Battle Craze!!/Jane Bane/S-Side

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Overview

Playstyle
link S-Jane Bane exists
Pros Cons
  • Neutral: moves such as 5SP, 2SK, and her iceballs allow her to wall out opponents with ease.
  • Arcemides' Advance: Jane's craze tech, "owl", is the reason to play S-Jane. She can zone with it, meaty with it, extend combos with it, or even convert stray hits into full combos from it. It is by far her most versatile move.
  • Anti-Airs: While her anti-airs are not best in class, they serve their purpose as the opponent will presumably be jumping frequently to avoid Jane's fantastic ground options. She also has a decent set of air normals for air-to-airing.
  • Slow: Jane's biggest weakness is most likely her speed. She doesn't have a run, her jump is floaty, and her core moves are all slower than average
  • Tall: as with all tall characters, there are situations on defense that other characters don't have to even worry about.
  • Bad Defense: Both of these negatives (on top of the fact her fastest attack is 5 frames) makes her defense pretty poor.
  • No Reflector: This one probably hurts the most. Both C-Jane and L-Jane have a move that reflects projectiles and can act as a combo extender mid screen via a wallbounce. These are things that S-Jane would've appreciated.

Statistics

Trait "Freezer Burn Creep": Ice moves build Jane’s Frost gauge. If an attack would increase this gauge to full, the Frost is consumed and the opponent is locked out of health regeneration for a brief period. If the triggering attack hits, the opponent is put in a Frozen Dire Counter state.
Health 1000
Mobility Dash

Move Overview

Universal Mechanics

Craze Tech

Archimedes' Advance
CT
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 32 - - N/A N/A Counter Freeze

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 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 -

Only really use it to kick the owl vertically up 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 on hit.


Cold Snap
6LP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Mid 11 - - 0 -6 Counter Freeze
  • The main command normal you use for combos.
  • Can also delete projectiles for some reason.


Specials

Cryo-uette
236P (can hold)
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 120 Mid 17, 25 - - - - Counter Freeze
SP 120 Mid 17, 25 - - - - Counter Freeze


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


Defroster
214P (in air)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 14 - - N/A N/A Counter N/A


Frostspin
214P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 136 Mid 14 - - +1 -5 Dire Freeze
  • 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 Freeze
  • The main move you will use in combos, tumbles the opponent.
  • Will wall stick the opponent if the opponent is in the corner.


Frozen Strut
KK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 4 - - N/A N/A Counter N/A

Absorbs Projectiles and lowers the freeze gauge.


Supers

All-Out Attack

Cold Smolder
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.


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.


All-Out EX

Death's 'Cicle
214214KK (air also)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
138 Mid 4 - - - - Dire N/A


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 :)

General Gameplan

Neutral

Pressure

Defense

Notable Players

Battle Craze Navigation

General
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