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==Break Combos== | ==Combos== | ||
===Basic Combos=== | |||
*s./c.[[File:snka.gif]],[[File:qcb.png]]+[[File:snka.gif]] | |||
*s./c.[[File:snka.gif]]/[[File:snkb.gif]],[[File:qcf.png]]+[[File:snkb.gif]] | |||
*s.[[File:snka.gif]],c.[[File:snkb.gif]],[[File:qcf.png]]+[[File:snkb.gif]] | |||
*s.[[File:snka.gif]],c.[[File:snkb.gif]],[[File:qcb.png]]+[[File:snka.gif]] | |||
*j.[[File:snkc.gif]],cr.[[File:snka.gif]]+[[File:snkb.gif]],[[File:qcb.png]]+[[File:snka.gif]] | |||
*j.[[File:snkc.gif]]/j.[[File:snkd.gif]],cr.[[File:snka.gif]]+[[File:snkb.gif]],[[File:qcf.png]]x2+[[File:snkb.gif]]/[[File:snkd.gif]] | |||
===Break Combos=== | |||
*[[File:qcf.png]]+[[File:snkd.gif]], [[File:snka.gif]]+[[File:snkb.gif]],[[File:qcf.png]]+[[File:snkd.gif]] | *[[File:qcf.png]]+[[File:snkd.gif]], [[File:snka.gif]]+[[File:snkb.gif]],[[File:qcf.png]]+[[File:snkd.gif]] | ||
*[[File:qcf.png]]+[[File:snkd.gif]], [[File:snka.gif]]+[[File:snkb.gif]],[[File:qcf.png]]x2+[[File:snkb.gif]]/[[File:snkd.gif]] | *[[File:qcf.png]]+[[File:snkd.gif]], [[File:snka.gif]]+[[File:snkb.gif]],[[File:qcf.png]]x2+[[File:snkb.gif]]/[[File:snkd.gif]] | ||
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==Corner only== | ===Corner only=== | ||
*j.[[File:snkc.gif]]/j.[[File:snkd.gif]],s.[[File:snkc.gif]](c),[[File:qcb.png]]+[[File:snka.gif]] | *j.[[File:snkc.gif]]/j.[[File:snkd.gif]],s.[[File:snkc.gif]](c),[[File:qcb.png]]+[[File:snka.gif]] | ||
*j.[[File:snkc.gif]]/j.[[File:snkd.gif]],s.[[File:snkc.gif]](c),[[File:qcf.png]]+[[File:snka.gif]]/[[File:snkb.gif]] | *j.[[File:snkc.gif]]/j.[[File:snkd.gif]],s.[[File:snkc.gif]](c),[[File:qcf.png]]+[[File:snka.gif]]/[[File:snkb.gif]] |
Latest revision as of 19:43, 28 January 2023
Combos
Basic Combos
Break Combos
Corner only
- j.
/j.
,s.
(c),
+
- j.
/j.
,s.
(c),
+
/
- j.
/j.
,cr.
,
+
,
+
,
x2+
/
- s.
,cr.
,s.
,
+
- cr.
,cr.
,
+
,
+
,
x2+
/
- j.
/j.
,s.
,Feint,cr.
+
,
+
- j.
/j.
,s.
,Feint,cr.
+
,
x2+
/
Advanced Tactics
- TK Dive kick :
: The divekick can be performed with
> Neutral >
, therefore it is possible to press
, then jump, then press
and the game buffer will still have the
stored to perform a divekick low to the ground.
- Instant Dive kick :
~
(double tap). When performed fast enough the "Youhou!~" sound doesn't come out.
- Corner infinites :
Jenet can loop feint dash
, or
feint dash
as an infinite in the corner. It is also an infinite on guard; it can guard crush and lead to infinite on hit.
The input is >
>
>
>
>
...
Characters with an air throw can cancel their hop normals if it was performed as an airthrow. The input is hop xx Divekick.
- Airthrow/JD anti-air Option Select :
(upward hadoken): it will air JD if there was an active hitbox above Jenet, otherwise it will air-throw.
- Down Feint invincible frames :
Jenet has invincible frames on the 2nd part of her down feint (when she spins around). It is possible to bait reversals (0f included) with close
or
xx
. Jenet will be in her invincible frames, allowing you to whiff punish anything that goes through Jenet.
The hidden super 'An Oi Mademoiselle' is performed with JustDefend>>
>
(GuardCancel). If performed fast enough, only stand
(or crouch
) will come out, making it hard to punish and allowing to maintain pressure.
- Anti-Jump Frame traps :
Here are some frame traps that will leave very few frames, allowing you to prevent someone attempting to jump out of your pressure :
>
: the opponent cannot jump between these two.
xx
> Instant Air Divekick D : the opponent can jump, but the dive will hit them as soon as they leave the ground.
> Dash >
xx
: the opponent can jump, but the dash close D will catch them on the way up, it's a good tool to get back in close range when applying pressure. The close D is also multi-hit, preventing most guardcancels, and has the property of not being JDable while crouching.
- Meaty links :
>
: it will combo when meaty, also keep in mind 2B cannot hit when someone wakeup jumps, it is possible to Option-Select a jump after 2B, if the 2B whiff you jump, and the 2C becomes an air-throw anti-air.