------------------------------------------------------------------------------
The King of Fighters XI
Character FAQ on Bonne Jenet
For The AtomisWave Arcade Board & PlayStation 2 System (NTSC-J)
By Raul Torrez ([email protected])
This FAQ is Copyrghted Work 2006 Raul Torrez
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The King of Fighters XI, SNK Playmore, B.Jenet, and other SNK characters are
All Registered Trademarks and Copyrighted by the SNK Playmore Corporation of
Japan.


---------
Contents:
---------
I. What's Changed?
II. B.Jenet's Bio and Info
III. KOFXI's Basic Commands
IV. B.Jenet's Basic Moves
V. B.Jenet's Special Moves
VI. B.Jenet's Combos
VII. Strategies
VIII. B.Jenet's Entrance and Winning Poses
IX. Extra Stuff
X. Updates
XI. Closing and Credits


==============================================================================
I. What's Changed?
==============================================================================
Making her first transition from MotW to KOFXI. Being one of the fastest
characters in the game, she can rush down. Some of her moves from MotW don't
link together. She has a two different chains combos that are new to her
gameplay. I can't forget to mention her E Button attack, and how much goodness
it has to offer. You'll pick up on some of this stuff, as you read on.


==============================================================================
II. B.Jenet's Bio and Info
==============================================================================

Full Name: Bonne Jenet
Fighting Style: LK Arts (Lilien Knights Arts)
Birthday: January 23
Height: 167cm
Weight: 49kg
Blood Type: AB
3 Sizes: B 86 / W 57 / H 89
Country: England
Hobby: Nail Arts
Favorite Food: Sirloin Steak (She saves them valuably in the gallery)
Best Sport: Tennis, Equestrian (Horse Riding)
Prized Things: Her Lilien Knights companions and Lilien Knights newest weapons.
Dislikes: Diesel Ships (They stink)
Seiyuu/Voice Actress: Rei Saito

First Appearance: Garou: Mark of the Wolves

Other Game Appearances: The King of Fighters Maximum Impact 2, SNK vs. Capcom
"CardFighter's Clash" SNK Card Set, SNK vs. Capcom "Card Clash 2", SNK vs.
Capcom "Card Clash DS", Season ~Winter Angel~, Days of Memories

B. Jenet's King of Fighters Team Members:
KoF XI: Bonne Jenet, Gato, The Griffon Mask

B. Jenet's Background Music:
Garou: Mark of the Wolves - Bad Girl?
King of Fighters XI: Kiss or Poison & Bad Girl? (PS2 Only)


==============================================================================
III. KoFXI's Basic Commands
==============================================================================

Bonne Jenet's Key Configuration:
A - weak punch
B - weak kick
C - strong punch
D - strong kick
E - Knockdown Attack
F - forward
b - back
u - up
d - down
Start - taunt
Qcf - quarter circle forward
qcb - quarter circle back
df - diagonally down forward
db - diagonally down back
uf - diagonally up forward
ub - diagonally up back
(air) - can be done in the air
DM - Desperation Move
LDM - Leader Desperation Move
SC - SUPERCANCEL
DC - DREAMCANCEL
SP - Skill Point
PK - must be pressed at same time (AB, CD, BC, etc.)
QS - Quick-Shift
SS - Saving Shift
Xx - can cancel move
x1 - repeat number of times given
> - follow up

-------
Basics:
-------
Run - f, f (hold f while running)
Dash Back - b, b
Normal Jump - up
Short Jump - tap d, uf/ d, u/ d, ub
Quick Jump - d, uf/ d, u/ d, ub
Emergency Attack Avoidance Forward - AB or f + AB
Emergency Attack Avoidance Back - b + AB
Falling Recovery Roll - AB (before hitting the ground)
Falling Recovery Roll Forward - f + AB (before hitting the ground)
Roll Attack Cancel - while attacking, AB (requires 1 Power Stock)
Throws - f or b + C/D
Throw Escape - when grabbed, f or b + C/D
Guard Escape Roll Forward - when blocking, AB / f+AB (requires 1 Power Stock)
Guard Escape Roll Back - when blocking, b + AB (requires 1 Power Stock)
Guard Cancel Knockdown Attack - when blocking, CD (requires 1 Power Stock)
Knockdown Attack - Press E Button
Multi-Shift - AC / BD
Quick Shift - while attacking, AC / BD (requires 1 Skill Point)
Saving Shift - while attacked, AC / BD (requires both Skill Points)
Super Cancel - requires 1 Skill Point and 1 Power Stock
Dream Cancel - requires 1 Skill Point and 3 Power Stocks
Taunt - Start

-------------------------------
Descriptions of Basic Commands:
-------------------------------

-Emergency Attack Avoidance Forward/Back- AB, f + AB, b + AB
Just like in KoF'98, using this command will enable your character to AVOID an
attack from the opponent. Your character is INVINCIBLE for that brief moment
of rolling. You can no longer roll while crouching, like KOF2K3. Remember, you
can be thrown or hit after the roll.

-Falling Recovery Roll- before hitting the ground, AB
-Falling Recovery Roll Forward- before hitting the ground, f + AB
Whenever hit by an attack that knocks you too the ground, you can recover
before hitting the pavement. This command will only work if hit by basic
attacks, special attacks, or DM's that knock you down to the ground. You
cannot recover from "Grounded / SLAM" attacks. The forward recovery roll is
new to KOFXI.

Roll Attack Cancel- while attacking, AB (requires 1 Power Stock)
Returning from KoF2k2, in which you can CANCEL Normal Attacks such as
A,B,C,D,E or  into a roll. You can use this as a mix-up or to close in on your
opponent. There are some instances where you can use this in a combo (OSWALD).

-Throw Escape- when grabbed, f or b + C/D
If done correctly, you're character will push away the opponent about 3 steps
away from you. Throw Escapes do not work in the air, against Benimaru, Jenet,
Tizoc, Gato, Mai, Athena, Yuri, Clark, and Leona, since they all have air
throws. GROUND ONLY! Throw Escapes don't work against command throws either.

-Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB
(requires 1 Power Stock)
When blocking an attack, your character will roll forward or back from the
opponent. This move can be used to distance yourself, if being pressure
attacked. It also has slight invinciblity on start up.

-Guard Cancel Knockdown Attack- when blocking, E (requires 1 Power Stock)
When blocking an attack, your character will perform the CD Attack, which will
knock the opponent away from you. Great to distance yourself from the opponent
and keep the pace going.

-Guard Indicator-
This is located within your life gauge. With each attack you block, the closer
you are to getting CRUSHED. As you get near the limit, the green meter with in
the life gauge will begin to FLASH WHITE non-stop. Once the guard meter runs
out, the word, "CRUSH!!" appears in the middle of the screen. At this time,
your GUARD will be broken, while you're STUNNED for a brief moment. Thus,
leaving you vulnerable for an attack. Once you've been GC, your Guard Status
will return to normal. Even when taking block damage "WITHOUT" getting Guard
Crushed, the meter will refill itself after a while.

-Stun Gauge-
The RED Gauge above your Life Gauge is the STUN GAUGE. Once this gauge
depletes the RED METER, the words STUN! will appear on the screen. What
follows is the opponent being dazed for a short period of time. This will
allow you enough time to score free hits on the stunned opponent. After the
opponent is his or shakes out of it by mashing on the buttons/moving the
joystick, the gauge will return to normal.

-Skill Gauge-
There's a gauge above the power gauge that stores skill points. Skill Points
allow you to use Super/Dream Cancels and Quick/Saving Shifts. The Skill Gauge
automatically charges itself up at the beginning of the match. The recharging
continues through out the whole match. The charging process takes up to a
little over 10 seconds a SKILL POINT each. The gauge ONLY stores up to two
Points MAX.

-Knockdown Attack- Press E Button
CD attacks make there return in KOFXI. Each character has up to 2 types of E
button attacks. One is ground level, as the second attack in airborne. Once
hit with this attack, the character cannot recovery roll out of it.

-Multi-Shift- AC or BD
This has been updated since KOF2k3. Multi-Shift is when you can tag in / out
another character on your team. Unlike KOF2K3 where you had to wait for the
message "Change OK!" to appear, KOFXI allows you to tag out your character
whenever you want. When a Multi-Shift is performed, the character that is
switching out will do a taunt/pose, as he/her disappear while the words
"CHANGE" appear in pink. Once the character has been tagged in, they will jump
where the last character was positioned. But there's one flaw to Multi-
Shift...... You can be hit out of it, so it's not really safe unless you
knockdown your opponent or in a safe distance to perform it.

-Multi-Shift System-
I'll try to explain the MS System, so that you can understand how to get the
character you want in the during battle.

Note: Name of character with CAPS LOCKED is the person in battle.

------------------------------------------------------------------------------
Example:
      _____
     /     \ ______________________________
->   |  KIM  |______________________________|
     \_____/C2 \___________/C3 \___________|
             \___/           \___/


OK! I have Kim in, so I want to replace him with Kyo (C2), so I would hit AC.


CHANGE

      _____
     /     \ ______________________________
->   |  KYO  |______________________________|
     \_____/C1 \___________/C3 \___________|
             \___/           \___/


OK! So I have Kyo in so I want to replace him with Kula (C3), so I'd hit BD.

CHANGE

      _____
     /     \ ______________________________
->   | KULA  |______________________________|
     \_____/C1 \___________/C2 \___________|
             \___/           \___/


So now I have Kula tagged in, but I want Kim (C1) back again. I'd hit AC!

CHANGE

      _____
     /     \ ______________________________
->   |  KIM  |______________________________|
     \_____/C2 \___________/C3 \___________|
             \___/           \___/

Kim is back in battle.
------------------------------------------------------------------------------

So in closing for TAGS, Character 1 = AC for C2
                                               = BD for C3

                       Character 2 = AC for C1
               = BD for C3

                       Character 3 = AC for C1
                                               = BD for C2

-Quick Shift- while attacking, AC / BD (requires 1 Skill Point)
This new feature allows you to interrupt your own attacks and immediately tags
in one of your other characters. Your incoming character will come in to
battle aerial. This allows you to hit the opponent with a aerial attack
(ABCDE) or special aerial moves (if the character has access to them). You can
perform branch combos from another quick shift, if you have both skill points.
You may Quick Shift off normal attacks, some specials, and some Desperation
Moves. Quick Shift can only be used on the ground. No aerial quick shifting.

-Saving Shift- while attacked, AC / BD (requires both Skill Points)
A new addition to the SHIFT feature. This allows you to break/interrupt the
opponent attacks and tags in another character who will do a aerial attack to
stop the opponents pursuit. Overall, this feature SAVES your character from
getting damaged or is just a safe tag out. You can only Save Shift during
blocked/hit attacks, special moves, at the start of (L)DM's, or during a Quick
Shift from the opponent. Throws and command throw cannot be Save Shifted. The
incoming attack from the saving shift does no damage. If the attack hits as a
COUNTER HIT, you may follow up with a juggle or attack. Saving Shift can only
be done when one or both characters are still available in the match.

-Leader System-
After choosing your characters in the Character Select Screen, you're taking
to a second screen to choose your LEADER character. The LEADER character has
added abilites they can perform. They are given the ability to perform their
LDM's and DREAMCANCEL. While playing, you can indicate who your LEADER is by
the GREEN COLOR GAUGE. Your LEADER also play a part in the Judgement System.

-Judgement System-
Taken from SFIII comes the Judgement System. It's somewhat different than SF3,
but still handles decisions on time over victories. As the match starts, the
time counter start out YELLOW. As the match progresses, the time counters
color will shift colors. This is determined on whose dominating the match with
more hits. If the color changes RED, it's in Player 1's favor, if it changes
to BLUE, it shifts to Player 2. There are ways to get the match in your favor,
hitting the opponent with a LDM, KO'ing a single character, and hitting combos
correctly. Once the timer hits ZERO, the match will be awarded to the player
with their assigned color. There are rare cases where the time counter will
stay neutral YELLOW.

-Desperation Moves- (requires 1 Power Stock)
DM's are your Super Moves. In order to use DM's, you must fill up the Power
Gauge to stock a DM. You can store up to 5 stocks. Each character has there
own number of DM assigned to them.

-Leader Desperation Moves- (requires 2 Power Stocks)
Another returning feature from KOF2k3. LDM's are replacing the previous SDM's
(Super Desperation Moves). It's basically the same as a SDM, but only ONE
character has possession of the ability. LDM's take 2 Power Stocks to use.
Most all LDM correspond with the E button or CE. There will be a PINK Aura
around the character to indicate that you successfully pulled off the LDM.

-Super Cancels- (requires 1 Skill Point and 1 Power Stock)
This feature is back from KoF2K3. Super Canceling allows you to cancel special
moves into DM/LDM's. In order to Super Cancel, you must have a 1 Power Stock
and 1 SKill Point. 1 Skill Point to Super Cancel and 1 Power Stock to perform
the DM. When the words on the screen flash "SUPERCANCEL", this indicates that
you have successfully Super Canceled.

-Dream Cancels- (requires 3 Power Stocks and 1 Skill Point)
New addition to the KOF Series. This ability allows you to Super Cancel your
DM into a LDM. This can be only done by the LEADER character you assigned. If
you decide to supercancel into a DM, then dreamcancel into a LDM, this method
will use 3 power stocks and both skill points. You can DREAM CANCEL during the
beginning or at a certain point. Depends on the type of DM you DreamCancel
from. Each character has an assigned DM they can DreamCancel into.

-Counter Wire Attacks-
This feature is back from KOF2K3. These are attacks based on counter hits.
Counter Wire Attacks occur during a counter hit, in which the opponent goes
flying towards the wall and will be bounced back after hitting the wall. You
can follow-up alot of stuff with this move. This is something to watch for in
the future.


==============================================================================
IV. B,Jenet's Basic Moves
==============================================================================
A (weak punch):
-standing- A straight forward punch. This move is cancelable into her special
/ desperation moves. This is her best weak poke attack. Safe when blocked.

-crouching- A backhand slap. This move is cancelable into her special /
desperation moves. Not much use for this attack. Doesn't have much range on it
either. Safe when blocked.

-jumping- A forward chop. In terms of range, it covers quite the distance as a
short jump attack. But, it lacks any ability to hit a crouched character. So
it won't overhead hit. This is also a nice air-to-air attack.

-close- A backhand slap. Very fast and safe attack to use. Also is cancelable
with special / desperation moves and has a follow up chain which will be
explained later on.
------------------------------------------------------------------------------

B (weak kick):
-standing- A snap kick. Fast and safe when used. A great good poke attack as
well.

-crouching- A low kick. Fast and safe to used. This move is cancelable into
her special / desperation moves. This is Jenet's primary crouch chain into her
qcf + B, both DM's, or into a poke string. You can hit the maximum of 3 low
kicks.

-jumping- A straight snap kick. Her best air-to-air attack. This move is
cancelable into Harrier Bee (D + K, K, K ,K, K). Good short jump attack that
cover great distance and can overhead hit a crouched opponent.

-close- A mid-level knee strike. Safe when blocked. This move is cancelable
into her special / desperation moves. You probably won't be using this move
too much.
------------------------------------------------------------------------------

C (strong punch):
-standing- A forward slap. The range is inside sweep distance. This move is
cancelable into her special / desperation moves and has a follow up chain that
will be explained later on. It's one hell of a poke attack if used properly.

-crouching- A lunging forward elbow strike. The range is that of her sweep.
Comes out quite quick, so you can use this as a poke attack. This move is
cancelable into her special / desperation moves.

-jumping- A double hand slap. A 2-hit jump in attack. One of her primary short
jump attacks. Has great range and is a overhead attack on crouched opponents.
The recovery time is quite safe.

-close- A standing uppercut. Safe on block, because of the push back. This
move is cancelable into her special / desperation moves. You'll be using this
from time to time.
------------------------------------------------------------------------------

D (strong kick):
-standing- A high hook kick. Safe on block, because of the push back. But
otherwise, it's somewhat slow. However, this attack works very well against
short jump attacks and is quite a anti-air move.

-crouching- A spinning sweep kick. Comes out pretty slow. The sweep attack is
cancelable into her special / desperation moves. So if you can't connect it,
cancel out the recovery time with a special move.

-jumping- A downward snap kick. Thr recovery time is good on this kick. The
range is somewhat sort. This attack is best used as a short jump when near the
opponent or while they are in the corner. This can also funcution as a normal
jump in as well.

-close- A spinning high kick. A 2-hit attack. Neither hit is cancelable, which
is a shame. This attack is safe when blocked.

- AB (Emergency Attack Avoidance Forward/Back) -
Jenet rolls forward / backwards. The recovery time on the roll isn't that bad.
The speed is average with most characters. You can cover a bit more distance
with the roll by simply running and rolling. It has invincibility on start up,
after that you are vulnerable.

Press E Button (CD Knockdown Attack) -
While standing, Jenet does a high spinning roundhouse kick. In the air, Jenet
performs a flying elbow drop. Both these attacks were Jenet's low / high dodge
move in MotW. Of course it doesn't have the low/mid/high invincibility
properties it once had. But for a E button attack, it's fast as hell. If not
the fastest E button attack in the game. The ground version hits only standing
characters, not crouches. Also, stand E moves Jenet forward. The distance is
outside sweep. You can cancel out of the E button animation into special /
desperation moves.

Press E Button (Guard Cancel Knockdown Attack) - When blocking
While blocking, Jenet does a high spinning roundhouse kick that sends the
opponent flying back full screen distance. The opponent is unable to recovery
roll after being hit by this attack. You'll flash white to indicate the use of
the attack. The opponent can also block a this command.
------------------------------------------------------------------------------


==============================================================================
V. B.Jenet's Special Moves
==============================================================================
-Throws-
Bye-Bye Boo - f or b + C/D
Falling Crush - in air, uf / ub + C

-Command Moves-
Combination A - while close, stand A x3 or stand A, C
Combination C - far standing C, C
>Combination C Cancel - stand A (after far standing C)
Rolling Thunder - df + D

-Special Moves-
Buffrass - qcf + A/C
Crazy Ivan - qcb + A/C
Gulf Tomahawk - qcb + B/D
The Hind - qcf + B/D
Harrier Bee - in air, d + B, B, B, B, B / d + D, D, D, D, D
Taunt - Start Button

-Desperation Moves-
Many Many Torpedo - qcf, qcf + A/C
Aurora - qcf, qcf + B/D
An Oi Mademoiselle - qcb, qcb + E (COUNTER/REVERSAL LDM)

-Super Cancels-
Crazy Ivan

-Quick Shift Special Move Cancels-
Combination A (stand C)
Crazy Ivan
Many Many Torpedo
Aurora (first hit)

-Dream Cancel-
Many Many Torpedo

-Counter Wire Attacks-
NONE

------------------
Move Descriptions:
------------------
-Bye-Bye Boo- f or b + C/D
Jenet grabs the opponents head, then slaps them across the face while saying
"Bye Bye", and finishes it of with a hook kick. This throw has lost it range
from MotW. She sends the opponent outside of sweeping distance. The plus side
is the stun after the throw. This can lead up to some nasty mix ups.

-Falling Crush- in air, uf / ub + C
Jenet throws the opponent to the ground, to only land on top of them as she
spins her high heels into their chest area, then stops and blows a kiss. This
throw has lost some animation from MotW. You can catch people with this throw
pretty low to the ground, like short jump low.

-Combination A- while close, stand A x3 or stand A, C
Jenet performs three backhand slaps to the face. Her second combination is
where she does a backhand slap to lunging forward slap. The stand A x3 is
pretty fast on recovery time. She can cancel her specials and desperation
moves from the chain. It a shame that it lost it's guard crush damage from
MotW. The stand A, C is a great chain attack. She can cancel her specials and
desperation moves from the chain. This chain is pretty much safe to use,
especially with her qcf + D, d + D.

-Combination C- far standing C, C
Jenet does two lunging forward slaps. Jenet's old standing far C. Not much use
for this attack. This chain is cancelable into her special moves on the second
hit. However, it has low combobility with most of her moves. You cannot cancel
desperation movea off this chain.

>Combination C Cancel - stand A (after far standing C)
I don't know if people forgot to mention this command in FAQs and what not,
but you may cancel out of Jenet far standing C with standing A. Basically what
this does is eliminate any recovery time that far standing C had. In short,
this move becomes safe on block. You can even use it as a Feint attack. I'll
get into this subject later.

-Rolling Thunder- df + D
Jenet flips up into the air and dives forward with her jump D animation. This
is Jenet's T.O.P. MODE Attack from MotW. This move only works one way, and
that is by landing this attack on the opponent. It must be a clean hit. If
blocked, Jenet will simply land from the flip. In the process, she becomes
very vulnerable to the opponents attacks. The range is quite short, but the
hit box is present from the time she leaves the ground, to the point where she
is about it complete the flip. This attack cannot be tech rolled.

-Buffrass- qcf + A/C
Jenet kneels down and summons a torando projectile. The A version stays in
front of Jenet, and hits outside of sweep range. The C version travels full
screen. Both version can negate normal low and mid level projectiles. This
move has lost a lot of it's speed it once had in MotW. Still, it deals out
nice chip damage and can be comboed into if close enough.

-Crazy Ivan- qcb + A/C
Jenet swings forward while hitting the opponent with the tip of her dress. Not
as fast as it was in MotW. This move is a lot like Mai's Ryu En Buu, except it
knocks down. However, you still can tech roll out of it. The A version stays
in place, while the C version slides forward. The A version has the best
overall speed, but tends to trade hits a lot. The good thing about Crazy Ivan
is that it's safe on block, because it pushes you back into a safe distance.
When hit, the character get knocked back full screen. During the dress swing
animation, your vulnerable to attacks.

-Gulf Tomahawk- qcb + B/D
Jenet hops forward in the air and performs a overhead cresent kick. Similar to
Terry's Crack Shoot. The B version travels outside of sweep range, as the D
version travels outside of full screen distance. The B version can floor the
opponent in certain situations. The C version has a larger hop then the A
version, meaning it can cover more ground. This attack cannot be tech rolled,
if the opponent is hit in mid-air.

-The Hind- qcf + B/D
Jenet hops forward with a knee attack, then spins upward hitting the opponent
with the tip of her dress. The B version travels outside of sweep range, as
the D version is outside of full screen range. There are to parts to this
move, the knee attack and dress swing. So you don't need to get hit by the
first attack, so the second attack can come out. Both versions have around the
same speed, just different hop ranges. This move no longer has it's Brake
ability from MotW, but it does have a substitute, which is Harrier Bee
(in air, d + K). This can also be refer to as a follow up of sorts. You can
only do Harrier Bee after the SECOND, THRID or LAST HIT of qcf + D. Doing D
version Harrier Bee after the second hit of qcf + D while the opponent is
blocking, cancels out the recovery time. However, if you hit the opponent
cancel after the second hit, you are given the oppourunity to get a free
juggle. The D version is the best version, just because it's safeness and
combobility properties. The B version should only be used if comboed off
crouch B. You are left vulnerable when the B version is blocked. This attack
cannot be tech rolled.

-Harrier Bee- in air, d + B, B, B, B, B / d + D, D, D, D, D
Jenet dives down, letting out a barrage of 3 kicks, then she kicks the
Opponent into the air. The first input of the command is the initial dive, and
the other 4 commands are for each kick she can perform. You can delay the
first 3 kick commands. The B version dive floats up on start up and has a
higher angle. The D version has a lower dive angle and travels very fast. You
are very vulnerable to attacks, when you perform the 3 dive kicks. You can
also follow up qcf + D with Harrier Bee as previously explained. This attack
cannot be tech rolled.

-Taunt- Start Button
Jenet stands in place while saying, "Dame da!" (You're no good!), as she
Points at the opponent with both of her fingers at her waist level. You cannot
cancel out of this taunt.

-Many Many Torpedo- qcf, qcf + A/C
Jenet points at the opponent and says, "Danmaku!" "Get Ready!" and does a
Small forward jump letting out a barrage of kicks towards the opponent as she
says "FINAL GOODNIGHT!", with the illusions of MANY TORPEDOS appearing. No
longer has the start up invincibility that it once had in MotW. Decent chip
damage and safe when blocked. You'll be using this DM a lot in combos while
out of the corner. This DM also acts as her DREAMCANCEL. You can also negate
normal low / mid level projectiles. The only drawback on this DM is the fact
that anything can be it out when it's activated. It doesn't matter if you
activate first or last to beat out another characters attacks/DM's, 9 out 10
times their going to win.

-Aurora- qcf, qcf + B/D
Jenet turns around and spins up in the air 3 times, while hitting the opponent
with the tip of her dress, then finishes with a blown kiss. Great anti-air DM
and corner combo ender. At the beginning of the DM, Jenet says, LOCK ON!. Both
versions are the same in terms of speed and range. The speed is fairly quick
on start up. The range on the ground covers outside of sweep distance. The
rest of it is diagonally up. The kiss ender will only come if you connect with
the DM, otherwise she'll land very slow to the ground, leaving you quite
vulnerable. The kiss does inflict damage. You cannot tech roll after getting
hit from this attack.

-An Oi Mademoiselle- qcb, qcb + E (COUNTER/REVERSAL LDM)
Jenet will do her just defense animation pose. When she catches the opponents
attack, she says "Koitsu" ("This guy / girl"), and she'll take off her high
heel and bash it into the opponents face repeatedly, and swings it up to
launch the opponent away from her. After the LDM, she has a embarrassed
expression on her blushing face and drops her high heel, while she looks to
see if anyone saw her actions, while saying "Gomen asobase"
("I'm very sorry!"). After that she puts her high heel back on. Well, this
move has lost a ton of animation from MotW. It no longer moves forward and
stays in place. The move averages around to 60% in damage, if used as a stand
alone attack. When DREAMCANCEL into, she losses quite a bit of damage due to
damage scaling. The LDM is generally a counter / reversal attack. She can
catch low / mid / high normal, special, and (L)DM attacks, but not
projectiles. If the attack makes contact within her arm length extension,
then she will go through with the LDM. Unlike Garou MotW where if she caught
jump-in attacks and wouldn't fully connect the counter, the LDM will CATCH and
PULL the opponent towards her to get the full hits of the attack. You cannot
tech roll after being hit by this attack.


==============================================================================
VI. B.Jenet's Combos
==============================================================================

s- standing
c- crouching
j- jumping
cX- cross-up
(1)- cancel on first hit
(C)- must be done in corner
(SC)- Super Cancel
(QS)- Quick-Shift

------------------------------------------------------------------------------
Beginner/Intermediate/Advance Combos
------------------------------------------------------------------------------
cA, cA - 2-hits
cA, cA, df + D - 4-hits
cA, cA, qcf + B - 5-hits
cA, cA, qcf, qcf + P - 9-hits
cA, cA, qcf, qcf + K - 12-hits
cA, cA, qcf, qcf + P (DC), qcb, qcb + E - 16-hits
cB, cB - 2-hits
cB, cB, df + D - 4-hits
cB, cB, qcf + B - 5-hits
cB, cB, qcf, qcf + P - 9-hits
cB, cB, qcf, qcf + K - 12-hits
cB, cB, qcf, qcf + P (DC), qcb, qcb + E - 16-hits
cB, cB, cB - 2-hits
cB, cB, cB, qcf + B - 6-hits (C)
cB, cB, cB, qcf, qcf + P (DC), qcb, qcb + E - 17-hits
cB, cB, sB - 3-hits
sA, sA, sA, qcf + B - 6-hits
sA, sA, sA, qcf, qcf + P - 10-hits
sA, sA, sA, qcf, qcf + K - 13-hits
sA, sA, sA, qcf, qcf + P (DC), qcb, qcb + E - 17-hits
sA~sC, df + D - 4-hits
sA, sC, qcb + A - 3-hits
sA, sC, qcb + A (SC), qcf, qcf + P - 10-hits (C)
sA, sC, qcb + A (SC), qcf, qcf + K - 13-hits (C)
sA, sC, qcb + A (SC), qcf, qcf + P (DC), qcb, qcb + E - 17-hits (C)
sA, sC, qcf + B - 5-hits
sA, sC, qcf + D - 6-hits
sA, sC, qcf + D, d + D, D, D - 7-hits
sA, sC, qcf + D, d + D, D, D, D - 9-hits
sA, sC, qcf + D (2), d + D, df + D - 6-hits (C)
sA, sC, qcf + D (2), d + D, qcf + B - 6-hits (C)
sA, sC, qcf + D (2), d + D, qcf, qcf + P - 11-hits
sA, sC, qcf + D (2), d + D, qcf, qcf + K - 15-hits (C)
sA, sC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E - 18-hits
sA, sC, qcb + B - 4-hits
sA, sC, qcf, qcf + P - 9-hits
sA, sC, qcf, qcf + K - 12-hits
sA, sC, qcf, qcf + P (DC), qcb, qcb + E - 16-hits
sB, qcf + B - 4-hits
sB, qcf, qcf + P - 8-hits
sB, qcf, qcf + K - 12-hits
sB, qcf, qcf + P (DC), qcb, qcb + E - 15-hits
sC, qcb + A - 2-hits
sC, qcb + A (SC), qcf, qcf + P - 9-hits
sC, qcb + A (SC), qcf, qcf + K - 12-hits
sC, qcb + A (SC), qcf, qcf + P (DC), qcb, qcb + E - 16-hits (C)
sC, qcb + B - 3-hits
sC, qcf + B - 4-hits
sC, qcf + D - 5-hits
sC, qcf + D, d + D, D, D - 6-hits
sC, qcf + D, d + K, K, K, K - 8-hits (C)
sC, qcf + D (2), d + D, df + D - 5-hits (C)
sC, qcf + D (2), d + D, qcf + B - 5-hits
sC, qcf + D (2), d + D, qcf, qcf + P - 10-hits
sC, qcf + D (2), d + D, qcf, qcf + K - 14-hits (C)
sC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E - 17-hits
sC, qcf, qcf + P - 8-hits
sC, qcf, qcf + K - 12-hits
sC, qcf, qcf + P (DC), qcb, qcb + E - 15-hits
far sC, sC, qcb + A - 3-hits (C)
far sC, sC, qcb + A (SC), qcf, qcf + P - 10-hits
far sC, sC, qcb + A (SC), qcf, qcf + P (DC), qcb, qcb + E - 17-hits (C)
far sC, sC, qcb + B - 3-hits
far sC, sC, qcb + B - 4-hits (C)
far sC, sC, qcf + B - 5-hits (C)
far sC, sC, qcf + D - 6-hits
far sC, sC, qcf + D, d + K, K, K - 7-hits
far sC, sC, qcf + D (2), d + D, df + D - 6-hits (C)
far sC, sC, qcf + D (2), d + D, qcf + B - 6-hits
far sC, sC, qcf + D (2), d + D, qcf, qcf + P - 11-hits
far sC, sC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E - 18-hits
cC, qcb + A - 2-hits
cC, qcb + A (SC), qcf, qcf + P - 9-hits
cC, qcb + A (SC), qcf, qcf + K - 12-hits
cC, qcb + A (SC), qcf, qcf + P (DC), qcb, qcb + E - 16-hits (C)
cC, qcb + B - 3-hits
cC, qcf + B - 4-hits
cC, qcf + D - 5-hits
cC, qcf + D, d + D, D, D - 6-hits
cC, qcf + D, d + K, K, K, K - 8-hits (C)
cC, qcf + D (2), d + D, df + D - 5-hits (C)
cC, qcf + D (2), d + D, qcf + B - 5-hits
cC, qcf + D (2), d + D, qcf, qcf + P - 10-hits
cC, qcf + D (2), d + D, qcf, qcf + K - 14-hits (C)
cC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E - 17-hits
cC, qcf, qcf + P - 8-hits
cC, qcf, qcf + K - 12-hits
cC, qcf, qcf + P (DC), qcb, qcb + E - 15-hits
in air, d + D, D, D, D, qcf, qcf + K - 13-hits (C)
jB, d + K, K, K, K - 3/4-hits
jB, d + K, K, K, K, K - 5-hits (C)
jB, d + D, D, D, land, qcf + B - 5-hits (C)
jB, d + D, D, D, land, qcf, qcf + P - 10-hits (C)
jB, d + D, D, D, land, qcf, qcf + K - 14-hits (C)
jB, d + D, D, D, land, qcf, qcf + P (DC), qcb, qcb + E - 17-hits (C)
short jump C, cB, cB, qcf + B - 7-hits
short jump C, sA, sC, qcf + D (2), d + D, qcf, qcf + K - 17-hits (C)
short jump C, cC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E -
19-hits
short jump C, sA, sC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E -
20-
hits
jD, sA, sC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E - 19-hits
qcf + A, cB, qcf + B - 7-hits (C)
qcf + A, sA, sC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E -
21-hits (C)
qcf + A, qcf, qcf + P - 10-hits
qcf + A, qcf, qcf + P (DC), qcb, qcb + E -17-hits
cX D, sA, sD - 4-hits

------------------------------------------------------------------------------
COUNTER HIT Combos
------------------------------------------------------------------------------
jCD, jCD - 2-hits
jCD, sCD - 2-hits
jCD, df + D - 2-hits
jCD, qcf, qcf + K - 11-hits
jCD, d + K, K, K, K, K - 4-hits (C)
jCD, qcb + B - 3-hits
jCD, qcb + B - 4-hits (C)
jCD, qcf + D - 2-hits
jCD, qcf + D - 5-hits (C)
sCD, qcf + B - 3-hits
sCD, qcb + B - 3-hits
sCD, qcf, qcf + P - 8-hits
sCD. qcf, qcf + K - 12-hits
sCD, qcf, qcf + P (DC), qcb, qcb + E - 15-hits
qcb + A, qcf, qcf + K - 12-hits (C)

------------------------------------------------------------------------------
Quick-Shift Combos
------------------------------------------------------------------------------
Jenet- short jump C, sA, sC, qcf + D (2), d + D, qcf, qcf + P (QS Oswald),
df + A, qcb + B, sA/D, - b, f, b, f + E - 68-hits (C)
Jenet- short jump C, sA, sC, qcf + D (2), d + D, qcf, qcf + P (QS Kula), qcb +
B, f + B, sA, qcb, qcb + E - 32-hits (C)
Jenet- short jump C, sA, sC, qcf + D (2), d + D, qcf, qcf + P (QS K'), air qcb
+ B, u, qcb + B x3 - 17-hits (C)
K'- short jump C, sC (1), f + B, qcf + C, qcb + D, qcf, qcf + B (QS Jenet),
qcf, qcf + K - 22-hits (C)
Duo Lon- short jump D, cA, qcf + A, f + B, qcb + C, cA, qcf + A x2 (QS Jenet),
jD, cC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E - 26-hits
Kyo- short jump C, sC, f + B, qcf + C, hcb + C (QS Jenet), jD, sA, sC, qcf + D
(2), d + D, qcf, qcf + P (DC), qcb, qcb + E - 24-hits
Kyo- short jump C, sC, f + B, qcf + C, hcb + C (QS Jenet), jD, sA, sC, qcf + D
(2), d + D, qcf, qcf + P/K (QS Ash), A~B~C~D, d, u + B x2, b + D, d, u + B x2,
b + D, d, u + B x2, b + D, d, u + Bx2 - 28/34-hits (C)
Maxima- cX C, sD, f + A, qcf + C x2 (QS Jenet), jD, sA, sC, qcf + D (2),
d + D, qcf, qcf + P (DC), qcb, qcb + E - 25-hits
Jenet- short jump C, sA, sC, qcf + D (2), d + D, qcf, qcf + P (QS Duck), in
air, hcb, hcb + E - 22-hits
Duck- cA, sB, f + C, d, d + CDE, qcb, qcb + B (QS Jenet), qcf, qcf + K -
18-hits (C)
Duck- short jump D, cA, cA, sB, f + C (QS Jenet), jD, sA, sC, qcf + D (2), d +
D, qcf, qcf + P (DC), qcb, qcb + E - 24-hits
------------------------------------------------------------------------------


==============================================================================
VII. Strategies
==============================================================================

-------
OFFENSE
-------
Being one of the fastest characters in the game, you can be assured that
B.Jenet is all rushdown. You'll be using The Hind (qcf + D) a lot of the
times. This move ensures that you keep up the pressure while cancelling into
Harrier Bee (in air, d + D). This will keep the rushdown going and at the
sametime, Give you frame advantage while landing. Incorprating poke strings
after a blocked qcf + D (2), d + D is essential. This can create opening that
you didn't have before. Her short jump C is her primary jump attack, unless
you're close to the opponent, use short jump D. Short jump D is very abusive
in the corner and can stress a lot of pressure. Her Gulf Tomahawk can be used
while the opponent is blocking low, this way it funcutions as a overhead
attack. Her crouching B is very abusable when close enough. This attack can
set up qcf + B, DM, or a potential poke string when blocked. As for crouching
strongs, I'd stick with crouch C, because it's faster than crouch D. Plus you
can combo from it. Crouch C is often used after quick shifting. At times your
character may push the opponent out of the distance to use standing attacks.
This way, you can quick shift in with jumping D, into crouch C, qcf + D.
You'll be using her Combination A (sA, sC) for a lot of combos and what not.
The string does more damage then a regular sC/D.

-------
Defense
-------
This is something that Jenet somewhat lacks. But she has certain moves that be
used for defensive purposes. Her standing E button attack is really good. So
good in fact that you can spam it to hell from afar. Also, if the opponent is
jumping towards you as you are using the E button, you can cancel out of the E
button animation into her Gulf Tomahawk (qcb + K). Gulf Tomahawk is a great
anti-air against normal jump ins. Most of the times, qcf + D (2), d + D can
get you out of trouble. If you do get locked down somehow, use Guard Knockdown
Attack (while blocking, E) following with qcf + D (2), d + D to advance closer
to the opponent or Buffrass (qcf + C) to stall them on wake up. Also remember
that saving shift is there if you need it. Some characters can even combo
after being safed (Kula).

-------------------
Poke Attack Strings
-------------------
Bonne Jenet has several strings which can keep the opponent at bay. Her
strings are based on how she gets to the opponent, with using Harrier Bee
dive, qcf + D(2), d + D or running / short jumping towards them with a jC/D.
This will INCREASE your Power Gauge for Power Stocks. Here's a list of the
following poke strings.

cB, walk up and throw
cB, cB, step f sA, qcb + A (OLD MotW string)
cB, cB, step f sA, qcb + B
cB, cB, step f sA, qcf + D, d + D
cB, cB, step f sA, short jump  d + D, D, delay D, delay D, delay D
cB, walk forward sA x3
cB, cB, qcb + B
cB, cB, sE, qcf + D (2), d + D (only on standing opponents)
cB, sA, sE, qcb + C
cB, cB, short jump straight up, d + D, D, delay D, delay D
cB, cC, qcf + D (2), d + D, cB, sA, qcb + A
cB, sC, sA (cancel), air d + D, D, D, D
cB, sC, sA (cancel), short jump C, cC, qcf + D (2), d + D
cB, sC, sA (cancel), short jump E, d + D, D, D
cB, sC, sA (cancel), short jump D, sC, sA, jump d + D, cC, qcf + D (2), d + D
sA, sC, qcf + D (2), d + D, cC, qcb + B
sA, sC, qcf + D (2), d + D, far sC, sA (cancel), short jump D, cC, qcf + D
(2), d + D
sA, sC, qcf + D (2), d + D, cB, cB, sA, qcb + A (corner)
sA, sC, qcf + D (2), d + D, cB, walk up and throw (corner)
sA, sC, qcf + D (2), d + D, cC, qcf + D (2), d + D, cB, sA, qcb + A (corner)

Note: You can add another cB on the cB, sC, sA chain, but only on characters
who are crouch blocking.

-----------------------
Bread and Butter Combos
-----------------------
A list of MUST LEARN B&B Combos!

cB, cB, qcf + B
cB, cB, cB, qcf, qcf + P (third cB in not nesscessary)
sA, sC, qcf + D, d + D, D
sA, sC, qcf + D (2), d + D, D, D, D, D (corner)
sA, sC, qcf + D (2), d + D, qcf, qcf + P
sA, sC, qcf + D (2), d + D, qcf, qcf + P (DC), qcb, qcb + E
sA, sC, qcf + D (2), d + D, qcf, qcf + K (corner)

Note: All the combos that start with sA, sC, can be done with sC alone.

----------
Recovering
----------
When Jenet is knocked down, you have a few options as the opponent advances.
Using qcf + D is quite risky because of the start up leap, but the moajority
Of the time players will just block it on impact. Plus the fact you can
Harrier Bee out of it is a plus. Aurora is another good one, and if it's
blocked on the first hi, you can quick shift to avoid damage. Back dashing
also works, since you have breif invinciblity frames. Plus you can get out of
throw set ups this way. Finally, you can use her LDM Counter, if you know the
opponent is gonna try to attack while you wake up.

---------
Anti-Airs
---------
-stand D-
This can snuff short jumps and some rush type attacks.

-stand E-
This can catch opponents both normal and short jumps. Plus you can immediately
cancel out of the attack with a special moves. Works wonders if it registers
as a COUNTER HIT.

-Aurora-
Most of the time you can catch the airborne opponent with this desperation
move. It can catch both normal and short jumps.

-Gulf Tomahawk-
A great anti-air against normal jumps. The recovery time is also good as well.

----------
Air-to-Air
----------
-jumping B-
Her best air-to-air attack. Wins almost all the time in air battles. Plus you
can cancel Harrier Bee out of it.

-jumping E-
Pretty good, but doesn't stay in the air too long. You can also cancel this
attack into Harrier Bee as well.

----------------
Cross Up Attacks
----------------
-jumping B-
Probably her best cross up to use. It can cross up while shorting against
satnding characters, as well as crouching ones. You can also cancel this
attack into her Harrier Bee.

-jumping D-
This works great as a normal cross up attack. However, you can use it as a
short jump cross up on crouching opponents. Also, after doing a throw out of
the corner, you have enough time to cross up the opponent with jumping D,
while they are recovering. This is another old Garou MotW tactic.

-------
Baiting
-------
Another way to have the opponents come to you is to bait them out with
attacks. Just do a series of random attacks to have them confused enough to
come right to you.

Example 1: cB, cB, sE, qcf + C, sE, qcf + D, d + D
Example 2: b, b, f, f, b + AB, sE, qcf + C, b, b, d + D
Example 3: sE, sE, qcf + C
Example 4: b, b, d + D, b, b, d + D, b, b, d + D, cB, sE

You can also bait out wake up attacks. Just run / advance towards the opponent
while they wake up, then as they perform their move, start to backdash. This
will leave the opponent opened for a mistake punisher attack. Whatever you
throw out at the down opponent is entirely up to you. For instance, throwing
out jabs works well.

-------
Running
-------
Running is a another part in Jenet's offensive game. Using it when you
knockdown the opponent with stand E can be very effective. You can run and use
qcb+ P to zone out the opponent, or qcb + B to catch them off guard. Running
with sC is good against characters without relatiation moves. If sC links or
not, end it with qcf + D (2), d + D or just qcb + A. Also, be ready to break
throws too. You may also use poke attacks like running far standing A / E. At
least this puts you in a safe position. If you anticipate an attack while
running, you may roll and retaliate. Running and jumping D sets up a potential
cross up attack. Just running and doing a jumping D into a sA / sC is good
enough. The biggest factor of running with me, is that it sets up you short
jump attacks. This is something you'll understand as time goes on. You can
follow up with stuff of your own.

--------
Pressure
--------
-Combination A- (stand A, stand C)
You're going to use this command the most. Linking it into qcf + D, d + D is
essential for pressure. This way you land and keep on continuing with pressure
strings.

-The Hind- (qcf + D, d + D)
After following up with qcf + D, you should be prepared to use Harrier Bee.
From there on you can branch into what ever strings you can think of.

-Buffrass- (qcf + P)
If you throw this projectile when the opponent is knocked down and corner, you
can follow up with more attack strings. A good example would be doing it after
a cornered Aurora.

-Quick Shift-
If you know you're about to break someones guard, be sure to branch off with
another character to increase the CRUSH. Smart players on the other hand won't
think twice for using their Saving Shift or Guard Knockdown Attack.

---------------------
Building Power Stocks
---------------------
Aside from attacks strings, there at least 2 ways to build up power stocks.

-Buffrass- (qcf + C)
If you distance yourself from the opponent or knock them down, you can throw
out Buffrass. The easiest way of throwing out Buffrass safely would have to be
AFTER a throw. You can also throw it from full screen distance, if the
opponent is no where near you. The only drawback with this is that it most
make contact with the opponent. If that fails to happen, you're only getting
about a pixel of meter.

-The Hind- (qcf + D, d + D)
This is probably the best and safest way to get meter. Since it counts for two
moves by adding the Harrier Bee follow up, along with the whatever you just
canceled The Hind into, you'll get meter in no time.

-back dash Harrier Bee- (b, b, d + D)
Doing this over and over again while you're not being approached, can get you
some meter pretty fast. You can also bait the opponent to come near you with
this as well. If you do the B version and get at least 2 kicks off, then
you'll get more meter then just doing back dash Harrier Bee repeatedly. In the
end, Harrier Bee gives out the most meter.

---------------
Playing It Safe
---------------
-The Hind- (qcf + D, d + D)
I think I've stated this several time in the FAQ. You completely safe when
doing this move. Your given frame advantage after the Harrier Bee dive. So you
should know by now that if on a blocked stand C, you should qcf + D, d + D,
into whatever your heart desires.

-Quick Shift-
You can use this to get out of a mess that you created. Like using it
immediately after Aurora is blocked.

-Pokes- (far standing A / E)
Poke attacks can be used for both offense and defense. Far standing A is a
Safe attack. It's also her best zoning normal attack IMO. Far standing E is
the type of attack that should be used for zoning, or a run and poke tactic.
Just go with whatever one is comfortable. Far standing E is probably the best
choice, because of it's range, cancelable, and knockdown ability.

------------------------------------
Mind Games after qcf + D (2), d + D
------------------------------------
A nice thing to do when you hit qcf + D (2), d + D in the corner is doing mix-
ups! What you do is hit with qcf + D (2), d + D then stand A/C. With
connecting with stand A/C, you're able to CANCEL into ANY of her special
moves. This tricks the opponent when they land and recover from the stand A/C
juggle. Here's some set-ups examples.

sA, sC, qcf + D (2), d + D, sA, sC, throw
sA, sC, qcf + D (2), d + D, sC, qcf + D, d + D, short jump D, sA, sC, etc.
sA, sC, qcf + D (2), d + D, sC, short jump C/D, sA, sC, qcf + D, d + D, etc.
sA, sC, qcf + D (2), d + D, sC, jump d + D, D, delay D, delay D, D
sA, sC, qcf + D (2), d + D, sD QS Oswald, df + A (UNBLOCKABLE)

------
Throws
------
Jenet can get throws off easily by simply "Tick Throwing". Tick Throwing is
done by hitting a opponent with a cA/B, then walk up and throw. While waking
up from a opponent's attack, you can get a throw in. You may do a "FEINT"
short jump, then Tick Throw. You can "WHIFF" jump A towards your opponent.
When the jump A Whiffs, you'll land right next to the opponent and be able to
get a FREE throw in. But you must perform this action close to the opponent.

-------------
MISCELLANEOUS
-------------
-back dash Harrier Bee (d + K, K, K, K, K)-
You can cancel your back dash (b, b) into Jenet's d + K, K, K, K, K.

-Combination C Cancel (far sC, sA)-
Just tapping stand A after far stand C makes the recovery time quicker on
Stand C. This also puts you out of harms way.


==============================================================================
VIII. B.Jenet's Entrance and Winning Poses
==============================================================================

-Entrance 1-
Jenet stares at the opponent with one hand planted on her hip, as she
Scratches her head and says, "An Daru!" ("Ahhh, I'm tired!").

-Entrance 2- Jenet vs. Momoko
Momoko stares in amazement at Jenet's chest with sparkley eyes and both of her
hands covering her mouth as she blushes. Then, Momoko places her hands on her
hips and moves her hips side to side, as she says, "Oppai ya~n! OPPAI YAA~N!"
(Boobs! BOOBS!). Jenet does her normal entrance.

-Entrance 3- Jenet vs. Benimaru Nikaido
Benimaru puts his hand over his face, as one hand is resting on his hip, while
he calmly says something. Jenet does her normal entrance.

-Win Pose 1-
Jenet extends her hands towards the screen, as if she's blowing a kiss, while
saying "Beautiful Victory!".

-Win Pose 2-
Jenet spins around and strikes a guts pose, as the Lilien Knights crew rushes
to her side, while she says, "Viva, Lilien Knights!". Then, they throw her in
the air multiple times, as they all celebrate the victory.

-Tag Out Pose-
Jenet puts both hands near her mouth, and makes a face with her fingers. Then,</pre><pre id="faqspan-2">
she sticks her tongue out at the opponent, while saying, "Beeee...!".

-Time Over Pose-
Stomps her high heel into the ground with a steamed look on her face, while
saying "Boo!".


==============================================================================
IX. Extra Stuff
==============================================================================
COMING SOON!


==============================================================================
X. Updates
==============================================================================
Version 0.5: July 31th 2006
-First Release


==============================================================================
XI. Closing and Credits
==============================================================================
This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify
from the FAQ in anyway. I made this FAQ for people who are interested in
learning him. If you have any contributions, comments, or corrections, feel
free to e-mail me and I'll credit you. I'll update this FAQ soon with more
information. Everything I did on this FAQ is from the best of my knowledge.


I'd like to thank.......
The LORD for blessing me everyday.

Joku for showing me the way SNK with games like The Fatal Fury / King Of
Fighters Series which led me to such a wonderful game that I have in enjoyed
over these passing years. Not even you can forget the countless hours we spent
on KoF'96! Some fun times!

Final Showdown for IMPROVING my Gameplay. Thanks again!

SNK for creating all the wonderful characters in this game. The Future is
Indeed Now!

SNK Playmore for developing King of Fighters XI and keeping SNK "ALIVE"!

My PlayStation 2 and King of Fighters XI. Without them both, this FAQ could
not possible.

Various KOFXI match videos.

James Kuroki, because I borrowed Jenet's move names from his Garou -MotW- FAQ.

http://www.gamefaqs.com for hosting my FAQ along with many other great FAQ's
they have up.

Myself for staying up late at night to get this FAQ done.

And you for taking the time to read this FAQ.


Raul Torrez
Copyrighted (c) 2006