Jennifer 'Jen' Scotts
Time Force Pink
Introduction
Health: 1000
Walk Speed: - forward, - back
Chain Rules: Magic Series
Jen Scotts assumed the role of leader of the Time Force when her fiancé, the Red Time Force Ranger, was killed by an escaping criminal named Ransik. Fearless, determined, and compassionate, Jen and her team did everything they could to track down Ransik and bring him to justice.
Overview
Jen has access to unique air movement with her j.S, which is a command air dash . It can also be done with L+M, but not by double tapping forward. This gives her unique approach angles and air dash mix-ups. Her mobility and long-ranged normals give her some of the strongest pokes in the game and excellent whiff punish capabilities. She can hang back and play footsies with 5S, 2M, throw, or j.S > j.L/ j.S > j.M and negate pushblock with plink canceled 5L and 2L once she gets in.
Playstyle
Jen Scotts is a fast rushdown character with big buttons, great air mobility, and a meta-defining assist |
Pros |
Cons |
- Big Buttons - Jen's best buttons are long, safe, and many are multi-hit. They bolster her neutral and make her combos more consistent
- Shawty Got Low - Jen has some of the best lows in the game. 2L is +5 on block and 2M is multi-hitting and advancing
- Flight of the Bumblebee - Jen's air dash and strong air-to-air buttons make her incredibly strong in the air
- Vitamix - Jen has some of the strongest mix in the game in reset and pressure situations due to her airdash, fast high/low buttons, strong kara throw, and teleport shenanigans
- Doom II: Hell on Earth - Jen's hidden missiles assist is a great tool for any team
- Mash That Panic Button - Jen's EX always combos into Super, and Super can be converted into a full combo. This gives Jen a strong panic button when she has meter saved
- Plinkfinite - Jen's 5L 2L plinkfinite is the easiest one in the game
- Lo-Fi Jen Stuff -Jen is one of the strongest characters in the game with a meta defining assist and only one bad matchup
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- Get Off the Screen - Jen's assist needs to be protected due to it's very long animation
- Anti-Airs - Jen's dedicated anti-air, 6SS, is very slow
- Nerf Swords - Outside of her 5L 2L plinkfinite, Jen has mediocre damage
- Bad Round Start - Jen doesn't have great round start options as the point character, so she is required to be a mid or anchor on most teams
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Normal Moves
5L
5L
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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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Frame Adv (Block)
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Frame Adv (Hit)
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40
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High/Low/Air
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4f
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-
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-
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+0
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-
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A quick jab. Goes into 2L for easy confirms. Lots of frame advantage out of kara dash cancel, but not as much as 2L.
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5LL
5LL
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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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Frame Adv (Block)
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Frame Adv (Hit)
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30*
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High/Low/Air
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-
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-
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-
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-11
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-
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Second hit of jab autocombo. Still cancelable into 5M and 5H, so all the kara shenanigans from 5L still apply.
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5LLL
5LLL
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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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Frame Adv (Block)
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Frame Adv (Hit)
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52*
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High/Low/Air
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-
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-
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-
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-6
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-
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Final portion of jab autocombo. Pretty useless.
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2L
2L
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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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Frame Adv (Block)
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Frame Adv (Hit)
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35
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Low/Air
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6
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-
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-
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+5
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-
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Low poke with excellent range and frame advantage. Does a ton of blockstun, so kara dash cancelling this move gives you lots of frame advantage to continue your offense.
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5M
5M
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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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Frame Adv (Block)
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Frame Adv (Hit)
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30x2
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High/Low/Air
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6
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-
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-
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-6
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-
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Spinny spin. Travels forward a bit and has a long hitbox just in general, which makes dash>5M a good whiff punish tool. Cancels into kara grab, but only on the last hit. The multiple hits make this nice for confirming, but also easy to pushblock when used as a blockstring. Canceling into kara grab can make this recover faster for less frame disadvantage.
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5MM
5MM
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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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Frame Adv (Block)
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Frame Adv (Hit)
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90
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High/Low/Air
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-
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-
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-
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-8
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-
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Followup to spinny spin. Gives a hard knockdown which Jen can OTG from with Super or 2H, but you're generally better off going into something else on hit or block.
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2M
2M
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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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Frame Adv (Block)
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Frame Adv (Hit)
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25, 30
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Low/Air
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8
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-
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-
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-3
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-
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Low spinny spin. Similar to 5M but without the followup. This move carries dash momentum, so dash > 2M goes really far and is the go to long range low poke.
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5H
5H
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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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Frame Adv (Block)
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Frame Adv (Hit)
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10x5, 25
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High/Low/Air
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13
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-
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-
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-5
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-
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Multiple stabs. The range is alright, but not as big as 5M or 2M so it can end up whiffing when canceled into from those and you'd really rather not whiff this move. Multi-hit and cancelable before the final hit which makes it great for extending combos, as it won't cause flipout for the first few stabs.
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5HH
5HH
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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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Frame Adv (Block)
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Frame Adv (Hit)
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100
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High/Low/Air
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-
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-
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-
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-20
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-
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Stabby stab that knocks down. Jen covers a really long distance with this move. Wallbounces on air hit, so it can extend combos near the corner, but it also can screw up combos by sending opponents over Jen's head, so some spacing is needed. Special-cancelable.
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2H
2H Clipper The Sharp Scoop The Sharp Scoop That one ice cream brand That one ice cream brand
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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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Frame Adv (Block)
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Frame Adv (Hit)
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30, 60
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Low/Air
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10
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-
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-
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+2
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-
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- Launcher (on standing opponent)
Jen scoops the opponent. Only does the launch portion on hit, which also means this doesn't work as an anti-air unlike almost every other launcher. Because the first hit doesn't count as a launch, you can extend combos slightly with it. Has OTG properties as of version 1.6.
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6H
6H Stinger Pulling double duty Pulling double duty
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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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Frame Adv (Block)
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Frame Adv (Hit)
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85
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High/Low/Air
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17
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-
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-
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-19
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-
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- Wallbounce (on airborne)
- Special-cancelable
Stabby Stab again. It's basically the same normal as 5HH but it doesn't knock down, which lets it extend standing combos. Wallbounces on air hit like 5HH, with the exact same risks.
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j.L
j.L
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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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Frame Adv (Block)
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Frame Adv (Hit)
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30x2
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High/Air
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4
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-
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-
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-
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-
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Double stab. Jen's main air-to-ground tool. Good jump-in, fast, extra time to confirm the situation on hit, and a nice downward hitbox. Because it's multi-hit, the first hit will never cause flipout, which means Jen can pretty much always do j.L(1) > j.H and fall fast enough to capitalize on the bounce. Both hits are overhead so you can mix the opponent up with j.L(2)j.M vs j.L(1) j.M to throw off their timing. Dash jump j.L is also an instant overhead on most of the cast.
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j.M
j.M
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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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Frame Adv (Block)
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Frame Adv (Hit)
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60
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High/Air
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6
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-
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-
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-
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-
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Swipe that covers both sides. Jen's main air-to-air poke. Has a cross-up hitbox which makes this preferable to j.L in situations where you're trying to cross-up.
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j.H
j.H
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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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Frame Adv (Block)
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Frame Adv (Hit)
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65
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High/Air
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10
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-
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-
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-
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-
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- Ground bounce on airborne opponents
Side swipe. Does a slight upwards float, so if it's pushblocked it leaves you at a greater disadvantage.
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Special Moves
5S
Saberang 5S
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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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Frame Adv (Block)
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Frame Adv (Hit)
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12x6, 20
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High/Low/Air
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16
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-
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-
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-4
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-
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Round Trip. This move does pretty good chip, although it's not great on block so you usually want to call an assist to cover for you. A good tagout move since it locks the opponent down in block/hitstun for so long. Can link into 5L if hitstun isn't very decayed. If pushblocked correctly, it can be punished by the whole cast if done up close.
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4S
Forecast: Rain 4S
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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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Frame Adv (Block)
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Frame Adv (Hit)
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25x4
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High/Low/Air
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-
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-
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-
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-
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-
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Jen shoots her Vortex Blaster V5 to the skies, followed by the shot falling on the opponent after a short delay. Can do up to 4, and each shot has homing properties and do not go away if Jen is hit (unlike the assist).
Very slow so it's only really useful if you have the opponent already locked down, to setup for incoming or if you're are tagging out.
Can cancel into super after each shot.
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6S
Flash Vault 6S
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Version
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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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Frame Adv (Block)
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Frame Adv (Hit)
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6S
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0
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-
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-
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-
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-
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-
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-
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Command Jump. Can setup for cross-ups really well. Cancelable into j.S (or j.L+M) at multiple points for cross-up or not-air-dash mix-ups. Also cancelable into a teleport feint with 5S+L for an extra layer of mix-up.
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6SS
Flashback 6SS
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6SS
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70
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High/Low/Air
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21
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-
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-
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-21
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-
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- Reverse launch
- Air unblockable
- Jump-cancellable
Pole vault kick. Launches and is air-unblockable. This is Jen's main AA and launcher starter. Can be chained into from 5S.
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j.S
Air Dash j.S
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Version
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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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Frame Adv (Block)
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Frame Adv (Hit)
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j.S
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0
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-
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-
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-
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-
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-
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-
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Command air dash. Can also be performed with L+M in the air. Pretty wild in a game with otherwise very limited mobility. You can cancel it into normals at any point for your primary source of + frames and overheads, or into a teleport feint with 5S+L for a sort of "fake air dash" which can screw with anti-air timings or delay your high/low mixup. Look to use j.S > j.L as your main air to ground poke and j.S > j.M as your primary air to air poke.
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EX Attacks
5L+S
Time Force Combination 5S+L
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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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Frame Adv (Block)
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Frame Adv (Hit)
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35x2, 45x2, 55
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High/Low/Air
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8+3
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-
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-
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-21
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-
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- The hitbox at the very tip of the sword is air unblockable.
Upon use, Jen performs an ascending slash. If it connects, Jen shoots 2 rounds of her Vortex Blaster V5. This move has some invincibility on startup, and it's cancelable into Super on any of the 3 hits.
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j.L+S
Time Warp j.S~S+L
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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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Frame Adv (Block)
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Frame Adv (Hit)
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0
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-
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-
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-
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-
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-
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-
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Jen teleports to where she was when she started her j.S, maintaining some forward momentum. Costs half a stock of Super Meter.
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6S~L+S
Do-Over 6S~S+L
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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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Frame Adv (Block)
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Frame Adv (Hit)
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0
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-
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-
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-
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-
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-
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-
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Jen teleports to the ground. Costs half a stock of Super Meter.
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Throws
Forward Throw
Forward Throw 5M+H/6M+H
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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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Frame Adv (Block)
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Frame Adv (Hit)
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121
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Throw
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6
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-
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-
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-
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-
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Slashes and then shoots them with her Vortex Blaster V5. Cancelable into 6S. Can OTG afterward with dash > 2H(1) 6S, into full combo. Try to kara 6H into it because most of her other kara throws either send her backwards or don't move her much at all.
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Back Throw
Back Throw 4M+H
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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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Frame Adv (Block)
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Frame Adv (Hit)
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161
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Throw
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6
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-
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-
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-
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-
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Jumps over the opponent and shoots a small laser. Can't combo afterwards. Always try to forward throw instead.
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Super
Super
Time's Up H+S "Hold it right there!" "Hold it right there!" "Eat fire!" "Eat fire!"
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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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Frame Adv (Block)
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Frame Adv (Hit)
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1, 75x4, 90
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High/Low/Air
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7+8
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-
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-
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-21
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-
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Jen performs an advancing slash which, if it hits, transitions into a cinematic sequence. Due to its cinematic nature, it won't catch assists (though the inital blow will stagger them as of version 1.6.2). Wallbounces, which can lead to followups in the right spacing. Can also OTG after with 2H or any other OTG move.
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Tag Actions
Assist
Assist Forecast: Rain A1/A2 Hidden missiles of the law Hidden missiles of the law
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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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Frame Adv (Block)
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Frame Adv (Hit)
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15x4
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High/Low/Air
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-
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-
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-
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-
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-
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Based on Jen's 4S. Because you can take over to interrupt this at any point, it's a lot safer than the point version. Kind of slow and if Jen gets hit the missiles don't fall, so it's not as strong in a "throw it out and win neutral" kind of way, but if you can make the space/time for it, it's a really useful move for a lot of characters. Like the point version, it hits OTG as of version 1.6. Pushes surprisingly far on block.
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Swap Strike
Swap Strike A1/A2+S
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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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Frame Adv (Block)
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Frame Adv (Hit)
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70
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High/Low/Air
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6
|
-
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-
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-4
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-
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Faster than EX Attack, making it a little more reliable as a reversal, but far less damaging. Forces a character switch on hit; knocks down if only one character remains.
Same animation and range as 5MM, giving it decent range.
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Team Synergy
Combos
Tested in 2.3
Solo
2L > 5M > 2M > 5H > 6H > 5S> 6SS > {9 j.L>j.M}x3 > 66> 5H > 2H > 669 j.L(1) > j.H > 66> 5H > 2H > Ender
Basic tournament bnb. If you can kill with super then do the super ender, if you can't, then use the jab reset for high, low, crossup low, or throw mixups.
Super ender:
5H > 2H > 6H > (wait for the opponent to land) H+S
{5L > 2L > 5M~L}xN > 5M > 2M > 5H > 6H > 5S> 6SS >j.L(1) > j.H > 66> 5H > 2H > 66> 5H > 2H > Ender
Basic tournament bnb but with a plinkfinite. Depending on how many reps of the infinite you do, the combo can change, but if you drop the infinite early, you still can do the normal basic bnb.
<=10 hits:full basic tournament bnb
for every 10 hits, subtract 1 rep of the j.LM loops, and do the rest of the combo normally.
Super ender:
5H > 2H > 6H > (wait for the opponent to land) H+S
Jab reset:
66 5L>5M~L
Assist combos
5L > 5M > 5H > assist name > 5L > 5M > 5H
Example combo
Colors
External Links