DBFZ/Janemba: Difference between revisions

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* Absorbs non-Super projectiles.
* Absorbs non-Super projectiles.
* Considers ALL assists as projectiles.
* Considers ALL assists as projectiles.
* After absorbing, shoots a tracking projectile from behind the opponent.
* 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
* Virtually unpunishable on successful counter
}}
}}

Revision as of 21:17, 24 August 2019

Janemba
DBFZ Janemba Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Zoning, Unorthodox

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
  • 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.
  • 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.


Normals

5L
5L
DBFZ Janemba 5L.png
JAB 'EM
DBFZ Janemba 5LL.png
eSports normal
DBFZ Janemba 5LLL.png
*teleports behind u*
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B - - - 5 1 - - -
DBFZ Janemba 5L.png
  • Cell jab
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 9 2 22 -8 B2 - - - 7 - - - -
DBFZ Janemba 5LL.png
  • Ground bounces like Bardock
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600×2 All 36 6 21 -11 B4 - U3+ - 12 / 6,12 - - - -
DBFZ Janemba 5LLL.png
  • Teleports forward. Only hits if he crosses over.
  • Switches sides on hit.
5M
5M
DBFZ Janemba 5M.png
KICK 'EM
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 13 4 17 -5 B2 - - - 7 - - - -
DBFZ Janemba 5M.png


  • Good range. moves him forward.
5H
5H
DBFZ Janemba 5H.png
SLASH 'EM
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 3 27 -12 B4 15-17 Ki Blasts U1 - 12 - - - -
DBFZ Janemba 5H.png


  • Deflects Ki blasts like other sword normals.
  • Any normal > 5H is NOT a true blockstring.
5S
5S
DBFZ Janemba 5S.png
Ls aren't the only thing being handed out
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×4 All 18-27 - 42 -21 P1 - - - 6×4 - - - -
DBFZ Janemba 5S.png
Staggerable Ki Blasts


  • 5S, 2S, j.S are similar and has some limited tracking.
  • Hold or mash S to shoot all 4 Ki blasts.
  • Can controls where he shoots with Template:5 Template:1 Template:3 Template:6
  • Without inputs, the order is 5316.
  • 5 and 6 ground bounces airborne opponent.
  • Last Ki blast ground bounces even grounded opponent if it's 5 or 6, pops up grounded opponent if it's 1 or 3.
2L
2L
DBFZ Janemba 2L.png
"wHy cOuLdN't YoU bE a LoW"
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 9 0 B - - - 5 1 - - -
DBFZ Janemba 2L.png


  • Basically Cooler's 2L, exchanges the low property for huge range.
2M
2M
DBFZ Janemba 2M.png
Janemba breaks it down
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 11 3 24 -11 F2 - - - 7 - - - -
DBFZ Janemba 2M.png


  • Only low.
2H
2H
DBFZ Janemba 2H.png
Goku Black 2H rotated 90°
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 14 3 31 -17 B4 f4 Head, 14-16 Ki Blasts U1+ - 12 - - - -
DBFZ Janemba 2H.png
The highest 2H


  • Anti-air. Deflects Ki blasts.
  • Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic.
2S
2S
DBFZ Janemba 2S.png
6DD > 2DD
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×4 All 22-32 - 52 + 7L -21+landing P1 - - - 6×4 - - - -
DBFZ Janemba 2S.png


  • Slightly floats off the ground.
  • Cancellable from 5S.
  • Unlike 5S and j.S, can't control the first Ki blast's direction.
  • No input order is 1536.
  • Can be cancelled into 2M for a sliding knockdown.
6M
6M Almost a poke Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 10 0 B3 24-29 Ki Blasts - - 12 - - - -
DBFZ Janemba jH.png


  • Sword normal overhead.
  • Deflects Ki blasts.
j.L
j.L
DBFZ Janemba jL.png
Sock it to 'em
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 7 3 15 - H1 - - - 5 - - - -
DBFZ Janemba jL.png


  • Good range for a j.L
j.M
j.M
DBFZ Janemba jM.png
The true demon is my IAD crossup
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 11 4 15 - H2 - - - 7 - - - -
DBFZ Janemba jM.png


  • placeholder
j.H
j.H
DBFZ Janemba jH.png
Charlotte's j.H
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 15 3 20 - H3 15-17 Ki Blasts D1+ [D3+] - 12 - - - -
DBFZ Janemba jH.png


  • Deflects Ki blasts.
  • Halts momentum and ground bounces grounded opponent.
  • 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.

j.S
j.S j.5DD > j.6DD Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×4 All 18-27 - 7 Landing - P1 - - - 6×4 - - - -
DBFZ Janemba 2S.png


  • 5S but in the air.
  • Freezes momentum.
j.2H
j.2H
DBFZ Janemba j2H.png
Kokonoe called, she wants her j.C back
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 11 4 23 + 7L - H3 f4 Head, 11-14 Ki Blast U1 - 12 - - - -
DBFZ Janemba j2H.png
Air 2H, complete with head invul


  • Gigantic wall bounce.
  • Deflects Ki blasts.
  • Moves Janemba backwards

Specials

Shadow Kick
Shadow Kick
j.2M
DBFZ Janemba j2M.png
Footdive without the diving.
Template:AttackDataHeader-DBFZ
j.2M
Shadow Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 High 25-33 - - -5 H3 - D1 - 12 - - - -
DBFZ Janemba j2M.png
Footdive


  • Tracking overhead that causes sliding knockdown on Smash hit.
  • Janemba teleports to the ground on hit. This makes frame advantage the same regardless of where you use it.
Demonic Blade
Demonic Blade
236L/M/H (Air OK)
DBFZ Janemba DemonicBlade.png
Michael Sword!
DBFZ Janemba DemonicBlade2.png
Air Michael Sword!
Template:AttackDataHeader-DBFZ
  • Ridiculous range, deflects Ki blasts.
Ground L


236L
L Demonic Blade
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 15 4 24 -5 B3 13-22 Ki Blasts - - 12 - - - -
DBFZ Janemba DemonicBlade.png
Air L


j.236L
Air L Demonic Blade
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 15 4 26 -2 if TK H3 13-27 Ki Blasts - - 12 - - - -
DBFZ Janemba DemonicBlade2.png
  • Reaches about half screen, no step forward.

Faster AND safer than a beam.

Ground M


236M
M Demonic Blade
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 19 4 24 -5 B3 17-26 Ki Blasts U1+ - 12 - - - -
DBFZ Janemba DemonicBlade.png
Air M


j.236M
Air M Demonic Blade
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 19 4 27 -2 if tk H3 17-31 Ki Blasts U1+ - 12 - - - -
DBFZ Janemba DemonicBlade2.png
  • Wall bounces.
  • Ground version takes a step forward before attacking.
Ground H


236H
H Demonic Blade
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 All 16 4 24 -5 B3 14-23 Ki Blasts U1+ - -100 - - - -
DBFZ Janemba DemonicBlade.png
Air H


j.236H
Air H Demonic Blade
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 All 15 4 26 -2 if tk H3 13-27 Ki Blasts U1+ - -100 - - - -
DBFZ Janemba DemonicBlade2.png
  • Bigger wall bounce.
  • Range inbetween 236L and 236M
Mystical Arm
Mystical Arm
214L/M/H
DBFZ Janemba MysticalArm.png
Thanks for the command grab, Piccolo
Template:AttackDataHeader-DBFZ
L


214L
L Mystical Arm
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 Throw 20 4 26 - B6 - D2 - 15 - - - -
DBFZ Janemba MysticalArm.png
  • Always causes sliding knockdown.
M


214M
M Mystical Arm
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1250 Throw 26 4 26 - B6 - U1+ → D2 - 15 - - - -
DBFZ Janemba MysticalArm.png
  • Wall bounces on Smash hit, SKD on non-Smash.
  • In the corner, can be followed up with 2M.
H


214H
H Mystical Arm
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 Throw 24 4 26 - B6 - U1+ → D2 - -100 - - - -
DBFZ Janemba MysticalArm.png
  • Big wall bounces on Smash hit, SKD on non-Smash.
  • Can be followed up even midscreen.
Hell Gate
Hell Gate
j.214L/M/H
DBFZ Janemba HellGate.png
I-no what you are thinking
DBFZ Janemba HellGate2.png
Milia should have this
Template:AttackDataHeader-DBFZ
L


j.214L
L Hell Gate
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350×3 All 60 (172) 9 37 +24 P2 - - - 4×3 - - - -
DBFZ Janemba HellGate.pngDBFZ Janemba HellGate2.png
M


j.214M
M Hell Gate
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350×3 All 60 (232) 9 37 +24 P2 - - - 4×3 - - - -
DBFZ Janemba HellGate.pngDBFZ Janemba HellGate2.png
H


j.214H
H Hell Gate
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350×6 All 52 (374) 18 29 +33 P2 - - - -100 - - - -
DBFZ Janemba HellGate.pngDBFZ Janemba HellGate2.png
  • 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.
Phantom Shift
Phantom Shift
236S or 214S (Air OK)
DBFZ Janemba PhantomShift.png
Boy you SEEN them teleports?!
Template:AttackDataHeader-DBFZ
236S


236S
Phantom Shift
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - invul frame 4 invul for 13 20 - - 4-16 All - - - - - - -
DBFZ Janemba PhantomShift.png
214S


214S
Phantom Shift
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - invul frame 4 invul for 13 20 - - 4-16 All - - - - - - -
DBFZ Janemba PhantomShift.png
  • 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.
  • Grounded versions stays grounded, Template:2 stays in place, Template:1 and Template:3 teleports slightly closer than Template:4 and Template:6.
  • 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.
Dimensional Hole
Dimensional Hole
22S (Air OK)
DBFZ Janemba DimensionalHole.png
Literally just Growler
DBFZ Janemba DimensionalHole2.png
P L U S 2 2
Template:AttackDataHeader-DBFZ
Catch


22S Catch
Dimensional Hole (Catch)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - 1 31 13 - - 1-31 Projectile Guard Point - - - - - - -
DBFZ Janemba DimensionalHole.png
Attack


22S Attack
Dimensional Hole (Attack)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All - - - +38 P2 Until attack finishes - - 12 - - - -
DBFZ Janemba DimensionalHole2.png
  • 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

Assist

5S
A1/A2
DBFZ Janemba Assist5S.png
Gotenks Assist 2: Air Side Swap
Template:AttackDataHeader-DBFZ
  • 5S but shoots from Template:5 twice.
  • Second Ki blasts ground bounces.
  • 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.

Supers

Rakshasa's Claw
Rakshasa's Claw
236L+M (Air OK)
DBFZ Janemba RakshasasClaw.png
Johnny Mist Finer but it costs a bar
DBFZ Janemba RakshasasClaw2.png
s c h w i n g
Template:AttackDataHeader-DBFZ
Ground
Air
  • Minimum damage: 815
  • Causes sliding knockdown.
  • Teleports back to the ground on hit.
  • Cinematic Super, cutting it early by DHC does slightly less damage without any benefit.
  • Is Janemba's DHC Super.
Savage Skewer
Savage Skewer
236H+S
DBFZ Janemba SavageSkewer.png
First I dab with the rock...
DBFZ Janemba SavageSkewer2.png
Then I stab with the rock
Template:AttackDataHeader-DBFZ
  • Minimum damage: 799
  • Corner carries.
  • Also a cinematic Super, cutting it early ruins the corner carries AND does slightly less damage.
  • Doing j.236H+S will get Rakshasa's Claw.
  • Unscaled damage is the year that his movie came out.
Needle Light Shower
Needle Light Shower
214L+M or 214H+S (Air OK)
DBFZ Janemba NeedleLightShower.png
Hold on let me get my Mix tape started
DBFZ Janemba NeedleLightShower2.png
LET IT OUUUUUUUUUUUUUT...
Template:AttackDataHeader-DBFZ
Ground
Air
  • Minimum damage: 1672
  • Air version will always teleport Janemba back to the ground afterward.

Navigation

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.

Template:Navbar-DBFZ