Jet is a close-range powerhouse who excels at pressure with most of his normal moves being very advantageous on block, as well as being able to reset the opponent into a low/high/throw mixup anywhere on the screen. Using his L.G.J. super he can easily carry to the corner. His main weakness lies in the footsie game as he has trouble confirming into damage from longer ranges, and the range on most of his moves is pretty short.
- massive damage potential
- oppressive close-range pressure and powerful mixups
- good corner carry
- no crossup attack
- mediocre damage output outside of close range
- lacks a reliable reversal
| LP |
Standard standing jab. At 3F startup its the fastest normal in Yatagarasu. +2 on block. Hits all crouchers. Chains into sHP
| cr.LP |
This normal is the juice. 5F startup, +5 on block. Very high damage for a light attack (4000). Can't be chain-cancelled and can't be chain-cancelled into. Special and Super-cancellable.
| j.LP |
Jumping elbow. 4F startup.
| LK |
Gut punch. Moves Jet forward slightly, so its range is actually quite a bit better than the hitbox indicates. ±0 on hit, -1 on block, but chains into s.LP
| cr.LK |
Slowish 6F crouching low. +1 on block. Super cancellable.
| j.LK |
Slower than j.LP at 5F, but stays out until landing.
| HP |
Straight punch to the dome. ±0 on block. Super-cancellable.
| cr.HP |
Not as strong as d/f.HK or f.HP but has deceptive range and does good damage.
| j.HP |
Faster startup (8F) and wider hitbox than j.HK, also retracts faster.
| HK |
Short range hook to the gut. 7F startup. -2 On block.
| cr.HK |
8F low. +1 on block. Special and Super-cancellable.
| j.HK |
Slower than j.HP (11F), bigger downwards hitbox.
| 6HP |
This move is the nutter butters. Max damage normal. Hits crouchers. +5 on hit. Links into LP, cr.LP and F.H.J. Super Art.
| 3HK |
Sweep. 15F startup, 1 active frame so juggling with it is difficult at best.
| LP+HP (Overhead) |
Jet's universal overhead. Linkable into c.LP,c.LK and F.H.J. Super Art.
| HP+HK (Unblockable) |
Jet's guard break. +5 on hit, and +14 if it breaks their guard. 1F links into 6HP.
All of Jet's hard versions of his special moves cancel into any of his other special moves, except into 236K. Can only cancel into moves that have not yet been used in the current string, and only up to two times.
| 236P JET Blow |
Dashing uppercut. Pretty long startup and pretty unsafe on block.
| 214P JET Knuckle |
Haymaker. Rather punishable on block. Pretty good move to throw out in order to stop super jumps. During L.G.J, both versions launch on hit. Super-cancelable.
| 236K JET Ducking |
Command dash with a variety of followups. Can't be cancelled into from heavy special attacks. All followups are negative on block. During L.G.J, both versions become much faster and travel further.
| 214K JET Straight |
Short swing blow. A quick dash backwards followed by a move similar to his 6HP. Pretty safe on block.
| 623P JET Upper |
Ducking uppercut. Punishable on block. Launches on hit. Upper-body invincibility for most of the startup. Situationally works as an anti-air. Becomes positive on block during L.G.J allowing for some powerful pressure strings.
| 623K JET Shot |
Quick and annoying overhead strike. All versions are potentially punishable on block if they hit on the first active frame. The HP and EX version have many active frames making them suitable meaty attacks, becoming advantageous even on block if timed properly.
| 236236P F.H.J. |
Single-hit haymaker that deals moderate damage. 2F startup, fully invincible on the first frame only, making it not so good as a reversal. Many active frames, dealing less damage the later it hits. May be linked after a 6HP or cr.HK. Unchanged properties during L.G.J.
| 214214K L.G.J.
Genei Jin! 8f startup, fully invincible for 5f. Improves the speed, recovery and properties of all of his special moves and most of his normals. Movement, dash and jump speed is unaffected. EX moves aren’t available. Grants unlimited juggles until the timer runs out. st.HP and 6HP become special-cancelable. st.LK becomes chain-cancelable into all light attacks (except cr.LP). Can’t cause guard damage to the opponent. Damage decreases slightly the less time remains. Removes the limit on special cancels on special attacks, though you may still only use moves that haven't been used yet in the same string. Reinforcement of this super makes the light versions of his special moves special-cancelable while active.
Basic combos 
JET Ducking juggles