GGST/Jack-O/Frame Data

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Jack-O'


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 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.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is multiplied by this modifier.
Jump Duration The total duration of a jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
High Jump Height The maximum height of a high jump in in-game units of distance.
Earliest Forward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
Earliest Backward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
Forward Air Dash Duration The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense.
Backward Air Dash Duration The total duration of a backward air dash in frames, if uncanceled.
Forward Air Dash Attack Transition The minimum amount of frames after a forward air dash that an attack can be performed.
Backward Air Dash Attack Transition The minimum amount of frames after a backward air dash that an attack can be performed.
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  
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. This will change under various conditions, see also: R.I.S.C. Level.
riscLoss 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.
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 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.
wallDamage The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects.
inputTension 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.


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique movement options R.I.S.C. Multiplier Movement Tension Gain
Jack-O 1.11 2 4 Light 18/1~5 strike invuln/1~13 airborne 0.8748 10
Jump Data
Jump duration Jump height High Jump duration High Jump height Earliest airdash Earliest air backdash Airdash duration Air backdash duration Airdash cancel Air backdash cancel Jumping Tension Gain Airdash Tension Gain
42 420 48 522.5 3 3 25/19 12 18 6 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 4 Large×2 none 100% 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 4 Large none 100% 2500 1000
j.P 19 High 6 4 6 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 2 Mid 1~1 Upper Body
2~12 Above Knees
90% 1500 1000
6H 20, 40 All 8,19 2(9)11 14 -6 KD/-3 3, 4 Large×2 none 100% 1000, 1200 1000
2D 29 Low 10 15 18 -19 HKD 2 Large F10~33 Low-profile 90% 1125 1000
5D 45 High 20 3 26 -15 0 2 Mid none 80% 1125 3000
5[D] 56 High 28 3 26 -10 KD 2 Mid none 100% 1875 1500


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 - 3+7 Total 19 none
214K Attack Command 50 All 3+9 6 Total 23 +15 KD 2 Very Small none 80% 500 2000
214S Defend Command 33 - 3+1 34 Total 24 +31 none 80% 1000
S while holding Servant Held Defend Command 33 - 3+1 28 Total 24 +31 none 80% 1000
214H Countdown 80 All 3+180+26 19 Total 24 KD 3 Very Small none 80% 500 1000
236K Servant Shoot 31 All 15 4 25 -12 KD 3 Mid none 100% 2000 1000
Bounced Servant Servant 30 All 5+1 0 Very Small none 80% 500 1000
Launched Servant Servant 45 [50] All 5+1 -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 179 Throw 10+1 2 58 - HKD All 1~12F, Throw 1~55F 100% 1000
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 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 Until L+10 HKD none 50% 2500
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.pngGuard:
-
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 hs.DGGST JackO Release Servant.pngGuard:
-
Startup:
-
Recovery:
Total 11
Advantage:
-
236[P]GGST Jack-O Summon Servant.pngGuard:
-
Startup:
-
Recovery:
Total 14
Advantage:
-
236236SGGST JackO Cheer Servant On S.pngGuard:
-
Startup:
3
Recovery:
12
Advantage:
See Notes
/236236HGGST JackO Cheer Servant On H.pngGuard:
-
Startup:
3
Recovery:
12
Advantage:
See Notes
214PGGST Jack-O 214P.pngGuard:
-
Startup:
3+7
Recovery:
Total 19
Advantage:
-
Dash Cancel[[File:|130x200px]]Guard:
-
Startup:
-
Recovery:
Total 22
Advantage:
-
214KGGST Jack-O 214K.pngGuard:
All
Startup:
3+9
Recovery:
Total 23
Advantage:
+15
214SGGST Jack-O 214S.pngGuard:
-
Startup:
3+1
Recovery:
Total 24
Advantage:
-
/214HGGST Jack-O 214H.pngGuard:
All
Startup:
3+180+26
Recovery:
Total 24
Advantage:
-
236PGGST Jack-O Summon Servant.pngGuard:
-
Startup:
10
Recovery:
Total 25
Advantage:
-
Attack Lv 05P, 2P - -5 -6 -10 - -14 -15 -16
Attack Lv 15K, 2K - -3 -4 -8 -11 -12 -13 -14
Attack Lv 2f.S, 6P, 2D - -1 -2 -6 - -10 -11 -12
Attack Lv 3c.S, 6H(1), Servant Shoot (236K) +5 +2 +1 -3 -6 -7 -8 -9
Attack Lv 45H, 2H, 6H(2) - +4 +3 -1 - -5 -6 -7
Servant BounceStriking a servant into an opponent at point-blank range, and cancelling off it. +10 +7 +6 +2 -1 -2 -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
5PGGST Jack-O 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
+4 +7 6 +10 12
5KGGST Jack-O 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-4
+3 +6 7 +6 10
c.SGGST Jack-O cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
+10 +13 9 +6 5
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
-1 +2 8 -1 8
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
(2)
+4 KD 10 -3 3
5DGGST Jack-O 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
+0 +11 15 -7 8
5[D]GGST Jack-O 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
+5 KD 15 -7 3
2PGGST Jack-O 2P.pngGuard:
All
Startup:
5
Recovery:
9
Advantage:
-3
+3 +6 6 +9 12
2KGGST Jack-O 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
+4 +7 7 +7 10
2SGGST Jack-O 2S.pngGuard:
All
Startup:
9
Recovery:
22
Advantage:
-15
-7 -4 8 -7 8
2HGGST Jack-O 2H.pngGuard:
All
Startup:
15
Recovery:
18
Advantage:
-5
+5 KD 10 -2 3
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
-4 KD 8 -4 8
6HGGST Jack-O 6H.pngGuard:
All
Startup:
8,19
Recovery:
14
Advantage:
-6
(1)
-10 -7 9 -14 5
6HGGST Jack-O 6H.pngGuard:
All
Startup:
8,19
Recovery:
14
Advantage:
-6
(2)
+4 +7 10 -3 3
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
-11 HKD 8 -11 8
236KGGST Jack-O 236K.pngGuard:
All
Startup:
15
Recovery:
25
Advantage:
-12
-3 KD 9 -7 5

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Jack-O 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
5P, 2P, 6P - - 6H - Special, Super
2PGGST Jack-O 2P.pngGuard:
All
Startup:
5
Recovery:
9
Advantage:
-3
5P, 2P, 6P - - 6H - Special, Super
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
- - - - - Special, Super
5KGGST Jack-O 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-4
6P - - 6H 5D, 2D Jump, Special, Super
2KGGST Jack-O 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
6P - - 6H 5D, 2D Special, Super
c.SGGST Jack-O cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+1
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
- - - 5H, 2H - Special, Super
2SGGST Jack-O 2S.pngGuard:
All
Startup:
9
Recovery:
22
Advantage:
-15
- - - 5H, 2H - Special, Super
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
- - - - - Special, Super
2HGGST Jack-O 2H.pngGuard:
All
Startup:
15
Recovery:
18
Advantage:
-5
- - - - - Special, Super
6HGGST Jack-O 6H.pngGuard:
All
Startup:
8,19
Recovery:
14
Advantage:
-6
- - - - - Special, Super
5DGGST Jack-O 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Jack-O jP.pngGuard:
High
Startup:
6
Recovery:
6
Advantage:
-
j.P - - - - Special
j.KGGST Jack-O jK.pngGuard:
High
Startup:
7
Recovery:
12
Advantage:
-
- - - - j.D Forward Air Dash, Jump, Special
j.SGGST Jack-O jS.pngGuard:
High
Startup:
11
Recovery:
21
Advantage:
+3 (IAD)
- - - j.H j.D Forward Air Dash, Jump, Special
j.HGGST Jack-O jH.pngGuard:
High
Startup:
11
Recovery:
32
Advantage:
+5 (IAD)
- - - - j.D Forward Air Dash, Jump, Special
j.DGGST Jack-O jD.pngGuard:
All
Startup:
21
Recovery:
Total 44
Advantage:
-
- - - - - -
X = X is available on hit or block

Navigation

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