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====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Janemba_5L.png |caption= | |image=DBFZ_Janemba_5L.png |caption=Knock on teh skull | ||
|image2=DBFZ_Janemba_5LL.png |caption2=eSports normal | |image2=DBFZ_Janemba_5LL.png |caption2=eSports normal | ||
|image3=DBFZ_Janemba_5LLL.png |caption3=*teleports behind u* | |image3=DBFZ_Janemba_5LLL.png |caption3=*teleports behind u* | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Good range | * Good range, moves Janemba forward. | ||
* Good for staggers, always spaces perfectly for 2L to connect on block. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Basically Cooler's 2L, exchanges the low property for huge range. | * 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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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * 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. | |||
}} | }} | ||
}} | }} | ||
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* Anti-air. Deflects Ki blasts. | * Anti-air. Deflects Ki blasts. | ||
* Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic. | * 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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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Good range for a j.L | * Good range for a j.L. | ||
* Has enough priority to beat superdashes. | |||
* Slightly slower than average. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * 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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* Air versions can only be performed once until landing, can also teleport back to the ground. | * 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. | * 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. | |||
}} | }} | ||
}} | }} |
Revision as of 08:07, 7 November 2019
Janemba |
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Overview
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
Strengths | Weaknesses |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
Template:AttackDataHeader-DBFZ
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5S
5S |
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2L
2L |
Template:AttackDataHeader-DBFZ
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2M
2M |
Template:AttackDataHeader-DBFZ
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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. |
2H
2H |
Template:AttackDataHeader-DBFZ
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2S
2S |
Template:AttackDataHeader-DBFZ
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6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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j.M
j.M |
Template:AttackDataHeader-DBFZ
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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. |
j.H
j.H |
Template:AttackDataHeader-DBFZ
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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. |
j.S
j.S |
Template:AttackDataHeader-DBFZ
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Specials
Shadow Kick
Shadow Kick j.2M |
Template:AttackDataHeader-DBFZ
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Demonic Blade
Demonic Blade 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Mystical Arm
Mystical Arm 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Hell Gate
Hell Gate j.214L/M/H |
Template:AttackDataHeader-DBFZ |
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Phantom Shift
Phantom Shift 236S or 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Dimensional Hole
Dimensional Hole 22S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Assist
5S A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
Rakshasa's Claw
Rakshasa's Claw 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Savage Skewer
Savage Skewer 236H+S |
Template:AttackDataHeader-DBFZ |
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Needle Light Shower
Needle Light Shower 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.