GGST/Jack-O/Frame Data

From Dustloop Wiki
< GGST‎ | Jack-O



Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
Jump Duration The total duration of a jump in frames, if uncanceled.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Height The maximum height of a high jump in in-game units of distance.
Pre-Instant Air Dash The minimum number of frames before a character can initiate an air dash from neutral.
Air Dash Duration The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled.
Air Backdash Duration The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
Damage The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense.
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 move. 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.
On-Block 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 grounded opponent, and that the attacker does not cancel the attack into anything else.

On-Hit 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.

Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
Counter Type The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Proration How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
R.I.S.C. Gain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
R.I.S.C. Loss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
Input Tension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.
Chip Ratio The percentage of this attack's base damage that is still dealt as chip damage on block.
Wall Damage The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects.
OTG Ratio The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state.
Attack Level Values
Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Block Air Regular Block/FD ※ Air Instant Block/IFD ※
Lv.0 11 12 13 9 Until Landing+19 Until Landing+5
Lv.1 12 14 15 11 Until Landing+19 Until Landing+5
Lv.2 13 16 17 13 Until Landing+19 Until Landing+5
Lv.3 14 19 20 16 Until Landing+19 Until Landing+5
Lv.4 15 21 22 18 Until Landing+19 Until Landing+5

※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e. air jump or air dash)

For more values, see GGST/Frame Data


System Data

Core Data
Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Forward Dash Unique Movement Options Movement Tension Gain
Jack-O 30 2 28.0 4 18 1-5F 1-13F 10
Jump Data
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance Jumping Tension Gain Air Dash Tension Gain
42 48 420.0 522.5 7 18/24 6/11 735.625 228.367 3 5


Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
5P 23 All 5 4 8 -2 +1 0 Small none 80% 500 1500
5K 27 All 7 6 10 -4 -1 1 Small none 90% 1000 1000
c.S 39 All 7 6 10 +1 +4 3 Mid none 100% 2000 1000
f.S 32 All 11 6 17 -9 -6 2 Mid none 90% 1500 1000
5H 24×2 All 10 3(3)2 23 -6 KD +28 4 Large×2 none 90% 1200×2 1000
2P 21 All 5 4 9 -3 0 0 Small none 80% 500 1500
2K 24 Low 6 3 12 -3 +0 1 Small F6-20 Low-profile 70% 750 1000
2S 31 All 9 7 22 -15 -12 2 Mid none 90% 1500 1000
2H 41 All 15 6 18 -5 KD +37 4 Large none 90% 2500 1000
j.P 19 High 6 4 6 +1 (IAD) +4 (IAD) 0 Small none 80% 375 1000
j.K 23 High 7 6 12 1 Small none 80% 750 1000
j.S 28 High 11 5 21 +3 (IAD) +6 (IAD) 2 Mid none 80% 1125 1000
j.H 20, 15 High 11 3,3 32 +5 (IAD) +8 (IAD) 2 Mid×2 none 80% 525×2 1000
j.D 30 All 21 - Total 44 1 Very Small none 80% 500 1000
6P 28 All 10 6 20 -12 KD +21 2 Mid 1-3 Upper Body
4-12 Above Knees
90% 1500 1000
6H 20, 40 All 8,19 2(9)11 14 -6 KD +28/-3 3, 4 Large×2 none 90% 1000, 1200 1000
2D 29 Low 10 15 18 -19 HKD +41 2 Large F10~33 Low-profile 90% 1125 1000
5D 45 High 20 3 26 -15 0 2 Mid none 80% 1125 3000 [1000]
5[D] 56 High 28 3 26 -10 KD +36 4 Mid none 100% 1875 1500 [1000]

Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
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 27 +5 +8 0 Very Small none 70% 500 1000
D while holding Servant Release Servant - Total 11 none
214P Recover Servant - 10 Total 19 none
214K Attack Command 50 All 12 6 Total 23 +15 KD +62 2 Very Small none 80% 500 2000
K while holding Servant Held Attack Command 50 All 12 6 Total 23 +3 KD +50 2 Very Small none 80% 500 2000
214S Defend Command 33 4 28 Total 30 +25 KD +48 1 none 60% All 1000
S while holding Servant Held Defend Command 33 4 28 Total 24 +31 KD +54 1 none 60% 500 1000
214H Countdown 80 All 3+180+25 19 Total 24 KD 3 Very Small none 80% 500 1000
236K Servant Shoot 31 All 15 4 25 -12 KD +22 3 Mid none 90% 2000 1000
j.236K Air Servant Shoot 31 All 15 4 19 +5 (IAD) KD 3 Mid none 90% 2000 1000
Bounced Servant Servant 30 All 6 0 Very Small none 80% 500 1000
Launched Servant Servant 45 [50] All 6 -6 -3 0 Very Small none 80% 500 1000

Overdrives

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
632146P Forever Elysion Driver 149 All 10+1 2 58 -41 HKD +59 4 None 1-12F Full, 1-55F Throw 100% 2500 1000
236236S Cheer Servant On (S) - 3 300 Total 15 See Notes - Jack-O: None
Servants: 4-14F Full
236236H Cheer Servant On (H) - 3 300 Total 15 See Notes - Jack-O: None
Servants: 4-14F Full

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Ground Throw 80 Ground Throw 2 3 38 HKD +60 none 50% 2500
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +48 (IAD) none 50% 2500
Wild Assault 30 All 20~31 3 20 +13 Stagger +12 4 Mid 90% 2500 3000
Wild Assault 50 32 3 20 +17 HKD +71 4 Mid 100% 2500 2000
Finish Blow 80 12 2 HKD +23 4 1000
Dash Cancel Total 22

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 HGGST JackO Cheer Servant On H Buff.pngGuard-Startup3RecoveryTotal 15AdvantageSee 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 hs.DGGST JackO Release Servant.pngGuard-StartupRecoveryTotal 11Advantage- 236[P]GGST Jack-O Summon Servant.pngGuard-StartupRecoveryTotal 14Advantage- 236236SGGST JackO Cheer Servant On S Buff.pngGuard-Startup3RecoveryTotal 15AdvantageSee Notes/236236HGGST JackO Cheer Servant On H Buff.pngGuard-Startup3RecoveryTotal 15AdvantageSee Notes 214PGGST Jack-O 214P.pngGuard-Startup10RecoveryTotal 19Advantage- Dash Cancel[[File:|130x200px]]GuardStartupRecoveryTotal 22Advantage- 214KGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15 hs.SGGST JackO Defend Command Held.pngGuardStartup4RecoveryTotal 24Advantage+31/214HGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage- 236PGGST Jack-O Summon Servant.pngGuard-Startup10RecoveryTotal 25Advantage- 214SGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25
Attack Lv 05P, 2P - -5 -6 -10 - -14 -15 -16 -21
Attack Lv 15K, 2K - -3 -4 -8 -11 -12 -13 -14 -19
Attack Lv 2f.S, 6P, 2D - -1 -2 -6 - -10 -11 -12 -17
Attack Lv 3c.S, 6H(1), Servant Shoot (236K) +5 +2 +1 -3 -6 -7 -8 -9 -14
Attack Lv 45H, 2H, 6H(2) - +4 +3 -1 - -5 -6 -7 -12
Servant BounceStriking a servant into an opponent at point-blank range, and cancelling off it. +10 +7 +6 +2 -1 -2 -3 -4 -9

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
5PGGST Jack-O 5P.pngGuardAllStartup5Recovery8Advantage-2 +4 +7 6 +10 12
5KGGST Jack-O 5K.pngGuardAllStartup7Recovery10Advantage-4 +3 +6 7 +6 10
c.SGGST Jack-O cS.pngGuardAllStartup7Recovery10Advantage+1 +10 +13 9 +6 5
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9 -1 +2 8 -1 8
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6 (2) +4 KD 10 -3 3
5DGGST Jack-O 5D.pngGuardHighStartup20Recovery26Advantage-15 +0 +11 15 -7 8
5[D]GGST Jack-O 5D.pngGuardHighStartup20Recovery26Advantage-15 +5 KD 15 -7 3
2PGGST Jack-O 2P.pngGuardAllStartup5Recovery9Advantage-3 +3 +6 6 +9 12
2KGGST Jack-O 2K.pngGuardLowStartup6Recovery12Advantage-3 +4 +7 7 +7 10
2SGGST Jack-O 2S.pngGuardAllStartup9Recovery22Advantage-15 -7 -4 8 -7 8
2HGGST Jack-O 2H.pngGuardAllStartup15Recovery18Advantage-5 +5 KD 10 -2 3
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12 -4 KD 8 -4 8
6HGGST Jack-O 6H.pngGuardAllStartup8,19Recovery14Advantage-6 (1) -10 -7 9 -14 5
6HGGST Jack-O 6H.pngGuardAllStartup8,19Recovery14Advantage-6 (2) +4 +7 10 -3 3
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19 -11 HKD 8 -11 8
236KGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 -3 KD 9 -7 5

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Jack-O 5P.pngGuardAllStartup5Recovery8Advantage-2 5P, 2P, 6P - - 6H - Special, Super
2PGGST Jack-O 2P.pngGuardAllStartup5Recovery9Advantage-3 5P, 2P, 6P - - 6H - Special, Super
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12 - - - - - Special, Super
5KGGST Jack-O 5K.pngGuardAllStartup7Recovery10Advantage-4 6P - - 6H 5D, 2D Jump, Special, Super
2KGGST Jack-O 2K.pngGuardLowStartup6Recovery12Advantage-3 6P - - 6H 5D, 2D Special, Super
c.SGGST Jack-O cS.pngGuardAllStartup7Recovery10Advantage+1 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9 - - - 5H, 2H - Special, Super
2SGGST Jack-O 2S.pngGuardAllStartup9Recovery22Advantage-15 - - - 5H, 2H - Special, Super
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6 - - - - - Special, Super
2HGGST Jack-O 2H.pngGuardAllStartup15Recovery18Advantage-5 - - - - - Special, Super
6HGGST Jack-O 6H.pngGuardAllStartup8,19Recovery14Advantage-6 - - - - - Special, Super
5DGGST Jack-O 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Jack-O jP.pngGuardHighStartup6Recovery6Advantage+1 (IAD) j.P - - - - Special
j.KGGST Jack-O jK.pngGuardHighStartup7Recovery12Advantage- - - - - j.D Forward Air Dash, Jump, Special
j.SGGST Jack-O jS.pngGuardHighStartup11Recovery21Advantage+3 (IAD) - - - j.H j.D Forward Air Dash, Jump, Special
j.HGGST Jack-O jH.pngGuardHighStartup11Recovery32Advantage+5 (IAD) - - - - j.D Forward Air Dash, Jump, Special
j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage- - - - - - -
X = X is available on hit or block

Navigation

Systems Pages