DBFZ/Janemba

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Overview[edit]
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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.
Playstyle
DBFZ Janemba Icon.png 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: Tracking (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 gets easy pressure or even a full combo.
  • Teleports: 214S/236S are both Janemba's main mix-up options and pseudo-reversal, being fast and invincible starting frame 4.
  • Momentum: Easy 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.
  • Solo Damage: j.214H combos let him do upwards of 6000 damage anywhere on screen while still building meter.
  • 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.
  • Lacking Anti-airs: 2H, 236X and 5L have somewhat underwhelming hitboxes, making it difficult to control above Janemba.

Normal Moves[edit]

5L[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 700 All - 11 2 22 -8 -
5LLL 600*2 All U3+ 36 6 21 -11 -

[edit]

  • 5L is just a jab.

Worse range than 2L and will whiff in more situations than you would like. Mostly used as a bridge to your autocombo normals. If it was better it would be a better complement to 5LL, but it doesn't quite check superdash.


  • 5LL ground bounces on hit.

Large hitbox, good for mashing and "anti-airs." Extraordinary for combos and blockstrings like everyone else but it's held back by 5L.


  • 5LLL teleports forward and can cross over the opponent. Hitbox is behind Janemba.
  • Switches sides on hit.

The online special. You can tell whether or not Janemba did 236/214S or 5LLL by the startup animation, Janemba will leer forward with this. Very slow, has a huge gap making it mashable, and unsafe on block. Use scarcely.

5M[edit]

5H[edit]

5S[edit]

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300*4 All - 18-27 - 42 -21 -

[edit]

  • 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 InputIcon 5.png InputIcon 1.png InputIcon 3.png InputIcon 6.png
  • Without inputs, the order is 5316.
  • 5 and 6 ground bounces airborne opponent.
  • Last Ki blast ground bounces even grounded opponent if it's 5 or 6, pops up grounded opponent if it's 1 or 3.

Janemba's Ki Blast is a tool with far more nuance than most other character's Ki Blasts. It's slow, but you can force the opponent to respect it by cancelling into Demonic Blade. Doing this with the first Ki Blast can force an opponent back to the ground and be cancelled into Mystical Arm instead of Demonic Blade once the opponent is conditioned to sit still. It's also an incredible combo tool, as steering the Ki Blasts to force a ground bounce gives way to all kinds of relaunch combos.

2L[edit]

2M[edit]

2H[edit]

2S[edit]

6M[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

Special Moves[edit]

Shadow Kick[edit]

j.2M

Demonic Blade[edit]

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 1100 All - 15 4 24 -5 -
Air L 1100 All - 15 4 26 -2 if TK -
Ground M 1200 All U1+ 19 4 24 -5 -
Air M 1200 All U1+ 19 - - -2 if tk -
Ground H 1300 All U1+ 16 4 24 -5 -
Air H 1300 All U1+ 15 4 26 -2 if tk -

[edit]

  • Ridiculous range, deflects Ki blasts.

236L
  • Reaches about half screen, no step forward.
  • Safe, gapless blockstring ender.

Faster AND safer on block than a beam, but isn't full-screen and has less active frames.


236M
  • Wall bounces.
  • Ground version takes a step forward before attacking.
  • Bigger horizontal range than the Light version.
  • Can be used in blockstrings over 236L to add a frame trap.

236H
  • Bigger wall bounce, can be comboed off of midscreen.
  • Range inbetween 236L and 236M.

Mystical Arm[edit]

214L/M/H

Hell Gate[edit]

j.214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 350*3 All - 53 (172) 9 52 - -
M 350*3 All - 53 (232) 9 52 - -
H 350*6 All - 44? (374) 18 44? - -

[edit]

  • Shoots an electric ball with no hitbox that slowly travels along the ground, bouncing off walls.
  • Only one ball can be on screen at a time. Ball detonates itself after a while.
  • Hold up during startup to make the ball floats higher up.
  • 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.
  • Heavy version can combo from smash j.2H by holding up and mashing the heavy attack button, allowing for a delayed 5LL into full combo.
  • j214H is an important neutral tool and can be called safely thanks to its low endlag as of season 3.5. j214L/M are largely useless outside of niche assist combos.

Phantom Shift[edit]

236S or 214S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236S - - - invul frame 4 invul for 13 20 - 4-16 All
214S - - - invul frame 4 invul for 13 20 - 4-16 All

[edit]

  • Teleports a set distance. Invulnerable from frame 4, making it a very strong escape option.
  • After inputting either versions, holding any of the 8 directions will still make him teleport to that direction anyway. Default is InputIcon 6.png for 236S and InputIcon 4.png for 214S.
  • Grounded InputIcon 2.png stays in place, InputIcon 1.png and InputIcon 3.png teleports slightly closer than InputIcon 4.png and InputIcon 6.png. All 5 off these versions keep Janemba grounded.
  • Air versions can only be performed once until landing, can also teleport back to the ground.
  • Both ground and air versions don't consume air options, they also keep super jump's momentum control.
  • Can be used in combos to link smash j.2H to j.L, letting Janemba confirm solo off of a raw superdash anywhere on screen.

Janemba's main mixup tool. You can teleport to either side of the opponent, air or ground. From there it's up to you if you want to just go low or mix in an airdash to create some really nasty setups.

Dimensional Hole[edit]

22S (Air OK)

Z Assists[edit]

Assist A[edit]

Phantom Assault

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
250, 3x175 All - 36, 46, 56, 66 - - +50 -

[edit]

  • 5S but shoots from InputIcon 5.png four times.
  • Fourth Ki Blasts ground bounces.
  • Fullscreen tracking, enable extensions even at high up.
  • Like many ki blast-based assists, can be reflected/superdashed during. Interestingly, the first Ki Blast is not reflectable.

A very strong assist and easily the best combo in the game. Basically a faster SSJ Vegeta A that trades the defensive usage for full screen tracking.

Fullscreen confirms off of projectiles, air DR enders and high damage combo extensions allow characters to get big boosts to damage, meter gain or both. While it shines in combos, this assist is very strong in neutral as well. Using it while your opponent is in the air forces them to hold the assist or superdash through, giving you either an easy way in or a free punish with 2H. Ultimately, Janemba A does a lot of things that few other assists can do and it does them very well.

This assist is kind of tricky to get used to and may seem weak at first, but its uses in combos and neutral more than make up for the lack of true blockstun.

Assist B[edit]

Demonic Blade

Assist C[edit]

Hellblade Flurry

Super Moves[edit]

Rakshasa's Claw[edit]

236L+M (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Frame Adv.The 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2415 All UDV 9+5 - - -18 -
Air 2415 All UDV 9+4 - - - -

[edit]

  • 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.
  • Always leaves you +4 on hit, no matter the height you started at before the super.

Good damage for a super. Because of it's cinematic nature, it will always result in a sliding knockdown. The entire time the opponent is falling and sliding is open for DHC's, making it really easy to extend into other supers. In terms of a normal combo ender, does not really allow continued pressure.

Savage Skewer[edit]

236H+S

Needle Light Shower[edit]

214L+M or 214H+S (Air OK)

External References[edit]

Navigation[edit]


Ambox notice.png 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.