Fighter's History Dynamite/Jean Pierre

From SuperCombo Wiki
Fhd jean.png



Introduction

Meet the French turtle.

Jean Pierre is a professional gymnast who decided to perfect his skills in a fighting ring. At a surface level, he can just be seen as the French nephew of Guile. He's got Sonic Booms, Flash Kicks and an air throw, but Jean definitely has much more than that. His offensive tools are just as great. On top of a good set of normals, Slide (Df.png+K.png) gives him an edge in fireball wars and Needle Shower (Tap Snka.gifSnkb.gifSnkc.gifSnkd.gif) can deal scary damage while also being good for keeping opponents at a distance or for pressuring them. Although, this all comes at the cost of being relatively easy to stun and being vulnerable in the air with a floaty jump and a weak spot that exposes itself while mid-air.

With such a toolkit, Jean can play both offensively and defensively and adapt to different matchups and situations. He is surely one of the stronger characters in the game, being able to give the Top-4 quite a challenge.


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

Regarding fireballs: While standing, Jean's weak spot can't be hit by projectiles from Matlok, Samchay, Clown and himself in a mirror match. While crouching, it's only vulnerable against Karnov. Keep in mind that in the air you can still land on a fireball with your weak spot.

Color Options

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

Moves List

Quick Reference

Special move name Input Nickname Note
Needle Shower Tap P.png hands HHS
Chojaku Needle Shower Tap simultaneously Snka.gifSnkb.gifSnkc.gifSnkd.gif hands instant HHS
Bal Rose Charge B.png,F.png + P.png fireball
Fric Frac Charge D.png,U.png + K.png flash kick anti-air, reversal
Rondato Charge F.png,Qcb.png + K.png hidden move, requires longer charge time, anti-air, reversal, second hit is overhead

Normal Moves

Light Punch Snka.gif

  • Standing LP (Close): activation range = 47
Damage 6 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. Chain-cancelable, but it's better not use this for chain strings since you will get the weak version of Needle Shower instead. Your only viable move for that is crouching LK.

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

Long range but can't be chain-canceled.

  • Crouching LP:
Damage 6 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 cl.LP but crouching and with more range.

  • Jumping LP (Diagonal/Neutral):
Damage 12 Startup FHD-jean-jump-LP.png
Chain cancel no
Special cancel no
Frame count 4

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

Heavy Punch Snkb.gif

  • Standing HP (Close): activation range = 64
Damage 28 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 and usually beats them. Cancelable - used a lot for comboing into Hands.

  • Standing HP (Far):
Damage 28 Startup FHD-jean-stand-far-HP.png FHD-jean-stand-far-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (6) 18

Your best poke due to its range and the fact that Jean steps forward to perform the attack. It also hides Jean's weak spot in the back.

  • Crouching HP:
Damage 28 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 button - its hitbox priority beats out most jump-ins. Good alternative to Flash Kick if you don't have your charge ready. It also has good horizontal reach and the limb doesn't become vulnerable after its active frames. Good for canceling into Hands for big damage. Great normal overall.

  • Jumping HP (Diagonal/Neutral):
Damage 28 Startup FHD-jean-jump-HP.png Recovery
Chain cancel no
Special cancel no
Frame count 4 4

Typical heavy aerial attack for this game, although with better priority and less active frames than usual.

Light Kick Snkc.gif

  • Standing LK (Close): activation range = 47
Damage 6 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 this game, this attack has less recovery, allowing it to combo into far LK.

  • Standing LK (Far):
Damage 6 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 has an even thicker hitbox than close LK. Mediocre as an anti-air (because of lag) but useful to hit high weak spots.

  • Crouching LK:
Damage 6 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 for performing chains. Fast, decent priority, and good to cancel into a Chojaku Needle Shower or to push your enemy away (cr.LK x2, cr.HK xx Bal Rose).

  • Jumping LK (Diagonal/Neutral):
Damage 12 Startup FHD-jean-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

Your choice jump-in for cross-up attempts.

Heavy Kick Snkd.gif

  • Standing HK (Close): activation range = 52
Damage 28 Startup FHD-jean-stand-close-HK.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Great attack with a massive hitbox.

  • Standing HK (Far):
Damage 28 Startup FHD-jean-stand-far-HK.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 8 6 18

Okay-ish anti-air. Comes out slow and lacks priority.

  • Crouching HK:
Damage 28 Startup FHD-jean-crouch-HK.png FHD-jean-crouch-HK-recover-1.png FHD-jean-crouch-HK-recover-2.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -8
Frame count 4 6 (6 + 6) 18

Great poke. Fairly quick, great range, and cancelable. Another of Jean's excellent anti-airs - useful for catching opponents jumping outside of the range of your cr.HP. Also really good to push your opponent away if you cancel it into a Bal Rose (don't do this against Ray though - you'll eat a Wheel Kick). Staple move.

  • Jumping HK (Diagonal):
Damage 28 Startup FHD-jean-diagonal-jump-HK.gif Recovery
Chain cancel no
Special cancel no
Frame count 4 8

Good attack with decent priority and a (finally) safe weak spot.

  • Jumping HK (Neutral):
Damage 28 Startup FHD-jean-neutral-jump-HK-1.png FHD-jean-neutral-jump-HK-2.png Recovery
Chain cancel no
Special cancel no
Frame count 4 3 3

Mediocre air-to-air with bad horizontal priority. Jean has other better aerial attacks.

Command Normals

  • Sliding Kick: Df.png + K.png
Damage Light
10
Heavy
24
Startup FHD-jean-slidekick.png Recovery
Chain cancel no
Special cancel no
On hit Light
-3
Heavy
kd
On block Light
-2
Heavy
-12
Frame count Light 4 3 12
Heavy 10 6 22

A versatile slide that comes in very handy in fireball wars. The LK version barely travels any distance and doesn't knock down, so you'll probably want to stick with the HK version. If your rival is churning out projectiles like crazy, then slide to punish them. Be careful with it though because the HK version is not at all safe on block, so use it only if you are sure that it will hit. You can use it as an anti-air if your opponent jumps over a Bal Rose outside the range of your cr.HK. It's also a good way to close distance after a dizzy.

Throws

Ground Throws

Damage 32 FHD-jean-throwbox.png
Range
(From pushbox)
33
  • Frankensteiner: B.png/Ub.png/Uf.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 needed.

Aerial Throws

Damage 40 FHD-jean-airthrow.png
Range
(From pushbox)
25
  • Flying Mare: Db.png/B.png/Ub.png/Uf.png/F.png/Df.png + Snkb.gif

More proof that Jean is Guile's nephew. The animation for this throw is the exact same as Guile's Flying Mare lol. The third best air throw in the game after Ryoko's both command and normal throws in terms of range.

Special Moves

  • Needle Shower: Tap P.png and Chojaku Needle Shower a.k.a. Hands: Tap simultaneously Snka.gifSnkb.gifSnkc.gifSnkd.gif

LP version and ABCD version:

Damage 10
per
hit
Startup FHD-jean-hhs-weak-1.png FHD-jean-hhs-weak-2.png FHD-jean-hhs-weak-3.png FHD-jean-hhs-weak-4.png FHD-jean-hhs-weak-5.png FHD-jean-hhs-weak-6.png
On hit +4*
On block -1*
Frame count 1 2 1 2 1 2 1 2 1 2 1 2
Loop cycle 9 9

HP version:

Damage 10
per
hit
Startup FHD-jean-hhs-strong-1.png FHD-jean-hhs-strong-2.png FHD-jean-hhs-strong-3.png FHD-jean-hhs-strong-4.png FHD-jean-hhs-strong-5.png FHD-jean-hhs-strong-6.png
On hit +10*
On block +5*
Frame count 1 1 1 1 1 1 1 1 1 1 1 1
Loop cycle 6 6

*Frame advantage is measured relatively if only the first hit connects

THE ONE. You're mainly going to use the ABCD version (a.k.a instant version) even though the HP version has thicker hitboxes and can better hit weak spots. By itself it only deals a small amount of damage, but when cancelled from a normal the third hit will deal insane damage. If you manage to dizzy someone, it's game over for them. If you want to have an even passable Jean, then you need to be able to do this every time you confirm a hit.

  • Bal Rose: Charge B.png,F.png + P.png
Damage 16 Startup FHD-jean-balrose.png Recovery
On hit +7
On block +2
Frame count 11 1 26

A nice Sonic Boom move that is of course very useful to zone and turtle up. Since charge times are very short in this game, making use of charge buffering will ensure that you'll always have another Bal Rose and a Fric Frac ready as soon as you recover from a Bal Rose you've just thrown.

  • Fric Frac: Charge D.png,U.png + K.png
Damage 32 FHD-jean-flicflac-1.png FHD-jean-flicflac-2.png FHD-jean-flicflac-3.png Recovery
On hit Light
kd
Heavy
kd
On block Light
-27
Heavy
-32
Frame count Light 2 4 3 40
Heavy 2 4 3 45

This is some turtle shit. Flash Kick that moves you backwards. This fact makes it somewhat safe on block, but don't get too happy with it while cornered. Your go-to reversal - it has plenty of invul frames and works consistently, but be sure to not throw it out too early.

Hidden Move

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

1st Part (the hop):

Damage 32 FHD-jean-rondato-1.png FHD-jean-rondato-2.png FHD-jean-rondato-3.png FHD-jean-rondato-4.png Landing,
weak spot
is absent
On hit -31*
On block -36*
Frame count 4 4 13 3 6

*Frame advantage is measured relatively from the first hit (the 13 frames one) to the second hit

2nd Part (the high jump):

Damage 32 FHD-jean-rondato-5.png FHD-jean-rondato-6.png Weak spot
reappears
FHD-jean-neutral-jump-HK-1.png Recovery:
(6) - if whiffs
(46) - if hits
On hit -27
On block -32
Frame count 6 4 3 4 10 3 1 6 46

The oddest move in the game. Jean does a small hop forward, dealing the first hit (not an overhead). Then, he does a jump up and lands with the second hit (an overhead). If it whiffs, he lands on his two feet with only one frame of lag. If the hit connects, then Jean does a big jump backwards, making him harder to punish. This move requires double the charge time. Light and Heavy versions are identical.

Already sounds confusing, doesn't it? Here's another quirk: at the second part of the move the jump starts at the first 4 frames of invincibility. The ascend is really fast, thus making you hard to punish if you space the first hit right.

If we'll put aside those shenanigans, the move is not really useful. The best use for it is as a reversal after a knockdown or a long hit string.

The Basics

At a basic level, Jean is effectively Guile with a stronger offensive presence thanks to slide and HHS combos.

Bal Rose is a strong, but slow projectile that lets Jean run his mid and long range game. You won't be winning any fireball wars (especially vs Ray) but it's an integral tool to your gameplan. Pester the opponent with Roses, and when they attempt to jump in you smack them with your incredibly strong cr.HP (which you can cancel into another Rose for more pressure).

Flic Flac can be used in much the same way as a normal flashkick; it's a reliable reversal that, at midscreen, can even put you back into your mid range sweetspot to spam Rose. Works great as a knockdown anti-air as well, although requiring charge makes it a bit less all-purpose than cr.HP.

st.HP, cr.HK, Bal Rose, cr.HP and cr.LP are your more reliable neutral pokes. cr.LP/HP/HK are all special-cancelable, meaning that they can be canceled into Bal Rose to be made safe on block or into Needle Shower for a combo opportunity.

df.LK/HK can be used to slide under projectiles, which is one of your most important aspects in matchups vs other fireball characters like Ray, Samchay, etc. Neither of them are safe on block, but if spaced properly you can avoid getting harshly punished.

Needle Shower can be decent for corner pressure thanks to its range and frame advantage, but it pushes you out of range pretty quickly and can be counterpoked easily. Its best neutral use is that it can shut down Lee's rush punches, but besides these few cases it should be saved for combos.

Don't use Rondato. It can be used as a gimmick anti air, but unless it kills you'll still get punished. Reserved for swag and trolling only.

Combos

  • (cr.LP/LK xx ABCD(1 hit))xN, df.HK

Basic Needle loop. Due to a glitch, sometimes this combo does insane damage. For some reason, this glitch happens far more often on crouchers. If your opponent doesn't know this, then you can easily win the round in one combo. If the opponent does know about this, then you can use cr.LK to force them to block low again.

  • st.LP/cr.HP/cl.HK xx ABCD, f.HP

Standing stun combo against most high weak point characters (Mizoguchi, Matlok, Samchay, etc) EXCEPT Zazie, as you have no normal besides cl.HK that can hit his weakspot standing, which is too slow to link after ABCD. As long as your first normal hits their weakpoint, you can use whatever. Those listed are just the most consistent.

This combo forces the opponent to either take the glitched damage crouch combos, or eat a stun into another combo (that already will do 90% of their life). Vs Zazie, you can do a gimmicky instant jump LP to attempt to secure the stun after ABCD, or simply end the combo with df.D.

Anytime the opponent is hit with ABCD, you can link into df.D to finish your combo.

Advanced Strategy

Jean walks a fine line between rushdown and zoning. Against characters with stronger, command fireballs (Yungmie, Ray, Samchay) you often can't win fireball wars, especially due to the speed of their fireballs as opposed to Bal Rose. In these matchups, you greatly favor your rushdown; Slide under fireballs, abuse the speed of ABCD, and fish for your game-ending combos. It helps that the glitch hands will also hit their weakspots, giving you game-stealing damage.

Against characters with weak fireballs or none at all (Lee, Mizoguchi, Marstorius), you can switch to full Guile mode; Bal Rose moves slow enough and has quick enough recovery to allow you to bully any of them from mid-long range. Keep a Flic Flac stored and you should have no problem wearing them down.

Match-ups

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

Vs. Clown:

It's Clown. He sucks. You're good. Any of his special moves can be freely punished by you with a combo into ABCD or simply slide kick, and Bal Rose is a much better projectile than his cards. Don't get gimmicked and its an open-and-shut matchup.

Vs. Jean (self):

Bal Rose! Bal Rose! Bal Rose! Bal Rose! B

You target your own weakpoint rather nicely, letting you end games fast. Skill-based matchup until someone gets hit.

Vs. Ryoko:

Just throw fireballs and cr.HP if she jumps close. Use f.HP if she jumps from afar. Ryoko can have a hard time catching up to you after an HK Flic Flac, so it's not a bad idea to throw it out as a reversal often.

Vs. Karnov:

You can nullify his fireball with Bal Rose due to Fireball's (relatively) long recovery and slow speed. You also have a unique way to deal with Balloon by using your air throw, meaning Karnov can't get away with nearly as much against you compared to several other characters, along with being able to hide your weakspot from 100 Kicks by crouching.

Vs. Lee:

cr.LP and ABCD are really useful here to stop Lee's rush punches. Do a Bal Rose, stick a cr.LP or ABCD to prevent retaliation, Bal Rose, etc. cr.HP will beat any jump in, so Lee will have to guess fireballs if he ever wants to get in from there. If he does manage to get close, push him away with cr.LK x 2, cr.HK xx Bal Rose.

Vs. Feilin:

You out-fireball, out-footsie, and out-damage Feilin. Punish her DP's and anti-air accordingly and you should have no issue. ABCD also hits her weakpoint quite easily.

Vs. Yungmie:

You can keep up in a fireball war with Aura Smash, but Yungmie can easily wall jump over Bal Rose and punish your recovery. Thanks to cr.HP and Flic Flac though, you can shut down her air game and approaches, all the while out-damaging her.

Vs. Marstorius:

Better turtle him to death with your fireballs. Don't use your slide kicks against him since you'll be Double German'd if he blocks them. Mars can even grab you out of slide kicks, so be careful. I don't recommend using heavy Flic Flac - if you whiff it or Mars blocks it, he can catch you with Power Drill Slam while you recover.

Vs. Matlok:

Kind of like the mirror, if the other player had to play with one eye open, half of their fingers, and was upside down.

You're effectively "better" Matlok; While Spinning Wave is a much better fireball than Bal Rose, you can slide under it and advance forward. Overhead Kick(if you can react to it) should be no problem; cr.HP anti-airs it easily, even if they aim for a crossup. Matlok's high weakpoint is another plus for you, giving you easy stun combos. You can easily punish Hurricane with df.HK as well.

Vs. Mizoguchi:

Bal Rose easily beats Tiger Bazooka in a fireball war, although Mizoguchi can use LK tatsu to go over your projectiles, similar to your ability to slide under his. Thanks to the awkward placement of your weakpoint, you can also avoid a lot of Mizoguchi's combo damage while dealing a lot to him due to his high weakpoint.

Vs. Ray:

Very annoying matchup. Thanks to Big Tornado's speed, Ray can very easily out-fireball you, forcing you to go on the offensive here. You effectively can't leave the ground due to Wheel Kicks speed and your giant jump, meaning you simply have to weather the storm. Use slide liberally, and make all of your hits count, since you can very easily TOD Ray due to his mid weakpoint and glitched hands damage.

Vs. Samchay:

Samchay is another character that can out-fireball you. Make use of slide and TOD him, since he has another awkward weakpoint to abuse with glitch damage. Ti Kau Koon can actually catch your slides, so be careful.

Vs. Zazie:

Complete and utter suckass. Ducking Hellfire alone invalidates your fireball game and slides. You can't hit his weakpoint easily, and he can easily punish Flic Flac. You can bait and throw attempts to Duck through your projectiles, but it's risky. Hellfire also hits your weakpoint very easily, and his Hands combos are more consistent and do more damage than yours.

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