GBVS/Djeeta: Difference between revisions

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== Overview ==
== Overview ==
Female player character counterpart in the original mobile game. Djeeta is another "shoto" archetype character who plays very similarly to Gran, utilizing simple attack options and constantly looking for misplay to punish. Compared to Gran, she gets longer-reaching normal attacks and 2 variants of fireball moves, giving her  safer tools to pressure opponent's defense with. However, she lacks advancing moves that put her close to opponent.
Djeeta is the female counterpart for the player character in the original game. As one might expect, she plays very similarly to Gran, being another one of the "shoto" archetype characters in the game. She enjoys slightly better range on her normals, a better fireball, and safer special cancels compared to Gran, at the cost of a strong advancing special.
{{Bio
{{Bio
| name = Djeeta
| name = Djeeta
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{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Djeeta}} is a well-rounded rushdown character with slight emphasis on fireball pressure game.
| intro = {{Character Label|GBVS|Djeeta}} is a well-rounded rushdown character with an emphasis on fireball and rekka pressure.
| pros =
| pros =
* Good midrange control with her far normals and [[GBVS/Djeeta#Reginleiv|Reginleiv]].
* '''Good Pokes:''' Djeeta boats very strong pokes in her [[{{PAGENAME}}#f.M|{{clr|3|f.M}}]], [[{{PAGENAME}}#2M|{{clr|3|2M}}]], and [[{{PAGENAME}}#f.H|{{clr|4|f.H}}]], all of which can be buffered or hit confirmed into her Vorpal Blade rekka for damage and corner carry.
Can change her fireball timing with [[GBVS/Djeeta#Reginleiv: Recidive|Reginleiv: Recidive]].
'''Excellent Fireball:''' Djeeta probably enjoys the best fireball of all of the shoto-clone characters in GBVS, as her version of [[{{PAGENAME}}#Reginleiv|Reginleiv]] can be charged to alter the timing of the fireball, as well as improving the frame advantage on hit and block.
*  Combos are long enough to fully recover her cooldowns.
'''Invincible Reversal:''' Like Gran's, Djeeta's [[{{PAGENAME}}#Rising Sword|Rising Sword]] is a fully invincible reversal on all strengths. The light version can be frustratingly difficult for opponents to punish, and the heavy version grants a hard knockdown which can be used to easily escape the corner with okizeme after a successful reversal.
Has a meterless reversal with [[GBVS/Djeeta#Rising Sword|Rising Sword]].
'''Strong Pressure:''' On top of having strong plus on block lights in [[{{PAGENAME}}#2L|{{clr|1|2L}}]] and [[{{PAGENAME}}#c.L|{{clr|1|c.L}}]], cancels into her [[{{PAGENAME}}#Vorpal Blade|Vorpal Blade]] rekka 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.
*  Above-average damage in the corner.
Excellent corner carry and can continue midscreen combos as corner combos which end in a hard KD with ease.


| cons =
| cons =
No burst movement option like Gran.
'''Awkward Anti-Airs:''' Djeeta's [[{{PAGENAME}}#2H|{{clr|4|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.
* Has only 3 special cooldowns.
*  '''Poor Unique Action:''' Djeeta's {{clr|2|5U}}, [[{{PAGENAME}}#Overdrive Surge|{{clr|2|Overdrive Surge}}]], is somewhat awkward to use in neutral due to the very long startup and late high-profile. Additionally, she cannot combo into it at all outside of juggles or counter hits, and cannot combo out of it unless it is charged to at least level 2, making it generally less useful than Gran's.
* '''No Advancing Special:''' Djeeta lacks an advancing special like Gran's [[GBVS/Gran#Overdrive Surge|Overdrive Surge]] or Katalina's [[GBVS/Katalina#Enchanted Lands|Enchanted Lands]], which can make it more difficult for her to close the distance against zoners or characters with stronger ranged options than her.  
*  [[GBVS/Djeeta#Skybound Art|Skybound Art]] animation is absurdly long.
*  [[GBVS/Djeeta#Skybound Art|Skybound Art]] animation is absurdly long.
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_cl5L.png|caption=People's Elbow hehe
|image=GBVS_Djeeta_cl5L.png|caption=People's Elbow hehe
|name=c.L
|name={{clr|1|c.L}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=  
{{Description|7|text=  
Djeeta's primary pressure button as it's +2. Complements her throw game nicely.
Djeeta's fastest button and one of her primary pressure tools. As of version 1.3.1, this button has gained one extra frame of recovery, bring its frame data line with the rest of the {{clr|1|c.L}}s in the game.
 
* Links into itself, {{clr|1|2L}} and {{clr|3|c.M}} on normal hit.
Can no longer be used as safe pressure vs 7 frame reversals.
* Links into {{clr|3|2M}} or {{clr|2|2U}} on crouching hit.
* Frametraps into {{clr|4|c.H}} on 6F normals only (as of version 1.3.1).
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_cl5M.png
|image=GBVS_Djeeta_cl5M.png
|name=c.M
|name={{clr|3|c.M}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=  
{{Description|7|text=  
Another pressure button, not as good as c.L but still pretty decent. Makes a strong frametrap from c.L, but it's less rewarding in the corner compared to c.H.
Standard close medium. Good for autocombo pressure when used in tandem with [[{{PAGENAME}}#Vorpal Blade|Vorpal Blade]] to catch people challenging after your autocombo hits on block. Also your best link out of {{clr|1|c.L}} or {{clr|1|2L}} without crouching or counter hit.
* Links into itself and {{clr|3|2M}} on counter hit.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_cl5H.png
|image=GBVS_Djeeta_cl5H.png
|name=c.H
|name={{clr|4|c.H}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Fast enough and safe enough to link into itself on counter hit, but that's not even the best damage you can get. It works as a de-facto anti-air being more rewarding in terms of damage than 2H at the cost of consistency. It's especially good as an anti-air against [[GBVS/Charlotta#Noble Strategy|Charlotta's Noble Strategy]].
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 {{clr|1|c.L}} or {{clr|1|2L}} to catch throw teching or jump outs.
* Links into itself or {{clr|4|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 {{clr|4|2H}} and leads to higher damage.
}}
}}
}}
}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_f5L.png|caption=stick m leggy out real far
|image=GBVS_Djeeta_f5L.png|caption=stick m leggy out real far
|name=f.L
|name={{clr|1|f.L}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Really good range for its speed.
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.
Important in both neutral and confirms, as it links from two 2L's into [[GBVS/Djeeta#Vorpal Blade|L Vorpal Blade]].
* Really good range for its speed, at the cost of whiffing on crouchers at max range.
* Combos into L or H [[GBVS/Djeeta#Vorpal Blade|Vorpal Blade]].
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_f5M.png
|image=GBVS_Djeeta_f5M.png
|name=f.M
|name={{clr|3|f.M}}
|input=
|input=
|caption=
|caption=
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{{#lst:GBVS/Djeeta/Data|f.M}}
{{#lst:GBVS/Djeeta/Data|f.M}}
{{!}}-
{{!}}-
{{Description|7|text=  
{{Description|7|text=
Djeeta swings her sword out in front of her. {{clr|3|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.
* Great range for its speed.
f.M is one of Djeeta's prime pokes.
* 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 ([[{{PAGENAME}}#Reginleiv: Recidive|Reginleiv: Recidive]]) can punish opponent trying to dodge cancels into Vorpal  Blade.
 
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_f5H.png |caption=she spin like a top
|image=GBVS_Djeeta_f5H.png |caption=she spin like a top
|name=f.H
|name={{clr|4|f.H}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
While slower than f.M, it has more active frames which gives f.H its own niche.
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 {{clr|4|2H}} won't be able to hit.
* Can frametrap with M Vorpal Blade on block, like with {{clr|3|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.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_2L.png|caption=
|image=GBVS_Djeeta_2L.png|caption=
|name=2L
|name={{clr|1|2L}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
It's not prepatch Gran 2L, sadly. That being said, it's really good for pressure as it's plus 2 and hits low.
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, {{clr|1|c.L}}, {{clr|1|f.L}} and {{clr|3|c.M}} on normal hit.
* Links into {{clr|3|2M}} or {{clr|2|2U}} on crouching hit. Since {{clr|1|f.L}} will whiff on crouchers, confirming crouching hit and using {{clr|3|2M}} or {{clr|2|2U}} instead is important for her offense.
* Frametraps into {{clr|4|c.H}} on 6F normals only.
}}
}}
}}
}}
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======<span style="visibility:hidden;font-size:0">2M</span>======
======<span style="visibility:hidden;font-size:0">2M</span>======
{{MoveData
{{MoveData
|image=GBVS_Djeeta_2M.png
|image=GBVS_Djeeta_2M.png|caption=The god stab
|name=2M
|name={{clr|3|2M}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Another great poke, and one of your safest ones. You'll most likely be using this at the end of your pressure strings before a cancel into fireball as it's still decently fast and can convert into damage on counterhit.
Probably Djeeta's best normal overall. 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 {{clr|2|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 {{clr|3|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 {{clr|3|f.M}} and {{clr|4|f.H}}, cancels into M Vorpal Blade on block will frametrap, at the risk of your cancel being dodged.
* Also similar to {{clr|3|f.M}}, cancels into M Vorpal Blade on block will frametrap an opponent pressing buttons, but this cancel can be dodged and punished.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_2H.png
|image=GBVS_Djeeta_2H.png
|name=2H
|name={{clr|4|2H}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Hits behind Djeeta.
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.
* Has a limited hitbox in front of her, requires precise timing to hit certain jump in angles.
* Forward range is not as far as it looks, but hits ''very'' far behind Djeeta. Excellent for dealing with crossups.
* Somewhat unreliable against some jump-ins.
* Can be stuffed by some early jump normals, or very close range jumps. For these angles, {{clr|4|c.H}} or Rising Sword can be better anti-airs.
* Combos out of counterhit must be altered based on the range and height of the opponent, does not have a universal anti-air route.
* Combos into {{clr|2|5U}} or Rising Sword on normal hit.
 
* Counter hit conversions can be awkward. Juggles into {{clr|3|f.M}}, {{clr|4|f.H}}, or {{clr|4|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.
Djeeta's main non-special move anti-air. On counterhit, can push the opponent all the way to the corner.
* No conversions that work consistently on normal and counter hit, forcing Djeeta to confirm normal vs counter hit to optimize her anti-air damage.
 
 
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_2U.png
|image=GBVS_Djeeta_2U.png
|name=2U
|name={{clr|2|2U}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Very active and fast enough to be juggled into in the corner. Cancelling into dodge gives an easy safejump.
Similar to Gran's {{clr|2|2U}}, though not quite as ignorant. Still a very excellent sweep.
* Seems to be slightly stubbier than Gran's {{clr|2|2U}}.
* Fast startup makes this relatively strong in abare, like {{clr|3|2M}}.
* Can low profile some projectiles and high-hitting normals, like Gran's {{clr|2|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.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_jL.png
|image=GBVS_Djeeta_jL.png
|name=j.L
|name={{clr|1|j.L}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Seems to have a very big hitbox, as it can beat Vaseraga's 2H.
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.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_jM.png
|image=GBVS_Djeeta_jM.png
|name=j.M
|name={{clr|3|j.M}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Djeeta's first crossup. Does less damage than j.U so there's no real reason to use it.
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.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=GBVS_Djeeta_jH.png
|image=GBVS_Djeeta_jH.png
|name=j.H
|name={{clr|4|j.H}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
}}
}}
}}
}}
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======<span style="visibility:hidden;font-size:0">j.U</span>======
======<span style="visibility:hidden;font-size:0">j.U</span>======
{{MoveData
{{MoveData
|image=GBVS_Djeeta_jU.png
|image=GBVS_Djeeta_jU.png|caption=For the smoothest brains
|name=j.U
|name={{clr|2|j.U}}
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Can cross up very easily.
Very familiar looking jump normal. Djeeta swings below her in an arc in a nearly identical manner to Gran and Katalina's {{clr|2|j.U}}s. 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 {{clr|4|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 {{clr|2|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.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|name=Overdrive Surge
|name=Overdrive Surge
|input=5U
|input={{clr|2|5U}}
|image=GBVS_Djeeta_5U.png |caption=REMEMBER YOU ARE BLAZING
|image=GBVS_Djeeta_5U.png |caption=REMEMBER YOU ARE BLAZING
|image2= |caption2=
|image2= |caption2=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Can be charged by holding [U] and cancelled by pressing L, M, or H.
An heel kick that can be strengthened up to 4 levels, becoming fully invincible at the maximum level. Behaves very similarly to Gran's [[GBVS/Gran#Power Raise|Power Raise]], but is not nearly as useful.
* Causes a ground bounce in juggles when charged past level 2. At this point it also will knockdown VS standing opponents
* Can be charged by holding {{clr|2|U}}. Cancel the charge by pressing {{clr|1|L}}, {{clr|3|M}}, or {{clr|4|H}}.
* Hits mid.
* Can hop over some low hitting moves, but high-profile ability is generally quite difficult to exploit due to the slow startup.
An heel kick that can be strengthened up to 4 levels. On the 4th level it is invincible. Similar to Gran's ''Power Raise''. Typically not worth the time to charge.
* 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 {{clr|2|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.
}}
}}
}}
}}
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======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
{{MoveData
{{MoveData
|image=GBVS_Djeeta_6Throw.png |caption=forward
|image=GBVS_Djeeta_6Throw.png |caption=Forward throw
|image2=GBVS_Djeeta_4Throw.png |caption2=back
|image2=GBVS_Djeeta_4Throw.png |caption2=Back throw
|name=Ground Throw
|name=Ground Throw
|input=
|input=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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 {{clr|4|j.H}} or {{clr|2|j.U}} after forward throw in the corner will grant a pretty easy safe jump.
}}
}}
}}
}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Standard air throw. Useful for calling out jump arc changing moves or someone trying to escape her corner pressure by jumping.
}}
}}
}}
}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Same use as most overheads, checking for low blocks and getting counter hits on late buttons or throws. Can set up meaty enough to combo without counter hit. This is easiest to do off of a forward throw in the corner, simply whiff 2.L and input the overhead. On hit, link into c.L.
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 {{clr|1|2L}}, then inputitng overhead after forward throw is a simple framekill to enable this. Links into {{clr|1|c.L}} in this situation.
}}
}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Djeeta's projectile. While it looks a lot like Gran's, Djeeta has a few more tricks up her sleeve than Gran does. The L version travels slowly, the M version travels faster. The H version hits 3 times, and even when guarded from close range, has enough guard stun to be hard to punish.
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 {{clr|4|f.H}}.
}}
}}
}}
}}
<nowiki/>
<nowiki/>
======<span style="visibility:hidden;font-size:0">Reginleiv: Recidive</span>======
======<span style="visibility:hidden;font-size:0">Reginleiv: Recidive</span>======
{{MoveData
{{MoveData
|name=Reginleiv: Recidive {{Micon|1}}
|name=Reginleiv: Recidive {{Micon|1}}
|input=236[X] or 5[S]
|input=236[X] or 5[S]
|image=GBVS_Djeeta_Reginleiv_Recidive.png |caption=
|image=GBVS_Djeeta_Reginleiv_Recidive.png |caption=Shades of Sakura
|data=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
A charged version of Reginleiv. It has two hits, which allows it go through most other projectiles. The meterless versions launch the opponent on counter-hit allowing for combos in the corner. The H version has a hitbox while she is charging the projectile which allows for it to combo of CH c.H in the corner for massive damage. If you've ever played Sakura in Street Fighter, this is her fireball.
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 {{clr|4|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.
}}
}}
}}
}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
An invulnerable anti-air technique. Its description on the official GBVS website is exactly the same as Gran's Rising Sword. The L and M versions are air unblockable at the start, while H is air unblockable for both Rising Sword animations. Once again, hello Sakura.
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 {{clr|4|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 entire duration.
* 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 {{clr|2|2U}} or Skybound Art afterwards.
}}
}}
}}
}}
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|name=Vorpal Blade {{Micon|6}} {{Micon|7}}
|name=Vorpal Blade {{Micon|6}} {{Micon|7}}
|input=214X or 4/2S
|input=214X or 4/2S
|image=GBVS_Djeeta_VorpalBlade.png |caption= (214L)Is that you, Narmaya?
|image=GBVS_Djeeta_VorpalBlade.png |caption= 214L
|image2=GBVS_Djeeta_VorpalBladeEXFollowup.png |caption2=214M and 214H>214H
|image2=GBVS_Djeeta_VorpalBladeEXFollowup.png |caption2=214M / 214H > 214X
|image3=GBVS_Djeeta_VorpalBladeEnder.png |caption3=Ender
|image3=GBVS_Djeeta_VorpalBladeEnder.png |caption3=Ender
|data=
|data=
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{{#lst:GBVS/Djeeta/Data|214H}}
{{#lst:GBVS/Djeeta/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=214H > 214H}}
{{AttackVersion|name=214H > 214X}}
{{#lst:GBVS/Djeeta/Data|214H214H}}
{{#lst:GBVS/Djeeta/Data|214H214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=214H > 214H > 214H}}
{{AttackVersion|name=214H > 214X > 214X}}
{{#lst:GBVS/Djeeta/Data|214H214H214H}}
{{#lst:GBVS/Djeeta/Data|214H214H214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Two advancing slashes. The L version comes out quickly, while the M version is slower, but reaches further and is safer on block. The H version is the combination of the best attributes of the L and M versions. Follow-up attacks can be performed after it, with the H version launching to allow combos in the corner. The L and M versions can be used to frametrap into the unsafe ender on block, which can be a risky method of getting your opponent to not challenge the rekka and allow you to reset your pressure despite being minus. When spaced, the L version is also safe to most 6 frame buttons so it can act as a relatively safe buffer from normals like max range f.M.
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.
}}
}}
}}
}}
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|input=236236H or 236S
|input=236236H or 236S
|image=GBVS_Djeeta_EternalAcendancyStartup.png |caption=DEADLY RAVE
|image=GBVS_Djeeta_EternalAcendancyStartup.png |caption=DEADLY RAVE
|image2=GBVS_Djeeta_SBA.png |caption2=her hair will be blue if you did the manual input
|image2=GBVS_Djeeta_SBA.png |caption2=(Hair turns blue during technical input super)
|image3=GBVS_Djeeta_EternalAcendancyEnder.png |caption3=Zenith Finisher
|image3=GBVS_Djeeta_EternalAcendancyEnder.png |caption3=Zenith Finisher
|data=
|data=
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{{#lst:GBVS/Djeeta/Data|236236H}}
{{#lst:GBVS/Djeeta/Data|236236H}}
{{!}}-
{{!}}-
{{Description|7|text= 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.
{{Description|7|text= 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 does not make it any safer. When done with 236S, if hit close it will automatically do the rave, but only on hit, not block.
* The rave input is {{clr|1|L}}, {{clr|1|L}}, {{clr|3|M}}, {{clr|3|M}}, {{clr|4|H}}, {{clr|4|H}}, {{clr|1|L}}, {{clr|3|M}}, {{clr|4|H}}, {{clr|2|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.
*Azimuth base damage is 3500, Zenith is 3700
* 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 {{clr|3|f.M}}, {{clr|3|2M}}, or {{clr|4|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.'''
}}
}}
}}
}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Djeeta does 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. Sadly, unlike Gran, dash up 2U > SSBA is not a low risk/high reward option because of how minus on block the initial hits of the super are.
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
}}
}}
}}
}}


=Roadmap=
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/GBVS-->
{{Roadmap}}
==Navigation==
==Navigation==
{{#lst:GBVS/Djeeta/Data|Links}}
{{#lst:GBVS/Djeeta/Data|Links}}

Revision as of 17:33, 31 May 2020

GBVS Djeeta Nameplate.png
GBVS Djeeta Portrait.png
Health
Prejump
Backdash


Overview

Djeeta is the female counterpart for the player character in the original game. As one might expect, she plays very similarly to Gran, being another one of the "shoto" archetype characters in the game. She enjoys slightly better range on her normals, a better fireball, and safer special cancels compared to Gran, at the cost of a strong advancing special.

"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.
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.


 Djeeta  Djeeta is a well-rounded rushdown character with an emphasis on fireball and rekka pressure.

Pros
Cons
  • Good Pokes: Djeeta boats very strong pokes in her f.M, 2M, and f.H, all of which can be buffered or hit confirmed into her Vorpal Blade rekka for damage and corner carry.
  • Excellent Fireball: Djeeta probably enjoys the best fireball of all of the shoto-clone characters in GBVS, as her version of Reginleiv can be charged to alter the timing of the fireball, as well as improving the frame advantage on hit and block.
  • Invincible Reversal: Like Gran's, Djeeta's Rising Sword is a fully invincible reversal on all strengths. The light version can be frustratingly difficult for opponents to punish, and the heavy version grants a hard knockdown which can be used to easily escape the corner with okizeme after a successful reversal.
  • Strong Pressure: On top of having strong plus on block lights in 2L and c.L, cancels into her Vorpal Blade rekka 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. Additionally, she cannot combo into it at all outside of juggles or counter hits, and cannot combo out of it unless it is charged to at least level 2, making it generally less useful than Gran's.
  • No Advancing Special: Djeeta lacks an advancing special like Gran's Overdrive Surge or Katalina's Enchanted Lands, which can make it more difficult for her to close the distance against zoners or characters with stronger ranged options than her.
  • Skybound Art animation is absurdly long.


Normal Moves

c.L
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 Hit Invuln

Djeeta's fastest button and one of her primary pressure tools. As of version 1.3.1, this button has gained one extra frame of recovery, bring its frame data line with the rest of the c.Ls in the game.

  • 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
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 Hit Invuln

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
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 Hit Invuln

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
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 Hit Invuln
XX
XXX

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
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 Hit Invuln

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
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 Hit Invuln

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
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 Hit Invuln

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
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 Hit Invuln

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
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 Hit Invuln

Probably Djeeta's best normal overall. 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.
  • Also similar to f.M, cancels into M Vorpal Blade on block will frametrap an opponent pressing buttons, but this cancel can be dodged and punished.

2H
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 Hit Invuln

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
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 Hit Invuln

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

j.L
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 Hit Invuln

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
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 Hit Invuln

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
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 Hit Invuln

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
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 Hit Invuln

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

Overdrive Surge
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 Hit Invuln

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

Ground Throw
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 Hit Invuln

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
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 Hit Invuln

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

Overhead Attack
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 Hit Invuln

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

Reginleiv
Reginleiv GBVS Fireball.png
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 Invuln
L
M
H

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
Reginleiv: Recidive GBVS Fireball.png
236[X] or 5[S] 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 Hit Invuln
L
M
H

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
Rising Sword GBVS Parry.png
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 Invuln
L
M
H

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 entire duration.
  • 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
Vorpal Blade GBVS Charge.png GBVS SpecialCharge.png
214X or 4/2S 214L 214M / 214H > 214X 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 Hit Invuln
214L
214M
214L/M > 214X
214H
214H > 214X
214H > 214X > 214X

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

Eternal Ascendancy
Eternal Ascendancy
236236H or 236S DEADLY RAVE (Hair turns blue during technical input super) 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 Hit Invuln

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

Skyfall
Skyfall
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 Invuln

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

Roadmap

Template:Roadmap

Navigation

To edit frame data, edit values in GBVS/Djeeta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.