Difference between revisions of "XV Broken/B.Jenet"
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|name=far A | |name=far A | ||
|input=f.A | |input=f.A | ||
|description= | |description= | ||
A high jab. Jenet's furthest reaching light normal. Check hops with this. Cancellable as well | A high jab. Jenet's furthest reaching light normal. Check hops with this. Cancellable as well. | ||
}} | }} | ||
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|name=far C | |name=far C | ||
|input=f.C | |input=f.C | ||
|description=A far slap. An ok high poke. Can't be ducked. Can be cancelled. | |description=A far slap. An ok high poke. Can't be ducked. Can be cancelled. Moves her forward. | ||
}} | }} | ||
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|description=* Whiffs on crouchers | |description=* Whiffs on crouchers | ||
A high angled kick. Better at pre-emptively stopping hops. Can't hit crouchers. | A high angled kick with forward movement. Better at pre-emptively stopping hops. Can't hit crouchers. | ||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
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|description=* Forces stand | |description=* Forces stand | ||
A high split kick. Hits twice | A high split kick. Hits twice and leads to her max damage combos. | ||
}} | }} | ||
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|description2=* Can cross up | |description2=* Can cross up | ||
Jenet sticks her foot out. Only 1f slower than j.A with a better hitbox and more active frames. Useful for space control | Jenet sticks her foot out. Only 1f slower than j.A with a better hitbox, including a cross-up hitbox, and more active frames. Useful for space control and mix-ups. | ||
}} | }} | ||
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|name=Blowback | |name=Blowback | ||
|input=CD | |input=CD | ||
|description=A backwards kick. Jenet's longest reaching normal. The hitbox is good | |description=A backwards kick. Jenet's longest reaching normal. The hitbox is good and it can be cancelled into command normals. | ||
}} | }} | ||
====Shatterstrike==== | ====Shatterstrike==== | ||
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Jenet tosses out a tornado across the ground. The A version stays in place and hits multiple times. This is a pressure reset tool. The start-up is slow, but if you get your opponent to block it, you're rewarded with plus frames. The active frames make it potentially able to stop ground approaches, but generally the C and EX versions are better for that. These versions act like traditional projectiles, travelling fullscreen and controlling ground space. This recovers slower than average compared to other fireball specials, but generally is able to leave Jenet safe on block if there is enough pushback from your normals. | Jenet tosses out a tornado across the ground. The A version stays in place and hits multiple times. This is a pressure reset tool. The start-up is slow, but if you get your opponent to block it, you're rewarded with plus frames. The active frames make it potentially able to stop ground approaches, but generally the C and EX versions are better for that. These versions act like traditional projectiles, travelling fullscreen and controlling ground space. This recovers slower than average compared to other fireball specials, but generally is able to leave Jenet safe on block if there is enough pushback from your normals. | ||
The EX version can hit OTG, and still allows for safe jumps if it does. | |||
}} | }} | ||
===Crazy Ivan=== | ===Crazy Ivan=== | ||
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*C version reflects projectiles | *C version reflects projectiles | ||
Jenet swipes her dress forward. This works as both a hit confirm tool and an anti-projectile tool. You can use the A version to just negate a projectile or the slower, forward-moving C version to reflect it. The move is technically unsafe on block, but if spaced properly you can be out of range of punishes. Using this move like this can set up spacing traps, where if your opponent attempts to press a button to punish the move that the will move whiff, allowing you to whiff punish. | Jenet swipes her dress forward. This works as both a hit confirm tool and an anti-projectile tool. You can use the A version to just negate a projectile or the slower, forward-moving C version to reflect it. The C version can also be used in confirms to score a hard knockdown. The move is technically unsafe on block, but if spaced properly you can be out of range of punishes. Using this move like this can set up spacing traps, where if your opponent attempts to press a button to punish the move that the will move whiff, allowing you to whiff punish. | ||
The EX version causes a crumple, allowing for strong combos. | The EX version causes a crumple, allowing for strong combos. | ||
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The B version is a frame trap when cancelled from heavy normals, and only loses to 4f normals when cancelled from light normals. The pushback from normals will usually prevent this from going over crouching opponents, but it is still possible. The reward on hit is fairly low, but this can keep your opponent on their toes when defending. This can be blocked standing or crouching. | The B version is a frame trap when cancelled from heavy normals, and only loses to 4f normals when cancelled from light normals. The pushback from normals will usually prevent this from going over crouching opponents, but it is still possible. The reward on hit is fairly low, but this can keep your opponent on their toes when defending. This can be blocked standing or crouching. | ||
The D version is much slower and travels further while hitting overhead. It's too slow and too specific of a range to be a reliable mix-up option, but it still covers a lot of space while being | The D version is much slower and travels further while hitting overhead and causing a hard knockdown. It's too slow and too specific of a range to be a reliable mix-up option, but it still covers a lot of space while being plus on block. It's also an good option after air resets to set up a meaty overhead. | ||
The EX version travels a very short distance making it more consistent at close range. At only 18f start-up this is a very hard to react to overhead that is safe on block. Jenet gets no significant additional reward off of this, but this is an easy way to close out a round. | The EX version travels a very short distance making it more consistent at close range. At only 18f start-up this is a very hard to react to overhead that is safe on block. Jenet gets no significant additional reward off of this, but this is an easy way to close out a round. | ||
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Jenet glides forward, doing additional kicks with additional inputs. This is one of Jenet's most unique tools, giving her a unique aerial approach option. If the 3rd hit is delayed properly enough, Jenet can be plus on block upon landing. You can also do this from a backdash to act as a counter against lows. In combos, 3D and 236BD can also be cancelled into this, and if delayed enough, you can combo after she lands. This is a major contributor to why B.Jenet is considered to be a higher execution character, as the timing to these combos are quite specific. | Jenet glides forward, doing additional kicks with additional inputs. This is one of Jenet's most unique tools, giving her a unique aerial approach option. If the 3rd hit is delayed properly enough, Jenet can be plus on block upon landing. You can also do this from a backdash to act as a counter against lows. In combos, 3D and 236BD can also be cancelled into this, and if delayed enough, you can combo after she lands. This is a major contributor to why B.Jenet is considered to be a higher execution character, as the timing to these combos are quite specific. | ||
The B version is notable for causing B.Jenet to fall incredibly fast if no additional inputs are used, giving Jenet an optiont o go low from a jump. | |||
The EX version provides more frame advantage on block on the first three hits, and causes a higher launch on the 4th hit. | The EX version provides more frame advantage on block on the first three hits, and causes a higher launch on the 4th hit. | ||
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|description4=Jenet leaps forward with a knee, then does a spinning uppercut. This is an advancing special that can leap over lows. This is a big potential threat in Jenet's neutral, as well as one of her best combo tools. | |description4=Jenet leaps forward with a knee, then does a spinning uppercut. This is an advancing special that can leap over lows. This is a big potential threat in Jenet's neutral, as well as one of her best combo tools. | ||
The B version is fast but is the most unsafe. It combos from lights and | The B version is fast but is the most unsafe. It combos from lights and causes a hard knockdown. It also has air attack invincibility, making it a useful reaction anti air. | ||
The D version is too slow to combo from cancels, but has a brake option by pressing AB when Jenet is about to do the uppercut, on whiff or hit. When braked, the special is safe on block yet still offers a launch on hit. Considering the safety and reward, this is an important option to consider when playing footsies against Jenet. While this is generally safe, an aware opponent can Guard Cancel Roll the first hit to be able to punish the move even when braked. | The D version is too slow to combo from cancels, but has a brake option by pressing AB when Jenet is about to do the uppercut, on whiff or hit. When braked, the special is safe on block yet still offers a launch on hit. Considering the safety and reward, this is an important option to consider when playing footsies against Jenet. While this is generally safe, an aware opponent can Guard Cancel Roll the first hit to be able to punish the move even when braked. | ||
The EX version is fast and the uppercut can be cancelled into her Harrier Bee series. This allows for strong combos, even from light normals. | The EX version is fast and the uppercut can be cancelled into her Harrier Bee series. This allows for strong combos, even from light normals. Just like the B version, this also has upper body invincibility making this an easy to use and rewarding anti-air. | ||
}} | }} | ||
Revision as of 07:29, 23 May 2022
Gameplay Overview
B.Jenet is an All-Rounder character who specializes in both rushdown with her various Special Moves and zoning with her projectile. Making her a somewhat good character for beginners | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Falling Crush - / + (Midair Only)
Command Normals
Special Moves
Super Special Moves
Many Many Torpedoes - [Air OK] + / (!)
Climax Super Special Moves
Ennui Mademoiselle - [in time with opponent's attack] +
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatterstrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Bye-Bye Boo
Bye-Bye Boo
(close) 4/6C
(close) 4/6C |
---|
Broach
Broach
(close) 4/6D
(close) 4/6D |
---|
Falling Crush
Falling Crush
(close) j.4/6C
(close) j.4/6C |
---|
Command Moves
Rolling Thunder
Rolling Thunder
3D
3D |
---|
Special Moves
Baffrass
Baffrass
236A/C/AC
236A/C/AC |
---|
Crazy Ivan
Crazy Ivan
214A/C/AC
214A/C/AC |
---|
Gulf Tomahawk
Gulf Tomahawk
214B/D/BD
214B/D/BD |
---|
Harrier Bee
Harrier Bee
j.2B/D/BD
j.2B/D/BD |
---|
The Hind
The Hind
236B/D/BD
236B/D/BD |
---|
Super Special Moves
Many Many Torpedoes
Many Many Torpedoes
j.236236A/C/AC air okay
j.236236A/C/AC air okay |
---|
Aurora
Aurora
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Ennui Mademoiselle
Ennui Mademoiselle
2141236CD
2141236CD |
---|