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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Jenet_j.A.jpg | ||
|name=Jump {{Icon-SNK|A}} | |name=Jump {{Icon-SNK|A}} | ||
|subtitle= | |subtitle= | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel=N/A | ||
|Cancel on Hit= | |Cancel on Hit=Yes (jump only) | ||
|Cancel on Block= | |Cancel on Block=Yes (jump only) | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description= | |description= | ||
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Jenet_j.B.jpg | ||
|name=Jump {{Icon-SNK|B}} | |name=Jump {{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel=N/A | ||
|Cancel on Hit= | |Cancel on Hit=Yes (jump only) | ||
|Cancel on Block= | |Cancel on Block=Yes (jump only) | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description= | |description= | ||
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Jenet_j.C.jpg | ||
|name=Jump {{Icon-SNK|C}} | |name=Jump {{Icon-SNK|C}} | ||
|subtitle= | |subtitle= | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel=N/A | ||
|Cancel on Hit= | |Cancel on Hit=Yes (jump only) | ||
|Cancel on Block= | |Cancel on Block=Yes (jump only) | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description= | |description= | ||
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Garou_Jenet_j.D.jpg | ||
|name=Jump {{Icon-SNK|D}} | |name=Jump {{Icon-SNK|D}} | ||
|subtitle= | |subtitle= | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel=N/A | ||
|Cancel on Hit= | |Cancel on Hit=Yes (jump only) | ||
|Cancel on Block= | |Cancel on Block=Yes (jump only) | ||
|Guard Crush Value= | |Guard Crush Value= | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
===Command Normals=== | ===Command Normals=== | ||
'''Super Jump''': ''Press Down then U/UF/UB'' | '''Super Jump''': ''Press Down then U/UF/UB'' |
Revision as of 00:15, 1 November 2021
Introduction
To come.
Pros | Cons |
---|---|
|
|
Character Colors
Move List
Esoterics
Frame Data Source : https://w.atwiki.jp/garoumow/pages/25.html
Legend:
- Hit Box: Area that will hit the opponent
- Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
- 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: Hit box 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 hurt/hit boxes. Just allows characters to not pass through each other.
- Command = the input for the attack.
- Start Up = How many start up frames a move/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.
Close Standing Normals
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. |
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 |
---|---|---|---|---|---|
- | - | 7 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-8 | -8 | No | No | - |
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
Throws
Feint Cancels
Special Moves
Super 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 |
Normal Moves
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 | ? | ? |
Universal Moves
Command | Start Up | Hit | Guard |
![]() ![]() |
25 | -1 | +5 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
10 | -3 | -9 |
Command | Start Up | Hit | Guard |
![]() ![]() |
8 | KD | -32 |
Special Moves
Super Moves
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)