Introduction
Bonne Jenet is the prominent leader of a group of pirates known as the Lillien Knights. During the events of Garou: Mark of the Wolves, her crew harbors in Second Southtown in order to hunt for treasure. They soon learned of the crimelord Kain R. Heinlein who was well-known as a very wealthy and powerful man. Jenet entered the King of Fighters tournament he had hosted in order to rob him of anything valuable he might be keeping in his mansion. In her ending, she passes out amidst the destruction of Kain's mansion after defeating him. Her crew saves her from being trapped under the rubble, but fails to secure any of the treasure they had been looking for. After seeing an old photograph of Terry Bogard, Jenet declares him to be "her first love".
Gameplay
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source : https://w.atwiki.jp/garoumow/pages/25.html and https://w.atwiki.jp/garoumow/pages/76.html
Data Help | |
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Disclaimer: This is meant to teach basic terminology used when describing moves. | |
HitBox: | A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
HurtBox: | A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
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. (Also known as "Collision Box".) |
Command | the input for the attack. |
Start Up | The number of frames that initiate at the beginning of an attack after the input.
And when the first hitbox is present.
The first active frame is after the last startup frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "basic" damage -- unmodified damage values
"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decrease your guard durability gauge/meter by that value/s |
+ | 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. |
◯ | circle means cancelable on both hit/block. |
∞ | infinity means chain cancelable with the same button (renda cancel). |
※ | means cancelable on the first hit/part only. |
《 》OR « » OR << >> OR ( ) | The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame). |
△ | up triangle means only cancelable on block. |
▽ | down triangle means only cancelable on hit. |
× OR X | means not cancelable. |
Notes:
- Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Standing/Taunting | Crouching | Dashing | Jumping |
Airborne. | 35F (36F for forward jump). Can super jump. |
Close Standing Normals
Close 5A
c5A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
4 | Mid | 4 | 4 | 4 | 12 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+7 | +7 | ◯ | ◯ | 4 | ||
Standing jab. | ||||||
c5A>A | Damage | Guard | Startup | Active | Recovery | Total |
6 | Mid | 2 | 3 | 13 | 18 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | X | X | 4,5 | ||
Target combo from c5A. | ||||||
c5A>A>A | Damage | Guard | Startup | Active | Recovery | Total |
6 | Mid | 4 | 3 | 10 | 17 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+2 | +2 | X | X | 4, 5, 5 | ||
Target combo from c5A. |
Close 5B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ | ◯ | 4 |
Close 5C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | HL | 4 | 2, 《1》, 4 | 19 | 30 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-2 | -2 | ◯ | ◯ | 5 |
Close 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5, 5 | Mid | 4 | 1, 《1》, 2 | 22 | 30 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | ※ | ※ | 3, 3 |
Far Standing Normals
Far 5A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 5 | 4 | 9 | 18 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | ◯ | ◯ | 4 |
Far 5B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 4 | 6 | 15 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | ◯ | ◯ | 4 |
Far 5C
f5C | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
12 | Mid | 7 | 3 | 26 | 36 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-8 | -8 | X | X | 5 | ||
f5C>C | Damage | Guard | Startup | Active | Recovery | Total |
12, 10 | Mid | 4 | 3 | 13 | 20 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+5 | +5 | X | X | 5, 9 | ||
Target combo from f5C. |
Far 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
13 | Mid | 10 | 3 | 27 | 40 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | X | ◯ | 5 | |
Whiffs on crouching opponents. |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ / ∞ | ◯ / ∞ | 4 |
2B
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Low | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ / ∞ | ◯ / ∞ | 4 |
2C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Mid | 7 | 3 | 12 | 22 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ | ◯ | 5 |
2D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Low | 10 | 3 | 24 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -6 | X | X | 5 |
Jumping Normals
jA
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 4 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 |
jB
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 4 | 8 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 |
jC
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5, 5 | High | 6 | 3, 3 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ※ | ※ | 5 |
jD
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 9 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 | |
Can beat out upper-body evasion attacks. |
Universal Moves
Lower-body Evasion Attack (5AB)
Upper-body Evasion Attack (2AB)
T.O.P. Attack (CD)
Throws
Ground Throw
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7, 7 | - | 0 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+43 | - | - | - | - | |
Normal throw |
Air Throw
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4×6 | - | 0 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Air throw |
Feints
Forward Feint (6AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Many Many Torpedoes. |
Down Feint (2AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 8 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Aurora. |
Special Moves
Buffrass (236P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
4, 4, 4 | Mid | 19 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-3 | -3 | - | - | 2, 2, 2 | ||
C | Damage | Guard | Startup | Active | Recovery | Total |
6, 6, 6 | Mid | 25 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-2 | -2 | - | - | 3, 3, 3 |
Crazy Ivan (214P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
18 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | 7 | ||
C | Damage | Guard | Startup | Active | Recovery | Total |
21 | Mid | 21 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -10 | - | - | 8 |
The Hind (236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
7, 7, 9 | Mid | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -19 | - | - | 2, 2, 3 | ||
B Break | Damage | Guard | Startup | Active | Recovery | Total |
7, 7 | Mid | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -3 | - | - | 2, 2 | ||
D | Damage | Guard | Startup | Active | Recovery | Total |
5, 5, 7, 7, 7 | Mid | 20 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -29 | - | - | 2×5 | ||
D Break | Damage | Guard | Startup | Active | Recovery | Total |
5, 5 | Mid | 20 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | +11 | - | - | - |
Gulf Tomahawk (214K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10, 10 | Overhead | 18 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-4 | -4 | - | - | 4,4 | ||
1~5F full-body invincibility | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
12, 12 | Overhead | 29 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-4 | -4 | - | - | 4, 4 | ||
1~5F full-body invincibility. First hit in the air. Second hit towards the ground. |
Harrier Bee (j2K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | 2×3, 3 | ||
Air movement that travels up in the air, before traveling down forward at a sharp angle. Travels less than the D version. Upward movement provides a delay and avoids attacks. Input B to do an additional follow-up kick (can be done up to 4 times). The earliest you can input a divekick is 8F after the j.2B input, on the 10F of the move. The divekick will come out at the 13F (a 12F startup). | ||||||
B>B | Damage | Guard | Startup | Active | Recovery | Total |
7 | Mid | 3 | 3 | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | 2 | ||
B>B>B | Damage | Guard | Startup | Active | Recovery | Total |
7 | Mid | 3 | 3 | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | 2 | ||
B>B>B>B | Damage | Guard | Startup | Active | Recovery | Total |
7 | Mid | 3 | 3 | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | 2 | ||
B>B>B>B>B | Damage | Guard | Startup | Active | Recovery | Total |
7 | Mid | 3 | 3 | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | 3 | ||
D | Damage | Guard | Startup | Active | Recovery | Total |
- | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | 2×3, 3 | ||
Air movement that travels down forward. Travels at a wider angle, further and faster, than the B version. Input D to do an additional follow-up kick (can be done up to 4 times). The earliest you can input a divekick is 4F after the j.2D input, on the 6F of the move. The divekick will come out at the 9F (an 8F startup). | ||||||
D>D | Damage | Guard | Startup | Active | Recovery | Total |
7 | Mid | 3 | 3 | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | - | - | - | 2 | ||
D>D>D | Damage | Guard | Startup | Active | Recovery | Total |
7 | Mid | 3 | 3 | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | 2 | ||
D>D>D>D | Damage | Guard | Startup | Active | Recovery | Total |
7 | Mid | 3 | 3 | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | 2 | ||
D>D>D>D>D | Damage | Guard | Startup | Active | Recovery | Total |
7 | Mid | 3 | 3 | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | 3 | ||
Super Moves
Many Many Torpedoes (236236P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
6×7 | Mid | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -18 | - | - | 2×7 | ||
1~6F full-body invincibility | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
8×9 | Mid | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -23 | - | - | 3×9 | ||
1~7F full-body invincibility |
Aurora (236236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
7, 4×3, 5×6, 2 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -49 | - | - | 7, 5×3, 2×6 | ||
1~3F full-body invincibility | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
9, 4×3, 5×12, 2 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -81 | - | - | 9, 4×3, 5×12, 2 | ||
1~3F full-body invincibility |
Ennui Mademoiselle