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*'''TK Dive kick :''' | *'''TK Dive kick :''' | ||
[[File: | [[File:down.png]][[File:up.gif]][[File:Snkd.gif]] : The divekick can be performed with [[File:d.png]] > Neutral > [[File:Snkd.gif]], therefore it is possible to press [[File:d.png]] , then jump, then press [[File:Snkd.gif]] and the game buffer will still have the [[File:d.png]] stored to perform a divekick low to the ground. | ||
Revision as of 09:06, 10 March 2019
Introduction
To come.
Pros
-Excellent Low Options -Great Special -P-Power Just Defense Move
Cons
-Low Stamina -Bad Projectile Properties -P-Power and S-Power Moves can be Countered easily
Character Colors
Gameplay Overview
Bonne Jennet its a character that is focused on ground rush and zoning strategies with some overhead attacks.
Move List
Command Normal Moves
Super Jump: Press Down then U/UF/UB
Special Command Moves
Attributes
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
Frame Data
Legend :
Command = the input for the attack.
Start Up = How many start up frames an attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ 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.
Data from Howard's Arena
Hitboxes
Command | Total Frames |
Close / + | x |
Command | Total Frames |
+ + | x |
Command | Total Frames |
+ + | x |
Normal Moves
Command | Start Up | Hit | Guard |
Close | 4 | +7 | +7 |
Command | Start Up | Hit | Guard |
Close | 4 | +6 | +6 |
Command | Start Up | Hit | Guard |
Close | 4 | -2 | -2 |
Command | Start Up | Hit | Guard |
Close | 4 | -3 | -3 |
Command | Start Up | Hit | Guard |
Far | 5 | +2 | +2 |
Command | Start Up | Hit | Guard |
Far | 5 | +5 | +5 |
Command | Start Up | Hit | Guard |
Far | 7 | -8 | -8 |
Command | Start Up | Hit | Guard |
Far | 10 | -9 | -9 |
Command | Start Up | Hit | Guard |
4 | +6 | +6 |
Command | Start Up | Hit | Guard |
4 | +5 | +5 |
Command | Start Up | Hit | Guard |
7 | +6 | +6 |
Command | Start Up | Hit | Guard |
10 | KD | -6 |
Command | Start Up | Hit | Guard |
Jumping | 4 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping | 4 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping | 6 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping | 9 | ? | ? |
Universal Moves
Command | Start Up | Hit | Guard |
+ | 25 | -1 | +5 |
Command | Start Up | Hit | Guard |
+ + | 10 | -3 | -9 |
Command | Start Up | Hit | Guard |
+ | 8 | KD | -32 |
Special Moves
Super Moves
Attack Notes
To come.
Combos
Basic-Combos
Combos (Main)
Break Combos
Combos (corner only)
T.O.P. Notes
To Come.
Overall Strategy
To come.
Matchup Notes
Rock Howard
5 - 5
(Slightly favorable matchup)
Kim Dong-Hwan
5 - 5
(Slightly unfavorable matchup)
Hotaru Futaba
5 - 5
(Slightly unfavorable matchup)
Marco Rodrigez
5 - 5
(Slightly unfavorable matchup)
Hokutomaru
5 - 5
(Slightly favorable matchup)
Kevin Rian
3 - 7
(Highly unfavorable matchup)
Freeman
5 - 5
(Slightly favorable matchup)
The Griffon
6 - 4
(Favorable matchup)
Terry Bogard
3 - 7
(Highly unfavorable matchup)
Gato
3 - 7
(Highly unfavorable matchup)
Kim Jae Hoon
5 - 5
(Fair matchup)
Grant
4 - 6
(Unfavorable matchup)
Kain R. Heinlein
4 - 6
(Unfavorable matchup)
Advanced Tactics
- TK Dive kick :
File:Down.png : The divekick can be performed with > Neutral > , therefore it is possible to press , then jump, then press and the game buffer will still have the stored to perform a divekick low to the ground.
- Instant Dive kick :
~ (double tap). When performed fast enough the "Youhou!~" sound doesn't come out.
- Corner infinites :
Jenet can loop feint dash , or feint dash 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 > > > > > ...
Characters with an air throw can cancel their hop normals if it was performed as an airthrow. The input is hop xx Divekick.
- Airthrow/JD anti-air Option Select :
(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 (when she spins around). It is possible to bait reversals (0f included) with close or xx . Jenet will be in her invincible frames, allowing you to whiff punish anything that goes through Jenet.
The hidden super 'An Oi Mademoiselle' is performed with JustDefend>>> (GuardCancel). If performed fast enough, only stand (or crouch ) 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 :
> : the opponent cannot jump between these two.
xx > Instant Air Divekick D : the opponent can jump, but the dive will hit them as soon as they leave the ground.
> Dash > xx : 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 :
> : 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.