* 2H and 2S allow Jiren to basically control where his opponent is going at all times, which is very useful for forcing them into the corner
* 2H and 2S allow Jiren to basically control where his opponent is going at all times, which is very useful for forcing them into the corner
* Great assist, as it causes wallbounce which can not only enable longer, stronger combos, but also snap setups. The amount of blockstun the move puts the opponent in doesn't hurt either.
* Great assist, as it causes wallbounce which can not only enable longer, stronger combos, but also snap setups. The amount of blockstun the move puts the opponent in doesn't hurt either.
* Fought and nearly won against an angel tier technique/form with nothing but sheer power and speed
* Is beyond time itself.
* Is basically a god.
* Is basically a god.
* 👽
* 👽
Revision as of 19:04, 17 September 2019
Jiren
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Power
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
Extreme damage
Very large normals with huge hit boxes make for efficient confirms
Air projectiles allow for easy confirms into full combos
Many ways to approach, including projectile-invulnerable moves
Versatile toolkit
Boasts a frame 1 wake-up counter for normals at the cost of a bar.
Combo structure allows for solid synergy with most assists
Atypical combo structure allows for damaging confirms from vanishes
2H and 2S allow Jiren to basically control where his opponent is going at all times, which is very useful for forcing them into the corner
Great assist, as it causes wallbounce which can not only enable longer, stronger combos, but also snap setups. The amount of blockstun the move puts the opponent in doesn't hurt either.
Fought and nearly won against an angel tier technique/form with nothing but sheer power and speed
Is beyond time itself.
Is basically a god.
👽
Atypical combo structure makes him difficult for beginners
Has difficulty scoring sliding knockdowns outside of the corner
Below average buttons on block
Big frame, which means he gets fuzzied very easily.
His 5H isn't a terrible command grab, but it's not a very good one either. Jiren not truly having a 5H kind of hurts him, as he does not entirely have a strong heavy button to end some blockstrings in, meaning his blockstrings have to be a little more creative.
Has the body structure of Gru
Character development likely hidden in Area 51
Has more lines in one match than in the entire Tournament of Power
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.
Launches higher with more hitstun if Smash hasn't been used.
Reflects weak projectiles
Always wallbounces in the corner
Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H).
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.
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.
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.
To edit frame data, edit values in DBFZ/Jiren/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.