DBFZ/Janemba

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Janemba
DBFZ Janemba Portrait.png
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
  • Can build a whole bar from superdash by himself
  • turns into not thicc boy, but talt boi
  • 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*
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


  • placeholder
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:4 Template:1 Template:3 Template:6
  • Without inputs, the order is 4316.
  • 4 and 6 ground bounces airborne opponent.
  • Last Ki blast ground bounces even grounded opponent if it's 4 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
Mario Down Smash.png
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.
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 1436.
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
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.

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

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

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 (see: okizeme) 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
  • placeholder

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.
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.
Dimensional Hole
Dimensional Hole
22S (Air OK)
DBFZ Janemba DimensionalHole.png
CATCH-22
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.
  • After absorbing, shoots a tracking projectile from behind the opponent.
  • Tracking projectile can be blocked though.
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.
  • 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, doesn't have Template:1 or Template:3
  • 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
DBFZ Janemba Assist5S.png
Gotenks Assist 2: Air Side Swap
Template:AttackDataHeader-DBFZ
  • 5S but shoots from Template:4 twice.
  • Second Ki blasts ground bounces.
  • Fullscreen tracking, enable extensions even at high up.

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
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
CRAWLING IN MY SKINNNNN...
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.

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