Janemba
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Health: 10,000
Prejump: 4F
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Zoning, Unorthodox
- Team Role
- Point
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Overview[edit]
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[edit]
Strengths |
Weaknesses
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- 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
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- 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.
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Normals[edit]
5L
Knock on teh skull eSports normal *teleports behind u*
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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5L
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400
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All
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-
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6
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-
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-
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-3
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5LL
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700
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All
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-
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11
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-
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-
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-8
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- 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
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5LLL
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850 / 600*2
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All
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U3+
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36
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-
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-
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-11
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- Teleports forward. Only hits if he crosses over.
- Switches sides on hit.
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5M
A normal football kick.
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5S
Ls aren't the only thing being handed out
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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300*4
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All
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-
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22
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-
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-
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-21
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- 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

- 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.
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2L
"wHy cOuLdN't YoU bE a LoW"
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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400
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All
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-
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7
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-
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-
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-3
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- 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.
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2M
Janemba breaks it down
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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700
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Low
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-
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11
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-
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-
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-11
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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.
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2H
Goku Black 2H rotated 90°. Wait the minute, Hyde Kido is that you?
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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850
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All
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U1+
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14
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-
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-
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-18
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- 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.
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2S
6DD > 2DD
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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300*4
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All
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-
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26
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-
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-
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-
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- 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.
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j.M
The true demon is my IAD crossup
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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700
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High
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-
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11
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-
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-
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-
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- 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.
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j.H
Charlotte's j.H
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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850 / 1000
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High
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D1+
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15
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-
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-
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-
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- 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.
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j.2H
Kokonoe called, she wants her j.C back
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Specials[edit]
Shadow Kick[edit]
Shadow Kick j.2M
Footdive without the diving.
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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900
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High
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D1
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25
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-
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-
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-
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- 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.
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Demonic Blade[edit]
Demonic Blade 236L/M/H (Air OK)
Michael Sword! Air Michael Sword!
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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- Ridiculous range, deflects Ki blasts.
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Ground L
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1100
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All
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-
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15
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-
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-
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-9
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Air L
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1100
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All
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-
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15
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-
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-
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-
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- Reaches about half screen, no step forward.
Faster AND safer than a beam.
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Ground M
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1200
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All
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U1+
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19
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-
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-
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-9
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Air M
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1200
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All
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U1+
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19
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-
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-
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-
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- Wall bounces.
- Ground version takes a step forward before attacking.
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Ground H
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1300
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All
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U1+
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16
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-
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-
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-9
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Air H
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1300
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All
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U1+
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15
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-
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-
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-
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- Bigger wall bounce.
- Range inbetween 236L and 236M
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Mystical Arm[edit]
Mystical Arm 214L/M/H
Thanks for the command grab, Piccolo
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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L
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1200
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Throw
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U1
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25
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-
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-
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-
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- Always causes sliding knockdown.
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M
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1250
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Throw
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U1
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28
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-
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-
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-
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- Wall bounces on Smash hit, SKD on non-Smash.
- In the corner, can be followed up with 2M.
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H
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1300
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Throw
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U1
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25
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-
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-
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-
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- Big wall bounces on Smash hit, SKD on non-Smash.
- Can be followed up even midscreen.
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Hell Gate[edit]
Hell Gate j.214L/M/H
I-no what you are thinking Milia should have this
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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L
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350*3
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All
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-
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-
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-
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-
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-
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M
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350*3
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All
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-
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-
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-
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-
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-
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H
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350*6
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All
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-
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-
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-
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-
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-
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- 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.
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Phantom Shift[edit]
Phantom Shift 236S or 214S (Air OK)
Boy you SEEN them teleports?!
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Dimensional Hole[edit]
Dimensional Hole 22S (Air OK)
Literally just Growler P L U S 2 2
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Catch
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-
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-
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-
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-
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-
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-
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-
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Attack
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600
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All
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-
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-
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-
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-
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+22
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- 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
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5S A1/A2
Gotenks Assist 2: Air Side Swap
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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450*2
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All
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-
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47
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-
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-
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-
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- 5S but shoots from
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.
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Rakshasa's Claw[edit]
Rakshasa's Claw 236L+M (Air OK)
Johnny Mist Finer but it costs a bar s c h w i n g
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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2415
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All
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UDV
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9+4
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-
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-
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-18
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Air
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2415
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All
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UDV
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9+4
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-
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-
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-
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- 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
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Savage Skewer[edit]
Savage Skewer 236H+S
First I dab with the rock... Then I stab with the rock
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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1995
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All
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UDV
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9+4
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-
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-
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-17
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- 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.
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Needle Light Shower[edit]
Needle Light Shower 214L+M or 214H+S (Air OK)
Hold on let me get my Mix tape started LET IT OUUUUUUUUUUUUUT...
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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220*19, 360
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All
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UDV
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12+3
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-
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-
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-33
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Air
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220*19, 360
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All
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UDV
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12+3
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-
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-
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-
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- Minimum damage: 1672
- Air version will always teleport Janemba back to the ground afterward.
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Navigation[edit]
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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.
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