Dragon Ball FighterZ · Combo Video · 2019
Janemba looks flashy on paper, but this combo video reveals the harsh reality of his execution ceiling in Dragon Ball FighterZ. Clayton Chapman breaks down why the character feels deceptively simple despite his visual appeal—IAD loops don't connect because his jab won't reach high enough, and the obvious auto-combo routes quickly become redundant. The fireball portal concept shows promise for full-screen positioning, but the timing windows remain just out of reach. Orb combos, while visually striking, suffer from being locked into a single starter: jump 2H, which makes routing feel more mechanical than creative. What emerges isn't frustration with the character's damage output, but rather disappointment in the lack of expression his toolkit actually allows. The video captures the gap between how Janemba appears and how he actually plays—a character whose surface-level flashiness masks limited combo variety and routing flexibility.
Just gonna upload this for now as im busy with weekend and monday ill be in the hospital so wont have time for games, and shrug may as well upload it to try to make my 5 bucks off youtube I guess. Random notes... For a I think on the surface flashy character perhaps compartively in the game, combo wise a lot of stuff just doesnt actually seem to work with him and makes him…
Show more →Just gonna upload this for now as im busy with weekend and monday ill be in the hospital so wont have time for games, and shrug may as well upload it to try to make my 5 bucks off youtube I guess. Random notes... For a I think on the surface flashy character perhaps compartively in the game, combo wise a lot of stuff just doesnt actually seem to work with him and makes him feel pretty simple sadly. Say IAD loops dont really work cuz his jab doesnt hit high enough, so I mean I guess you could hard, but since you can already jump 2m, m off a auto combo doesnt seem very pointful. I was hoping the
From Clayton chapman (SaishuuKessen)'s YouTube channel