B Jenet (XI)

Strats, combos, technical discussion.
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Geese
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Post by Geese » Sat Dec 24, 2005 00:08

Derrick wrote:
SnapYak wrote:Arcadia combo hint....

C, qcf b, down kick (in air), qcfqcf +kick
i cant get the "down kick (in air)" to come out with the B version.... can someone enlighten me?
As far as I know, the B version is not cancellable to down kick. I can do that combo but just with the qcf D instead

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Post by Gemini83 » Tue Jan 24, 2006 20:30

The actual combo should be jump C,down C,qcf D(3 hits),down d, qcf x2 B.
And the damage is quite alot!! considering theres no super cancel..

btw did anyone connect the chain of down D or Bs fully? wat does the last hit do? hit the person up the sky?

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Post by I love kula » Thu Jan 26, 2006 18:04

Yep, as soon as she connects the last hit it will send them up but you wont be able to juggle them anymore...ive only been able to connect all the hits in the corner though.

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Post by Gemini83 » Fri Jan 27, 2006 00:13

Is it another case like elizabeth's dp C or Gato's qcb B,A, whereby u can only hit the person when she's at B.Jenet's standing head level.Was considering this since the last hit she should be quite near the ground level rite? :roll:

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Post by Lynko » Wed Jul 05, 2006 02:57

What's a decent way to link into Jenet's QCB+A? I kind of just noticed that SC'ing into her LDM from that still makes it a grab, but linking into QCB+A from almost all of her normals push em away too far.

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Post by alexis » Wed Jul 05, 2006 03:07

I can only combo that in the corner, and even then the move's push back doesn't allow the counter to hit. Try doing the qcb+C stand alone, since she travels forward as she does it.

I have also confirmed it's possible you can do qcf+D (2-hits), d+D, land, any DM, not just the qcf,qcf+K (which will ONLY hit if done in the corner).

Plus Jenet can dream cancel the P one after up to 6 hits doing this combo, or if you QS her out before the 7th hit, the opponent can be juggled, and grabbed mid-air with command grabs and (like Duck's LDM or Tizoc's air qcf+A).

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Post by Lynko » Wed Jul 05, 2006 03:29

alexis wrote:I can only combo that in the corner, and even then the move's push back doesn't allow the counter to hit. Try doing the qcb+C stand alone, since she travels forward as she does it.
That's why I specifically said the A version, just SC'ing off of it makes it into a grab that works outside of corners. I really like how it works, but it's not that practical to use stand alone since QCB+A itself has some lagtime before she actually hits with it so doing QCB+C would be worse to use without combo'ing into it. See, I'm trying to land the LDM via a super cancel to save a stock and to make sure it really will hit (as a grab), to mix up it's use so that it's not just a counter and all.

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Post by L1r » Wed Jul 05, 2006 05:38

An easy way to combo her qcb+A move is by doing sA > sC > qcb+A > qcfx2+P DC LDM since sA > sC chains, it's somehow explained on the PS2 movelist, she has a few chainable moves, much like Jyazu.
EDIT: However, as I test my little theory it seems you can't perform this unless you've got your oponent in the corner as alexis said and only if you SC into qcfx2+P first :x
Outside of the corner it seems to be immposible due to how much the move pushes the opponent back.

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Post by alexis » Wed Jul 05, 2006 06:10

Actually when I get both stocks I start rushing the opponent down, then suddenly stop and turtle and they'll jump toward me and attack only to find my shoe in their face. lol

Works wonders against some KGOs.

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Post by Slapper Joe » Wed Jul 05, 2006 11:06

c.C, qcb+A is the best way to use it. Lands more consistantly, does more damage and is one less hit meaning followup M.M.Torpedos does a chunk more damage.

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Post by Zero Kyori » Sat Jul 08, 2006 02:30

All I know is that jD/jC, sA, sC, qcf+D(2), d+D, qcf, qcf + A, DC qcb, qcb + E works anywhere. 19/20-hits total. But it seems like a waste of stocks and SP's.

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Post by Lynko » Sat Jul 08, 2006 04:51

Yeah, that's why if on the offchance, she's my leader, I'd rather just qcb+A, SC qcbx2+E to save those super/skill stocks, but it's risky...

It's a shame they didn't make her qcf+K QS'able after the hop, I always forget and try anywho though.

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Post by alexis » Sat Jul 08, 2006 23:45

Actually the jump D, stand A, stand C, qcf+D (2-hits), d+D, qcf,qcf+A does about the same damage as just her LDM...

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Post by Zero Kyori » Sun Jul 09, 2006 07:12

Jenet's far sC, sA is great after a blocked cBx2. You can start a good pressure from this since sA cancels out the lag off far sC. A good example with the far sC, sA pressure would be.....

cBx2, sC, sA, short jump C/D, cC, qcf + D, d+D, cBx2, sC, sA, dash sA, qcb+A

Just make up you own stuff as you go along. Think of it as a feint attack, kinda like MoTW.

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mmm....

Post by Vastago » Sat Jul 15, 2006 07:36

heres a question...


do you think that her pressure game short jump C , sA, sC, qcf + D, dD (right here... at this point im doubting about the guard "lag" that the qcf+ D does... i dont thinks its enough for me to land and continue the pressure game..) dash, sA blablabla...

so... what do you think? cause ive been punished by iori and Kyo players after the dD part

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