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==Overview== | ==Overview== | ||
Staring as the villain of the eight Dragon Ball Z movie, Fusion Reborn, Janemba is a being made of pure evil, a destructive being who has the power to manipulate reality to his will alone. He takes over the Other World, turning it into a completely different location and throwing off the order of the living and the dead, as Janemba is able to turn it into anything he wishes. It takes the fusion of Goku and Vegeta, Gogeta, to completely finish off Janemba and restore things back to the way they are. | |||
In Dragon Ball FighterZ, Janemba is a 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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* 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. | * 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. | * His assist can enable a lot of characters to get big damage or air Dragon Rush, due to it tracking. | ||
* | * One of the best intros in the game. | ||
* Very big sword. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Huge hitbox, allows him to get fuzzied very easily. | * Huge hitbox, allows him to get fuzzied very easily. | ||
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* Somewhat slow in terms of his moves, making it hard for him to get set up sometimes. | * 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. | * 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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Revision as of 23:36, 8 August 2019
Janemba |
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Overview
Staring as the villain of the eight Dragon Ball Z movie, Fusion Reborn, Janemba is a being made of pure evil, a destructive being who has the power to manipulate reality to his will alone. He takes over the Other World, turning it into a completely different location and throwing off the order of the living and the dead, as Janemba is able to turn it into anything he wishes. It takes the fusion of Goku and Vegeta, Gogeta, to completely finish off Janemba and restore things back to the way they are.
In Dragon Ball FighterZ, Janemba is a 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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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 |
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j.H
j.H |
Template:AttackDataHeader-DBFZ
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It's Hit's j.H, so it's garbage outside combos and even then it's only marginally useful. |
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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Dimensional Hole
Dimensional Hole 22S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Phantom Shift
Phantom Shift 236S or 214S (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.