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 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
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 counter hit conversions depend on height and range.

Normal Moves[edit]

c.L[edit]

c.M[edit]

c.H[edit]

Auto Combo[edit]

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
XX 350 Mid - - - -3 +1
XXX 350 Mid - - - -4 0

[edit]

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 the only auto combo in the game that can cancel into a special at anytime during it's recovery. Making it a formidable mixup and stagger tool.

f.L[edit]

f.M[edit]

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
700 Mid 8 3 18 -6 -2

[edit]

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.

f.H[edit]

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
1000 Mid 10 5 21 -9 -5

[edit]

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]

2M[edit]

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
700 Mid 7 6 12 -3 +1

[edit]

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[edit]

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
1000 Mid 10 6 24 -13 -9

[edit]

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]

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
700 Low 7 6 21 -12 HKD

[edit]

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, 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.

Air Normals[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.U[edit]

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
700 High/Air 12 - - - -

[edit]

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]

5U

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
800/1000/1200/1400/1800 All 13 5 14 -2 +2 [HKD]

[edit]

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]

Air Throw[edit]

Overhead Attack[edit]

Special Moves[edit]

Reginleiv GBVS Fireball.png[edit]

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
L 700 (easy)
800 (technical)
All 16 - - -7 -3
M 700 (easy)
800 (technical)
All 16 - - -7 -3
H 300*3 (easy)
300*2, 400 (technical)
All 16 - - +2 +6

[edit]

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 GBVS Fireball.png[edit]

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
L 800 (easy)
900 (technical)
All 41 - - -4 0
M 800 (easy)
900 (technical)
All 41 - - -4 0
H 300*2, 400 (easy)
300*2, 500 (technical)
All 30 - - +8 +12

[edit]

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 GBVS Parry.png[edit]

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
L 600, 200 (easy)
700, 300 (technical)
Mid, All 9 - - -22 KD
M 600, 250*2 (easy)
700, 300*2 (technical)
Mid, All*2 11 - - -26 KD
H 1200 (easy)
1400 (technical)
Mid*3, All 9 - - -66 HKD

[edit]

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 GBVS Charge.png GBVS SpecialCharge.png[edit]

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
214L 350*2 Mid 14 - - -6 -2
214M 400*2 Mid 20 - - -4 0
214L/M > 214L/M 500 Mid 19 - - -8 KD
214H 300*2 Mid 15 - - -6 -2
214H > 214H 350*2 Mid - - - -6 HKD
214H > 214H > 214H 400 Mid - - - -8 HKD

[edit]

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.

Skybound Art[edit]

Eternal Ascendancy[edit]

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
3700→2500 Mid*1, All - - - - HKD

[edit]

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]

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
4500→3500 Mid - - - - HKD

[edit]

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[edit]

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
GBVS Djeeta Color 17.png
GBVS Djeeta Color 18.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
GBVS Djeeta Weapon 05.png
GBVS Djeeta Weapon 06.png
GBVS Djeeta Weapon 07.png


External References[edit]

Navigation[edit]

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