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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|
|Djeeta is a well-rounded hybrid shoto with an emphasis on fireball and rekka pressure.|
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).
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, 2M, and c.H on counter hit.
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.
Pretty standard autocombo normals. Generally used for confirm and blockstring filler.In general, one should minimize the use of autocombos in confirms and juggles in order to maximize damage.
- Cancels into M Vorpal Blade on block will frametrap an opponent attempting to mash after Djeeta's autocombo, though this cancel can be dodged and punished.
- Her 5XX is one of the the few auto combos in the game that can cancel later than normal into it's recovery, making it a formidable mixup and stagger tool.
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.
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.
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.
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.
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.
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.
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.
Active until landing like every other j.L. 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. Crosses up slightly.
Another one of Djeeta's crossup normals. Reaches farther back than j.L. 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.
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.
Very familiar looking jump normal. Djeeta swings below her in an arc in a nearly identical manner to Gran and Katalina's j.Us. The hitbox is not quite as large as these normals, but the purpose remains the same.
- Djeeta's best jump normal, period. Hits in a wide arc below her and is very active, allowing her to use it at different points in her jump arc for different purposes.
- Very good safe jump normal along with j.H.
- Can stuff some poorly timed or weaker anti-airs if done at the correct timing during her jump arc.
- Grants juggles on air-to-air hit without counter hit if low enough to the ground.
- Normal jump j.U can be used in close range as a throwbait that won't give up your pressure, or to surprise an opponent to try and escape the corner.
- This is Djeeta's slowest jump normal, so can it can lose to some pre-emptive air-to-airs and is prone getting counter-hit due to it's high amount of active frames.
A heel kick that can be strengthened up to 5 levels, becoming fully invincible at the maximum level. Behaves very similarly to Gran's Power Raise, but is not nearly as useful.
- Can be charged by holding U. Cancel the charge by pressing L, M, or H.
- Canceled at its earliest point, the move is 26 frames total.
- Fully held, the move is 178 frames long, though Djeeta does not have to wait for the fully held move to reach level 4.
- Can hop over some low hitting moves, but high-profile ability is generally quite difficult to exploit due to the slow startup.
- 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.
- Can add an additional layer of offense to her pressure by canceling the stance itself for baiting whiffed buttons and mixing the cancel options off a normal between letting 5U rip, rekkas, fireballs, etc.
|Level 2||Level 3||Level 4||Level 5|
Djeeta's ground throw. A necessary part of her offense as she lacks many other options other than staggers and frametraps. Use this once your opponent is respecting your blockstrings heavily, or try to bait them to tech with her universal overhead.
- Superjump j.H or j.U after forward throw in the corner will grant a pretty easy safe jump.
- After a forward throw directly at the wall, whiffing c.L into whiff 2M into 2L grants her a DP safejab. Automatically links into c.H on hit. You can delay each button to hide a throw attempt.
- After a forward throw very close to the wall, whiffing 2L into the universal Overhead Attack grants Djeeta a meaty combo-able overhead.
Standard air throw. Useful for calling out jump arc changing moves or someone trying to escape her corner pressure by jumping.
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.
Djeeta's projectile. One of the best projectiles in the game, and significantly more versatile than Gran's counterpart.
- Projectile speed has two variations. L being the slower and M/H being faster.
- H version hits 3 times and is plus on block, making it very strong for winning fireball wars or resetting her pressure.
- Spaced blockstrings ending with a fireball in the corner can leave the opponent in position to have their counterpoke crushed by her f.H.
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.||StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.||ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.||RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.||On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.||On Hit||Invuln|
|236[H]||300×2, 400 (easy)
300×2, 500 (technical)
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.
An invulnerable anti-air technique. Djeeta's DP is effectively identical to Gran's, with each version gaining progressively more hits and damage.
- Due to her somewhat less consistent 2H, Djeeta is somewhat more reliant on her DP for anti-airing than other shotos.
- L and M versions are air unblockable on the first hit only. H version is air unblockable for the first part of the move, but not the second.
- L version keeps her in place during the startup, useful for anti-airing last second cross-ups.
- M version advances her forward during the startup, with a large horizontal range to goes upward. It's because of the horizontal range that makes this move a key factor in some matchups that can enable her offense.
- H version grants a hard knockdown and a safejump, which can be useful for reversing a sticky situation.
- Some of Djeeta's corner combo routes will automatically leave the opponent at the proper height to combo after her H Rising Sword, allowing her to juggle into a 2U or Skybound Art afterwards.
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.
- Both the M and H versions see staple use in Djeeta's corner combos as she can juggle into normals after the initial followups if she does not perform the ender.
- The H version can have a gap between the first and second follow-up. Allowing a potentially large reward for punish attempts on the first part at the compromise that the risk is greater for Djeeta afterward due to being closer to the opponent for a punish if they decide to continue blocking.
- Due to the advancing nature of this move, the L and H version are viable alternatives to Djeeta's poor whiff punishing options against longer normals and play a key role in her neutral gameplan.
236236H or 236S
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
236236U or 236S+U
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
|To edit frame data, edit values in GBVS/Djeeta/Data.|
Click [★] for character's full frame data