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.
Bread'n'Butter 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 : 28D : The divekick can be performed with 2>5>D, therefore it is possible to press 'down', then jump, then press D and the game buffer will still have the 'down' stored to perform a divekick low to the ground.
- Instant Dive kick : 2D~D (double tap). When performed fast enough the "Youhou" sound doesn't come out.
- Corner infinites : Jenet can loop C feint dash C, or D feint dash D 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 C > 2AC > 66 > C > 2AC > 66 > C ...
- Hop C xx Divekick : Characters with an air throw can cancel their hop normals if it was performed as an airthrow. The input is hop 2C xx Divekick.
- Airthrow/JD anti-air Option Select : 874C : 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 C or D xx feint 2AC. Jenet will be in her invincible frames, allowing you to whiff punish anything that goes through Jenet.
- ABC hidden Super Option Select : The hidden super 'An Oi Mademoiselle' is performed with JD>A>B>C guardcancel. If performed fast enough, only stand A (or crouch A) will come out, making it hard to punish.