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{{MOTW Character Intro|char=Jenet |portraitalign=flex-end |content= | |||
==Introduction== | ==Introduction== | ||
Bonne Jenet is the prominent leader of a group of pirates known as the Lillien Knights. During the events of Garou: Mark of the Wolves, her crew harbors in Second Southtown in order to hunt for treasure. They soon learned of the crimelord Kain R. Heinlein who was well-known as a very wealthy and powerful man. Jenet entered the King of Fighters tournament he had hosted in order to rob him of anything valuable he might be keeping in his mansion. In her ending, she passes out amidst the destruction of Kain's mansion after defeating him. Her crew saves her from being trapped under the rubble, but fails to secure any of the treasure they had been looking for. After seeing an old photograph of Terry Bogard, Jenet declares him to be "her first love". | |||
{| | == Gameplay == | ||
{{Content Box|content= | |||
{{ProConTable | |||
| | |pros= | ||
* Excellent Low Options | * Excellent Low Options | ||
* Great Special | * Great Special | ||
* P-Power Just Defense Move | * P-Power Just Defense Move | ||
| | |cons= | ||
* Low Stamina | * Low Stamina | ||
* Bad Projectile Properties | * Bad Projectile Properties | ||
* P-Power and S-Power Moves can be Countered easily | * P-Power and S-Power Moves can be Countered easily | ||
}} | |||
}} | |||
}} | |||
'''Character Colors''' | '''Character Colors''' | ||
Line 25: | Line 24: | ||
==Move List== | ==Move List== | ||
Frame Data Source : https://w.atwiki.jp/garoumow/pages/25.html | Frame Data Source : https://w.atwiki.jp/garoumow/pages/25.html | ||
Legend | {{MOTW Legend}} | ||
===Close Standing Normals=== | ===Close Standing Normals=== |
Revision as of 20:35, 9 November 2021
Introduction
Bonne Jenet is the prominent leader of a group of pirates known as the Lillien Knights. During the events of Garou: Mark of the Wolves, her crew harbors in Second Southtown in order to hunt for treasure. They soon learned of the crimelord Kain R. Heinlein who was well-known as a very wealthy and powerful man. Jenet entered the King of Fighters tournament he had hosted in order to rob him of anything valuable he might be keeping in his mansion. In her ending, she passes out amidst the destruction of Kain's mansion after defeating him. Her crew saves her from being trapped under the rubble, but fails to secure any of the treasure they had been looking for. After seeing an old photograph of Terry Bogard, Jenet declares him to be "her first love".
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Character Colors
Move List
Frame Data Source : https://w.atwiki.jp/garoumow/pages/25.html
Data Help | |
---|---|
Disclaimer: This is meant to teach basic terminology used when describing moves. | |
Hitbox: | A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
Hurtbox: | A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
Throw Box/Range: | Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun. |
Projectile Box: | Hitbox on a projectile attack. |
Guard/Counter Box: | The Guard Box or Counter Box. This appears when blocking or using a counter move. |
Push Box: | Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".) |
Startup | The number of frames before an attack can hit the opponent. Does not include the first active frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "Basic" damage -- Unmodified damage values
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decreases the defender's guard durability gauge by this value. |
+X | Attacker has X number of advantage frames. |
-X | Attacker has X number of disadvantage frames. |
KD | Short for "knockdown", knocks down opponent on hit. |
◯ | Cancelable on both hit and block. |
∞ | Chain cancelable with the same button (renda cancel). |
※ | Cancelable on the first hit/part only. |
《X》OR «X» OR <<X>> OR (X) | X number of inactive frames between hits of multihit moves. |
△ | Only cancelable on block. |
▽ | Only cancelable on hit. |
× OR X | Not cancelable. |
Close Standing Normals
cl.A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
- | - | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+7 | +7 | Yes | Yes | - | ||
Standing jab. | ||||||
cl.AA | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | Yes | Yes | - | ||
cl.AAA | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+2 | +2 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-2 | -2 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | Yes (1st hit) | Yes (1st hit) | - |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 10 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | No | Yes | - |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 7 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 10 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -6 | No | No | - |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes (jump only) | Yes (jump only) | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes (jump only) | Yes (jump only) | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes (jump only) | Yes (jump only) | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes (jump only) | Yes (jump only) | - |
Command Normals
Super Jump: Press Down then U/UF/UB
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 25 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | +5 | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 10 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -9 | Yes | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 8 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -32 | - | - | - |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Feint Cancels
Special Moves
236A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10 (4 per hit) | - | 19 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-3 | -3 | - | - | - | ||
236C | Damage | Guard | Startup | Active | Recovery | Total |
16 (6 for each hit) | - | 25 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-2 | -2 | - | - | - |
214A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
18 | - | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | - | ||
214C | Damage | Guard | Startup | Active | Recovery | Total |
21 | - | 21 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -10 | - | - | - |
236B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
20 [13] | - | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -19 [-3] | - | - | - | ||
236D | Damage | Guard | Startup | Active | Recovery | Total |
23 [3] | - | 20 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -29 [+11] | - | - | - |
214B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
19 | - | 17 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-4 | -4 | - | - | - | ||
214D | Damage | Guard | Startup | Active | Recovery | Total |
12(ground)/22(air) | - | 29 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-4 | -4 | - | - | - |
j.2K | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
7 | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | - | ||
j.2K~K | Damage | Guard | Startup | Active | Recovery | Total |
7 | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | - | ||
j.2K~K~K | Damage | Guard | Startup | Active | Recovery | Total |
7 | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | - | ||
j.2K~K~K~K | Damage | Guard | Startup | Active | Recovery | Total |
7 | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | - |
Super Moves
236236A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
31 | - | 5 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -18 | - | - | - | ||
236236C | Damage | Guard | Startup | Active | Recovery | Total |
52 | - | 6 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -23 | - | - | - |
236236B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
35 | - | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -49 | - | - | - | ||
236236D | Damage | Guard | Startup | Active | Recovery | Total |
55 | - | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -81 | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
57 | - | 0 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | - | - | - | - |
Combos
Basic Combos
Break Combos
Corner only
Basic Strategy
Bonne Jennet is a character that is focused on ground rush and zoning strategies with some overhead attacks.
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.
Matchup Notes
Rock Howard


7 - 3
(Highly favorable matchup)
Kim Dong Hwan


5 - 5
(Even matchup)
Hotaru Futaba


6 - 4
(Favorable matchup)
Marco Rodriguez


5 - 5
(Slightly favorable matchup)
Hokutomaru


6 - 4
(Favorable matchup)
Kevin


5 - 5
(Even matchup)
Freeman


7 - 3
(Highly favorable matchup)
Tizoc


7 - 3
(Highly favorable matchup)
Terry


7 - 3
(Highly favorable matchup)
Gato


5 - 5
(Slightly favorable matchup)
Kim Jae Hoon


5 - 5
(Slightly favorable matchup)
'Grant


4 - 6
(Unfavorable matchup)
Kain


5 - 5
(Slightly favorable matchup)