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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}} | {{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{CharaOverview | {{CharaOverview | ||
|overview= In a game that's infamous for how many characters can skip neutral, Janemba stands out for not only being a strong zoner, but an excellent neutral-focused midscreen powerhouse that can make your Superdash spamming opponent respect you. Janemba's greatest strength is his capacity for controlling the field, thanks to his fantastic ranged tools. His ki blasts are excellent tracking projectiles that can even be used in combos for a relaunch, and his very fast teleports make him incredibly difficult to hold down. His wide sword normals also have the distinct characteristic of being able to destroy enemy projectiles, which makes Janemba an effective counter-zoner. He also has two of the best Assists in the entire game in his A and B assists, with the first being a powerful combo extension tool, and the second being useful for all sorts of pressure options and blockstrings. In that sense, Janemba is a very effective Mid pick for just about every team, but don't be fooled- his solo damage and pressure options are also very strong, and he can burn meter for some very damaging combos, making him an effective and versatile Anchor as well. Though this dark purple dictator is good at quite a lot of things, his simplicity makes him somewhat predictable and his large hurtbox makes him combo food for most of the cast. Janemba is good at creating an advantage for his team and then pressing said advantage as hard as possible, making him a great support pick if you need someone to push your team to greater heights. | |overview= In a game that's infamous for how many characters can skip neutral, Janemba stands out for not only being a strong zoner, but an excellent neutral-focused midscreen powerhouse that can make your Superdash spamming opponent respect you. Janemba's greatest strength is his capacity for controlling the field, thanks to his fantastic ranged tools. His ki blasts are excellent tracking projectiles that can even be used in combos for a relaunch, and his very fast teleports make him incredibly difficult to hold down. His wide sword normals also have the distinct characteristic of being able to destroy enemy projectiles, which makes Janemba an effective counter-zoner. He also has two of the best Assists in the entire game in his A and B assists, with the first being a powerful combo extension tool, and the second being useful for all sorts of pressure options and blockstrings. In that sense, Janemba is a very effective Mid pick for just about every team, but don't be fooled- his solo damage and pressure options are also very strong, and he can burn meter for some very damaging combos, making him an effective and versatile Anchor as well. Though this dark purple dictator is good at quite a lot of things, his simplicity makes him somewhat predictable and his large hurtbox makes him combo food for most of the cast. Janemba is good at creating an advantage for his team and then pressing said advantage as hard as possible, making him a great support pick if you need someone to push your team to greater heights. | ||
|lore= Born from the body of a worker in the Other-World being possessed by escaped souls from the Soul Cleansing machine, Janemba is a heartless demon with a similar personality to Kid Buu, as well as similar powers. Janemba's base form (a large, yellow creature which appears in his intro sequence) is similar to Majin Buu, as a childish yet a godly warrior. Janemba has the ability to bend reality to his will, as he did with Hell. After a severe beatdown from Super Saiyan 3 Goku, he morphed into an even more powerful and vicious form, Super Janemba. In his super form (As he appears in FighterZ), he can change a small rock into a giant pillar, or a small toy into a sword. He is also capable of changing his body at will, such as change into cubes to teleport, or create portals for individual parts of his body. Janemba was defeated by Super Gogeta, the fusion of Goku and Vegeta, and was only defeated due to Gogeta's overwhelming power, allowing the Other-World workers to restore Hell to its normal state. | |lore= Born from the body of a worker in the Other-World being possessed by escaped souls from the Soul Cleansing machine, Janemba is a heartless demon with a similar personality to Kid Buu, as well as similar powers. Janemba's base form (a large, yellow creature which appears in his intro sequence) is similar to Majin Buu, as a childish yet a godly warrior. Janemba has the ability to bend reality to his will, as he did with Hell. After a severe beatdown from Super Saiyan 3 Goku, he morphed into an even more powerful and vicious form, Super Janemba. In his super form (As he appears in FighterZ), he can change a small rock into a giant pillar, or a small toy into a sword. He is also capable of changing his body at will, such as change into cubes to teleport, or create portals for individual parts of his body. Janemba was defeated by Super Gogeta, the fusion of Goku and Vegeta, and was only defeated due to Gogeta's overwhelming power, allowing the Other-World workers to restore Hell to its normal state. | ||
|quote= Gu heh heh heh! | |quote= Gu heh heh heh! | ||
|summary= is an | |summary= is an hybrid midrange and zoning character who controls massive portions of the screen with his attacks and anti-meta tools. | ||
|pros= | |pros= | ||
* '''Space Control:''' Tracking | * '''Space Control:''' {{MiniMoveCard|game=DBFZ|chara=Janemba|input={{clr|S|5S}}|label=Tracking}} {{MiniMoveCard|game=DBFZ|chara=Janemba|input={{clr|S|2S}}|label=Ki}} {{MiniMoveCard|game=DBFZ|chara=Janemba|input={{clr|S|j.S}}|label=Blasts}} and {{MiniMoveCard|game=DBFZ|chara=Janemba|input={{clr|L|236L}}|label=Sword Specials}} that destroy projectiles give Janemba screen control and a way around Ki Blast zoning. {{MiniMoveCard|game=DBFZ|chara=Janemba|input={{clr|S|22S}} Catch|label=Dimensional Hole}} forces opponents to stop using projectiles and assists during neutral and on {{MiniMoveCard|game=DBFZ|chara=Janemba|input={{clr|S|22S}} Attack|label=successful counter}} enables easy pressure or even a full combo. | ||
* '''Scary Pressure:''' Janemba has strong pressure, enforced by a plethora of safe normals and swift command grab in {{MiniMoveCard|game=DBFZ|chara=Janemba|input={{clr|L|214L}}|label=Mystical Arm}}. | |||
* ''' | * {{MiniMoveCard|game=DBFZ|chara=Janemba|input={{clr|S|236S}}|label='''Phantom Shift'''}}: Janemba's main mix-up tool and pseudo-reversal, being fast and invincible starting on frame 4. Chaining two of them together lets Janemba get a screen length away while being totally safe. | ||
* ''' | * '''Support Value:''' Janemba's assist selection is great: {{MiniMoveCard|game=DBFZ|chara=Janemba|input=Assist A|label=Assist A}} is a tracking Ki Blast that gives big combo extensions, {{MiniMoveCard|game=DBFZ|chara=Janemba|input=Assist B|label=Assist B}} is excellent for blockstrings and space control, and {{MiniMoveCard|game=DBFZ|chara=Janemba|input=Assist C|label=Assist C}} is a tracking assist that's +55 on block. | ||
|cons= | |cons= | ||
* ''' | * '''Slow Moves:''' The majority of Janemba's normals and special moves are on the slower side and can leave him vulnerable against faster-attacking moves. | ||
* ''' | * '''Damage:''' Janemba's basic combo structure results in him dealing lackluster damage without using assists or sacrifice a portion of meter built using {{MiniMoveCard|game=DBFZ|chara=Janemba|input={{clr|H|j.214H}}|label=EX Hell Gate}}. | ||
|difficulty_rating=3 | |difficulty_rating=3 | ||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
===<big> | ===<big>{{clr|L|5L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_Janemba_5L.png | | DBFZ_Janemba_5L.png | | ||
DBFZ_Janemba_5LL.png |eSports normal | DBFZ_Janemba_5LL.png |eSports normal | ||
DBFZ_Janemba_5LLL.png | | DBFZ_Janemba_5LLL.png |The crossup no one's ready for | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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{{FrameDataHeader-DBFZ|version=yes}} | {{FrameDataHeader-DBFZ|version=yes}} | ||
|- | |- | ||
{{#cargo_query:tables=MoveData_DBFZ | |||
{{# | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
| | |where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL") | ||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
|- | }} | ||
|} | |} | ||
==== ==== | ==== ==== | ||
* | <!--Insert text below the =s and above the 2 /divs--> | ||
Worse range than 2L and will whiff in more situations than you would like. Mostly used as a bridge to your autocombo normals. If it was better it would be a better complement to 5LL, but it doesn't quite check superdash. | ;{{clr|L|5L}} | ||
* Just a jab. | |||
Worse range and frame advantage than {{clr|L|2L}} and will whiff in more situations than you would like. Mostly used as a bridge to your autocombo normals. If it was better it would be a better complement to {{clr|L|5LL}}, but it doesn't quite check superdash. | |||
---- | ---- | ||
* | ;{{clr|L|5LL}} | ||
Large hitbox, good for mashing and "anti-airs." Extraordinary for combos and blockstrings like everyone else but it's held back by 5L. | * Ground bounces on hit. | ||
Large hitbox, good for mashing and "anti-airs." Extraordinary for combos and blockstrings like everyone else but it's held back by {{clr|L|5L}}. | |||
---- | ---- | ||
* | ;{{clr|L|5LLL}} | ||
* Teleports forward and can cross over the opponent. Hitbox is behind Janemba. | |||
* Switches sides on hit. | * Switches sides on hit. | ||
The online special. You can tell whether or not Janemba did 236/214S or 5LLL by the startup animation, Janemba will leer forward with this. Very slow, has a huge gap making it mashable, and unsafe on block. Use scarcely. | The online special. You can tell whether or not Janemba did 236/{{clr|S|214S}} or {{clr|L|5LLL}} by the startup animation, Janemba will leer forward with this. Very slow, has a huge gap making it mashable, and unsafe on block. Use scarcely. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
===<big>{{clr|M|5M}}</big>=== | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_Janemba_5M.png | | DBFZ_Janemba_5M.png |Prime spacing tool | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
Line 66: | Line 66: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="5M" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Good range, moves Janemba forward. | * Good range, moves Janemba forward. | ||
* Good for staggers, always spaces perfectly for 2L to connect on block. | * Good for staggers, always spaces perfectly for {{clr|L|2L}} to connect on block. | ||
Janemba's only safe medium. Makes up a large portion of his stagger game. Decent starter in terms of damage, but 2M is still your go-to. | * Hits from round start. | ||
Janemba's only safe medium. Makes up a large portion of his stagger game. Decent starter in terms of damage, but {{clr|M|2M}} is still your go-to. | |||
</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
===<big>{{clr|H|5H}}</big>=== | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 85: | Line 92: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="5H" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Deflects Ki blasts like other sword normals. | * Deflects Ki blasts like other sword normals. | ||
* Any normal > 5H is NOT a true blockstring. | * Any normal > {{clr|H|5H}} is NOT a true blockstring. | ||
Useful as a frame trap but not much else than that. In blockstrings you're most likely going to skip it because of the gap. | Useful as a frame trap but not much else than that. In blockstrings you're most likely going to skip it because of the gap. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|S|5S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 105: | Line 117: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="5S" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
* 5S, 2S, j.S are similar and has some limited tracking. | <!--Insert text below the =s and above the 2 /divs--> | ||
* {{clr|S|5S}}, {{clr|S|2S}}, {{clr|S|j.S}} are similar and has some limited tracking. | |||
* Hold or mash S to shoot all 4 Ki blasts. | * Hold or mash S to shoot all 4 Ki blasts. | ||
* Can controls where he shoots with {{Ni|5}} {{Ni|1}} {{Ni|3}} {{Ni|6}} | * Can controls where he shoots with {{Ni|5}} {{Ni|1}} {{Ni|3}} {{Ni|6}} | ||
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</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
===<big>{{clr|L|2L}}</big>=== | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_Janemba_2L.png | | DBFZ_Janemba_2L.png |0 on block btw | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
Line 128: | Line 146: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="2L" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
* Basically Cooler's 2L, exchanges the low property for huge range. | <!--Insert text below the =s and above the 2 /divs--> | ||
* Basically Cooler's {{clr|L|2L}}, exchanges the low property for huge range. | |||
* Really good for staggers due to its reach. | * Really good for staggers due to its reach. | ||
* Longer range than 5L, therefore more common after a teleport. | * Longer range than {{clr|L|5L}}, therefore more common after a teleport. | ||
Pretty amazing button. Despite this move not being a low, it is a core part of Janemba's pressure. | Pretty amazing button. Despite this move not being a low, it is a core part of Janemba's pressure. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
===<big>{{clr|M|2M}}</big>=== | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_Janemba_2M.png | | DBFZ_Janemba_2M.png | | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
Line 148: | Line 172: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="2M" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Janemba's only low. | * Janemba's only low. | ||
Janemba's core mixup doesn't really revolve around his 2M because it's so slow. Your main mixups are with teleports, but 2M will almost always be your most damaging starter. | Janemba's core mixup doesn't really revolve around his {{clr|M|2M}} because it's so slow. Your main mixups are with teleports, but {{clr|M|2M}} will almost always be your most damaging starter. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
===<big>{{clr|H|2H}}</big>=== | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 166: | Line 196: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="2H" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Anti-air. Deflects Ki blasts. | * Anti-air. Deflects Ki blasts. | ||
* Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic. | * Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic. | ||
* Bad in combos because of the low horizontal range. | * Bad in combos because of the low horizontal range. | ||
Your anti-air and nothing more. Useful in that it enables a j.H sliding knockdown, which in turn can enable Hell's Gate okizeme, but that is mostly relegated to the corner. | Your anti-air and nothing more. Useful in that it enables a {{clr|H|j.H}} sliding knockdown, which in turn can enable Hell's Gate okizeme, but that is mostly relegated to the corner. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|S|2S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 187: | Line 222: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="2S" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Slightly floats off the ground. | * Slightly floats off the ground. | ||
* Cancellable from 5S. | * Cancellable from {{clr|S|5S}}. | ||
* Unlike 5S and j.S, can't control the first Ki blast's direction. | * Unlike {{clr|S|5S}} and {{clr|S|j.S}}, can't control the first Ki blast's direction. | ||
* No input order is 1536. | * No input order is 1536. | ||
* Can be cancelled into 2M for a sliding knockdown. | * Can be cancelled into {{clr|M|2M}} for a sliding knockdown. | ||
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 2M for a meterless sliding knockdown. | Similar in use to {{clr|S|5S}}, but it leaves you airborne instead of being grounded. Acts as an extension in a way, and adds an easy conversion to {{clr|M|2M}} for a meterless sliding knockdown. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
===<big>{{clr|M|6M}}</big>=== | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_Janemba_6M.png | | DBFZ_Janemba_6M.png | | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
Line 209: | Line 250: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="6M" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Sword normal overhead. | * Sword normal overhead. | ||
* Deflects Ki blasts. | * Deflects Ki blasts. | ||
* Uses the gigantic hitbox of his j.H. Max range 5M > 6M can beat mashing against characters with stubbier normals. | * Uses the gigantic hitbox of his {{clr|H|j.H}}. Max range {{clr|M|5M}} > {{clr|M|6M}} can beat mashing against characters with stubbier normals. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|L|j.L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 229: | Line 275: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="j.L" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
* Good range for a j.L. | <!--Insert text below the =s and above the 2 /divs--> | ||
* Good range for a {{clr|L|j.L}}. | |||
* Has enough priority to beat superdashes. | * Has enough priority to beat superdashes. | ||
* Slightly slower than average. | * Slightly slower than average. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
===<big>{{clr|M|j.M}}</big>=== | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 248: | Line 300: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="j.M" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Your most common jump-in. | * Your most common jump-in. | ||
j.M is forced to take the spotlight because of how bad j.H is. All things accounted for, it still has strong frame advantage if your opponent blocks it and it is really good for crossups. | {{clr|M|j.M}} is forced to take the spotlight because of how bad {{clr|H|j.H}} is. All things accounted for, it still has strong frame advantage if your opponent blocks it and it is really good for crossups. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
===<big>{{clr|H|j.H}}</big>=== | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 266: | Line 324: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="j.H" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Deflects Ki blasts. | * Deflects Ki blasts. | ||
* Halts momentum and ground bounces grounded opponent. | * Halts momentum and ground bounces grounded opponent. | ||
* Use j.L or j.M for IAD overhead instead. | * Use {{clr|L|j.L}} or {{clr|M|j.M}} for IAD overhead instead. | ||
Huge hitbox. Despite it being like Hit's j.H it still has uses, especially in 2H Smash combos, as it is easier to set up j.214x oki with this move due to being able to special cancel it. It's not the best in neutral but it can be somewhat useful in the corner to keep your opponent in place, although this is tricky. | Huge hitbox. Despite it being like Hit's {{clr|H|j.H}} it still has uses, especially in {{clr|H|2H}} Smash combos, as it is easier to set up j.214x oki with this move due to being able to special cancel it. It's not the best in neutral but it can be somewhat useful in the corner to keep your opponent in place, although this is tricky. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | ===<big>{{clr|S|j.S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="j.S" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
* 5S but in the air. | <!--Insert text below the =s and above the 2 /divs--> | ||
* {{clr|S|5S}} but in the air. | |||
* Freezes momentum. | * Freezes momentum. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big> | |||
===<big>{{clr|H|j.2H}}</big>=== | |||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_Janemba_j2H.png | | DBFZ_Janemba_j2H.png |Air {{clr|H|2H}}, complete with head invul | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="j.2H" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Gigantic wall bounce. | * Gigantic wall bounce. | ||
* Deflects Ki blasts. | * Deflects Ki blasts. | ||
* Moves Janemba backwards | * Moves Janemba backwards. | ||
</div> | </div> | ||
</div> | </div> | ||
==Special Moves== | ==Special Moves== | ||
===<big>Shadow Kick</big>=== | ===<big>Shadow Kick</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|M|j.2M}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 326: | Line 401: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="j.2M" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Tracking overhead that causes sliding knockdown on Smash hit. | * 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. | * 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. | * Always leaves Janemba +32 on hit. | ||
This is your go-to combo ender. When you're close, it allows a Superjump IAD j.M safejump for easy continued pressure. | This is your go-to combo ender. When you're close, it allows a Superjump IAD {{clr|M|j.M}} safejump for easy continued pressure. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Demonic Blade</big>=== | ===<big>Demonic Blade</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 348: | Line 429: | ||
{{FrameDataHeader-DBFZ|version=yes}} | {{FrameDataHeader-DBFZ|version=yes}} | ||
|- | |- | ||
{{#cargo_query:tables=MoveData_DBFZ | |||
{{# | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
| | |where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H" or input="j.236L" or input="j.236M" or input="j.236H") | ||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
}} | |||
|- | |||
| | |||
{{ | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Ridiculous range, deflects Ki blasts. | * Ridiculous range, deflects Ki blasts. | ||
---- | ---- | ||
;236L | ;{{clr|L|236L}} | ||
* Reaches about half screen, no step forward. | * Reaches about half screen, no step forward. | ||
* Safe, gapless blockstring ender. | * Safe, gapless blockstring ender. | ||
Faster AND safer on block than a beam, but isn't full-screen and has less active frames. | Faster AND safer on block than a beam, but isn't full-screen and has less active frames. | ||
---- | ---- | ||
;236M | ;{{clr|M|236M}} | ||
* Wall bounces. | * Wall bounces. | ||
* Ground version takes a step forward before attacking. | * 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. | * Can be used in blockstrings over {{clr|L|236L}} to add a frame trap. | ||
---- | ---- | ||
;236H | ;{{clr|H|236H}} | ||
* Bigger wall bounce, can be comboed off of midscreen. | * Bigger wall bounce, can be comboed off of midscreen. | ||
* | * Reaches fullscreen like the Medium version. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Mystical Arm</big>=== | ===<big>Mystical Arm</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_Janemba_MysticalArm.png | | DBFZ_Janemba_MysticalArm.png |Piccolo and Raven players weep | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
Line 398: | Line 469: | ||
{{FrameDataHeader-DBFZ|version=yes}} | {{FrameDataHeader-DBFZ|version=yes}} | ||
|- | |- | ||
{{#cargo_query:tables=MoveData_DBFZ | |||
{{# | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
| | |where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H") | ||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
{{ | |delimiter=\n{{!}}-\n | ||
|- | }} | ||
{{ | |||
|} | |} | ||
==== ==== | ==== ==== | ||
* 214L always causes sliding knockdown. | <!--Insert text below the =s and above the 2 /divs--> | ||
* {{clr|L|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 throw 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 {{MiniMoveCard|input={{clr|L|5L}}|label=5L}} and {{MiniMoveCard|input={{clr|L|2L}}|label=2L}}. This gives Janemba a powerful hit/throw mix-up. 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 {{MiniMoveCard|input=214LM|label=Level 3}}. 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. | * {{clr|M|214M}} wall bounces on Smash hit, SKD on non-Smash. | ||
* In the corner, can be followed up with 2M. | * In the corner, can be followed up with {{clr|M|2M}}. | ||
* Max range is 2/3rds of the screen away at 29 frame start-up. | |||
While initially less threatening than {{clr|L|214L}}, this grab makes up for it with it's unexpected range which is around that of his {{MiniMoveCard|input={{clr|L|236L}}|label=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 {{MiniMoveCard|input={{clr|M|2M}}|label=2M}} or {{MiniMoveCard|input={{clr|L|5L}}|label=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. | * {{clr|H|214H}} does a big wall bounces on Smash hit, SKD on non-Smash. | ||
* Can be followed up | * 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 framedata 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 {{MiniMoveCard|input={{clr|L|5L}}|label=5L}}. | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>Hell Gate</big>=== | ===<big>Hell Gate</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|j.214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 431: | Line 514: | ||
{{FrameDataHeader-DBFZ|version=yes}} | {{FrameDataHeader-DBFZ|version=yes}} | ||
|- | |- | ||
{{ | {{#cargo_query:tables=MoveData_DBFZ | ||
{{ | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="j.214L" or input="j.214M" or input="j.214H") | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
|- | }} | ||
{{ | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Shoots an electric ball with no hitbox that slowly travels along the ground, bouncing off walls. | * Shoots an electric ball with no 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. | * 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. | * Hold up during startup to make the ball floats higher up. | ||
* Pressing L while j.214L ball is still out will detonate it early instead of giving you L normals, same with j.214M, j.214H and their respective buttons. | * Pressing L while {{clr|L|j.214L}} ball is still out will detonate it early instead of giving you L normals, same with {{clr|M|j.214M}}, {{clr|H|j.214H}} and their respective buttons. | ||
* 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. | * Heavy version can combo from smash {{clr|H|j.2H}} by holding up and mashing the heavy attack button, allowing for a delayed {{clr|L|5LL}} into full combo. | ||
* j214H is an important neutral tool and can be called safely thanks to its low | * j214H is an important neutral tool and can be called safely thanks to its low recovery. j{{clr|L|214L}}/{{clr|M|M}} are largely useless outside of niche assist combos. | ||
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 SD'd through. This allows for solo teleport oki in the corner with a SKD (excluding {{clr|M|j.2M}}), on top of its uses for neutral and combos as already mentioned above. | |||
Absolutely crucial to Janemba's gameplan | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>Phantom Shift</big>=== | ===<big>Phantom Shift</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|S|214S}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_Janemba_PhantomShift.png | | DBFZ_Janemba_PhantomShift.png |Suddenly, a mid {{clr|L|2L}} doesn't seem so bad. | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
Line 465: | Line 545: | ||
{{FrameDataHeader-DBFZ|version=yes}} | {{FrameDataHeader-DBFZ|version=yes}} | ||
|- | |- | ||
{{ | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|- | |where=chara="{{SUBPAGENAME}}" and (input="236S" or input="214S") | ||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
{{ | |delimiter=\n{{!}}-\n | ||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Teleports a set distance. Invulnerable from frame 4, making it a very strong escape option. | * Teleports a set distance. Invulnerable 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 {{Ni|6}} for 236S and {{Ni|4}} for 214S. | * After inputting either versions, holding any of the 8 directions will still make him teleport to that direction anyway. Default is {{Ni|6}} for {{clr|S|236S}} and {{Ni|4}} for {{clr|S|214S}}. | ||
* Grounded {{Ni|2}} stays in place, {{Ni|1}} and {{Ni|3}} teleports slightly closer than {{Ni|4}} and {{Ni|6}}. All 5 off these versions keep Janemba grounded. | * Grounded {{Ni|2}} stays in place, {{Ni|1}} and {{Ni|3}} teleports slightly closer than {{Ni|4}} and {{Ni|6}}. All 5 off these versions keep Janemba grounded. | ||
* Air versions can only be performed once until landing, can also teleport back to the ground. | * 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. | * 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. | * Can be used in combos to link smash {{clr|H|j.2H}} to {{clr|L|j.L}}, letting Janemba confirm solo off of a raw superdash anywhere on screen. | ||
Janemba's | Janemba's do-it-all character defining move. His grab is a better straightforward mixup, but teleport offers one thing that the grab doesn't: fakeouts, scarier okizeme setups, and neutral control. Use them in tandem to make your opponent crack under pressure, and use it with {{clr|S|5S}}, 236X and {{clr|S|22S}} to make your opponent not want to move in neutral. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Dimensional Hole</big>=== | ===<big>Dimensional Hole</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|S|22S}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|- | |- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="22S Catch" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|- | |- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="22S Attack" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|- | |||
{{AttackVersion|name=Air Catch}} | |||
{{#cargo_query:tables=MoveData_DBFZ | |||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="j.22S Catch" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|- | |||
{{AttackVersion|name=Air Attack}} | |||
{{#cargo_query:tables=MoveData_DBFZ | |||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="j.22S Attack" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Guard point against non-Super projectiles and assists. | * Guard point against non-Super projectiles and assists. | ||
* On successful parry, becomes | * On successful parry, he becomes fully invulnerable until after recovery and while shooting a tracking projectile behind the opponent. | ||
Designed to completely shut down assist calls. Upon activation, Janemba cannot be punished and the counter projectile will give him free pressure on block or combo on hit. | 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 | If you see projectiles and assists coming, there's actually no reason not to parry. Teabag away. | ||
</div> | </div> | ||
</div> | </div> | ||
Line 523: | Line 628: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="Assist A" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
* 5S but shoots from {{Ni|5}} four times. | <!--Insert text below the =s and above the 2 /divs--> | ||
* {{clr|S|5S}} but shoots from {{Ni|5}} four times. | |||
* Fourth Ki Blasts ground bounces. | * Fourth Ki Blasts ground bounces. | ||
* Fullscreen tracking, enable extensions even at high up. | * Fullscreen tracking, enable extensions even at high up. | ||
Line 532: | Line 642: | ||
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. | 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. | 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 {{clr|H|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 blockstun. | 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 blockstun. | ||
Line 550: | Line 660: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="Assist B" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Deflects Ki Blasts while active. | * Deflects 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. | 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. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Assist C</big>=== | ===<big>Assist C</big>=== | ||
<span class="input-badge">'''Hellblade Flurry'''</span> | <span class="input-badge">'''Hellblade Flurry'''</span> | ||
Line 570: | Line 686: | ||
{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="Assist C" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Teleports to the opponent's position on the ground. | * Teleports to the opponent's position on the ground. | ||
* 3rd hit comes out only on hit. | * 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. | |||
</div> | </div> | ||
</div> | </div> | ||
==Super Moves== | ==Super Moves== | ||
===<big>Rakshasa's Claw</big>=== | ===<big>Rakshasa's Claw</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|H|j.236H}}+{{clr|S|S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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{{FrameDataHeader-DBFZ|version=yes}} | {{FrameDataHeader-DBFZ|version=yes}} | ||
|- | |- | ||
{{ | {{#cargo_query:tables=MoveData_DBFZ | ||
{{ | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|- | |where=chara="{{SUBPAGENAME}}" and (input="236L+M" or input="j.236L+M") | ||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Minimum damage: 815 | * Minimum damage: 815 | ||
* Causes sliding knockdown. | * Causes sliding knockdown. | ||
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===<big>Savage Skewer</big>=== | ===<big>Savage Skewer</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span> | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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{{FrameDataHeader-DBFZ}} | {{FrameDataHeader-DBFZ}} | ||
|- | |- | ||
{{# | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |||
|where=chara="{{SUBPAGENAME}}" and input="236H+S" | |||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Minimum damage: 799 | * Minimum damage: 799 | ||
* Corner carries. | * Corner carries. | ||
* Also a cinematic Super, cutting it early ruins the corner carries AND does slightly less damage. | * Also a cinematic Super, cutting it early ruins the corner carries AND does slightly less damage. | ||
* Doing j.236H+S will get Rakshasa's Claw. | * Doing {{clr|H|j.236H}}+{{clr|S|S}} will get Rakshasa's Claw. | ||
* Unscaled damage is the year that his movie came out. | * Unscaled damage is the year that his movie came out. | ||
You'll mostly be using this super midscreen because of it's corner carry. Otherwise you'll be using 236L+M for it's superior damage. | You'll mostly be using this super midscreen because of it's corner carry. Otherwise you'll be using {{clr|L|236L}}+{{clr|M|M}} for it's superior damage. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Needle Light Shower</big>=== | ===<big>Needle Light Shower</big>=== | ||
<span class="input-badge">''' | <span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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{{FrameDataHeader-DBFZ|version=yes}} | {{FrameDataHeader-DBFZ|version=yes}} | ||
|- | |- | ||
{{ | {{#cargo_query:tables=MoveData_DBFZ | ||
{{ | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|- | |where=chara="{{SUBPAGENAME}}" and (input="214L+M" or input="j.214L+M") | ||
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | |||
|delimiter=\n{{!}}-\n | |||
}} | |||
|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Minimum damage: 1672. | * Minimum damage: 1672. | ||
* Advantage on hit: +43 | * Advantage on hit: +43 | ||
* Air version will always teleport Janemba back to the ground afterward. | * Air version will always teleport Janemba back to the ground afterward. | ||
Lets Janemba get a meaty midscreen and a teleport mixup in the corner. 236S[6] > 5L will cross up, 236S[3] > 5L will stay same side. They hit on the same frame and the opponent only has 16 frames to react to which side (10 frames of recovery from the teleport and 6 frame startup from 5L). Watch Alioune for more advanced setups, but this alone will get you pretty far. | Lets Janemba get a meaty midscreen and a teleport mixup in the corner. {{clr|S|236S}}[6] > {{clr|L|5L}} will cross up, {{clr|S|236S}}[3] > {{clr|L|5L}} will stay same side. They hit on the same frame and the opponent only has 16 frames to react to which side (10 frames of recovery from the teleport and 6 frame startup from {{clr|L|5L}}). Watch Alioune for more advanced setups, but this alone will get you pretty far. | ||
</div> | </div> | ||
</div> | </div> | ||
==Colors== | |||
{{DBFZColors|Size=120}} | |||
{{clear}} | |||
==External References== | ==External References== | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|DBFZ|Janemba|32px}}</center> | |||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{#lst:DBFZ/Navigation}} |
Revision as of 08:53, 20 May 2022
Normal Moves
5L
- 5L
- Just a jab.
Worse range and frame advantage than 2L and will whiff in more situations than you would like. Mostly used as a bridge to your autocombo normals. If it was better it would be a better complement to 5LL, but it doesn't quite check superdash.
- 5LL
- Ground bounces on hit.
Large hitbox, good for mashing and "anti-airs." Extraordinary for combos and blockstrings like everyone else but it's held back by 5L.
- 5LLL
- Teleports forward and can cross over the opponent. Hitbox is behind Janemba.
- Switches sides on hit.
The online special. You can tell whether or not Janemba did 236/214S or 5LLL by the startup animation, Janemba will leer forward with this. Very slow, has a huge gap making it mashable, and unsafe on block. Use scarcely.
5M
- Good range, moves Janemba forward.
- Good for staggers, 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 game. Decent starter in terms of damage, but 2M is still your go-to.
5H
- Deflects Ki blasts like other sword normals.
- Any normal > 5H is NOT a true blockstring.
Useful as a frame trap but not much else than that. In blockstrings you're most likely going to skip it because of the gap.
5S
- 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 Demonic Blade. Doing this with the first Ki Blast can force an opponent back to the ground and be cancelled into Mystical Arm instead of Demonic Blade 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.
2L
- Basically Cooler's 2L, exchanges the low property for huge range.
- Really good for staggers due to its reach.
- Longer range than 5L, therefore more common after a teleport.
Pretty amazing button. Despite this move not being a low, it is a core part of Janemba's pressure.
2M
- Janemba's only low.
Janemba's core mixup doesn't really revolve around his 2M because it's so slow. Your main mixups are with teleports, but 2M will almost always be your most damaging starter.
2H
- Anti-air. Deflects Ki blasts.
- Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic.
- Bad in combos because of the low horizontal range.
Your anti-air and nothing more. Useful in that it enables a j.H sliding knockdown, which in turn can enable Hell's Gate okizeme, but that is mostly relegated to the corner.
2S
- Slightly floats off the ground.
- Cancellable from 5S.
- Unlike 5S and j.S, can't control the first Ki blast's direction.
- No input order is 1536.
- Can be cancelled into 2M for a sliding knockdown.
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 2M for a meterless sliding knockdown.
6M
- DBFZ Janemba 6M.png
- Sword normal overhead.
- Deflects Ki blasts.
- Uses the gigantic hitbox of his j.H. Max range 5M > 6M can beat mashing against characters with stubbier normals.
j.L
- Good range for a j.L.
- Has enough priority to beat superdashes.
- Slightly slower than average.
j.M
- Your most common jump-in.
j.M is forced to take the spotlight because of how bad j.H is. All things accounted for, it still has strong frame advantage if your opponent blocks it and it is really good for crossups.
j.H
- Deflects Ki blasts.
- Halts momentum and ground bounces grounded opponent.
- Use j.L or j.M for IAD overhead instead.
Huge hitbox. Despite it being like Hit's j.H it still has uses, especially in 2H Smash combos, as it is easier to set up j.214x oki with this move due to being able to special cancel it. It's not the best in neutral but it can be somewhat useful in the corner to keep your opponent in place, although this is tricky.
j.S
- DBFZ Janemba jS.png
j.5DD > j.6DD
- 5S but in the air.
- Freezes momentum.
j.2H
- Gigantic wall bounce.
- Deflects Ki blasts.
- Moves Janemba backwards.
Special Moves
Shadow Kick
j.2M
- 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 safejump for easy continued pressure.
Demonic Blade
236L/M/H (Air OK)
- Ridiculous range, deflects Ki blasts.
- 236L
- Reaches about half screen, no step forward.
- Safe, gapless blockstring ender.
Faster AND safer on block than a beam, but isn't full-screen and has less active frames.
- 236M
- 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.
- 236H
- Bigger wall bounce, can be comboed off of midscreen.
- Reaches fullscreen like the Medium version.
Mystical Arm
214L/M/H
- 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 throw after other buttons.
- Max range is a backdash away at 23 frame start-up.
Function: CargoSQLQuery::run Query: SELECT `cargo__MoveData_DBFZ`.`_pageID` AS `cargo_backlink_page_id_MoveData_DBFZ`,`cargo__MoveData_DBFZ__images`.`_value` AS `image`,`name` AS `name`,`guard` AS `guard`,`startup` AS `startup`,`recovery` AS `recovery`,`onBlock` AS `onBlock` FROM `cargo__MoveData_DBFZ` LEFT OUTER JOIN `cargo__MoveData_DBFZ__images` ON ((`cargo__MoveData_DBFZ`.`_ID`=`cargo__MoveData_DBFZ__images`.`_rowID`)) WHERE chara="Janemba" and input="<span class="colorful-text-2" >5L</span>" ORDER BY `cargo__MoveData_DBFZ`.`_pageID`,`cargo__MoveData_DBFZ__images`.`_value`,`name`,`guard`,`startup` LIMIT 100
Function: CargoSQLQuery::run Query: SELECT `cargo__MoveData_DBFZ`.`_pageID` AS `cargo_backlink_page_id_MoveData_DBFZ`,`cargo__MoveData_DBFZ__images`.`_value` AS `image`,`name` AS `name`,`guard` AS `guard`,`startup` AS `startup`,`recovery` AS `recovery`,`onBlock` AS `onBlock` FROM `cargo__MoveData_DBFZ` LEFT OUTER JOIN `cargo__MoveData_DBFZ__images` ON ((`cargo__MoveData_DBFZ`.`_ID`=`cargo__MoveData_DBFZ__images`.`_rowID`)) WHERE chara="Janemba" and input="<span class="colorful-text-2" >2L</span>" ORDER BY `cargo__MoveData_DBFZ`.`_pageID`,`cargo__MoveData_DBFZ__images`.`_value`,`name`,`guard`,`startup` LIMIT 100
Don't be dissuaded by the slide knockdown, as you can just go into Level 3. 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.
Function: CargoSQLQuery::run Query: SELECT `cargo__MoveData_DBFZ`.`_pageID` AS `cargo_backlink_page_id_MoveData_DBFZ`,`cargo__MoveData_DBFZ__images`.`_value` AS `image`,`name` AS `name`,`guard` AS `guard`,`startup` AS `startup`,`recovery` AS `recovery`,`onBlock` AS `onBlock` FROM `cargo__MoveData_DBFZ` LEFT OUTER JOIN `cargo__MoveData_DBFZ__images` ON ((`cargo__MoveData_DBFZ`.`_ID`=`cargo__MoveData_DBFZ__images`.`_rowID`)) WHERE chara="Janemba" and input="<span class="colorful-text-2" >236L</span>" ORDER BY `cargo__MoveData_DBFZ`.`_pageID`,`cargo__MoveData_DBFZ__images`.`_value`,`name`,`guard`,`startup` LIMIT 100
Function: CargoSQLQuery::run Query: SELECT `cargo__MoveData_DBFZ`.`_pageID` AS `cargo_backlink_page_id_MoveData_DBFZ`,`cargo__MoveData_DBFZ__images`.`_value` AS `image`,`name` AS `name`,`guard` AS `guard`,`startup` AS `startup`,`recovery` AS `recovery`,`onBlock` AS `onBlock` FROM `cargo__MoveData_DBFZ` LEFT OUTER JOIN `cargo__MoveData_DBFZ__images` ON ((`cargo__MoveData_DBFZ`.`_ID`=`cargo__MoveData_DBFZ__images`.`_rowID`)) WHERE chara="Janemba" and input="<span class="colorful-text-3" >2M</span>" ORDER BY `cargo__MoveData_DBFZ`.`_pageID`,`cargo__MoveData_DBFZ__images`.`_value`,`name`,`guard`,`startup` LIMIT 100
Function: CargoSQLQuery::run Query: SELECT `cargo__MoveData_DBFZ`.`_pageID` AS `cargo_backlink_page_id_MoveData_DBFZ`,`cargo__MoveData_DBFZ__images`.`_value` AS `image`,`name` AS `name`,`guard` AS `guard`,`startup` AS `startup`,`recovery` AS `recovery`,`onBlock` AS `onBlock` FROM `cargo__MoveData_DBFZ` LEFT OUTER JOIN `cargo__MoveData_DBFZ__images` ON ((`cargo__MoveData_DBFZ`.`_ID`=`cargo__MoveData_DBFZ__images`.`_rowID`)) WHERE chara="Janemba" and input="<span class="colorful-text-2" >5L</span>" ORDER BY `cargo__MoveData_DBFZ`.`_pageID`,`cargo__MoveData_DBFZ__images`.`_value`,`name`,`guard`,`startup` LIMIT 100
- 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 framedata 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 5LFunction: CargoSQLQuery::run Query: SELECT `cargo__MoveData_DBFZ`.`_pageID` AS `cargo_backlink_page_id_MoveData_DBFZ`,`cargo__MoveData_DBFZ__images`.`_value` AS `image`,`name` AS `name`,`guard` AS `guard`,`startup` AS `startup`,`recovery` AS `recovery`,`onBlock` AS `onBlock` FROM `cargo__MoveData_DBFZ` LEFT OUTER JOIN `cargo__MoveData_DBFZ__images` ON ((`cargo__MoveData_DBFZ`.`_ID`=`cargo__MoveData_DBFZ__images`.`_rowID`)) WHERE chara="Janemba" and input="<span class="colorful-text-2" >5L</span>" ORDER BY `cargo__MoveData_DBFZ`.`_pageID`,`cargo__MoveData_DBFZ__images`.`_value`,`name`,`guard`,`startup` LIMIT 100
Hell Gate
j.214L/M/H
- Shoots an electric ball with no 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.
- Pressing L while j.214L ball is still out will detonate it early instead of giving you L normals, same with j.214M, j.214H and their respective buttons.
- 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.
- j214H is an important neutral tool and can be called safely thanks to its low recovery. j214L/M are largely useless outside of niche assist combos.
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 SD'd through. This allows for solo teleport oki in the corner with a SKD (excluding j.2M), on top of its uses for neutral and combos as already mentioned above.
Phantom Shift
236S (Air OK) or 214S (Air OK)
- Teleports a set distance. Invulnerable 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 mixup, but teleport offers one thing that the grab doesn't: fakeouts, scarier okizeme setups, and neutral control. Use them in tandem to make your opponent crack under pressure, and use it with 5S, 236X and 22S to make your opponent not want to move in neutral.
Dimensional Hole
22S (Air OK)
- Guard point against non-Super projectiles and assists.
- On successful parry, he becomes fully invulnerable until after recovery and while shooting a tracking projectile behind the 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.
Z Assists
Assist A
Phantom Assault
- 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 blockstun.
Assist B
Demonic Blade
- Deflects 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.
Assist C
Hellblade Flurry
- 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.
Super Moves
Rakshasa's Claw
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, does not really allow continued pressure.
Savage Skewer
236H+S
- Minimum damage: 799
- Corner carries.
- Also a cinematic Super, cutting it early ruins the corner carries AND does slightly less damage.
- Doing j.236H+S will get Rakshasa's Claw.
- Unscaled damage is the year that his movie came out.
You'll mostly be using this super midscreen because of it's corner carry. Otherwise you'll be using 236L+M for it's superior damage.
Needle Light Shower
214L+M (Air OK) or 214H+S (Air OK)
- Minimum damage: 1672.
- Advantage on hit: +43
- Air version will always teleport Janemba back to the ground afterward.
Lets Janemba get a meaty midscreen and a teleport mixup in the corner. 236S[6] > 5L will cross up, 236S[3] > 5L will stay same side. They hit on the same frame and the opponent only has 16 frames to react to which side (10 frames of recovery from the teleport and 6 frame startup from 5L). Watch Alioune for more advanced setups, but this alone will get you pretty far.
Colors
- DBFZ Janemba color1.png
Color 1
- DBFZ Janemba color2.png
Color 2
- DBFZ Janemba color3.png
Color 3
- DBFZ Janemba color4.png
Color 4
- DBFZ Janemba color5.png
Color 5
- DBFZ Janemba color6.png
Color 6
- DBFZ Janemba color7.png
Color 7
- DBFZ Janemba color8.png
Color 8
- DBFZ Janemba color9.png
Color 9
- DBFZ Janemba color10.png
Color 10
- DBFZ Janemba color11.png
Color 11
- DBFZ Janemba color12.png
Color 12
- DBFZ Janemba color13.png
Color 131,2
- DBFZ Janemba color14.png
Color 141,2
- DBFZ Janemba color15.png
Color 151,2
- DBFZ Janemba color16.png
Color 161