DBFZ/Jiren

From Dustloop Wiki
Jump to: navigation, search
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
Team Role
Middle

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 a frame 1 wake-up counter for normals at the cost of a bar.
  • Combo structure allows for solid synergy with most assists
  • Atypical combo structure allows for damaging confirms from vanishes
  • 2H and 2S allow Jiren to basically control where his opponent is going at all times, which is very useful for forcing them into the corner
  • Great assist, as it causes wallbounce which can not only enable longer, stronger combos, but also snap setups. The amount of blockstun the move puts the opponent in doesn't hurt either.
  • Fought and nearly won against an angel tier technique/form with nothing but sheer power and speed
  • Is beyond time itself.
  • Is basically a god.
  • 👽
  • Atypical combo structure makes him difficult for beginners
  • Has difficulty scoring sliding knockdowns outside of the corner
  • Below average buttons on block
  • Big frame, which means he gets fuzzied very easily.
  • His 5H isn't a terrible command grab, but it's not a very good one either. Jiren not truly having a 5H kind of hurts him, as he does not entirely have a strong heavy button to end some blockstrings in, meaning his blockstrings have to be a little more creative.
  • Has the body structure of Gru
  • Character development likely hidden in Area 51
  • Has more lines in one match than in the entire Tournament of Power
  • Dragons




Normals[edit]

5L[edit]
5L
DBFZ Jiren 5L.png
DBFZ Jiren 5LL.png
DBFZ Jiren 5LLL.png
Owari Da
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 - - -
5LL 700 All - 11 - - -
  • Lightly launches the opponent
5LLL 600 [300,700] All - 14 - - -
  • Projectile
  • [] is on Smash hit.

Easily the coolest looking autocombo ender in the game.


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


5H[edit]
5H
DBFZ Jiren 5H.png
DBFZ Jiren 5H2.png
I'm blasting your nuts off and there's nothing you can do
Damage Guard Smash Startup Active Recovery Frame Adv.
50, 1200 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 Smash Startup Active Recovery Frame Adv.
900 All - 24 - - -
  • Can destroy other Ki blasts and hit the opponent at the same time
  • Cannot be superdashed through

The closest thing Jiren has over a beam. Being a 5S move, it carries some interesting properties like being able to gatling into Heavies and 2S, as well as being vanish cancelable on whiff.


2L[edit]
2L
DBFZ Jiren 2L.png
Standalone Broly 5LL
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 10 - - -
  • Scales like a medium attack, making it a powerful starter
  • Chains out of 5LL

This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake.


2M[edit]
2M
DBFZ Jiren 2M.png
RICH BLONDE SWEEP
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 13 - - -
  • Jiren's only low.
  • Very slow.
  • Easily half screen range.


2H[edit]
2H
DBFZ Jiren 2H.png
Bounce 'em off the other wall
Damage Guard Smash 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.

An interesting 2H that only really sees use if you're in the corner. It bounces the opponent off the wall behind Jiren, causing a sideswitch.


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

Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H).


6M[edit]
6M
DBFZ Jiren 6M.png
Damage Guard Smash 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.

Jiren's low threat is pretty lacking so you most likely won't be using this much.


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

Useful combo extention tool in the corner after j.2S.


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


j.H[edit]
j.H
DBFZ Jiren jH.png
WHAM
Damage Guard Smash 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
Air-to-air fireball and COMBO EXTENDER, BABY!
Damage Guard Smash Startup Active Recovery Frame Adv.
400*2 All - - - - -
  • Causes a light wallbounce
  • High untech time
  • Can be used immediately off the ground as a standard Ki Blast instead of 5S


j.2H[edit]
j.2H
DBFZ Jiren j2H.png
Spin to Win
DBFZ Jiren j2H2.png
This joke has been made before
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - - - - -
  • [] is on fully charged.
  • Charged, causes a sliding knockdown.
  • Uncharged, only cause a sliding knockdown if it hits early.


j.2S[edit]
j.2S
DBFZ Jiren j2S.png
*cries in Teen Gohan*
Damage Guard Smash Startup Active Recovery Frame Adv.
400*2 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
  • Can end combos relatively close to the ground with this & convert into Level 1 mid-screen


Specials[edit]

Infinity Rush[edit]
Infinity Rush
236L/M/H (Air OK)
DBFZ Jiren InfinityRush.png
*Inevitability intensifies*
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 230*5 All - - - - -
j.L 230*5 All - - - - -

Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S.

M 230*6 All - - - - -
j.M 230*6 All - - - - -
  • Wallbounces
H 230*7 All - - - - -
j.H 230*7 All - - - - -
  • Launches the opponent
  • Covers a longer distance
  • Ground version combos into 5H in the corner
  • 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 Smash 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 Smash Startup Active Recovery Frame Adv.
1200 All - - - - -
  • Invulnerable to projectiles while the barrier is up
  • Ridiculously high damage combo filler

This move is too slow to use effectively in neutral, but it functions as a devastating frametrap in blockstring. You get a massive combo if it trades and it jails into vanish.


Counter Impact[edit]
Counter Impact
214S
DBFZ Jiren CounterImpact1.png
"I'm waiting!"
DBFZ Jiren CounterImpact2.png
*teleports to you to blast your nuts off*
Damage Guard Smash Startup Active Recovery Frame Adv.
1500 - - - - - -
  • Counter attack that works against projectiles.
  • Jiren teleports to the opponent's location on a successful counter, even if the opponent is airborne.
  • Can hold the button to extend parry duration.

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 Smash Startup Active Recovery Frame Adv.
230*4 All - - - - -
  • Causes a wallbounce
  • Siginficant blockstun

Jiren's assist is comparable to Kid Buu's. It has really good blockstun, but it is hard to use in midscreen combos due to the height and untechable time of the wallbounce.


Supers[edit]

Colossal Slash[edit]
Colossal Slash
236L+M (Air OK)
DBFZ Jiren ColossalSlash.png
tha WHEEL
DBFZ Jiren ColossalSlash2.png
BE FREE, WHEEL
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 248*11 All - - - - -
Air 248*11 All - - - - -
  • Costs 1 Ki Gauge
  • If used on the ground/as a DHC, sets up an IAD safejump that beats 2H
  • Minimum damage: 74*11 (814)

All things accounted for, this is a good super. However, it is overshadowed by it's H+S counterpart.


Colossal Uppercut[edit]
Colossal Uppercut
236H+S
DBFZ Jiren ColossalUppercut.png
Should be called "Silver Patriot"
DBFZ Jiren ColossalUppercut2.png
GET THE F*CK OFF MY STAGE
Damage Guard Smash Startup Active Recovery Frame Adv.
2400 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
"This attack decides it!"
DBFZ Jiren BlazingMagnetron2.png
"I was joking the other times, but this one might actually blast your nuts off"
Damage Guard Smash Startup Active Recovery Frame Adv.
1000*2, 2300 All - - - - -
  • Costs 3 Ki Gauges
  • Results in a hard knockdown on hit.
  • Minimum Damage: 400*2, 989 (1789)
  • Deceptive range, explosion and red smear all are hitboxes that lead to full connect. This means that it has a small hitbox behind Jiren as well, which also connects.


Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Jiren/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc