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== Vs. Marstorius: == | == Vs. Marstorius: == | ||
== Vs. | == Vs. Matlok Jade: == | ||
== Vs. Mizoguchi Makoto: == | == Vs. Mizoguchi Makoto: == |
Revision as of 13:51, 16 July 2012
Introduction
TURTLE SHIT BRAH Definitely more damage and higher priority moves than almost any character in the game. Jean is arguably top 3, but the jury is out on this one.
Moves List
Normal Moves
Light Punch
Standing (Far) -
Standing (Close) -
Crouching - Insane priority, quick, great range. A great poke.
Jumping -
Jumping (Neutral) -
Strong Punch
Standing (Far) - See below
Standing (Close) - Hits deep jump ins solid and usually beats them, bufferable. Used a lot for chaining into hands.
Crouching - 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 -
Jumping (Neutral) -
Light Kick
Standing (Far) -
Standing (Close) -
Crouching - 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 - This is your choice jump in. Stays out forever and beats a ridiculous amount of attacks.
Jumping (Neutral) -
Strong Kick
Standing (Far) -
Standing (Close) -
Crouching - 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 -
Jumping (Neutral) -
Throws
Special Moves
Needle Shower
- Rapidly Tap Punch
You won't be using this because of...
Chojaku Needle Shower
- Rapidly Tap ABCD
THE ONE. 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.
Ball Rose
- Charge Back, Forward + Punch
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 Ball Rose and a Flic Flac ready as soon as you recover from a Ball Rose.
Sliding Kick
- Down-Forward + Kick
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.
Flic Flac
- Charge Down, Up + Kick
This is some turtle shit. Flash kick that moves you backwards. Pretty safe, don't get too happy with this when cornered.
Super Move
Rondato
- Charge Forward, Quarter Circle Back + Kick
Only the second hit is an overhead. Slow and horrible recovery, avoid using it.
The Basics
Advanced Strategy
Match-ups
Vs. Clown:
Vs. Jean Pierre (self):
Vs. Kano Ryoko:
Just throw fireballs and crouching hard punch if she jumps close, standing hard punch if she jumps from afar.
Vs. Karnov:
Vs. Lee Diendo:
Crouching LP is really useful here to stop Lee's rush punches. Do a Ball Rose, stick a cr.LP to prevent retaliation, Ball Rose, etc. Crouching HP 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.LK x 2, cr.HK xx Ball Rose.