summoning can act as a reward for good interactions, as despite its short animation it is somewhat risky, 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 to allow her the opportunity to do so.

Thanks to utilising only the Summon part of the Servant Gauge (of which nothing else uses), this is generally cheap and can be used frequently. However, there is still a limit, and ironically more servants does not nessecarily mean more threat to the opponent, while the act of summoning always opens some margin of risk. It is worth identifying why you need to summon and pace the summoning around what her gauge allows.


Summon Servant (Place)

Tap and release P to immediately place down the servant.

A convenient substitute for summoning and releasing quickly, that sometimes is needed for placing servants a little more to the side.

With exactly the same frame data as 236[P], hs.D, there's not many reasons to use this except for its easier input. However, some combos and okizeme find practical use for its different placement of the servant. Otherwise, most of the time it is better to hold the servant, as it allows more freedom to react 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 used as 236P, 2P, it is a 30 Frame pressure reset that completely secures servant pressure. This is very aggressive and risky, but extremely rewarding for Jack-O's pressure, especially near the corner.


  • Costs 1 bar of Summon Servant Gauge
  • 236[P] enters Held Servant stance.
  • Cannot be input if 3 servants are currently active.
  • Full Counter Hit recovery.

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

A mechanically bizarre way to fast-cancel servant launches.

Picks up the nearest servant. Ironically, it is not very useful to actually pick up servants. Not only is Summon Servant (Hold)GGST Jack-O Summon Servant.pngGuardStartupRecoveryTotal 14Advantage- no slower than Pick Up Servant, but the servant will have renewed duration. The purpose would be to conserve Summon Servant Gauge, but it can often be more effort than it's worth to do this.

Where it is most powerful is actually when you fail to pick up a servant Jack-O' has just launched or bounced away from herself. This can give any move a 14 Frame fast cancel without locking her into Held Servant. This enhances her zoning, combos, and can even be applied in some unique pressure routes for frametraps and tick throws. However, this is very spacing sensitive, making its application sometimes quite complex.

  • 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.
  • Servants are thrown in a tall arc.
  • Thrown servants slide down the wall.
  • 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.
  • Does not pause Servant Gauge recharge.
  • Will interrupt servants during Countdown unless already detonating.

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.
  • Interrupt a servant's movement mid-launch.
  • Pauses Servant Gauge recharge for 1 second when used with an active servant. Pauses for 0.5 seconds if only a held servant is active.

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 - none
Held Servant
33 4 28 Total 24 - 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 nessecary 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.
  • Puts opponents who attack the shield's hitbox into Guard Crush state. They cannot be regular thrown but they can be thrown with Forever Elysion Driver.
    • 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.
    • If the servant is released or picked up on the exact frame an enemy attacks the Defend hitbox, it will prevent the Gaurd Crush while nullifying the opponent's hitbox (See more: Hitbox Nullifying).
    • Projectiles (including Zato=1's Eddie) can still cause Guard Crush if the opponent's hurtbox overlaps the servant's shield hitbox.
  • Interrupts a servant's movement mid-launch.
  • The Defend shield can protect Jack-O' for up to 13 frames after her recovery.
  • Certain moves won't be easily affected by Defend Command, as a result of Activation Ranges.

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.

  • If a servant is held when the explosion begins, Jack-O' immediately exits her Held Servant stance.
  • Servant gauge will not regenerate for the full duration of the countdown.
  • When the explosion begins, the servant gauge will drop to 0, and begin refilling immediately.
  • 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 falling back down to the floor, allowing for combo extensions and corner okizeme.
  • The servant's duration timer is ignored when counting down.

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 nessecary.

  • 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.
  • Command Grab, cannot be blocked but cannot hit an opponent if they jump or are airborne.
    • Opponents in Faultless Defense cannot jump for 1 frame and therefore cannot jump out in time (but may still use Psyche Burst to escape if available).
    • Unlike other command grabs, it can hit during Guard Crush, Wall Stick, and in Combos, even if they are airborne.
  • Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' at +36 frame advantage afterwards.
  • For 10 frames during the cinematic freeze, all projectiles and the opponent will be completely frozen, however Jack-O' will continue to move forward and her servants will continue to move and act during this time.

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.
    • Servants will still disappear when hit by an Overdrive or Psyche Burst (Unless Jack-O' is hit by the Psyche Burst first).
    • Opponents receive less hitstop when hitting servants, reducing it down to instead 4 frames, similar to Jack-O' hitting her own servants.
  • Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.
  • Both versions can be active at the same time, providing the benefits of both simultaneously. Their durations will wear-off independently of each-other.

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.
  • Prevents Servant Gauge recharge being paused when using a servant command (but will not remove any current Servant Gauge pause).
  • Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.
  • Both versions of Cheer Servant On can be active at the same time, providing the benefits of both simultaneously. Their durations will wear-off independently of each-other.


External References

Navigation

 Jack-O'



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