|Janemba is an hybrid midrange and zoning character who controls massive portions of the screen with his attacks and anti-meta tools.|
- Janemba moves forward during the jab.
- Can be spaced to be safer.
Small HitboxA general term showing where an attack can hit the opponent and where the character is vulnerable to attack. that struggles to hit opponents Super DashA attack that causes the player character to fly to the opponents current position, being very susceptible to an antiair. inputted by pressing H+S.ing or above him. Despite this, 5L is a good tool for his PressureTo attack the opponent continuously and leave little room for counter attacks. game when combined with his 2LGuard:
0 and 214L.
- Ground bounces on hit.
Large hitbox, useful to beat MashTo press button(s) rapidly without little thought.ing and backdash. Extraordinary for combos and blockstrings. Will catch people attempting to jump 214L or out of pressure.
- Teleports forward and can cross over the opponent. The Hitbox is behind Janemba.
- Switches sides on hit.
The online special. Janemba can also input 214S to fake the CrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them., but can be reacted to by watching the StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. animation as Janemba will leer forward with this. Very slow, has a huge gap making it mashable, and unsafe on block. Use scarcely.
- Good range, moves Janemba forward.
- Always spaces perfectly for 2L to connect on block.
- Hits from round start.
Janemba's only safe medium. Makes up a large portion of his Stagger PressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. Decent starter in terms of damage, but 2MGuard:
-11 is still your go-to.
|850 / 1000||All||U1||15||3||27||-12|
- Deflects Ki blasts like other sword normals.
- Any normal > 5H is NOT a true Block StringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense..
Useful as a Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own. but not much else than that. In blockstrings you're most likely going to skip it because of the gap.
5S / 6S / 3S / 1S
- 5S, 2S, j.S are similar and has some limited tracking.
- Hold or mash S to shoot all 4 Ki blasts.
- Can controls where he shoots with
- Without inputs, the order is 5316.
- 5 and 6 ground bounces airborne opponent.
- Last Ki blast ground bounces even grounded opponent if it's 5 or 6, pops up grounded opponent if it's 1 or 3.
Janemba's Ki Blast is a tool with far more nuance than most other character's Ki Blasts. It's slow, but you can force the opponent to respect it by cancelling into 236L/M/HGuard:
-5. Doing this with the first Ki Blast can force an opponent back to the ground and be cancelled into 214L/M/H instead once the opponent is conditioned to sit still. It's also an incredible combo tool, as steering the Ki Blasts to force a ground bounce gives way to all kinds of relaunch combos.
- Not a Low AttackAn attack that the opponent must block low., but is instead 0 on block.
- Really good for staggers due to its reach.
Overall amazing button and a core tool for Janemba's stagger pressure.
- Janemba's only low.
Too slow to allow for a High-LowA mixup where the opponent must choose between blocking high and low. 50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly., so is rather used as his best starter off unsafe moves.
|850 / 1000||All||U1+||14||3||31||-17||f4 Head|
- Anti-AirA grounded attack that hits the opponent out of the air. Deflects Ki blasts.
- Has the largest vertical range of any 2H in the game, but also has one of the worst horizontal ranges of any 2H as well.
- Bad in combos because of the low horizontal range.
Your anti-air and nothing more. Useful in that it enables a j.HGuard:
- sliding knockdown, which in turn can enable j.214HGuard:
- okizeme, but that is mostly relegated to the corner.
- Slightly floats off the ground.
- Cancellable from 5S.
- Unlike 5S and j.SGuard:
-, Janemba can't control the first Ki blast's direction.
- No input order is 1536.
Similar in use to 5S, but it leaves you airborne instead of being grounded. Acts as an extension in a way, and adds an easy conversion to j.2MGuard:
- for a meterless sliding knockdown.
- Sword normal OverheadAn attack that the opponent must block high..
- Deflects Ki blasts.
- Uses the gigantic hitbox of his j.H. Max range 5M > 6M can beat mashing against characters with stubbier normals.
- Good range for a j.L.
- Slightly slower than other j.L's
- Your most common jump-in.
j.M is forced to take the spotlight because of j.H's awkwardness. All things accounted for, it still has strong Frame AdvantageThe difference in time an attacker and a defender can begin moving again after blocking an attack. if blocked, as well as being a good CrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them..
|850 / 1000||High||D1+ [D3+]||15||3|
- Deflects Ki blasts.
- Huge hitbox
- Halts momentum and ground bounces grounded opponent.
- Use j.L or j.M for IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. overhead instead.
An interesting normal in Janemba's Kit, comparable to Hit's j.HGuard:
-. Even with its awkward animation it sometimes see niche use mainly after a launch with 2H as Janemba can cancel the smash knockdown into j.214H for OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setups.
- 5S but in the air.
- Freezes momentum.
Sees use as a combo tool into j.2M
- Wallbounces the opponent.
- Deflects Ki blasts.
- Moves Janemba slightly backwards.
- Head Invul beginning on frame 4.
This button is Janemba's go-to for combos midscreen, as well as j.214H extentions in the corner. Also used to react to Superdash because of its Head Invulnerability.
- Tracking overhead that causes sliding knockdown on Smash hit.
- Janemba teleports to the ground on hit. This makes frame advantage the same regardless of where you use it.
- Always leaves Janemba +32 on hit.
This is your go-to combo ender. When you're close, it allows a superjump IAD j.M Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. for easy continued pressure.
236L/M/H (Air OK)
|j.236L||1100||All||15||4||26||-2 if TK|
|j.236M||1200||All||U1+||19||-2 if tk|
|j.236H||1300||All||U1+||15||4||26||-2 if tk|
- Ridiculous range, deflects Ki blasts.
- Reaches about half screen.
- Safe, gapless blockstring ender.
Faster AND safer on block than a beam, but isn't fullscreen and has less active frames.
- Wall bounces.
- Ground version takes a step forward before attacking.
- Reaches fullscreen unlike the Light version.
- Can be used in blockstrings over 236L to add a frame trap.
- Bigger wall bounce, can be comboed off of midscreen.
- Reaches fullscreen like the Medium version.
|214M||1250||Throw||U1+ → D2||26||4||26|
|214H||1300||Throw||U1+ → D2||24||4||26|
- 214L always causes sliding knockdown.
- Will whiff when immediately cancelling from anything other than Light normals, requiring you to delay the input a slightly to Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. after other buttons.
- Max range is a backdash away at 23 frame start-up.
A borderline unreactable command grab and one of the best in the game, arguably almost as good as Z Broly's. Will perfect tick throw from 5L and 2L. This gives Janemba a powerful strike/throw mixup. You should condition with this grab so that your opponent will be inclined to mash, leading into a massive punish if you hit them.
Don't be dissuaded by the slide knockdown, as you can just go into Level 3Guard:
-33. A Janemba with meter is terrifying to block because of this, you take the frametrap and heavy damage along with it or the grab into oki that will most likely kill. It's a very bad situation for your opponent all around.
- 214M wall bounces on Smash hit, SKD on non-Smash.
- In the corner, can be followed up with 2M.
- Max range is 2/3rds of the screen away at 29 frame start-up.
While initially less threatening than 214L, this grab makes up for it with it's unexpected range which is around that of his 236L, an aspect that many will not be aware of when first facing Janemba. This combined with Janemba's massive sword specials, far-reaching medium buttons and tracking ki-blasts that can bring jumping opponents to the ground make his mid-range game scary to block.
In the corner this grab can easily be converted off of with either 2M or 5L, but outside the corner will require either an assist or a tag-out.
- 214H does a big wall bounces on Smash hit, SKD on non-Smash.
- Can be followed up midscreen.
- Max range is 2/3rds of the screen away at 27 frame start-up.
Gives high reward and 24 frames isn't too awful to work with, but the light grab is still the better choice if you just want pure mix, with this also being given away more due to the EX flash.
Otherwise, it gives a best of both worlds between the light and medium grab by having the medium's range with slightly better startup and much easier combo conversions, giving an almost braindead easy conversion with the enemy flying right to Janemba's feet. Outside the corner a small microdash needs to be buffered if you want to go for routes starting with 5L.
- Shoots an electric ball with no active hitbox that slowly travels along the ground, bouncing off walls.
- Only one ball can be on screen at a time. Ball detonates itself after a while.
- Hold up during startup to make the ball floats higher up.
- While the orb is out, pressing the respective button used to summon the orb (L for j.214L for example) will cause the orb to detonate instead of the button.
- Heavy version can combo from smash j.2H by holding up and mashing the heavy attack button, allowing for a delayed 5LL into full combo.
- j.214H is an important neutral tool and can be called safely thanks to its low recovery. j.214M sees some use in corner combos while j.214L rarely sees any use.
Absolutely crucial to Janemba's gameplan. Despite how it looks, Hell Gate is NOT classified as a ki-blast projectile. And so, it cannot be reflected on block or Superdashed through. This allows for solo teleport OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. in the corner with a SKD (excluding j.2M), on top of its uses for neutral and combos as already mentioned above.
236S (Air & Hold OK) or 214S (Air & Hold OK)
|invul frame 4||invul for 13||20||4-16 All|
- Teleports a set distance. InvulnerableA state where a character cannot be hit. A common component of reversal moves. from frame 4, making it a very strong escape option.
- After inputting either versions, holding any of the 8 directions will still make him teleport to that direction anyway. Default is for 236S and for 214S.
- Grounded stays in place, and teleports slightly closer than and . All 5 off these versions keep Janemba grounded.
- Air versions can only be performed once until landing, can also teleport back to the ground.
- Both ground and air versions don't consume air options, they also keep super jump's momentum control.
- Can be used in combos to link smash j.2H to j.L, letting Janemba confirm solo off of a raw superdash anywhere on screen.
Janemba's do-it-all character defining move. His grab is a better straightforward Mix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then he is hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw., but teleport offers one thing that the grab doesn't: fakeouts, scarier okizeme setups, and NeutralWhen neither player is in an advantageous position in terms of stage position. control. Use them in tandem to make your opponent crack under pressure, and use it with 5S, 236L/M/H and 22S to make your opponent not want to move in neutral.
22S (Air OK)
|22S Catch||1||28||13||1-28 Guard Point|
|22S Attack||600||All||+30||Until attack finishes|
|j.22S Catch||4||28||13||1-28 Guard Point|
|j.22S Attack||600||All||+30||Until attack finishes|
- Guard PointAn attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S). against non-Super projectiles and assists.
- On successful parry, he becomes fully invulnerable until after RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. whilst also shooting a projectile that appears behind his opponent.
Designed to completely shut down projectiles and assist calls. Upon activation, Janemba cannot be punished and the counter projectile will give him free pressure on block or combo on hit.
If you see projectiles and assists coming, there's actually no reason not to parry. Teabag away.
|250, 3×175||All||36, 46, 56, 66||+50|
- 5S but shoots from four times.
- Fourth Ki Blasts ground bounces.
- Fullscreen tracking, enable extensions even at high up.
- Like many ki blast-based assists, can be reflected/superdashed during. Interestingly, the first Ki Blast is not reflectable.
A very strong assist and easily the best combo assist in the game. Basically a faster SSJ Vegeta A that trades the defensive usage for full screen tracking.
Fullscreen confirms off of projectiles, air DR enders and high damage combo extensions allow characters to get big boosts to damage, meter gain or both. While it shines in combos, this assist is very strong in neutral as well. Using it while your opponent is in the air forces them to hold the assist or superdash through, giving you either an easy way in or a free punish with 2H. Ultimately, Janemba A does a lot of things that few other assists can do and it does them very well.
This assist is kind of tricky to get used to and may seem weak at first, but its uses in combos and neutral more than make up for the lack of true BlockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun..
- Reflects Ki Blasts while active.
This assist, while not being as strong in combos as Assist A, is also a very potent assist. It's half-screen range allows for it to be used almost as a beam, and it's blockstun solidifies this role. Best blockstring assist outside C, making it your go-to for characters that need blockstun.
- Teleports to the opponent's position on the ground.
- 3rd hit comes out only on hit.
55-frame C Assist. Useful if you absolutely need a lockdown assist, and pretty decent because Janemba doesn't really need that kind of assist himself. Startup is lessened in combos allowing for easy extensions.
236L+M (Air OK) or j.236H+S
- Minimum damage: 815
- Causes sliding knockdown.
- Teleports back to the ground on hit.
- Cinematic Super, cutting it early by DHC does slightly less damage without any benefit.
- Is Janemba's DHC Super.
- Always leaves you +4 on hit, no matter the height you started at before the super.
Good damage for a super. Because of it's cinematic nature, it will always result in a sliding knockdown. The entire time the opponent is falling and sliding is open for DHC's, making it really easy to extend into other supers. In terms of a normal combo ender, it does not really allow continued pressure.
- Minimum damage: 799
- Immediately puts the opponent in the corner, with Janemba fullscreen.
- Also a cinematic Super, cutting it early omits the corner carry and has reduced damage.
- Unscaled damage is the year that his movie came out.
Fullscreen super that can hit where 236L+M can not, but does less damage overall. This is mainly used to DHC into another characters Level 3 for corner Okizeme.
Needle Light Shower
214L+M (Air OK) or 214H+S (Air OK)
Fullscreen beam super for meter dumping and acts as a frame 1 reversal. On hit, Janemba is +43 and can get a meaty in midscreen. In the corner with the right spacing, 236S 2L vs 236S 2L if buffered perfectly is a meaty left/right 50/50 that's also safe against reversals with startup of 11F or slower. If not spaced out, 236S 2L vs 236S 2L will also work, but isn't as visually ambiguous.
- Air version will always teleport Janemba back to the ground afterward
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|To edit frame data, edit values in DBFZ/Janemba/Data.|