"Get Ready...Survive!" The New Garou: Mark of the Wolves Thread

In all honesty, I’m not entirely sure. Although my guess is that you do it to get the damage from the d+C or whatever the qcfx2+A/C combos from. Perhaps it’s used for BnB combos? =x

ive seen her punch super used for cl. c, feint, low c, punch super. combo in a couple of vids. I really gotta work on that combo though.
its often a better reversal attack since it moves forward so it can catch things out of range of her kick super. probubly a better choice for GC too for this reason. also it works as an anti air, probubly very few situations, if any, where its better than her kick super though.
I rarely use her punch super.
you can chip damage kill with it if your careful that they dont JD

also on the comments abouc cd not being a good anti air i only meant that i doubt its going to keep your opponent on the ground, however her kick super will.

also her qcb c can screw with people on block. especially characters without a command grab or a faster dp (gonna check frames) and no meter, you can DP(or super) after it if they attack or grab if they block guess right and you give damage guess wrong and you eat it. I use this occassionally, definatly situational.

her qcb b in the air is fun to use, I think if you hit low enough its safe on most chars (kick super after?), and it can screw with thier positioning or get you out of the corner if you wiff it intentionally. it also helps her signature corner combo. do not use it often as attack as its utterly unsafe, once in a while though might be worth it.

More Hotaru Tidbits

Well about her combo ender with the CD, the reason why you’d do that is because the opponent becomes grounded. The damage is still the same whether you choose qcf+A/C or CD, but the fireball allows them to land in neutral stance. I would imagine she can take better advantage of a situation on a grounded opponent. Edited my other post. To correct myself, her qcfx2+A/C does more damage than her qcfx2+B/D.

EDIT:

Aerial Attack Strings:
[1] j.A, j.C
[2] j.A, j.B
Note: Her j.d+B follows into any other jumping normal or her Aerial Attack strings even if it is short hopped. Also note that the move has a deceivingly wide hitbox

Hotaru Combos:
The d+AB start string actually does 1 value damage more than her C or D. However, you can substitute the d+AB with close C or jump ins since situations vary.

[1] d+AB, qcb+B break, qcf+C

[2] d+AB, qcb+A

[3] j.d+B, land, C, qcb+C
Condition: Hotaru must be deep enough with j.d+B to land instead of bouncing.

[4] d+AB, qcb+B break, qcfx2+B/D
Condition: Super meter

[5] d+AB, qcb+B break, qcb+B in air (TKed), qcfx2+B/D
Condition: Corner Only - Super Meter

[6] close C, feint, d+C, qcfx2+A/C
Condition: Corner Only - Super Meter

[7] qcb+B break, qcb+B break, qcb+B in air (TKed), qcfx2+B/D
Condition: Corner Only - Counter Hit on qcb+B - Super Meter

[8] qcb+C, qcb+B break, qcf+C
Condition: Counter hit on qcb+C

If Hotaru has a practical meaty attack, can anybody be willing to share that bit of info?

I know most of this has already been posted by everyone else but I wanted to keep everything in one post together.

Hotaru info:

-Best air to airs: jump :snka:/:snkb:/:snkc:
Her jump :snka: is overall the best of the bunch since it’s pretty fast and sticks out for a while. Her jump :snkb: has a bit more range but isn’t bad to use every now and then. Her jump :snkc: is also usefull especially if your near the corners where opponents might tend to jump a lot.

-Best cross-ups: jump :snka:/:snkb:/:snkd:
Her cross-up :snkd: tends to cross-up more consistant then her :snka:/:snkb:. If one doesn’t work on a certain character switch to the next cross-up and it should cross them up.

-Best anti airs: :qcb: + :snkb:/:snkd: or :dp: + :snkb:/:snkd: or TOP attack (:snkc: + :snkd:)
Overalll her :dp: +:snkb:/:snkd: is her best anti air special but each of the ones listed also work in certain situations. Her :qcb: + :snkb:/:snkd: tends to beat out certain jump-ins at times since it has a bit of range. Her TOP attack is also usefull during certain jump-in attemps as well. It’s best to switch between these to mix things up a bit. Her :d: + :snka: +:snkb: can also beat out certain jump-in attempts as well.

-Best pokes: far/close :snka:/:snkb:/:d: + :snkb:
These are best pokes when in need of openings/hit confirms in most situations. Her stand :snka:/:snkb: can both be feint cancelled incase your too far/close and you can go into her fireballs specials from them easy. Her far :snkb: has pretty good range and can poke people ouf of certain specials/supers at times. you can also go into her fireball from it as well, on block/hit. You can combo her :qcf:x2 + :snkb:/:snkd: super from a stand :snka: AA. It’s more of a link than a cancel though but pretty simple once you practice it.

-Best Guard Cancels: :qcb: + :snkb: or :dp: + :snkd: or :hcf: + :snkd:
Both are great to GC into but her :dp: + :snkd: has a lot more priority overall. Though her :qcb: + :snkb: gives her more damage options since you can break afterwards into :qcf: + :snka: or :qcf:x2 + :snkb:/:snkd: if your near the corner. Her command grab is great as well since is has pretty good range and comes out pretty quick.

-With her :qcb: + :snkb:/:snkd: then break with :snka: + :snkb: you can build meter pretty quickly and safely. For combos only use her :qcb: + :snkb: because for some reason the :snkd: version whiffs on everything else.

-Her jump :snkc: air grab is very good especially agains’t those air JD happy people.

-Her command grab with :hcf: + :snkd: is great for throwing people off during block strings/mix-ups.

-Her jump :d: + :snkb: move is one of the best overhead moves in the game. It has a lot of priority and can be used to setup many mixups in the corner especially. Here are some examples of some of the things she can do from her :d: + :snkb: air move:

-It's possible to repeat the :d: + :snkb: if you do her :snkc:+:snkd: switch sides move in the air then repeat. On big characters like Tizoc/Grant this works really good and it's pretty hard to escape once in this loop. It's best to try JDing the way it's hitting to either backdash/foward dash.

 -Like already mentioned you can do her :qcb: + :snkb:/:snkd: after her :d: + :snkb: to get away from them if your playing keep away.

 -It's possible to do her :d: + :snkb: at the last second so it doesn't bounce but still hits and lets Hotaru continue a combo on the ground. Have to press :d: + :snkb: at the right time for this to work.

 -You can do things like :d: + :snkb:, :snkc: + :snkd:, then :snkd: before landing. If for some reason they JD the :snkd: before you land it's possible to cancel into her :qcb: :snkb:/:snkd: incase they try to counter you as you land. You can also not do a :snkd: and just land then throw them. In the corner this can cross them up in 2 ways if you hit the :d: + :snkb: correctly from the front then :snkc: + :snkd: causing her :snkd: to cross them up as you fall. Then you can continue her normal corner combo of your choice. The other way is to time the air :d: + :snkb: normal then :snkc: +:snkd: into :snkd: which will always hit them from their back instead of the front. This causes 50/50 guessing game in the corner with her which is just what she needs to create openings.

Combos:

(Mid Screen) Jump in deep/low jump :snkd:, :qcf:x2 + :snka:/:snkc:/:snkb:/:snkd:. The :snka:/:snkc: does a bit more damage than the kick super.

(Mid Screen) Jump over them :snkc: + :snkd: in the air, :snka:, :snkb:, land, :d: + :snkc:, :qcf: +:snka:/:snkc:.

(Mid Screen) Cross-up :snkd:, land, stand :snka:/:snkb: into :qcb: + :snkb: into break (:snka: + :snkb:), :qcf: + :snka:/:snkc:. If your close to the corner after the cross-up you can do her :qcf:x2 + :snkb:/:snkd: super instead of her fireball.

(Corner) Jump in :snka:, :snkb:, land, jump :uf:, :snka:/:snkb: into air :qcb: + :snkb:, :qcf:x2 + :snkb:/:snkd:. ON big characters like Tizoc/Grant you can do a jump :snkd: instead of jump :snka:.

(Corner) :d: + :snkb: deep, hop towards them, :snka:/:snkb:/:snkd: into :qcb: + :snkb:, land, :qcf:x2 + :snkb:/:snkd:. On Tizoc/Grant you can do instead a deep :d: + :snkb:, hop towards them. quickly press :snka:, :snkb: into :qcb: + :snkb:, land, :qcf:x2 + :snkb:/:snkd:. I’ve done this combo on Terry before as well but it’s very hard to do it on him has to be timed perfect to land it.

(Corner) Jump in :snka:, :snkb:, land, stand :snkc:/:snkd: or :d: +:snka: + :snkb:, feint cancel into :d: + :snkc:, :qcf:x2 + :snka:/:snkc:. If you dont have meter just do her :qcf: + :snka:/:snkc: or :qcb: + :snka:.

(Corner) Jump in :snka:, :snkb:, land, :d: + :snka: + :snkb: or :d: + :snkc: or stand :snkd: or stand :snka:x2, :qcb: + :snkb:, break (:snka: + :snkb:), TK her air :qcb: + :snkb:/:snkd:, land, :qcf:x2 + :snkb:/:snkd: super. You can replace the jump in :snka:, :snkb: with :snka:, :snkc: instead for a bit more damage. It pushes back more though than the :snka:, :snkb: chain. All the ground attacks do about close to the same amount of damage so pick the one you prefer. On some character it’s possible to do 3 stand :snka: after the air chain if you walk in a bit and press it fast enough. Then still combo into her :qcb: + :snkb: into break, etc. If the TK :qcb: + :snkb:/:snkd: is to risky to land in a match just do her :qcf:x2 + :snkb:/:snkd: super instead, unless you want to be flashy. That or if your in TOP mode you can do her TOP attack (:snkc: + :snkd:) instead of the TK air :qcb: + :snkb:/:snkd:. It still lets you connect her kick super you just have to input it quickly as you land after the TOP attack hits.

-It’s possible to super into her :d: + :snkb: in corner but it’s pretty hard to do consistant. It requires a special type of cancel which goes as follow:

:d: + :snkb:, :qcf:x2, :d: + :snkb: quickly.
The game stores the motion so as you press :d: + :snkb: again after the :qcf:x2 motion it cause the second :d: + :snkb: to kara into the super instead. I might be easier on the first :d: + :snkb: to input it as :d: + :snkb: + :snkd: if it’s too tricky to land for some of you.

-You can do Hotaru’s :d: + :snkb: meaty on wake up then follow it up with :d: + :snka: into :qcb: + :snkb:, break, etc in the corner. Good since she really has no low normals that go into combos.

-Here is a great GC technique you can use with Hotaru during a matches:

:qcb: + :snka: + :snkd: (You only get a stand :snka: if you do it correctly), if they JD to try to GC into their special then press :snkb: during the JD to go into her :qcb: + :snkb: special right away. This helps her when reacting agains’t certain players who can JD and GC consistant.

-Here are some block strings you might want to use with Hotaru to put some pressure on the opponent.

(During wake up Mid Screen) Meaty stand :snkd:, feint cancel, :d: + :snkc:, :qcf: + :snka:/:snkc: or feint cancel, run in, repeat or jump in or throw, etc.

(During wake up Corner) Meaty stand :snkd:, feint cancel, stand :snka:/:snkb:, :qcb: + :snkb:, break, run in, repeat or jump in or :hcf: + :snkd: or throw, etc.

(Mid Screen) stand close :snka:/:snkb:, feint cancel into :d: + :snkc:, :qcf: + :snka:/:snkc: or feint cancel again, run in, repeat or jump in or :hcf: + :snkd: or throw, etc.

Use these wisely during matches to mix things up when going offensive on an oppnent. If anyone else thinks I should add anything to this post let me know.

:u: Awesome, we’ve finally got a Hotaru write up =P

you can down b press cd twice than down b again in the corner so you land on hit on the same side and than cross over, its hard to repeat more than once but may be possible i’d check with a macro or someone who is proficiant at feint cancel combos.

i do not quite understand what you are saying about her down b , cd into j. d corner crossup mixup
i understand that both have you facing the side that you jumped from when you j. d but i do not understand exactly how to get each result specifically from your explanation.

also do you have a video or replay file of her Down b into super combo?.
Is it a safe combo? or does it count on your oppenent not blocking not blocking it right during your mixup

another question is is there any benifit to using the j.a j.b, 9, j.a, 214 b into super combo over her bnb corner combos? or was it just listed for completeness sake?

Thanks for the info

It is possible to do :d: + :snkb:, hop, :snkc: + :snkd:x2, repeat in the corner. You can escape that though easy by dashing foward or backdashing as well. The Hotaru :d: + :snkb:, :snkc: + :snkd:, :snkd: mix-up all depends on where you land with :d: + :snkb: over them. So if you do the :d: + :snkb: close to their front overhead hitbox you can :snkc: + :snkd:, :snkd: so it hits them from their front end instead of behind. If you do the :d: + :snkb: in deeper then you can do :snkc: + :snkd:, :snkd: so it hits them from their back instead. If you check the combo video I made it shows an example of the cross-up mixup stuff with her :d: + :snkb:. Here is the link for it: [media=youtube]XAG3lfKjepw[/media]
If you still dont understand how it works I can make a video showing how it works exactly.

As for the :d: + :snkb: into super here is a video I just uploaded showing it in action: [media=youtube]3_9G1fPqLQo[/media]

I just noted the jump-in :snka:, :snkb:, land, :uf: + :snka: into :qcb: + :snkb:, land, :qcf:x2 + :snkb:/:snkd: combo so everyone knows it’s possible to do. It’s more flashy probably than anything else but her other combos do more damage.

Hey Noc when you got time could you please do write up for Dong?

Thanks

I’ll do Dong next after I finish Jenet’s write up.

Coolio :tup:

You wanna move up and down a lot, just move up and down. You’ll want to start out slow at first, then casually move up to a faster rate. If you want to be tricky, you can move left and right a bit too for some mixups. When your super meter is filled up, feel free to let loose.

@ Noc:
Those tournament vids owned. Thanks!

Hmm may I ask when do u guys usually get on 2DF?
I am usually online on Weds and Thurs at 2-8 PM GMT.

I’m rarely on unless I feel like playing or people ask me to play online through AIM.

Jenet info:

-Best ground pokes: Stand :snka:/:snkb:/:d: + :snkb:
Also her :d: + :snka: + :snkb: is good for beating out most ground pokes from the distance. She can feint cancel out of all her normal pokes on hit/block to recover faster to put on the pressure.

-Best air to air :snkb:, her air :snka: isn’t bad since it has a nice angle which is kinda hard to beat out also. But her :snkb: has more range overall in the air. Both have their uses so I would recommend using both in matches.

-Best anti airs: close :snkc:/:d: + :snka: + :snkb:/TOP attack or :qcf:x2 + :snkb:/:snkd:.
Her close :snkc: is great especially in the corner since it has pretty good upper hit range. Great for beating out people who jump out of the corner a lot. Her :d: + :snka: + :snkb: isn’t too bad of an anti air but use it from a
distance better if their jump in is late. Her :qcf:x2 + :snkb:/:snkd: is also a decent anti air but can be beat out at times from certain jump-in attacks. Her JD into :snka:, :snkb: and :snkc: P power super can work as an anti air also if you read their jump-ins early.

-Her air grab with jump :snkc: is really good and can catch people from their jump in attemps or even special moves. Great agains’t opponents who air JD consistantly.

-Her divekick with :d: + :snkb:/:snkd:x4 is probably one if not the best dive move in the game. Reason is mainly because this is what really makes Jenet overall good in so many ways. It builds meter, you can cancel her backdash into this move, you can cancel her :snka: + :snkb: overhead into this move, you can do a jump in
:snkb:/:snkd: lets say and cancel into her dive move as well. Also if you time the dive hits just right into her feint cancel block strings, she can pretty much keep characters locked down in the corner especially. So you’ll be using this move a lot and also both the :snkb: and :snkd: versions have different angles when they start up. The :snkb: versions tends to make her float up a bit more so you can use it to bait certain things as you jump in on them. You should be mostly using the :snkd: version but mixing both up can really confuse your opponents counter attemps. Also don’t end with the 4th :snkd: on the dive unless it hits and your near the
corner. Mid screen I tend to just do 3 hits so I can still rush in after they roll recovery from the fall, if they do. Another thing you might want to try out is if your opponent starts JDing all your dive kick attempts do a :d: + :snkd: but don’t press any buttons and just grab afterwards. It works really well agains’t defensive opponents and you can also time the hits late incase you think they will stick something out for landing counter hit.

-Her best cross-up is her jump :snkd: but her jump :snkb: can also cross up as well. The :snkd: version tends to be a lot more consistant with crossing up overall. If the cross-up :snkd: doesn’t work on one character then try her :snkb: instead.

-Her best GC special would have to be her :qcf: + :snkb:/:snkd: depending on what your JDing. Mainly because it’s her break move so you can follow it up with a super anywhere after a GC if you land the :snkb: version. The :snkd: version lets you either super them or also go into her jump then :d: + :snkd: as well or :qcb: + :snka: if your close enough to them and also her TOP attack all mid screen/corner. Use the :qcf: + :snkd: version on normals/specials that have longer recovery times so you can land it without getting JDed or countered. Her :qcb: + :snka: is pretty quick for using it as a GC as well. It knocks them down as well so you can keep the
pressure on them afterwards. Also remember to use her JD :snka:, :snkb:, :snkc: P power super during JDing multi hits as well.

-Her :qcb: + :snkb:/:snkd: are good for mixups especially in the corner. It’s a pretty quick special and can be hard to JD on reaction at times. It’s also possible to cross-up with it if you time it just right as the opponent gets up. Use it wisely.

Combos:

(Mid Screen) Jump-in :snkd:, land,stand, :snkb:/:d: + :snkb: or :snkc:/:snkd:(1st hit) or :d: + :snkb: or :d:+ :snka: + :snkb:, :qcb: + :snka:. For the stand :snkd: (1st hit) you have to make sure you land close deep with the jump in :snkd:. Mainly because the :qcb: + :snka: might whiff them from the push back. Also you can replace the :qcb: + :snka: with her :qcf:x2 + :snka:/:snkc: super if you have meter.

(Mid Screen, in TOP mode) Cross-up :snkb:/:snkd:, land, stand :snkb:/:d: + :snkb:/stand :snkc:/stand :snkd: (1st hit), TOP attack (:snkc: + :snkd:).

(Mid Screen) Cross-up :snkb:/:snkd:, land, stand :snka:, :snkb:/:d: + :snkb:, :qcb: + :snka:. You can also
replace the stand :snka:, :d: + :snkb: with just a stand :snkc: after the cross up for about the same damage. It’s also possible to do close :snka:, close :snkc: after the cross-up into :qcb: + :snka: as well. It’s best to
hold foward when trying the close :snka:, close :snkc: variation to land it more consistant.

(Mid Screen) Cross-up :snkb:/:snkd:, land, stand :snkb: or :d: + :snkb: or stand :snkc: or stand :snkd: (1st hit), :qcf: + :snkb:, break (:snka: + :snkb:), :qcf:x2 + :snkb:/:snkd:. The super might whiff on the last hit of the heart kiss depending on normal you use. Stand :snkc: causes too much push back so the super will whiff after the :qcf: + :snkb: into break. If you dont have meter you can do the full hits of the :qcf: + :snkb: instead of breaking it for the added damage.

(Mid Screen) Cross-up :snkb:/:snkd:, land, close :snkc:, feint cancel, dash in quickly into close :snkb:/:snkc:, :qcb: + :snka: or :qcf:x2 + :snka:/:snkc:. After the feint cancel you can do a normal :d: + :snka: + :snkb: instead of the dash in variation into her :qcf:x2 + :snka:/:snkc: super.

(Corner) Jump-in :snkd:, land, (close :snkc:, feint cancel, dash in quickly) x n, stand :snkc:/stand :snkd: (1st hit)/:d: + :snka: + :snkb:, :qcf:x2 + :snka:/:snkc: or :qcf:x2+ :snkb:/:snkd: (Depending how close you are to them, it might whiff if your too far from the push back). If you dont have meter you can do either :qcb: + :snka:/TOP attack (IF your close enough) since both knockdown.

(Near Corner, about a bit more than sweep distance from character) :qcf: + :snka: (All hits), quickly after recovering :qcf: + :snkd:, break (:snka: + :snkb:), jump :u: quickly into :d: + :snkd: (3 hits), land, :qcf:x2 + :snkb:/:snkd:. The main tricky parts for this combo is being at the right distance so you hit them with :qcf: + :snka: so as you recover the :qcf: + :snkd: combos correctly. Same goes after the break then going into her dive kick with :snkd:. Time the hits so you have time to super after the 3rd hit of the dive. If you dont have meter and your in TOP mode you can end this one with her TOP attack (:snkc: + :snkd:).

-Mid screen mix-ups with Jenet:

(Mid screen) Close :d: + :snkb:, stand :snka:, feint cancel, jump into :d: + :snkd: (3 hits), land, etc. Make sure you do it fast enough to make it more difficult to reversal. You have to make sure they dont have meter or keep yourself out of their super range. It’s also possible for them to reversal during the :snkc:, feint cancel, jump :d: + :snkd: window. Make sure you do it fast enough to make it more difficult to reversal.

(Mid Screen) Stand :snkc:, feint cancel, :d: + :snkc:, feint cancel, jump quickly into :d: + :snkd: (3 hits), land, repeat. Make sure you do it fast enough to make it more difficult to reversal. You have to make sure they dont have meter or keep yourself out of their super range. It’s also possible for them to reversal during the :snkc:, feint cancel, jump :d: + :snkd: window. Make sure you do it fast enough to make it more difficult to reversal.

-Some corner mix-ups with Jenet:

(During wake up in the corner after a throw/super/:qcb: + :snka: (If they didn’t roll recover foward)) Meaty :qcf: + :snka:, walk in, (stand :snkc:, feint cancel, dash in)x n, stand :snkc:/stand :snkd: (1st hit)/:d: + :snka: + :snkb:, :qcf:x2 + :snka:/:snkb:/:snkc:/:snkd:. If your pushed back too far the kick super might whiff depeding on the strenght of the super you use. It all combos unless they block or JDed most of the hits. IF they did
block/JD most of the hits then either walk throw or :d: + :snkb:, :qcb: + :snka: or stand :snkc:, feint cancel, jump in into her :d: + :snkd: dive (3 hits) to keep them in block stun, land, etc. Also be careful during the :qcf: + :snka: if your too close most supers with start up invicibility can go through her fireball even meaty. You have to make sure they dont have meter or keep yourself out of their super range. It’s also possible for them to reversal during the :snkc:, feint cancel, jump :d: + :snkd: window. Make sure you do it fast enough to make it more difficult to reversal.

(During wake up in the corner after a throw/super/:qcb: + :snka: (If they didn’t roll recover foward)) Meaty :qcf: + :snka:, walk in, :d: + :snkb:x2, :qcb: + :snka:/:qcf: + :snkb: into break (:snka: + :snkb:)/:qcf:x2 :snkb:/:snkd:. If they dont roll recover after the :qcb: + :snka:/:qcf: + :snkb: into break, you can repeat with another meaty :qcf: + :snka: again. Everything combos if you time everything correctly. If they block JD most of it, then you can do instead closer :d: + :snkb:x1 or 2 , walk in throw or close :d: + :snkb:, stand :snkc:, feint cancel, jump quick into her :d: + :snkd: (3 hits) time the hits so it keeps them in block stun, land, stand :snkc: or :d: + :snkb:, etc. Mix things up from here. Also be careful during the :qcf: + :snka: if your too close most supers with start up invicibility can go through her fireball even meaty. You have to make sure they dont have meter or keep yourself out of their super range. It’s also possible for them to reversal during the :snkc:, feint cancel, jump :d: + :snkd: window. Make sure you do it fast enough to make it more difficult to reversal.

(During wake up in the corner after a throw/super/:qcb: + :snka: (If they didn’t roll recover foward)) Meaty :qcf:

  • :snka:, walk in, close :d: + :snkb:, stand :snkc: link, :qcb: + :snka:/:qcf: + :snkb: into break (:snka: + :snkb:)/:qcf:x2 : snka:/:snkc:. If they dont roll recover after the :qcb: + :snka:/:qcf: + :snkb: into break, you can repeat with another meaty :qcf: + :snka: again. Everything combos if you time everything correctly. If they block JD most of it, then you can do instead closer :d: + :snkb:x1 or 2 , walk in throw or close :d: + :snkb:, stand :snkc:, feint cancel, jump quick into her :d: + :snkd: (3 hits) time the hits so it keeps them in block stun, land, stand :snkc: or :d: + :snkb:, etc. Mix things up from here. Also be careful during the :qcf: + :snka: if your too close most supers with start up invicibility can go through her fireball even meaty. You have to make sure they dont have meter or keep yourself out of their super range. It’s also possible for them to reversal during the :snkc:, feint cancel, jump :d: + :snkd: window. Make sure you do it fast enough to make it more difficult to reversal.

(During wake up in the corner after a throw/super/:qcb: + :snka: (If they didn’t roll recover foward)) Meaty :qcf: + :snka:, walk in, close :d: + :snkb:, stand :snka:, feint cancel, jump into :d: + :snkd: (3 hits), land, etc. Great lockdown option as well in the corner to quickly go into her dive lockdown pattern. You have to make sure they dont have meter or keep yourself out of their super range. It’s also possible for them to reversal during the :snkc:, feint cancel, jump :d: + :snkd: window. Make sure you do it fast enough to make it more difficult to reversal.

-Things to note if you want ot mix things up more in the corner:

Use her :qcb: + :snkb: to throw them off from the usual low hit into special. Use it wisely.

User her :snka: + :snkb: as well for a meaty overhead. If they block/JD this one consistant you can instead cancel into her :d: + :snkd: (3 hits), land, etc. Again watch out with this one especially if they have meter stored for wake up reversal supers.

Walk in throws work really well especially agains’t block/JD happy players. Don’t over do it a lot or they can throw tech you easy.

Jenet can link her :d: + :snkc: normal into stand :snka:/:snkb: or :d: + :snkb: in the corner. Mid screen she can link :d: + :snkc: into stand :snka:.

Something a lot of people don’t know is that Jenet’s TOP attack is actually safe from getting hit. In other words if you do her TOP attack (:snkc: + :snkd:) even if it hits or not she can JD afterwards during the recovery frames. It’s only while she’s in the air during the recovery though. Once she lands you can actually combo her or throw her. It’s just something to remember incase you try going for it and you see they want to punish her as she is recovering in the air.

This should cover most of what you need to know with Jenet. If there is anything else you think I should add let me know.

I myself usually get on when somebody AIMs me and requests a challenge =P

Who do you play? If I can get my ports fixed up, I’ll challenge you in a week. I’m out of practice.

Check my sig xD

Thanks for the girls’s faq Noc.

I’d like to add about Hotaru that her best feint is f+AC, instead of d+AC like most of charas in the game. That’s the one you will use in corner combo

j.D, s.C, f+AC, c.C cancel S/PPower punch

In fact it’s no big deal but just remember the best feint in a combo is always the “down” one, except for:

  • Hotaru, it’s way to slow
  • Terry, if you want to combo multiple stand C’s in corner, else d+AC can be used in a single-feint-combo
  • Griffon when you try A, f+AC, 360/720

Forgot about that.

Uploading as a teaser for the footage MWC Winners Finals between Humbag and Justin Wong to youtube…stay tuned!

-Dark Geese