DBFZ/Jiren: Difference between revisions

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==Overview==
|-
{{DBFZ/CharacterLinks}}
!Jiren
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:DBFZ_Jiren_Portrait.png|350x500px|center]]
|content='''Jiren''' is a counter character with explosive damage output and incredible defensive options, which fits with a guy who is usually stronger than the other person. Jiren has an assortment of counters, one of them working against pretty much anything except for Super moves, and one of them ruthlessly punishing button mashers. Speaking of unforgiving punishes, Jiren's {{clr|L|2L}} may just be the best of its kind with insanely fast startup, ridiculous pushback, and medium scaling, making his stagger pressure absolutely fear-inducing. His stagger game is scariest and at its best in the corner, where one unsuccessful challenge from the opponent is enough to open up unique, devastating combos for Jiren that build up a lot of meter.
|-
||
{{#lsth:{{PAGENAME}}/Data|SystemData}}
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
:Balanced, Power
;Team Role
:Middle
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>


==Overview==
In addition to this incredible list of strengths, Jiren's mix-up game (as of v1.32) is also potent, allowing him to combine this strength with his already superb staggers and frametraps to break defenses. Players who love the stagger game, want to slow down the pace of play, enjoy accumulating massive damage, instill fear in over-aggressive players, and forcing the opponent into making mistakes will find themselves right at home with Jiren.
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.
}}
{{DBFZ/Infobox
|fastestAttack=
|reversal=
}}
{{ProsAndCons
|intro=is a rugged, potent, highly defensive character that can dish out brutal punishes with an array of counters.
|pros=
* '''Damage''': Jiren has very high damaging combos, as well as immense damage on his [[DBFZ/Jiren#Colossal Uppercut|Colossal Uppercut]] Level 1.
* '''Stagger Pressure''': [[DBFZ/Jiren#2L|2L]] alone can be used to stagger endlessly with [[DBFZ/Jiren#5L|5L]], as well as catch jumping due to its massive hitbox, making Jiren one of the finest characters to start stagger pressure with.
* '''Defense/Counters''': [[DBFZ/Jiren#Shock Tornado|Shock Tornado]] and [[DBFZ/Jiren#Counter Impact|Counter Impact]] are both very good counters with projectile and assist invulnerability that can be comboed from with assists.
* '''Synergy''': Solid assists, Level 1 Supers have good DHC potential, and his [[DBFZ/Jiren|aerial ki blasts]] have great corner-carry (and can also be tagged from). His [[DBFZ/Jiren#Infinity Rush|Infinity Rush]] is also stellar at special tagging, allowing the tagged-in character to secure oki with air Dragon Rush.
*'''High Reward Mix-Ups''': Jiren's [[DBFZ/Jiren#2M|2M]] is fast enough to use as an option for high/low mix-ups; also retains medium scaling, leading to uniquely high damage off 50/50s.
*'''Overwhelming Neutral''': Jiren's [[DBFZ/Jiren#5S|5S]] projectile is invulnerable to Ki blasts, while his [[DBFZ/Jiren|236S]] steamrolls through assists and other projectiles. His counters can force RPS (which is weighed in Jiren's favor) from neutral. Additionally, Jiren can also play keep-away safely with [[DBFZ/Jiren#Infinity Rush|Infinity Rush]], end scramble situations with [[DBFZ/Jiren#2L|2L]] and counters, and boasts great anti-air tools, such as [[DBFZ/Jiren#2S|2S]].
|cons=
* '''Slow Command Grab''': Jiren's [[DBFZ/Jiren#5H|5H]] is a 26f command grab, and requires strong conditioning to land.


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===
|difficulty_rating=4
{|
}}
|-style="text-align:left;"
</div>
! Strengths !! Weaknesses
|- style="vertical-align:top; text-align:left"
| style="width: 50%;"|
* Obscene damage with 2L or 236S starters.
* Very large normals with huge hit boxes make for efficient confirms, along with great air projectiles that also give him easy confirms.
* Decently versatile toolkit gives him numerous ways to approach, including projectile invulnerable moves.
* Boasts a frame 1 wake-up counter for normals at the cost of a bar.
* Combo structure allows for solid synergy with most assists, and damaging confirms from assists.
* 2H and 2S are amazing anti-airs that help Jiren control the neutral very well, and lets him direct the opponent to whatever corner he chooses.
* 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.
| style="width: 50%;"|
* '''REQUIRES''' solid conditioning and reads to EVER open up the opponent outside of neutral. Jiren's 5H is slower than other command grabs, extremely telegraphed, and lacks armor. Jiren's only low is his 2M, and he has no real cheeky ways to open up opponents even with meter. You must get creative with your staggers, assists and strings in order to get hits when the opponent stops trying to beat you in neutral. Every attempt you make on opening up the opponent carries the risk of getting mashed out due to all of this.
* Below average buttons on block, which only make those staggers even harder. Only 5L, 5LLL, and 2L are safe, making assists very desirable for him.
* His counters are horribly inconsistent, and can result in Jiren being left wide open despite actually catching a hit. Likely a bug. He also requires meter to combo off of them.
* Atypical combo structure makes him difficult for beginners, and requires labbing.
* Has difficulty scoring sliding knockdowns outside of the corner.
* Big frame, which means he gets fuzzied very easily.
|-
|}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden;font-size:0">5L</font>======
===<big>{{clr|L|5L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5L
|input=5L,5LL,5LLL
|image=DBFZ_Jiren_5L.png |caption=
|description=
|image2=DBFZ_Jiren_5LL.png |caption2=
;{{clr|L|5L}}
|image3=DBFZ_Jiren_5LLL.png |caption3='''''Owari Da'''''
* Has decent range.
|data=
* Pushes the opponent back considerably.
{{AttackDataHeader-DBFZ|version=yes}}
* Can cancel back into itself using {{clr|L|4L}}, but if you do you can't cancel into {{clr|L|2L}} for the rest of the string.
{{!}}-
Pairs beautifully with {{clr|L|2L}}. {{clr|L|2L}} > {{clr|L|5L}} pushes the opponent just far back enough so most 5Ls will whiff if they try to hit Jiren, enabling safe stagger pressure and very easy counters. Being safe on block is just a bonus. Note that there is an autotimed gap between this and every normal besides {{clr|L|5LL}} and {{clr|L|2L}}.
{{AttackVersion|name=5L}}
----
{{#lsth:{{PAGENAME}}/Data|5L}}
;{{clr|L|5LL}}
{{!}}-
* Lightly launches the opponent.
{{Description|8|text=
* Can also be jumped out of straight after.
* Decent range
Solid button. The most common follow up to a {{clr|L|5LL}} launch is an Instant Air-Dash (IAD) {{clr|M|j.M}}. Even better given that {{clr|L|2L}} scales like a medium, meaning you can chain from there.
* Pushes the opponent back considerably
----
Pairs beautifully with 2L. 2L 5L pushes the opponent just far back enough so most 5Ls will whiff if they try to hit Jiren, enabling safe stagger pressure and very easy counters. Being safe on block is just a bonus.
;{{clr|L|5LLL}}
}}
* A projectile.
{{AttackVersion|name=5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{Description|8|text=
* Lightly launches the opponent
}}
{{AttackVersion|name=5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{Description|8|text=
* Projectile
* [] is on Smash hit.
* [] is on Smash hit.
Easily the coolest looking autocombo ender in the game.
Easily the coolest looking autocombo ender in the game. Has decent corner carry to boot.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">5M</font>======
===<big>{{clr|M|5M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5M
|input=5M
|image=DBFZ_Jiren_5M.png |caption=
|description=
|data=
* -6: not bad for staggers, but technically unsafe so it's not great either.
{{AttackDataHeader-DBFZ}}
If Jiren's lights were anything less than terrific, this would be his go-to for staggers. That being said, not half bad as a button on it's own. Mostly relegated to combo and assist/gapless blockstring filler.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5M}}
{{!}}-
{{Description|7|text=
* Jump-cancelable on hit.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">5H</font>======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5H
|input=5H
|image=DBFZ_Jiren_5H.png |caption=
|description=
|image2=DBFZ_Jiren_5H2.png |caption2=I'm blasting your nuts off and there's nothing you can do
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5H}}
{{!}}-
{{Description|7|text=
* Slower than average grab.
* Slower than average grab.
* Can only be used once per combo
* Can only be used once per combo.
Useful in corner combos, as you can go straight into 2S and superdash for a followup. Midscreen, you can use 5S and vanish.
It is very slow, but you can occasionally catch people being complacent. ''DO NOT'' overuse it, as it is very easy for your opponent to mash out, however, being a normal, you can option-select this move by Vanishing anything the opponent does as a failsafe.


Not armored, so be careful throwing this out in strings.
Useful in corner combos, as you can go straight into {{clr|S|5S}} > {{clr|S|2S}} and then Superdash. At mid-screen, you can use {{clr|S|5S}} and then Vanish.
}}
}}
===<big>{{clr|S|5S}}</big>===
{{DBFZ_Move_Card
|input=5S
|description=
* Can destroy unarmored Ki Blasts and hit the opponent at the same time.
* Cannot be superdashed through.
* Jails into Vanish.
* Tends to trade with armored Ki Blasts.
The closest thing Jiren has to a beam. Being a {{clr|S|5S}} move, it carries some interesting properties like being able to gatling into Heavies and {{clr|S|2S}}, as well as being vanish cancelable on whiff. Amazing as a neutral tool as it can be thrown out on reaction to Ki Blasts without worrying your opponent will level 3 you in retaliation.
Use this move sparingly against armored Ki Blasts, as it often trades with them.
Weirdly enough, it has enough hitstun to combo into {{clr|H|2H}} midscreen. It's most common use is combo-ing into {{clr|S|2S}} and {{clr|H|5H}} in the corner.
}}
}}


======<font style="visibility:hidden;font-size:0">5S</font>======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5S
|input=2L
|image=DBFZ_Jiren_5S.png |caption=Death Blow mk. 0
|description=
|data=
* Extremely good stagger button.
{{AttackDataHeader-DBFZ}}
* Can be chained from {{clr|L|5LL}} and {{clr|M|5M}}; strings such as {{clr|L|2L}} > {{clr|M|2M}} > {{clr|M|5M}} > {{clr|L|2L}} are possible, but if you add in a {{clr|L|5L}} anywhere you won't get the double {{clr|L|2L}}.
{{!}}-
* Can be jumped out of. This means if you poke the opponent while they're in the air, you can immediately follow up.
{{#lsth:{{PAGENAME}}/Data|5S}}
* Scales like a medium attack, making it a powerful starter.
{{!}}-
''This'' is what dreams are made of; the ultimate stagger pressure tool + ToD starter, and also makes the screen shake. Very fast and generous hitbox at ''seven frames''. You must let the move fully end to let it pushback far enough to make enemy jabs whiff. Can still lose to characters with long-ranged jabs such as Vegito, Z Broly, and Zamasu.  
{{Description|7|text=
* 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.
}}
}}


======<font style="visibility:hidden;font-size:0">2L</font>======
'''Do not get hit by this.'''
{{MoveData
|name=2L
|image=DBFZ_Jiren_2L.png |caption=Standalone Broly 5LL
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2L}}
{{!}}-
{{Description|7|text=
* 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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2M</font>======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2M
|input=2M
|image=DBFZ_Jiren_2M.png |caption=RICH BLONDE SWEEP
|description=
|data=
* Jiren's only low, one of the fastest {{clr|M|2M}}s in the game.
{{AttackDataHeader-DBFZ}}
* Fast enough to be used as an '''exceptionally''' damaging low option in high/low mix-ups.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2M}}
{{!}}-
{{Description|7|text=
* Jiren's only low.
* Very slow.
* Easily half screen range.
* Easily half screen range.
}}
 
}}
}}


======<font style="visibility:hidden;font-size:0">2H</font>======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2H
|input=2H
|image=DBFZ_Jiren_2H.png |caption=Bounce 'em off the other wall
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|7|text=
* Counts as grounded.
* Counts as grounded.
* Uses up Jiren's Smash.
* Uses up Jiren's Smash.
* Launches higher with more hitstun if Smash hasn't been used.
* Launches higher with more hitstun if Smash hasn't been used.
* Causes a wallbounce behind Jiren.
* 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.
An interesting {{clr|H|2H}} that only really sees use if you're in the corner. It bounces the opponent off the wall behind Jiren, causing a sideswitch.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2S</font>======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2S
|input=2S
|image=DBFZ_Jiren_2S.png |caption=The ''other'' 2H
|description=
|data=
* Activates 1 frame after it catches something, but the overall invul is the same as {{clr|H|2H}}.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|7|text=
* Uses up Jiren's Smash.
* Uses up Jiren's Smash.
* Launches higher with more hitstun if Smash hasn't been used.
* Launches higher with more hitstun if Smash hasn't been used.
* Reflects weak projectiles
* Possesses a capture state so it can't be safe jumped, and the capture state makes it easy to hit-confirm.
* Always wallbounces in the corner
* Reflects weak projectiles.
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).
* Always wallbounces in the corner.
}}
Much better than Jiren's {{clr|H|2H}} as an anti-air for several reasons. It has a more generous hitbox, is about twice as fast in being invulnerable, cannot be safe-jumped, is immune to ki blasts, and for the cherry at the top, has less recovery.
 
If blocked in the air, Jiren can go into 236X or even {{clr|S|236S}} to put the opponent on block for a mix-up with assists, or also frametrap if the opponent does not continue blocking. This move is also Jiren's primary grounded way of comboing into superdash post-smash use, (I.E. after {{clr|H|5H}}).
}}
}}


======<font style="visibility:hidden;font-size:0">6M</font>======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=6M
|input=6M
|image=DBFZ_Jiren_6M.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|6M}}
{{!}}-
{{Description|7|text=
* Counts as airborne.
* Counts as airborne.
* Uses the same hitboxes and hurtboxes of Jiren's j.H.
* Uses the same hitboxes and hurtboxes of Jiren's {{clr|H|j.H}}.
Jiren's low threat is pretty lacking so you most likely won't be using this much.
One of Jiren's mixup tools, albeit not great. Thanks to his counters, {{clr|L|5L}}, and {{clr|L|2L}}, Jiren is actually quite a threat in Clash scenarios. This is likely to happen frequently as Jiren doesn't have any other grounded overhead to threaten with.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.L</font>======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.L
|input=j.L
|image=DBFZ_Jiren_jL.png |caption=
|description=
|data=
* Double-jump cancelable.
{{AttackDataHeader-DBFZ}}
Useful combo extention tool in the corner after {{clr|S|j.2S}}. Hits a little higher than you'd like for mixups, but still usable. Good air jab overall.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{Description|7|text=
* Double-jump-cancelable.
Useful combo extention tool in the corner after j.2S.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.M</font>======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.M
|input=j.M
|image=DBFZ_Jiren_jM.png |caption=
|description=
|data=
* Good air-to-air button.
{{AttackDataHeader-DBFZ}}
This singlehandedly gives Jiren the fastest IAD overhead in the game, as it'll hit most crouchers on its first hit within 9 frames of startup. Its huge hitbox also makes it great for neutral and jabbing out Superdash.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{Description|7|text=
* Double-jump-cancelable.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.H</font>======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.H
|input=j.H
|image=DBFZ_Jiren_jH.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|7|text=
* [] is on Smash hit.
* Knockdown state changes depending on Jiren's usage of his Smash.
* Knockdown state changes depending on Jiren's usage of his Smash.
* Autocombo version wallbounces in the corner and provides one random Dragon Ball.
Mostly used for Okizeme and safejump set-ups, otherwise is an inferior sliding knockdown ender to {{clr|H|j.2H}} or {{clr|M|236M}} > DR at the corner.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.S</font>======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.S
|input=j.S
|image=DBFZ_Jiren_jS.png |caption=Air-to-air fireball and '''''COMBO EXTENDER, BABY!'''''
|description=
|data=
* Causes a light wallbounce.
{{AttackDataHeader-DBFZ}}
* High untech time, can combo into tag for mid-combo character switches.
{{!}}-
* Can be used immediately off the ground as a standard Ki Blast instead of {{clr|S|5S}}.
{{#lsth:{{PAGENAME}}/Data|j.S}}
The neutral bully. This can control the entire screen when combined with a horizontal beam assist, j.236 and {{clr|H|j.2H}} and put the opponent under lockdown. Superdashes aren't too difficult to deal with, so surprisingly effective tactic is to alternate between {{clr|S|5S}} and a {{clr|S|j.S}} as low to the ground as possible.
{{!}}-
 
{{Description|7|text=
Enables near full-screen corner carry if done twice in a combo, and becomes [https://youtu.be/RuHR8ht7osM?t=1394 full-screen with the right vanish combo.] For damage/when you're in the corner, you'll be using {{clr|S|j.2S}} instead.
* Causes a light wallbounce
* High untech time
* Can be used immediately off the ground as a standard Ki Blast instead of 5S
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.2H</font>======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|name=j.2H
{{DBFZ_Move_Card
|image=DBFZ_Jiren_j2H.png |caption=Spin to Win
|input=j.2H
|image2=DBFZ_Jiren_j2H2.png |caption2=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{Description|7|text=
* [] is on fully charged.
* [] is on fully charged.
* Charged, causes a sliding knockdown.
* Both the charged and uncharged versions cause a sliding knockdown when done in air. must use charged version to get sliding knockdown when opponent is grounded.
* Uncharged, only cause a sliding knockdown if it hits early.
Primary way to get sliding knockdown mid-screen. To combo into the charged version, must be buffered right after {{clr|S|j.2S}} at the corner provided the hitstun decay isn't at the minimum.
}}
 
The guardpoint on this helps make Jiren a menace even in the air, as he's one of the only characters who has an airborne "anti-air" {{clr|H|2H}}. If the opponent ever superdashes at your screen control, they can be easily taken down with this.
}}
}}


======<font style="visibility:hidden;font-size:0">j.2S</font>======
===<big>{{clr|S|j.2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.2S
|input=j.2S
|image=DBFZ_Jiren_j2S.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.2S}}
{{!}}-
{{Description|7|text=
* Groundbounces
* Groundbounces
* Combos into fully charged j.2H in the corner
* Combos into fully charged {{clr|H|j.2H}} in the corner.
* One of Jiren's best tools, as it can lead to full combos easily with assists
* 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
* Can end combos relatively close to the ground with this & convert into Level 1 mid-screen.
}}
* You can IAD out of this move using Sparking!. This is about as crazy at it sounds.
"Jails" into Super Dash at a certain distance (the opponent can GC Reflect since it's still just a Ki Blast), and can stuff the startup of a {{clr|H|2H}} from a slightly further distance.
 
Due to the speed and angle, much more favorable for damaging combos over the other {{clr|S|j.S}} thanks to the links and rejumps the aforementioned traits provide.
}}
}}


==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Infinity Rush</font>======
===<big>Infinity Rush</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|name=Infinity Rush
{{DBFZ_Move_Card
|input=236L/M/H (Air OK)
|input=236L,236M,236H,j.236L,j.236M,j.236H
|image=DBFZ_Jiren_InfinityRush.png |caption=*Inevitability intensifies*
|description=
|data=
;All Versions
{{AttackDataHeader-DBFZ|version=yes}}
* Range of strikes becomes further the "heavier" the button, such that the {{clr|M|M}} version reaches about halfway across the screen ({{clr|L|L}} < {{clr|M|M}} < {{clr|H|H}}).
{{!}}-
* {{clr|L|236L}}/{{clr|M|236M}} wallbounces, they are mostly used at corner combos.
{{AttackVersion|name=Ground L}}
Jiren's best blockstring ender, being safe on block and a true string from his M/{{clr|H|H}} buttons. If you plan on frametrapping, it's usually better to use {{clr|S|236S}} instead.
{{#lsth:{{PAGENAME}}/Data|236L}}
 
{{!}}-
Because of its disjointed hitbox, the air version can be used to prevent superdashes after {{clr|S|j.S}}/{{clr|S|j.2S}}.
{{AttackVersion|name=Air L}}
----
{{#lsth:{{PAGENAME}}/Data|j.236L}}
;{{clr|H|236H}}
{{!}}-
*Launches the opponent.
{{Description|8|text=
*Covers a wide range, being the longest distance of the 3 versions.
Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S.
*Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, {{clr|H|j.H}} causes a sliding knockdown.
Jiren's primary way of extending combos from raw Superdash into sliding knockdown.
}}
}}
{{AttackVersion|name=Ground M}}
{{#lsth:{{PAGENAME}}/Data|236M}}
{{!}}-
{{AttackVersion|name=Air M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{Description|8|text=
*Wallbounces
}}
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
{{!}}-
{{AttackVersion|name=Air H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{Description|8|text=
*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.


Mostly blockstring or combo filler. Notable for being Jiren's only special that gives him a true blockstring, but it's unsafe.
===<big>Shock Tornado</big>===
}}
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
}}
{{DBFZ_Move_Card
|input=214L,214M,214H
|description=
;All Versions
* When hit with a physical non-super attack, Jiren will freeze and spin the opponent into the air with a judo throw. The opponent cannot escape.
* Jiren is invulnerable to assists or projectiles in the duration.
* Builds half a bar on being hit by a strike or a projectile, and then up to 75% of a bar on successful counter.
* Duration is extended if it comes into contact with assists or projectiles.
Deals a good chunk of damage, but needs resources to combo after. Will only be triggered by the opponent's own physical hits while retaining invincibility to everything else, meaning {{clr|H|214H}} will ignore pretty much any set-up, even Piccolo {{clr|S|236S}} or Beerus Orbs.
 
If the opponent fires a beam at this and vanishes, they can still get punished by the Light and Heavy counters.
----
;{{clr|L|214L}}
* Stands and counters all physical hits.
The most common counter iteration of Shock Tornado Jiren will use, as it's 4 frame start-up will be useful for baiting the opponent into mashing a 6-frame jab on -2 situations, like after {{clr|S|236S}} or {{clr|L|2L}}.
----
;{{clr|M|214M}}
* Crouches, and only counters low attacks.
* 8 frames of recovery, and a total duration of 32. Better treated as a cancel to improve advantage than as a counter.
* Has Frame 1 invincibility to low attacks.
Has very low recovery. Ending a blockstring in his low parry gives considerable pushback to where only certain characters can challenge you without using their {{clr|M|2M}}. And if they do use {{clr|M|2M}} the move counters them, and if they use anything else the low recovery can make Jiren safe. You can also use {{clr|M|214M}}'s reduced recovery to enable some links in combos, such as a Super Jump extension after a Smash {{clr|H|2H}}.
 
Since this move only counters lows compares to the other two catching all, this should not be treated as a counter at all outside of flaunting your ability to see into the future. Very risky to do so.
----
;{{clr|H|214H}}
* Stands and counters all physical hits.
* Invincible from frame 1.
* Will deal only recoverable blue health damage.
A go-to panic button. If you have the meter, it's a great tool to try and save Jiren, or even throw out once in a while to check your opponent and make them respect it. 


======<font style="visibility:hidden;font-size:0">Shock Tornado</font>======
You can also gamble using this in a situation where all pressure resources have been expended, and the opponent proceeds to take their turn.
{{MoveData
|name=Shock Tornado
|input=214L/M/H
|image=DBFZ_Jiren_ShockTornado1.png |caption=Why can't they both beat mids?
|image2=DBFZ_Jiren_ShockTornado2.png |caption2='''''"PREDICTABO"'''''
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
{{!}}-
{{Description|8|text=
* Stands and counters Mid and High attacks.
}}
{{AttackVersion|name=M}}
{{#lsth:{{PAGENAME}}/Data|214M}}
{{!}}-
{{Description|8|text=
* Crouches, and counters only Low attacks.
Extremely risky and best avoided in most scenarios, but it thankfully has low recovery.
}}
{{AttackVersion|name=H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
{{!}}-
{{Description|8|text=
* Stands and counters all non-projectile normals.
* Frame 1
* Combos from this will deal only recoverable blue health damage, meaning a quick spark or tag will quickly undo any damage done.
This is your go-to panic button. If you have the meter, it's a great tool to try and save Jiren. Not ideal otherwise as the blue health penalty is very harsh.
}}
{{Description|8|text=
*Jiren prepares for a counter-attack. When hit with a '''physical''' non-super attack, Jiren will freeze and spin the opponent into the air with a judo throw. The opponent cannot escape.
*Cannot be comboed after. Requires Vanish or Meter to do any real damage from this.
*[https://streamable.com/dgco1 Jiren will not counterattack if the opponent is currently armored.] This can result in Jiren being left wide open for punishment despite successfully parrying.
*Will not counter projectiles or grabs.
Jiren's staple counter. Overall, it's extremely risky and has very low reward without meter. You should really only use this as an attempt at escaping pressure. Any normal would do a better job of countering and punishing the opponent's mistakes than this.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Grand Charge</font>======
===<big>Grand Charge</big>===
{{MoveData
{{InputBadge|'''{{clr|S|236S}}'''}}
|name=Grand Charge
{{DBFZ_Move_Card
|input=236S
|input=236S
|image=DBFZ_Jiren_GrandCharge.png |caption=Shades of Juggernaut
|description=
|data=
* Invulnerable to projectiles and assists while the barrier is up.
{{AttackDataHeader-DBFZ}}
* Ridiculously high damage combo filler.
{{!}}-
* Has medium scaling, leading to insane damage.
{{#lsth:{{PAGENAME}}/Data|236S}}
Travels 50% of the screen and is absolutely devastating to get hit by. Be a bit wary since it's on the slower side compared to other lariats.
{{!}}-
 
{{Description|7|text=
Can be used after a {{clr|H|j.2H}} ender for a tad-bit better Okizeme.
* 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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Counter Impact</font>======
===<big>Counter Impact</big>===
{{MoveData
{{InputBadge|'''{{clr|S|214S}} (Hold OK)'''}}
|name=Counter Impact
{{DBFZ_Move_Card
|input=214S
|input=214S
|image=DBFZ_Jiren_CounterImpact1.png |caption=''"I'm waiting!"''
|description=
|image2=DBFZ_Jiren_CounterImpact2.png
* Guard point against all attacks except throws, Supers, and Sparking Blast.
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|214S}}
{{!}}-
{{Description|7|text=
Probably the worst special move in the entire game. Far too risky and inconsistent to justify its low reward.
* Counter attack that works against projectiles. Loses to everything else.
* Hold the button to extend the parry duration.
* Hold the button to extend the parry duration.
* Jiren teleports to the opponent's location on a successful counter, even if the opponent is airborne. This often results in Jiren getting blasted in the face.
* On successful parry, Jiren teleports to the opponent's location, performing a ground throw if they're grounded or an air throw if they're airborne.
* There are several special moves that consistently and cleanly beat Jiren on a successful parry. DPs are one such example, but Janemba's teleport and even superdash will evade the counter and get Jiren punished for making the right call.
* The opponent can punish this by correctly timing a Vanish, reversal, or specific move that can beat it, including a grounded {{clr|H|2H}}.
* Attack comes out on Frame 5 after Jiren teleports, meaning the opponent can also vanish or input a quick special move to get them out of danger.
* Will whiff on a move that would go behind Jiren after the parry, except for Rebellion Spear.
* Cannot be comboed after without meter, and the damage by its self is quite mediocre for such a huge risk.
* Values in [] are for the actual counterattack.
* Rather generously has an incredibly obvious freeze to inform the opponent that you just parried them, so they'll immediately buffer a DP.
A "beats all" fullscreen counter move, at the cost of lesser immediate reward than 214X. Combined with Jiren's ability to keep the opponent away, {{clr|S|214S}} can now make the opponent afraid to challenge with anything at all, slowing down the pace of the game and making Jiren's on-screen presence insurmountable. While the opponent has a handful of counter-play options for this move, it isn't always easy to do it on reaction in the midst of the game. Don't overuse the move, otherwise the opponent might just raw level 3 and end your life right there.
* Works weirdly on projectile assists. Jiren gains invulnerability, however he does not counterattack and instead merely ends the parry animation. Invincibility expires right as Jiren recovers. Unless the opponent already whiffed a normal, Jiren can't punish at all.
* Terrible. Don't bother unless you're catching a beam fired by someone not named Gogeta. You are more likely to be punished on a successful parry than turn the tides of the battle.
 
This special exemplifies why people call Jiren the "worst character" in Dragon Ball FighterZ. It's a massive risk, only beats one thing, is easily countered in return, and isn't even a consistent choice. Doesn't give him combos afterwards without suffering both meter loss and scaling thanks to Vanish Attack.


Only use this to beat high committal moves like Kamehameha. Be extremely careful, as characters can still use their Level 3s right when they see the freeze which can very well get you [[DBFZ/Goku#Super_Spirit_Bomb| spirit bombed]]. Not worth the risk.
In the corner, you can convert off of it meterless with the right combo. Will whiff on most DPs, but alternatively this also allows for a punish if the opponent doesn't Vanish out of it. Does not whiff against the DPs of SS Vegeta, Beerus, Cooler, SSB Gogeta's Heavy DP, and both Gohans' Heavy DPs. Although the situations where this will come into play aren't overly common, the threat of {{clr|S|214S}} is drastically increased when they do.
}}
}}
}}


==Z Assists==
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
===<big>Assist A</big>===
{{MoveData
{{InputBadge|'''Infinity Rush'''}}
|name=Infinity Rush
{{DBFZ_Move_Card
|input=Assist A
|input=Assist A
|image=DBFZ_Jiren_InfinityRush.png |caption=Yamcha Assist ver. Beta
|description=
|data=
* Causes a wallbounce.
{{AttackDataHeader-DBFZ}}
Hits about mid-screen length. Absolutely fantastic as both a combo and blockstring assist, as it has great frame advantage as well as re-centering and wallbouncing the opponent on hit. It's also quite possible to use as a neutral tool if you use it like a wall on demand, as its disjoint makes it hard to challenge.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{Description|7|text=
* 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.
}}
}}
}}
 
======<font style="visibility:hidden;font-size:0">Assist B</font>======
===<big>Assist B</big>===
{{MoveData
{{InputBadge|'''Grand Charge'''}}
|name=Grand Charge
{{DBFZ_Move_Card
|input=Assist B
|input=Assist B
|image=DBFZ_Jiren_GrandCharge.png |caption=
|description=
|data=
*Retains projectile and assist invul like the normal version.
{{AttackDataHeader-DBFZ}}
A fast lariat-style assist, similar to Bardock A but in fact travels farther (Jiren spawns further). Projectile invulnerability makes it a compelling choice, but Assist A is the go-to unless your character relies on command grabs.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|7|text=
 
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Assist C</font>======
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Flash Fist'''}}
|name=???
{{DBFZ_Move_Card
|input=Assist C
|input=Assist C
|image=DBFZ_Jiren_???.png |caption=
|description=
|data=
* Projectile invulnerable like {{clr|S|5S}}.
{{AttackDataHeader-DBFZ}}
* Gives a free confirm on hit.
{{!}}-
Another good assist. Mostly a neutral and combo assist, as +25 usually isn't enough frame advantage to get a mixup on block. As a neutral tool, it's fantastic. Blows through Ki Blasts, clashes with beams, and gives a free confirm on hit.
{{#lsth:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{Description|7|text=
 
}}
}}
}}


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Colossal Slash</font>======
===<big>Colossal Slash</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''}}
|name=Colossal Slash
{{DBFZ_Move_Card
|input=236L+M (Air OK)
|input=236L+M,j.236L+M
|image=DBFZ_Jiren_ColossalSlash.png |caption=tha '''WHEEL'''
|description=
|image2=DBFZ_Jiren_ColossalSlash2.png |caption2='''BE FREE, WHEEL'''
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:{{PAGENAME}}/Data|j.236LM}}
{{!}}-
{{Description|8|text=
* 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)
* Minimum damage: 74*11 (814)
All things accounted for, this is a good super. However, it is overshadowed by it's H+S counterpart.
* If used on the ground/as a DHC, sets up an IAD safejump that beats {{clr|H|2H}}.
}}
This is a pretty good super to DHC from, and in conjunction with a really fast/low recovery super, can set up for solid post level 1 oki at the corner, similar to Kid Buu's aerial super.
}}
}}


======<font style="visibility:hidden;font-size:0">Colossal Uppercut</font>======
===<big>Colossal Uppercut</big>===
{{MoveData
{{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
|name=Colossal Uppercut
{{DBFZ_Move_Card
|input=236H+S
|input=236H+S
|image=DBFZ_Jiren_ColossalUppercut.png |caption=Storing power
|description=
|image2=DBFZ_Jiren_ColossalUppercut2.png |caption2='''GET THE F*CK OFF MY STAGE'''
* Minimum damage: 980
|data=
* Impaired horizontal range
{{AttackDataHeader-DBFZ}}
The definitive super for finishing opponents, and grants very desirable oki post-use, but less than a regular sliding knockdown. Has some good DHC potential, such as enabling Goku's [[DBFZ/Goku#Super_Spirit_Bomb| Super Spirit Bomb]] to land.
{{!}}-
Can also be DHC'd into by DHCing into a KO'd character slot.
{{#lsth:{{PAGENAME}}/Data|236HS}}
{{!}}-
{{Description|7|text=
* Minimum damage: 888
* Pitiful horizontal range
Best used in the corner to finish off the opponent. Has some good DHC potential as well.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Blazing Magnetron</font>======
===<big>Blazing Magnetron</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
|name=Blazing Magnetron
{{DBFZ_Move_Card
|input=214L+M or 214H+S
|input=214L+M
|image=DBFZ_Jiren_BlazingMagnetron.png |caption=''"This attack decides it!"''
|description=
|image2=DBFZ_Jiren_BlazingMagnetron2.png |caption2=''"I was joking the other times, but this one might actually blast your nuts off"''
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|214HS}}
{{!}}-
{{Description|7|text=
* Costs 3 Ki Gauges
* Results in a hard knockdown on hit.
* Minimum Damage: 400*2, 989 (1789)
* 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.
* 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.
}}
* Leaves Jiren +28 on hit.
High damage for a level 3, but below average advantage. Jiren's safest option is IAD {{clr|M|j.M}}.
}}
}}
==Colors==
{{DBFZColors}}


==Navigation==
==Navigation==
{{#lsth:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|Jiren|size=32px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Jiren]]

Latest revision as of 05:08, 13 December 2023

Overview

Overview

Jiren is a counter character with explosive damage output and incredible defensive options, which fits with a guy who is usually stronger than the other person. Jiren has an assortment of counters, one of them working against pretty much anything except for Super moves, and one of them ruthlessly punishing button mashers. Speaking of unforgiving punishes, Jiren's 2L may just be the best of its kind with insanely fast startup, ridiculous pushback, and medium scaling, making his stagger pressure absolutely fear-inducing. His stagger game is scariest and at its best in the corner, where one unsuccessful challenge from the opponent is enough to open up unique, devastating combos for Jiren that build up a lot of meter.

In addition to this incredible list of strengths, Jiren's mix-up game (as of v1.32) is also potent, allowing him to combine this strength with his already superb staggers and frametraps to break defenses. Players who love the stagger game, want to slow down the pace of play, enjoy accumulating massive damage, instill fear in over-aggressive players, and forcing the opponent into making mistakes will find themselves right at home with Jiren.
Jiren


DBFZ Jiren Portrait.png
Fastest Attacks
Reversals

 Jiren is a rugged, potent, highly defensive character that can dish out brutal punishes with an array of counters.

Pros
Cons
  • Damage: Jiren has very high damaging combos, as well as immense damage on his Colossal Uppercut Level 1.
  • Stagger Pressure: 2L alone can be used to stagger endlessly with 5L, as well as catch jumping due to its massive hitbox, making Jiren one of the finest characters to start stagger pressure with.
  • Defense/Counters: Shock Tornado and Counter Impact are both very good counters with projectile and assist invulnerability that can be comboed from with assists.
  • Synergy: Solid assists, Level 1 Supers have good DHC potential, and his aerial ki blasts have great corner-carry (and can also be tagged from). His Infinity Rush is also stellar at special tagging, allowing the tagged-in character to secure oki with air Dragon Rush.
  • High Reward Mix-Ups: Jiren's 2M is fast enough to use as an option for high/low mix-ups; also retains medium scaling, leading to uniquely high damage off 50/50s.
  • Overwhelming Neutral: Jiren's 5S projectile is invulnerable to Ki blasts, while his 236S steamrolls through assists and other projectiles. His counters can force RPS (which is weighed in Jiren's favor) from neutral. Additionally, Jiren can also play keep-away safely with Infinity Rush, end scramble situations with 2L and counters, and boasts great anti-air tools, such as 2S.
  • Slow Command Grab: Jiren's 5H is a 26f command grab, and requires strong conditioning to land.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 All 11 5 21 -10
5LLL 600 / 300,700 All U3+ 13 1, - 25 -5 1-13 Head
5L
  • Has decent range.
  • Pushes the opponent back considerably.
  • Can cancel back into itself using 4L, but if you do you can't cancel into 2L for the rest of the string.

Pairs beautifully with 2L. 2L > 5L pushes the opponent just far back enough so most 5Ls will whiff if they try to hit Jiren, enabling safe stagger pressure and very easy counters. Being safe on block is just a bonus. Note that there is an autotimed gap between this and every normal besides 5LL and 2L.


5LL
  • Lightly launches the opponent.
  • Can also be jumped out of straight after.

Solid button. The most common follow up to a 5LL launch is an Instant Air-Dash (IAD) j.M. Even better given that 2L scales like a medium, meaning you can chain from there.


5LLL
  • A projectile.
  • [] is on Smash hit.

Easily the coolest looking autocombo ender in the game. Has decent corner carry to boot.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 8 4 20 -6
  • -6: not bad for staggers, but technically unsafe so it's not great either.

If Jiren's lights were anything less than terrific, this would be his go-to for staggers. That being said, not half bad as a button on it's own. Mostly relegated to combo and assist/gapless blockstring filler.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
50, 1200 Throw U2 26 1 33
  • Slower than average grab.
  • Can only be used once per combo.

It is very slow, but you can occasionally catch people being complacent. DO NOT overuse it, as it is very easy for your opponent to mash out, however, being a normal, you can option-select this move by Vanishing anything the opponent does as a failsafe.

Useful in corner combos, as you can go straight into 5S > 2S and then Superdash. At mid-screen, you can use 5S and then Vanish.

5S

Damage Guard Smash Startup Active Recovery On-Block Invuln
900 All 21 5 31 -10 4-22 Ki Blasts
  • Can destroy unarmored Ki Blasts and hit the opponent at the same time.
  • Cannot be superdashed through.
  • Jails into Vanish.
  • Tends to trade with armored Ki Blasts.

The closest thing Jiren has to 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. Amazing as a neutral tool as it can be thrown out on reaction to Ki Blasts without worrying your opponent will level 3 you in retaliation. Use this move sparingly against armored Ki Blasts, as it often trades with them.

Weirdly enough, it has enough hitstun to combo into 2H midscreen. It's most common use is combo-ing into 2S and 5H in the corner.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 7 3 15 -2
  • Extremely good stagger button.
  • Can be chained from 5LL and 5M; strings such as 2L > 2M > 5M > 2L are possible, but if you add in a 5L anywhere you won't get the double 2L.
  • Can be jumped out of. This means if you poke the opponent while they're in the air, you can immediately follow up.
  • Scales like a medium attack, making it a powerful starter.

This is what dreams are made of; the ultimate stagger pressure tool + ToD starter, and also makes the screen shake. Very fast and generous hitbox at seven frames. You must let the move fully end to let it pushback far enough to make enemy jabs whiff. Can still lose to characters with long-ranged jabs such as Vegito, Z Broly, and Zamasu.

Do not get hit by this.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 9 6 19 -9
  • Jiren's only low, one of the fastest 2Ms in the game.
  • Fast enough to be used as an exceptionally damaging low option in high/low mix-ups.
  • Easily half screen range.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 3 25 -10 4- Head
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 14 5 26 -15 4- Head, 2- Head Guard Point
  • Activates 1 frame after it catches something, but the overall invul is the same as 2H.
  • Uses up Jiren's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • Possesses a capture state so it can't be safe jumped, and the capture state makes it easy to hit-confirm.
  • Reflects weak projectiles.
  • Always wallbounces in the corner.

Much better than Jiren's 2H as an anti-air for several reasons. It has a more generous hitbox, is about twice as fast in being invulnerable, cannot be safe-jumped, is immune to ki blasts, and for the cherry at the top, has less recovery.

If blocked in the air, Jiren can go into 236X or even 236S to put the opponent on block for a mix-up with assists, or also frametrap if the opponent does not continue blocking. This move is also Jiren's primary grounded way of comboing into superdash post-smash use, (I.E. after 5H).

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L 0
  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes of Jiren's j.H.

One of Jiren's mixup tools, albeit not great. Thanks to his counters, 5L, and 2L, Jiren is actually quite a threat in Clash scenarios. This is likely to happen frequently as Jiren doesn't have any other grounded overhead to threaten with.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3
  • Double-jump cancelable.

Useful combo extention tool in the corner after j.2S. Hits a little higher than you'd like for mixups, but still usable. Good air jab overall.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
500×2 High 9 3 (1) 3
  • Good air-to-air button.

This singlehandedly gives Jiren the fastest IAD overhead in the game, as it'll hit most crouchers on its first hit within 9 frames of startup. Its huge hitbox also makes it great for neutral and jabbing out Superdash.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 4
  • Knockdown state changes depending on Jiren's usage of his Smash.

Mostly used for Okizeme and safejump set-ups, otherwise is an inferior sliding knockdown ender to j.2H or 236M > DR at the corner.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
400×2 All 13
  • Causes a light wallbounce.
  • High untech time, can combo into tag for mid-combo character switches.
  • Can be used immediately off the ground as a standard Ki Blast instead of 5S.

The neutral bully. This can control the entire screen when combined with a horizontal beam assist, j.236 and j.2H and put the opponent under lockdown. Superdashes aren't too difficult to deal with, so surprisingly effective tactic is to alternate between 5S and a j.S as low to the ground as possible.

Enables near full-screen corner carry if done twice in a combo, and becomes full-screen with the right vanish combo. For damage/when you're in the corner, you'll be using j.2S instead.

j.2H

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 [1000] High D1 23 [30] 4-11 Guard
  • [] is on fully charged.
  • Both the charged and uncharged versions cause a sliding knockdown when done in air. must use charged version to get sliding knockdown when opponent is grounded.

Primary way to get sliding knockdown mid-screen. To combo into the charged version, must be buffered right after j.2S at the corner provided the hitstun decay isn't at the minimum.

The guardpoint on this helps make Jiren a menace even in the air, as he's one of the only characters who has an airborne "anti-air" 2H. If the opponent ever superdashes at your screen control, they can be easily taken down with this.

j.2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
400×2 All 10
  • 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.
  • You can IAD out of this move using Sparking!. This is about as crazy at it sounds.

"Jails" into Super Dash at a certain distance (the opponent can GC Reflect since it's still just a Ki Blast), and can stuff the startup of a 2H from a slightly further distance.

Due to the speed and angle, much more favorable for damaging combos over the other j.S thanks to the links and rejumps the aforementioned traits provide.

Special Moves

Infinity Rush

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 230×5 All 9 20 21 -5
236M 230×6 All U1+ 17 24 21 -5
236H 230×7 All U1+ 15 28 21 -5
j.236L 230×5 All 9 20 21 -5
j.236M 230×6 All U1+ 17 24 21 -5
j.236H 230×7 All U1+ 15 28 21 -5
All Versions
  • Range of strikes becomes further the "heavier" the button, such that the M version reaches about halfway across the screen (L < M < H).
  • 236L/236M wallbounces, they are mostly used at corner combos.

Jiren's best blockstring ender, being safe on block and a true string from his M/H buttons. If you plan on frametrapping, it's usually better to use 236S instead.

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


236H
  • Launches the opponent.
  • Covers a wide range, being the longest distance of the 3 versions.
  • Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, j.H causes a sliding knockdown.

Jiren's primary way of extending combos from raw Superdash into sliding knockdown.

Shock Tornado

214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 2300 All U2+ 4 25 15 4-25 All
214M 2400 All U2+ 1 20 8 1-20 Low
214H 2500 All U2+ 1 28 15 1-28 All
All Versions
  • When hit with a physical non-super attack, Jiren will freeze and spin the opponent into the air with a judo throw. The opponent cannot escape.
  • Jiren is invulnerable to assists or projectiles in the duration.
  • Builds half a bar on being hit by a strike or a projectile, and then up to 75% of a bar on successful counter.
  • Duration is extended if it comes into contact with assists or projectiles.

Deals a good chunk of damage, but needs resources to combo after. Will only be triggered by the opponent's own physical hits while retaining invincibility to everything else, meaning 214H will ignore pretty much any set-up, even Piccolo 236S or Beerus Orbs.

If the opponent fires a beam at this and vanishes, they can still get punished by the Light and Heavy counters.


214L
  • Stands and counters all physical hits.

The most common counter iteration of Shock Tornado Jiren will use, as it's 4 frame start-up will be useful for baiting the opponent into mashing a 6-frame jab on -2 situations, like after 236S or 2L.


214M
  • Crouches, and only counters low attacks.
  • 8 frames of recovery, and a total duration of 32. Better treated as a cancel to improve advantage than as a counter.
  • Has Frame 1 invincibility to low attacks.

Has very low recovery. Ending a blockstring in his low parry gives considerable pushback to where only certain characters can challenge you without using their 2M. And if they do use 2M the move counters them, and if they use anything else the low recovery can make Jiren safe. You can also use 214M's reduced recovery to enable some links in combos, such as a Super Jump extension after a Smash 2H.

Since this move only counters lows compares to the other two catching all, this should not be treated as a counter at all outside of flaunting your ability to see into the future. Very risky to do so.


214H
  • Stands and counters all physical hits.
  • Invincible from frame 1.
  • Will deal only recoverable blue health damage.

A go-to panic button. If you have the meter, it's a great tool to try and save Jiren, or even throw out once in a while to check your opponent and make them respect it.

You can also gamble using this in a situation where all pressure resources have been expended, and the opponent proceeds to take their turn.

Grand Charge

236S

Damage Guard Smash Startup Active Recovery On-Block Invuln
1200 All 14 12 17 -2 4-35 P1
  • Invulnerable to projectiles and assists while the barrier is up.
  • Ridiculously high damage combo filler.
  • Has medium scaling, leading to insane damage.

Travels 50% of the screen and is absolutely devastating to get hit by. Be a bit wary since it's on the slower side compared to other lariats.

Can be used after a j.2H ender for a tad-bit better Okizeme.

Counter Impact

214S (Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
1500 Throw U2+ 4 [5] 22-51 20
  • Guard point against all attacks except throws, Supers, and Sparking Blast.
  • Hold the button to extend the parry duration.
  • On successful parry, Jiren teleports to the opponent's location, performing a ground throw if they're grounded or an air throw if they're airborne.
  • The opponent can punish this by correctly timing a Vanish, reversal, or specific move that can beat it, including a grounded 2H.
  • Will whiff on a move that would go behind Jiren after the parry, except for Rebellion Spear.
  • Values in [] are for the actual counterattack.

A "beats all" fullscreen counter move, at the cost of lesser immediate reward than 214X. Combined with Jiren's ability to keep the opponent away, 214S can now make the opponent afraid to challenge with anything at all, slowing down the pace of the game and making Jiren's on-screen presence insurmountable. While the opponent has a handful of counter-play options for this move, it isn't always easy to do it on reaction in the midst of the game. Don't overuse the move, otherwise the opponent might just raw level 3 and end your life right there.

In the corner, you can convert off of it meterless with the right combo. Will whiff on most DPs, but alternatively this also allows for a punish if the opponent doesn't Vanish out of it. Does not whiff against the DPs of SS Vegeta, Beerus, Cooler, SSB Gogeta's Heavy DP, and both Gohans' Heavy DPs. Although the situations where this will come into play aren't overly common, the threat of 214S is drastically increased when they do.

Z Assists

Assist A

Infinity Rush

Damage Guard Smash Startup Active Recovery On-Block Invuln
230×4 All 35 16 45 +43
  • Causes a wallbounce.

Hits about mid-screen length. Absolutely fantastic as both a combo and blockstring assist, as it has great frame advantage as well as re-centering and wallbouncing the opponent on hit. It's also quite possible to use as a neutral tool if you use it like a wall on demand, as its disjoint makes it hard to challenge.

Assist B

Grand Charge

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 20 10 +29 8-30 P1
  • Retains projectile and assist invul like the normal version.

A fast lariat-style assist, similar to Bardock A but in fact travels farther (Jiren spawns further). Projectile invulnerability makes it a compelling choice, but Assist A is the go-to unless your character relies on command grabs.

Assist C

Flash Fist

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 280 All 25 [20] +25
  • Projectile invulnerable like 5S.
  • Gives a free confirm on hit.

Another good assist. Mostly a neutral and combo assist, as +25 usually isn't enough frame advantage to get a mixup on block. As a neutral tool, it's fantastic. Blows through Ki Blasts, clashes with beams, and gives a free confirm on hit.

Super Moves

Colossal Slash

236L+M (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 248×11 All 8+4 -23 8-19 Full Invul
j.236L+M 248×11 All 8+3 -45 8-17 Full Invul
  • Minimum damage: 74*11 (814)
  • If used on the ground/as a DHC, sets up an IAD safejump that beats 2H.

This is a pretty good super to DHC from, and in conjunction with a really fast/low recovery super, can set up for solid post level 1 oki at the corner, similar to Kid Buu's aerial super.

Colossal Uppercut

236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
2800 All 7+3 -26 [+14] 7-17 Full Invul
  • Minimum damage: 980
  • Impaired horizontal range

The definitive super for finishing opponents, and grants very desirable oki post-use, but less than a regular sliding knockdown. Has some good DHC potential, such as enabling Goku's Super Spirit Bomb to land. Can also be DHC'd into by DHCing into a KO'd character slot.

Blazing Magnetron

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
1000×2, 2300 All 9+2 -28 [+28] 1-20 Full Invul
  • 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.
  • Leaves Jiren +28 on hit.

High damage for a level 3, but below average advantage. Jiren's safest option is IAD j.M.

Colors

1Seasonal colors that can be unlocked at different times of the year.

2Unobtainable.

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