Im just gonna start this now, pleaso correct me if somethings wrong and contibute a lot:)
Short summary:
Uses full-contact Karate. Has good range, good reversals and sabaki in addition to chargeable moves that leave him at a great advantage on block.
Also hes french, a J6 assasin and was friends with Lion before he was brainwashed.
Best moves: (besides the usual 5P, 2P and 6P which are all good for Jean)
-1P lowers your hitbox, good range, half circular
-5K also quick, great range, chargeable(27 frames)
-6,6P great range, pushback on block, leaves you at +18 if you hit, those 18 are “false advantage”*
-4K series the same as his elbow, one frame slower, ends with a low.
-2K,K/3K,K good range, one is low, one is mid. Good for mixup and zoning/footsies
-1P+K dodges 2Ps and throws, also leads into good combos
-4P+K+G and 2P+K+G Jeans reversals. First one guards mids and highs. the second one blocks lows including 2Ps. Only fists though, I think.
-236P+K Sabaki, blocks high and mid punches
-4,6K+G Jeans roll. Effective against highs, staggers on hit, good range, good on block.
-4,6P+K Unblockable on high guard followup for 62 damage:)
edit, additional good moves:
-P+K 13 frames startup, hits high, knocks down
-4,6P,K 15 frames startup, hits mid, knocks down
-33,P,K 15 frames startup, hits mid(both hits), +2 on hit (ggod for throw setups)
Best throws:
66P+G 60 damage
4P+G good for ringouts
Combos:
Starters:
-6K
-2P+K
-1P+K
-(2)P+K+G->P
-3P+K
-Charge attack on block->K,K
-6K+G(chargeable)
followups:
-works for all:
§, 9P+G, 33P,K
The § can also hit after 3+P+K, but its a 1-frame-combo(apparently) it goes as follows:
3P+K, 66, P(connect on 13th frame), 3P+K, 2P+K, 3,3P,K
(Video from VFDCsDennis0201 [media=youtube]DXyJ9v4tBT0[/media])
A little more special
6K
>9K+G, P, 2P+K, 3,3P,K
>9K+G, P, 2P+K, 4,6P,K
>P, 3K+G, (4P+K,) 3,3P,K part in brackets for lightweights)
>for Taka: 2P+K, P, 4,6,P,K
3P+K
2P+K
1P+K
PPP(charge),KK
>2P, 9+K+G, 3,3P,K
Also heres my Post from VFDC on 6,6+P setups
I thought id post a few setups from 66+P that Ive found to be usefull. They arent technically combos, but I guess this is the most fitting place. So here goes:
66P puts you at an advantage of +18 frames on normal hit. However, even if you do an attack that has an execution time of less than 18 frames you wont get a combo, but a counter hit if it connects. The only option for your opponent is to block. Evades, attacks and throws wont come out before the 18 Frames have passed.
A special case which should be mentioned is 1P. Its 21 frames, but still CHs if its not blocked after the 66P.
Now that this is done, lets go for some follow ups ordered after attack height:
High:
Not very advised since ducking seems to be the first reaction right after mashing buttons for most people. Anyway:
-PPP(charged) sets up for charged moves follow ups, but is easily ducked
-66,66+P+G -throw, covers exactly the right range, but is pretty telegraphed. Use only against intimidated opponents.
Mids:
-6+K the knee. Launches high on Ch and allows great wallcombos. On lightweights even midscreen combos can rack up stupid damage. Relatively bad on block though, so use sparingly.
-6+P series elbow with chain. Starts up in 14f. Last two hits are high, first two hits are a natural combo though. So in case you fear you opponent will duck it, go for an unexpected throw after the second punch. Its +1f on hit, so you have a small advantage and the surprise moment.
If blocked go into defensive though.
-4K series same as elbow, but one frame slower. Used to mix things up with 6P etc. Can also be stopped after second hit for a surprise throw. Also the last P can be charged.
for the above two you can also go into a string that starts with a mid after the second attack of the first string to counter crouching or 2Ps.
-4K+G,P,P slow, but tracks well, if sidestepped
-4,6P+K unblockable, pretty self-explanatory:)
-6,6P fast, knocks down on CH. Only -8 on block.
-3K,K exactly the right distance. -8 on block, knocks down.
-K(charged) or 6K+G usable on intimidated opponents. Good on block (+6f), good damage if you can follow up.
lows:
-2K,K knocks down, covers good distance and moves you forward. So if you connect the first kick, which is +4 on CH,
you can move in for an easy throw setup ala: 2K,66P+K
-1P as mentioned before. Is negative on hit though.
Thats it for now, I hope its useful for someone.