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:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
: | : Zoning, Unorthodox | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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</div> | </div> | ||
==Overview== | ==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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|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * 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. | |||
* 22S forces opponents to stop using projectiles and assists during neutral, as on successful counter can either get a combo or start pressure | |||
* One of the best intros in the game. | |||
* Very big sword; naturally allows for decently-disjointed moves. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * 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. | ||
* | * All teleports only use purple and pink squares instead of true gold and blue cube deconstruction, making him absolutely unplayable due to lack of accuracy. | ||
* | * His tail comes out of the middle of his back. | ||
|- | |- | ||
|} | |} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Good range. moves him forward. | ||
}} | }} | ||
}} | }} | ||
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* 5S, 2S, j.S are similar and has some limited tracking. | * 5S, 2S, j.S are similar and has some limited tracking. | ||
* Hold or mash S to shoot all 4 Ki blasts. | * Hold or mash S to shoot all 4 Ki blasts. | ||
* Can controls where he shoots with {{ | * Can controls where he shoots with {{5}} {{1}} {{3}} {{6}} | ||
* Without inputs, the order is | * Without inputs, the order is 5316. | ||
* | * 5 and 6 ground bounces airborne opponent. | ||
* Last Ki blast ground bounces even grounded opponent if it's | * 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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====== <font style="visibility:hidden" size="0">2L</font> ====== | ====== <font style="visibility:hidden" size="0">2L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Janemba_2L.png |caption= | |image=DBFZ_Janemba_2L.png |caption="wHy cOuLdN't YoU bE a LoW" | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">2M</font> ====== | ====== <font style="visibility:hidden" size="0">2M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Janemba_2M.png |caption= | |image=DBFZ_Janemba_2M.png |caption=Janemba breaks it down | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
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{{Description|7|text= | {{Description|7|text= | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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* Cancellable from 5S. | * Cancellable from 5S. | ||
* Unlike 5S and j.S, can't control the first Ki blast's direction. | * Unlike 5S and j.S, can't control the first Ki blast's direction. | ||
* No input order is | * No input order is 1536. | ||
* Can be cancelled into 2M for a sliding knockdown. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.L</font> ====== | ====== <font style="visibility:hidden" size="0">j.L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Janemba_jL.png |caption= | |image=DBFZ_Janemba_jL.png |caption=Sock it to 'em | ||
|name=j.L | |name=j.L | ||
|data= | |data= | ||
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* Halts momentum and ground bounces grounded opponent. | * Halts momentum and ground bounces grounded opponent. | ||
* Use j.L or j.M for IAD overhead instead. | * 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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====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Janemba_j2H.png |caption= | |image=DBFZ_Janemba_j2H.png |caption= Kokonoe called, she wants her j.C back | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Tracking overhead that causes sliding knockdown on Smash hit. | * Tracking overhead that causes sliding knockdown on Smash hit. | ||
* Janemba teleports to the ground on hit. This makes frame advantage | * Janemba teleports to the ground on hit. This makes frame advantage the same regardless of where you use it. | ||
}} | }} | ||
}} | }} | ||
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* Balls detonate themselves after a while or when they touch the corner. | * 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. | * 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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{{Description|8|text= | {{Description|8|text= | ||
* Teleports a set distance. | * Teleports a set distance. | ||
* 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, | * 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. | ||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Dimensional Hole</font> ====== | |||
{{MoveData | |||
|image=DBFZ_Janemba_DimensionalHole.png |caption=Literally just Growler | |||
|image2=DBFZ_Janemba_DimensionalHole2.png |caption2=P L U S 2 2 | |||
|input=22S (Air OK) | |||
|name=Dimensional Hole | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Catch}} | |||
{{#lsth:DBFZ/Janemba/Data|22S Catch}} | |||
{{!}}- | |||
{{AttackVersion|name=Attack}} | |||
{{#lsth:DBFZ/Janemba/Data|22S Attack}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* 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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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* 5S but shoots from {{ | * 5S but shoots from {{5}} twice. | ||
* Second Ki blasts ground bounces. | * Second Ki blasts ground bounces. | ||
* Fullscreen tracking, enable extensions even at high up. | * 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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{{MoveData | {{MoveData | ||
|image=DBFZ_Janemba_RakshasasClaw.png |caption=Johnny Mist Finer but it costs a bar | |image=DBFZ_Janemba_RakshasasClaw.png |caption=Johnny Mist Finer but it costs a bar | ||
|image2=DBFZ_Janemba_RakshasasClaw2.png |caption2= | |image2=DBFZ_Janemba_RakshasasClaw2.png |caption2=s c h w i n g | ||
|input=236L+M (Air OK) | |input=236L+M (Air OK) | ||
|name=Rakshasa's Claw | |name=Rakshasa's Claw | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Janemba_NeedleLightShower.png |caption=Hold on let me get my Mix tape started | |image=DBFZ_Janemba_NeedleLightShower.png |caption=Hold on let me get my Mix tape started | ||
|image2=DBFZ_Janemba_NeedleLightShower2.png |caption2= ''''' | |image2=DBFZ_Janemba_NeedleLightShower2.png |caption2= '''''LET IT OUUUUUUUUUUUUUT...''''' | ||
|input=214L+M or 214H+S (Air OK) | |input=214L+M or 214H+S (Air OK) | ||
|name=Needle Light Shower | |name=Needle Light Shower |
Revision as of 21:17, 24 August 2019
Janemba |
---|
|
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 |
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
| |||||
---|---|---|---|---|---|---|
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 |
---|
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 |
---|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.