Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List
Power
 
S
Speed
 
A
Reach
 
SS
Technique
 
SS
Energy
 
S
Ease of Use
 
A
Janemba's stats from Dragon Ball FighterZ's official website.


Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
A downward punch.
700 All
Slams his tail on the ground. Bounces opponent.
1080 All
Appears behind the opponent and bashes their head with both fists and then kicks them away. Only works if Janamba travels behind the opponent.
Input Damage Guard Start-Up Advantage
700 All
An advancing roundhouse kick.
Input Damage Guard Start-Up Advantage
850 All
A downward slash with his sword. The sword can deflect weak ki blasts.
Input Damage Guard Start-Up Advantage
300 [930] All
Fires a ki blast through a portal. The portal will tracks the opponent's position on the ground but not in the air. The portals can be controlled by holding , , or , also applying for the follow-up portals. Up to four blasts can be fired at a time.
Input Damage Guard Start-Up Advantage
400 All
A crouching jab.
Input Damage Guard Start-Up Advantage
700 Crouch
A legsweep. Janemba's only low-hitting attack.
Input Damage Guard Start-Up Advantage
850 All
An upward slash with his sword that launches the opponent. The sword can deflect weak projectiles. Invulnerable to air-attacks.
Input Damage Guard Start-Up Advantage
300 [930] All
Jumps and fires a ki blast through a portal. Functions very similar to the variant, and can even be followed up from it during combostrings.
Input Damage Guard Start-Up Advantage
850 Stand
A leaping downward sword slash. The sword can deflect weak projectiles.
Input Damage Guard Start-Up Advantage
(in air) 400 Stand
A midair jab.
Input Damage Guard Start-Up Advantage
(in air) 700 Stand
A midair reverse roundhouse kick.
Input Damage Guard Start-Up Advantage
(in air) 850 [1000] Stand
A downward slash with his sword. The sword can deflect weak projectiles.
Input Damage Guard Start-Up Advantage
(in air) 300 [930] All
Fires a ki blast from a portal. Works just like the variant on the ground.
Input Damage Guard Start-Up Advantage
(in air) 850 All
A horizontal smash with his sword. Causes a big wallbounce on hit.


Special Moves[]

Demonic Blade (鬼刃閃)

Performs a long-reaching horizontal slash with his sword. The slash deflects ki blasts.
Input Damage Guard Start-Up Advantage
(air OK) 1100 All
Stands still and does the slash.
(air OK) 1200 All
Takes a step forward before attacking. The slash is stronger, causes a wallbounce, and has more range due to Janemba taking a step forward before attacking. It does have more startup lag however.
(air OK) 1300 All
A much stronger slash that grants a bigger wallbounce on hit. The startup of the airborne variant is equal to the variant, but the grounded variant has 1 more frame of startup. Move Janemba forward a bit, but not as much as the variant. Consumes half a Ki gauge.
Mystical Arm (無間砕)
Extends his arm and pushes the opponent to the side of the screen. Causes a sliding knockdown.
Input Damage Guard Start-Up Advantage
1200
The throw causes a sliding knockdown.
1250
The grab is stronger and causes a wallbounce on a hit, but a sliding knockdown on hit after a Smash. Has additional frames of startup lag.
1300
Has properties of the variant, but the grab deals more damage and gives a stronger wallbounce on hit, allowing for more follow-ups. Consumes half a Ki gauge.
Shadow Kick (影脚)
Input Damage Guard Start-Up Advantage
(in air) 1098 Stand
Thrusts one leg through a portal that comes out from above the opponent's head. Causes sliding knockdown on hit and makes Janemba teleport to the ground.
Hell Gate (地獄門)

Fires a green orb that travels downward and along the ground. The orb passes through projectiles. Pressing the same button that triggered the projectile will cause the orb to explode. Holding causes the orb to descend and travel in the air if Janemba is high enough.
Input Damage Guard Start-Up Advantage
(in air) 840 All
The orb stays on screen for the shortest time.
(in air) 840 All
The orb travels forward for a longer duration.
(in air) 1575 All
The orb travels much further and deals more damage upon exploding. Consumes half a Ki gauge.
Dimensional Hole (魔道穴)
Input Damage Guard Start-Up Advantage

(air OK)
600 All

Creates a portal that absorbs any projectiles and then fires a projectile from behind the opponent. The projectile can be guarded.
Phantom Shift (幻夢身)
Teleports a short distance, which is determined by the inputs.
Input Damage Guard Start-Up Advantage
(air OK)
Teleports a short distance forward. Directional inputs can control the direction Janemba travels.
(air OK)
Teleports a short distance backward. Directional inputs can control the direction Janemba travels.


Z-Assist[]

Input Damage Guard Start-Up Advantage
/ 765 All
Creates a portal above the opponent and fires two ki blasts.


Super Attacks[]

Rakshasa's Claw (羅刹爪)
Input Damage Guard Start-Up Advantage

(air OK)
2415 All

Fires a shockwave from his sword. Upon connection, Janemba unleashes a barrages of slashes that launches the opponent away. Consumes one ki gauge.
Savage Skewer (獄襲突)
Input Damage Guard Start-Up Advantage
1995 All

Grabs a rock and materializes it into charging attack of physical matter. Carries the opponent to the corner of the screen. Consumes one ki gauge.

Meteor Attack[]

Needle Light Shower (鬼神光衝波)
Input Damage Guard Start-Up Advantage
or
(air OK)
4108 All

Traces his finger in the air to create a streak of green energy light that breaks into sharp, glass-like needles and fires them forward. Consumes three ki gauges.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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