GBVSR/Djeeta: Difference between revisions

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|input=f.M
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|description=
|description=
{{clr|2|f.M}} is one of Djeeta's prime pokes, and behaves similar to Gran's, while boasting very good range for its speed. As it combos into 214L/H on regular hit (214M on counter hit), it is very essential to practice hit-confirming for this move.
An excellent all-around poke with great speed and reach.


When canceled into 214M, it creates a frametrap that beats anything with more than 4 startupframes, but this cancel can be dodged and punished, or be thrown at closer ranges. To mix up, you can space yourself and cancel into a charged fireball (236[X]) to punish the opponent trying to dodge 214M.
Djeeta's {{clr|M|f.M}} is excellent for controlling space has great synergy with her specials. In pressure she can buffer into Vorpal Blade for safe pressure and easy frametraps. Hit confirming {{clr|M|f.M}} can also lead to huge corner carry and damage.


When spaced correctly, tip range {{clr|2|f.M}} into 236L can typically leave Djeeta +2 or higher, allowing a {{clr|1|66L}} to keep up the pressure.
When spaced correctly, tip range <code> {{clr|2|f.M}} > {{clr|L|236L}} </code> can leave Djeeta +2 or higher, allowing a {{clr|L|66L}} follow up for continued pressure.
 
* Can combo into {{clr|L|L}}/{{clr|H|H}} Vorpal Blade on normal hit
* Can combo into {{clr|M|M}} Vorpal Blade on counter hit
}}
}}



Revision as of 08:36, 27 December 2023

Overview

Overview

Djeeta is a hybrid ShotoShort for "shotokan"A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move. with an emphasis on fireballA projectile which usually travels slowly across the screen in a horizontal path above the ground. and rekkaA series of special attacks that are only available after the first one is performed. pressure. Djeeta can be compared in many ways to Gran, her male counterpart from the source Granblue Fantasy game. She enjoys noticeably better range on her normals, a chargeable projectile, and safer special cancels compared to Gran, but has an alternate Overdrive Surge which is not as reliable or as useful as a poke. Djeeta can carry the opponent very quickly with the help of her rekka, which can also double as a pressure tool.

If your desired character is a simple generalist who can excel at many situations but you find Gran too brash and aggressive, Djeeta will make it right.
Djeeta
GBVSR Djeeta Portrait.png
Health
16000
Prejump
4f
Backdash
18f

Djeeta is a well-rounded ShotoShort for "shotokan"A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move. with strong midrange pokes, a rekkaA series of special attacks that are only available after the first one is performed. and chargeable fireballsA projectile which usually travels slowly across the screen in a horizontal path above the ground..

Pros
Cons
  • Versatile: Shoto-style character that can accommodate both defensive and offensive playstyles.
  • Good Pokes: Djeeta boasts very strong pokes in her f.M, 2M, and f.H, all of which can be buffered or hit confirmed into Vorpal Blade for damage and corner carry.
  • Huge Corner Carry: Thanks to Heavy Vorpal Blade granting a wall bounce. Djeeta is able to do a full corner combo on her opponents even at roundstart position. Farther off an anti-air.
  • Linear Approach: Djeeta's kit is quite straightforward and predictable, resulting in her being a jack of all trades but a master of few.
  • Corner Necessity: Without the corner, Djeeta's combo and pressure plan is restricted to the universal basics.

Normal Moves

c.L

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 6 3 12 0 +4

Standard close medium.

Good for autocombo pressure when used in tandem with Vorpal Blade to catch people challenging on block. It is also an essential for Djeeta's corner combos.

Links into:
Standing: c.M[ch],f.M[ch],2M[ch],2U[ch] ,c.H[ch]
Crouching: c.L

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 Mid 8 4 18 -3 +1

Djeeta's best punish starter, and a high-damage combo component. Can act as a delayed frametrap from c.L (4F) to catch throw teching, mashing or jump outs. Also works as an anti-air at close ranges with higher reward than 2H.

Links into:
Standing: 2U[ch],c.H[ch], f.H[ch]

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 3 Total 30 -4 KD
c.XX6H 1000 High 18 3 Total 42 -4 +1

c.XX

The second hit of a Triple Attack. While it is -3 so they can mash out, the forward momentum allows Djeeta to make a tick throw without a dash.

Also a common combo filler.


c.XXX

The third hit of a Triple Attack that hits High. Push you back to safety (-4).

Also a common combo filler.


c.XX6M

The third hit of a Triple Attack that hits Low. This move cannot be special canceled.

This low also push you back to safety (-4). On hit it scores a techable knockdown (+30), allowing you to dash in and oki with c.H anywhere.

On counter it scores a hard knockdown (+55), allowing a safejump setup.


c.XX6H

The third hit of a Triple Attack that hits Overhead. While it is 18 frames, this move cannot be special canceled. This high also push you back to safety (-4).

There is a gap between c.XX and this move (4F), so it is vulnerable to reversals, but they cannot jump out. On hit it is +1 but pushes you away, making f.L, 2L and 2U the only viable options to beat their mash.

On counter it scores a hard knockdown (+32), allowing a okizeme by c.H.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 5 7 +1 +5

A fast far-reaching poke.

f.L is a useful abare, whiff punish, and counter-poke tool against standing normals. Difficult use in pressure near max range, where it can whiff vs crouching opponents.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 8 3 18 -6 -2

An excellent all-around poke with great speed and reach.

Djeeta's f.M is excellent for controlling space has great synergy with her specials. In pressure she can buffer into Vorpal Blade for safe pressure and easy frametraps. Hit confirming f.M can also lead to huge corner carry and damage.

When spaced correctly, tip range f.M > 236L can leave Djeeta +2 or higher, allowing a 66L follow up for continued pressure.

  • Can combo into L/H Vorpal Blade on normal hit
  • Can combo into M Vorpal Blade on counter hit

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 10 5 21 -9 -5

f.H is a good whiff-punish move, more unsafe than f.M, but leads to higher damage. It combos into any version of 214X on hit.

It is a good tool to space just like f.M, useful for crushing an opponent attempting to poke out after a spaced blockstring. f.H also frametraps into 214M just like with f.M.

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 10 -2 +2

Djeeta's close range low. Chains into it self even on whiff, up to twice. No longer a plus move, but still very good to start a tick-throw/frametrap/reset pressure. Now cancels into f.L, which is useful for both comfirming hits and safely return to neutral.

  • Cancels into itself, c.L and f.L on normal hit. Cancel into c.L will prevent canceling back to 2L.

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 6 12 -3 +1

While it may look unassuming and even a bit stubby, you will eventually find this being one of the cornerstones of Djeeta's neutral. It's long active frames make for a decent counterpoke buffering option.

  • Incredibly fast poke. Can be useful for some mashing situations.
  • The initial lunge has a disjoint extending forward before retracting slightly. Matching the animation.
  • Djeeta's best normal for checking Cross Overs, with 2U being the next strongest.
  • Combos into L and H Vorpal Blade on normal hit, and M Vorpal Blade on counter hit. Like with f.M and f.H, cancels into M Vorpal Blade on block will frametrap, at the risk of your cancel being dodged.

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 6 24 -13 -9

Djeeta's main non-special move anti-air. Does not lower her profile as much as Gran and Katalina's 2Hs, so it can occasionally lose in situations where their anti-airs would be more consistent. Still quite strong overall. While its forward range is not as far as it looks, but hits behind Djeeta very well, which is excellent for dealing with crossups.

On hit it always combos into Raging Strike unless it hits on crossup, making it a good investment of BP if you need the damage and corner carry (if Raging Chain is used). Alternatively 2H into 623L works as a non counterhit anti air confirm that allows a followup into f.M canceled into H Vorpal Blade.

On Counter hit it triggers a cinematic Counter effect and forces untechable in the air, allowing you to follow up more easily using either c.H (microdash might be required) or far normals.

  • Can be stuffed by some early jump normals, or very close range jumps. For these angles, c.H or Rising Sword can be better anti-airs.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 7 6 21 -12 HKD +43

A standard sweep with great startup. Useful for abare situations or setting up oki. Puts the opponent airborne on hit which allows for longer corner carry when confirmed into H Vorpal Blade, or launch the opponent for a juggle with H Reginleiv in the corner.

  • Has a low-profile hurtbox on frames 5-27.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6

66L is a highly effective attack in almost many scenarios. It sees lots of use as an approach in neutral, to reset pressure, meaty okizeme, gain your turn on opponent's unpunishable minus frames, anti empty jump and so on.

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Low 12 4 Total 36 -8 KD

Djeeta'a 66M lunges forward with a long low attack, a nice tool to combine with Djeeta's strong mid-ranged pokes. As a sudden assault in neutral, 66M does a great job sniping on those too focused on micro-tuning the distance in order to avoid Djeeta's pokes like f.M and 2M, or want to disengage from Djeeta's pressure by grounded movements.

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 15 4 Total 41 -8 +10

66H forces crouch on hit with enough plus frames to link into any normal, making it a high damage starter. Strong punish option against most DPs and reversal SBAs.

In neutral it can be used as a high reward preemptive counterpoke to crush the opponent's poking normal, but it is unsafe at -8 when not spaced out far enough.

Air Normals

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 High/Air 5 Until L 0

A fast jumping strike that is active until landing.

Djeeta's fastest jumping move that is best used to react to an enemy mid-jump. It can also be useful in some setups or as a cross-up at certain distances.

j.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700 High/Air 6 6 Until L

One of Djeeta's crossup normals.

A useful option that covers more distance than j.L but is faster than j.U. Can be used late in a jump-in to deal with preemptive anti-airs, but generally this move is out-classed by Djeeta's j.U.

j.H

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 High/Air 12 8 Until L

A slow, active, and highly flexible jumping slash.

Djeeta flips upside down while swinging her blade. Hits in a wide arc below her and is very active, allowing her to use it at different points in her jump arc for different purposes. Excellent all around jump-in and a potent safejump option thanks to its raised hurtbox.

The hitbox movement allows Djeeta to keep pressure from a neutral jump in the corner while catching run-out attempts.

  • Extremely effective in specific matchups due to its clash priority.
  • Grants juggles on air-to-air hit without counter hit if low enough to the ground.

Unique Action

Overdrive Surge

5U (Hold OK)

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U lv0 1200 All 26/16* 5 14 -2 +3 [Forced Crouch]
5U lv1 1500 All 26/16* 5 14 -2 +3 [Forced Crouch]
5U lv2 1800 All 26/16* 5 14 0 +5 [Forced Crouch]
5U Lv3 2100 All 26/16* 5 14 0 +5 [Forced Crouch]
5U Lv4 2400 All 26/16* 5 14 0 +5 [Forced Crouch] 4~20

A heel kick that can be strengthened up to 4 levels, gaining enhanced properties.

Djeeta enters a stance before leaping at her opponent. This attack raises Djeeta's hurtbox enabling her to throw-bait or low-crush certain moves. This move gains improved properties at higher levels, giving Djeeta incentive to store charges when farther away or after a knockdown. With 1+ charge, Djeeta will cause a small ground bounce during combos. At max level Djeeta will gain some invulnerability and bounce the opponent for a pickup off a raw hit.

Can become more advantageous when spaced, making it a potentially useful part of Djeeta's combos and pressure. Cancelling the charge stance can also introduce mindgames in neutral and pressure.


  • Can be charged by holding U. Cancel and store the charge by pressing L, M, or H.
    • Canceled at its earliest point, the move is 26 frames total.
  • 28F assuming if Djeeta casts 5U immediately. 16F for the startup of releasing the kick itself.
Version Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
5U lv0 3
5U lv1 3
5U lv2 3
5U Lv3 3
5U Lv4 3

5U lv0:

  • Color: N/A


5U lv1:

  • Color: Green
  • Ground bounce during juggle
  • Charge Time: 39f


5U lv2:

  • Color: Green
  • Ground bounch during juggle
  • Charge Time: 70f


5U Lv3:

  • Color: Blue
  • Ground bounce from normal-hit
  • Charge Time: 99f


5U Lv4:

  • Color: Purple
  • Ground bounce from normal-hit
  • Charge Time: 129f

Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 3 26

Djeeta's ground throw. A necessary part of her offense as she lacks many other options other than staggers and frametraps. Use this once your opponent is respecting your blockstrings heavily, or try to bait them to tech with her universal overhead.

  • Superjump j.H or j.U after forward throw in the corner will grant a pretty easy safe jump.

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

A universal strike to crush the opponent's guard.

Djeeta's Raging Strike compliments her kit well, giving her an additional layer to her pressure. It is also a valuable combo tool to tack on extra damage once she reaches the corner.

Raging Chain

No results
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
  • Requires 25% meter.
  • Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.

A universal advancing follow-up to Raging Strike.

Djeeta's Raging Chain is particularly useful for some midscreen conversions where she might otherwise struggle. It also greatly improves her corner carry, helping her get her game plan started.

Brave Counter

Special Moves

Reginleiv

GBVS Fireball.png 236X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 800 All 16 Total 47 -7 -3
236M 800 All 16 Total 47 -7 -3
236H 400×3 All 16 Total 47 +2 +6

A standard fireball with variable speed that can be used for space control, zoning, and pressure. Has strong synergy with its charged counterpart Reginleiv: RecidiveGBVSR Djeeta 236X Charge.pngGuardAllStartup41RecoveryTotal 69Advantage-4.


236L

Fires a slow moving projectile, making it an excellent tool for spatial control. Useful in corner pressure and to help close with an opponent.

  • 20F Skill cooldown

236M

Fires a quick moving projectile, an excellent long range poke in neutral.

  • 20F Skill cooldown

236H

The heavy version hits 3 times and is plus on block, making it very strong for winning fireball wars or for resetting pressure. Also a crucial part of Djeeta's combos.

In blockstrings with proper spacing, it can become +7, allowing Djeeta to safely approach with 66L.

  • 400F Skill cooldown

Reginleiv: Recidive

GBVS Fireball.png 236[X] or 5[S]

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236[L] 900 All 41 Total 69 -4 0
236[M] 900 All 41 Total 69 -4 0
236[H] 300 (charging hitbox),400×2, 500 All 30 Total 60 +8 +12

The charged counterpart to ReginleivGBVSR Djeeta 236X.pngGuardAllStartup16RecoveryTotal 47Advantage-7 that fires a slow, fast, and 3-hit projectile respectively.

Reginleiv: Recidive grants two hits of durability and improved frame advantage over Reginleiv. This move effectively allows Djeeta to vary her fireball timing, making it difficult for her opponent to respond. Very useful for catching dodges and other attempts to mitigate the fireball.

Djeeta is not in counter-hit state once she hits frame 40 in the animation, meaning that the L and M versions are never in counter-hit state once launched.

  • Knocks down on counter-hit

Rising Sword

GBVS Parry.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 500×2 Mid, All 6 - Total 42 -16 KD +24
623M 500,300×2 Mid, All*2 12 19 32 -27 Air Recovery +15 1-12 Full
623H 400,200×2,300,200×2 Mid*3, All 11 58 32 -30 KD +28 1-21 Full

A rising slash attack to escape pressure or counter a jumping opponent. An important part of Djeeta's defense and combo game.


623L

Djeeta performas a quick rising slash with no invulnerability. Mainly used for anti-airing where 2H cannot consistently hit (like against Katalina's j.UGBVSR Katalina jU.pngGuardHigh/AirStartup13RecoveryUntil LAdvantage-). Also useful in combos due to its long untech time, allowing extensions from high hits.

  • Can be air-blocked.

623M

Djeeta performs an invulnerable rising slash that functions primarily as a reversal option. The opponent will tech out after being hit, effectively resetting back to neutral. 623M moves horizontally before striking, so it can be whiffed against close neutral-jumps or cross-ups.

  • Air unblockable on the first active frame only.

623H

Djeeta performs a quick invulnerable rising slash, followed by a second longer slash. This version has invulnerability and grants a techable knockdown. This is an important tool when routing around fireball cooldown.

  • Air unblockable during the first uppercut, but not the second.

Vorpal Blade

GBVS Charge.png GBVS SpecialCharge.png 214X or 4/2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 350×2 Mid 14 3(11)3 20 -5 -1
214M 400×2 Mid 20 - Total 56 -4 0
214H 300×2 Mid 15 - Total 49 -8 -4
214H~214H 350×2 Mid 11 - Total 47 -8 KD +39
214H~214H~214H 500 Mid 17 3 22 -8 KD +29

Djeeta's rekka A series of special attacks that are only available after the first one is performed. where she performs multiple advancing slashes. Djeeta's main confirm special, granting her excellent corner carry on hit. An extremely useful offensive tool thanks to its frametrap ability and relative safety.


214L

A quick advancing attack that can be used as a no-risk pressure ender and hit confirm tool. It is also extremely useful in neutral to quickly close the distance and whiff punish some longer normals.


214M

A slow advancing attack that can be used as a frametrap in cancels from Djeeta's Triple Attack and many of far normals.

Will combo from Triple Attack ender and heavy attacks such as c.H or f.H on regular hit, or from counter hit M buttons. 214M will launch from a raw counter-hit, allowing extensions when near the corner.


214X~214X

The follow-up to 214L and 214M where Djeeta performs a leaping strike. This move leaves a small (4f) gap where Djeeta can frame trap an opponent trying to take their turn back. It is punishable on-block so it must be used with caution. This is the primary guessing game surrounding Djeeta's rekka.


214H

A very fast advancing attack with two available follow ups. An extremely important combo tool, and Djeeta's best way to carry an opponent to the corner. The final hit wall-bounces the opponent, allowing easy combo extensions.

Ultimate Skills

Ultimate Reginleiv

GBVS Fireball.png 236U or 5S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236U 2000 All 11 Total 48 +5 HKD +58
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

Unlike most other Ultimate fireballs, Djeeta's 236U has a different purpose. It isn't made for winning fireball wars, but instead acts as a short-range burst, functional as a quick, punishing shot, a way to get quick plus frames or chip damage. The advantage will not change based on the distance; it will always be +5.

On block, in further ranges, it allows you to safely approach with 66L afterwards, and in close range it allows either a frame trap into c.H or a throw attempt.

On counter hit, it causes a wallbounce in the corner that enables combos.

Ultimate Rising Sword

GBVS Parry.png 623U or 6S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 2000 Mid 8 11 48 -22 HKD +43 1-18 Full
  • Requires 50% meter, and does not refund.

As a reversal that starts at 8 frames, it can beat safejabs attempts. When hit close, it will trigger a cinematic finisher and deals more damage.

Also functions as a combo ender in the corner when a hard knockdown and damage is needed.

Ultimate Vorpal Blade

GBVS Charge.png GBVS SpecialCharge.png 214U or 4/2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 2600 All 13 Total 70-73 -4 HKD +52
  • Requires 50% meter, refunds 25% on hit and 12.5% on block.

Fast, high-damage version of Vorpal Blade that automatically performs a pair of followups, adorned with some of the Revenant Weapons from Eternal Ascendancy.

Fantastic move to shove opponents into the corner and net a damaging wallbounce combo. Has incredible range and speed, making it invaluable in long range whiff punishes on extended hurtboxes where a cancel into M/H Vorpal Blade would whiff. Due to the slowdown caused by the activation of U skills, it also can be used directly as a whiff punish. Does good chip damage and is safe on block.

Skybound Art

Eternal Ascendancy

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500, 150×24, 400 [500, 3000] Mid 7+7 Total 176-181 [Total 64] -20 HKD +42 [HKD +35] 1-17 All

A powerful attack that has invulnerability on startup. The forward lunge makes it great for discouraging reckless projectile usage from opponents when Djeeta has it available. When hit at close range it will trigger a cinematic, dealing more damage. When Djeeta has 30% or lower HP, the move automatically becomes a Super Skybound Art, increasing in damage and extending the range at which the cinematic triggers.

  • Data in brackets refers to non-cinematic far hit.
  • Recovers 1 Bravery Point for Djeeta during superflash.
  • Removes 1 Bravery Point from the opponent on close hit only. When Djeeta has 30% or lower HP, removes 2 Bravery Points from the opponent on hit as long as the cinematic triggers.
Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
4
  • Damage increases to 600, 180×15, 60×17, 1440 [3000] when Djeeta is at 30% HP or less.
  • Transitions into cinematic when hitting on frames 14~19. The listed cinematic damage assumes a 20% increase due to Bravery Penalty.
  • Total duration is 64f on block or non-cinematic hit, 176f on close range cinematic hit, 181f on long range cinematic hit.

Super Skybound Art

Skyfall

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200, 300×6, 3000 [1000, 250×5, 1500] Mid 7+6 Total 128 [Total 89] -46 to -52 HKD +45 1-21 All

Djeeta performs a rising uppercut. If it hits at close range, the attack finishes with a cinematic blast from Proto Bahamut. If the cinematic doesn't trigger the attack finishes with a big sword slice that sends the opponent back to the ground, leaving Djeeta at a much less-advantaged +19 on hit.

It is not a good reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. as it has slow startup and can be option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.ed with meaty lights. Not a bad option as a raw anti-air, though Djeeta moves quite far forward during the uppercut, making the effective range somewhat awkward. Will combo consistently from 2HGBVSR Djeeta 2H.pngGuardMidStartup11Recovery24Advantage-13 regardless of counter hit.

The uppercut nature of the super makes it highly unsafe on block and more or less impossible to confirm into from max range pokes. Generally sees use to end her corner combos when Djeeta is below 30% health.

  • Recovers 1 Bravery Point for Djeeta during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.

Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
GBVSR Djeeta Color 01.png
GBVSR Djeeta Color 02.png
GBVSR Djeeta Color 03.png
GBVSR Djeeta Color 04.png
GBVSR Djeeta Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
GBVSR Djeeta Color 06.png
GBVSR Djeeta Color 07.png
GBVSR Djeeta Color 08.png
GBVSR Djeeta Color 09.png
GBVSR Djeeta Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
GBVSR Djeeta Color 11.png
GBVSR Djeeta Color 12.png
GBVSR Djeeta Color 13.png
GBVSR Djeeta Color 14.png
GBVSR Djeeta Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
GBVSR Djeeta Color 16.png
GBVSR Djeeta Color 17.png
GBVSR Djeeta Color 18.png
GBVSR Djeeta Color 19.png
GBVSR Djeeta Color 20.png
Color 21
EX
GBVSR Djeeta Color 21.png
GBVSR Djeeta Color EX.png
Weapons
01
02
03
04
GBVSR Djeeta Weapon 01.png
GBVSR Djeeta Weapon 02.png
GBVSR Djeeta Weapon 03.png
GBVSR Djeeta Weapon 04.png
05
06
07
08
GBVSR Djeeta Weapon 05.png
GBVSR Djeeta Weapon 06.png
GBVSR Djeeta Weapon 07.png
GBVSR Djeeta Weapon 08.png
09
GBVSR Djeeta Weapon 09.png



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Djeeta
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