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To come. | To come. | ||
= | =Combos= | ||
Basic-Combos | Basic-Combos |
Revision as of 19:04, 28 August 2016
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
Super Jump: Press Down then U/UF/UB
Special Command Moves
Attributes
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
Frame Data
Legend :
Command = the input for the attack.
Start Up = How many start up frames an attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
Data from Howard's Arena
Hitboxes
Command | Total Frames |
Close ![]() ![]() ![]() |
x |
Command | Total Frames |
![]() ![]() ![]() |
x |
Command | Total Frames |
![]() ![]() ![]() |
x |
Command | Start Up | Hit | Guard |
Close ![]() |
4 | +7 | +7 |
Command | Start Up | Hit | Guard |
Close ![]() |
4 | +6 | +6 |
Command | Start Up | Hit | Guard |
Close ![]() |
4 | -2 | -2 |
Command | Start Up | Hit | Guard |
Close ![]() |
4 | -3 | -3 |
Command | Start Up | Hit | Guard |
Far ![]() |
5 | +2 | +2 |
Command | Start Up | Hit | Guard |
Far ![]() |
5 | +5 | +5 |
Command | Start Up | Hit | Guard |
Far ![]() |
7 | -8 | -8 |
Command | Start Up | Hit | Guard |
Far ![]() |
10 | -9 | -9 |
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +6 | +6 |
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +5 | +5 |
Command | Start Up | Hit | Guard |
![]() ![]() |
7 | +6 | +6 |
Command | Start Up | Hit | Guard |
![]() ![]() |
10 | KD | -6 |
Command | Start Up | Hit | Guard |
Jumping ![]() |
4 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping ![]() |
4 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping ![]() |
6 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping ![]() |
9 | ? | ? |
Command | Start Up | Hit | Guard |
![]() ![]() |
25 | -1 | +5 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
10 | -3 | -9 |
Command | Start Up | Hit | Guard |
![]() ![]() |
8 | KD | -32 |
Attack Notes
To come.
Combos
Basic-Combos
Combos (Main)
Break Combos
Combos (corner only)
T.O.P. Notes
To Come.
Overall Strategy
To come.
Matchup Notes
To come.
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.