< DBFZ
m (→Playstyle: Reduced the amount of lines it took up. Also thnx Will) |
(→2L: It's not the best 2L because different 2Ls do different things, and this one isn't a 7f low.) |
||
(One intermediate revision by one other user not shown) | |||
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| game = DBFZ | | game = DBFZ | ||
| quote = Strength is everything. All is possible with power and power alone. | | quote = Strength is everything. All is possible with power and power alone. | ||
| lore = The strongest mortal of Universe 11, | | 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. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">5L</font>====== | ======<font style="visibility:hidden;font-size:0">5L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5L | |name={{clr|2|5L}} | ||
|image=DBFZ_Jiren_5L.png |caption= | |image=DBFZ_Jiren_5L.png |caption= | ||
|image2=DBFZ_Jiren_5LL.png |caption2= | |image2=DBFZ_Jiren_5LL.png |caption2= | ||
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* Decent range | * Decent range | ||
* Pushes the opponent back considerably | * 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. | 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. | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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* Projectile | * Projectile | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
Easily the coolest looking autocombo ender in the game. | Easily the coolest looking autocombo ender in the game. Has decent corner carry to boot. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name={{clr|3|5M}} | ||
|image=DBFZ_Jiren_5M.png |caption= | |image=DBFZ_Jiren_5M.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|5|5H}} | ||
|image=DBFZ_Jiren_5H.png |caption= | |image=DBFZ_Jiren_5H.png |caption= | ||
|image2=DBFZ_Jiren_5H2.png |caption2=I'm blasting your nuts off and there's nothing you can do | |image2=DBFZ_Jiren_5H2.png |caption2=I'm blasting your nuts off and there's nothing you can do | ||
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* 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 5S > 2S and then superdash. At mid-screen, you can use 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. | 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. | ||
Also not armored, so be careful throwing this out in strings. | Also not armored, so be careful throwing this out in strings. | ||
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======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name={{clr|4|5S}} | ||
|image=DBFZ_Jiren_5S.png |caption=Death Blow mk. 0 | |image=DBFZ_Jiren_5S.png |caption=Death Blow mk. 0 | ||
|data= | |data= | ||
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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 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. | 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 2S and 5H in the corner. | Can combo into {{clr|4|2S}} and {{clr|5|5H}} in the corner. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name={{clr|2|2L}} | ||
|image=DBFZ_Jiren_2L.png |caption=So this is what Gohan had at launch day? | |image=DBFZ_Jiren_2L.png |caption=So this is what Gohan had at launch day? | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Extremely good stagger button. | * Extremely good stagger button. | ||
* Can be chained into from 5LL. | * Can be chained into from {{clr|2|5LL}}. | ||
* 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. | ||
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======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name={{clr|3|2M}} | ||
|image=DBFZ_Jiren_2M.png |caption=RICH BLONDE SWEEP | |image=DBFZ_Jiren_2M.png |caption=RICH BLONDE SWEEP | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|5|2H}} | ||
|image=DBFZ_Jiren_2H.png |caption=Bounce 'em off the other wall | |image=DBFZ_Jiren_2H.png |caption=Bounce 'em off the other wall | ||
|data= | |data= | ||
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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. | ||
* 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. | 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. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name={{clr|4|2S}} | ||
|image=DBFZ_Jiren_2S.png |caption=The ''other'' 2H | |image=DBFZ_Jiren_2S.png |caption=The ''other'' 2H | ||
|data= | |data= | ||
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* 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. | * Screen freezes for quite a while after landing, making it very easy to hit-confirm. | ||
Much better than Jiren's 2H as an anti-air, about twice as fast in being invulnerable as well as having 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 5H). | This move is also Jiren's primary grounded way of comboing into superdash post-smash use, (I.E. after {{clr|5|5H}}). | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name={{clr|3|6M}} | ||
|image=DBFZ_Jiren_6M.png |caption= | |image=DBFZ_Jiren_6M.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* 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 {{clr|5|j.H}}. | ||
Jiren's low threat is pretty lacking so you most likely won't be using this much. | Jiren's low threat is pretty lacking so you most likely won't be using this much. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |name={{clr|2|j.L}} | ||
|image=DBFZ_Jiren_jL.png |caption= | |image=DBFZ_Jiren_jL.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Double-jump-cancelable. | * Double-jump-cancelable. | ||
Useful combo extention tool in the corner after j.2S. | Useful combo extention tool in the corner after {{clr|4|j.2S}}. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name={{clr|3|j.M}} | ||
|image=DBFZ_Jiren_jM.png |caption= | |image=DBFZ_Jiren_jM.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|5|j.H}} | ||
|image=DBFZ_Jiren_jH.png |caption= | |image=DBFZ_Jiren_jH.png |caption= | ||
|data= | |data= | ||
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* [] is on Smash hit. | * [] 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 j.2H or 236M > DR at the corner. | 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. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|4|j.S}} | ||
|image=DBFZ_Jiren_jS.png |caption=Air-to-air fireball and '''''COMBO EXTENDER, BABY!''''' | |image=DBFZ_Jiren_jS.png |caption=Air-to-air fireball and '''''COMBO EXTENDER, BABY!''''' | ||
|data= | |data= | ||
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* 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 5S. | * Can be used immediately off the ground as a standard Ki Blast instead of {{clr|4|5S}}. | ||
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.] | ||
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======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name={{clr|5|j.2H}} | ||
|image=DBFZ_Jiren_j2H.png |caption=Spin to Win | |image=DBFZ_Jiren_j2H.png |caption=Spin to Win | ||
|image2=DBFZ_Jiren_j2H2.png |caption2= | |image2=DBFZ_Jiren_j2H2.png |caption2= | ||
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======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2S | |name={{clr|4|j.2S}} | ||
|image=DBFZ_Jiren_j2S.png |caption= | |image=DBFZ_Jiren_j2S.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Groundbounces | * Groundbounces | ||
* Combos into fully charged j.2H in the corner. | * Combos into fully charged {{clr|5|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 2H from a slightly further distance. | "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. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S. | Because of it's disjointed hitbox, the air version can be used to prevent superdashes after {{clr|4|j.S}}/{{clr|4|j.2S}}. | ||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
*Wallbounces. | *Wallbounces. | ||
Mostly used after j.2S at the corner to combo into DR/snapback. | Mostly used after {{clr|4|j.2S}} at the corner to combo into DR/snapback. | ||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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*Launches the opponent | *Launches the opponent | ||
*Covers a longer distance | *Covers a longer distance | ||
*Ground version combos into 5H in the corner | *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, j.H causes a sliding knockdown. | *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. | 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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{{Description|9|text= | {{Description|9|text= | ||
* Crouches, and counters only Low attacks. | * 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 | 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}} | {{AttackVersion|name=H}} | ||
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|name=Flash Fist | |name=Flash Fist | ||
|input=Assist C | |input=Assist C | ||
|image=DBFZ_Jiren_5S.png |caption= | |image=DBFZ_Jiren_5S.png |caption='''KAPOW!!''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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. | |||
}} | }} | ||
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{{Description|9|text= | {{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 2H. | * If used on the ground/as a DHC, sets up an IAD safejump that beats {{clr|5|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. | ||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Minimum damage: 888 | * Minimum damage: 888 | ||
* | * Impaired horizontal range | ||
The | 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. | ||
Revision as of 09:38, 11 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Jiren | |
---|---|
Play-style | Defensive, Counter |
Team Role | Middle |
Overview
"Strength is everything. All is possible with power and power alone." | |
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. |
Playstyle
Jiren Jiren is a rugged, defensive character that can dish out brutal punishes with an array of counters.
Pros
Cons
- Damage: Jiren has very high damage output solo, and heavily benefits against mashers.
- Stagger Pressure: 2L alone can be used to stagger endlessly along with 5L, making Jiren one of the finest characters to start stagger pressure with if respected.
- Assist Variety: A is a reliable mid-screen combo extender with really high blockstun, and 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.
- Mix-up: Requires heavy conditioning to open opponents up. His unique 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 borderline unusable in nearly every situation.
- Unorthodox Combos: No air launcher, limiting most combos post-superdash, like from 2H or 2S starters.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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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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Counter Impact
Counter Impact 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Infinity Rush Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Grand Charge Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Flash Fist Assist C |
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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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.