DBFZ/Janemba: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{MFlag|cleanup}}
{{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 unorthodox zoner-like character, who has very strong pressure and long ranged tools to manipulate the match to his will, and make the opponent guess several times of where he might show up next to hit them.  
|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 (albeit slow) Ki Blasts and Sword Specials that destroy projectiles give Janemba screen control and a way around Ki Blast zoning. Janemba's H normals also destroy projectiles, although their use for that is more situational.
* '''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.
* '''Anti-Meta Tool:''' 22S forces opponents to stop using projectiles and assists during neutral, and on successful counter gets easy pressure or even a full combo. 22S stops anything that isn't a super, including assists, from frame 1.
* '''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}}.
* '''Teleports:''' 214S/236S are both Janemba's main mix-up options and pseudo-reversal, being fast and invincible starting frame 4. Chaining two of them together lets Janemba get a screen length away while being totally safe.
* {{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.
* '''Momentum:''' Easy sliding knockdown with j.2M, and 236H+S always pushes the opponent into the corner he's facing. j.214X is also a unique setup tool that Janemba can use on certain knockdowns as a way to extend his turn without assists.
* '''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.
* '''Support Value:''' A Assist is a tracking SSJ Vegeta A assist and gives big combo extensions. B Assist is excellent for blockstrings and space control in a way that A is not. C is a combination of both as a +50 tracking C assist.
* '''Solo Damage:''' j.214H combos let him do upwards of 6000 damage anywhere on screen while still building meter.
|cons=
|cons=
* '''Beeg Boi:''' Huge hurtbox and somewhat slow in terms of his moves, making it hard for him to get set up sometimes. The classic big character issues.
* '''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>5{{clr|2|L}}</big>===
===<big>{{clr|L|5L}}</big>===
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=5L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|5L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")
{{AttackVersion|name=5LL}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|5LL}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL}}
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|}
==== ====
==== ====
;5L
<!--Insert text below the =s and above the 2 /divs-->
;{{clr|L|5L}}
* Just a jab.
* 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.
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.
----
----
;5LL
;{{clr|L|5LL}}
* Ground bounces on hit.
* 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.
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}}.
----
----
;5LLL
;{{clr|L|5LLL}}
* Teleports forward and can cross over the opponent. Hitbox is behind Janemba.
* 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>
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</div>
</div>


===<big>5{{clr|3|M}}</big>===
===<big>{{clr|M|5M}}</big>===
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{{#lst:{{PAGENAME}}/Data|5M}}
{{#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.
* Hits from round start.
* 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.
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.
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===<big>5{{clr|5|H}}</big>===
===<big>{{clr|H|5H}}</big>===
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{{#lst:{{PAGENAME}}/Data|5H}}
{{#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>
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===<big>5{{clr|4|S}}</big>===
===<big>{{clr|S|5S}}</big>===
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{{#lst:{{PAGENAME}}/Data|5S}}
{{#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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===<big>2{{clr|2|L}}</big>===
===<big>{{clr|L|2L}}</big>===
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{{#lst:{{PAGENAME}}/Data|2L}}
{{#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.
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===<big>2{{clr|3|M}}</big>===
===<big>{{clr|M|2M}}</big>===
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<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 |Janemba breaks it down
DBFZ_Janemba_2M.png |
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</gallery>
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{{#lst:{{PAGENAME}}/Data|2M}}
{{#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.
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===<big>2{{clr|5|H}}</big>===
===<big>{{clr|H|2H}}</big>===
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{{#lst:{{PAGENAME}}/Data|2H}}
{{#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.
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===<big>2{{clr|4|S}}</big>===
===<big>{{clr|S|2S}}</big>===
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{{#lst:{{PAGENAME}}/Data|2S}}
{{#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.
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===<big>6{{clr|3|M}}</big>===
===<big>{{clr|M|6M}}</big>===
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{{#lst:{{PAGENAME}}/Data|6M}}
{{#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.
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===<big>j.{{clr|2|L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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{{#lst:{{PAGENAME}}/Data|j.L}}
{{#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.
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===<big>j.{{clr|3|M}}</big>===
===<big>{{clr|M|j.M}}</big>===
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{{#lst:{{PAGENAME}}/Data|j.M}}
{{#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.
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===<big>j.{{clr|5|H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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|-
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{{#lst:{{PAGENAME}}/Data|j.H}}
{{#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>j.{{clr|4|S}}</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}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{#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>j.2{{clr|5|H}}</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 |Air 2H, complete with head invul
DBFZ_Janemba_j2H.png |Air {{clr|H|2H}}, complete with head invul
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{#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.
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==Special Moves==
==Special Moves==
===<big>Shadow Kick</big>===
===<big>Shadow Kick</big>===
<span class="input-badge">'''j.2{{clr|3|M}}'''</span>
<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">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.2M}}
{{#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">'''236{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}} (Air OK)'''</span>
<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 361: Line 429:
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=Ground L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236L}}
|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")
{{AttackVersion|name=Air L}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.236L}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=Ground M}}
{{#lst:{{PAGENAME}}/Data|236M}}
|-
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
|-
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|236H}}
|-
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
|}
|}
==== ====
==== ====
<!--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.
* 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.
* Reaches fullscreen like the Medium version.
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===<big>Mystical Arm</big>===
===<big>Mystical Arm</big>===
<span class="input-badge">'''214{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}'''</span>
<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 |"GET OVE- I MEAN OUTTA HERE"
DBFZ_Janemba_MysticalArm.png |Piccolo and Raven players weep
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|214L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|214M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
|}
|}
==== ====
==== ====
* 214L always causes sliding knockdown.
<!--Insert text below the =s and above the 2 /divs-->
* Will whiff when cancelling from anything other than Light normals.
* {{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.
* 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.
* 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 even midscreen.
* Can be followed up midscreen.
* Max range is 2/3rds of the screen away at 27 frame start-up.
* 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">'''j.214{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}'''</span>
<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">
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|j.214L}}
|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")
{{AttackVersion|name=M}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.214M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
|}
|}
==== ====
==== ====
<!--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 endlag as of season 3.5. j214L/M are largely useless outside of niche assist combos.
* 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 in Season 3. 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.
 
</div>
</div>
</div>
</div>


===<big>Phantom Shift</big>===
===<big>Phantom Shift</big>===
<span class="input-badge">'''236{{clr|4|S}} or 214{{clr|4|S}} (Air OK)'''</span>
<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 |Boy you SEEN them teleports?!
DBFZ_Janemba_PhantomShift.png |Suddenly, a mid {{clr|L|2L}} doesn't seem so bad.
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=236S}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236S}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="214S")
{{AttackVersion|name=214S}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|214S}}
|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 main mixup tool. You can teleport to either side of the opponent, air or ground. From there it's up to you if you want to just go low or mix in an airdash to create some really nasty setups.
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">'''22{{clr|4|S}} (Air OK)'''</span>
<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">
Line 513: Line 578:
|-
|-
{{AttackVersion|name=Catch}}
{{AttackVersion|name=Catch}}
{{#lst:{{PAGENAME}}/Data|22S 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}}
{{#lst:{{PAGENAME}}/Data|22S 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 full invul until after recovery and while shooting a tracking projectile behind the opponent.
* 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 reasons not to parry them. Teabag away.
If you see projectiles and assists coming, there's actually no reason not to parry. Teabag away.
</div>
</div>
</div>
</div>
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{#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 549: 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.
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{#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>
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{#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.
Line 598: Line 702:
==Super Moves==
==Super Moves==
===<big>Rakshasa's Claw</big>===
===<big>Rakshasa's Claw</big>===
<span class="input-badge">'''236{{clr|2|L}}+{{clr|3|M}} (Air OK)'''</span>
<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">
Line 610: Line 714:
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=Ground}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236LM}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236L+M" or input="j.236L+M")
{{AttackVersion|name=Air}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.236LM}}
|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.
Line 628: Line 734:


===<big>Savage Skewer</big>===
===<big>Savage Skewer</big>===
<span class="input-badge">'''236{{clr|5|H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 640: Line 746:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236HS}}
{{#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">'''214{{clr|2|L}}+{{clr|3|M}} or 214{{clr|5|H}}+{{clr|4|S}} (Air OK)'''</span>
<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">
Line 664: Line 776:
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=Ground}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|214LM}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="214L+M" or input="j.214L+M")
{{AttackVersion|name=Air}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.214LM}}
|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]].}}
{{Navbar-DBFZ}}
{{#lst:DBFZ/Navigation}}

Revision as of 08:53, 20 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L 400 All 6 3 12 -3
5LL 700 Low 9 2 22 -8
5LLL 600×2 All U3+ 36 6 21 -11

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

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
300×4 All 18-27 42 -21

  • 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 5 1 3 6
  • 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

2M

2H

2S

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Shadow Kick

j.2M

Demonic Blade

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236L 1100 All 15 4 24 -5 13-22 Ki Blasts
236M 1200 All U1+ 19 4 24 -5 17-26 Ki Blasts
236H 1300 All U1+ 16 4 24 -5 14-23 Ki Blasts
j.236L 1100 All 15 4 26 -2 if TK 13-27 Ki Blasts
j.236M 1200 All U1+ 19 4 27 -2 if tk 17-31 Ki Blasts
j.236H 1300 All U1+ 15 4 26 -2 if tk 13-27 Ki Blasts

  • 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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214L 1200 Throw D2 20 4 26
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 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 5L
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and 2L
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. 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 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.
While initially less threatening than 214L, this grab makes up for it with it's unexpected range which is around that of his 236L
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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

, 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
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or 5L
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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

, 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 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 5L
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.

Hell Gate

j.214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
j.214L 350×3 All 60 (172) 9 37 +24
j.214M 350×3 All 60 (232) 9 37 +24
j.214H 350×6 All 52 (374) 18 29 +33

  • 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)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236S invul frame 4 invul for 13 20 4-16 All
214S invul frame 4 invul for 13 20 4-16 All

  • 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 6 for 236S and 4 for 214S.
  • Grounded 2 stays in place, 1 and 3 teleports slightly closer than 4 and 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.
  • 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)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Catch 1 31 13 1-31 Projectile Guard Point
Attack 600 All +38 Until attack finishes
Air Catch 1 31 13 1-31 Projectile Guard Point
Air Attack 600 All +38 Until attack finishes

  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
250, 3×175 All 35 +50

  • 5S but shoots from 5 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

Assist C

Hellblade Flurry

Super Moves

Rakshasa's Claw

236L+M (Air OK) or j.236H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236L+M 2415 All UDV 9+4 -18 9-18 All
j.236L+M 2415 All UDV 9+4 9-18 All

  • 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

Needle Light Shower

214L+M (Air OK) or 214H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214L+M 220×19, 360 All UDV 12+3 -33 1-26 All
j.214L+M 220×19, 360 All UDV 12+3 1-26 All

  • 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

1Seasonal colors that can be unlocked at different times of the year.

2Unobtainable.

External References

Navigation

 Janemba
To edit frame data, edit values in DBFZ/Janemba/Data.

DBFZ/Navigation