VF5FS Jean Strategy
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Contents
Introduction(top)
Jean's strength comes from being in a fuzzyable disadvantage after many of his strings, charge moves, superior range, and 66p setups.
Basic character introduction and strategy video thanks to @oneida
Nitaku(top)
As any other character is, from nitaku your best choice is your characters fastest CH launcher or a throw.
However, Jean's case is somewhat different. Because of the threat of![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, it is usually the best option to use along with throws.
From +2:![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
is the best option. At 14 frames it will beat all ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
's from your opponents.
From +3:![Tap Back [4] [4]](styles/default/xenforo/clear.png)
is very useful.
From +4 to +5: Start using![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
or ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
From +6:![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
or throws
From +7: you can![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
for a high risk, high reward option to beat mashing.
To beat an opponents LazyTE, jean has![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
guard break available to him
Side Turned(top)
In REVO Jean has many ways to sideturn his opponents, mainly his charge cancels. Done by pressing
or
depending on the move while you're holding down one of his many charge moves, Jean gets access to new circular moves which all sideturn the opponent at +6.
Full Charge![Kick [K] [K]](styles/default/xenforo/clear.png)
unblockable (Jailing string):
On side block, if any of Jean's charge moves are blocked by the opponent he may follow up with Full Charge![Kick [K] [K]](styles/default/xenforo/clear.png)
which is completely unavoidable.
At sideturn +6:
If they abare or duck:
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
or ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
are strong mids, Both crumple on counter hit, only ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
crumples on normal hit. If ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
hits crouching, Jean is +11 and may follow up with an unblockable ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
or ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
If they evade:
His 16 frame half circulars,![Tap Back [4] [4]](styles/default/xenforo/clear.png)
and ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
are much more powerful at this advantage as they cannot be evade crouch dash cancelled under. If they counter hit, Jean can finish the string for guaranteed damage, and knockdown in the case of ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
or since he is +11 he may follow up with the aforementioned unblockable ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
or ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
. However Jean has a powerful mixup after these moves counter hit, He can do Charge
which will beat blocking and lead to an unblockable ![Kick [K] [K]](styles/default/xenforo/clear.png)
and mashing which will let him follow up with a stomach crumple combo, the way an opponent would evade this is by evading, which is where
Charge Cancel
comes in, a full circular high which cannot be evade crouch dash cancelled under and puts Jean at +13 either back or front turned. Jean can combo with ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
for good damage, and if they're backturned he can follow up yet again with ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
. If they're backturned and are holding
, Back hit ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
is guaranteed for your most devastating combo, a smart opponent could mash here and get counter hit front turned by the ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, but if you find anyone who does this then ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, or even ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
could work to beat their countermeasure.
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
can be evade crouch dash cancelled under but if they do not, you find yourself in a similar situation as the above mentioned charge cancel.
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is a strong option, becoming 0 on block on sideturn and beating evade as well and holding
, however they will realign since the move is rather slow
If they block:
Typical lows will work
Combos(top)
Any additional notes about combos (e.g. favouring one over another due to ring position)
Discuss techniques that can be used for 1 frame delays
Wakeup Strategies(top)
Okizeme(top)
Baiting and punishing whiffed rising attacks
Guaranteed punishment after blocking certain rising attacks
Ukemizeme(top)
Ideal attacks to pressure with
Option selects between attack or down attack
Meaties
Ring Position(top)
Wall Pressure(top)
How to induce, and follow-up, wall staggers
How to induce, and follow-up, wall side stuns
Ring Out(top)
Ideal ways to ring out over half fences
Ideal combos that carry good distance (for ring out)
Other(top)
Stances.
Anything else is unique about the character?
XenCarta PRO
© Jason Axelrod from 8WAYRUN.COM