DBFZ/Jiren

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Jiren
DBFZ Jiren Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Power

Overview[edit]

The strongest mortal of Universe 11, so powerful that he surpasses many universes' Gods of Destruction. From his dark past of the destruction of his home from an unknown being, he fell on the belief that strength is justice, and that he cannot trust anyone for the sake of maintaining his strength. A member of the Pride Troopers, he encounters Goku and the rest of Universe 7 during the Tournament of Power, where he serves as their most challenging foe and the final obstacle between victory or being erased from existence; through Goku, however, he learns of Universe 7's power of trust, and overcomes the dark past that haunted him for so long.

Jiren the Gray pummels his way into Dragon Ball FighterZ as a DLC character. Much like his fighting style in the Tournament Of Power, he has multiple counter-moves that allow him to either start a combo or reset neutral. With moves that allow him to plow through his opponent's offense, as well as ways to deter them from being careless, Jiren can certainly gain control of the game and destroy his opponent if they try to reclaim it.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Extreme damage
  • Very large normals with huge hit boxes make for efficient confirms
  • Air projectiles allow for easy confirms into full combos
  • Many ways to approach, including projectile-invulnerable moves
  • Versatile toolkit
  • Boasts an invincible projectile counter and a wake-up counter for normals
  • Combo structure allows for great synergy with most assists
  • Solid corner carry
  • Atypical combo structure allows for damaging confirms from vanishes
  • Atypical combo structure makes him difficult for beginners
  • Has difficulty scoring sliding knockdowns outside of the corner
  • Some combos have a lot of 1-frame links, making them more inconsistent
  • Below average buttons on block




Normals[edit]

5L[edit]
5L
DBFZ Jiren 5L.png
DBFZ Jiren 5LL.png
DBFZ Jiren 5LLL.png
Owari Da
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 - - -
5LL 700 All 11 - - -
  • Lightly launches the opponent
5LLL - All 14 - - -
  • Projectile

Easily the coolest looking autocombo ender in the game.


5M[edit]
5M
DBFZ Jiren 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 12 - - -
  • Jump-cancelable on hit.


5H[edit]
5H
DBFZ Jiren 5H.png
DBFZ Jiren 5H2.png
Damage Guard Startup Active Recovery Frame Adv.
900 Throw 31 - - -
  • Unique grab that can be combo'd from (and into).
  • Can only be used once per combo


5S[edit]
5S
DBFZ Jiren 5S.png
Death Blow mk. 0
Damage Guard Startup Active Recovery Frame Adv.
- All 24 - - -
  • Can destroy other Ki blasts and hit the opponent at the same time
  • Cannot be superdashed through


2L[edit]
2L
DBFZ Jiren 2L.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 10 - - -
  • Scales like a medium attack, making it a powerful starter


2M[edit]
2M
DBFZ Jiren 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 13 - - -
  • Jiren's only low.


2H[edit]
2H
DBFZ Jiren 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 - - -
  • Counts as grounded.
  • Uses up Jiren's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • Causes a wallbounce behind Jiren (switches sides).


2S[edit]
2S
DBFZ Jiren 2S.png
The other 2H
Damage Guard Startup Active Recovery Frame Adv.
- All 18 - - -
  • Uses up Jiren's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • Reflects weak projectiles


6M[edit]
6M
DBFZ Jiren 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 10 0
  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes of Jiren's j.H.


j.L[edit]
j.L
DBFZ Jiren jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High - - - -
  • Double-jump-cancelable.


j.M[edit]
j.M
DBFZ Jiren jM.png
Damage Guard Startup Active Recovery Frame Adv.
500*2 High - - - -
  • Double-jump-cancelable.


j.H[edit]
j.H
DBFZ Jiren jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 [1000] High 13 - - -
  • [] is on Smash hit.
  • Knockdown state changes depending on Jiren's usage of his Smash.
  • Autocombo version wallbounces in the corner and provides one random Dragon Ball.


j.S[edit]
j.S
DBFZ Jiren jS.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Causes a light wallbounce
  • High untech time
  • Can link a j.L after using it in the corner


j.2H[edit]
j.2H
DBFZ Jiren j2H.png
Spin to Win
DBFZ Jiren j2H2.png
Damage Guard Startup Active Recovery Frame Adv.
- [-] High - - - -
  • [] is on Smash hit.
  • Can be charged by holding the button.
  • Causes a sliding knockdown if fully charged and it hits early.


j.2S[edit]
j.2S
DBFZ Jiren j2S.png
*cries in Teen Gohan*
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Groundbounces
  • Combos into fully charged j.2H in the corner
  • One of Jiren's best tools, as it can lead to full combos easily with assists


Specials[edit]

Infinity Rush[edit]
Infinity Rush
236L/M/H (Air OK)
DBFZ Jiren InfinityRush.png
Also known as "The Glare"
Version Damage Guard Startup Active Recovery Frame Adv.
L - Mid - - - -
M - Mid - - - -
  • Wallbounces
H - Mid - - - -
  • Launches the opponent
  • Covers a longer distance
  • Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, j.H causes a sliding knockdown.


Shock Tornado[edit]
Shock Tornado
214L/M/H
DBFZ Jiren ShockTornado1.png
Wait for it...
DBFZ Jiren ShockTornado2.png
"PREDICTABO"
Version Damage Guard Startup Active Recovery Frame Adv.
L 1800 - 4 - - -
M 1900 - 4 - - -
H 2000 - 1 - - -
  • Jiren prepares for a counter-attack. When hit with a physical non-super attack, Jiren spins the opponent into the air with a judo throw.
  • L version causes him to stand, which counters only mid and high attacks. M version has him crouching, which only counters on low attacks.
  • Heavy version counters all non-super physical attacks.
  • All versions can be followed up with a Vanish.
  • Will not counter projectiles.
  • Will not counter command grabs.


Grand Charge[edit]
Grand Charge
236S
DBFZ Jiren GrandCharge.png
Shades of Juggernaut
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Hold the button to charge and advance further
  • Invulnerable to projectiles while the barrier is up


Counter Impact[edit]
Counter Impact
214S
DBFZ Jiren CounterImpact1.png
"I'm waiting!" *cries in Cooler*
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Counter attack that works against projectiles.
  • Jiren teleports to the opponent's location on a successful counter, even if the opponent is airborne.

The opponent can delay vanish or reversal out, but if that happens you can vanish/reversal their attempt to get out and win anyway.


Assist[edit]

Infinity Rush
A1/A2
DBFZ Jiren InfinityRush.png
Yamcha Assist ver. Beta
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Causes a wallbounce
  • Siginficant blockstun


Supers[edit]

Colossal Slash[edit]
Colossal Slash
236L+M (Air OK)
DBFZ Jiren ColossalSlash.png
*cries in Android 17*
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Costs 1 Ki Gauge
  • Sets up safejumps like a level 3
  • Minimum damage: 888


Colossal Uppercut[edit]
Colossal Uppercut
236H+S
DBFZ Jiren ColossalUppercut.png
Should be called "Silver Patriot"
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Costs 1 Ki Gauge
  • Not invincible until after startup
  • Pitiful horizontal range
  • Minimum damage: 888


Blazing Magnetron[edit]
Blazing Magnetron
214L+M or 214H+S
DBFZ Jiren BlazingMagnetron.png
DBFZ Jiren BlazingMagnetron2.png
"F A L C O N... P U N C H !"
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Costs 3 Ki Gauges
  • Results in a hard knockdown on hit.
  • 1789 minimum damage.
  • Deceptively high vertical range.
  • Has a somewhat deceptive horizontal range if the opponent does not play against Jiren that much
  • Hits enough behind Jiren to catch vanish attempts





Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

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