GGST/Jack-O/Frame Data

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Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance The amount of R.I.S.C. Level characters gain when blocking is multiplied by this R.I.S.C. Gain Modifier.
Jump Duration Jump Duration in total frames, if uncanceled.
Jump Height Jump Height in total in-game units of distance.
High Jump Duration High Jump Duration in total frames, if uncanceled.
efiad Earliest Forward Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Forward Air Dash can be performed.
ebiad Earliest Back Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Back Air Dash can be performed.
fadd Forward Air Dash Duration in frames. An /X number represents the earliest frame a Forward Air Dash can be canceled into Faultless Defense.
badd Back Air Dash Duration in frames.
fadat Forward Air Dash Attack Transition in frames. The minimum amount of frames after a Forward Air Dash that an attack can be performed.
badat Back Air Dash Attack Transition in frames. The minimum amount of frames after a Back Air Dash that an attack can be performed.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach its first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

RiscGain How much the R.I.S.C. Level increases when this attack is blocked.
RiscLoss How much the R.I.S.C. Level decreases when this attack hits.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Counter The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Prorate How much additional damage proration this attack has. There are two types of proration: Initial and Forced.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance jump duration jump height high jump duration efiad ebiad fadd badd fadat badat
Jack-O
GGST_Jack-O'_Icon.png
1.11 2 4 Light 18/1~5 strike invuln/1~13 airborne 0.8748 42 48 3 3 25/19 12 18 6

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit R.I.S.C. Gain R.I.S.C. Loss Attack Level Counter Type Invuln Proration
Input Damage Guard Startup Active Recovery On-Block On-Hit R.I.S.C. Gain R.I.S.C. Loss Attack Level Counter Type Invuln Proration
5P 23 All 5 4 8 -2 +1 500 1500 0 Small none 80%
5K 27 All 7 6 13 -7 -4 1000 1000 1 Small none 90%
c.S 39 All 7 6 13 -2 +1 2000 1000 3 Mid none 100%
f.S 32 All 11 6 17 -9 -6 1500 1000 2 Mid none 90%
5H 24×2 All 10 3(3)2 23 -6 KD 1200×2 1000 4 Large×2 none 100%
2P 21 All 6 4 9 -3 0 500 1500 0 Small none 80%
2K 24 Low 7 3 14 -5 -2 750 1000 1 Small none 70%
2S 31 All 9 7 22 -15 -12 1500 1000 2 Mid none 90%
2H 41 All 15 6 18 -5 KD 2500 1000 4 Large none 100%
j.P 19 High 6 4 6 375 1000 0 Small none 80%
j.K 23 High 7 6 12 750 1000 1 Small none 80%
j.S 28 High 11 5 21 1125 1000 2 Mid none 80%
j.H 20, 15 High 11 3,3 32 525×2 1000 2 Mid×2 none 80%
j.D 30 All 21 ~ ~ 500 1000 1 Small none 80%
6P 28 All 10 6 20 -12 KD 1500 1000 2 Mid 1~1 Upper Body
2~12 Above Knees
90%
6H 20, 40 All 8,19 2(9)11 14 -6 KD/-3 1000, 1200 1000 3, 4 Large×2 none 100%
2D 29 Low 11 15 18 -19 HKD 1125 1000 2 Large none 90%
5D 45 High 20 3 26 -15 0 1125 3000 2 Mid none 80%
5[D] 56 High 28 3 26 -10 KD 1875 1500 2 Mid none 100%


Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit R.I.S.C. Gain R.I.S.C. Loss Attack Level Counter Type Invuln Proration
Input Name Damage Guard Startup Active Recovery On-Block On-Hit R.I.S.C. Gain R.I.S.C. Loss Attack Level Counter Type Invuln Proration
236P Summon Servant - 10 Total 25 none
236[P] Summon Servant - Total 14 none
2P (near Servant) Pick Up Servant - Total 14 none
6P/6K/6S/6H/6D while holding Servant Throw Servant 30 All 12 Total 32 0 +3 500 1000 0 Small none 70%
D while holding Servant Release Servant - Total 11 none
214P Recover Servant - 3+7 Total 24 See Notes none
214K Attack Command 50 All 3+10 6 Total 24 +15 500 2000 2 Small none 80%
214S Defend Command - 3+1 28 Total 24 +31 1000 none 80%
214H Countdown 80 All 3+180+26 19 Total 24 See Notes KD 500 1000 3 Small none 80%
236K Servant Shoot 31 All 15 3 26 -12 KD 2000 1000 3 Mid none 100%
Bounced Servant Servant 30 All 5+1 500 1000 0 Small none 80%
Launched Servant Servant 45 [50] All 5+1 -6 -3 500 1000 0 Small none 80%


Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit R.I.S.C. Gain R.I.S.C. Loss Attack Level Counter Type Invuln Proration
Input Name Damage Guard Startup Active Recovery On-Block On-Hit R.I.S.C. Gain R.I.S.C. Loss Attack Level Counter Type Invuln Proration
632146P Forever Elysion Driver 179 Throw 10 + [10] + 1 2 58 - HKD 1000 All 1~12F, Throw 1~55F 100%
236236S Cheer Servant On (S) - 3 12 See Notes - Jack-O: None
Servants: 4~14F Full
236236H Cheer Servant On (H) - 3 12 See Notes - Jack-O: None
Servants: 4~14F Full

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit R.I.S.C. Gain R.I.S.C. Loss Attack Level Counter Type Invuln Proration
Name Damage Guard Startup Active Recovery On-Block On-Hit R.I.S.C. Gain R.I.S.C. Loss Attack Level Counter Type Invuln Proration
Ground Throw 80 Ground Throw 2 3 38 HKD 2500 none 50%
Air Throw 80 Air Throw 2 3 Until L+10 HKD 2500 none 50%
Finishing Blow 80 12 2 HKD +23 1000 4


Servant Gauge

The servant gauge is measured at a total capacity of 3000, with 1 bar being equivalent to 1000 units. By default, the recharge rate is 10 units per frame (600 per second). This amount is lowered by 2 for every bar (1000 units) already gained, and lowered by a further 2 if any servants are active. These values are overriden during Cheer Servant On H with a continous 20 per frame (1200 per second). These are calculated for the Summon Gauge and Command Guage independently, and may recharge at different rates.

Servant Gauge Recharge Rate
State Units Per Frame Time to fill 1 bar (seconds)
0 bars filled 10 1.67
1 bar filled 8 2.08
2 bars filled 6 2.78
0 bars filled + servant 8 2.08
1 bar filled + servant 6 2.78
2 bars filled + servant 4 4.17
Cheer Servant On H
GGST JackO Cheer Servant On H.png
Guard:
-
Startup:
3
Recovery:
12
Advantage:
See Notes
20 0.83

On-Block Cancel Data

Jack-O' has a lot of fast, non-attacking moves that alter her effective on-block values when cancelled into. Each possible outcome is given below in a table.

Note: Servant bounce cancelling assumes it is performed at point-blank range, instantly striking the opponent. Values will be higher the further the servant was from the opponent, and the more meaty the servant was hit.

On-Block Cancels
Cancelled Move 236[P]
GGST Jack-O Summon Servant.png
Guard:
-
Startup:
10
Recovery:
Total 25
Advantage:
-
236236S
GGST JackO Cheer Servant On S.png
Guard:
-
Startup:
3
Recovery:
12
Advantage:
See Notes
/236236H
GGST JackO Cheer Servant On H.png
Guard:
-
Startup:
3
Recovery:
12
Advantage:
See Notes
214P
GGST Jack-O 214P.png
Guard:
-
Startup:
3+7
Recovery:
Total 24
Advantage:
See Notes
/214K
GGST Jack-O 214K.png
Guard:
All
Startup:
3+10
Recovery:
Total 24
Advantage:
+15
/214S
GGST Jack-O 214S.png
Guard:
-
Startup:
3+1
Recovery:
Total 24
Advantage:
-
/214H
GGST Jack-O 214H.png
Guard:
All
Startup:
3+180+26
Recovery:
Total 24
Advantage:
See Notes
236P
GGST Jack-O Summon Servant.png
Guard:
-
Startup:
10
Recovery:
Total 25
Advantage:
-
Attack Lv 05P, 2P -5 -6 -15 -16
Attack Lv 15K, 2K -3 -4 -13 -14
Attack Lv 2f.S, 6P, 2D -1 -2 -11 -12
Attack Lv 3c.S, 6H(1), Servant Shoot (236K) +2 +1 -8 -9
Attack Lv 45H, 2H, 6H(2) +4 +3 -6 -7
Servant BounceStriking a servant into an opponent at point-blank range, and cancelling off it. +7 +6 -3 -4

Hitstop Cancel Data

The effective framedata of performing an attack that simultaneously strikes a Servant and the opponent. If the servant does not hit (i.e. the servant was positioned behind the opponent), only the hitstop is reduced. If the servant is immediately launched into the opponent (i.e. the servant was positioned between Jack-O' and the opponent), the hitstop will be reduced but the blockstun will be overriden 6 frames later, altering the framedata further.

Mutli-hit attacks only benefit if the final hit strikes the servant, or the follow-up hit whiffs the opponent, otherwise it will have no effect on the frame data.

Note: values will be higher the further the servant was from the opponent, and the more meaty the servant was hit.

Hitstop Cancel Frame Data
Move Whiffed Servant Blocked Servant
On-Block On-Hit Hitstop Reduced On-Block Total Increase
5P
GGST Jack-O 5P.png
Guard:
All
Startup:
5
Recovery:
8
Advantage:
-2
+4 +7 6 +10 12
5K
GGST Jack-O 5K.png
Guard:
All
Startup:
7
Recovery:
13
Advantage:
-7
+0 +3 7 +3 10
c.S
GGST Jack-O cS.png
Guard:
All
Startup:
7
Recovery:
13
Advantage:
-2
+7 +10 9 +3 5
f.S
GGST Jack-O fS.png
Guard:
All
Startup:
11
Recovery:
17
Advantage:
-9
-1 +2 8 -1 8
5H
GGST Jack-O 5H.png
Guard:
All
Startup:
10
Recovery:
23
Advantage:
-6
(2)
+4 KD 10 -3 3
5D
GGST Jack-O 5D.png
Guard:
High
Startup:
20
Recovery:
26
Advantage:
-15
+0 +11 15 -7 8
5[D]
GGST Jack-O 5D.png
Guard:
High
Startup:
20
Recovery:
26
Advantage:
-15
+5 KD 15 -7 3
2P
GGST Jack-O 2P.png
Guard:
All
Startup:
6
Recovery:
9
Advantage:
-3
+3 +6 6 +9 12
2K
GGST Jack-O 2P.png
Guard:
All
Startup:
6
Recovery:
9
Advantage:
-3
+2 +5 7 +5 10
2S
GGST Jack-O 2S.png
Guard:
All
Startup:
9
Recovery:
22
Advantage:
-15
-7 -4 8 -7 8
2H
GGST Jack-O 2H.png
Guard:
All
Startup:
15
Recovery:
18
Advantage:
-5
+5 KD 10 -2 3
6P
GGST Jack-O 6P.png
Guard:
All
Startup:
10
Recovery:
20
Advantage:
-12
-4 KD 8 -4 8
6H
GGST Jack-O 6H.png
Guard:
All
Startup:
8,19
Recovery:
14
Advantage:
-6
(1)
-10 -7 9 -14 5
6H
GGST Jack-O 6H.png
Guard:
All
Startup:
8,19
Recovery:
14
Advantage:
-6
(2)
+4 +7 10 -3 3
2D
GGST Jack-O 2D.png
Guard:
Low
Startup:
11
Recovery:
18
Advantage:
-19
-11 HKD 8 -11 8
236K
GGST Jack-O 236K.png
Guard:
All
Startup:
15
Recovery:
26
Advantage:
-12
-3 KD 9 -7 5

Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGST Jack-O 5P.png
Guard:
All
Startup:
5
Recovery:
8
Advantage:
-2
5P, 2P, 6P - - 6H - Sp
2P
GGST Jack-O 2P.png
Guard:
All
Startup:
6
Recovery:
9
Advantage:
-3
5P, 2P, 6P - - 6H - Sp
6P
GGST Jack-O 6P.png
Guard:
All
Startup:
10
Recovery:
20
Advantage:
-12
- - - - - Sp
5K
GGST Jack-O 5K.png
Guard:
All
Startup:
7
Recovery:
13
Advantage:
-7
6P - - 6H 5D, 2D Jump, Sp
2K
GGST Jack-O 2K.png
Guard:
Low
Startup:
7
Recovery:
14
Advantage:
-5
6P - - 6H 5D, 2D Sp
c.S
GGST Jack-O cS.png
Guard:
All
Startup:
7
Recovery:
13
Advantage:
-2
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S
GGST Jack-O fS.png
Guard:
All
Startup:
11
Recovery:
17
Advantage:
-9
- - - 5H, 2H - Sp
2S
GGST Jack-O 2S.png
Guard:
All
Startup:
9
Recovery:
22
Advantage:
-15
- - - 5H, 2H - Sp
5H
GGST Jack-O 5H.png
Guard:
All
Startup:
10
Recovery:
23
Advantage:
-6
- - - - - Sp
2H
GGST Jack-O 2H.png
Guard:
All
Startup:
15
Recovery:
18
Advantage:
-5
- - - - - Sp
6H
GGST Jack-O 6H.png
Guard:
All
Startup:
8,19
Recovery:
14
Advantage:
-6
- - - - - Sp
5D
GGST Jack-O 5D.png
Guard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2D
GGST Jack-O 2D.png
Guard:
Low
Startup:
11
Recovery:
18
Advantage:
-19
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGST Jack-O jP.png
Guard:
High
Startup:
6
Recovery:
6
Advantage:
-
j.P - - - - Sp
j.K
GGST Jack-O jK.png
Guard:
High
Startup:
7
Recovery:
12
Advantage:
-
- - - - j.D Dash, Jump, Sp
j.S
GGST Jack-O jS.png
Guard:
High
Startup:
11
Recovery:
21
Advantage:
-
- - - j.H j.D Dash, Jump, Sp
j.H
GGST Jack-O jH.png
Guard:
High
Startup:
11
Recovery:
32
Advantage:
-
- - - - j.D Dash, Jump, Sp
j.D
GGST Jack-O jD.png
Guard:
All
Startup:
21
Recovery:
~
Advantage:
-
- - - - - -
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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