Garou: Mark of the Wolves/B. Jenet/Combos

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Combos

Basic Combos

  • s./c.Snka.gif,Qcb.png+Snka.gif
  • s./c.Snka.gif/Snkb.gif,Qcf.png+Snkb.gif
  • s.Snka.gif,c.Snkb.gif,Qcf.png+Snkb.gif
  • s.Snka.gif,c.Snkb.gif,Qcb.png+Snka.gif
  • j.Snkc.gif,cr.Snka.gif+Snkb.gif,Qcb.png+Snka.gif
  • j.Snkc.gif/j.Snkd.gif,cr.Snka.gif+Snkb.gif,Qcf.pngx2+Snkb.gif/Snkd.gif


Break Combos

  • Qcf.png+Snkd.gif, Snka.gif+Snkb.gif,Qcf.png+Snkd.gif
  • Qcf.png+Snkd.gif, Snka.gif+Snkb.gif,Qcf.pngx2+Snkb.gif/Snkd.gif


Corner only

  • j.Snkc.gif/j.Snkd.gif,s.Snkc.gif(c),Qcb.png+Snka.gif
  • j.Snkc.gif/j.Snkd.gif,s.Snkc.gif(c),Qcf.png+Snka.gif/Snkb.gif
  • j.Snkc.gif/j.Snkd.gif,cr.Snkc.gif,Qcf.png+Snkb.gif, Snka.gif+Snkb.gif,Qcf.pngx2+Snkb.gif/Snkc.gif
  • s.Snka.gif,cr.Snkb.gif,s.Snkb.gif,Qcb.png+Snka.gif
  • cr.Snkb.gif,cr.Snkb.gif,Qcf.png+Snkb.gif, Snka.gif+Snkb.gif,Qcf.pngx2+Snkb.gif/Snkd.gif
  • j.Snkc.gif/j.Snkd.gif,s.Snkc.gif,Feint,cr.Snka.gif+Snkb.gif,Qcb.png+Snka.gif
  • j.Snkc.gif/j.Snkd.gif,s.Snkc.gif,Feint,cr.Snka.gif+Snkb.gif,Qcf.pngx2+Snka.gif/Snkc.gif


Advanced Tactics

  • TK Dive kick :

D.pngUp.gifSnkd.gif  : The divekick can be performed with D.png > Neutral > Snkd.gif, therefore it is possible to press D.png , then jump, then press Snkd.gif and the game buffer will still have the D.png stored to perform a divekick low to the ground.


  • Instant Dive kick :

D.pngSnkd.gif~Snkd.gif (double tap). When performed fast enough the "Youhou!~" sound doesn't come out.


  • Corner infinites :

Jenet can loop Snkc.gif feint dash Snkc.gif, or Snkd.gif feint dash Snkd.gif 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 Snkc.gif > D.pngSnka.gifSnkc.gif > Right.gifRight.gif > D.pngSnka.gifSnkc.gif > Right.gifRight.gif > Snkc.gif ...


  • Hop Snkc.gif xx Divekick :

Characters with an air throw can cancel their hop normals if it was performed as an airthrow. The input is hop D.pngSnkc.gif xx Divekick.


  • Airthrow/JD anti-air Option Select :

Up.gifUpleft.gifLeft.gifSnkc.gif (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 D.pngSnka.gifSnkc.gif (when she spins around). It is possible to bait reversals (0f included) with close Snkc.gif or Snkd.gif xx D.pngSnka.gifSnkc.gif. Jenet will be in her invincible frames, allowing you to whiff punish anything that goes through Jenet.


  • Snka.gifSnkb.gifSnkc.gif hidden Super Option Select :

The hidden super 'An Oi Mademoiselle' is performed with JustDefend>Snka.gif>Snkb.gif>Snkc.gif (GuardCancel). If performed fast enough, only stand Snka.gif (or crouch Snka.gif) 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 :
Snka.gif>D.pngSnkc.gif : the opponent cannot jump between these two.
Snkc.gif xx D.pngSnka.gifSnkc.gif > Instant Air Divekick D : the opponent can jump, but the dive will hit them as soon as they leave the ground.
D.pngSnkb.gif > Dash > Snkd.gif xx D.pngSnka.gifSnkc.gif : 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 :

D.pngSnkb.gif>D.pngSnkc.gif : 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.


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