so yeah, the B jenet strat i promised.
- her standing E is one of the best in the game. think a3 saks standing hk. too bad it can be ducked tho. nonetheless, this move comes out fairly quick, huge range and not much recovery.
-her c.lk is one of the best in the game and its bufferable into specials and super. i think you know where to go from here.
-c.hp is a decent move to stick out once in a while. bufferable into anything and works somewhat as anti air.
-c.hk has huge range but fairly slow in recovery and startup, but since its bufferable, you can form some traps and lockdown with it.
-j.hk. crosses up, good priority and hits on a good angle. also good to hyper hop with. just becareful not to get her pixie dust move out. (the d+k in the air)
-j.hp. hits 2x and hits fairly low making it a bit tricky for the opponent to block. good for pressuring along with j.hk
j.lk. mainly used for air to air and not much else
specials:
far hp x2 aka bitch slaps: its bufferable and works surprisingly well as an anti air. mainly used for anti air and tag combos.
qcf+p aka fireball: lp goes a short distance but quicker startup and recovery, hp version vice versa. good for pressuring (scroll down)
d+k in the air, k x4 aka pixie dust: sadly, its slower coming out than it did in garou so its not good to use standalone unless to change trajectory to avoid fireballs and some dms. if blocked, do not do the last kick as it sends her flying upwards. lk version goes at a steeper angle than hk version
qcf+k aka upkicks: lk version combos off her c.lk while the hk version can only combo off her close/crouching hp and close hk. however, you can cancel the 2nd part of the hk version of the upkicks into the pixie dust.
qcb+p aka dress swipe: her only SC/QSable attack outside of her torpedo DM and sadly its not that good of a move to SC/QS from. mainly used in block chains which will be mentioned below. fairly safe if blocked
qcb+k aka overhead kick: since its an overhead, it can be blocked high. does major damage if all hits connect. great for snatching opponents out of the air. lk version goes a short distance, inside her sweep distance while hk version goes like full screen. somewhat safe if blocked.
DM:
qcf, qcf+ p aka torpedo super: use it to punish stuff like ioris rekkas, and off c.lk, c.lk hit confirm. its DC and QS able.
qcf, qcf+k aka anti air super: decent anti air, although some moves will beat it clean. its also possible to hit confirm it off c.lk c.lk and theres enough range for it to connect after the two c.lks.
LDM
qcb, qcb+e aka shoe beatdown: this would be an awesome LDM if only it was safe. its possible to hit her during her recovery when she is putting her shoe back on. even though it isnt safe, its still a decent LDM. the fear factor is pretty intimidating and its much easier to pull off than kasumi and silbers counter DMs in a clutch situation.
strats:
her gameplay revolves around inside her c.hk area since she has one of the best c.lks in the game and a variety of moves that are fairly safe.
c.lk, c.lk tree:
c.lk, c.lk, if hit:
a. qcf+lk
b. qcfx2+p
c. qcfx2+k
if blocked:
a. qcb+lk. this forces the opponent to block high, which leaves him vulnerable to a sweep
b. standing e. use this when you suspect your opponent will jump away. counter hit standing e into overhead does major damage.
c. qcf+p. use this if your opponent continues blocking
d. c.hk. this will make your opponent vulnerable to the overhead. the c.hk is also bufferable so buffer into something else while you are at it.
e. qcb+p. this will stuff your opponent if they press anything.
f. c.hp. an all around move. faster than the c.hk, but can be blocked high, cant be ducked unlike the standing e but shorter range. also bufferable.
g. qcf+hk into pixie dust and stop at the 3rd hit. you’ll have the advantage still and can continue with the pressure
its 5 in the morning and i’m tired. i’ll post some more stuff later on.