DBFZ/Jiren: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Jiren|discord=https://discord.gg/k592Mtu}}
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
|-
! align="center" colspan="2" | Jiren
|-
| align="center" colspan="2" | [[File:DBFZ_Jiren_Portrait.png|300x500px|center]]
|-
| '''Play-style''' || Defensive, Counter
|-
| '''Team Role''' || Middle
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
{{Bio
{{DBFZ/CharacterLinks}}
| name = Jiren
<div id="home-content" class="home-grid">
| game = DBFZ
{{card|width=4
| quote = Strength is everything. All is possible with power and power alone.
|header=Overview
| lore = The strongest mortal of Universe 11, Jiren, abandoned by his friends and losing his family, believed strength was the only salvation for his past, and sought to attain insurmountable might, eventually surpassing all of the Gods of Destruction despite only being a mortal. He would eventually join the Pride Troopers, the justice squad of Universe 11, and became their champion. Joining the Tournament of Power, 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. Thinking nothing of Son Goku at first, the latter would eventually attain Ultra Instinct, and would ultimately win against Jiren, ultimately learning in the last few minutes of the tournament what trust really meant. After his universe was restored, he gained new respect for the Pride Troopers, his friends, and vowed to challenge and defeat Goku the next time, ultimately overcoming his haunted past.
|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.
 
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.
}}
{{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.


===Playstyle===
 
{{StrengthsAndWeaknesses
|difficulty_rating=4
| intro = {{Character Label|DBFZ|Jiren}} is a rugged, defensive character that can dish out brutal punishes with an array of counters.
| pros =
* '''Damage:''' Jiren has very high damage output solo, and heavily benefits against mashers.
* '''Stagger Pressure:''' [[DBFZ/Jiren#2L|2L]] alone can be used to stagger endlessly along with [[DBFZ/Jiren#5L|5L]], making Jiren one of the finest characters to start stagger pressure with if respected.
* '''Assist Variety:''' [[DBFZ/Jiren#Assist A|A]] is a reliable mid-screen combo extender with really high blockstun, and [[DBFZ/Jiren#Assist B|B]] is a fast projectile-invulnerable charge.
* '''Counters:''' Most of his counters do respectable damage by themselves, and can add an extra layer of defense other characters don't have.
| cons =
* '''Mix-up:''' Requires heavy conditioning to open opponents up. His unique [[DBFZ/Jiren#5H|5H]] grab, designed to be one of his primary mix-up tools, is very slow and punishable.
* '''Highly Committal:''' Cannot safely end a blockstring past his light normals, else face severe punishment.
* '''Counters:''' While damaging, they require meter to combo after, lose to projectiles, and the one that doesn't is [[DBFZ/Jiren#Counter Impact|borderline unusable]] in nearly every situation.
* '''Unorthodox Combos:''' No air launcher, limiting most combos post-superdash, like from [[DBFZ/Jiren#2H|2H]] or [[DBFZ/Jiren#2S|2S]] starters.
|tablewidth=69
}}
}}
</div>


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden;font-size:0">5L</font>======
===<big>{{clr|L|5L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|2|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}}
----
{{#lst:{{PAGENAME}}/Data|5L}}
;{{clr|L|5LL}}
{{!}}-
* Lightly launches the opponent.
{{Description|9|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 {{clr|2|2L}}. {{clr|2|2L}} {{clr|2|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}}
{{#lst:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{Description|9|text=
* Lightly launches the opponent
}}
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{Description|9|text=
* Projectile
* [] is on Smash hit.
* [] is on Smash hit.
Easily the coolest looking autocombo ender in the game. Has decent corner carry to boot.
Easily the coolest looking autocombo ender in the game. Has decent corner carry to boot.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">5M</font>======
===<big>{{clr|M|5M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|3|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.
{{!}}-
{{#lst:{{PAGENAME}}/Data|5M}}
{{!}}-
{{Description|8|text=
* Jump-cancelable on hit.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">5H</font>======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|5|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}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5H}}
{{!}}-
{{Description|8|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 {{clr|4|5S}} > {{clr|4|2S}} and then superdash. At mid-screen, you can use {{clr|4|5S}} and then vanish. It is extremely slow, but you can occasionally catch people being complacent. ''DO NOT'' overuse it, as it is very easy for your opponent to mash out. You're most likely to use this in a corner combo because of how slow it is and how much damage it does.
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.


Also 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.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">5S</font>======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|4|5S}}
|input=5S
|image=DBFZ_Jiren_5S.png |caption=Death Blow mk. 0
|description=
|data=
* Can destroy unarmored Ki Blasts and hit the opponent at the same time.
{{AttackDataHeader-DBFZ}}
* Cannot be superdashed through.
{{!}}-
* Jails into Vanish.
{{#lst:{{PAGENAME}}/Data|5S}}
* 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.
{{Description|8|text=
Use this move sparingly against armored Ki Blasts, as it often trades with them.
* Can destroy other Ki blasts and hit the opponent at the same time
* Cannot be superdashed through
The closest thing Jiren has to a beam. Being a {{clr|4|5S}} move, it carries some interesting properties like being able to gatling into {{clr|5|Heavies}} and {{clr|4|2S}}, as well as being vanish cancelable on whiff.


Can combo into {{clr|4|2S}} and {{clr|5|5H}} in the corner.
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.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">2L</font>======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|2|2L}}
|input=2L
|image=DBFZ_Jiren_2L.png |caption=So this is what Gohan had at launch day?
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2L}}
{{!}}-
{{Description|8|text=
* Extremely good stagger button.
* Extremely good stagger button.
* Can be chained into from {{clr|2|5LL}}.
* 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.
* Scales like a medium attack, making it a powerful starter.
* 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.
''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.  
 
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.'''
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">2M</font>======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|3|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.
{{!}}-
{{#lst:{{PAGENAME}}/Data|2M}}
{{!}}-
{{Description|8|text=
* Jiren's only low.
* Easily half screen range.
* Easily half screen range.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">2H</font>======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|5|2H}}
|input=2H
|image=DBFZ_Jiren_2H.png |caption=Bounce 'em off the other wall
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|8|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 {{clr|5|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.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">2S</font>======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|4|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}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|8|text=
* Invul from Frame 2, instead of Frame 4 like a normal anti-air.  
* 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.
* Possesses a capture state so it can't be safe jumped.
* Possesses a capture state so it can't be safe jumped, and the capture state makes it easy to hit-confirm.
* Reflects weak projectiles.
* Reflects weak projectiles.
* Always wallbounces in the corner.
* Always wallbounces in the corner.
* Screen freezes for quite a while after landing, making it very easy to hit-confirm.
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.  
Much better than Jiren's {{clr|5|2H}} as an anti-air, about twice as fast in being invulnerable as well as having less recovery.  


This move is also Jiren's primary grounded way of comboing into superdash post-smash use, (I.E. after {{clr|5|5H}}).
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}}).
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">6M</font>======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|3|6M}}
|input=6M
|image=DBFZ_Jiren_6M.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6M}}
{{!}}-
{{Description|8|text=
* Counts as airborne.
* Counts as airborne.
* Uses the same hitboxes and hurtboxes of Jiren's {{clr|5|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.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">j.L</font>======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|2|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.
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{Description|8|text=
* Double-jump-cancelable.
Useful combo extention tool in the corner after {{clr|4|j.2S}}.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">j.M</font>======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|3|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.
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{Description|8|text=
* Double-jump-cancelable.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">j.H</font>======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|5|j.H}}
|input=j.H
|image=DBFZ_Jiren_jH.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|8|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.
Mostly used for soft knockdown oki, otherwise is an inferior sliding knockdown ender to {{clr|5|j.2H}} or {{clr|3|236M}} > DR at the corner.
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.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">j.S</font>======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|4|j.S}}
|input=j.S
|image=DBFZ_Jiren_jS.png |caption=Air-to-air fireball and '''''COMBO EXTENDER, BABY!'''''
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{Description|8|text=
* Causes a light wallbounce.
* Causes a light wallbounce.
* High untech time.
* High untech time, can combo into tag for mid-combo character switches.
* 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}}.
* Can be used immediately off the ground as a standard Ki Blast instead of {{clr|4|5S}}.
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.
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.]


}}  
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.
}}<nowiki/>
}}


======<font style="visibility:hidden;font-size:0">j.2H</font>======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|name={{clr|5|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}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{Description|8|text=
* [] is on fully charged.
* [] is on fully charged.
* Both the charged and uncharged versions cause a sliding knockdown regardless of when the attack hits.
* 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.  
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.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">j.2S</font>======
===<big>{{clr|S|j.2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name={{clr|4|j.2S}}
|input=j.2S
|image=DBFZ_Jiren_j2S.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2S}}
{{!}}-
{{Description|8|text=
* Groundbounces
* Groundbounces
* Combos into fully charged {{clr|5|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.
"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|5|2H}} from a slightly further distance.
* 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.
}}
}}
}}<nowiki/>


==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.
{{#lst:{{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}}
----
{{#lst:{{PAGENAME}}/Data|j.236L}}
;{{clr|H|236H}}
{{!}}-
*Launches the opponent.
{{Description|9|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 {{clr|4|j.S}}/{{clr|4|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}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{Description|9|text=
*Wallbounces.
Mostly used after {{clr|4|j.2S}} at the corner to combo into DR/snapback.
}}
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{Description|9|text=
*Launches the opponent
*Covers a longer distance
*Ground version combos into {{clr|5|5H}} in the corner
*Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, {{clr|5|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}}'''}}
}}<nowiki/>
{{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}}.


======<font style="visibility:hidden;font-size:0">Shock Tornado</font>======
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.
{{MoveData
----
|name=Shock Tornado
;{{clr|H|214H}}
|input=214L/M/H
* Stands and counters all physical hits.
|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}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{Description|9|text=
* Stands and counters all physical hits. Highs, lows, whatever.
}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{!}}-
{{Description|9|text=
* Crouches, and counters only Low attacks.
Extremely risky and best avoided in most scenarios, but it thankfully has low recovery. Ending a blockstring in his low parry gives considerable pushback to where only certain characters can challenge you without using their {{clr|3|2M}}. And if they use {{clr|3|2M}} you took your turn back and if they use anything else the low recovery makes you way less vulnerable than the light and EX parry. Thanks Coach Steve.
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{!}}-
{{Description|9|text=
* Stands and counters all non-projectile normals.
* Invincible from frame 1.
* Invincible from frame 1.
* Will deal only recoverable blue health damage, meaning a quick spark or tag will quickly undo any damage done.
* Will deal only recoverable blue health damage.
This is your go-to panic button. If you have the meter, it's a great tool to try and save Jiren, but is essentially a glorified DP.
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.
}}
 
{{Description|9|text=
You can also gamble using this in a situation where all pressure resources have been expended, and the opponent proceeds to take their turn.
* 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.
* Requires Vanish or Meter to combo after and do any real damage.
* Will not counter projectiles or grabs.
Jiren's staple counter. Deals a good chunk of damage, but is quite risky, useful for mostly mindgames and discouraging your opponent from mashing. Unlike a DP, you can't empty vanish in Sparking to make it safe and it will still lose to Dragon Rush, trading protection for damage.
}}
}}
}}<nowiki/>


======<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}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236S}}
{{!}}-
{{Description|8|text=
* Invulnerable to projectiles while the barrier is up
* However, the projectile barrier runs out a few frames before Jiren recovers, so if your opponent is spamming ki blasts they will catch  you
* Safe on block.
* Ridiculously high damage combo filler.
* 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.


This move is too slow to use effectively in neutral, but it functions as a devastating frametrap in a blockstring and is also a good TOD starter. You get a massive combo if it trades and it jails into vanish.
Can be used after a {{clr|H|j.2H}} ender for a tad-bit better Okizeme.
}}
}}
}}<nowiki/>


======<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 |caption2=''Oh please for the love of god don't DP''
* Guard point against all attacks except throws, Supers, and Sparking Blast.
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|214S}}
{{!}}-
{{Description|8|text=
Extremely bad special move, among the worst in the game. Far too risky and inconsistent to justify its low reward.
* Counter attack that works against projectiles and assists. 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.
* 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 gets Jiren punished for making the right call. Even assists that are already out can beat Jiren if their hitboxes are still active, such as beam assists.
* The opponent can punish this by correctly timing a Vanish, reversal, or specific move that can beat it, including a grounded {{clr|H|2H}}.
* Jiren CAN counter Z-Assists with this, which can catch opponents off guard, but they might be even more ready to prepare with a reversal if they're not currently doing any actions. If they are idle, they can buffer jump and not get hit.
* Will whiff on a move that would go behind Jiren after the parry, except for Rebellion Spear.
* 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. If the opponent vanishes or does not get hit by the grab however, Jiren can vanish himself, though does not get him any follow-ups.
* Values in [] are for the actual counterattack.
* Cannot be comboed after without meter, and the damage by its self is lackluster for such a huge risk.
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.
* Has a very obvious freeze to inform the opponent that an attack had been parried, giving them the signal to buffer a move.
* You are more likely to be punished on a successful parry than turn the tides of the battle.
 
Massive risk, only beats one thing, easily countered in return, and isn't consistent. Doesn't give him combos afterwards without suffering both meter loss and scaling thanks to vanish. While it can be useful against certain playstyles or characters, in most cases it is not worth the potential consequences.


Only use this to beat high committal moves like beams. Most importantly, be cognizant that characters can even use their Level 3s on reaction through the parry freeze, which can very well lead Jiren to eating a raw [[DBFZ/Goku#Super_Spirit_Bomb| Super Spirit Bomb]]. Very hard to justify using.
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.
}}
}}
}}<nowiki/>


==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=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{Description|8|text=
* Causes a wallbounce.
* Causes a wallbounce.
Hits about mid-screen length and very good at combo extensions and blockstring pressure.
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.
 
Acts like Gogeta A but with significantly more blockstun and time to hit-confirm.
 
}}
}}
}}<nowiki/>


======<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=Yamcha Assist ver. Beta
|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.
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|8|text=
*Retains projectile invul like the normal version.
Almost as fast as Yamcha A but doesn't go as far.
}}
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">Assist C</font>======
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Flash Fist'''}}
|name=Flash Fist
{{DBFZ_Move_Card
|input=Assist C
|input=Assist C
|image=DBFZ_Jiren_5S.png |caption='''KAPOW!!'''
|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.
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{Description|8|text=
Your bog-standard C-assist. Essentially a glorified beam assist, and it does count as a projectile. Still pretty useful, but due to the existence of A and B assists, you probably won't be using this one.
 
}}
}}
}}<nowiki/>


==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}}
{{#lst:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236LM}}
{{!}}-
{{Description|9|text=
* Minimum damage: 74*11 (814)
* Minimum damage: 74*11 (814)
* If used on the ground/as a DHC, sets up an IAD safejump that beats {{clr|5|2H}}.
* 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.
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.
}}
}}
}}<nowiki/>


======<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=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236HS}}
{{!}}-
{{Description|8|text=
* Minimum damage: 888
* Impaired horizontal range
* 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 [[DBFZ/Goku#Super_Spirit_Bomb| Super Spirit Bomb]] to land.
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.
 
}}
}}
}}<nowiki/>


======<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}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|214HS}}
{{!}}-
{{Description|8|text=
* 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}}.
}}
}}
}}<nowiki/>
 
==Colors==
{{DBFZColors}}


==Navigation==
==Navigation==
{{#lst:{{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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