* 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.
* Both ground and air versions don't consume air options, they also keep super jump's momentum control.
* Both ground and air versions don't consume air options, they also keep super jump's momentum control.
You can ''Super Jump Install'' the ground teleports for some left-right mixups with super jump's float and fast fall. Simply input any jump direction in between 236/214 and S, you can still pick a different teleport direction afterward. Do note that despite this having the same notation as a tiger knee (2369S), you're inputting S before Janemba actually jumps, while a tiger knee would be inputting it after he has jumped.
Janemba's main mixup tool. You can teleport to either side of the opponent, air or ground. From there it's up to you if you want to just go low or mix in an airdash to create some really nasty setups.
SJI teleport can easily be done mid-blockstring with Sparking, since every normal becomes jump cancellable. Without Sparking, you'll have to SJI a grounded normal at the start of the string, for example: IAD j.M ▷ 2~8L > 5LL > 5M > 2M > 214S~9. {{8}} and L has to be inputted on the same frame, doing a super jump and 5L at the same time, thus "installing" the super jump into your string. Then when you later do a normal teleport, it'll have super jump's momentum control.
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Revision as of 08:07, 7 November 2019
Janemba
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Zoning, Unorthodox
Team Role
Point
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.
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. His other normals are very strong as well.
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; swords are cool.
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.
Janemba's core mixup doesn't really revolve around his 2M because it's so slow. Your main mixups are with teleports, but 2M will almost always be your most damaging starter.
2H
2H
Goku Black 2H rotated 90°. Wait the minute, Hyde Kido is that you?
j.M is forced to take the spotlight because of how bad j.H is. All things accounted for, it still has strong frame advantage if your opponent blocks it and it is really good for crossups.
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.
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.
Teleports a set distance. Invulnerable from frame 4, making it a very strong escape option.
After inputting either versions, holding any of the 8 directions will still make him teleport to that direction anyway. Default is Template:6 for 236S and Template:4 for 214S.
Air versions can only be performed once until landing, can also teleport back to the ground.
Both ground and air versions don't consume air options, they also keep super jump's momentum control.
Janemba's main mixup tool. You can teleport to either side of the opponent, air or ground. From there it's up to you if you want to just go low or mix in an airdash to create some really nasty setups.
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.
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.