DBFZ/Janemba

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Overview

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Normal Moves

5L

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5L
5LL
5LLL

  • 5L is just a jab.

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.


  • 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

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  • Good range, moves Janemba forward.
  • Good for staggers, always spaces perfectly for 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.

5H

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • Good range for a j.L.
  • Has enough priority to beat superdashes.
  • Slightly slower than average.

j.M

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  • 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

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  • 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

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  • 5S but in the air.
  • Freezes momentum.

j.2H

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  • Gigantic wall bounce.
  • Deflects Ki blasts.
  • Moves Janemba backwards

Special Moves

Shadow Kick

j.2M

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  • 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)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • 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.
  • Bigger horizontal range than 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.
  • Range inbetween 236L and 236M.

Mystical Arm

214L/M/H

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L
M
H

  • 214L always causes sliding knockdown.

  • 214M wall bounces on Smash hit, SKD on non-Smash.
  • In the corner, can be followed up with 2M.

  • 214H does a big wall bounces on Smash hit, SKD on non-Smash.
  • Can be followed up even midscreen.

Hell Gate

j.214L/M/H

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L
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 endlag as of season 3.5. j214L/M are largely useless outside of niche assist combos.

Absolutely crucial to Janemba's gameplan in Season 3. Despite how it looks, Hell Gate is NOT classified as a 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 or 214S (Air OK)

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236S
214S

  • 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 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.

Dimensional Hole

22S (Air OK)

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Catch
Attack

  • 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.

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.

If you see projectiles and assists coming, there's actually no reasons not to parry them. Teabag away.

Z Assists

Assist A

Phantom Assault

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  • 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 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

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  • 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

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  • Teleports to the opponent's position on the ground.
  • 3rd hit comes out only on hit.

50-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)

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Ground
Air

  • 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

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  • 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 or 214H+S (Air OK)

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Ground
Air

  • 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.

External References

Navigation

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

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