B.Jenet(KOFXI): Unterschied zwischen den Versionen

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==Frame Data==
==Frame Data==
''Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.''<br>
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|+Short List
|-
|-
! Move !! S!! A!! Hit!! Grd!! Note
! Move !! S!! A!! Hit!! Grd!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
|-
|-
| '''Throw''' || 1 || 1 || <span style="color: blue;"> +30 </span>* || / ||*=with ukemi.
| '''Throw''' || 1 || 1 || <span style="color: blue;"> +30 </span>* || / || 16|| 0|| 0|| 0|| 0|| 0|| || || ||*=with ukemi.
|-
|-
| 5A(c) ||5 || 4 || <span style="color: blue;">+7</span> || <span style="color: blue;">+6</span> ||Chain combo starter
| 5A(c) ||5 || 4 || <span style="color: blue;">+7</span> || <span style="color: blue;">+6</span> || 4|| 5|| 5|| 7|| 5|| 8|| || || ||Chain combo starter
|-
|-
| 5A(f)|| 6 || 4 || <span style="color: blue;">+1</span> || <span style="color: blue;">+0</span> ||
| 5A(f)|| 6 || 4 || <span style="color: blue;">+1</span> || <span style="color: blue;">+0</span> || 5|| 7|| 7|| 9|| 7|| 8|| || || ||
|-
|-
| 5B(c)|| 5 || 4 || <span style="color: blue;">+1</span> || <span style="color: blue;">+0</span> ||  
| 5B(c)|| 5 || 4 || <span style="color: blue;">+1</span> || <span style="color: blue;">+0</span> || 6|| 8|| 8|| 10|| 6|| 8|| || || ||
|-
|-
| 5B(f)|| 6 || 4 || <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> ||
| 5B(f)|| 6 || 4 || <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> || 7|| 9|| 8|| 10|| 8|| 8|| || || ||
|-
|-
| 5C(c)|| 4 || 2+4 || <span style="color: blue;">+0</span> || <span style="color: blue;">-1</span> ||Deals only 4 stun damage.
| 5C(c)|| 4 || 2+4 || <span style="color: blue;">+0</span> || <span style="color: blue;">-1</span> || 8|| 10|| 6|| 8|| 6|| 14|| || || ||Deals only 4 stun damage.
|-
|-
| 5C(f)|| 10 || 5 || <span style="color: red;">-1</span> || <span style="color: red;">-2</span> ||
| 5C(f)|| 10 || 5 || <span style="color: red;">-1</span> || <span style="color: red;">-2</span> || 13|| 17|| 15|| 17|| 12|| 14|| || || ||
|-
|-
| 5D(c)|| 6 || 1+4 || <span style="color: blue;">-8</span> || <span style="color: blue;">-9</span> ||
| 5D(c)|| 6 || 1+4 || <span style="color: blue;">-8</span> || <span style="color: blue;">-9</span> || 16|| 18|| 12|| 14|| 12|| 14|| || || ||
|-
|-
| 5D(f)|| 11 || 4 || <span style="color: blue;">-4</span> || <span style="color: blue;">-5</span> ||
| 5D(f)|| 11 || 4 || <span style="color: blue;">-4</span> || <span style="color: blue;">-5</span> || 15|| 19|| 18|| 20|| 14|| 14|| || || ||
|-
|-
| 5E|| 11 || 5 || KD || <span style="color: red;">-3</span> ||  
| 5E|| 11 || 5 || KD || <span style="color: red;">-3</span> || 16|| 20|| 12|| 14|| 14|| 16|| || || ||
|-
|-
| GC|| 8 || 5 || KD || <span style="color: red;">-12</span> ||F1-12 invul.
| GC|| 8 || 5 || KD || <span style="color: red;">-12</span> || 5|| 5|| 0|| 0|| 0|| 0|| || || ||F1-12 invul.
|-
|-
| 5A(c)/5C(f)> A|| 5 || 4 || <span style="color: blue;">+3</span> || <span style="color: blue;">+10</span> ||Chain Combo. No Special Cancel. Massive advantage on guard.
| 5A(c)/5C(f)> A|| 5 || 4 || <span style="color: blue;">+3</span> || <span style="color: blue;">+10</span> || 6|| 7|| 6|| 8|| 6|| 8|| || || ||Chain Combo. No Special Cancel. Massive advantage on guard.
|-
|-
| 5A(c)/5C(f)> C|| 6 || 7 || <span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||Chain Combo. Special Cancel-
| 5A(c)/5C(f)> C|| 6 || 7 || <span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> || 11|| 14|| 6|| 16|| 4|| 7|| || || ||Chain Combo. Special Cancel-
|-
|-
| Saving Shift|| 0 || n* || / || / ||Active until landing. 9F/10F recovery (hit/whiff).
| Saving Shift|| 0 || n* || / || / || 0|| 0|| 0|| 0|| /|| 0|| || || ||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| Backdash|| / || 29 || / || / ||F5-25 invul on feet. F26-29 recovery. 176px distance.
| Backdash|| / || 29 || / || / || /|| /|| /|| /|| /|| /|| || || ||F5-25 invul on feet. F26-29 recovery. 176px distance.
|-
|-
| 2A|| 6 || 4 || <span style="color: blue;">+4</span> || <span style="color: blue;">+3</span> ||
| 2A|| 6 || 4 || <span style="color: blue;">+4</span> || <span style="color: blue;">+3</span> || 4|| 5|| 5|| 7|| 5|| 8|| || || ||
|-
|-
| 2B|| 4 || 4 || <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> ||Fastest low hit in the game.
| 2B|| 4 || 4 || <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> || 5|| 7|| 8|| 10|| 6|| 8|| || || ||Fastest low hit in the game.
|-
|-
| 2C|| 9 || 4 || <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> ||Disjointed hurtbox.
| 2C|| 9 || 4 || <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> || 11|| 14|| 14|| 16|| 11|| 14|| || || ||Disjointed hurtbox.
|-
|-
| 2D|| 8 || 7 || KD || <span style="color: red;">-5</span> ||
| 2D|| 8 || 7 || KD || <span style="color: red;">-5</span> || 13|| 17|| 15|| 17|| 12|| 14|| || || ||
|-
|-
| 3D|| 7 || 3+2 || KD || <span style="color: red;">-44</span> ||Feet invul & Airborne from F5. 26F landing recovery.
| 3D|| 7 || 3+2 || KD || <span style="color: red;">-44</span> || 21|| 23|| 10|| 12|| 4|| 14|| || || ||Feet invul & Airborne from F5. 26F landing recovery.
|-
|-
| j.A|| 6 || 10 ||/|| /||
| small A|| 6 || 10 ||/|| / || 4|| 5|| 6|| 8|| 6|| 8|| || || ||Identical hitbox to j.A.
|-
|-
| j.B|| 6 || 8 ||/|| /||
| j.A|| 6 || 10 ||/|| /|| 5|| 7|| 7|| 9|| 7|| 8|| || || ||
|-
|-
| small C|| 6 || 3+6 ||/|| /||2F faster than j.C, but same hitboxes.
| small B|| 6 || 8 ||/|| / || 5|| 7|| 7|| 9|| 5|| 8|| || || ||Identical hitbox to j.B.
|-
|-
| j.C|| 8 || 3+6 ||/|| /||2F slower than small C, but same hitboxes.
| j.B|| 6 || 8 ||/|| /|| 5|| 7|| 8|| 10|| 6|| 8|| || || ||
|-
|-
| small D|| 8 || 7 ||/|| /||2F faster than jump D, but same hitboxes.
| small C|| 6 || 3+6 ||/|| /|| 14|| 16|| 10|| 12|| 10|| 14|| || || ||2F faster than j.C, but same hitboxes.
|-
|-
| j.D|| 10 || 7 ||/|| /||2F slower than small D, but same hitboxes.
| j.C|| 8 || 3+6 ||/|| /|| 16|| 18|| 12|| 14|| 12|| 14|| || || ||2F slower than small C, but same hitboxes.
|-
|-
| small E|| 12 || 6 ||/|| /||1F faster than jump E, but same hitboxes.
| small D|| 8 || 7 ||/|| /|| 12|| 15|| 14|| 16|| 11|| 14|| || || ||2F faster than jump D, but same hitboxes.
|-
|-
| j.E|| 13 || 6 ||/|| /||1F slower than small E, but same hitboxes.
| j.D|| 10 || 7 ||/|| /|| 13|| 17|| 15|| 17|| 12|| 14|| || || ||2F slower than small D, but same hitboxes.
|-
|-
| Air Throw|| 1 || 1 ||/|| /||Done with C + any direction except 8. Earliest possible timing = F2 of jump.
| small E|| 12 || 6 ||/|| /|| 13|| 17|| 9|| 11|| 8|| 16|| || || ||1F faster than jump E, but same hitboxes.
|-
|-
| 236A || 14 || 26|| <span style="color: blue;">+1</span>*|| <span style="color: blue;">+0</span>*||*=point blank, 2 hits. 52F total duration. +9/+8 with 3 hits up close.
| j.E|| 13 || 6 ||/|| /|| 14|| 18|| 10|| 12|| 10|| 16|| || || ||1F slower than small E, but same hitboxes.
|-
|-
| 236C|| 17 || ?|| <span style="color: blue;">+1</span>*|| <span style="color: blue;">+0</span>*||Travels way further than 236A. 51F total duration. *=point blank, 2 hits. +7/+6 with 3 hits up close.
| Air Throw|| 1 || 1 ||/|| /|| 18|| 0|| 0|| 0|| 0|| 0|| || || ||Done with C + any direction except 8. Earliest possible timing = F2 of jump.
|-
|-
| 214A|| 18 || 3|| KD|| <span style="color: red;">-6</span>||Super Cancel (slightly delayed).
| 236A || 14 || 26|| <span style="color: blue;">+1</span>*|| <span style="color: blue;">+0</span>*|| 13|| 15|| 12|| 14|| 3|| 0/9|| || || ||*=point blank, 2 hits. 52F total duration. +9/+8 with 3 hits up close.
|-
|-
| 214C|| 23 || 3|| KD|| <span style="color: red;">-6</span>||Travels forward. Super Cancel (slightly delayed).
| 236C|| 17 || ?|| <span style="color: blue;">+1</span>*|| <span style="color: blue;">+0</span>*|| 18|| 20|| 18|| 20|| 3|| 0/12|| || || ||Travels way further than 236A. 51F total duration. *=point blank, 2 hits. +7/+6 with 3 hits up close.
|-
|-
| 214B|| 20 || 3+3+4+2|| ?|| ?||Overhead. Invul on feet & airborne from F1.
| 214A|| 18 || 3|| KD|| <span style="color: red;">-6</span>|| 18|| 24|| 14|| 16|| 10|| 10/6|| || || ||Super Cancel (slightly delayed).
|-
|-
| 214D|| 25* || 3+5|| ?|| ?||Overhead. Invul on feet & airborne from F1. Whiffs against some crouching characters (eg. Jenet). *=old japanese data says 29F startup.  
| 214C|| 23 || 3|| KD|| <span style="color: red;">-6</span>|| 20|| 26|| 16|| 18|| 14|| 10/6|| || || ||Travels forward. Super Cancel (slightly delayed).
|-
|-
| 236B || 6 || 6+2+2|| KD|| <span style="color: red;">-30||Invul on feet & airborne from F2. 27F landing recovery.
| 214B|| 20 || 3+3+4+2|| ?|| ?|| 20|| 23|| 12|| 14|| 12|| 4/8|| || || ||Overhead. Invul on feet & airborne from F1.
|-
|-
| 236D || 15 || 6+3+6|| KD|| <span style="color: red;">-36|| Can be cancelled into j.2k. Invul on feet & airborne from F5.27F landing recovery.
| 214D|| 25* || 3+5|| ?|| ?|| 24|| 27|| 24|| 26|| 24|| 4/12|| || || ||Overhead. Invul on feet & airborne from F1. Whiffs against some crouching characters (eg. Jenet). *=old japanese data says 29F startup.
|-
|-
| j.2B/D || / || /|| /|| /||Divekick chain starter. Can be done from a backdash. B angled upwards, D downwards. D-version deals more damage according to Conqueror's Guide. Counter hit state until landing. 16F landing recovery. Loses counter hit state if another j.2K is performed. Earliest possible timing = F4/3 of small/regular jump.
| 236B || 6 || 6+2+2|| KD|| <span style="color: red;">-30||18|| 21|| 8|| 10|| 6|| 10/12|| || || ||Invul on feet & airborne from F2. 27F landing recovery.
|-
|-
| j.2K*2 || 6* || 3|| KD|| ?||*=fastest timing including first j.2K.
| 236D || 15 || 6+3+6|| KD|| <span style="color: red;">-36|| 24|| 26|| 9|| 11|| 8|| 10/16|| || || || Can be cancelled into j.2k. Invul on feet & airborne from F5.27F landing recovery.
|-
|-
| j.2K*3 || ~11 || 3|| KD|| ?||
| j.2B/D || / || /|| /|| /|| 24/27|| 27/30|| 17|| 19|| 15|| 4/16|| || || ||Divekick chain starter. Can be done from a backdash. B angled upwards, D downwards. Counter hit state until landing. 16F landing recovery. Loses counter hit state if another j.2K is performed. Earliest possible timing = F4/3 of small/regular jump. Conqueror's Guide only lists combined values for the whole LK/SK-chain here (Dmg/C-Dmg as B/D pair), not broken down per hit count — the *2-*5 rows below stay blank.
|-
|-
| j.2K*4|| ~9 || 3|| KD|| ?||
| j.2K*2 || 6* || 3|| KD|| ?|| || || || || || || || || ||*=fastest timing including first j.2K.
|-
|-
| j.2K*5|| ~10 || 4|| KD|| ?||
| j.2K*3 || ~11 || 3|| KD|| ?|| || || || || || || || || ||
|-
|-
| 236236P || 7 || 28|| KD|| <span style="color: red;">-9</span>||F1-4 invul. F5-34 invul on the feet. Blocks projectiles F7-35 (1F longer than active time). Counterhit-state F5-38. 28F landing recovery.
| j.2K*4|| ~9 || 3|| KD|| ?|| || || || || || || || || ||
|-
|-
| 236236K || 5 || 2+3+3+2+2|| KD|| <span style="color: red;">-63</span>||F1-6 invul. F7 feet invul & airborne. 21F landing recovery. No combo damage scaling on last hit.
| j.2K*5|| ~10 || 4|| KD|| ?|| || || || || || || || || ||
|-
|-
| 214214E || 1|| 28|| <span style="color: red;">-22</span>*|| /||Counter. No Super Freeze. 59F recovery. *=-22 if ukemi is used. Completely invulnerable during recovery except the last 5F.
| 236236P || 7 || 28|| KD|| <span style="color: red;">-9</span>|| 34|| 36|| 0|| 0|| 0|| 0|| || || ||F1-4 invul. F5-34 invul on the feet. Blocks projectiles F7-35 (1F longer than active time). Counterhit-state F5-38. 28F landing recovery.
|-
|-
| 214214E(DC) || 1|| ?|| KD|| /||The Dream / Super Cancel version of the LDM is a regular hit (same hitbox as counter version). Completely invulnerable during recovery except the last 5F.
| 236236K || 5 || 2+3+3+2+2|| KD|| <span style="color: red;">-63</span>|| 37|| 39|| 8|| 10|| 8|| 0|| || || ||F1-6 invul. F7 feet invul & airborne. 21F landing recovery. No combo damage scaling on last hit.
|-
| 214214E || 1|| 28|| <span style="color: red;">-22</span>*|| /|| 63|| 63|| 0|| 0|| 0|| 0|| || || ||Counter. No Super Freeze. 59F recovery. *=-22 if ukemi is used. Completely invulnerable during recovery except the last 5F.
|-
| 214214E(DC) || 1|| ?|| KD|| /|| 63|| 63|| 0|| 0|| 0|| 0|| || || ||The Dream / Super Cancel version of the LDM is a regular hit (same hitbox as counter version). Completely invulnerable during recovery except the last 5F. Conqueror's Guide has no separate row for this version; using the same values as regular 214214E.
|-
|-
|}
|}

Aktuelle Version vom 7. August 2026, 19:05 Uhr

B. Jenet
(B・ジェニー )
KOFXI jenet full.png
Tiers & Ranking
Tier: B to C+
Ratio Cost: 3 Points
Properties
Damage Modifier: 1.02
Stun Modifier: 0.98
Crouch height (Tier): F

Colors

KOFXI Jenet S.png KOFXI Jenet X.png KOFXI Jenet T.png KOFXI Jenet C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Jenet R1S.png KOFXI Jenet R1X.png KOFXI Jenet R1T.png KOFXI Jenet R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Jenet L1S.png KOFXI Jenet L1X.png KOFXI Jenet L1T.png KOFXI Jenet L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.

Short List
Move S A Hit Grd Dmg C-Dmg Stn C-Stn G-Dmg Gauge J-Type Air C-Air Note
Throw 1 1 +30 * / 16 0 0 0 0 0 *=with ukemi.
5A(c) 5 4 +7 +6 4 5 5 7 5 8 Chain combo starter
5A(f) 6 4 +1 +0 5 7 7 9 7 8
5B(c) 5 4 +1 +0 6 8 8 10 6 8
5B(f) 6 4 +3 +2 7 9 8 10 8 8
5C(c) 4 2+4 +0 -1 8 10 6 8 6 14 Deals only 4 stun damage.
5C(f) 10 5 -1 -2 13 17 15 17 12 14
5D(c) 6 1+4 -8 -9 16 18 12 14 12 14
5D(f) 11 4 -4 -5 15 19 18 20 14 14
5E 11 5 KD -3 16 20 12 14 14 16
GC 8 5 KD -12 5 5 0 0 0 0 F1-12 invul.
5A(c)/5C(f)> A 5 4 +3 +10 6 7 6 8 6 8 Chain Combo. No Special Cancel. Massive advantage on guard.
5A(c)/5C(f)> C 6 7 +2 +1 11 14 6 16 4 7 Chain Combo. Special Cancel-
Saving Shift 0 n* / / 0 0 0 0 / 0 Active until landing. 9F/10F recovery (hit/whiff).
Backdash / 29 / / / / / / / / F5-25 invul on feet. F26-29 recovery. 176px distance.
2A 6 4 +4 +3 4 5 5 7 5 8
2B 4 4 +3 +2 5 7 8 10 6 8 Fastest low hit in the game.
2C 9 4 +3 +2 11 14 14 16 11 14 Disjointed hurtbox.
2D 8 7 KD -5 13 17 15 17 12 14
3D 7 3+2 KD -44 21 23 10 12 4 14 Feet invul & Airborne from F5. 26F landing recovery.
small A 6 10 / / 4 5 6 8 6 8 Identical hitbox to j.A.
j.A 6 10 / / 5 7 7 9 7 8
small B 6 8 / / 5 7 7 9 5 8 Identical hitbox to j.B.
j.B 6 8 / / 5 7 8 10 6 8
small C 6 3+6 / / 14 16 10 12 10 14 2F faster than j.C, but same hitboxes.
j.C 8 3+6 / / 16 18 12 14 12 14 2F slower than small C, but same hitboxes.
small D 8 7 / / 12 15 14 16 11 14 2F faster than jump D, but same hitboxes.
j.D 10 7 / / 13 17 15 17 12 14 2F slower than small D, but same hitboxes.
small E 12 6 / / 13 17 9 11 8 16 1F faster than jump E, but same hitboxes.
j.E 13 6 / / 14 18 10 12 10 16 1F slower than small E, but same hitboxes.
Air Throw 1 1 / / 18 0 0 0 0 0 Done with C + any direction except 8. Earliest possible timing = F2 of jump.
236A 14 26 +1* +0* 13 15 12 14 3 0/9 *=point blank, 2 hits. 52F total duration. +9/+8 with 3 hits up close.
236C 17 ? +1* +0* 18 20 18 20 3 0/12 Travels way further than 236A. 51F total duration. *=point blank, 2 hits. +7/+6 with 3 hits up close.
214A 18 3 KD -6 18 24 14 16 10 10/6 Super Cancel (slightly delayed).
214C 23 3 KD -6 20 26 16 18 14 10/6 Travels forward. Super Cancel (slightly delayed).
214B 20 3+3+4+2 ? ? 20 23 12 14 12 4/8 Overhead. Invul on feet & airborne from F1.
214D 25* 3+5 ? ? 24 27 24 26 24 4/12 Overhead. Invul on feet & airborne from F1. Whiffs against some crouching characters (eg. Jenet). *=old japanese data says 29F startup.
236B 6 6+2+2 KD -30 18 21 8 10 6 10/12 Invul on feet & airborne from F2. 27F landing recovery.
236D 15 6+3+6 KD -36 24 26 9 11 8 10/16 Can be cancelled into j.2k. Invul on feet & airborne from F5.27F landing recovery.
j.2B/D / / / / 24/27 27/30 17 19 15 4/16 Divekick chain starter. Can be done from a backdash. B angled upwards, D downwards. Counter hit state until landing. 16F landing recovery. Loses counter hit state if another j.2K is performed. Earliest possible timing = F4/3 of small/regular jump. Conqueror's Guide only lists combined values for the whole LK/SK-chain here (Dmg/C-Dmg as B/D pair), not broken down per hit count — the *2-*5 rows below stay blank.
j.2K*2 6* 3 KD ? *=fastest timing including first j.2K.
j.2K*3 ~11 3 KD ?
j.2K*4 ~9 3 KD ?
j.2K*5 ~10 4 KD ?
236236P 7 28 KD -9 34 36 0 0 0 0 F1-4 invul. F5-34 invul on the feet. Blocks projectiles F7-35 (1F longer than active time). Counterhit-state F5-38. 28F landing recovery.
236236K 5 2+3+3+2+2 KD -63 37 39 8 10 8 0 F1-6 invul. F7 feet invul & airborne. 21F landing recovery. No combo damage scaling on last hit.
214214E 1 28 -22* / 63 63 0 0 0 0 Counter. No Super Freeze. 59F recovery. *=-22 if ukemi is used. Completely invulnerable during recovery except the last 5F.
214214E(DC) 1 ? KD / 63 63 0 0 0 0 The Dream / Super Cancel version of the LDM is a regular hit (same hitbox as counter version). Completely invulnerable during recovery except the last 5F. Conqueror's Guide has no separate row for this version; using the same values as regular 214214E.
Standing Attacks
Move Hitbox Startup Active Hit Guard Note
5A(c) Kofxi jenet 5A(c).png 5 4 +7 +6 Chain Combo starter.
5A(f) Kofxi jenet 5A(f) 2.png 6 4 +1 +0
5B(c) Kofxi jenet 5B(c).png 5 4 +1 +0
5B(f) Kofxi jenet 5B(f).png 6 4 +3 +2
5C(c) Kofxi jenet 5C(c) 1.pngKofxi jenet 5C(c) 2.png 4 2+4 +0 -1 Only ~4 stun damage.
5C(f) Kofxi jenet 5C(f).png 10 5 -1 -2 Chains into 5A
5D(c) Kofxi jenet 5D(c) 1.pngKofxi jenet 5D(c) 2.png 6 1+4 -8 -9
5D(f) Kofxi jenet 5D(f).png 11 4 -4 -5
5E Kofxi jenet 5E.png 11 5 KD -3
GC Kofxi jenet GC.png 8 5 KD -12
5A(c)/5C(f)> A Kofxi jenet chain A.png 5 4 +3 +10 Chain Combo. Can be done multiple times (A>A>A). Identical hitbox to 5A(c). No Special Cancel. Massive advantage on guard.
5A(c)/5C(f)> C Kofxi jenet chain C.png 6 7 +2 +1 Chain Combo. Special Cancel. Pixel error on some of her frames (small brown pixels in front/above her arm).
Saving Shift Kofxi jenet saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Move Hitbox Startup Active Hit Guard Note
2A Kofxi jenet 2A.png 6 4 +4 +3
2B Kofxi jenet 2B.png 4 4 +3 +2 Fastest low hit in the game.
2C Kofxi jenet 2C.pngKofxi jenet 2C gif.gif 9 4 +3 +2 Disjointed hurtbox. Can be used as a situational anti-air.
2D Kofxi jenet 2D.png 8 7 KD -5
3D Kofxi jenet 3D 1.pngKofxi jenet 3D 2.pngKofxi jenet 3D gif.gif 7 3+2 KD -44 Feet invul & Airborne from F5. 26F landing recovery.
Jump Attacks
Move Hitbox Startup Active Note
small A Kofxi jenet smalljump A.png 6 10 Identical to j.A.
j.A Kofxi jenet jump A.png 6 10 Identical to smalljump A.
small B Kofxi jenet smalljump B.png 6 8 Identical to j.B.
j.B Kofxi jenet jump B.png 6 8 Identical to smalljump B.
small C Kofxi jenet smalljump C 1.pngKofxi jenet smalljump C 2.png 6 3+6 2F faster than j.C, but same hitboxes.
j.C Kofxi jenet jump C 1.pngKofxi jenet jump C 2.png 8 3+6 2F slower than smalljump C, but same hitboxes.
small D Kofxi jenet smalljump D.png 8 7 2F faster than jump D, but same hitboxes.
j.D Kofxi jenet jump D.png 10 7 2F slower than smalljump D, but same hitboxes.
small E Kofxi jenet smalljump E.png 12 6 1F faster than jump E, but same hitboxes.
j.E Kofxi jenet jump E.png 13 6 1F slower than smalljump E, but same hitboxes.
Air Throw Kofxi jenet airthrow.png 1 1 Done with C + any direction except 8. Earliest possible timing = F2 of jump.
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
236A Kofxi jenet 236A.png 14 26 +1* +0* *=point blank, 2 hits. +9/+8 with 3 hits up close.
236C Kofxi jenet 236C.png 17 ? +1* +0* Travels way further than 236A. *=point blank, 2 hits. +7/+6 with 3 hits up close.
214A Kofxi jenet 214A.png 18 3 KD -6 Super Cancel (slightly delayed).
214C Kofxi jenet 214C.png 23 3 KD -6 Travels forward. Super Cancel (slightly delayed).
214B Kofxi jenet 214B gif.gif 20 3+3+4+2 ? ? Overhead. Invul on feet & airborne from F1.
214D Kofxi jenet 214D gif.gif 25* 3+5 ? ? Overhead. Invul on feet & airborne from F1. Whiffs against some crouching characters (eg. Jenet). *=old japanese data says 29F startup.
236B Kofxi jenet 236B gif.gif 6 6+2+2 KD -30 Invul on feet & airborne from F2. 27F landing recovery.
236D Kofxi jenet 236D gif.gif 15 6+3+6 KD -36 Can be cancelled into j.2k. Invul on feet & airborne from F5.27F landing recovery.
j.2B/D Kofxi jenet jump 2K.pngKofxi jenet jump 2K.gif / / / / Divekick chain starter. Can be done from a backdash. B angled upwards, D downwards. D-version deals more damage according to Conqueror's Guide. Counter hit state until landing. 16F landing recovery. Loses counter hit state if another j.2K is performed. Earliest possible timing = F4/3 of small/regular jump.
j.2K*2 Kofxi jenet jump 2Kx2.png 6* 3 KD ? *=fastest timing including first j.2K.
j.2K*3 Kofxi jenet jump 2Kx3.png ~11 3 KD ?
j.2K*4 Kofxi jenet jump 2Kx4.png ~9 3 KD ?
j.2K*5 Kofxi jenet jump 2Kx5.png ~10 4 KD ?
236236P Kofxi jenet 236236P.png 7 28 KD -9 F1-4 invul. F5-34 invul on the feet. 28F landing recovery.
236236K Kofxi jenet 236236K gif.gif 5 2+3+3+2+2 KD -63 F1-6 invul. F7 feet invul & airborne. 21F landing recovery. No combo damage scaling on last hit.
214214E Kofxi jenet 214214E.png 1 28 -22* / Counter. No Super Freeze. 59F recovery. Completely invulnerable during recovery except the last 5F. *=-22 if ukemi is used.
214214E(DC) Kofxi jenet 214214E DC.png 1 ? KD / Dream / Super Cancel version of the LDM is a regular hit. Completely invulnerable during recovery except the last 5F. *=-22 if ukemi is used.

Blockstring & Chain Combo Frame Data

String Hit Guard Note
5C(f)>A(whiff) +1* +0* *=if A whiffs.
236D>j.2K(1) KD +1 Fastest timing.

Special Attributes & Bugs

  • C(c) and D(c) can be linked after 5A(c) (to avoid the 5C(c) turning into the chain attack, slightly delay the link)
  • Far C chains into A
  • Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
  • Has no collision on back Ukemi (can run through)
  • Jenet has no recovery when landing from a DOWN! and can act immediately.

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