GGST/Jack-O/Data

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< GGST‎ | Jack-O

Links

Infobox Data

Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Forward Dash Weight Unique Movement Options
GGST Jack-O' Portrait.png GGST Jack-O' Icon.png Jack-O 30 2 28 4 18/1~5 strike invuln/1~13 airborne Light
Movement Tension Gain Jump Duration High Jump Duration Jump Height High Jump Height Earliest Forward Instant Air Dash Earliest Backward Instant Air Dash Forward Air Dash Duration Backward Air Dash Duration
10 42 48 420 522.5 3 3 25/19 12
Forward Air Dash Attack Transition Backward Air Dash Attack Transition Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
18 6 3 5 6.6 5 11.9 0.555 100


Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Forward Dash Weight Unique Movement Options
GGST Jack-O' Portrait.png GGST Jack-O' Icon.png Jack-O (Backward Dash) 30 2 28 4 18/1~5 strike invuln/1~13 airborne Light
Movement Tension Gain Jump Duration High Jump Duration Jump Height High Jump Height Earliest Forward Instant Air Dash Earliest Backward Instant Air Dash Forward Air Dash Duration Backward Air Dash Duration
10 42 48 420 522.5 3 3 25/19 12
Forward Air Dash Attack Transition Backward Air Dash Attack Transition Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
18 6 3 5 6.6 5 13 0 -125

Normal Moves

5P Data

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
23 All 5 4 8 -2 +1 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1500 300 80% 80% none
GGST Jack-O 5P.png
GGST JackO 5P Hitbox.png

5K Data

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
27 All 7 6 10 -4 -1 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 1000 300 80% 90% none
GGST Jack-O 5K.png
The Swiss Army Knife of kicks
GGST JackO 5K Hitbox.png
Frame 9 ~ 12

c.S Data

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
39 All 7 6 10 +1 +4 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 80% 100% none
GGST Jack-O cS.png
GGST JackO cS Hitbox.png
Input Proximity Range: 270

f.S Data

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
32 All 11 6 17 -9 -6 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90% none
GGST Jack-O fS.png
GGST Jack-O far Slash Hitbox 1.pngGGST Jack-O far Slash Hitbox 2.png
First active frame • Max range

5H Data

5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
24×2 All 10 3(3)2 23 -6 KD 4 Large×2
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1200×2 1000 150×2 80% 90% none
GGST Jack-O 5H.png
GGST JackO 5H 1 Hitbox.pngGGST JackO 5H 2 Hitbox.png
First hit, frames 10 ~ 12 • Second hit, frames 16 ~ 17

2P Data

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
21 All 5 4 9 -3 0 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1500 300 80% 80% none
GGST Jack-O 2P.png
GGST JackO 2P Hitbox.png

2K Data

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
24 Low 6 3 12 -3 +0 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 70% F6~20 Low-profile
GGST Jack-O 2K.png
The queen of 2Ks
GGST JackO 2K Hitbox.png

2S Data

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
31 All 9 7 22 -15 -12 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 60% 90% none
GGST Jack-O 2S.png
GGST JackO 2S Hitbox.png

2H Data

2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
41 All 15 6 18 -5 KD 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 100% 90% none
GGST Jack-O 2H.png
GGST Jack-O 2H Hitbox.pngGGST Jack-O 2H Hitbox 2.png
Frames 15 ~ 17 • Frames 18 ~ 20

j.P Data

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
19 High 6 4 6 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
375 1000 300 80% 80% none
GGST Jack-O jP.png
GGST JackO jP Hitbox.png

j.K Data

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
23 High 7 6 12 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 80% none
GGST Jack-O jK.png
GGST JackO jK Hitbox.png

j.S Data

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
28 High 11 5 21 +3 (IAD) +6 (IAD) 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 100% 80% none
GGST Jack-O jS.png
Heads up, safe jump
GGST JackO jS 1 Hitbox.pngGGST JackO jS 2 Hitbox.png

j.H Data

j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
20, 15 High 11 3,3 32 +5 (IAD) +8 (IAD) 2 Mid×2
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
525×2 1000 150×2 80% 80% none
GGST Jack-O jH.png
GGST JackO jH 1 Hitbox.pngGGST JackO jH 2 Hitbox.png
First hit, frames 11 ~ 13 • Second hit, frames 14 ~ 16

j.D Data

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 21 - Total 44 1 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 100% 80% none
GGST Jack-O jD.png
Ever wondered how cancelling a projectile would work?
GGST JackO jD Hitbox.png
Clash Level: 1
Clash Hits: 1

6P Data

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
28 All 10 6 20 -12 KD 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 80% 90% 1~2 Upper Body
3~12 Above Knees
GGST Jack-O 6P.png
Smile through the pain
GGST JackO 6P Hitbox.pngGGST JackO 6P Hitbox2.png
Frames 10 ~ 12 • Frames 13 ~ 15
If the first hit of a combo, applies an additional +20 Combo Decay.

6H Data

6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
20, 40 All 8,19 2(9)11 14 -6 KD/-3 3, 4 Large×2
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000, 1200 1000 250×2 60%, 80% 90% none
GGST JackO 6H 1.pngGGST Jack-O 6H.png
Get used to cancelling off this hit • Nightmarish for Goldlewis in particular
GGST JackO 6H 1 Hitbox.pngGGST JackO 6H 2 short Hitbox.pngGGST JackO 6H 2 long Hitbox.png
First hit, frames 8 ~ 9 • Second hit, lowest height. • Second hit, maximum reach.

2D Data

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
29 Low 10 15 18 -19 HKD 2 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 80% 90% F10~33 Low-profile
GGST Jack-O 2D.png
This is riskier than you or your opponent will think it is.
GGST Jack-O 2D Hitbox.png
Horizontal Activation Range: 400

5D Data

5D
Uncharged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 High 20 3 26 -15 0 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 3000 700 (900) 60% 80% none
GGST Jack-O 5D.png
GGST JackO 5D Hitbox.png
Hitstop on block: 20F
Hitstop on ground hit: 16F
Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
Wall damage in ( ) refers to if opponent is touching the wall.
Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit).
Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.

5[D] Data

5[D]
Charged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
56 High 28 3 26 -10 KD 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1500 0 (200) 75% 100% none
GGST Jack-O 5D.png
GGST JackO 5D Hitbox.png
Hitstop on block: 20F
Hitstop on raw hit: 45F
Properties for opponent on block follow Level 4 rules.
Wall damage in ( ) refers to if opponent is touching the wall.
Wall Damage when hit raw is increased to 700 (900).
Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.

Universal Mechanics

Ground Throw Data

6D or 4D
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Ground Throw 2 3 38 HKD +60
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50% none
GGST JackO Ground Throw.png
Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* R.I.S.C. Loss: 1000
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
* Combo Decay on hit: 15.

Air Throw Data

j.6D or j.4D
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Air Throw 2 3 Until L+10 HKD
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50% none
GGST JackO Air Throw.png
GGST Jack-O Air Throw Hitbox.png
Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* R.I.S.C. Loss: 1000
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
* Combo Decay on hit: 15.

Finish Blow Data

j.XX during Homing Jump
Finish Blow
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 12 2 HKD +23 4
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 0
GGST JackO Forever Elysion Driver.png
Hitstop on hit: 30F
Unburstable on hit.

Dash Cancel Data

66
Dash Cancel
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
Total 22
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied.

Special Moves

236P Data

236P
Summon Servant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- 10 Total 25
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100 none
GGST Jack-O Summon Servant.png
Yeah, we don't know where they come from either
GGST JackO Summon Servant Hitbox.pngGGST JackO Summon Servant 2 Hitbox.png
Does not extend hurtbox when servant is held.  • Hurtbox extends forward when placing servant with 236P
Cannot be input if 3 servants are currently active.
The servant is summoned on Frame 10 and will remain if Jack-O' Roman Cancels or is hit during Cheer Servant On S.
The servant's duration ticks down after Frame 10 even during Summon Servant's animation, giving 236[P] 4 frames less duration, and 236P 15 frames less duration.
In the mirror match, the servant that has been summoned for longer will always win in a clash. This is irrespective of their actual duration, and only depends on when it was first summoned.

236[P] Data

236[P]
Summon Servant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- Total 14
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100 none
GGST Jack-O Summon Servant.png
Yeah, we don't know where they come from either
GGST JackO Summon Servant Hitbox.pngGGST JackO Summon Servant 2 Hitbox.png
Does not extend hurtbox when servant is held.  • Hurtbox extends forward when placing servant with 236P

2P (near Servant) Data

2P (near Servant)
Pick Up Servant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- Total 14
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100 none
GGST JackO Pick Up Servant.png
Aw, how cute!
GGST JackO Pick Up Servant Hitbox.png

6X while holding Servant Data

6P/6K/6S/6H/6D while holding Servant
Throw Servant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 12 Total 27 +5 +8 0 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 100 12% 40% 70% none
GGST JackO Throw Servant.png
GGST JackO Throw Servant Hitbox.png
Clash Level: 2
Clash Hits: 2
Horizontal Activation Range: 200
Thrown servants that hit the wall or edge of the screen will fall down, but remain active until landing.
Performing the air version will still receive Empty Jump landing recovery, unless Jack-O' performs another action.

D while holding Servant Data

D while holding Servant
Release Servant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- Total 11
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50 none
GGST JackO Release Servant.png
GGST JackO Release Servant Hitbox.png
Performing the air version will still receive Empty Jump landing recovery, unless Jack-O' performs another action.

214P Data

214P
Recover Servant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- 3+7 Total 19
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50 none
GGST Jack-O 214P.png
Ironically, best used without servants.
GGST JackO Recover Servant Hitbox.png
Will interrupt servants during Countdown unless already detonating.
Does not pause Servant Gauge recharge like other commands.
Jack-O' has improved Servant Gauge recharge when no servants are active, making Recover Servant functionally cheaper.
Despite improved recharge, the Servant Gauge cost is still more than the amount that can be restored from a servant that has been launched (5 seconds total)
Due to the loss of Command Servant Gauge lowering the gauge limit, the Summon Servant Gauge restored will usually be lower than the potential amount.

214K Data

214K
Attack Command
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 All 3+9 6 Total 23 +15 KD 2 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 2000 700 100 12% 80% 80% none
GGST Jack-O 214K.png
Slash! This is the entire reason you want servants.
GGST JackO Attack Command Hitbox.png
If only a held servant is active, pauses Servant Gauge for only 0.5 seconds.
When used, Servant Gauge will be regained for 1 frame before pausing it.

214S Data

214S
Defend Command
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
33 - 3+1 34 Total 24 +31
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 300 100 80% none
GGST Jack-O 214S.pngGGST JackO Defend Command Held.png
Shield! Cover yourself in neutral.
GGST JackO Defend Command Hitbox.pngGGST JackO Defend Command Held Hitbox.png
  • Smaller shield and fewer active frames only for the held servant.
Projectiles (including <span style="white-space: nowrap
"> Zato-1's Eddie) can still cause Guard Crush if the opponent's hurtbox overlaps the servant's hitbox.
If only a held servant is active, pauses Servant Gauge for only 0.5 seconds.
When used, Servant Gauge will be regained for 1 frame before pausing it.
Unlike other Guard Crush attacks, 214S will count as the first hit in a combo, applying both R.I.S.C. scaling and proration.
Hit detection is based on the Servant entity, meaning certain moves may not trigger the Defend Command if they cannot hit as a result of Activation Ranges.
If the servant is released or picked up on the same frame an enemy attacks the Defend hitbox, it will prevent the Gaurd Crush while nullifying the opponent's hitbox (See more: Hitbox Nullifying).


S while holding Servant
Held Defend Command
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
33 - 3+1 28 Total 24 +31
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 300 100 80% none
GGST Jack-O 214S.pngGGST JackO Defend Command Held.png
Shield! Cover yourself in neutral.
GGST JackO Defend Command Hitbox.pngGGST JackO Defend Command Held Hitbox.png
  • Smaller shield and fewer active frames only for the held servant.

214H Data

214H
Countdown
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 All 3+180+26 19 Total 24 KD 3 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 100 12% 80% 80% none
GGST Jack-O 214H.png
You've probably forgotten she had this move
GGST JackO Countdown Hitbox.pngGGST JackO Countdown 2 Hitbox.png
New servants summoned during a countdown will not be affected by the countdown, and can even be issued their own countdown.
If a servant is held when the countdown hits zero, Jack-O' immediately exits her Held Servant stance.
Defend Command cannot deflect Jack-O's own Countdown explosion.
When the explosion begins, the servants are immediately removed and cannot be interrupted. They have no collision, are fully invulnerable, and do not count as an active servant for Jack-O's Servant Gauge recharge.
When used, Servant Gauge will be regained for 1 frame before pausing it.
The countdown is paused during either player's Overdrives, until the user has fully recovered.Potential bug
If the explosion hits Jack-O' before hitting the opponent, no negative R.I.S.C. scaling will affect the damage, even mid-combo (see more: Unscaled Countdown).Potential bug

236K Data

236K
Servant Shoot
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
31 All 15 4 25 -12 KD 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 150 25% 80% 90% none
GGST Jack-O 236K.pngGGST Jack-O 236K air.png
Good for kicking more than just servants • Physics manipulation is surprisingly practical
GGST JackO Servant Shoot Hitbox.pngGGST JackO Servant Shoot Air Hitbox.png
Ground • Air
Air Servant Shoot is +5 from an Instant Air Dash.
Air Servant Shoot will only launch servants if it strikes their collision box, not their hurtbox.Potential bug

Bounced Servant Data

Bounced Servant
Servant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 5+1 0 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 12% 80% 80% none
Clash Level: 1※
Clash Hits: 1
※Will clash with a single hit of a level 1 or 2 projectile, but can be treated as effectively clash level 1 for most scenarios.

Launched Servant Data

Launched Servant
Servant
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 [50] All 5+1 -6 -3 0 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 300 12% 80% 80% none
Clash Level: 2
Clash Hits: 2
Horizontal Activation Range: 200
If a servant is launched by collision from a launched servant, its damage will increase to 50, shown in []. No other properties change.

Overdrives

632146P Data

632146P
Forever Elysion Driver
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
179 Throw 10+1 2 58 - HKD
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 0 100% 1~12F All, 1~55F Throw
GGST JackO Forever Elysion Driver Hit.pngGGST Jack-O 632146P Whiff.png
This either did all of their health, or none of it. • Grab some popcorn, we'll be here a while.
GGST JackO Forever Elysion Driver Hitbox.pngGGST JackO Forever Elysion Driver Whiff Hitbox.png
Total effective range.
Hits similarly far backwards too. • Hurtbox on whiff.
Vertical Activation Range: 380 (Hit only)
Opponents in Faultless Defense cannot jump for 1 frame and therefore cannot jump out of the first frame on reaction to the Super Flash (but may still use Psych Burst to escape).
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.
Reversal

236236S Data

236236S
Cheer Servant On (S)
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- 3 12 See Notes -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Jack-O: None
Servants: 4~14F Full
GGST JackO Cheer Servant On S.png
Neutral is for people without meter
Both versions can be active at the same time, providing the benefits of both simultaneously. Their durations will wear-off independently.
Opponents receive only 5F hitstop when hitting servants, similar to Jack-O' hitting her own servants.
If a Psych Burst hits Jack-O' on the same frame or any frame before it hits a servant, the servant will not be removed.

236236H Data

236236H
Cheer Servant On (H)
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- 3 12 See Notes -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Jack-O: None
Servants: 4~14F Full
GGST JackO Cheer Servant On H.png
Let the onslaught begin!
Both versions can be active at the same time, providing the benefits of both simultaneously. Their durations will wear-off independently.
Prevents Servant Gauge recharge being paused when using a servant command.
Will not remove a Servant Gauge pause from a servant command issued prior to using Cheer Servant On H.

Category