GBVSR/Djeeta: Difference between revisions

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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.
A standard sweep with great startup.  
 
Useful for abare situations or setting up oki. Puts the opponent airborne on-hit which allows for better corner carry when confirmed into {{clr|H|H}} Vorpal Blade. It is also useful for launching the opponent for a juggle with {{clr|H|H}} Reginleiv in the corner.
 
Also a useful tool for catching an opponent's cross-over attempts.


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

Revision as of 06:41, 29 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
  • Well Rounded: Djeeta, being a shoto-style character, is very well rounded and has no major weaknesses. She has tools for essentially any situation.
  • Grounded Pokes: f.MGBVSR Djeeta fM.pngGuardMidStartup8Recovery18Advantage-6, 2MGBVSR Djeeta 2M.pngGuardMidStartup7Recovery12Advantage-3, and f.HGBVSR Djeeta fH.pngGuardMidStartup10Recovery21Advantage-9 are all excellent normals and some of the best of their types. f.M in particular is slightly faster than average without giving up any reach.
  • Fireball: Djeeta's version of ReginleivGBVSR Djeeta 236X.pngGuardAllStartup16RecoveryTotal 47Advantage-7 has a slow and fast version, as well as a charge versionGBVSR Djeeta 236X Charge.pngGuardAllStartup41RecoveryTotal 69Advantage-4 to change its timing against dodges and rolls.
  • Corner Carry: H Vorpal BladeGBVSR Djeeta 214L.pngGuardMidStartup15RecoveryTotal 49Advantage-8 is an incredible combo tool for Djeeta. Not only does it provide her main corner launch, it also gives almost half a stage's worth of corner carry by itself.
  • Subpar Ultimate Skills: Djeeta's Ultimate Skills are not very useful outside of increasing her already good counterhit and anti-air damage. They don't provide her additional midscreen combos or a stronger neutral presence like other characters.

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.

Hit confirm tool and combo filler that is somewhat risky on block. The forward movement can move Djeeta into tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. range, layering additional mindgames on the Triple Attack sequence.


c.XXX

Primary ender for Djeeta's Triple Attack.

Hit confirm tool and combo filler. Leaves Djeeta negative on-block but pushes her back to safety.


c.XX6M

Alternate ender for Triple Attack that hits Low.

A safe option to check an opponent during blockstrings, pushing Djeeta back to safety.

On hit it scores a techable knockdown (+30), allowing Djeeta to dash in for oki with c.H. On counter it scores a hard knockdown (+55), allowing a safejump setup.

  • Cannot be special canceled.

c.XX6H

Alternate ender for Triple Attack that hits overhead.

A somewhat safe option to check an opponent during blockstrings. Although c.XX6H pushes Djeeta back to safety, it leaves a 4f gap that an opponent can capitalize on.

On hit it is +1 but pushes Djeeta away, making f.L, 2L, and 2U the only viable options to beat mashing.. On counter it scores a hard knockdown (+32), allowing c.H okizeme.

  • Cannot be special canceled.

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

A rewarding but slow swing.

f.H is best suited to counter-poking and whiff punishing. It is particularly useful after a spaced blockstring, where it can counterhit an opponent trying to take back their turn.

  • Frametraps into 214M.

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. A very good to start a tick-throw/frametrap/reset pressure. Cancels into f.L, which is useful for both comfirming hits and safely return to neutral.

  • Cancels into itself up to two times, c.L and f.L on normal hit.

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

A quick, long range poke.

Djeeta's 2M boasts excellent speed and range. An excellent tool for hit confirming or buffering in neutral. It also excels at checking cross-over attempts.

  • Combos into L and H Vorpal Blade on normal hit.
  • Combos into M Vorpal Blade on counter hit.

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 primary anti-air option.

Djeeta's 2H has a somewhat short forward range, but reaches quite far behind her to catch cross-up attempts. due do its awkward reach, it may be stuffed by some rising jump normals or close range jump-ins. 2H is outclassed by c.H and 623L at these angles.

On normal hit Djeeta can follow up with L Rising Sword, or her Raging Strike for combo conversions. On counter-hit Djeeta can dash in to pick up with her c.H or her far normals for big damage.

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 better corner carry when confirmed into H Vorpal Blade. It is also useful for launching the opponent for a juggle with H Reginleiv in the corner.

Also a useful tool for catching an opponent's cross-over attempts.

  • 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

A fast and versatile advancing strike.

Djeeta is left at an advantage on-block, allowing her to start her offense. On-hit Djeeta is rewarded with a combo. 66L sees use in neutral, pressure, okizeme, and even for combo conversions.

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

A long-range lunging low to surprise an enemy.

66M is a strong compliment to Djeeta's mid-ranged pokes. It is good at catching opponents just outside of f.M and 2M range, or for anyone trying to disengage from Djeeta's pressure. It is also suitable to secure a knockdown on moves that might otherwise be difficult for Djeeta to punish.

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

A high risk, high reward swing.

A quick advancing swing that forces crouch on hit with enough advantage to link into any normal. 66H leads to huge reward but is quite unsafe when blocked, making it best suited for punishes or combos. In neutral Djeeta can use it as a preemptive counter-poke to crush the opponent's normals, but on block she requires max range to avoid being punished herself.

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



Navigation

Djeeta
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