Fighter's History Dynamite/Jean Pierre

From SuperCombo Wiki

Fhd jean.png

Introduction

TURTLE SHIT BRAH

Jean is basically the French nephew of Guile and definitely one of the stronger characters in FHD. He has more damage and higher priority moves than almost any character in the game lower than him, thanks to his awesome HHS move. He's pretty mobile with his slide kicks that also helps in fireball wars, which is a big plus.

Weak Spot

FHD-jean-neutral.png FHD-jean-squat-1.png FHD-jean-squat-2.png FHD-jean-crouch.png
Frame count - 2 2 -

Jean's weak spot can be damaged mainly by crouching LPs + some standing LKs, so that's not bad. But still it's vulnerable to a wide variety of special moves. Also weak spot is unsafe in mid-air and while you doing a jump-in, it can be hit with pretty much any anti-air attack.

From here we must talk about fireballs. While standing, Jean's weak spot is unhittable with projectiles by Matlok, Samchay, Clown, Karnov and himself at mirror match. And while crouching, it's vulnerable only against Karnov. And so, use this knowledge to your advantage. But keep in mind that in air you still can land on a fireball with your weak spot.

Color Options

Punch Kick
Fhd-jean-color1.png Fhd-jean-color2.png

Moves List

Normal Moves

Light Punch Snka.gif

  • Standing (Close):
Damage 4 Startup FHD-jean-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Hand-knife stab. Great priority, quick, great range. Can be used as a poke. Better not use it for chain strings because you will get weak version of Needle Shower instead. Your only viable move for this is crouching LK.

  • Standing (Far):
Damage 4 Startup FHD-jean-stand-far-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +5
On block +6
Frame count 2 3 4

Same as close LP above but with more range.

  • Crouching:
Damage 4 Startup FHD-jean-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Same as close LP above but crouching and a more range.

  • Jumping (Diagonal/Neutral):
Damage 8 Startup FHD-jean-jump-LP.png
Chain cancel no
Special cancel no
Frame count 4

Good as air-to-air. Can be used as jump-in but your jumping LK is better for this.

Strong Punch Snkb.gif

  • Standing (Close):
Damage 18 Startup FHD-jean-stand-close-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Hits deep jump ins solid and usually beats them, bufferable. Used a lot for chaining into hands.

  • Standing (Far):
Damage 18 Startup FHD-jean-stand-far-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Your best poke because of it's range and Jean does a step forward to do attack.

  • Crouching:
Damage 18 Startup FHD-jean-crouch-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

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 (Diagonal/Neutral):
Damage 18 Startup FHD-jean-jump-HP.png Recovery
Chain cancel no
Special cancel no
Frame count 4 4

I can't come up with any use of this one.

Light Kick Snkc.gif

  • Standing (Close):
Damage 4 Startup FHD-jean-stand-close-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +5
On block +6
Frame count 2 3 4

Unchainable mid-kick. Pretty thick hitbox to damage weak spots, unlike LPs. Unlike other unchainables in the game, this attack has less end-lag, so it comboes into far LK.

  • Standing (Far):
Damage 4 Startup FHD-jean-stand-far-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +3
On block +4
Frame count 2 3 6

Unchainable high-kick. This one is even thicker hitbox than close LK. Mediocre as an anti-air (because of lag) but useful to hit high weak spots.

  • Crouching:
Damage 4 Startup FHD-jean-crouch-LK.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Your best move to do chain strings. 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 (Diagonal/Neutral):
Damage 8 Startup FHD-jean-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

This is your choice jump in. Stays out forever and beats a ridiculous amount of attacks.

Strong Kick Snkd.gif

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) -

Special Normals

  • Sliding Kick: Df.png + K.png

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.

Throws

Ground Throws

Damage 21 FHD-jean-throwbox.png
Range
(From hurtbox)
33
  • Frankensteiner: B.png/F.png + Snkb.gif / Snkd.gif

Jean tosses the opponent with his legs to the opposite side of a screen. Good move to start a defensive game plan (a.k.a start fireball spam) if it's needed.

Aerial Throws

Damage 25 FHD-jean-airthrow.png
Range
(From hurtbox)
25
  • Flying Mare: Ub.png/B.png/Db.png/Df.png/F.png/Uf.png + Snkb.gif

Another proof that Jean is Guile's nephew. Animation of this throw is exact same as Guile's Flying Mare lol. The second best air throw in the game after Ryoko's command one in terms of range.

Special Moves

  • Needle Shower: Mash P.png

You won't be using this because of...

  • Chojaku Needle Shower: Tap simultaneously Snka.gifSnkb.gifSnkc.gifSnkd.gif and mash to continue

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 B.png,F.png + P.png

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.

  • Flic Flac: Charge D.png,U.png + K.png

This is some turtle shit. Flash kick that moves you backwards. Pretty safe, don't get too happy with this when cornered.

Hidden Move

  • Rondato: Charge F.png,Qcb.png + K.png

Only the second hit is an overhead. Slow and horrible recovery, be careful and use it only as a corner escape move.

The Basics

He is a balanced character with charge moves,anyway don't trust in turtling.

His sonic boom attack is a slow one but effective to corner mixups with crouching HK.

Flash Kick its a great anti air, also you can hop backwards even if blocked

Your main strategy will be use df+HK to press your opponent in low zone as you charge Flash Kick too,also you can use Rondatto if opponent is crouching and overhead him.

Hunred Stabs its a good corner pressure tool, also to getaway your opponent if you are cornered.

Combos

  • jumping LP,cr.LPxN xx Somersault Spin
  • jumping HP,cr.LK,cr.HP xx Sonic Rose
  • (Corner) cr.HP xx Sonic Rose, df.HK
  • (Corner) s.HP xx ABCD ,mash P, df.HK

Advanced Strategy

Your advanced and specific tactic will be to charge Down-Forward for your Rondato and also spam your Rose wisely against non-projectile character.

Match-ups

Ray Lee Zaz Kar Jea Miz Sam Yun Mat Clo Fei Mar Ryo
Jean - - - - - - - - - - - - -

Vs. Clown:

Its a charger rushdow vs the balanced on, watch out with Stand.

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:

A balanced matchup, Karnov will focuse in keepaway but you will spam Rose and slides , if he balloons Rondato it

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.

Vs. Liu Feilin:

It will be a projectile spam matchupslide or crouching HK its a useful counter if she slide uppercut

Vs. Liu Yungmie:

Aura Smash its it will be no problem, because you can evade it with a slide or Rondato

Vs. Marstorius:

Better turtle him to death with your fireballs. Also don't use your slide kicks against him, you'll be Double German'ed if he will block them. Mars can even grab you out of slide kicks, so be careful. Also I don't recommend to use Hard version of Flic Flac. If you'll whiff it or Mars will block it, he can catch you with Power Drill Slam while you recover.

Vs. Matlok Jade:

Chargie matchup, but you have a bit advantage thanks for your slaps, slide will help you evade Overhead Kick

Vs. Mizoguchi Makoto:

A regular matchup, try to stun Mizoguchi first with a Rondato

Vs. Ray McDougal:

Wheel Kick? slide to evade it, or trade hit with slaps and keep away him

Vs. Samchay Tomyamgun:

Disadvantage is because he can stun you hitting your legs with Pap Sokap, wait if he Tikakou

Vs. Zazie Muhaba:

He will black you first with evade and ABCD mash fist you and you will scream like a girl use Slide and low pokes instead of spam Rose

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox