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- Jet
- ---------
- Frame Data
- stLP +
- crLP +
- stLK -
- crLK +
- stHP 0
- crHP +
- stHK -
- crHK +
- sweep (df+HK) -
- f+HP +
- Command Normals
- f+HP
- - links to cr.LP
- - standing lights chain into each other
- - standing LP chains to st.HP
- - st.HP can be super cancelled
- - df+HK causes full juggle state
- Special Moves
- QCF+P
- - HP version can be cancelled into any version of any special (except itself and QCF+K)
- - mostly used as a combo tool
- - LP and HP versions do same damage
- - EX version launches
- - all versions are throw invincible on briefly on startup
- - all 3 versions - on block
- QCB+P
- - HP version can be cancelled into any version of any special (except itself and QCF+K)
- - HP = more damage
- - super-cancellable
- - EX version hit invincible (but not projectiles)
- - all 3 versions - on block
- QCB+K
- - HK version can be cancelled into any version of any special (except itself and QCF+K)
- - HK = more damage
- - EX version is throw invincible
- - LK/MK versions are - on block
- QCF+K
- - has 4 followups:
- - LK = st.LK, can do anything a normal st.LK can
- - HK = df+HK
- - LP = f+HP, but can be cancelled into any version of any special (except QCF+K), - on block
- - HP = cr.HP, but not all combos from cr.HP work from this followup, - on block
- DP+P
- - launches
- - HP = more damage
- - EX version has brief projectile invincibility
- - all 3 versions - on block
- DP+K
- - overhead
- - LK = more damage
- - EX version links to cr.LP
- - all 3 versions - on block
- qcf, qcf+P (super1)
- - upper hit invincible
- - single hit for moderate damage
- - can be added after many air resets
- qcb, qcb+K (super2)
- - full startup invincibility
- - everything juggles
- - cannot use EX moves (but you can use super1 if another stock was available when you started)
- - HP and f+HP become cancellable
- - QCF+HP now hits twice
- - QCB+P now launches
- Note: Picking Jet's super2 at the character select screen does not increase the damage on any combos that are done with it. At this moment in time I am uncertain what picking that super does. If anyone does know please contact me.
- -----------------------------
- universal guard break at max range
- - f+HP
- - qcb+HP
- - super1
- - EX dp+P
- Combos:
- DP+HK xx QCB+LP (xx super1)
- QCB+HK xx QCB+LP (xx super1)
- cr.LP, st.HK xx QCF+LK -> LK > LP > HP xx super1
- cr.LP, cr.LP xx DP+HP, QCF+LP, QCB+LP or super1
- DF+HK, QCF+LP, QCB+LP xx super1
- cr.HP xx QCF+LK -> HK, QCF+LP, QCB+LP, super1
- EX DP+K, cr.LP xx DP+HP, QCF+LP, QCB+LP or super1
- UOH, cr.HP xx QCF+LK -> HK, QCF+LP, QCB+LP, super1 (always works on crouching opponents, only works on standing opponents with correct spacing)
- ---------
- BL counter combo
- (launch: st.HP/cr.HP/j.HP/j.HK/f+HP)
- - qcf+LK -> HP
- - super1
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