GGST/Jack-O

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Overview
Overview

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

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

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

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

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


Lore:Jack-O is one of many "Valentine" clones of Aria, one which actually had her soul in particular. Initially incomplete, Sol takes her under his wing any way and she works alongside him as a bounty hunter.
Playstyle
GGST Jack-O' Icon.png Jack-O is a Technical type who dominates the battle with an assembly of Servants.
Pros Cons
  • Versatile: Jack-O' has a kit that can function for both zoning and close-range pressure thanks to long pokes, an advancing sweep, servants that can extend normals with projectile attacks, fantastic special cancel options, 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 through a hugely variable set of options with improvised strategy.
  • Strong Oki: Hard knockdowns lead into powerful safejumps, crossups, and high-low mixup options, that lead into favourable pressure positions even when blocked. Even soft knockdowns allow okizeme by launching a servant to cover the enemy's wakeup.
  • 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 severely punishing frametraps.
  • Servant Gauge Management: Keeping track of her unique resource and servants can be taxing, and mismanaging either can result in being severely punished. Servants and the Servant Gauge are critical to her gameplan and options, making it vital to balance these resources correctly.
  • Fickle Servants: Servants are easily destroyed, and her defensive abilities cost resources. They disappear when Jack-O' blocks, and cannot be protected from Overdrives or Burst. Even as projectiles, they lose to virtually any button.
  • Extremely Poor Defenses: Jack-O's kit has terrible defense. Even blocking an attack severely disrupts her. She has poor tools for abare, and must rely heavily on system mechanics. With very low health, and her non-attacking moves being full Counter Hit, Jack-O' is liable to die very fast.
Servant Gauge GGST Jack-O ServantGauge.png
Jack-O' summons Servants (AKA "minions") to fight alongside her. The gauge refills passively, but Jack-O' can recall servants or spend Tension meter to restore it faster. The gauge can be spent to summon minions and give them commands. Each portion of the gauge represents one minion that she can summon or one command she can issue. The gauge is split into two parts:
  • Summon gauge indicated by a glowing green bar. It is representative of the number of servants Jack-O' can currently summon. This bar will recharge independently.
  • 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 until they reach the lolipop at the end of the gauge. 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 one bar of both gauges. Gauge does not carry over between rounds.
Servants
Summoned servants have numbers on their shields corresponding to their creation. Jack-O' can have up to three servants out at once.

Servants disappear when Jack-O' is hit, blocks an attack, or after 8 seconds after being summoned. When a servant is hit by Jack-O', it loses half its total duration (4 seconds), meaning they can only be hit two times before they will disappear. Some of Jack-O's Special and Overdrive actions can pause this duration to extend their active time, and will only disappear once their command ends or allowed to be idle.

If the edges of the screen moves, servants will follow to remain on-screen.

Jack-O' can send commands to her minions to make them attack, shield themselves, retreat to restore Servant Gauge, or explode after three seconds. The servants perform the commands independently of Jack-O' meaning she can be interrupted (e.g. by using PRC) and they will still perform the action issued.

Jack-O' and opponents hitting servants follows the rules for on-hit cancels, meaning you can jump, dash, gatling, special, and even Overdrive cancel out of interacting with minions depending on the move. Opponents will still freeze momentarily ('hitstop'), similar to hitting Jack-O', largely extending their attack's active duration. Conversely, if Jack-O' hits a servant, even if she hits an opponent at the same time, she will only freeze for 4 frames (5 when also hitting an opponent), functionally entering attack recovery 6~15 frames faster than normal. Assuming the servant does not apply a weaker blockstun as a result, this can make her moves extraordinarily safer on block.

Servants hit by Jack-O's attacks will be launched at various angles as projectiles, depending on the attack used. Servants may bounce off each other if they collide, transferring a similar speed and direction to the next servant to act as a projectile. Servants interrupted mid-launch may remain in different elevations, and will slowly move back to their default height while idle.


Normal Moves

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
24×2 All 10 3(3)2 23 -6 -

  • Launches Servants in a long arc.
  • Hits twice, launching on the 2nd hit.

A fast and large attack in neutral to catch backdashes. Difficult to punish when spaced, and extremely safe when canceled into Summon Servant Hold (236[P]). Can hit behind, allowing the attack to move far back servants to the front.

Can work as an unusual anti-air against airdashes, due to its long reach overcoming the gap caused by disjointed moves, or by simply going underneath the airdash to make it whiff.

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 45 High 20 3 26 -15 -
Charged 56 High 28 3 26 -10 -

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit
  • Launches Servants up in a high arc.

Universal overhead attack that's pretty fast. Unlike most characters, Jack-O' can perform a combo off Uncharged 5D without RC by striking servants or comboing into a Countdown (214H) explosion, making it a practical fast overhead. Can gatling into from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
  • Launches Servants up in the same arc as uncharged.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Using her servants, she can make Charged 5D unpunishable or even advantageous on block, giving her more versatility to exploit its callouts.

6P

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20, 40 All 8,19 2(9)11 14 -6 -

  • 6H(1) launches Servants up in a high arc.
  • 6H(2) launches Servants in a long arc and whiffs vs. crouching opponents.
  • 6H(2) reaches maximum range and height on frame 27.
  • 6H(1) launches opponents on hit, 6H(2) does not.

A fast, close range strike, followed by a disjointed shot that hits at an upward angle for a mid-screen attack. It has virtually no combo potential, but it can effectively zone out the opponent from jumping out of servant pressure, forcing opponents into Jack-O's more effective ground tactics. Can be used as a strong poke to stall opponents while regaining servant gauge.

The initial strike hits high and fast, but is extremely unsafe on whiff and low reward, making it impractical for any standalone use. Combined with the high-hitting second hit, the move can be used defensively to simultaneously cover fast dash-ins and slower jump-ins with one move.

The effective range of the second hit on grounded opponents depends on their height. Short opponents such as GGST Giovanna Icon.png Giovanna can be considerably close and have it whiff, while very tall opponents like GGST Faust Icon.png Faust or GGST Goldlewis Dickinson Icon.png Goldlewis can be struck from incredible distances, allowing her to pin down their movement with pokes. The second hit whiffs against any crouching opponent, so be wary of the long total duration. For more information see 6H Range.

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
41 All 15 6 18 -5 -

  • Launches Servants into a ground bounce.
  • Ground bounces on hit.
  • Bounces opponents higher on Counter Hit.
  • Moves forward during startup, for slightly less than the width of Jack-O's body.

A high-powered attack for maintaining pressure with frametraps, made safe by its large pushback. High damage and ground bounce makes it especially dangerous for opponents to be hit by this. Acts as a natural frame trap from 2S. The high pushback makes it safe on block unless very close. Its high blockstun makes it very safe when canceled into Summon Servant Hold (236[P]) or Cheer Servant On (236236S/H).

Can function as a high risk, high reward anti-air due to its large vertical hitbox and massive damage potential. Unfortunately its slower startup, small horizontal hitbox and extended vertical hurtbox give it very noticeable consistency issues when compared against 2S and 6P.

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
29 Low 11 15 18 -19 -

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

An extremely powerful tool, but risky up close. On hit allows Jack-O' to perform powerful okizeme with crossups and safejumps that immediately lead into a sandwiched pressure between herself and a servant, and can combo strongly off Counter Hits. When blocked, it can frametrap into Servant Shoot (236K) or escape through Summon Servant Hold (236[P]), but is generally unsafe.

Being a combination of an advancing normal with an extremely low profile makes this an extremely effective counter poke. Many pokes and pressure resets will completely whiff Jack-O's 2D, even more than her 2K, making it surprisingly safe as an abare tool despite its slower speed.

May fail to combo after 2K if performed from the max range of 2K on some characters.

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 21 ~ ~ - -

  • Launches Servants in a short arc.
  • Slows down Jack-O's momentum, then pushes her slightly backwards.
  • Extends hurtbox forward.

A slow projectile with a visible startup animation. Good for stalling opponents to regain servant gauge, lightly punishing full-screen attacks, and applying additional pressure from a safe distance. Very slow to land and easy for opponents to run under, making it weak when performed predictably.

66.PRC or 22.PRC from close-range after the fireball shoots out provides a safe aerial approach with a high-low mixup, but Jack-O' will fall straight down.

It is possible to perform j.D > airdash > j.S/j.H as a pressure string if the j.D is performed at the correct height, or with rising momentum from the jump. This acts as a practical pressure string as the enemy can be crossed up, and performing a pre-emptive anti-air opens them up to whiff punishes if you instead choose to land normally.

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Servant Shoot

236K (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Servant Shoot 31 All 15 3 26 -12 -
Launched servants 45 [50] All 5+1 - - -6 -

Launch servants with incredible strength and continue pressure from blocked normals.

  • Data in [] refers to servants launched by collision from a launched servant.
  • Can be canceled into all other specials and Overdrives, but not itself.
  • Launches servants straight forwards at high speed as projectiles.
  • Can be used while servant is being held.
  • When combined with Summon Servant (236P), it takes 45 frames to launch a servant.

Jack-O's primary 'projectile', launching minions across the arena. It is slow and the servants can be destroyed with basic jabs, but deals considerable damage and even combos into Attack Command (214K) at full-screen. If Jack-O' is holding a servant while in the air, she can perform Release Servant (5D) and shortly after Servant Shoot in the air to launch servants from any altitude.

Cancelling into Servant Shoot can act as a frametrap from any normal. It will not combo outside of the corner, but sends opponents a long distance with enough time to summon a servant. Aerial Servant Shoot is also able to act as a natural frametrap after all jumping normals except j.D. This can even defeat 6P attacks if slightly delayed. The blockstun and pushback is unpunishable, therefore allowing Jack-O' to safely use air attacks extremely early.

Summon Servant

236P (Hold OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236P - - 10 - Total 25 - -
236[P] - - - - Total 14 - -

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

  • Requires Summon Servant Gauge to be used.
  • Counter Hit state for the entire duration.

Forming the bread and butter of Jack-O's entire gameplan. Summoning servants plays an essential role in combos, okizeme, mixups, pressure, and even avoiding punishes after being blocked on unsafe attacks. See her servant commands for more information on their utilities. Servants are so valuable it is common to summon a servant instead of taking damage opportunities as the long-term benefits are substantial. However, to get this opportunity, Jack-O' will need to either knock the enemy down with Throw (4D/6D) or 2D, create enough space using 6H and Servant Shoot (236K), or summon unpredictably during pressure strings such as after 5K.


236P

Places servant directly in front of Jack-O'.

  • Unsafe way to end blockstrings.
  • If done extremely close, the servant can be placed behind an opponent.

236[P]

If you hold P button during the input, then Jack-O' will instead hold the servant in her hands.

  • See the Pick Up Servant section for more details about the Held Servant stance.
  • Performing this version of the move and immediately Release Servant (ws.D) takes an identical amount of time, but places the servant closer to Jack-O' and at an initially higher elevation for different launch angles.

A much faster summon, but can restrict access to vital attacks. It is the most reliable tool for escaping punish after any blockstring by either using Defend Command (ws.S), jumping, or dashing backwards before the enemy can punish. Due to its high speed, cancelling into a summon unpredictably is very safe. This also provides immediate access to Throw Servant (ws.6X) to launch servants at a much higher angle while maintaining their full duration.

Pick Up Servant

2P (near Servant)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - Total 14 - -

Free re-use of your servants.

  • Picks up the servant nearest to Jack-O'.
    • 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.
    • This can be used to fast cancel any move by whiffing Pick Up Servant after launching a servant, this can allow some looped pressure and allow various moves to become incredibly safe on block.

Same speed as Summon Servant Hold (214[P]), making it only useful for Summon Servant Gauge efficiency. The held servant will not have full duration, making it functionally weaker for that lower cost.


Held Servant

Jack-O' cannot block during the stance. She also loses her backdash along with its invulnerability, but in its place she gains a backwards run. Her air dashes remain unaffected.

  • The held servant's timer is paused while held.
  • She can still perform Servant Shoot (236K) and her Overdrives, and gains access to Throw Servant (ws.6X) and Release Servant (ws.5D).
  • Each attack button now performs their respective servant command without the need of any motion inputs.
    • P performs Recover Servant.
    • K performs Attack Command.
    • S performs Defend Command.
    • H performs Countdown.
    • D performs Release Servant.
    • Any of these buttons with the 6 direction will perform Throw Servant.
  • The held servant does not require Command Servant Gauge to perform any of the commands, but it will still expend any remaining gauge that is available. Other non-held servants will not perform any action if there is not sufficient servant gauge.
  • It is still possible to tech throw in this stance.

Jack-O's unusually weaker stance. She is extremely vulnerable in this state as she cannot block, and has no fast low-hitting attacks making her very susceptible to dash-in attacks. However she becomes extremely mobile, and with a servant ready the moment she performs Release Servant (D) she can turn it into a substantial offensive capability. As this stance is reached automatically off the faster Summon Servant, it can be used to avoid spending the duration static and grounded, and the potent mobility can be used as a way to avoid potential punishes with its uniquely fast backwards dash.

While the stance is generally weaker, a held servant provides Jack-O' some of the best anti-air capabilities in the game using Attack Command (K), Defend Command (S), and Throw Servant (6X).

Throw Servant

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

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 12 - Total 32 0 -

Launch servants across the skies and get them behind your enemies!

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

A high-reaching projectile attack, capable of anti-airing jump-ins, and applying some pressure from full-screen. The servant moves slowly and can be destroyed with basic jabs. Thrown servants can whiff grounded opponents, and is easily defeated by running in, making it a poor neutral tool. However, it is excellent at quickly placing servants behind the opponent, especially when performed in the air.

Release Servant

5D while holding Servant (Air OK)

Servant Commands

Jack-O' has 4 specials that issue a command to her active servants. They all use identical frame data and have shared properties, regardless of the command issued. Below are a list of general properties, any differences are mentioned on the moves below.

  • Requires Command Servant Gauge to be used.
  • Counter Hit state for the entire duration, and slightly extends hurtbox forward.
  • The command is issued to servants on Frame 3. Even if Jack-O' is interrupted they will still continue to perform the action. Servant gauge will not be spent until the command has been issued.
  • Performing in the air will interrupt Jack-O's air momentum.
  • 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.
  • 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)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 3+7 - Total 24 See Notes -

Cheaper than using other commands, but that's about it. Costs more to use than it gets back.

  • Recalls all servants.
    • Refills the Command Servant Gauge by 0.5 bars per servant recovered.
    • Refills the Summon Servant Gauge by 1 bar per servant recovered.
    • Provides an additional 0.12 bars per second of both Servant Gauges until next summon, due to having no active servants.
  • Does not pause Servant Gauge recharge.

An economical method of using servant commands for their on-block cancels framedata if there are no useful servants nearby. It is still very unsafe off most attacks, making it a risky and poor alternative to Summon Servant Hold (236[P]) when unable to summon.

The move is fairly slow and eliminates Jack-O's best options which makes it hard to find uses for the move. In the small amount of situations where you would use this move would be to prevent a bounced servant causing unwanted wallbreaks and stop opponents cancelling off a hit servant. Can also be used as an emergency stop of the Countdown (214H) detonation.

Attack Command

214K (Air OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 All 3+10 6 Total 24 +15 -

Setplay, zoning, poking, the sky is the limit.

  • Causes all servants on screen to attack, moving forward in the process.
    • Jump cancelable on hit or block.
    • Launches vertically on hit.
  • Can interrupt a servant's movement mid-launch.

Jack-O's most powerful move. Attack Command is fast, high damage, and inescapably oppressive so long as Jack-O' has servants and servant gauge. It can be canceled into during pressure to create repeated frametraps and chip damage. Servants behind an opponent will push the opponent back towards Jack-O', nullifying the pushback from Faultless Defense and further enhancing her potential pressure options. Is a good combo starter and extension tool.

Defend Command

214S (Air OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 3+1 28 Total 24 +31 -

An extremely secure parry, protecting your servants and locking down opponents.

  • Causes servants to put up a shield that blocks attacks. Prevents the servant being destroyed.
    • Powerful and multi-hit projectiles will be entirely destroyed by the shield. Some projectile attacks like Axl's Sickle Flash will be completely nullified upon hitting the shield, without interrupting the animation.
    • All Overdrives will be unaffected by Defend Command.
  • 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.
    • If the servant is dropped 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 defend hitbox.
  • Can interrupt a servant's movement mid-launch.
  • The Defend shield can protect Jack-O' for up to 7 frames after her recovery.

Useful as a way to prevent opponents from hitting and killing servants. Offensively outclassed by Attack Command (214K) due to damage potential and benefits even on block. However, it is faster, cannot be defeated even by invincible or massively disjointed attacks, while covering a larger effective range, making it more reliable and very low risk. When successful, it is more economical, compensating for the lower reward.

The Guard Crush provides time to move, summon more servants, or begin her preference of pressure and mixups in the time it takes them to recover. With 50% Tension, Guard Crush can lead into her Forever Elysion Driver (632146P) for an immediate 125 damage (lower due to combo scaling caused by Defend Command).

Defend Command can work as an alternative anti-air, with the massive hitbox of the shield it can catch attacks from long range and works against largely disjoined air-to-ground attacks such as Ramlethal's j.H, which would otherwise defeat Attack Command (214K) or Jack-O's 6P.

Countdown

214H (Air OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 All 3+180+26 19 Total 24 See Notes -

For extended combos and mixup setups, but at a high price. Not to be used unless a specific setup has been prepared.

  • All currently active servants will begin a timer. After three seconds they will begin to explode, destroying the servant in the process.
    • 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' as well as 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.
    • Therefore, Jack-O' can hit the servant any number of times without it disappearing.
  • The explosion can be synchronized with Forever Elysion Driver, creating an unblockable attack combination

Countdown creates a gauranteed additional attack in the future, this attack can be used for converting hits into combos, making mixups safe, maintain pressure strings, and even perform an unblockable attack. However, it is virtually never effective in a neutral position and is solely a tool for extending and capitalizing off specific setup positions when Jack-O' has full servant gauge. It is very expensive and potentially risky even when used successfully due to resetting the servant gauge.

By comboing so the enemy sticks to the wall before the Countdown is complete, the resulting explosion will make them to fall back down into the corner. This allows Jack-O' to convert corner combos into further corner pressure instead of resetting in a vulnerable neutral position. This forms the basis of her alternative combo routes.

Overdrives

Forever Elysion Driver

632146P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
179 Throw 10 + [10] + 1 2 58 - All 1~12F, Throw 1~55F

A flashy but flawed invincible command grab. Easy damage from guard crush, and even works as a counter to Faultless Defense.

  • Data in [] refers to cinematic frames where 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.
  • Command grab, cannot be blocked but cannot hit an opponent if they jump or are airborne.
    • Can be jumped or backdashed after the super flash. Will also fail to hit opponents in airborne attacks (e.g. Leo's 2D).
    • Opponents in Faultless Defense cannot jump out in time and will be hit.
      • The only escape option when caught using Faultless Defense is to Gold Burst after the super flash.
    • Unlike other command grabs, it can still land during the following states:
      • Guard crush
      • Wall stick
      • During combos, even if the opponent is airborne.
  • Hitting an opponent in the corner causes a Wall Break and leaves Jack-O' at +36 frame advantage afterwards.
    • This can allow a safejump against any character with a 10F or slower reversal. Any faster cannot be safejumped from Wall Break.

Jack-O's invincible reversal. It is relatively short range, roughly comparable to her f.S; it will fail against any airborne attacks; and will even fail against late-timed command grabs, making it the most unreliable invincible reversal Overdrive in the game. However, it is also Jack-O's only invincible reversal and therefore of substantial value given her otherwise poor defensive capabilities. To compensate, it deals extremely high single-hit damage (thereby mitigating the effect of Guts), able to take many opponents out from 25% health when used raw.

It can be used during combos, but will not wallbreak unless very close to the wall and can whiff on some Wall Sticks that end high up. Due to being single-hit, it is severely affected by scaling, and with its terrible wallbreak range makes it a poor combo ender. Conversely, Wall breaks are normally a dubious option for Jack-O'. Breaking the wall with Forever Elysion Driver allows her the time to summon and throw a servant to prepare. However, it can also be preferable to save the Tension to use Blue Roman Cancel after the wallbreak, especially given Jack-O' cannot get a universal safejump off an Overdrive Wall Break.

Enemies in Guard Crush from Defend Command (214S) will be vulnerable to Forever Elysion Driver, but it will only deal 125 Damage due to combo scaling.

Cheer Servant On

236236S or 236236H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236236S - - 3 - 12 See Notes Jack-O: None
Servants: 4~14F Full
236236H - - 3 - 12 See Notes Jack-O: None
Servants: 4~14F Full

Empower servants to keep up the pressure. Grant a powerful buff for 5 seconds.

  • Temporarily pauses Servants' duration, including allowing Jack-O' to hit them any number of times without disappearing or losing duration.
  • Enables Servant Gauge recharge during Countdown.
  • Has no Counter Hit state even during startup
  • Can interrupt a servant's movement mid-launch.
  • Both versions can be active at the same time, providing the benefits of both simultaneously. Their durations will wear-off independently of each-other.

The low startup and recovery of this means it can often be cancelled into during block strings and mid-combo, or during a knockdown before performing okizeme. By exploiting the paused duration of servants Jack-O' can perform many new pressure strings. Even if Jack-O' is interrupted from her optimal setups, the S version can maintain a persistent threat on the opponent, while the H version ensures the Servant Gauge will not be empty, allowing her to set up a new threat in neutral.


236236S
  • 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.
    • Opponents still receive normal on-hit cancels as if they landed a hit.
    • Opponents receive less hitstop when hitting servants, reducing it down to instead 4 frames, similar to Jack-O' hitting her own servants.
  • Multi-hit projectiles such as Leo's Gravierte Würd will lose all hits when colliding with a servant.
    • Based on positioning some projectiles may get past a servant before losing all hits.

Extremely effective for dominating neutral. Makes even a single servant a near inescapable threat for the opponent, and eliminates some moves entirely (i.e. projectiles). When thrown or launched at the enemy they become unbreakable projectiles, pinning the opponent down immediately. Opponents will usually be forced to wait out the duration, giving Jack-O' time to prepare setups and push opponents towards the corner. Due to the recovery time after the superflash, it can be quite vulnerable to use this in neutral if there is not already an active servant.

While Jack-O' cannot easily use a servant while defending, it functionally converts Attack Command (214K) into a 4 Frame attack to trade with any move so long as a servant is nearby, often disrupting dangerous pressure very quickly. A well-placed servant can also provide her access to Defend Command (214S) to defeat most strikes.


236236H
  • 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.

In the corner with one or more servants, this version can provide blockstring loops (e.g. c.S > 236K > 214K) that provide an incredible amount of chip damage. Once established this can force opponents to use resources to escape by burst, FD, YRC, or taking the hit. This can also allow extremely long frametrap pressure to go into Throw resets with minimal risk.

Can complement Countdown (214H) fairly well, as it makes the opponent incapable of intercepting the explosion without using resources, while also allowing the Servant gauge to continue increasing. Unfortunately it does not prevent the Servant Gauge resetting, maintaining a lot of the same risks.


External References

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