Garou: Mark of the Wolves/B. Jenet: Difference between revisions

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*'''TK Dive kick :'''
*'''TK Dive kick :'''
[[File:d.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.
[[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

Jenet.PNG
MOTW Logo.png

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

Jenetcolors.JPG

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

Command Move Weak Damage Strong Damage
Qcf.png + Punch.gif Bufferass 10 (4 for each hit) 16 (6 for each hit)
Qcb.png + Punch.gif Crazy Ivan 18 21
Qcf.png + Kick.gif The Hind 20 23
Qcf.png + Kick.gif (Break) The Hind 13 3
Qcb.png + Kick.gif Gulf Tomahawk 19 12(ground)/22(air)
in air D.png + Kick.gif Harrier Bee 7 7
---Kick.gif Harrier Bee 7 7
-----Kick.gif Harrier Bee 7 7
-------Kick.gif Harrier Bee 10 10
Qcf.png, Qcf.png + Punch.gif Many Many Torpedoes 31 52
Qcf.png, Qcf.png + Kick.gif Aurora' 35 55
Just Defend, Snka.gif, Snkb.gif, Snkc.gif Ab Oi Mademoiselle NA 57

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.

Command Cancel on Hit Cancel on Block Feint Cancel
Far Snka.gif O O O
Far Snkb.gif O O O
Far Snkc.gif X X X
Far Snkd.gif X O O (on block)
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif O O O
Close Snkd.gif O (1st hit) O (1st hit) O (1st hit)
D.png Snka.gif O O O
D.png Snkb.gif O O O
D.png Snkc.gif O O O
D.png Snkd.gif X X X
jump Snka.gif O O NA
jump Snkb.gif O O NA
jump Snkc.gif O O NA
jump Snkd.gif O O NA
hop Snka.gif X X X
hop Snkb.gif X X X
hop Snkc.gif X X X
hop Snkd.gif X X X
Snka.gif + Snkb.gif X X X
D.png + Snka.gif + Snkb.gif O X O
Close, Snka.gif, Snka.gif X X X
Close, Snka.gif, Snka.gif, Snka.gif X X X
Far Snkc.gif, Snkc.gif X X X

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.

Command Start Up Hit Guard
Close Snka.gif 4 +7 +7
---Close Snka.gif -1 -1
-----Close Snka.gif +2 +2
Close Snkb.gif 4 +6 +6
Close Snkc.gif 4 -2 -2
Close Snkd.gif 4 -3 -3
Far Snka.gif 5 +2 +2
Far Snkb.gif 5 +5 +5
Far Snkc.gif 7 -8 -8
---Far Snkc.gif +5 +5
Far Snkd.gif 10 -9 -9
D.png Snka.gif 4 +6 +6
D.png Snkb.gif 4 +5 +5
D.png Snkc.gif 7 +6 +6
D.png Snkd.gif 10 KD -6
Snka.gif + Snkb.gif 25 -1 +5
D.png + Snka.gif + Snkb.gif 10 -3 -9
Qcf.png + Snka.gif 19 -3 -3
Qcf.png + Snkc.gif 25 -2 -2
Qcb.png + Snka.gif 11 KD -6
Qcb.png + Snkc.gif 21 KD -10
Qcf.png + Snkb.gif 9 KD -19
Qcf.png + Snkb.gif (Break) 9 KD -3
Qcf.png + Snkd.gif 20 KD -29
Qcf.png + Snkd.gif (Break) 20 KD +11
Qcb.png + Snkb.gif 17 -4 -4
Qcb.png + Snkd.gif 29 -4 -4
Snkc.gifSnkd.gif 8 KD -32
Qcf.png, Qcf.png + Snka.gif 5 KD -18
Qcf.png, Qcf.png + Snkc.gif 6 KD -23
Qcf.png, Qcf.png + Snkb.gif 0 KD -49
Qcf.png, Qcf.png + Snkd.gif 0 KD -81
Just Defend Snka.gif, Snkb.gif, Snkc.gif 0 KD -79

Data from Howard's Arena

Hitboxes

Garou Jenet Grab.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif x


Garou Jenet ForwardTaunt.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif x



Garou Jenet DownTaunt.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif x


Normal Moves

Garou Jenet cl.A.jpg

Command Start Up Hit Guard
Close Snka.gif 4 +7 +7


Garou Jenet cl.B.jpg

Command Start Up Hit Guard
Close Snkb.gif 4 +6 +6


Garou Jenet cl.C-1.jpgGarou Jenet cl.C-2.jpg

Command Start Up Hit Guard
Close Snkc.gif 4 -2 -2


Garou Jenet cl.D-1.jpgGarou Jenet cl.D-2.jpg

Command Start Up Hit Guard
Close Snkd.gif 4 -3 -3


Garou Jenet s.A.jpg

Command Start Up Hit Guard
Far Snka.gif 5 +2 +2


Garou Jenet s.B.jpg

Command Start Up Hit Guard
Far Snkb.gif 5 +5 +5


Garou Jenet s.C.jpg

Command Start Up Hit Guard
Far Snkc.gif 7 -8 -8


Garou Jenet s.D.jpg

Command Start Up Hit Guard
Far Snkd.gif 10 -9 -9



Garou Jenet cr.A.jpg

Command Start Up Hit Guard
D.png Snka.gif 4 +6 +6


Garou Jenet cr.B.jpg

Command Start Up Hit Guard
D.png Snkb.gif 4 +5 +5


Garou Jenet cr.C.jpg

Command Start Up Hit Guard
D.png Snkc.gif 7 +6 +6


Garou Jenet cr.D.jpg

Command Start Up Hit Guard
D.png Snkd.gif 10 KD -6


Garou Jenet j.A.jpg

Command Start Up Hit Guard
Jumping Snka.gif 4 ? ?


Garou Jenet j.B.jpg

Command Start Up Hit Guard
Jumping Snkb.gif 4 ? ?


Garou Jenet j.C-1.jpgGarou Jenet j.C-2.jpg

Command Start Up Hit Guard
Jumping Snkc.gif 6 ? ?



Garou Jenet j.D.jpg

Command Start Up Hit Guard
Jumping Snkd.gif 9 ? ?


Universal Moves

Garou Jenet AB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 25 -1 +5


Garou Jenet 2AB-1.jpgGarou Jenet 2AB-2.jpgGarou Jenet 2AB-3.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 10 -3 -9


Garou Jenet CD-1.jpgGarou Jenet CD-2.jpgGarou Jenet CD-3.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 8 KD -32

Special Moves

Super Moves

Attack Notes

To come.

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

Combos (Main)

  • 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

Combos (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

T.O.P. Notes

To Come.

Overall Strategy

To come.

Matchup Notes

Rock Howard

TinyJenet.gif X TinyRock.gif
5 - 5
(Slightly favorable matchup)


Kim Dong-Hwan

TinyJenet.gif X TinyDong.gif
5 - 5
(Slightly unfavorable matchup)


Hotaru Futaba

TinyJenet.gif X TinyHotaru.gif
5 - 5
(Slightly unfavorable matchup)


Marco Rodrigez

TinyJenet.gif X TinyMarco.gif
5 - 5
(Slightly unfavorable matchup)


Hokutomaru

TinyJenet.gif X TinyHoku.gif
5 - 5
(Slightly favorable matchup)


Kevin Rian

TinyJenet.gif X TinyKevin.gif
3 - 7
(Highly unfavorable matchup)


Freeman

TinyJenet.gif X TinyFreeman.gif
5 - 5
(Slightly favorable matchup)


The Griffon

TinyJenet.gif X TinyTizoc.gif
6 - 4
(Favorable matchup)


Terry Bogard

TinyJenet.gif X TinyTerry.gif
3 - 7
(Highly unfavorable matchup)


Gato

TinyJenet.gif X TinyGato.gif
3 - 7
(Highly unfavorable matchup)


Kim Jae Hoon

TinyJenet.gif X TinyJae.gif
5 - 5
(Fair matchup)


Grant

TinyJenet.gif X TinyGrant.gif
4 - 6
(Unfavorable matchup)


Kain R. Heinlein

TinyJenet.gif X TinyKain.gif
4 - 6
(Unfavorable matchup)

Advanced Tactics

  • TK Dive kick :

File:Down.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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