< DBFZ
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{{Description|9|text= | {{Description|9|text= | ||
* | * Vacuums the opponent | ||
Large hitbox, good for mashing and "anti-airs." | |||
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{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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* Teleports forward. Only hits if he crosses over. | * Teleports forward. Only hits if he crosses over. | ||
* Switches sides on hit. | * Switches sides on hit. | ||
* Can form a mixup with Janemba's special move teleports, but it's not great. | * Can form a mixup with Janemba's special move teleports, but it's not great. | ||
The online special. You can tell whether or not Janemba did his regular teleport or this by the startup animation, Janemba will leer forward in this. Very slow, has a huge gap making it mashable, and unsafe on block. Use rarely. | |||
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Revision as of 19:25, 11 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Janemba | |
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Play-style | Zoning, Footsies |
Team Role | Anchor |
Overview
"Gu heh heh heh!" | |
Lore: | 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 a godly warrior. Janemba has the ability to bend reality to his will, as he did with Hell. After a severe beatdown from Super Saiyan 3 Goku, he morphed into an even more powerful and vicious form, Super Janemba. In his super form (As he appears 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. |
Playstyle
Janemba 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.
Pros
Cons
- Space Control: 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.
- Anti-Meta Tool: 22S forces opponents to stop using projectiles and assists during neutral, as on successful counter can either get a combo or start pressure.
- Teleports: 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. 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.
- Momentum: can get SKD off of Superdash with j.2M, and 236HS automatically drags the opponent to the corner, giving Janemba a great way to start corner pressure. To top it all off, j.214X series allows for lots of oki setups.
- Combo Assist: his A assist can enable a lot of characters to get big damage or air Dragon Rush, due to it tracking. It's functionally a tracking version of SSJ Vegeta's A assist. His C assist also has 50f of blockstun, giving a lot of other characters mixups.
- Beeg Boi: huge hurtbox, allows him to get hit by certain moves much easier. Somewhat slow in terms of his moves, making it hard for him to get set up sometimes. The classic big character issues.
- Situational Assists: Assist A 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.
- No True Reversals: 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
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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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.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Shadow Kick
Shadow Kick j.2M |
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Demonic Blade
Demonic Blade 236L/M/H (Air OK) |
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Mystical Arm
Mystical Arm 214L/M/H |
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Hell Gate
Hell Gate j.214L/M/H |
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Phantom Shift
Phantom Shift 236S or 214S (Air OK) |
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Dimensional Hole
Dimensional Hole 22S (Air OK) |
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Z Assists
Assist A
Phantom Assault Assist A |
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Assist B
Demonic Blade Assist B |
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Assist C
Hellblade Flurry Assist C |
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Super Moves
Rakshasa's Claw
Rakshasa's Claw 236L+M (Air OK) |
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Savage Skewer
Savage Skewer 236H+S |
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Needle Light Shower
Needle Light Shower 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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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.