Nickelodeon All-Star Brawl/Jenny Wakeman

From SuperCombo Wiki

Story

5 o' clock, get a call to go blading at the skate park down by the mall! But my mom says I got to prevent hostile aliens from annihilating us all!

Ninth in line of the "XJ" series created by Nora Wakeman, XJ-9 (AKA "Jenny") is an android designed for defending the Earth from all manner of threats, terrestrial or otherwise. Not only is she built to resemble a teenage girl, she thinks, feels, and lives like one and contends with trying to live the life of a normal teen while also keeping Earth safe. Still, with the strength of a million and seventy men, she's more than up to the task! If only she could go for a walk without rusting in the rain...

Gameplay

Jenny is a highly versatile all-rounder who can both zone effectively while also playing as a vicious rushdown character. She has arguably the best recovery in the game that can allow her to go deep off stage and still make it back, and it's impressive maneuverability allows her to recover both low and high and mix up her landing. Her jab combo can loop back into itself and rack up damage quick on anyone who lets Jenny get too close to them, especially on bigger fighters like Reptar. Her missile can be guided in any direction to poke from a distance and fumble recovery attempts, and anyone who dares to try and recover low against her will have to contend with two meaty mallets that can be mashed at ledge and be devastating for characters who's recovery pops them over the ledge like CatDog or Ren and Stimpy.

If you want to smother your opponent and not give them the chance to fight back, then upgrade your game with XJ-9!

Jenny Wakeman

NASB jenny character.png
Franchise

My Life as a Teenage Robot

Weight Class

Heavy

Character Discord

Jenny character discord

Home Stage

Tremorton Joyride

Strengths Weaknesses
  • Super Flying Robot: Jenny rules the skies with her recovery. While it does no damage, it halts her in place and allows her to fly freely in any direction with tight turns. She can recover both low and high and from far off stage, letting her go DEEP off stage to secure a stock and still make it back. If recovering low as Jenny, you can easily feint flying to the ledge before making a hard turn and flying up and around to throw off any edge-guard attempts and make it back safely.
  • Ban Hammer: Her Down Heavy is a tantrum of slamming hammers that can be mashed repeatedly to keep it going and can shut down any attempt at a low recovery that would put the opponent over the ledge instead of grabbing. Not to mention comboing it from a dash attack at ledge can lead to a spike.
  • Loop Structures: Her neutral jab is a 3 hit combo that can loop back into itself to quickly take damage if your opponent lets Jenny into their range. This can easily take the poor trapped soul from 0 to 50% if it's allowed to continue. Jenny however drifts slightly forward every time she performs the combo which will eventually push her through her victim and allow them to recover. To take full advantage of her devastating combo, don't be greedy and know when to end it on a Heavy Attack.
  • GET OVER HERE!: Jenny's grab has a deceptive reach, as holding down the input will stretch her arm out far to grab opponents that might be trying to keep out of her range
  • System Lag: Jenny's kill moves have slow startup and can sometimes be difficult to confirm from. Oftentimes has to look for an opening if she is going to kill with a strong.
  • No-Fly Zone: While she has an excellent recovery, it does no damage, has no hitbox and can leave her vulnerable. Avoid getting bonked on the head by flying in a deceptive route back to the stage.
  • Backfired: Jenny's Strong Neutral Air cannot be used reliably to RPS as it is too slow and sends her flying backwards.

Moves List

Light Attacks

1, 2, Laser
5L / Neutral Light
NASB Jenny light mid.png
If you're struck by this, it's already too late for you.
Damage Startup Frames Active Frames Total Frames Safety
3% first hit, 3% second hit, 6% third hit 6 7-9 20 -6

Jenny puts up her dukes and goes in for two punches, followed by a hit from her laser hand.

  • Can loop into itself more than once
  • Great at jablocking, which is ideal for strong punishes.


Blazing Blades
8L / Up Light
NASB jenny light up.png
Personally, I'm a huge fan of this move.
Damage Startup Frames Active Frames Total Frames Safety
5% 9 8-20 21 -6

Jenny pulls out a giant fan blade in this fairly fast up-tilt.

  • Decent anti-air option.
  • Most effective out of her jab combos, and is a good mixup in her jablocks.


Angry Stomp
2L / Down Light
NASB jenny light down.png
When you go to a tournament just to get 0-2'd
Damage Startup Frames Active Frames Total Frames Safety
5% 6 7-9 20 -6

Jenny lets all her anger out by stomping out ledge-hungry opponents.

  • Can be continued by tapping the input which will march Jenny forwards


Jet Blades
66L / Run Light
NASB jenny dash light.png
Let's skate it up!
Damage Startup Frames Active Frames Total Frames Safety
5% 6 7-9 20 -6

Jenny does a sick twirl on her roller-blades, just so happening to hit someone in the way.

  • Leads best into her jab and into teeter situations.

Jumping/Air Light Attacks

Drill Kick
j5L / Jump Light
NASB jenny aerial light mid.png
There's a name for this type of kick, but we can't say it in an E-rated game.
Damage Startup Frames Active Frames Total Frames Safety
10% 3 3-25 40 -6

Jenny turns her legs into drills and does an extremely quick mid-air kick.

  • One of Jenny's de facto neutral tools.
  • Combos into itself as well as up-air.
  • Great at racking up damage and keeping Jenny's intricate combos flowing.


Open Shield
j8L / Jump Up Light
NASB jenny aerial light up.png
We are now making a slow descent back onto the stage. Thank you for flying with us.
Damage Startup Frames Active Frames Total Frames Safety
6% 11 11-14 28 -6

Jenny pulls out her umbrella.

  • Amazing combo tool that's perfect for juggling to boot.
  • Can be used to float Jenny down at a slow pace to mix up recovery and landing options.


Jackhammer Strike
j2L / Jump Down Light
NASB jenny aerial light down.png
Can you dig it?
Damage Startup Frames Active Frames Total Frames Safety
1% per hit, 6% on landing 9 9-21 without holding 36 -15 without holding, -13 to -0 upon landing.

Jenny's legs morph into a jackhammer.

  • Holding down will continue the jackhammering motion until she touches the stage.
  • Landing with this move pops the opponent into the air if held.

Strong Attacks

Fists of Fury
5S / Neutral Strong
NASB jenny strong mid.png
Come on, put 'em up! Frame data represents both hits.
Damage Startup Frames Active Frames Total Frames Safety
9%/13% 20/25 20-21/25-26 54 -17/-12

Jenny morphs her hands into two giant fists, ready to clobber anyone in her way.

  • A two-hit combo that sends opponents flying at an upwards arc.
  • Decent at finishing at higher percents and at the ledge in a teeter situation.


Buzzsaw Pom Poms
8S / Up Strong
NASB jenny strong up.png
2, 4, 6, 8! Who did she humiliate? YOU!
Damage Startup Frames Active Frames Total Frames Safety
14% 21 21-24 54 -16

Jenny morphs her whole arms into buzz-saws in this great kill move.

  • Deceptively good range.
  • One of her best kill moves, solid power all around.


Mighty Mallet
2S / Down Strong
NASB jenny strong down.png
POV: You tried to grab the ledge. Frame data represents the move being used once and repeatedly.
Damage Startup Frames Active Frames Total Frames Safety
11%/11% (both pressed/held) 28/33 28-29/33-34 (pressed), 2-3/7-8 (held) 64 (pressed), 38 (held) -11 (pressed), -9 (held)

Jenny throws a tantrum and starts pounding the ground with two giant hammers.

  • Very good at catching bad recoveries.
  • Can be mashed by tapping the button repeatedly.
  • Has a long cooldown animation. If an opponent catches you mashing and gets behind you, you might not be able to recover quick enough to avoid getting punished


Gliding Buzzsaw
66S / Run Strong
NASB jenny dash strong.png
With the strength of these blades, I surely wouldn't complain.
Damage Startup Frames Active Frames Total Frames Safety
11% 17 17-26 44 -18

Jenny brute forces her way across the stage with charging fan-blade attack.

  • Can combo into up-strong.
  • Can be punished pretty hard if whiffed on block.

Jumping/Air Strong Attacks

Chest Laser
j5S / Jump Neutral Strong
NASB jenny aerial strong mid.png
UNI-BEAM! Wait, wrong game
Damage Startup Frames Active Frames Total Frames Safety
21% 28 28-32 69 -9

Jenny charges and releases a laser from her chest.

  • Has a long windup but hits hard and the blast propels Jenny backwards.
  • Can be used as a movement tool to glide across the stage and mix-up your opponent.
  • Can be used as recovery option, with moderation.


Lobster Claws
j8S / Jump Up Strong
NASB jenny aerial strong up.png
BIG. MEATY. CLAWS!
Damage Startup Frames Active Frames Total Frames Safety
13% 21 21-24 54 -8

Jenny morphs her hands into huge claws and does a massive uppercut that puts any shoto to shame.

  • Can combo from forward throw DI mixups.
  • Decent kill move, albeit a bit slow to compensate.


Explosive Feet
j2S / Jump Down Strong
NASB jenny aerial strong down.png
An all expenses paid trip to the blast zone.
Damage Startup Frames Active Frames Total Frames Safety
15% 20 20-25 51 -6

Jenny goes for all the marbles and dunks her opponent.

  • Great for killing off stage, though going for more than one may be required in some cases.
  • Useful for stalling off stage and mixing up recovery.

Special Attacks

Rocket Power
5P / Neutral Special
NASB jenny special mid.png
Wait, that's the wrong show!
Damage Startup Frames Active Frames Total Frames Safety
8% 25 25-325 40 -3

Jenny fires a rocket from her arm, much like a certain other armored heroine.

  • Once fired, the missile can be guided by inputting a direction. But unlike Snake in Super Smash Bros., Jenny isn't glued to one spot while it's out.
  • Rocket can be guided while blocking and even while doing other moves.
  • Jenny can fire a second rocket after the first one, but the second one will not be controllable while the first one is still active.


Robot Wings
8P / Up Special
NASB jenny special up.png
"I'll catch you later!"
Damage Startup Frames Active Frames Total Frames Safety
- - - 84 -

Jenny takes to the skies!

  • Great recovery, can even go under the stage and to the other side depending on the stage.
  • Lacks a hitbox, and can be punished if Jenny isn't careful in her recovery mixups.
  • Has landing lag of 20 frames.
  • Can be edge-cancelled.


Explosive Lasers
2P / Down Special
NASB jenny special down.png
Learned this from a guy from Krypton!
Damage Startup Frames Active Frames Total Frames Safety
7% per hit 35 35-46 60 -11 to -5

Jenny shoots lasers from her eyes. She even has sausage vision! This move can be done on the ground and in mid-air.

  • Has amazing damage output.
  • Good for shutting down other items at play.
  • Due to the move halting momentum in mid-air, its great at stalling off stage for recovery mixups.
  • Hitboxes will always occur on the ground relative to Jenny, even if in mid-air.

Grab

Stretchy Arms and Extendo-Fingers
Grab
Nasb jenny grab.png
You think you're out of her range? cute
Jenny has a tether grab; the length of which depends on how long you hold the button down for.
  • Despite having impressive reach, Jenny also extends her hurtbox. Use with caution!

Taunt

Taunt
Taunt Button
Nasb jenny taunt.png
The most adorable killing machine ever created!
  • "Ready to surrender?"
  • The dance she makes comes from the episode "Mist Opportunities".


Strafe Taunt
Taunt Button + Stafe
Nasb jenny strafe taunt.png
"I can hardly wait until tomorrow!"
  • "I'm in total control!"
  • Based on the episode "Raggedy Android".
  • Can also be held.

Colors

NASB jenny character.png JEN alt costume 1.png


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