Overview
Playstyle
L-Jane Bane |
Pros |
Cons |
- Range: Jane has great range on many of her normals, giving her good neutral.
- Bouncing Projectiles: Jane has great angles on the ground and air fireball, and at high heat they can bounce on the ground or off the walls, allowing her to control space effectively.
- Reflector: She can reflect the opponent's projectiles back at them at the start of 214K but it requires some timing and prediction to do so.
- Hydrogen bomb :): She has one of the highest non-dire damage combos in the corner.
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- No Pumpkin or Owl Oki :(: C and S Jane Bane both have a Craze Tech that helps them in neutral and especially with oki. L Jane doesn't have that and only has her fireballs that doesn't even work sometimes depending on where you are on the stage.
- 5 Framer: Jane's fastest button is 5 frames.
- No meterless reversal: Has to use level one if the opponent is pressuring her a lot.
- Very Tall: Her hitbox is tall and can get hit by things normal characters can't.
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Statistics
Trait
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"Toiling Point": Burn moves build up Jane’s Heat gauge. Each level of Heat adds better damage and advantage to her attacks, but worsens her ability to regenerate health. At Level 4 Heat, her specials have additional properties. When the Heat gauge is maxed out, Jane explodes, and the gauge is instantly reduced to 0. If Jane explodes during a combo, the explosion will put the opponent into a Spin Out.
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Health
|
1000
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Mobility
|
Dash
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Move Overview
Universal Mechanics
Craze Tech
Out to Fry CT (can hold)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
|
14, 26
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-
|
-
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N/A
|
N/A
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Counter
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N/A
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- Jane let's off steam decreasing her heat gauge.
- The normal version decrease the heat gauge by 2, and the held version decreases it by 4.
- A amazing combo tool in the corner when you have high heat.
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Throws
Cheshire Chewsday GP
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
20 x 6 (120)
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Throw Tech
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4
|
-
|
-
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+36
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N/A
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- There is a cat in Jane's hat. This throw gives you enough time to use Craze Tech to put out a pumpkin if you don't already have one out.
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Frankensteiner's Monster 4GP
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Damage
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Guard
|
Startup
|
Active
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Recovery
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Adv Hit
|
Adv Block
|
120
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Throw Tech
|
4
|
-
|
-
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+29
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N/A
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- It's a back throw alright.
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Broom-schtick j.GP
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
120
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Throw Tech
|
2
|
-
|
-
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+30
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N/A
|
- This can start combos if hit raw.
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Heartbreaker
Heartbreaker 4CT while blocking
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
|
32
|
Mid
|
17
|
-
|
-
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+1
|
-23
|
|
|
Normals
Standing
5LP
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
40
|
Mid
|
5
|
-
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-
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+2
|
-3
|
|
|
5SP (close)
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Damage
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Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
|
92
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Mid
|
6
|
-
|
-
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+5
|
-3
|
|
|
5SP (far)
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Damage
|
Guard
|
Startup
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Active
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Recovery
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Adv Hit
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Adv Block
|
92
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Mid
|
9
|
-
|
-
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+2
|
-6
|
|
|
5LK
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Damage
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Guard
|
Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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44
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Mid
|
7
|
-
|
-
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+2
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-3
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- It's a kick you use in combos.
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|
5SK
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Damage
|
Guard
|
Startup
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Active
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Recovery
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Adv Hit
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Adv Block
|
84
|
Mid
|
9
|
-
|
-
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+9
|
-3
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- Launches the opponent in the air. Amazing for juggling combos.
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|
Crouching
2LP
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Damage
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Guard
|
Startup
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Active
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Recovery
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Adv Hit
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Adv Block
|
40
|
Mid
|
5
|
-
|
-
|
= +2
|
-3
|
|
|
2SP
|
Damage
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Guard
|
Startup
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Active
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Recovery
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Adv Hit
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Adv Block
|
92
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Mid
|
9
|
-
|
-
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+3
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-4
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- Anti Air Button, it's pretty good.
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|
2LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
|
44
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Low
|
7
|
-
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-
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+2
|
-3
|
|
|
2SK
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv Hit
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Adv Block
|
120
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Low
|
14
|
-
|
-
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+44
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-6
|
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Jumping
j.5LP Scripulous Fingore Scripulous Fingore
|
Damage
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Guard
|
Startup
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Active
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Recovery
|
Adv Hit
|
Adv Block
|
40
|
Overhead
|
5
|
-
|
-
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- +6-12
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+3-5
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|
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j.5SP
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Damage
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Guard
|
Startup
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Active
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Recovery
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Adv Hit
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Adv Block
|
96
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Overhead
|
8
|
-
|
-
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+5-13
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+1-11
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- This move will knock the opponent to the ground for a ground bounce.
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|
j.5LK
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv Hit
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Adv Block
|
40
|
Overhead
|
7
|
-
|
-
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+7-12
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+4-9
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- The best normal for cross-ups.
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|
j.5SK
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Damage
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Guard
|
Startup
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Active
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Recovery
|
Adv Hit
|
Adv Block
|
80
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Overhead
|
7
|
-
|
-
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+7-13
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+5-11
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Command Normals
Yacky Sack 4LK
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
80
|
Mid
|
6
|
-
|
-
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+2
|
-3
|
Counter
|
-
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- Not that usefull for L-Jane so use the other command normals.
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|
Trick Kick 6LK
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
88
|
Overhead
|
21
|
-
|
-
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+2
|
-4
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Counter
|
Stagger
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- Overhead, since you're airborne you can do Backburner after on hit.
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|
Singe Snap 6LP
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
96
|
Mid
|
11
|
-
|
-
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0
|
-6
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Counter
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Crumple
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- The main command normal you use for combos.
- Can also delete projectiles for some reason.
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Specials
Pyro-uette 236P (can hold)
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Version
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
120
|
Mid
|
17, 25
|
-
|
-
|
-
|
-
|
Counter
|
Stagger
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- Decent fireball.
- If you hold the button the fireball bounces once on the ground or wall.
- If you have 4 or more heat it bounces off the ground or wall
|
SP
|
120
|
Mid
|
17, 25
|
-
|
-
|
-
|
-
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Counter
|
Stagger
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- Goes more vertically, great for anti-airing.
- If you hold the button the fireball bounces once on the ground or wall.
- If you have 4 or more heat it bounces off the ground or wall.
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|
Pyro-aired 236P (in air)
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
120
|
Mid
|
16
|
-
|
-
|
-
|
-
|
Dire
|
Stagger
|
- You can TK it and it's pretty great.
- Also bounces once off the ground or wall if you have 4 or more heat.
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|
Backburner 214P (in air) (can hold)
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Version
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
136
|
Mid
|
23
|
-
|
-
|
+6
|
+4
|
Dire
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Wall Bounce
|
- Your "air dash". It's great for mobility and getting in.
- If you have 4 or more heat it wall bounces the opponent.
|
SP
|
136
|
Mid
|
25
|
-
|
-
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+16
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+4
|
Dire
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Wall Bounce
|
- Better for combos than the LP version.
- If you have 4 or more heat it wall bounces the opponent.
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|
Flarespin 214P
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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
136
|
Mid
|
14
|
-
|
-
|
+1
|
-5
|
Dire
|
Wall Bounce
|
- The main move you will use to end combos if the SP version to slow to hit in your combo.
|
SP
|
136
|
Mid
|
22
|
-
|
-
|
+1
|
-3
|
Dire
|
Wall Bounce
|
- The main move you will use in combos, tumbles the opponent.
- Will wall stick the opponent if the opponent is in the corner.
|
|
Rigor Repulse 214K
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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LK
|
128
|
Mid
|
16
|
-
|
-
|
+26
|
-7
|
Dire
|
Wall Bounce
|
- You're projectile invulnerable. If done with proper timing it will spit back a projectile.
- Good for combos if you don't want to increase your heat gauge.
- Tumbles the opponent
|
SK
|
136
|
Mid
|
22
|
-
|
-
|
+36
|
-6
|
Dire
|
Wall Bounce
|
- Better for combos because it wall bounces the opponent.
- Wall sticks the opponent if they are in the corner.
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|
Supers
All-Out Attack
Burning Brouhaha 236236P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
225
|
Mid
|
12
|
16
|
-
|
+41
|
-26
|
Dire
|
N/A
|
Main combo ender super. It builds up her heat gauge.
|
|
Scary Loathe 214214K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LK
|
246
|
Mid
|
6
|
-
|
-
|
+24
|
-37
|
Dire
|
N/A
|
- You can hold back to side-swap with the move and put the opponent behind you.
- The LK version hitbox goes more horizontal and does more damage. Use this version if you want to end your combos with it and to keep your opponent close.
|
SK
|
216
|
Mid
|
4
|
-
|
-
|
+24
|
-35
|
Dire
|
N/A
|
- The SK version is a reversal and the hitbox is more vertical.
- Use this version if you're stuck in the corner and want to put you're opponent in the corner.
- Also a pretty decent anti-air if your opponent is jumping in on you.
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|
Mistress of Broilty 214214K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
216-248
|
Mid
|
11
|
-
|
-
|
+19
|
-63
|
Dire
|
N/A
|
- Damage varies on heat level but the more heat you have the more damage it does.
- Best to use to end combos while in the level 2 install.
- Good way to chip out your opponent.
|
|
All-Out EX
Trouble and Boil 214214KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
|
1
|
around 10 secs/600 frames
|
-
|
N/A
|
N/A
|
N/A
|
N/A
|
- An install that puts you at max heat.
- Amazing for both combos and neutral.
- Using CT increases the gauge by a bit making the install end faster.
- Doesn't affect Backburner so that means they don't wall bounce.
|
|
All-Out Destruction
Freaks Finale 214214PP Alrighty Girls Alrighty Girls
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
398
|
Mid
|
42
|
-
|
-
|
+14
|
-36
|
Dire
|
N/A
|
- It's a projectile that can go through other projectiles.
- Great combo ender.
- This move is also great as a random surprise in any situation :)
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General Gameplan
Neutral
Pressure
Defense
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color |
Handles/Links |
Region |
Status |
Notes
|
|
NosyNate
|
United States New York
|
Active
|
L-Jane MASTER, frequently plays in the Battle Craze Arena. Founder of the Nate Special.
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Battle Craze Navigation