(→j.S) |
(→6M) |
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* Can destroy other Ki blasts and hit the opponent at the same time | * Can destroy other Ki blasts and hit the opponent at the same time | ||
* Cannot be superdashed through | * 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. | |||
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{{Description|7|text= | {{Description|7|text= | ||
* Scales like a medium attack, making it a powerful starter | * 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. | This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake. | ||
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* 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. | |||
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* 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 | * Reflects weak projectiles | ||
* Always wallbounces in the corner | |||
Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H). | |||
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* 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 j.H. | ||
Jiren's low threat is pretty lacking so you most likely won't be using this much. | |||
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Revision as of 21:27, 20 August 2019
Jiren |
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Overview
The strongest mortal of Universe 11, so powerful that he surpasses many universes' Gods of Destruction. From his dark past of the destruction of his home from an unknown being, he fell on the belief that strength is justice, and that he cannot trust anyone for the sake of maintaining his strength. A member of the Pride Troopers, he encounters Goku and the rest of Universe 7 during the Tournament of Power, where he serves as their most challenging foe and the final obstacle between victory or being erased from existence; through Goku, however, he learns of Universe 7's power of trust, and overcomes the dark past that haunted him for so long.
Jiren the Gray pummels his way into Dragon Ball FighterZ as a DLC character. Much like his fighting style in the Tournament Of Power, he has multiple counter-moves that allow him to either start a combo or reset neutral. With moves that allow him to plow through his opponent's offense, as well as ways to deter them from being careless, Jiren can certainly gain control of the game and destroy his opponent if they try to reclaim it.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
Template:AttackDataHeader-DBFZ
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5S
5S |
Template:AttackDataHeader-DBFZ
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The closest thing Jiren has over a beam. Being a 5S move, it carries some interesting properties like being able to gatling into Heavies and 2S, as well as being vanish cancelable on whiff. |
2L
2L |
Template:AttackDataHeader-DBFZ
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This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake. |
2M
2M |
Template:AttackDataHeader-DBFZ
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2H
2H |
Template:AttackDataHeader-DBFZ
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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
2S |
Template:AttackDataHeader-DBFZ
| |||||
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Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H). |
6M
6M |
Template:AttackDataHeader-DBFZ
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Jiren's low threat is pretty lacking so you most likely won't be using this much. |
j.L
j.L |
Template:AttackDataHeader-DBFZ
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Useful combo extention tool in the corner after j.2S. |
j.M
j.M |
Template:AttackDataHeader-DBFZ
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j.H
j.H |
Template:AttackDataHeader-DBFZ
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|
j.S
j.S |
Template:AttackDataHeader-DBFZ
| |||||
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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j.2S
j.2S |
Template:AttackDataHeader-DBFZ
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Specials
Infinity Rush
Infinity Rush 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Shock Tornado
Shock Tornado 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Grand Charge
Grand Charge 236S |
Template:AttackDataHeader-DBFZ
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This move is too slow to use effectively in neutral, but it functions as a devastating frametrap in blockstring. You get a massive combo if it trades and it jails into vanish. |
Counter Impact
Counter Impact 214S |
Template:AttackDataHeader-DBFZ
| |||||
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The opponent can delay vanish or reversal out, but if that happens you can vanish/reversal their attempt to get out and win anyway. |
Assist
Infinity Rush A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
Colossal Slash
Colossal Slash 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Colossal Uppercut
Colossal Uppercut 236H+S |
Template:AttackDataHeader-DBFZ |
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Blazing Magnetron
Blazing Magnetron 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.