Battle Craze!!/Jane Bane/C-Side

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Overview

Playstyle
link C-Jane Bane is a setplay zoner that loves playing with fire.
Pros Cons
  • Range: Jane has great range on many of her normals, giving her good neutral.
  • Projectiles: Jane has great angles on ground and air fireball, allowing her to control space effectively.
  • Setplay: Pumpkin is great to have on the stage for pressure, especially 2CT which creates a fire puddle that the opponent has to respect.
  • 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.
  • 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.
  • Pumpkin reliant: If pumpkin is on the other side of the stage or you don't have it out there isn't much you can do.
  • Very Tall: Her hitbox is tall and can get hit by things normal characters can't.

Statistics

Trait "Slow-Burn Creep": Burn moves cause the opponent to slowly take damage and build Jane’s Heat gauge. If an attack would increase this gauge to full, the Heat is consumed and the opponent is afflicted with Burn Out, resulting in a Dire Counter Effect.
Health 1000
Mobility Dash

Move Overview

Universal Mechanics

Craze Tech

Looming Sight
CT (can hold)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 22, 36 - - N/A N/A Counter N/A

Throws a pumpkin on the stage.

Booming Fright
CT (air OK) (requires pumpkin)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
136 Mid 16 - - +12 +22 Counter Power Launch

You make the pumpkin explode and it's great for extending your combos.

Dooming Blight
2CT (air OK) (requires pumpkin)
FIERY DECAY
FIERY DECAY
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 18 - - +14 +23 Counter Crumple

One of Jane's best moves. Use it for oki, combos, neutral, use it for basically anything.

Throws

Cheshire Chewsday
GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
20 x 6 (120) Throw Tech 4 - - +36 N/A

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.

Frankensteiner's Monster
4GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +25 N/A

It's a back throw alright.

Broom-schtick
j.GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +30 N/A

This can start combos if hit raw.

Heartbreaker

Heartbreaker
4CT while blocking
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23

Heartbreaker.

Normals

Standing

5LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 - - +2 -3

Standard 5 frame jab.


5SP (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
92 Mid 6 - - +5 -3

Good for links.

5SP (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
92 Mid 9 - - +2 -6

Amazing poke tool.


5LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 7 - - +2 -3

It's a kick you use in combos.


5SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
84 Mid 9 - - +9 -3

Launches the opponent in the air. Amazing for juggling combos.


Crouching

2LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 - - = +2 -3

A punch


2SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
92 Mid 9 - - +3 -4

Anti Air Button, it's pretty good.


2LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Low 7 - - +2 -3

It's a low.


2SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 14 - - +44 -6

Long range sweep.


Jumping

j.5LP
Scripulous Fingore
Scripulous Fingore
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 5 - - - +6-12 +3-5

Good air-to-air.


j.5SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Overhead 8 - - +5-13 +1-11

This move will knock the opponent to the ground, it's not the best for combos.


j.5LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead, Mid 7 - - +7-12 +4-9

The best normal for cross-ups.


j.5SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
80 Overhead 7 - - +7-13 +5-11

Main move for juggles.


Command Normals

Yacky Sack
4LK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
80 Mid 6 - - +2 -4 Counter -

Great if you want to launch the pumpkin straight in the air.


Trick Kick
6LK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
88 Overhead 21 - - +2 -4 Counter Stagger

Overhead, since you're airborne you can do Backburner after.


Singe Snap
6LP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Mid 11 - - 0 -6 Counter Crumple

The main command normal you use for combos. Can also delete projectiles for some reason.


Specials

Pyro-uette
236P (can hold)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 17, 25 - - - - Counter Stagger

Decent fireball. You can hold the button to throw it at a different angle. The hold SP version bounces on the ground.


Pyro-aired
236P (in air)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 16 - - - - Dire Stagger

You can TK it and it's pretty great.


Backburner
214P (in air) (can hold)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
136 Mid 23, 25 - - +6, +16 +4 Dire Tumble

Your "air dash". It's great for mobility and getting in.


Flarespin
214P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
136, 144 Mid 14, 22 - - +1, +26 -5, -3 Dire Wall Bounce

The main move you will use in combos, the SP version will wall stick the opponent if the opponent is in the corner.


Rigor Repulse
214K
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
128, 136 Mid 16, 22 - - +26, +36 -7, -6 Dire Wall Bounce

You're projectile invulnerable. If done with proper timing it will spit back a projectile, the timing is near the end of the animation with the wind coming out of the broom. Good for combos if you don't want to increase your heat gauge.


Supers

All-Out Attack

Burning Brouhaha
236236P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
211 Mid 12 16 - +41 -26 Dire N/A

Main combo ender super. It builds up her heat gauge.


Scary Loathe
214214K
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
226, 212 Mid 6, 4 - - +24 -37, -35 Dire N/A

You can hold back to side swap with the move and put the opponent behind you. The LK and SK versions of the move are different. The LK version goes more horizontal and does more damage. The SK version is a reversal and the hitbox is more vertical. So basically use the LK version if you want to end your combos with it and the SK version if you're stuck in the corner and want to put you're opponent in the corner, the SK version is also a pretty decent anti-air if your opponent is jumping in on you.


All-Out EX

The Pumpkin Queen?
214214KK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
316 Mid 13 - - +19 -40 Dire N/A

This move is a level two, it's not the best but if you just want to kill your opponent and only have two bars then it's an alright combo ender.

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 7 - - +10 -22-36 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 :)

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
BC Jane PalLK.png
NosyNate United States
United States
New York
Active C-Jane MASTER, frequently plays in the Battle Craze Arena. Founder of the Nate Special.

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