From Dustloop Wiki
Jump to: navigation, search
DBFZ Janemba Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Zoning, Unorthodox
Team Role


Born from the body of a worker in the Other-World being possessed by escaped souls from the Soul Cleansing machine, Janemba is a heartless demon with a similar personality to Kid Buu, as well as similar powers. Janemba's base form (a large, yellow creature which appears in his intro sequence) is similar to Majin Buu, as a childish yet Godly powerful warrior. Janemba has the ability to bend reality to his will, as he did with Hell, and in his super form (the form he takes in FighterZ), he can change a small rock into a giant pillar, or a small toy into a sword. He is also capable of changing his body at will, such as change into cubes to teleport, or create portals for individual parts of his body. Janemba was defeated by Super Gogeta, the fusion of Goku and Vegeta, and was only defeated due to Gogeta's overwhelming power, allowing the Other-World workers to restore Hell to its normal state.

In Dragon Ball FighterZ, Janemba is an unorthodox zoner-like character, who has very strong pressure and long ranged tools to manipulate the match to his will, and make the opponent guess several times of where he might show up next to hit them.


Strengths Weaknesses
  • Incredibly strong keepaway game, can easily beat out ki blasts with 236X and has many strong tools for long range play.
  • Very powerful range with his normals and specials, while they can be a bit slow they are very easy to use due to the disjoints on his sword moves. His other normals are very strong as well.
  • 214S/236S are very strong options for escaping pressure - while they can be beaten out easily, they are still strong for escaping pressure and whiff punishing them can be difficult.
  • Can get SKD off of Superdash with j.2M. This gives Janemba a lot of momentum.
  • 236HS automatically drags the opponent to the corner, giving Janemba a great way to start corner pressure.
  • j.214x series allows for lots of oki setups.
  • Teleports, through either autocombo or 214S/236S, allow Janemba to set up a lot of tricky mixups on snapped opponents, especially with the right assists.
  • His assist can enable a lot of characters to get big damage or air Dragon Rush, due to it tracking.
  • 22S forces opponents to stop using projectiles and assists during neutral, as on successful counter can either get a combo or start pressure
  • Huge hitbox, allows him to get fuzzied very easily.
  • Assist is very mediocre, and while it does open up a lot for characters to get SKD, it also is hard to use in pressure due to it being ki blasts and for general neutral play, making it exclusively a combo assist.
  • Somewhat slow in terms of his moves, making it hard for him to get set up sometimes.
  • His escape option in teleports, while good, can get a bit predictable after a while, and can easily be beaten out by superdash. This makes it hard for Janemba to get out of some pressure situations, as it can be very easy for the opponent to simply beat out his escape option and start it all over again.

Normal Moves[edit]

DBFZ Janemba 5L.png
Knock on teh skull
DBFZ Janemba 5LL.png
eSports normal
DBFZ Janemba 5LLL.png
*teleports behind u*
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 - - -3
  • Just a jab
5LL 700 All - 11 - - -8
  • Ground bounces like Bardock
  • Also boasts an incredibly large, Bardock-like hitbox
  • Looks like a Bardock attack
  • Feels like a Bardock attack
  • Is pretty much Bardock's attack
5LLL 850 / 600*2 All U3+ 36 - - -11
  • Teleports forward. Only hits if he crosses over.
  • Switches sides on hit.

DBFZ Janemba 5M.png
A normal football kick.
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 13 - - -5
  • Good range, moves Janemba forward.
  • Good for staggers, always spaces perfectly for 2L to connect on block.

DBFZ Janemba 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 17 - - -12
  • Deflects Ki blasts like other sword normals.
  • Any normal > 5H is NOT a true blockstring.

DBFZ Janemba 5S.png
Ls aren't the only thing being handed out
Damage Guard Smash Startup Active Recovery Frame Adv.
300*4 All - 22 - - -21
  • 5S, 2S, j.S are similar and has some limited tracking.
  • Hold or mash S to shoot all 4 Ki blasts.
  • Can controls where he shoots with GG5.png GG1.png GG3.png GG6.png
  • Without inputs, the order is 5316.
  • 5 and 6 ground bounces airborne opponent.
  • Last Ki blast ground bounces even grounded opponent if it's 5 or 6, pops up grounded opponent if it's 1 or 3.

DBFZ Janemba 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 7 - - -3
  • Basically Cooler's 2L, exchanges the low property for huge range.
  • Really good for staggers due to its reach.
  • Longer range than 5L, therefore more common after a teleport.

DBFZ Janemba 2M.png
Janemba breaks it down
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 11 - - -11
  • Janemba's only low.

Janemba's core mixup doesn't really revolve around his 2M because it's so slow. Your main mixups are with teleports, but 2M will almost always be your most damaging starter.

DBFZ Janemba 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 14 - - -18
  • Anti-air. Deflects Ki blasts.
  • Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic.
  • Bad in combos because of the low horizontal range.

DBFZ Janemba 2S.png
6DD > 2DD
Damage Guard Smash Startup Active Recovery Frame Adv.
300*4 All - 26 - - -
  • Slightly floats off the ground.
  • Cancellable from 5S.
  • Unlike 5S and j.S, can't control the first Ki blast's direction.
  • No input order is 1536.
  • Can be cancelled into 2M for a sliding knockdown.

DBFZ Janemba 6M.png
Almost a poke
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Sword normal overhead.
  • Deflects Ki blasts.

DBFZ Janemba jL.png
Sock it to 'em
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 7 - - -
  • Good range for a j.L.
  • Has enough priority to beat superdashes.
  • Slightly slower than average.

DBFZ Janemba jM.png
The true demon is my IAD crossup
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 11 - - -
  • Your most common jump-in.

j.M is forced to take the spotlight because of how bad j.H is. All things accounted for, it still has strong frame advantage if your opponent blocks it and it is really good for crossups.

DBFZ Janemba jH.png
Charlotte's j.H
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 15 - - -
  • Deflects Ki blasts.
  • Halts momentum and ground bounces grounded opponent.
  • Use j.L or j.M for IAD overhead instead.

Huge hitbox. Despite it being like Hit's j.H it still has uses, especially in 2H Smash combos, as it is easier to set up j.214x oki with this move due to being able to special cancel it. It's not the best in neutral but it can be somewhat useful in the corner to keep your opponent in place, although this is tricky.

DBFZ Janemba jS.png
j.5DD > j.6DD
Damage Guard Smash Startup Active Recovery Frame Adv.
300*4 All - 22 - - -
  • 5S but in the air.
  • Freezes momentum.

DBFZ Janemba j2H.png
Kokonoe rang, she wants her j.C back
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 11 - - -
  • Gigantic wall bounce.
  • Deflects Ki blasts.
  • Moves Janemba backwards

Special Moves[edit]

Shadow Kick[edit]
Shadow Kick
DBFZ Janemba j2M.png
Footdive without the diving.
Damage Guard Smash Startup Active Recovery Frame Adv.
900 High D1 25 - - -
  • Tracking overhead that causes sliding knockdown on Smash hit.
  • Janemba teleports to the ground on hit. This makes frame advantage the same regardless of where you use it.

Demonic Blade[edit]
Demonic Blade
236L/M/H (Air OK)
DBFZ Janemba DemonicBlade.png
DBFZ Janemba DemonicBlade2.png
Michael Sword!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Ridiculous range, deflects Ki blasts.
Ground L 1100 All - 15 - - -9
Air L 1100 All - 15 - - -
  • Reaches about half screen, no step forward.

Faster AND safer than a beam.

Ground M 1200 All U1+ 19 - - -9
Air M 1200 All U1+ 19 - - -
  • Wall bounces.
  • Ground version takes a step forward before attacking.
Ground H 1300 All U1+ 16 - - -9
Air H 1300 All U1+ 15 - - -
  • Bigger wall bounce.
  • Range inbetween 236L and 236M

Mystical Arm[edit]
Mystical Arm
DBFZ Janemba MysticalArm.png
Thanks for the command grab, Piccolo
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1200 Throw U1 25 - - -
  • Always causes sliding knockdown.
M 1250 Throw U1 28 - - -
  • Wall bounces on Smash hit, SKD on non-Smash.
  • In the corner, can be followed up with 2M.
H 1300 Throw U1 25 - - -
  • Big wall bounces on Smash hit, SKD on non-Smash.
  • Can be followed up even midscreen.

Hell Gate[edit]
Hell Gate
DBFZ Janemba HellGate.png
DBFZ Janemba HellGate2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 350*3 All - - - - -
M 350*3 All - - - - -
H 350*6 All - - - - -
  • Shoots an electric ball with no hitbox that slowly travels along the ground.
  • Hold up during startup to make the ball floats higher up.
  • Balls detonate themselves after a while or when they touch the corner.
  • Pressing L while j.214L ball is still out will detonate it early instead of giving you L normals, same with j.214M, j.214H and their respective buttons.

Phantom Shift[edit]
Phantom Shift
236S or 214S (Air OK)
DBFZ Janemba PhantomShift.png
Boy you SEEN them teleports?!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
236S - - - - - Total 36 -
214S - - - - - Total 36 -
  • Teleports a set distance. Invulnerable from frame 4, making it a very strong escape option.
  • After inputting either versions, holding any of the 8 directions will still make him teleport to that direction anyway. Default is GG6.png for 236S and GG4.png for 214S.
  • Grounded GG2.png stays in place, GG1.png and GG3.png teleports slightly closer than GG4.png and GG6.png. All 5 off these versions keep Janemba grounded.
  • Air versions can only be performed once until landing, can also teleport back to the ground.
  • Both ground and air versions don't consume air options, they also keep super jump's momentum control.

Janemba's main mixup tool. You can teleport to either side of the opponent, air or ground. From there it's up to you if you want to just go low or mix in an airdash to create some really nasty setups.

Dimensional Hole[edit]
Dimensional Hole
22S (Air OK)
DBFZ Janemba DimensionalHole.png
DBFZ Janemba DimensionalHole2.png
P L U S 2 2
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Catch - - - - - - -
Attack 600 All - - - - +22
  • Absorbs non-Super projectiles.
  • Considers ALL assists as projectiles.
  • After absorbing, shoots a tracking projectile from behind the opponent. He is able to act almost immediately after doing so
  • When absorbing a projectile, Janemba is completely invincible to anything and everything until he counters back (including Lv. 3s)
  • Virtually unpunishable on successful counter

Z Assists[edit]

Assist A[edit]
DBFZ Janemba Assist5S.png
Gotenks Assist 2: Air Side Swap
Damage Guard Smash Startup Active Recovery Frame Adv.
450*2 All - 47 - - -
  • 5S but shoots from GG5.png twice.
  • Second Ki blasts ground bounces.
  • Fullscreen tracking, enable extensions even at high up.

The ultimate double edged sword, Janemba's assist is both really strong and not that good. While it does enable a lot of characters to have unique setups into high-up combos, or even enable characters to get Dragon Rush in the air mid screen or in the corner without spending a meter, it also does not have too much use outside of that. As a pressure tool it is almost impossible to use - while Janemba is hard to hit himself during the assist so it will not be interrupted, it is simply two ki blasts and they can be easily reflected or superdashed through. This can be used for baits, but it is still hard to effectively use this properly. In neutral, it is hard to use for the same reason - it's tracking helps a lot, but it is simply two ki blasts and can be easily dealt with by most characters. He can use it similarly to Gotenks assist, and as such setups with Gotenks usually work with Janemba (although a bit worse) and in the air it is much better than it is on ground, but you still might not get a lot off of this. It's not the worst assist in the game, but it's not amazing either.

This assist really emphasizes Janemba's spot on the team as a point character, sometimes a mid - it can open up a lot, but you won't lose much if he dies and you can't use it.

Assist B[edit]
Assist B
Damage Guard Smash Startup Active Recovery Frame Adv.
- - - - - - -
Assist C[edit]
Assist C
Damage Guard Smash Startup Active Recovery Frame Adv.
- - - - - - -

Super Moves[edit]

Rakshasa's Claw[edit]
Rakshasa's Claw
236L+M (Air OK)
DBFZ Janemba RakshasasClaw.png
DBFZ Janemba RakshasasClaw2.png
Misto Fina
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 2415 All UDV 9+4 - - -18
Air 2415 All UDV 9+4 - - -
  • Minimum damage: 815
  • Causes sliding knockdown.
  • Teleports back to the ground on hit.
  • Cinematic Super, cutting it early by DHC does slightly less damage without any benefit.
  • Is Janemba's DHC Super.
  • Always leaves you +4 on hit, no matter the height you started at before the super

Savage Skewer[edit]
Savage Skewer
DBFZ Janemba SavageSkewer.png
First I dab with the rock...
DBFZ Janemba SavageSkewer2.png
Then I stab with the rock
Damage Guard Smash Startup Active Recovery Frame Adv.
1995 All UDV 9+4 - - -17
  • Minimum damage: 799
  • Corner carries.
  • Also a cinematic Super, cutting it early ruins the corner carries AND does slightly less damage.
  • Doing j.236H+S will get Rakshasa's Claw.
  • Unscaled damage is the year that his movie came out.

Needle Light Shower[edit]
Needle Light Shower
214L+M or 214H+S (Air OK)
DBFZ Janemba NeedleLightShower.png
Hold on let me get my Mix tape started
DBFZ Janemba NeedleLightShower2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 220*19, 360 All UDV 12+3 - - -33
Air 220*19, 360 All UDV 12+3 - - -
  • Minimum damage: 1672
  • Air version will always teleport Janemba back to the ground afterward.


Ambox notice.png To edit frame data, edit values in DBFZ/Janemba/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc