< DBFZ
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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Overview
"Gu heh heh heh!" | |
Lore: | 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 a godly warrior. Janemba has the ability to bend reality to his will, as he did with Hell. After a severe beatdown from Super Saiyan 3 Goku, he morphed into an even more powerful and vicious form, Super Janemba. In his super form (As he appears 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. |
Janemba 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.
Pros
Cons
- Space Control: Traking (albeit slow) Ki Blasts and Sword Specials that destroy projectiles give Janemba screen control and a way around Ki Blast zoning.
- Anti-Meta Tool: 22S forces opponents to stop using projectiles and assists during neutral, and on successful counter can either get a combo or start pressure.
- Teleports: 214S/236S are both Janemba's main mix-up options and pseudo-reversal, being fast and invincible starting frame 4.
- Momentum: Always gets a sliding knockdown with j.2M, and 236H+S always pushes the opponent into the corner he's facing.
- Support Value: A Assist is a tracking SSJ Vegeta A assist and gives big combo extensions. B Assist is excellent for blockstrings and space control in a way that A is not. C is a combination of both as a 50-frame tracking C assist.
- Beeg Boi: Huge hurtbox and somewhat slow in terms of his moves, making it hard for him to get set up sometimes. The classic big character issues.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Shadow Kick
Shadow Kick j.2M |
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Demonic Blade
Demonic Blade 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Mystical Arm
Mystical Arm 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Hell Gate
Hell Gate j.214L/M/H |
Template:AttackDataHeader-DBFZ |
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Phantom Shift
Phantom Shift 236S or 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Dimensional Hole
Dimensional Hole 22S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Phantom Assault Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Demonic Blade Assist B |
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Assist C
Hellblade Flurry Assist C |
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Super Moves
Rakshasa's Claw
Rakshasa's Claw 236L+M (Air OK) |
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Savage Skewer
Savage Skewer 236H+S |
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Needle Light Shower
Needle Light Shower 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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External References
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.