DBFZ/Janemba

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Janemba
DBFZ Janemba Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Zoning, Unorthodox
Team Role
Point

Overview

"Gu heh heh heh!"


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 Godly powerful warrior. Janemba has the ability to bend reality to his will, as he did with Hell, and in his super form (the form he takes 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.

In Dragon Ball FighterZ, 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.

Strengths/Weaknesses

Strengths Weaknesses
  • Incredibly strong keepaway game, can easily beat out ki blasts with 236X and has many strong tools for long range play.
  • Very powerful range with his normals and specials, while they can be a bit slow they are very easy to use due to the disjoints on his sword moves. His other normals are very strong as well.
  • 214S/236S are very strong options for escaping pressure - while they can be beaten out easily, they are still strong for escaping pressure and whiff punishing them can be difficult.
  • Can get SKD off of Superdash with j.2M. This gives Janemba a lot of momentum.
  • 236HS automatically drags the opponent to the corner, giving Janemba a great way to start corner pressure.
  • j.214x series allows for lots of oki setups.
  • Teleports, through either autocombo or 214S/236S, allow Janemba to set up a lot of tricky mixups on snapped opponents, especially with the right assists.
  • His assist can enable a lot of characters to get big damage or air Dragon Rush, due to it tracking.
  • 22S forces opponents to stop using projectiles and assists during neutral, as on successful counter can either get a combo or start pressure
  • Huge hitbox, allows him to get hit by certain moves much easier.
  • Assist A is very mediocre, and while it does open up a lot for characters to get SKD, it also is hard to use in pressure due to it being ki blasts and for general neutral play, making it exclusively a combo assist.
  • Somewhat slow in terms of his moves, making it hard for him to get set up sometimes.
  • His escape option in teleports, while good, can get a bit predictable after a while, and can easily be beaten out by superdash. This makes it hard for Janemba to get out of some pressure situations, as it can be very easy for the opponent to simply beat out his escape option and start it all over again.


Normal Moves

5L
5L
DBFZ Janemba 5L.png
Knock on teh skull
DBFZ Janemba 5LL.png
eSports normal
DBFZ Janemba 5LLL.png
*teleports behind u*
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5L
  • Just a jab
5LL
  • Ground bounces like Bardock
  • Also boasts an incredibly large, Bardock-like hitbox
  • Looks like a Bardock attack
  • Feels like a Bardock attack
  • Is pretty much Bardock's attack
5LLL
  • Teleports forward. Only hits if he crosses over.
  • Switches sides on hit.
  • The online special.
5M
5M
DBFZ Janemba 5M.png
A normal football kick.
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  • Good range, moves Janemba forward.
  • Good for staggers, always spaces perfectly for 2L to connect on block.
5H
5H
DBFZ Janemba 5H.png
SLASH 'EM
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  • 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
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  • 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:5 Template:1 Template:3 Template:6
  • 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.
2L
2L
DBFZ Janemba 2L.png
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  • Basically Cooler's 2L, exchanges the low property for huge range.
  • Really good for staggers due to its reach.
  • Longer range than 5L, therefore more common after a teleport.
2M
2M
DBFZ Janemba 2M.png
Janemba breaks it down
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  • Janemba's only low.

Janemba's core mixup doesn't really revolve around his 2M because it's so slow. Your main mixups are with teleports, but 2M will almost always be your most damaging starter.

2H
2H
DBFZ Janemba 2H.png
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  • Anti-air. Deflects Ki blasts.
  • Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic.
  • Bad in combos because of the low horizontal range.
2S
2S
DBFZ Janemba 2S.png
6DD > 2DD
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  • 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 1536.
  • Can be cancelled into 2M for a sliding knockdown.
6M
6M Almost a poke Template:AttackDataHeader-DBFZ
  • Sword normal overhead.
  • Deflects Ki blasts.
j.L
j.L
DBFZ Janemba jL.png
Sock it to 'em
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  • Good range for a j.L.
  • Has enough priority to beat superdashes.
  • Slightly slower than average.
j.M
j.M
DBFZ Janemba jM.png
The true demon is my IAD crossup
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  • Your most common jump-in.

j.M is forced to take the spotlight because of how bad j.H is. All things accounted for, it still has strong frame advantage if your opponent blocks it and it is really good for crossups.

j.H
j.H
DBFZ Janemba jH.png
Charlotte's j.H
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  • Deflects Ki blasts.
  • Halts momentum and ground bounces grounded opponent.
  • Use j.L or j.M for IAD overhead instead.

Huge hitbox. Despite it being like Hit's j.H it still has uses, especially in 2H Smash combos, as it is easier to set up j.214x oki with this move due to being able to special cancel it. It's not the best in neutral but it can be somewhat useful in the corner to keep your opponent in place, although this is tricky.

j.S
j.S j.5DD > j.6DD Template:AttackDataHeader-DBFZ
  • 5S but in the air.
  • Freezes momentum.
j.2H
j.2H
DBFZ Janemba j2H.png
Kokonoe rang, she wants her j.C back
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  • Gigantic wall bounce.
  • Deflects Ki blasts.
  • Moves Janemba backwards

Special Moves

Shadow Kick
Shadow Kick
j.2M
DBFZ Janemba j2M.png
Footdive without the diving.
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  • Tracking overhead that causes sliding knockdown on Smash hit.
  • Janemba teleports to the ground on hit. This makes frame advantage the same regardless of where you use it.
Demonic Blade
Demonic Blade
236L/M/H (Air OK)
DBFZ Janemba DemonicBlade.png
DBFZ Janemba DemonicBlade2.png
Michael Sword!
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  • Ridiculous range, deflects Ki blasts.
Ground L
Air L
  • Reaches about half screen, no step forward.

Faster AND safer than a beam.

Ground M
Air M
  • Wall bounces.
  • Ground version takes a step forward before attacking.
Ground H
Air H
  • Bigger wall bounce.
  • Range inbetween 236L and 236M
Mystical Arm
Mystical Arm
214L/M/H
DBFZ Janemba MysticalArm.png
Thanks for the command grab, Piccolo
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L
  • Always causes sliding knockdown.
M
  • Wall bounces on Smash hit, SKD on non-Smash.
  • In the corner, can be followed up with 2M.
H
  • 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
DBFZ Janemba HellGate2.png
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L
M
H
  • 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.
Phantom Shift
Phantom Shift
236S or 214S (Air OK)
DBFZ Janemba PhantomShift.png
Boy you SEEN them teleports?!
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236S
214S
  • 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 Template:6 for 236S and Template:4 for 214S.
  • Grounded Template:2 stays in place, Template:1 and Template:3 teleports slightly closer than Template:4 and Template:6. 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.

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
Dimensional Hole
22S (Air OK)
DBFZ Janemba DimensionalHole.png
DBFZ Janemba DimensionalHole2.png
P L U S 2 2
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Catch
Attack
  • Absorbs non-Super projectiles.
  • Considers ALL assists as projectiles.
  • After absorbing, shoots a tracking projectile from behind the opponent. He is able to act almost immediately after doing so
  • When absorbing a projectile, Janemba is completely invincible to anything and everything until he counters back (including Lv. 3s)
  • Virtually unpunishable on successful counter

Z Assists

Assist A
Phantom Assault
Assist A
DBFZ Janemba Assist5S.png
SS Vegeta, but now it tracks.
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  • 5S but shoots from Template:5 four times.
  • Fourth Ki blasts ground bounces.
  • Fullscreen tracking, enable extensions even at high up.

The ultimate double edged sword, Janemba's assist is both really strong and not that good. While it does enable a lot of characters to have unique setups into high-up combos, or even enable characters to get Dragon Rush in the air mid screen or in the corner without spending a meter, it also does not have too much use outside of that. As a pressure tool it is almost impossible to use - while Janemba is hard to hit himself during the assist so it will not be interrupted, it is simply four ki blasts and they can be easily reflected or superdashed through. This can be used for baits, but it is still hard to effectively use this properly. In neutral, it is hard to use for the same reason - it's tracking helps a lot, but it is simply four ki blasts and can be easily dealt with by most characters. He can use it similarly to Gotenks assist, and as such setups with Gotenks usually work with Janemba (although a bit worse) and in the air it is much better than it is on ground, but you still might not get a lot off of this. It's not the worst assist in the game, but it's not amazing either.

This assist really emphasizes Janemba's spot on the team as a point character, sometimes a mid - it can open up a lot, but you won't lose much if he dies and you can't use it.

Assist B
Demonic Blade
Assist B
DBFZ Janemba DemonicBlade.png
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Assist C
Hellblade Flurry
Assist C
DBFZ Janemba 5LL.png
DBFZ Janemba 5H.png
Why couldn't this have been as cool looking as trunks' one?
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Super Moves

Rakshasa's Claw
Rakshasa's Claw
236L+M (Air OK)
DBFZ Janemba RakshasasClaw.png
DBFZ Janemba RakshasasClaw2.png
Dat one move of his from the Budoukai games in the form of MISUTO FAINAA
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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.
  • Always leaves you +4 on hit, no matter the height you started at before the 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
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  • 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
LET IT OUUUUUUUUUUUUUT...
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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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