GBVS/Djeeta

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Overview

Overview

Djeeta is a hybrid ShotoShort for "shotokan"A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move. with an emphasis on fireballA projectile which usually travels slowly across the screen in a horizontal path above the ground. and rekkaA series of special attacks that are only available after the first one is performed. pressure. Djeeta can be compared in many ways to Gran, her male counterpart from the source Granblue Fantasy game. She enjoys slightly better range on her normals, more varied fireballs, and safer special cancels compared to Gran, but has an alternate Overdrive Surge which is not as reliable or as useful as a gap closer.
"I'll cross these boundless skies, to the place you promised—I'll find you no matter what, Dad."
Lore:This heroine's adventure began when she received a letter from her father asking her to come to the Island of the Astrals, Estalucia. Now she travels the skies with her flying lizard-like buddy, Vyrn, and the mysterious blue-haired girl who saved her life by linking it with her own, Lyria. Honest to a fault, she'll come to the aid of anyone who needs her assistance. Although her swordplay is rough and self-taught, she possesses the power to overcome any obstacle—thanks in no small part to Lyria's assistance.
Voice:English: Erika Harlacher/Japanese: Hisako Kanemoto
Playstyle
Djeeta is a well-rounded hybrid shoto with an emphasis on fireball and rekka pressure.
Pros Cons
  • Good Pokes: Djeeta boasts very strong pokes in her f.M, 2M, and f.H, all of which can be buffered or hit confirmed into Vorpal Blade for damage and corner carry.
  • Excellent Fireball: Djeeta's fireball, Reginleiv, can be charged to alter the timing of the fireball and improve the frame advantage.
  • Strong Pressure: Djeeta boasts a variety of fast, good-reaching normals that are excellent for frametraps and staggers. These normals can also cancel/delayed cancel into Vorpal Blade which naturally frame trap the opponent for potentially high damage. Her fireball can be charged to reset her pressure and a unique property of her auto combo can create rather oppressive strings that can be difficult for the opponent to escape.
  • Excellent DPs: Djeeta's DPs are amongst the best in the cast. Most notably, her medium Rising Sword. Which plays a key role in dealing with many of her matchups.
  • Huge Corner Carry: Thanks to Heavy Vorpal Blade granting a wall bounce. Djeeta is able to do a full corner combo on her opponents even at roundstart position. Farther off an anti-air.
  • Long Combos: One of her specialties is being able to create combos long enough that it can often loop into the exact same combo route on the next hit. Keeping her average damage potential very high on every confirm and there are plenty of combo routes that still do great damage using minimal cooldowns. In other words, she is almost always ready to deal significant damage regardless of how many resources she spent just prior.
  • Awkward Anti-Airs: Djeeta's 2H is not quite as fast or as universally consistent as some of the other shoto characters in the game, and counter hit conversions depend on height and range. Players are then forced to adopt other alternative ways to anti-air such as through her, f.H, c.H or Rising Sword
  • Weak no Meter Whiff-Punish Options: Djeeta's options for heavily whiff punishing the opponents from longer range are on the weaker side without meter. Many non-counter hits outside the range of her f.M cannot convert into any Vorpal Blade. Therefore is limited to f.H into Medium Vorpal Blade, use 50 meter for Rush or is forced to burn Eternal Ascendancy.

Normal Moves

c.L

c.M

c.H

Auto Combo

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1 -
c.XXX 350 Mid 12 3 18 -4 0 -

Pretty standard autocombo normals. Generally used for confirm and blockstring filler.In general, one should minimize the use of autocombos in confirms and juggles in order to maximize damage.

  • Cancels into M Vorpal Blade on block will frametrap an opponent attempting to mash after Djeeta's autocombo, though this cancel can be dodged and punished.
  • Her 5XX is one of the the few auto combos in the game that can cancel later than normal into it's recovery, making it a formidable mixup and stagger tool.

f.L

f.M

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 Mid 8 3 18 -6 -2 -

Djeeta swings her sword out in front of her. f.M is one of Djeeta's prime pokes, and behaves very similar to Gran's, while boasting slightly better range.

  • Great range for its speed.
  • Combos into L and H Vorpal Blade on normal hit, and M Vorpal Blade on counter hit.
  • Cancels into M Vorpal Blade on block will frametrap an opponent pressing buttons, but this cancel can be dodged and punished.
  • Spaced cancels into a charged fireball (Reginleiv: Recidive) can punish opponent trying to dodge cancels into Vorpal Blade.
  • Tip range f.M into L Reginleiv can typically leave Djeeta +1 or higher.
  • The hurtbox extension on this normal retracts extremely fast once the active frames are done. Making this an incredible normal to harass from range.

f.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Mid 10 5 21 -9 -5 -

Djeeta swings her sword in an arc in front of her in a nearly identical manner to Gran. One frame slower overall than his, but seems to have slightly more range.

  • Combos into all versions of Vorpal Blade.
  • Can be used as a far anti-air option for further jumps that 2H won't be able to hit.
  • Can frametrap with M Vorpal Blade on block, like with f.M.
  • At max range, a cancel into a charged light fireball will be plus on block.
  • Excellent for crushing an opponent attempting to poke out after a spaced blockstring.
  • Useful to keep an opponent locked in the corner while scouting jumps or dashes.

2L

2M

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 Mid 7 6 12 -3 +1 -

Probably Djeeta's best normal overall, and a candidate for one of the best medium pokes in the game. While it may look unassuming and even a bit stubby, you will eventually find this being one of the cornerstones of Djeeta's neutral.

  • Incredibly fast poke, and very difficult to whiff punish. Can be useful for some abare situations.
  • Deceptively good range, despite the somewhat stubby looking animation.
  • Djeeta's best normal for checking Cross Overs, with 2U being the next strongest.
  • Combos into L and H Vorpal Blade on normal hit, and M Vorpal Blade on counter hit. Like with f.M and f.H, cancels into M Vorpal Blade on block will frametrap, at the risk of your cancel being dodged.

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Mid 10 6 24 -13 -9 -

Djeeta's main non-special move anti-air. Does not lower her profile as much as Gran and Katalina's 2Hs, so it can occasionally lose in situations where their anti-airs would be more consistent. Still quite strong overall.

  • Forward range is not as far as it looks, but hits behind Djeeta very well. Excellent for dealing with crossups.
  • Can be stuffed by some early jump normals, or very close range jumps. For these angles, c.H or Rising Sword can be better anti-airs.
  • Combos into 5U or Rising Sword on normal hit.
  • Counter hit conversions can be awkward. Juggles into f.M, f.H, or c.H depending on the height and distance the opponent was hit. You'll have to judge the situation on reaction based on where your opponent is.
  • No conversions that work consistently on normal and counter hit, forcing Djeeta to confirm normal vs counter hit to optimize her anti-air damage.

2U

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 Low 7 6 21 -12 HKD -

Similar to Gran's 2U, though not quite as ignorant. Still a very excellent sweep.

  • Is stubbier than Gran's 2U.
  • Fast startup makes this relatively strong in abare or fuzzy mash, like 2M.
  • Can low profile some projectiles and high-hitting normals, like Gran's 2U but not as early.
  • Combos into L and H Vorpal Blade on hit, and M Vorpal Blade on counter hit. Frametrap cancels can also be performed on block with this normal.
  • Cancelling this normal into spot dodge grants a very easy safejump in the corner, which can be useful for ending Djeeta's corner combos.
  • Has a low-profile hurtbox on frames 5-27.

Air Normals

j.L

j.M

j.H

j.U

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 High/Air 12 8 Until landing - - -

Very familiar looking jump normal. Djeeta swings below her in an arc in a nearly identical manner to Gran and Katalina's j.Us. The hitbox is not quite as large as these normals, but the purpose remains the same.

  • Djeeta's best jump normal, period. Hits in a wide arc below her and is very active, allowing her to use it at different points in her jump arc for different purposes.
  • Very good safe jump normal along with j.H.
  • Can stuff some poorly timed or weaker anti-airs if done at the correct timing during her jump arc.
  • Grants juggles on air-to-air hit without counter hit if low enough to the ground.
  • Normal jump j.U can be used in close range as a throwbait that won't give up your pressure, or to surprise an opponent to try and escape the corner.
  • This is Djeeta's slowest jump normal, so can it can lose to some pre-emptive air-to-airs and is prone getting counter-hit due to it's high amount of active frames.
  • Can clash with M button anti-airs due to its higher than normal hurtbox and M level clash priority. Useful vs the Ferry or Metera matchup as it creates an almost certain losing situation for them.

Unique Action

Overdrive Surge

5U

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U 800/1000/1200/1400/1800 All 28/16* 5 14 -2 +3 [Forced Crouch] 4~20 (lvl 4)
5[U] ~ X - - - - Total 15 - - -

A heel kick that can be strengthened up to 5 levels, becoming fully invincible at the maximum level. Behaves very similarly to Gran's Power Raise, but is not nearly as useful.

  • 28F assuming if Djeeta casts 5U immediately. 16F for the startup of releasing the kick itself.
  • Can be charged by holding U. Cancel the charge by pressing L, M, or H.
    • Canceled at its earliest point, the move is 26 frames total.
    • Fully held, the move is 178 frames long, though Djeeta does not have to wait for the fully held move to reach level 4.
  • Can hop over some low hitting moves, but high-profile ability is generally quite difficult to exploit due to the slow startup.
  • Can ground-bounce on any counter-hit whether grounded or airborne. Requires level 1 charge or higher to ground-bounce on juggled opponents mid-combo.
  • Can be used to punish projectiles when fully charged, but this situation will be incredibly rare in a match.
  • Can be used as a throw-bait like universal overhead, but is not nearly as rewarding without counter-hit, nor does it have the additional property of hitting overhead + earlier throw invincibility.
  • Can add an additional layer of offense to her pressure by canceling the stance itself for baiting whiffed buttons and mixing the cancel options off a normal between letting 5U rip, rekkas, fireballs, etc.
  • Can be spaced to be a maximum +2 on block and up to +7 on hit for a 2M follow-up. The range to perform this is a bit outside fM range and only the tip of Djeeta's flip kick hits the opponent's foot.
Level Charge Times
Level 2 Level 3 Level 4 Level 5
39f 70f 99f 129f

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Throw 7 3 31 - - -

Djeeta's ground throw. A necessary part of her offense as she lacks many other options other than staggers and frametraps. Use this once your opponent is respecting your blockstrings heavily, or try to bait them to tech with her universal overhead.

  • Superjump j.H or j.U after forward throw in the corner will grant a pretty easy safe jump.
  • After a forward throw directly at the wall, whiffing c.L into whiff 2M into 2L grants her a DP safejab. Automatically links into c.H on hit. You can delay each button or use the recovery of the 2M as she stands up to hide a throw attempt.
  • After a forward throw very close to the wall, whiffing 2L into the universal Overhead Attack grants Djeeta a meaty combo-able overhead.

Air Throw

Overhead Attack

Special Moves

Reginleiv

GBVS Fireball.png 236X or 5S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 700 (easy)
800 (technical)
All 16 - Total 47 -7 -3 -
236M 700 (easy)
800 (technical)
All 16 - Total 47 -7 -3 -
236H 300×3 (easy)
300×2, 400 (technical)
All 16 - Total 47 +2 +6 -

Djeeta's projectile. One of the best projectiles in the game, and significantly more versatile than Gran's counterpart.

  • Projectile speed has two variations. L being the slower and M/H being faster.
  • H version hits 3 times and is plus on block, making it very strong for winning fireball wars or resetting her pressure.
  • Spaced blockstrings ending with a fireball in the corner can leave the opponent in position to have their counterpoke crushed by her f.H.

Reginleiv: Recidive

GBVS Fireball.png 236[X] or 5[S]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236[L] 800 (easy)
900 (technical)
All 41 - Total 69 -4 0 -
236[M] 800 (easy)
900 (technical)
All 41 - Total 69 -4 0 -
236[H] 300×2, 400 (easy)
300×2, 500 (technical)
All 30 - Total 60 +8 +12 -

Djeeta charges her fireball, giving it an extra hit and much better frame advantage. This aspect of her fireball is what really sets it apart from the other shotos' projectiles.

  • Not that useful for winning fireball wars due to the long charge time. Will also still lose to most H fireballs.
  • Can bait people trying to dodge or Cross Over through projectiles by delaying the projectile timing.
  • Has better frame data on hit and block than an uncharged fireball, and can be easily spaced to be plus on block. For example, max range f.H cancelled into a charged fireball will generally be plus on block.
  • Knocks down on counter hit. Spaced cancels into a charged fireball will potentially punish dodges, which can lead to very beefy punishes in the corner.
  • Charged version of H fireball has some use in some height specific anti-air conversions and in corner juggles.
  • Djeeta is not in counter-hit state once she hits frame 40 in the animation. Therefore, L and M hold fireballs are never in counter-hit state once launched.

Rising Sword

GBVS Parry.png 623X or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 600, 200 (easy)
700, 300 (technical)
Mid, All 9 2,9 30 -14 to -22 +24 KD 1~10 All
623M 600, 250×2 (easy)
700, 300×2 (technical)
Mid, All*2 12 2,3,17 29 -22 to -27 +21 KD 1~15 All
623H 1200 (easy)
1400 (technical)
Mid*3, All 9 - - -62 +52 HKD 1~19 All

An invulnerable anti-air technique. Djeeta's DP is effectively identical to Gran's, with each version gaining progressively more hits and damage.

  • Due to her somewhat less consistent 2H, Djeeta is somewhat more reliant on her DP for anti-airing than other shotos.
  • L and M versions are air unblockable on the first hit only. H version is air unblockable for the first part of the move, but not the second.
  • L version keeps her in place during the startup, useful for anti-airing certain cross up moves that have a hurtbox behind them. (EX: Katalina jU)
  • M version advances her forward during the startup, with a large horizontal range to goes upward. It's because of the horizontal range that makes this move a key factor in some matchups that can enable her offense.
  • H version grants a hard knockdown and a safejump, which can be useful for reversing a sticky situation.
  • Some of Djeeta's corner combo routes will automatically leave the opponent at the proper height to combo after her H Rising Sword, allowing her to juggle into a 2U or c.H into Skybound Art or safejump afterwards.

Vorpal Blade

GBVS Charge.png GBVS SpecialCharge.png 214X or 4/2S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 350×2 Mid 14 3(11)3 20 -6 -2 -
214M 400×2 Mid 20 3(13)3 18 -4 0 -
214L/M ~ 214L/M 500 Mid 20 3 22 -8 KD -
214H 300×2 Mid 15 2(8)5 18 -6 -2 -
214H ~ 214H 350×2 Mid 11 2(10)3 20 -6 HKD -
214H ~ 214H ~ 214H 400 Mid 17 3 22 -8 HKD -

Two advancing slashes that can be rekka'd into additional followups. Djeeta's main confirm special, granting her excellent corner carry on hit. This move is also extremely strong in her offense due to its frametrap ability and relative safety.

  • The L version comes out quickly, while the M version is slower, but reaches further and is safer on block.
  • The L and M versions will immediately perform the ender with a second 214 input, while the H version will perform a second set of slashes before the knockdown ender.
  • The ender can frametrap an opponent attempting to challenge the first part of the rekka on block. The ender is always unsafe on block, so perform with caution.
    • Additionally, H rekka ender can now wall bounce within proximity of the corner. Allowing potentially bigger combos from midscreen to corner.
      • Djeeta cannot follow up with anything if the ender frametraps the opponent when directly at the corner. Even on counter-hit.
  • M version launches on counter-hit. Allowing full combo confirms when near the corner.
  • M version is safe on block and will frametrap in cancels from auto combo and nearly all of Djeeta's far normals, making it a strong option to use to end a blockstring with some free chip. This cancel can be dodged and punished, though this comes with risk to the opponent as this dodge can be baited by simply blocking or using a charged fireball to punish it.
  • Both the M and H versions see staple use in Djeeta's corner combos as she can juggle into normals after the initial followups if she does not perform the ender.
  • The H version can have a gap between the first and second follow-up. Allowing a potentially large reward for punish attempts on the first part at the compromise that the risk is greater for Djeeta afterward due to being closer to the opponent for a punish if they decide to continue blocking.
  • Due to the advancing nature of this move, the L and H version are viable alternatives to Djeeta's poor whiff punishing options against longer normals and play a key role in her neutral gameplan.

Skybound Art

Eternal Ascendancy

236236H or 236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
3700→2500 Mid*1, All 7+6 - - -20, -10, -10, -10, -10, -10, -10, -10, -11, -11, -48 HKD 1-17 All

Has some invulnerability. On simple input, it will unleash Reginleiv Azimuth (the Conqueror of the Eternals skin CA) when hit close. With technical input, you can Reginleiv Zenith (the Guiders to the Eternal Edge skin CA) from any hit by doing a rave-style input.

  • The rave input is L, L, M, M, H, H, L, M, H, 214U. This CAN be done on block, but doing so will not make the super any safer; each hit is still punishable on block. When done using the simple input, the rave will automatically be executed on hit at close range, but not on block.
  • Allows Djeeta to confirm into her max damage Skybound Art from much further than most characters due to the technical input granting the full super animation as long as the first hit of the lunge collides with ANY hurtbox, including extended hurtboxes, well outside of it's intended clean hit window. Confirm this from f.M, 2M, or f.H for great returns on a single hit confirm.
  • This super doubles as a utility for punishing the opponent's projectiles at range, though it is not as consistent as some other supers at doing this due to it's lunge speed. Easy input is quick and great for reacting to close projectiles, while technical input is harder to do but rewards even greater damage from further out as long as the first hit of the lunge connects.
  • Great for heavily discouraging the opponent's projectiles, potentially putting the opposing character at a noticeable disadvantage in the neutral.
  • This super outside of SSBAs is the hardest hitting super in the game.
  • Base damage for Reginleiv Azimuth (easy input) is 3500; minimum damage is 513. Base damage for Reginleiv Zenith (technical input) is 3700; minimum damage is 935.
  • In close to point-blank scenarios, delaying the 1st follow up as long as possible after the first is blocked can create a frame trap.
  • Simple input super never grants a safe jump.
  • Djeeta is +4 if she fails to complete the deadly rave at any follow-up.

Super Skybound Art

Skyfall

236236U or 236S+U

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
4500→3500 Mid 7+5 - - -46 to -52 HKD 1-21 All

Djeeta performs a rising uppercut like Katalina's SSBA (contrast with Gran's projectile SSBA). If it hits properly, the attack finishes with Proto Bahamut. If the cinematic doesn't connect, the attack finishes with a big sword slice that sends the opponent back to the ground.

  • Not a good reversal; can be option selected with meaty lights.
  • Not a bad option as a raw anti-air, though Djeeta moves quite far forward during the uppercut, making the effective range somewhat awkward. Will combo consistently from 2H regardless of counter hit.
  • Uppercut nature of the super makes it highly unsafe on block and more or less impossible to confirm into from max range pokes. Generally sees use to end her corner combos when Djeeta is below 30% health.
  • Minimum Damage:
    • Technical Input: 1350→1050
    • Simple Input: 900→700

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Djeeta Color 01.png
GBVS Djeeta Color 02.png
GBVS Djeeta Color 03.png
GBVS Djeeta Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Djeeta Color 05.png
GBVS Djeeta Color 06.png
GBVS Djeeta Color 07.png
GBVS Djeeta Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Djeeta Color 09.png
GBVS Djeeta Color 10.png
GBVS Djeeta Color 11.png
GBVS Djeeta Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Djeeta Color 13.png
GBVS Djeeta Color 14.png
GBVS Djeeta Color 15.png
GBVS Djeeta Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Djeeta Color 17.png
GBVS Djeeta Color 18.png
GBVS Djeeta Color 19.png
GBVS Djeeta Color EX.png
Weapons
01
02
03
04
GBVS Djeeta Weapon 01.png
GBVS Djeeta Weapon 02.png
GBVS Djeeta Weapon 03.png
GBVS Djeeta Weapon 04.png
05
06
07
08
GBVS Djeeta Weapon 05.png
GBVS Djeeta Weapon 06.png
GBVS Djeeta Weapon 07.png
GBVS Djeeta Weapon 08.png


External References

Japanese frame data: https://wikiwiki.jp/gbvs-frame/ジータ

Navigation

Djeeta
Ambox notice.png To edit frame data, edit values in GBVS/Djeeta/Data.