DBFZ/Janemba: Difference between revisions

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{{#lsth:DBFZ/Janemba/Data|SystemData}}
{{#lsth:{{PAGENAME}}/Data|SystemData}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
;Play-style
: Zoning, Unorthodox
:Zoning, Unorthodox
;Team Role
:Point
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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* 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.
* 22S forces opponents to stop using projectiles and assists during neutral, as on successful counter can either get a combo or start pressure
* 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.
| style="width: 50%;"|
| style="width: 50%;"|
* Huge hitbox, allows him to get fuzzied very easily.
* Huge hitbox, allows him to get fuzzied very easily.
Line 43: Line 43:
* 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.
* 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.
|-
|-
|}
|}
{{#lst:DBFZ/Janemba/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normals==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5L</font> ======
======<font style="visibility:hidden;font-size:0">5L</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_5L.png |caption=Dende almighty, ''PLEASE'' don't let this become a low.
|name=5L
|image=DBFZ_Janemba_5L.png |caption=Knock on teh skull
|image2=DBFZ_Janemba_5LL.png |caption2=eSports normal
|image2=DBFZ_Janemba_5LL.png |caption2=eSports normal
|image3=DBFZ_Janemba_5LLL.png |caption3=*teleports behind u*
|image3=DBFZ_Janemba_5LLL.png |caption3=*teleports behind u*
|name=5L
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/Janemba/Data|5L}}
{{#lsth:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Cell jab
* Just a jab
}}
}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/Janemba/Data|5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ground bounces like Bardock
* Ground bounces like Bardock
* Also boasts an incredibly large, Bardock-like hitbox
* Also boasts an incredibly large, Bardock-like hitbox
* Looks like a Bardock attack
* Feels like a Bardock attack
* Is pretty much Bardock's attack
}}
}}
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/Janemba/Data|5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 82: Line 83:
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_5M.png |caption=Chuck Norris would be proud.
|name=5M
|name=5M
|image=DBFZ_Janemba_5M.png |caption=A normal football kick.
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|5M}}
{{#lsth:{{PAGENAME}}/Data|5M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Good range. moves him forward.
* Good range, moves Janemba forward.
* Good for staggers, always spaces perfectly for 2L to connect on block.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
|name=5H
|image=DBFZ_Janemba_5H.png |caption=SLASH 'EM
|image=DBFZ_Janemba_5H.png |caption=SLASH 'EM
|name=5H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|5H}}
{{#lsth:{{PAGENAME}}/Data|5H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 111: Line 113:
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
======<font style="visibility:hidden;font-size:0">5S</font>======
{{MoveData
{{MoveData
|name=5S
|image=DBFZ_Janemba_5S.png |caption=Ls aren't the only thing being handed out
|image=DBFZ_Janemba_5S.png |caption=Ls aren't the only thing being handed out
|name=5S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|5S}}
{{#lsth:{{PAGENAME}}/Data|5S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 130: Line 132:
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
======<font style="visibility:hidden;font-size:0">2L</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_2L.png |caption="wHy cOuLdN't YoU bE a LoW"
|name=2L
|name=2L
|image=DBFZ_Janemba_2L.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|2L}}
{{#lsth:{{PAGENAME}}/Data|2L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Basically Cooler's 2L, exchanges the low property for huge range.
* Basically Cooler's 2L, exchanges the low property for huge range.
* Really good for staggers due to its reach.
* Longer range than 5L, therefore more common after a teleport.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
|name=2M
|image=DBFZ_Janemba_2M.png |caption=Janemba breaks it down
|image=DBFZ_Janemba_2M.png |caption=Janemba breaks it down
|name=2M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|2M}}
{{#lsth:{{PAGENAME}}/Data|2M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Only low.
* Janemba's only low.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_2H.png |caption=Goku Black 2H rotated 90°
|name=2H
|name=2H
|image=DBFZ_Janemba_2H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|2H}}
{{#lsth:{{PAGENAME}}/Data|2H}}
{{!}}-
{{!}}-
{{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.
* Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic.
* Bad in combos because of the low horizontal range.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2S</font> ======
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
{{MoveData
|name=2S
|image=DBFZ_Janemba_2S.png |caption=6DD > 2DD
|image=DBFZ_Janemba_2S.png |caption=6DD > 2DD
|name=2S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|2S}}
{{#lsth:{{PAGENAME}}/Data|2S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|name=6M
|image=DBFZ_Janemba_6M.png |caption=Almost a poke
|image=DBFZ_Janemba_6M.png |caption=Almost a poke
|name=6M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|6M}}
{{#lsth:{{PAGENAME}}/Data|6M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 206: Line 212:
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
======<font style="visibility:hidden;font-size:0">j.L</font>======
{{MoveData
{{MoveData
|name=j.L
|image=DBFZ_Janemba_jL.png |caption=Sock it to 'em
|image=DBFZ_Janemba_jL.png |caption=Sock it to 'em
|name=j.L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|j.L}}
{{#lsth:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Good range for a j.L
* Good range for a j.L.
* Has enough priority to beat superdashes.
* Slightly slower than average.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
|name=j.M
|image=DBFZ_Janemba_jM.png |caption=The true demon is my IAD crossup
|image=DBFZ_Janemba_jM.png |caption=The true demon is my IAD crossup
|name=j.M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|j.M}}
{{#lsth:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* placeholder
* Your most common jump-in.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
|name=j.H
|image=DBFZ_Janemba_jH.png |caption=Charlotte's j.H
|image=DBFZ_Janemba_jH.png |caption=Charlotte's j.H
|name=j.H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|j.H}}
{{#lsth:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 251: Line 260:
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_jS.png |caption= j.5DD > j.6DD
|name=j.S
|name=j.S
|image=DBFZ_Janemba_jS.png |caption=j.5DD > j.6DD
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|j.S}}
{{#lsth:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 266: Line 275:
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_j2H.png |caption= Kokonoe called, she wants her j.C back
|name=j.2H
|name=j.2H
|image=DBFZ_Janemba_j2H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|j.2H}}
{{#lsth:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 282: Line 291:
}}
}}


==Specials==
==Special Moves==
====== <font style="visibility:hidden" size="0">Shadow Kick</font> ======
======<font style="visibility:hidden;font-size:0">Shadow Kick</font>======
{{MoveData
{{MoveData
|name=Shadow Kick
|input=j.2M
|image=DBFZ_Janemba_j2M.png |caption=Footdive without the diving.
|image=DBFZ_Janemba_j2M.png |caption=Footdive without the diving.
|input=j.2M
|name=Shadow Kick
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|j.2M}}
{{#lsth:{{PAGENAME}}/Data|j.2M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Line 299: Line 308:
}}
}}


====== <font style="visibility:hidden" size="0">Demonic Blade</font> ======
======<font style="visibility:hidden;font-size:0">Demonic Blade</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_DemonicBlade.png |caption=Michael Sword!
|name=Demonic Blade
|image2=DBFZ_Janemba_DemonicBlade2.png |caption2=Air Michael Sword!
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|name=Demonic Blade
|image=DBFZ_Janemba_DemonicBlade.png |caption=
|image2=DBFZ_Janemba_DemonicBlade2.png |caption2=Michael Sword!
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
Line 311: Line 320:
* Ridiculous range, deflects Ki blasts.
* Ridiculous range, deflects Ki blasts.
}}
}}
{{!}}-
{{AttackVersion|name=Ground L}}
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/Janemba/Data|236L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/Janemba/Data|j.236L}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 323: Line 331:
}}
}}
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=Ground M}}
{{#lsth:DBFZ/Janemba/Data|236M}}
{{#lsth:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/Janemba/Data|j.236M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 333: Line 341:
}}
}}
{{AttackVersion|name=Ground H}}
{{AttackVersion|name=Ground H}}
{{#lsth:DBFZ/Janemba/Data|236H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/Janemba/Data|j.236H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 344: Line 352:
}}
}}


====== <font style="visibility:hidden" size="0">Mystical Arm</font> ======
======<font style="visibility:hidden;font-size:0">Mystical Arm</font>======
{{MoveData
{{MoveData
|name=Mystical Arm
|input=214L/M/H
|image=DBFZ_Janemba_MysticalArm.png |caption=Thanks for the command grab, Piccolo
|image=DBFZ_Janemba_MysticalArm.png |caption=Thanks for the command grab, Piccolo
|input=214L/M/H
|name=Mystical Arm
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Janemba/Data|214L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 359: Line 367:
}}
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Janemba/Data|214M}}
{{#lsth:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 366: Line 374:
}}
}}
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Janemba/Data|214H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 374: Line 382:
}}
}}


====== <font style="visibility:hidden" size="0">Hell Gate</font> ======
======<font style="visibility:hidden;font-size:0">Hell Gate</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_HellGate.png |caption=I-no what you are thinking
|input=j.214L/M/H
|image2=DBFZ_Janemba_HellGate2.png |caption2=Milia should have this
|image=DBFZ_Janemba_HellGate.png |caption=
|input=j.214L/M/H
|image2=DBFZ_Janemba_HellGate2.png |caption2=
|name=Hell Gate
|name=Hell Gate
|data=
|data=
Line 384: Line 392:
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Janemba/Data|j.214L}}
{{#lsth:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Janemba/Data|j.214M}}
{{#lsth:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Janemba/Data|j.214H}}
{{#lsth:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Line 400: Line 408:
}}
}}


====== <font style="visibility:hidden" size="0">Phantom Shift</font> ======
======<font style="visibility:hidden;font-size:0">Phantom Shift</font>======
{{MoveData
{{MoveData
|name=Phantom Shift
|input=236S or 214S (Air OK)
|image=DBFZ_Janemba_PhantomShift.png |caption=Boy you SEEN them teleports?!
|image=DBFZ_Janemba_PhantomShift.png |caption=Boy you SEEN them teleports?!
|input=236S or 214S (Air OK)
|name=Phantom Shift
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=236S}}
{{AttackVersion|name=236S}}
{{#lsth:DBFZ/Janemba/Data|236S}}
{{#lsth:{{PAGENAME}}/Data|236S}}
{{!}}-
{{!}}-
{{AttackVersion|name=214S}}
{{AttackVersion|name=214S}}
{{#lsth:DBFZ/Janemba/Data|214S}}
{{#lsth:{{PAGENAME}}/Data|214S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Teleports a set distance.
* Teleports a set distance. Invulnerable 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 of the 8 directions will still make him teleport to that direction anyway. Default is {{6}} for 236S and {{4}} for 214S.
* After inputting either versions, holding any of the 8 directions will still make him teleport to that direction anyway.
* Grounded {{2}} stays in place, {{1}} and {{3}} teleports slightly closer than {{4}} and {{6}}. All 5 off these versions keep Janemba grounded.
* 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.
* 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Dimensional Hole</font> ======
======<font style="visibility:hidden;font-size:0">Dimensional Hole</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_DimensionalHole.png |caption=Literally just Growler
|name=Dimensional Hole
|image=DBFZ_Janemba_DimensionalHole.png |caption=
|image2=DBFZ_Janemba_DimensionalHole2.png |caption2=P L U S    2 2
|image2=DBFZ_Janemba_DimensionalHole2.png |caption2=P L U S    2 2
|input=22S (Air OK)
|input=22S (Air OK)
|name=Dimensional Hole
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Catch}}
{{AttackVersion|name=Catch}}
{{#lsth:DBFZ/Janemba/Data|22S Catch}}
{{#lsth:{{PAGENAME}}/Data|22S Catch}}
{{!}}-
{{!}}-
{{AttackVersion|name=Attack}}
{{AttackVersion|name=Attack}}
{{#lsth:DBFZ/Janemba/Data|22S Attack}}
{{#lsth:{{PAGENAME}}/Data|22S Attack}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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==Assist==
==Assist==
{{MoveData
{{MoveData
|name=5S
|input=A1/A2
|image=DBFZ_Janemba_Assist5S.png |caption=Gotenks Assist 2: Air Side Swap
|image=DBFZ_Janemba_Assist5S.png |caption=Gotenks Assist 2: Air Side Swap
|input=A1/A2
|name=5S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|A1/A2}}
{{#lsth:{{PAGENAME}}/Data|A1/A2}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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* 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.
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.


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}}
}}


==Supers==
==Super Moves==
====== <font style="visibility:hidden" size="0">Rakshasa's Claw</font> ======
======<font style="visibility:hidden;font-size:0">Rakshasa's Claw</font>======
{{MoveData
{{MoveData
|image=DBFZ_Janemba_RakshasasClaw.png |caption=Johnny Mist Finer but it costs a bar
|name=Rakshasa's Claw
|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
|image=DBFZ_Janemba_RakshasasClaw.png |caption=
|data=
|image2=DBFZ_Janemba_RakshasasClaw2.png |caption2=Misto Fina
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/Janemba/Data|236LM}}
{{#lsth:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Janemba/Data|j.236LM}}
{{#lsth:{{PAGENAME}}/Data|j.236LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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}}
}}


====== <font style="visibility:hidden" size="0">Savage Skewer</font> ======
======<font style="visibility:hidden;font-size:0">Savage Skewer</font>======
{{MoveData
{{MoveData
|name=Savage Skewer
|input=236H+S
|image=DBFZ_Janemba_SavageSkewer.png |caption=First I dab with the rock...
|image=DBFZ_Janemba_SavageSkewer.png |caption=First I dab with the rock...
|image2=DBFZ_Janemba_SavageSkewer2.png |caption2=Then I stab with the rock
|image2=DBFZ_Janemba_SavageSkewer2.png |caption2=Then I stab with the rock
|input=236H+S
|data=
|name=Savage Skewer
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Janemba/Data|236HS}}
{{#lsth:{{PAGENAME}}/Data|236HS}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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}}
}}


====== <font style="visibility:hidden" size="0">Needle Light Shower</font> ======
======<font style="visibility:hidden;font-size:0">Needle Light Shower</font>======
{{MoveData
{{MoveData
|name=Needle Light Shower
|input=214L+M or 214H+S (Air OK)
|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= '''''LET IT OUUUUUUUUUUUUUT...'''''
|image2=DBFZ_Janemba_NeedleLightShower2.png |caption2='''''LET IT OUUUUUUUUUUUUUT...'''''
|input=214L+M or 214H+S (Air OK)
|data=
|name=Needle Light Shower
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/Janemba/Data|214LM}}
{{#lsth:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Janemba/Data|j.214LM}}
{{#lsth:{{PAGENAME}}/Data|j.214LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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==Navigation==
==Navigation==
{{#lsth:DBFZ/Janemba/Data|Links}}
{{#lsth:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Janemba/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Janemba]]
[[Category:Janemba]]

Revision as of 19:48, 17 December 2019

Janemba
DBFZ Janemba Portrait.png
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
  • 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.


Normal Moves

5L
5L
DBFZ Janemba 5L.png
Knock on teh skull
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
  • Just a 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
  • Also boasts an incredibly large, Bardock-like hitbox
  • Looks like a Bardock attack
  • Feels like a Bardock attack
  • Is pretty much Bardock's attack
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
A normal football kick.
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 Janemba forward.
  • Good for staggers, always spaces perfectly for 2L to connect on block.
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
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.
  • Really good for staggers due to its reach.
  • Longer range than 5L, therefore more common after a teleport.
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


  • Janemba's only low.

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
DBFZ Janemba 2H.png
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.
  • Bad in combos because of the low horizontal range.
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.
  • Has enough priority to beat superdashes.
  • Slightly slower than average.
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


  • Your most common jump-in.

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.

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
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

Special Moves

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
DBFZ Janemba DemonicBlade2.png
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
DBFZ Janemba HellGate2.png
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. 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.
  • Grounded Template:2 stays in place, Template:1 and Template:3 teleports slightly closer than Template:4 and Template:6. All 5 off these versions keep Janemba grounded.
  • 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.

Dimensional Hole
Dimensional Hole
22S (Air OK)
DBFZ Janemba DimensionalHole.png
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
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  • 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.

Super Moves

Rakshasa's Claw
Rakshasa's Claw
236L+M (Air OK)
DBFZ Janemba RakshasasClaw.png
DBFZ Janemba RakshasasClaw2.png
Misto Fina
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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.
  • Always leaves you +4 on hit, no matter the height you started at before the 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
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  • 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...
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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.

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