Battle Craze!!/Jane Bane/L-Side

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Overview

Playstyle
link L-Jane Bane exists
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.
  • No Pumpkin or Owl :(: C and S Jane Bane both have a Craze Tech that helps them in neutral, L Jane doesn't have that and only has her fireballs.
  • 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.

Statistics

Trait "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.
Health 1000
Mobility Dash

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 - - N/A N/A Counter N/A
  • 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.

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 - - +29 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 for a ground bounce.


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 -3 Counter -
  • Not that usefull for L-Jane so use the other command normals.


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 on hit.


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)
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 120 Mid 17, 25 - - - - Counter Stagger
  • 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 - - - - Counter Stagger
  • 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.


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.
  • Also bounces once off the ground or wall if you have 4 or more heat.


Backburner
214P (in air) (can hold)
Version Damage Guard Startup Active 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.
  • If you have 4 or more heat it wall bounces the opponent.
SP 136 Mid 25 - - +16 +4 Dire Wall Bounce
  • Better for combos than the LP version.
  • If you have 4 or more heat it wall bounces the opponent.


Flarespin
214P
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
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.


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.


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 :)