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{{#lsth:{{PAGENAME}}/Data|5L}} | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
* Decent range | |||
* 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. | |||
}} | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth:{{PAGENAME}}/Data|5LL}} | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * 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. | |||
Not armored, so be careful throwing this out in strings. | |||
}} | }} | ||
}} | }} | ||
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*Ground version combos into 5H in the corner | *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. | *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. | |||
}} | }} | ||
}} | }} | ||
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|name=Shock Tornado | |name=Shock Tornado | ||
|input=214L/M/H | |input=214L/M/H | ||
|image=DBFZ_Jiren_ShockTornado1.png |caption= | |image=DBFZ_Jiren_ShockTornado1.png |caption=Why can't they both beat mids? | ||
|image2=DBFZ_Jiren_ShockTornado2.png |caption2='''''"PREDICTABO"''''' | |image2=DBFZ_Jiren_ShockTornado2.png |caption2='''''"PREDICTABO"''''' | ||
|data= | |data= | ||
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{{#lsth:{{PAGENAME}}/Data|214L}} | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
* Stands and counters Mid and High attacks. | |||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lsth:{{PAGENAME}}/Data|214M}} | {{#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}} | {{AttackVersion|name=H}} | ||
{{#lsth:{{PAGENAME}}/Data|214H}} | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*Jiren prepares for a counter-attack. When hit with a '''physical''' non-super attack, Jiren | * 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. | |||
*Will not counter projectiles. | }} | ||
{{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. | |||
}} | }} | ||
}} | }} | ||
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|input=214S | |input=214S | ||
|image=DBFZ_Jiren_CounterImpact1.png |caption=''"I'm waiting!"'' | |image=DBFZ_Jiren_CounterImpact1.png |caption=''"I'm waiting!"'' | ||
|image2=DBFZ_Jiren_CounterImpact2.png | |image2=DBFZ_Jiren_CounterImpact2.png | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Counter attack that works against projectiles. | Probably the worst special move in the entire game. Far too risky and inconsistent to justify its low reward. | ||
* Jiren teleports to the opponent's location on a successful counter, even if the opponent is airborne. | * Counter attack that works against projectiles. Loses to everything else. | ||
* | * 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. | |||
* 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. | |||
* 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. | |||
* Cannot be comboed after without meter, and the damage by its self is quite mediocre for such a huge risk. | |||
* Rather generously has an incredibly obvious freeze to inform the opponent that you just parried them, so they'll immediately buffer a DP. | |||
* 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. Not worth the risk. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Minimum damage: 888 | ||
* Pitiful horizontal range | * Pitiful horizontal range | ||
Best used in the corner to finish off the opponent. Has some good DHC potential as well. | |||
}} | }} | ||
}} | }} |
Revision as of 23:07, 18 January 2020
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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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
Template:AttackDataHeader-DBFZ
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Useful in corner combos, as you can go straight into 2S and superdash for a followup. Midscreen, you can use 5S and vanish. Not armored, so be careful throwing this out in strings. |
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 |
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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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Special Moves
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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Probably the worst special move in the entire game. Far too risky and inconsistent to justify its low reward.
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. Not worth the risk. |
Assist
Infinity Rush A1/A2 |
Template:AttackDataHeader-DBFZ |
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Super Moves
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.