Difference between revisions of "DBFZ/Janemba"

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(5L)
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====== <font style="visibility:hidden" size="0">5L</font> ======
 
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{{MoveData
 
{{MoveData
|image=DBFZ_Janemba_5L.png |caption=
+
|image=DBFZ_Janemba_5L.png |caption=JAB 'EM
 
|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*

Revision as of 18:03, 7 August 2019

Janemba
DBFZ Janemba Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style

Overview

See: Fusion Reborn

Strengths/Weaknesses

Strengths Weaknesses
  • THICC BOI
  • The best Z movie villain
  • Boy you seen them teleports?
  • S w o r d
  • Can play you Lo-fi Beats to Relax and Study to with his level 3
  • turns into not thicc boy
  • made us wait months with 2 whole leaks before any news
  • Jobs to Gogeta
  • Will probably get fuzzied to death
  • Easily offendend
  • Probably leaves himself out in the open, and is kinda obvious with his stuff



Normals

5L
5L
DBFZ Janemba 5L.png
JAB 'EM
DBFZ Janemba 5LL.png
eSports normal
DBFZ Janemba 5LLL.png
*teleports behind u*
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 - - -3
  • Cell jab
5LL 700 All - 11 - - -8
  • Ground bounces like Bardock
5LLL 850 / 600*2 All U3+ 36 - - -11
  • Teleports forward. Only hits if he crosses over.
  • Switches sides on hit.


5M
5M
DBFZ Janemba 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 13 - - -5
  • placeholder


5H
5H
DBFZ Janemba 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 17 - - -12
  • Deflects Ki blasts like other sword normals.
  • Any normal > 5H is NOT a true blockstring.


5S
5S
DBFZ Janemba 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*4 All - 22 - - -21
  • 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 GG4.png GG1.png GG3.png GG6.png
  • Without inputs, the order is 4316.
  • Last Ki blast always does more stun, ground bounces if it's 4 or 6, pops up if it's 1 or 3.


2L
2L
DBFZ Janemba 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 7 - - -3
  • placeholder


2M
2M
DBFZ Janemba 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 11 - - -11
  • Only low.


2H
2H
DBFZ Janemba 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 14 - - -18
  • Anti-air. Deflects Ki blasts.


2S
2S
DBFZ Janemba 2S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*4 All - 26 - - -
  • Slightly floats off the ground.
  • Cancellable from 5S.
  • No input order is 1739.


6M
6M
DBFZ Janemba 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Sword normal overhead.
  • Deflects Ki blasts.


j.L
j.L
DBFZ Janemba jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 7 - - -
  • Good range for a j.L


j.M
j.M
DBFZ Janemba jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 11 - - -
  • placeholder


j.H
j.H
DBFZ Janemba jH.png
Charlotte's j.H
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 15 - - -
  • Deflects Ki blasts.
  • Halts momentum and ground bounces grounded opponent.
  • Use j.L or j.M for IAD overhead instead.

It's Hit's j.H, so it's garbage outside combos and even then it's only marginally useful.


j.S
j.S
DBFZ Janemba jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*4 All - 22 - - -
  • 5S but in the air.


j.2H
j.2H
DBFZ Janemba j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 11 - - -
  • Gigantic wall bounce.
  • Deflects Ki blasts.


Specials

Shadow Kick
Shadow Kick
j.2M
DBFZ Janemba j2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
900 High D1 25 - - -
  • Tracking overhead that causes sliding knockdown on Smash hit.
  • Janemba teleports to the ground on hit.


Demonic Blade
Demonic Blade
236L/M/H (Air OK)
DBFZ Janemba DemonicBlade.png
Michael Sword!
DBFZ Janemba DemonicBlade2.png
Air Michael Sword!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Ridiculous range, deflects Ki blasts.
Ground L 1100 All - 15 - - -9
Air L 1100 All - 15 - - -
  • placeholder
Ground M 1200 All U1+ 19 - - -9
Air M 1200 All U1+ 19 - - -
  • Wall bounces.
  • Ground version takes a step forward before attacking.
Ground H 1300 All U1+ 16 - - -9
Air H 1300 All U1+ 15 - - -
  • Bigger wall bounce.


Mystical Arm
Mystical Arm
214L/M/H
DBFZ Janemba MysticalArm.png
Thanks for the command grab, Piccolo
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1200 Throw U1 25 - - -
  • Always causes sliding knockdown.
M 1250 Throw U1 28 - - -
  • Wall bounces on Smash hit, SKD on non-Smash.
  • In the corner, can be followed up with 2M.
H 1300 Throw U1 25 - - -
  • 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
Milia should have this
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 350*3 All - - - - -
M 350*3 All - - - - -
H 350*6 All - - - - -
  • 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.
  • Balls can be detonated early only with their respective buttons, i.e. j.214M can only be detonated with M.


Dimensional Hole
Dimensional Hole
22S (Air OK)
DBFZ Janemba DimensionalHole.png
DBFZ Janemba DimensionalHole2.png
P L U S 2 2
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Catch - - - - - - -
Attack 600 All - - - - +22
  • Absorbs non-Super projectiles.
  • After absorbing, shoots a tracking projectile from behind the opponent.


Phantom Shift
Phantom Shift
236S or 214S (Air OK)
DBFZ Janemba PhantomShift.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
236S - - - - - Total 36 -
214S - - - - - Total 36 -
  • Teleports a set distance.
  • After inputting either versions, holding any directions will still make him teleport to that direction anyway.
  • Grounded versions stays grounded, GG2.png stays in place, doesn't have GG1.png or GG3.png
  • 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.


Assist

5S
A1/A2
Damage Guard Smash Startup Active Recovery Frame Adv.
450*2 All - 47 - - -
  • 5S but shoots from GG7.png twice.
  • Second Ki blasts ground bounces.
  • Fullscreen tracking, enable extensions even high up.


Supers

Rakshasa's Claw
Rakshasa's Claw
236L+M (Air OK)
DBFZ Janemba RakshasasClaw.png
DBFZ Janemba RakshasasClaw2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 2415 All UDV 9+4 - - -18
Air 2415 All UDV 9+4 - - -
  • Minimum damage: 815
  • 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
Damage Guard Smash Startup Active Recovery Frame Adv.
1995 All UDV 9+4 - - -17
  • 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
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 220*19, 360 All UDV 12+3 - - -33
Air 220*19, 360 All UDV 12+3 - - -
  • Minimum damage: 1672
  • If performed in the air, Janemba will always teleport back to the ground.


Navigation


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Dragon Ball FighterZe
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System Explanations

HUDControlsFrame Data & System DataPatch Notes


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