Overview
Playstyle
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.
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- 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.
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Statistics
Trait
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"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.
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Health
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1000
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Mobility
|
Dash
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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
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22, 36
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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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- Throws a pumpkin on the stage.
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Booming Fright CT (air OK) (requires pumpkin)
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
136
|
Mid
|
16
|
-
|
-
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+51
|
+22
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Counter
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Power Launch
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- You make the pumpkin explode and it's great for extending your combos.
- If you are close enough to the pumpkin you get launched vertically in the air. You can drift left or right once you are in the air.
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Dooming Blight 2CT (air OK) (requires pumpkin) FIERY DECAY FIERY DECAY
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
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Punish State
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Dire Effect
|
120
|
Mid
|
18
|
-
|
-
|
+25
|
+13
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Counter
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Crumple
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- One of Jane's best moves.
- Use it for mainly oki and neutral.
- You can use it for combos if you want to keep the opponent standing, but using Booming Fright is more consistent.
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Throws
Cheshire Chewsday GP
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
|
20 x 6 (120)
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Throw Tech
|
4
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-
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-
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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
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Active
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Recovery
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Adv Hit
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Adv Block
|
120
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Throw Tech
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4
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-
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-
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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
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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
|
120
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Throw Tech
|
2
|
-
|
-
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+30
|
N/A
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- This can start combos if hit raw.
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Heartbreaker
Heartbreaker 4CT while blocking
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Damage
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Guard
|
Startup
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Active
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Recovery
|
Adv Hit
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Adv Block
|
32
|
Mid
|
17
|
-
|
-
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+1
|
-23
|
|
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Normals
Standing
5LP
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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
|
40
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Mid
|
5
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-
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-
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+2
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-3
|
|
|
5SP (close)
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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
|
92
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Mid
|
6
|
-
|
-
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+5
|
-3
|
|
|
5SP (far)
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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
|
Adv Block
|
92
|
Mid
|
9
|
-
|
-
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+2
|
-6
|
|
|
5LK
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Damage
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Guard
|
Startup
|
Active
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Recovery
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Adv Hit
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Adv Block
|
44
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Mid
|
7
|
-
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-
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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
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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
|
84
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Mid
|
9
|
-
|
-
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+9
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-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
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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
|
40
|
Mid
|
5
|
-
|
-
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= +2
|
-3
|
|
|
2SP
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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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-
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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
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44
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Low
|
7
|
-
|
-
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+2
|
-3
|
|
|
2SK
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Damage
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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
|
-6
|
|
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Jumping
j.5LP Scripulous Fingore Scripulous Fingore
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Damage
|
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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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
|
Adv Hit
|
Adv Block
|
40
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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
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
80
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Overhead
|
7
|
-
|
-
|
+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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+3
|
-3
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Counter
|
-
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- Great if you want to launch the pumpkin vertically straight in the air.
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Trick Kick 6LK
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Damage
|
Guard
|
Startup
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Active
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Recovery
|
Adv Hit
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Adv Block
|
Punish State
|
Dire Effect
|
88
|
Overhead
|
21
|
-
|
-
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+2
|
-4
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Counter
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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
|
-
|
-
|
0
|
-6
|
Counter
|
Crumple
|
- 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)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
120
|
Mid
|
17, 25
|
-
|
-
|
-
|
-
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Counter
|
Stagger
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- Decent fireball.
- If you hold the button the fireball goes vertically at like a 70-degree angle and bounces once on the ground.
|
SP
|
120
|
Mid
|
17, 25
|
-
|
-
|
-
|
-
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Counter
|
Stagger
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- Goes more vertically, great for anti-airing.
- The hold version goes at about a 90-degree angle and bounces once on the ground.
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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.
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Backburner 214P (in air) (can hold)
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Version
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
136
|
Mid
|
23
|
-
|
-
|
+6
|
+4
|
Dire
|
Wall Bounce
|
- Your "air dash". It's great for mobility and getting in.
|
SP
|
136
|
Mid
|
25
|
-
|
-
|
+16
|
+4
|
Dire
|
Wall Bounce
|
- Better for combos than the LP version.
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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
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Wall Bounce
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- The main move you will use in combos, tumbles the opponent.
- Will wall stick the opponent if the opponent is in the corner.
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|
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.
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|
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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|
All-Out EX
The Pumpkin Queen? 214214KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
316
|
Mid
|
13
|
-
|
-
|
+29
|
-40
|
Dire
|
N/A
|
- An alright super but it's not that useful compared to her other supers.
- Very niche, just use level 1 instead or save for level 3.
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|
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
|
C-Jane MASTER, frequently plays in the Battle Craze Arena. Founder of the Nate Special.
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Battle Craze Navigation