Jeanne (Galactic Battle)

Jeanne () is a newcomer in Super Smash Bros. Galactic Battle. Much like her appearances in the Bayonetta series, Jeanne is Bayonetta's Echo Fighter, sharing the same moveset as her, but with many different things to set them apart.
Like Bayonetta, Jeanne can be switched between her Bayonetta 1 & 2 designs, with the Bayonetta 2 design being the default. Grey DeLisle reprises her role as Jeanne with new voice clips for Galactic Battle.
==How to Unlock==
*Complete Ultimate Style Classic Mode with Bayonetta on 5.5 difficulty or higher.
*Play 300 VS. Matches.
*Get her to join your party in The Galactic Battle.
With the exception of the final task, completing one of the above will lead to Jeanne challenging the player to a battle on Umbra Clock Tower. Defeating her will unlock her for regular gameplay.
==Differences from Bayonetta==
*Jeanne's Wicked Weaves are white and pink rather than black and purple.
*Jeanne wields All 4 One for both costumes rather than having two separate sets of guns.
*Jeanne uses Moth Within rather than Bat Within.
*Jeanne summons Madame Styx for attacks rather than Madame Butterfly.
*Much like the Bayonetta games, Jeanne's attacks deal x1.5 more damage to opponents, but at the cost of receiving x1.5 more damage from them.
*Jeanne's animations, victory poses, and taunts are different from Bayonetta's.
*Jeanne summons Malphas for her Final Smash rather than Gomorrah.
==Moveset==
 	Name 	Description
Neutral attack 	N/A 	Jeanne performs 3 pistol whips (a lunge with her left gun, a back-handed strike with her right, and an uppercut with the left), then performs a barrage of pistol whips, concluded by a thrusting pistol whip. Jeanne will only enter the rapid strike if the button is mashed. The Bullet Arts version of all hits of the combo has her shoot her guns forward, with the exception of the third hit, which shoots forward and upward in a diagonal direction behind herself. Based on Jeanne's Punch + Punch + Punch • Punch (PPP • P) combo from Bayonetta 2.
Forward Tilt 	N/A 	Jeanne performs 3 consecutive kicks (a front kick, a spin kick, and an upward roundhouse kick), the last hit knocking the opponent diagonally upward. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of each strike has her fire her guns at different angles: the first is straight forward, the second is slightly upward, and the third is diagonally upward. Based on Jeanne's Kick + Kick + Kick combo while wielding All 4 One.
Up Tilt 	N/A 	An upwards pistol whip. Hits twice. At low percents, can combo into up air. The first hit has a hitbox slightly above and in front of Jeanne's head that does slightly more damage than on the ground, but it can only hit midair opponents. The Bullet Arts version of this move fires her gun above her. It is based on the delayed punch launcher.
Down Tilt 	N/A 	A sweep kick. The Bullet Arts version of this move fires two guns in front of herself and one behind herself. Based on the final hit of Jeanne's PPK combo while wielding All 4 One.
Dash Attack 	N/A 	The Stiletto: a forward rushing pistol whip. It has noticeable start-up lag. The Bullet Arts version of this move fires her gun in front of herself.
Forward Smash 	N/A 	Uses Wicked Weaves to summon Madama Styx's arm, which is used to throw a punch. It has great horizontal range and Madama Styx's hitbox cannot be reversed. However, it has high ending lag and low priority, making it fairly easy to cancel out. It can be angled slightly upward and downward. The Bullet Arts version of this move fires her gun depending on how the smash was angled: forward if unangled, slightly upward if angled up, and slightly downward if angled down. Based on the final hit of Jeanne's PPP • P combo in Bayonetta 2.
Up Smash 	N/A 	Uses Wicked Weaves to summon Madama Styx's arm, which is used to throw an uppercut. It hits directly in front of Jeanne, and thus leaves her vulnerable from behind and directly above. It has rather noticeable start-up, high ending lag, and low priority, but it is her strongest attack when clean, as it is capable of KOing middleweights around 100%. Madama Styx's hitbox cannot be reversed. The Bullet Arts version of this move fires one gun forward and one upward. It is based on the delayed punch Wicked Weave launcher.
Down Smash 	N/A 	The Heel Stomp; Jeanne stamps her foot on the ground while simultaneously using Wicked Weaves to summon Madama Styx's foot, which stomps shortly after her. There is a hitbox on Jeanne's leg that leads into the main hitbox. It can meteor smash opponents that are either on the edge or in midair, making it a potent edge-guarding option. Like up smash, it only hits in front of her, has high ending lag and low priority, but has considerable vertical range. Madama Styx's hitbox cannot be reversed. Oddly, the Bullet Arts version of this move fires the guns on her feet downward into the ground, making it useless except for opponents directly touching her front or back.
Neutral Aerial 	N/A 	A spinning roundhouse kick. It hits around Jeanne and continuing the input for the Bullet Arts version has her continue to spin for a few seconds. It has very good coverage, as it can hit opponents adjacent and/or below her. The Bullet Arts version of this move fires her guns to her sides both horizontally and diagonally below her. It is based on the aerial Bullet Climax in Bayonetta.
Forward Aerial 	N/A 	Jeanne performs 2 pistol whips (a straight with her left, and a backhanded strike with her right), and a downward-arc spin kick. Functions like a neutral attack, requiring further inputs to continue the combo. The Bullet Arts version of this move fires in front of her for the first two hits, while the third hit fires three guns downward (two of them being slightly diagonal) and one upward. Based on Jeanne's aerial PPK combo while wielding All 4 One.
Back Aerial 	N/A 	A high-angle back kick. The Bullet Arts version of this move fires one gun behind her at an upward angle. Based on the second hit of Jeanne's aerial PK combo while wielding All 4 One.
Up Aerial 	N/A 	A bicycle kick. Very fast. Can combo from Witch Twist at low percents. The Bullet Arts version of this move has her fire her guns, whilst she performs a modified version of the Aú Aberto, one of many cartwheeling kicks in Capoeira. While this version deals less damage, it provides excellent coverage that covers wide areas around her, making it useful for edge-guarding and dealing additional damage. It is based on the kick launcher in Bayonetta.
Down Aerial 	N/A 	A split-legged axe kick. A stall-then-fall with low duration and ending lag, which allows her to safely recover afterward if used off-stage. It is a meteor smash when hitting with her heel, while its landing hit has extremely high knockback, both of which make it a viable, but punishable KOing option overall. Can be used after her special move combos to catch opponents who attempt to punish her increased landing lag. The Bullet Arts version fires one gun from her heel forward, but only upon landing. It is based on Jeanne's standard aerial kick in Bayonetta 2.
Grab 	N/A 	Reaches out, with her hand emanating pink Umbran Magic.
Pummel 	N/A 	The Slap Punish Attack. It has average speed but is unique in that it consists of two hits per input. As a result, it is possible for the opponent to break free in the middle of the pummel, and thus miss the second hit entirely.
Forward Throw 	N/A 	The Tetsuzanko, a technique based on the tie shan kao[3] used in Bajiquan. It is her strongest throw. She occasionally says "十年早いんだよ! (Ten years too early!)", even in the English version of the game. The quote is a reference to Akira Yuki's famous quote in the Virtua Fighter series and is said occasionally by Bayonetta herself in Bayonetta.
Back Throw 	N/A 	A jumping roundhouse kick. Possibly based on the final hit of her PPPK combo while wielding All 4 One.
Up Throw 	N/A 	An outside crescent kick. A good combo starter that can lead into Witch Twist or up aerial until medium to high percents. The pose Jeanne assumes afterward is based on the final hit of her PPK combo while wielding All 4 One.
Down Throw 	N/A 	Stomps the opponent into the ground. Based on the final hit of Jeanne's PPPKKK combo while wielding All 4 One.
Neutral Special	Bullet Climax 	Fires bullets at a slight angle. When held, Jeanne instead fires Charge Bullets, which are stronger but only active during the first four shots. The move can be canceled by shielding or rolling, but only when fully charged. Due to its angle, it is useful for edge-guarding and hindering aerial approaches. Jeanne alternates between two animations while charging and firing for each time she uses Bullet Climax: either she stands in a semi-crouching position and fires the guns in her hands, or she does a handstand and fires the guns on her feet. Both function identically, although Kirby's Copy Ability fires from noticeably different heights. This move takes inspiration from the Bullet Climax and Charge Bullet techniques from Bayonetta and Bayonetta 2, respectively.
Side Special 	Heel Slide 	A kick that functions differently when used on the ground or in midair.
Heel Slide: On the ground, she performs the Heel Slide. If the button is held, Jeanne will then follow it up with an aú aberto. She will also fire the guns on her feet as she slides. It is her primary combo starter, due to the follow-up kick launching the opponent upward. If the first hit is shielded, however, she will not transition to the aú aberto. She will also be under considerable endlag, leaving her open to punishing.
After Burner Kick: In the air, she alternately performs the After Burner Kick, which can be performed twice in a row as long as the first kick connects. If shielded, it can't transition into another After Burner Kick. It can be angled downward by two different methods: holding the control stick down before inputting the move (moving the stick in a quarter-circle), or by flicking the control stick down as soon as the move is inputted, but before the move comes out. The second method takes strict timing: if not correctly, she will end up doing the standard After Burner Kick. If the button is held for the standard version, Jeanne will fire the guns on her feet (one slightly upward, and one slightly downward). Both versions of After Burner Kick are her primary aerial follow-ups. All based on the individual techniques from the Bayonetta games, with minor differences.
Up Special 	Witch Twist 	An ascending, corkscrew pistol-whip. It hits multiple times but covers minimal vertical distance and extremely minimal horizontal distance, similarly to Rising Uppercut. Despite this, Witch Twist is still a very useful recovery option, as using it after a jump allows Bayonetta to use her double jump, and then use another Witch Twist. Holding the button has Jeanne fire her guns from her hands and feet; hitting anyone directly above or below, to her sides, and slightly diagonally under her. Based on the technique of the same name from Bayonetta, as well as a variation from Bayonetta 2 known as Witch Strike; the ability to hold guns are taken from the former, but lacks the dodging spinning kick at the start. Otherwise performs identically to the latter, including the ability to use a second one after a double jump.
Down Special 	Witch Time 	Uses her magic to slow down time around an opponent who attacks her. Its duration is dependent on several factors: the opponent's damage (more damage = longer duration), Bayonetta's damage (more damage = shorter duration), frequency (using Witch Time too often will decrease the duration), and the strength of the attack that initiates Witch Time (the stronger the attack is, the longer the opponent is slowed down). However, if Witch Time is activated too late, then Moth Within is activated instead. Moth Within teleports Jeanne in any direction, but unlike in the Bayonetta series, it halves the damage received, rather than negating it. Based on the same ability from the Bayonetta games, albeit only slowing down the attacking opponent as opposed to all opponents.
Final Smash 	Infernal Climax	Activates Witch Time to affect the whole stage. While this effect is active, Jeanne has a limited time to deal with damage to her opponents in order to fill up the Climax Gauge. The Climax Gauge will also fill itself up slowly. Once it is filled, she has to deal knockback to any opponent before a cutscene occurs. The cutscene consists of her using her hair as a conduit to summon Malphas, who then damages any opponents suffering hitstun from Bayonetta's attacks by chomping them four times before they are launched with set knockback. The attack button can be mashed during the attack to fill a second Climax Gauge that deals an additional 15% after the cutscene. Once the cutscene ends, anyone with 100% or more will be instantly KO'd. Anyone below 100% will take an additional 10% as the Final Smash ends.
==Other Animations==
Animation 	Description
On-Screen Appearance 	Emerges from her Bat Within form while surrounded by the Umbra Witches' symbol, then proceeds to wield her guns.
Taunt 1 	Points out her guns, and says, "What's the matter sweetie? Afraid of something, are you?"
Taunt 2 	Places her hand on her chin, and says, "Such a disappointment."
Taunt 3 	
Star KO 	Yells out, "No, this isn't how things are supposed to end!" before disappearing.
Screen KO 	
Character Selection Screen	
Crowd Chant 	"Jeanne, Jeanne, Jeanne!"
Victory Pose 1 	Points her guns at the camera before saying, "I will die before I allow the Umbra to vanish from this world!"
Victory Pose 2 	
Victory Pose 3 	
==Role in The Galactic Battle==
==Role in Classic Mode==
Jeanne will appear as an opponent in the 3DS, Wii U, Ultimate, and Galactic Battle styles of Classic Mode. She can also appear as a random ally in all of the other variations of Classic Mode.
===Wonderful Frenemies===
Jeanne's Ultimate style Classic Mode is named, Wonderful Frenemies, and features Father Balder as the final boss with Bayonetta as an ally. Jeanne's opponents are all characters that have rivalries much like her and Bayonetta's, while also having worked together at some points. Her penultimate battle is against Bayonetta before the bonus round. Bayonetta is also an ally in all battles save for the final one.
Round	Opponent(s) 	Stage
1 	Sonic & Shadow 	City Escape
2 	Mario & Wario 	Greenhorn Ruins
3 	Snake & Liquid Snake	Shadow Moses Island
4 	Fox & Wolf 	Lylat Cruise
5 	Palutena & Medusa 	Palutena's Temple
6 	Bayonetta 	Umbra Clock Tower
N/A 	Bonus Round 	N/A
Final	Father Balder 	Final Destination
==Alternate Costumes==
Image	Color	Notes
 	 	
==Fighter Spirits==
Jeanne's Fighter Spirits can be obtained by completing Classic Mode. They are also available periodically for purchase in the shop for 500 coins. Unlocking Jeanne in The Galactic Battle allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Galactic Battle.
Additionally, her enhanced form, Cutie J, appears as a Primary Spirit.
Jeanne Bayonetta 2 render.png|Jeanne's Classic Mode Spirit
Jeanne-2-jeanne-bayonetta-21116558-1082-780.png|Jeanne's Alternate Spirit
File:Cutie_J_Spirit.png|Cutie J's Spirit
==Trivia==
*Jeanne is the second fighter within the Super Smash Bros. Series to speak a full line during her Star KO. She shares this trait with Pit, who was the first character in the series to speak a full line during his Star KO in Ultimate.
Category:Echo Fighters
Category:Bayonetta (series)
Category:Super Smash Bros. Galactic Battle