(→Combos) |
|||
Line 742: | Line 742: | ||
=== Vs. Lee: === | === Vs. Lee: === | ||
Crouching | Crouching A and ABCD is really useful here to stop Lee's rush punches. Do a Ball Rose, stick a cr.LP or ABCD to prevent retaliation, Ball Rose, etc. Crouching B will beat any jump in, so Lee will have to guess fireballs if he ever wants to get in from there. If he manages to get in close, push him away with cr.C x 2, cr.D xx Ball Rose. | ||
=== Vs. Feilin: === | === Vs. Feilin: === | ||
It will be a projectile spam matchupslide or crouching HK its a useful counter if she slide uppercut | It will be a projectile spam matchupslide or crouching HK its a useful counter if she slide uppercut |
Revision as of 19:44, 24 February 2021
FHD main page | The Characters |
Introduction
TURTLE SHIT BRAH
Jean is basically the French nephew of Guile and definitely one of the stronger characters in FHD. He has more damage and higher priority moves than almost any character in the game lower than him, thanks to his awesome HHS move. He's pretty mobile with his slide kicks that also helps in fireball wars, which is a big plus.
Weak Spot
![]() |
![]() |
![]() |
![]() | |
Frame count | - | 2 | 2 | - |
Jean's weak spot can be damaged mainly by crouching LPs + some standing LKs, so that's not bad. But still it's vulnerable to a wide variety of special moves. Also weak spot is unsafe in mid-air and while you doing a jump-in, it can be hit with pretty much any anti-air attack.
From here we must talk about fireballs. While standing, Jean's weak spot is unhittable with projectiles by Matlok, Samchay, Clown, Karnov and himself at mirror match. And while crouching, it's vulnerable only against Karnov. And so, use this knowledge to your advantage. But keep in mind that in air you still can land on a fireball with your weak spot.
Color Options
Punch | Kick |
![]() |
![]() |
Moves List
Quick Reference
Normal Moves
Light Punch 
- Standing (Close):
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Hand-knife stab. Great priority, quick, great range. Can be used as a poke. Better not use it for chain strings because you will get weak version of Needle Shower instead. Your only viable move for this is crouching LK.
- Standing (Far):
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +5 | |||
On block | +6 | |||
Frame count | 2 | 3 | 4 |
Same as close LP above but with more range.
- Crouching:
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Same as close LP above but crouching and a more range.
- Jumping (Diagonal/Neutral):
Damage | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
Good as air-to-air. Can be used as jump-in but your jumping LK is better for this.
Strong Punch 
- Standing (Close):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Hits deep jump ins solid and usually beats them, bufferable. Used a lot for chaining into hands.
- Standing (Far):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Your best poke because of it's range and Jean does a step forward to do attack.
- Crouching:
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Excellent anti-air, bufferable and great for use into Flash Kick. In fact, you can safely use this instead of flash kick because I haven't found something that beats this.
- Jumping (Diagonal/Neutral):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 4 | 4 | ∞ |
I can't come up with any use of this one.
Light Kick 
- Standing (Close):
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | +5 | |||
On block | +6 | |||
Frame count | 2 | 3 | 4 |
Unchainable mid-kick. Pretty thick hitbox to damage weak spots, unlike LPs. Unlike other unchainables in the game, this attack has less end-lag, so it comboes into far LK.
- Standing (Far):
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | +3 | |||
On block | +4 | |||
Frame count | 2 | 3 | 6 |
Unchainable high-kick. This one is even thicker hitbox than close LK. Mediocre as an anti-air (because of lag) but useful to hit high weak spots.
- Crouching:
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Your best move to do chain strings. Fast, decent priority, good to cancel into a Chojaku Needle Shower or to push your enemy away (cr.LK x 2, cr.HK xx Ball Rose).
- Jumping (Diagonal/Neutral):
Damage | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
This is your choice jump in. Stays out forever and beats a ridiculous amount of attacks.
Strong Kick 
- Standing (Close):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Great attack with massive hitbox.
- Standing (Far):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 8 | 6 | 18 |
Okay-ish anti-air but comes out slow.
- Crouching:
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | kd | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Great poke. Fairly speedy, great range, cancellable. Another of Jean's excellent anti-airs, useful to catch opponents jumping outside of the range of your cr.HP. Really good also to push your rival away if you cancel it into a Ball Rose (don't do this against Ray though, you'll eat a Wheel Kick). Staple move.
- Jumping (Diagonal):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 4 | 8 | ∞ |
Good attack with decent priority and (finally) safe weak spot.
- Jumping (Neutral):
Damage | 28 | Startup | ![]() |
![]() |
Recovery |
Chain cancel | no | ||||
Special cancel | no | ||||
Frame count | 4 | 3 | 3 | ∞ |
Mediocre air-to-air with bad horizontal priority. Jean has other better aerial attacks.
Special Normals
Damage | Light 10 Hard 24 |
Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
On hit | Light -3 Hard kd | |||
On block | Light -2 Hard -12 | |||
Frame count | Light | 4 | 3 | 12 |
Hard | 10 | 6 | 22 |
A versatile slide that comes in very handy in fireball wars. If your rival is churning projectiles like crazy, slide to punish them. Be careful with it because it's not safe on block at all though, so use it only if you are sure it will hit. You can use it as an anti-air if your opponent jumps over a Ball Rose outside the range of your cr.HK. It's also a good way to close distance after a dizzy.
Throws
Ground Throws
Damage | 32 | ![]() |
Range (From pushbox) |
33 |
Jean tosses the opponent with his legs to the opposite side of a screen. Good move to start a defensive game plan (a.k.a start fireball spam) if it's needed.
Aerial Throws
Damage | 40 | ![]() |
Range (From pushbox) |
25 |
Another proof that Jean is Guile's nephew. Animation of this throw is exact same as Guile's Flying Mare lol. The third best air throw in the game after Ryoko's both command and normal throws in terms of range.
Special Moves
LP version and ABCD version:
Damage | 10 per hit |
Startup | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |||||
On hit | +4* | ||||||||||||
On block | -1* | ||||||||||||
Frame count | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | |
Loop cycle | 18 |
HP version:
Damage | 10 per hit |
Startup | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |||||
On hit | +10* | ||||||||||||
On block | +5* | ||||||||||||
Frame count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |
Loop cycle | 12 |
*Frame advantage is measured relatively if only the first hit connects
THE ONE. You mainly goning to use ABCD version (aka instant version) even though HP version have thicker hitboxes and can better hit weak spots. By itself it only deals small damage, but when cancelled from a normal at close range it deals insane damage. If you manage to dizzy someone, it's game over for him. If you aim to even have a passable Jean you need to be able to do this every time you confirm a hit.
Damage | 16 | Startup | ![]() |
Recovery |
On hit | +7 | |||
On block | +2 | |||
Frame count | 11 | 1 | 26 |
A nice Sonic Boom move that of course is very useful to zone and turtle it up. Since charge times are very short in this game, if you make use of charge buffering you'll always have another Bal Rose and a Fric Frac ready as soon as you recover from a Bal Rose you've just thrown.
Damage | 32 | ![]() |
![]() |
![]() |
Recovery |
On hit | Light kd Hard kd | ||||
On block | Light -27 Hard -32 | ||||
Frame count | Light | 2 | 4 | 3 | 40 |
Hard | 2 | 4 | 3 | 45 |
This is some turtle shit. Flash Kick that moves you backwards. This fact makes it somewhat safe on block, but don't get too happy with this when cornered.
Hidden Move
1st Part (the hop):
Damage | 32 | ![]() |
![]() |
![]() |
![]() |
Landing, weak spot is absent |
On hit | -31* | |||||
On block | -36* | |||||
Frame count | 4 | 4 | 13 | 3 | 6 |
*Frame advantage is measured relatively from the first hit (the 13 frames one) to the second hit
2nd Part (the high jump):
Damage | 32 | ![]() |
![]() |
Weak spot reappears |
![]() |
Recovery: (1) - if whiffs (46) - if hits | ||||
On hit | -27 | |||||||||
On block | -32 | |||||||||
Frame count | 6 | 4 | 3 | 4 | 10 | 3 | 1 | 1 | 46 |
The oddest move in the game. Jean does a small hop forward, dealing the first hit (not overhead). Then he does a jump up and lands with the second hit (an overhead). If it whiffs, you land on your two feet with only one frame of lag. But if hit connects, Jean does a big jump backwards, making you harder to punish. This move requires double charge time. Light and Hard versions are identical.
Already sounds confusing, isn't it? Here's other quirk. At the second part of the move jump starts at the first 4 frames of invincibility. The ascend is really fast, thus making you hard to punish if you'll space the first hit right.
If we'll put aside those shenanigans, the move is not really useful. The best use for it as a reversal after knockdown or a long hit string.
The Basics
At a basic level, Jean is effectively Guile with a stronger offensive presence thanks to slide and HHS combos.
Bal Rose is a strong, but slow projectile that lets Jean run his mid and long range game. You won't be winning any fireball wars (especially vs Ray) but its an integral tool to your gameplan. Pester the opponent with Rose's, and when they attempt to jump in on you smack them with your incredibly strong cr.B (which you can cancel into another Rose for more pressure)
Flic Flac Can be used in much the same way as a normal flashkick; its a reliable reversal that, at midscreen, can even put you back into your mid range sweetspot to spam Rose. Works great as a knockdown anti air as well, although requiring charge makes it a bit less all-purpose than cr.B
B, cr.D, Bal Rose, cr.B and cr.A are your more reliable neutral pokes. cr.D/B/A are all special cancellable, meaning they can be cancelled into Bal Rose to be made safe on block or into Needle Shower for a combo opportunity.
df.C/D can be used to slide under projectiles, which is one of your most important aspects in matchups vs other fireball characters like Ray, Samchay etc. Neither of them are safe on block, but if spaced properly you can avoid getting harshly punished.
Needle Shower can be decent for corner pressure thanks to its range and frame advantage, but it pushes you out of range pretty quickly and can be counterpoked easily. It's best neutral use is that it can shut down Lee's rush punches, but besides these few cases should be saved for combos.
Don't use Rondato. It can be used as a gimmick anti air, but unless it kills you'll still get punished. Reserved for swag and trolling only.
Combos
- (cr.A/C xx ABCD(1 hit))xN, df.D
Basic Needle loop. Due to a glitch, sometimes this combo does insane damage. For some reason, this glitch happens much more often on crouchers. If the opponent doesn't know this, you can easily win the game in one combo. If the opponent does know about this, you can use cr.C to force them to block low again.
- A/cr.B/D xx ABCD, B
Standing stun combo against most high weak point characters (Mizoguchi, Matlok, Samchay, etc) EXCEPT Zazie, as you have no normal beside D that can hit his weakspot standing, which is too slow to link after ABCD. As long as your first normal hits their weakpoint, you can use whatever. Those listed are just the most consistent.
This combo forces the opponent to either take the glitched damage crouch combos, or eat a stun into another combo (that already will do 90% of their life). Vs Zazie, you can do a gimmicky instant jump A to attempt to secure the stun after ABCD, or simply end the combo with df.D.
Anytime the opponent is hit with ABCD, you can link into df.D to finish your combo.
Advanced Strategy
Your advanced and specific tactic will be to charge Down-Forward for your Rondato and also spam your Rose wisely against non-projectile character.
Match-ups
Ray | Lee | Zaz | Kar | Jea | Miz | Sam | Yun | Mat | Clo | Fei | Mar | Ryo | |
Jean | - | - | - | - | - | - | - | - | - | - | - | - | - |
Vs. Clown:
Its a charger rushdown vs the balanced on, watch out with Stand.
Vs. Jean (self):
Vs. Ryoko:
Just throw fireballs and crouching hard punch if she jumps close, standing hard punch if she jumps from afar.
Vs. Karnov:
A balanced matchup, Karnov will focuse in keepaway but you will spam Rose and slides , if he balloons Rondato it
Vs. Lee:
Crouching A and ABCD is really useful here to stop Lee's rush punches. Do a Ball Rose, stick a cr.LP or ABCD to prevent retaliation, Ball Rose, etc. Crouching B will beat any jump in, so Lee will have to guess fireballs if he ever wants to get in from there. If he manages to get in close, push him away with cr.C x 2, cr.D xx Ball Rose.
Vs. Feilin:
It will be a projectile spam matchupslide or crouching HK its a useful counter if she slide uppercut
Vs. Yungmie:
Aura Smash its it will be no problem, because you can evade it with a slide or Rondato
Vs. Marstorius:
Better turtle him to death with your fireballs. Also don't use your slide kicks against him, you'll be Double German'ed if he will block them. Mars can even grab you out of slide kicks, so be careful. Also I don't recommend to use Hard version of Flic Flac. If you'll whiff it or Mars will block it, he can catch you with Power Drill Slam while you recover.
Vs. Matlok:
Chargie matchup, but you have a bit advantage thanks for your slaps, slide will help you evade Overhead Kick
Vs. Mizoguchi:
A regular matchup, try to stun Mizoguchi first with a Rondato
Vs. Ray:
Wheel Kick? slide to evade it, or trade hit with slaps and keep away him
Vs. Samchay:
Disadvantage is because he can stun you hitting your legs with Pap Sokap, wait if he Tikakou
Vs. Zazie:
He will black you first with evade and ABCD mash fist you and you will scream like a girl use Slide and low pokes instead of spam Rose