DBFZ/Janemba

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< DBFZ
Revision as of 08:49, 5 September 2021 by 16buffeditor (talk | contribs) (Changed mystical arm description to reflect that you can tick throw after mediums and heavies too with delay cancels.)
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
5LL
5LLL

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.

  • 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.
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.
  • 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.
L
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 little 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 and 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 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.

Good for the combo, but no, stick to the light version unless your opponent has fallen asleep.


  • 214H does a big wall bounces on Smash hit, SKD on non-Smash.
  • Can be followed up even 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. Your opponent will be keener on reacting to this if you've been threatening with enough mixups.

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.
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 recovery. 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 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 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
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 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)

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.

  • 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)

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.
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

Needle Light Shower

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

External References

Navigation

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

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