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Jean Tactical Guide by Shiwapon

Discussion in 'Jean' started by VolcanoShed, May 22, 2024.

  1. VolcanoShed

    VolcanoShed Active Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154614

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Jean Tactical Guide

    Beginner

    Let's choose two options from the main strike, the Seikenzuki.

    Jean's signature move is the Seikenzuki from 66P.
    It is a mainstay mid-strike with a fast start-up and a fairly long reach.

    After this move hits, the opponent is dealt a special blow, and all blows are treated as counter hits for a certain period of time.
    Also, since they cannot evade, it ensures that the opponent has to face two choices between mid and low.

    I recommend choosing between 66P and 2K.
    If 66P hits, the opponent will be knocked down, and you can follow up with 33PK or 46K+G.
    If 2K is counter-hit, you can continue with 2KK and knock the opponent down.
    Also, when 2K is counter-hit, Jean has a +4F advantage, so 66P again is an unbreakable link-up.

    Use this character's unique technique and charge attack to make a choice.

    A unique technique of this character is that he can charge up various strikes.
    After the opponent guards any charge attack, Jean has a +6F advantage, so he can choose between a throw or a 66P.

    If your opponent is guarding while holding lazy throw escape, you can use a charge derivative that can only be performed after they have blocked your charge attack.

    The charge PPK derivative attack is a mid-level strike with no guaranteed counterattack [on block].
    After hitting, you will be in a significant advantageous position, so you can choose between 66P and a throw, or attack again with a charge attack.

    The charge KK derivative is a low-hitting combo starting technique.

    After this, you can follow up with 9K+G→33PK (you can also omit 9K+G).
    Also, since it's a half-circular attack, it can be used to some extent against opponents who evade.

    However, if your opponent crouches, you will receive a painful counterattack, so be careful not to overdo it.

    For opponents who evade the charged attack itself, by inputting a specific command while charging [P or K, depending on the move], you can perform a circular attack while charging.
    Here, let's punish the opponent who evade the charge attack.

    Furthermore, the weakness of the charged attack is that while it is charged, it is defenseless and vulnerable to the opponent's rampage.
    To prevent your opponent from going wild, it is recommended to use it after the opponent wakes up, or after making the opponent aware of the [uncharged] string follow-up.

    Let's use circular techniques that are easy to use

    If your opponent evades attacks like 66P, it's time to use circular techniques.
    In addition to the 2K that I introduced earlier, we recommend 4P and 1P.

    2K and 1P destroy the opponent's evade towards Jean's stomach.
    Since both are low attacks, the advantage is that they can break down the opponent's standing guard.

    Also, when you counter hit, both have the advantage, so you can attack further with 6P or 66P.

    4P is an option to prevent opponents from evading towards Jean's back.
    Use it against opponents who evade 2K and 1P.

    4PP supports charging, so if it hits, it's a good idea to attack further with a charged attack.

    Also, when 4PK hits near the wall, you can follow up with P → 33PK, which greatly increases the return.

    Even if it [4PK] is blocked, it will not receive a guaranteed counterattack, making it a powerful option when against a wall.
    If the opponent crouches down, there is a risk, but mix in 4PP to shake the opponent.

    If you don't know the opponent's evade direction, you can also try using 2K+G. [full circular low attack]
    However, be careful, because the risk of being blocked is quite large.

    Let's deal with your opponent's attacks when you are at a disadvantage!

    This character has techniques such as 4P+K+G and 2P+K+G that allow him to attack while nullifying the opponent's attacks. 4P+K+G can sabaki high and mid attacks, while 2P+K+G can sabaki low attacks, so keep an eye on the tendencies of your opponent's techniques and aim for them.

    The best place to aim for 4P+K+G is if the opponent is likely to hit back with an elbow after your attack is blocked or they have an advantageous frame.
    Even after you hit 1P, you should aim for this at first. [since 1P is -4 on normal hit]

    Aim for 2P+K+G against opponents who hit 2P when there is only a high string follow-up, such as with 2K.

    4P+K+G and 2P+K+G can be followed up by inputting P after successful completion.
    After that, you can aim for a combo, so don't forget to input it.

    By the way, there is also a sabaki technique called 236P+K, but this is not recommended because there is a risk of receiving a foot technique as a counter, and if blocked, you will receive a guaranteed counterattack.

    Use techniques with strong homing performance to defeat your opponent's evades

    This game has "homing performance," which means that even if you evade a blow, the subsequent string follow-ups will follow even after you evaded the first hit.
    Jean's homing performance is particularly pronounced, so it is easy to hook a move after the opponent evades it.

    I recommend hitting 33PK or 3PP.
    It will be easier to understand if you try to delay [the second hit] and put them out.

    Taking advantage of this homing performance, dare to launch a string follow-up even after the opponent evades the first hit, to hook a blow.
    If your opponent blocks it, [next time] try a throw or 66P to land another attack.

    Intermediate

    Try breaking down your opponent's guard with 46P+K

    Since Jean's throws deal low damage, it's hard to make guarding risky for the opponent.
    In that case, try using the Shichō Tenregeki combo of 46P+K.

    This is a guard-break technique that, if you hit an opponent who is guarding, will break their guard and allow you to hit the follow-up techniques. [46P+KKPPKPK]
    The timing is difficult, but it's a technique that can inflict great damage on the opponent's guard, so it's worth practicing in training mode.

    Recommendation for sideturned offense

    After evading, or evading your opponent's technique and returning a guaranteed counterattack, you have a chance to attack from the side.
    Since it is easy to develop a powerful attack on the side with Jean, it is definitely worth learning.

    First of all, 3K mid kick. Let's use this for people who are violent even on the side.
    A counter hit will cause a side crumple, and further follow-up attacks are guaranteed.

    If 3K hit crouching, you get extra frames of advantage, and it will guarantee up to 9K+G and 6PP.

    In addition, after 3K, there is a high-level derivative. [3KK]
    Some players try to stop this with crouching status moves such as 2P, so in that case, try to show off your low attack sabaki 2P+K+G.

    Use charged attacks such as K(hold) against opponents who try to guard against your mid attacks.
    If they block a charged attack on the side, the K derivative after guarding the charged attack will become "unblockable."

    Continue straight through to KK and aim for a combo.

    If your opponent hates these and evades them, try showing them circular techniques such as 4P or 2K.

    In particular, even if the 4PK, which is a half-circular attack, is guarded on the side, Jean still maintains a +2F advantage and can continue to attack the side.
    If the opponent doesn't like this and evades to Jean's stomach, aim for 2K.

    Advanced

    Once you get used to it, try 4P+K with 2 choices.

    Once you are able to judge whether a technique is a counter hit or not, try mixing 4P+K into your attack.
    What I especially want to be aware of is whether or not 66P was a counter hit.

    If 66P is counter-hit, the opponent will be unable to move for a longer period of time than usual.
    This allows you to aim for a move that is slower than 66P, but is more rewarding if you counter-hit it.

    That's where 4P+K comes into play. It creates a combo on a counter hit, and even if it's blocked, you can still fuzzy guard [4P+K is only -3].

    Note that it is very difficult to confirm a counter hit, so it is no problem to do so after you become accustomed to the game.

    Use backdashes in combination with techniques that distance you from the opponent.

    Jean has a wealth of moves that can put distance between him and his opponent even if they are blocked, such as 66P and 33PK(during charge)P.
    By backdashing after having them blocked, you can greatly increase the distance between you and your opponent.

    From there, you can try to fight them from a distance again with 66P and so on.

    Furthermore, if your opponent chases after you and tries to attack you, attack quickly.
    If your opponent tries to hit a long move on the spot, use a backdash and a long blow such as 46K+G to catch your opponent's whiff.

    Of course, it is also possible to do nothing and invite the opponent to make attacks that they like.

    Wall approach

    The wall is a chance to take full advantage of Jean's attacks and counter options. Here we will show you which techniques shine.​

    ● Opponent's back to the wall

    When your opponent has their back to the wall, 4KP is your best bet.
    If you hit it, you can aim for a wall combo with 4KP → PKP(during charge)K, etc.

    If your opponent doesn't like it and crouches for the second shot, aim for a 4KP(hold).
    When charged, this becomes a mid attack, so if it hits a crouching opponent, it will pin them to the wall.

    Also, even if it is blocked, Jean will have a +6F advantage, allowing you to continue attacking.

    If your opponent is guarding against 4KP, try a 4KP(during charge)K.
    If you hit them into the wall with this, they will be wall staggered, and if they don't recover from the stagger, you can follow up with PK, 46PK, 66P+K, etc.

    If your opponent breaks the second hit of your 4KP with 2P, etc., try using 2P+K+G to sabaki it.
    If you're successful with the sabaki, you can aim for a wall combo with 2P → 9K+G.

    If the opponent does a momentary crouch into a strike [after blocking 4K], such as "avoiding the second shot while coming to stop the second shot" [trying to duck then whiff punish], try using a backdash.
    You can use the backdash to dodge the opponent's strike and aim for 4KP on the whiffed strike.

    If Jean is at a disadvantage, such as when 4KP is blocked, you can use 4P+K+G to aim for the opponent's hand techniques.
    If the opponent hits an elbow or other hand technique as fast as possible, you can aim for a combo.

    ●Parallel to the wall, Jean's back facing the wall

    If there is a wall on Jean's back side, it is a good chance to aim for a wall combo with a low attack.

    First, aim for a side wall stagger with 1P.
    If the hits the wall, a 6K is guaranteed.

    If the opponent is crouching, show 66P and other middle moves, and then make a choice again with 66P and 1P, etc.

    If your opponent evades to your back, try using 2K+G.
    If this hits a counter hit, they are likely to be stuck to the wall.

    Even if you hit an NH, they will be staggered if they hit the wall, so from there you can use a PK then go for sideturned offense.

    ● Parallel to the wall, Jean's stomach facing the wall

    If there's a wall on Jean's stomach side, you can increase the return with 33PK(during charge)P.
    If this hits [for example, if they try to evade 33PK(hold)], you can follow up with 6K+G or 6K.

    If your opponent is standing guard, take advantage of the distance after the 33PK(during charge)P and perform a back dash to invite your opponent to whiff.

    You can also use 2K to change your foot position and attack with Jean's back facing the wall as mentioned above.​
     
    Last edited: May 22, 2024
    akai likes this.

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