DBFZ/Janemba/Combos

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 Janemba
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M2H > SD > j.LL > jc.MLL2H > S(4) > j.2M 4255 1.5 All Easy You could do j.2369S instead of SD but its quite hard but the combo does 4315 instead
2M > 5M > j.M2H > SD > j.LL > jc.LML2H > j.S(4) > j.2M 4315 +1.15 All Easy Big damage, no oki.
2M > 5M > j.M2H > j.2369S > j.LL > jc.MLL2H > j.S(4) > j.2M 4345 +1.15 All Medium Big damage, no oki.
(5S [4 hits] > 2S [4 hits]) > 236M > 5S (4) > 2S (4) > j.2M ? ? All Easy Long range grounded Ki Blast/236M confirm.
SD > j.LL2H > j.2369S > j.LL > jc.MLL2H > j.S(4) > j.2M 2925 +1.1 All Medium Basic superdash confirm.
SD > j.LL2H > j.S(4) > j.2M 2160 .55 All Easy Easier superdah confirm
2M > 5M > j.M2H > j.214H > 66 j.LLL [H] > iAD j.M > 5LL2M5M > 5H6S > SD j.LL > jc.LML2H > j.2M 5842 +.95 All Medium Optimal midscreen orb route. Massive damage, poor oki. Off of a scaled starter just skip the 5H6S > SD.
236H/214H > 66 2L5LL > 2M5M > 5H6S > SD j.LM > jc.LLS(4) > j.2M 3510/3320 -.4 All Easy Can end with j.LL >jc.LML2H > j.S(4) j.2M instead for slightly better damage and meter gain, but worse oki.
2H/DR > SD j.MLL > jc.LL > j.S(4) > j.2M ? ? All Easy Can end with j.MLL jc.MLL j.H j214H to get an orb safely on screen.

Notes

Inputting a super during Smash j.2M will buffer the super on the ground.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > S(1) > 236M > 66 > 5LL > 2M > 5M > 5H > SD > j.MLL jc.MLL2H > j.S(4) > j.2M 4727 1.53 All Easy If you find it hard to connect the second jc.M then just skip it but it will do 4690 and meter gain of 1.51
2M > 5M > jc.2H > j.214HH > 5H > land > 5LL > 2M > 5M > 5H > SD > j.MLL > jc.MLL2H > j.S(4) > j.2M 5602 +1.01 All Medium do the first jc.2H as soon at you get to in the air
2M5M > j.2H j.214H(8) > [H] j.H > 5LL2M5M > 5H SD > j.MLL jc.MLL > j.2H j.S(4) j.2M 5647 +.7 All Medium For scaled starter, skip the j.S(4) at the end.
2M5M > j.2H j.214H(8) > j.M j.5S j.236L [H] > 6M 5LL2M5M > 5H 1S(4) > SD j.LL jc.LML > j.2H j.2M 5837 +.9 All Hard On small characters do <3S(4) 5H> instead of <5H 1S(4)>
214M > 66 > 5LL > 2M5M > 5H > 5S[4] > 2S[4] > SD > j.MLL > j.LL2H > j.S[4] > j.2M ? ? All

Notes:

For all corner combos, <j.LL jc.7ML> instead of <j.LL jc.LML> properly spaces for the post level 3 50/50.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
combo transcript where ? ? All Sparking loops go here

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 5H > SD > j.MH > Assist > ... Anywhere ? ? All Janemba doesn't have many places to insert assists into his combos.
... > Assist > 5LL > 2M > 5H > 236L > Super Corner ? ? All Corner combo extender.

Combo Theory

Video Examples

Navigation

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