* Invincible starting from frame 4, making it a very strong escape option.
* Invincible starting from frame 4, making it a very strong escape option.
* After inputting either versions, holding any directions will still make him teleport to that direction anyway.
* After inputting either versions, holding any directions will still make him teleport to that direction anyway.
* Grounded versions stays grounded, {{2}} stays in place, doesn't have {{1}} or {{3}}
* Grounded versions stays grounded, {{2}} stays in place, {{1}} and {{3}} teleports slightly closer than {{4}} and {{6}}.
* 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.
* No landing recovery, but also can't block until after recovery.
* No landing recovery, but also can't block until after recovery.
Revision as of 11:11, 10 August 2019
Janemba
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Zoning, Unorthodox
Overview
Staring as the villain of the eighth 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 has two forms - a giant, yellow, more round and silly creature, and his "Super" form, a relentless, powerful demon, the form he takes on in FighterZ. 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
Incredibly strong keepaway game, can easily beat out ki blasts with 236X and has many strong tools for long range play.
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.
One of the best intros in the game.
Very big sword.
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.
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.
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.
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.
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.