Probably the worst special move in the entire game. Far too risky and inconsistent to justify its low reward.
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.
* 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. This often results in Jiren getting blasted in the face.
* 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.
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* Cannot be comboed after without meter, and the damage by its self is quite mediocre for such a huge risk.
* 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.
* 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.
* 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.
Revision as of 07:05, 27 February 2020
Jiren
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Power
Team Role
Middle
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
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 half 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.
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.
Like in the anime, he currently has to fight without his teammates.
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.
5LL
5LLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700
All
11
5
21
-10
B
-
-
-
7
-
15
Launch
23
Lightly launches the opponent
5LLL
5LLLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
600 / 300,700
All
13
1, -
25
-5
P1
1-13 Head
U3+
-
12
-
21
Launch
34
Projectile
[] is on Smash hit.
Easily the coolest looking autocombo ender in the game.
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).
Extremely risky and best avoided in most scenarios, but it thankfully has low recovery.
H
214HH Shock Tornadospecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
2500
All
1
28
15
-
B
1-28 All
U2+
-
-100
-
-
Launch
-
PREDICTABO
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.
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.
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.
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.
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 and assists. 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.
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 spirit bombed. Not worth the risk.
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.