GBVS/Djeeta

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Overview[edit]
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 and 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
GBVS Djeeta Icon.png 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: On top of having strong plus on block lights in 2L and c.L, cancels into Vorpal Blade on block can frametrap from her normals and autocombo, and her fireball can also be charged to reset her pressure and create rather oppressive strings that can be difficult for an opponent to escape.
  • 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 she lacks any form of consistent conversion from it; counter hit conversions depend on height and range.
  • Poor Unique Action: Djeeta's 5U, Overdrive Surge, is somewhat awkward to use in neutral due to the very long startup and late high-profile, and is difficult to use effectively in combos without being charged.
RaveShort for "Deadly Rave"A super move in which a player must press a series of buttons (usually eight button presses and a quarter-circle move) after execution in order to complete the move. Super
Djeeta's Skybound art, Eternal Ascendancy, is unique in that it can be enhanced by performing a special series of button 8 button presses and a 214 input after starting the attack. Doing the special input will increase the damage of the super, change the super animation, and change Djeeta's appearance during the cinematic. This can be done on block or on hit, but will not significantly change the frame advantage of the move.

Normal Moves[edit]

c.L[edit]
c.L
GBVS Djeeta cl5L.png
People's Elbow hehe
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 HitThe 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.
400 Mid 5 3 6 +2 +6

Djeeta's fastest button and one of her primary pressure tools.

  • Links into itself, 2L and c.M on normal hit.
  • Links into 2M or 2U on crouching hit.
  • Frametraps into c.H on 6F normals only (as of version 1.3.1).
c.M[edit]
c.M
GBVS Djeeta cl5M.png
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 HitThe 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.
700 Mid 6 3 12 0 +4

Standard close medium. Good for autocombo pressure when used in tandem with Vorpal Blade to catch people challenging after your autocombo hits on block. Also your best link out of c.L or 2L without crouching or counter hit.

  • Links into itself and 2M on counter hit.
c.H[edit]
c.H
GBVS Djeeta cl5H.png
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 HitThe 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.
1200 Mid 8 4 18 -3 +1

Djeeta makes an upwards swipe with her sword. This normal is actually quite strong in a number of ways.

  • Can act as a delayed frametrap from c.L or 2L to catch throw teching or jump outs.
  • Links into itself or f.H on counter hit, depending on how close you are to the opponent.
  • At close range, is actually a more consistent anti-air than 2H and leads to higher damage.
Auto Combo[edit]
Auto Combo
GBVS Djeeta clXX.png
GBVS Djeeta clXXX.png
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 HitThe 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.
XX 350 Mid - - - -3 +1
XXX 350 Mid - - - -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.
f.L[edit]
f.L
GBVS Djeeta f5L.png
stick m leggy out real far
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 HitThe 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.
400 Mid 6 5 11 -3 +1

Djeeta kicks at about head height. Like Gran's, can be confirmed into from 2 2Ls, and buffers into her L and H confirm special.

  • Really good range for its speed, at the cost of whiffing on crouchers at max range.
  • Combos into L or H Vorpal Blade.
f.M[edit]
f.M
GBVS Djeeta f5M.png
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 HitThe 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.
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 crouching or 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.
f.H[edit]
f.H
GBVS Djeeta f5H.png
she spin like a top
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 HitThe 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.
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[edit]
2L
GBVS Djeeta 2L.png
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 HitThe 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.
400 Low 6 3 6 +2 +6

Djeeta's other plus on block normal, and her main stagger pressure tool. The myriad of links out of this normal on crouching and counter hit allow her to run relatively safe and rewarding blockstrings.

  • Links into itself, c.L, f.L and c.M on normal hit.
  • Links into 2M or 2U on crouching hit. Since f.L will whiff on crouchers, confirming crouching hit and using 2M or 2U instead is important for her offense.
  • Frametraps into c.H on 6F normals only.
2M[edit]
2M
GBVS Djeeta 2M.png
The god stab
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 HitThe 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.
700 Mid 7 6 10 -1 +3

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.
  • Links into itself on counter hit. Highly useful when checking Cross Overs, as these are counter hit state on recovery.
  • Links into f.M on crouching counter hit. This situation will occur more frequently than you might think.
  • Combos into L and H Vorpal Blade on normal hit, and M Vorpal Blade on crouching or 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[edit]
2H
GBVS Djeeta 2H.png
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 HitThe 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.
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 very far behind Djeeta. 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[edit]
2U
GBVS Djeeta 2U.png
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 HitThe 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.
700 Low 7 6 21 -12 HKD

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

  • Seems to be slightly stubbier than Gran's 2U.
  • Fast startup makes this relatively strong in abare, like 2M.
  • Can low profile some projectiles and high-hitting normals, like Gran's 2U.
  • 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.

Air Normals[edit]

j.L[edit]
j.L
GBVS Djeeta jL.png
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 HitThe 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.
400 High/Air 5 Until landing - - -

Standard j.L that is active until landing. This property can create some inconsistent, if not amusing interactions with some anti-airs in the game, but generally not your best option in the air.

j.M[edit]
j.M
GBVS Djeeta jM.png
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 HitThe 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.
550 High/Air 6 - - - -

One of Djeeta's crossup normals. Can be useful for speed since it is faster than j.U, but overall, j.U will be a better option in most situations you might want to use this normal.

j.H[edit]
j.H
GBVS Djeeta jH.png
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 HitThe 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.
800 High/Air 7 - - - -

Djeeta's furthest reaching jump normal. Mainly useful for far jump-ins where j.U won't reach, or for safejumps in the corner.

  • Tends to be the easiest of Djeeta's jump normals to link out of after landing.
j.U[edit]
j.U
GBVS Djeeta jU.png
For the smoothest brains
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 HitThe 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.
700 High/Air 12 - - - -

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. You will probably see a lot of counter hits while using this button.

  • 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.

Unique Action[edit]

Overdrive Surge[edit]
Overdrive Surge
5U
GBVS Djeeta 5U.png
REMEMBER YOU ARE BLAZING
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 HitThe 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.
800/1000/1200/1400/1800 All 29 5 14 -2 +2 [HKD]

An heel kick that can be strengthened up to 4 levels, becoming fully invincible at the maximum level. Behaves very similarly to Gran's Power Raise, but is not nearly as useful.

  • Can be charged by holding U. Cancel the charge by pressing L, M, or H.
  • Can hop over some low hitting moves, but high-profile ability is generally quite difficult to exploit due to the slow startup.
  • Does not combo from any of Djeeta's normals on a grounded opponent without counter hit, making it far less useful in combos than Gran's 5U.
  • Knocks down standing opponents and causes a ground bounce in juggles when charged past level 2. This is the only way to combo after it without it counter hitting.
  • Can be used to punish some projectiles when fully charged, but this situation will be incredibly rare in a match.
  • Can be used as a throwbait like universal overhead, but is not nearly as rewarding on counter hit, nor does it have the additional property of hitting overhead.

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Djeeta 6Throw.png
Forward throw
GBVS Djeeta 4Throw.png
Back 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 HitThe 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.
1500 Throw 7 - - - -

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.
Air Throw[edit]
Air Throw
GBVS Djeeta Airthrow.png
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 HitThe 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.
1500 Throw - - - - -

Standard air throw. Useful for calling out jump arc changing moves or someone trying to escape her corner pressure by jumping.

Overhead Attack[edit]
Overhead Attack
GBVS Djeeta UOH.png
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 HitThe 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.
1000 High 26 - - -4 +1

Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Links into c.H on counter hit, allowing Djeeta to start her max damage combos on a proper throwbait.

  • Can hit meaty to link after without counter hit. Whiffing 2L, then inputitng overhead after forward throw is a simple framekill to enable this. Links into c.L in this situation.

Special Moves[edit]

Reginleiv[edit]
Reginleiv GBVS Fireball.png
236X or 5S
GBVS Djeeta Reginleiv.png
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 HitThe 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.
L 800 All 16 - - -7 -3
M 800 All 16 - - -7 -3
H 350*3 All 16 - - +6 HKD

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

  • Projectile speed gets progressively faster with strength, with L being the slowest and H being the fastest.
  • H version hits 3 times and is very 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[edit]
Reginleiv: Recidive GBVS Fireball.png
236[X] or 5[S]
GBVS Djeeta Reginleiv Recidive.png
Shades of Sakura
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 HitThe 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.
L 900 All 41 - - -4 0
M 900 All 41 - - -4 0
H 300, 400*3 All 30 - - +12 HKD

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 auto-punish reversal dodges, which can lead to very beefy punishes in the corner.
  • Charged version of H fireball has some use in some specific anti-air conversions and in corner juggles.
Rising Sword[edit]
Rising Sword GBVS Parry.png
623X or 6S
GBVS Djeeta RisingSlash.png
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 HitThe 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.
L 700, 300 Mid, All 7 - - -17 KD
M 700, 300*2 Mid, All*2 12 - - -23 KD
H 1000~1550 Mid*3, All 7 - - -62 HKD

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 recovers very quickly after landing and can be very difficult to punish, especially from a distance.
  • 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 Skybound Art afterwards.
Vorpal Blade[edit]
Vorpal Blade GBVS Charge.png GBVS SpecialCharge.png
214X or 4/2S
GBVS Djeeta VorpalBlade.png
214L
GBVS Djeeta VorpalBladeEXFollowup.png
214M / 214H > 214H
GBVS Djeeta VorpalBladeEnder.png
Ender
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 HitThe 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.
214L 350*2 Mid 15 - - -6 -2
214M 400*2 Mid 19 - - -4 0
214L/M > 214L/M 500 Mid 19 - - -8 KD
214H 300*2 Mid 13 - - -4 0
214H > 214H 350*2 Mid - - - -4 HKD
214H > 214H > 214H 400 Mid - - - -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.
  • 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.
  • H version is a true blockstring for the first two sections of the rekka, allowing it to be used safely for good corner push even on block.
  • 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.
  • If only the second hit of the first section of the rekka counter hits an opponent, you can link out of it.

Skybound Art[edit]

Eternal Ascendancy[edit]
Eternal Ascendancy
236236H or 236S
GBVS Djeeta EternalAcendancyStartup.png
DEADLY RAVE
GBVS Djeeta SBA.png
(Hair turns blue during technical input super)
GBVS Djeeta EternalAcendancyEnder.png
Zenith Finisher
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 HitThe 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.
3700→2500 Mid*1, All - - - - HKD

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 always granting the full super animation. Confirm this from f.M, 2M, or f.H for great returns on a single hit confrirm.
  • Simple input super can be useful at some ranges to punish projectiles, though it is not as good as some other supers at doing this.
  • 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.

Super Skybound Art[edit]

Skyfall[edit]
Skyfall
236236U or 236S+U
GBVS Djeeta SkyfallStartup.png
GBVS Djeeta SkyfallUppercut.png
GBVS Djeeta SkyfallEnd.png
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 HitThe 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.
4500→3500 Mid - - - - HKD

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



Navigation[edit]


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