< GBVS
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== Overview == | == 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. | |||
{{Bio | {{Bio | ||
| name = Djeeta | | name = Djeeta | ||
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|GBVS|Djeeta}} is a well-rounded rushdown character with | | intro = {{Character Label|GBVS|Djeeta}} is a well-rounded rushdown character with an emphasis on fireball and rekka pressure. | ||
| pros = | | pros = | ||
* | * '''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. | ||
* | * '''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. | ||
* '''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. | |||
* | * '''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. | ||
* | |||
| cons = | | cons = | ||
* | * '''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. | ||
* | * '''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 | 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. | |||
* 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= | ||
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= | ||
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. | ||
* 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. | ||
* 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= | ||
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= | ||
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= | ||
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= | ||
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, {{clr|4|c.H}} or Rising Sword can be better anti-airs. | ||
* Combos | * 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 | * 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= | ||
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= | ||
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 | 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 | 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 | 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. | ||
* | * Can be charged by holding {{clr|2|U}}. Cancel the charge by pressing {{clr|1|L}}, {{clr|3|M}}, or {{clr|4|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 {{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= | |image=GBVS_Djeeta_6Throw.png |caption=Forward throw | ||
|image2=GBVS_Djeeta_4Throw.png |caption2= | |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 | 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. | 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= | ||
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. | 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= | |image=GBVS_Djeeta_VorpalBlade.png |caption= 214L | ||
|image2=GBVS_Djeeta_VorpalBladeEXFollowup.png |caption2=214M | |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 > | {{AttackVersion|name=214H > 214X}} | ||
{{#lst:GBVS/Djeeta/Data|214H214H}} | {{#lst:GBVS/Djeeta/Data|214H214H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=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 | 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= | |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 | * 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 | * 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 | 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
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. |
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. |
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 |
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c.M |
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c.H |
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Auto Combo |
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f.L |
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f.M |
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f.H |
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2L |
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2M |
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2H |
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2U |
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Air Normals
j.L |
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j.M |
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j.H |
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j.U |
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Unique Action
Overdrive Surge 5U |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Overhead Attack |
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Special Moves
Reginleiv 236X or 5S |
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Reginleiv: Recidive 236[X] or 5[S] |
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Rising Sword 623X or 6S |
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Vorpal Blade 214X or 4/2S |
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Skybound Art
Eternal Ascendancy 236236H or 236S |
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Super Skybound Art
Skyfall 236236U or 236S+U |
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Roadmap
To edit frame data, edit values in GBVS/Djeeta/Data. Be sure to update both the
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sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •