< DBFZ
(→j.2H) |
|||
Line 420: | Line 420: | ||
* On successful parry, Jiren teleports to the opponent's location, performing a ground throw if they're grounded or an air throw if they're airborne. | * On successful parry, Jiren teleports to the opponent's location, performing a ground throw if they're grounded or an air throw if they're airborne. | ||
* Values in [] are for the actual counterattack. | * Values in [] are for the actual counterattack. | ||
Went from one of the worst specials in the game to actually useful. While the opponent can still simply vanish out or use a reversal if they time it correctly, this move is useful for sniping and beating a lot of things, and can be hard to react to if countering a physical hit | Went from one of the worst specials in the game to actually useful. While the opponent can still simply vanish out or use a reversal if they time it correctly, this move is useful for sniping and beating a lot of things, and can be hard to react to if countering a physical hit. In the corner, you can convert off of it without meter as well, furthering it's utility (though how often you'll be in this situation is unknown). It's not a "beat-all" option that you use every time you're in disadvantage, especially because it's not hard to bait out, but it's very good for what it does. | ||
}} | }} | ||
}} | }} |
Revision as of 07:14, 18 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
This page is missing significant information.
You can help by editing it.
Overview
This page is due for an update as of the recent patch
Jiren is a counter character with explosive damage output and incredible defensive options. More info to come.
"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. |
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, and heavily punishes 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: Shock Tornado and Counter Impact are both very good counters with projectile and assist invulnerability, the latter of which can also counter grabs.
- Mix-up: Requires heavy conditioning to open opponents up. His unique 5H grab, designed to be one of his primary mix-up tools, is slow and punishable.
- Unorthodox Combos: No air launcher, limiting most combos post-superdash.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M | Template:AttackDataHeader-DBFZ |
---|
5H
5H | Template:AttackDataHeader-DBFZ |
---|
5S
5S | Template:AttackDataHeader-DBFZ |
---|
2L
2L | Template:AttackDataHeader-DBFZ |
---|
2M
2M | Template:AttackDataHeader-DBFZ |
---|
2H
2H | Template:AttackDataHeader-DBFZ |
---|
2S
2S | Template:AttackDataHeader-DBFZ |
---|
6M
6M | Template:AttackDataHeader-DBFZ |
---|
j.L
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H
j.2H | Template:AttackDataHeader-DBFZ |
---|
j.2S
j.2S | Template:AttackDataHeader-DBFZ |
---|
Special Moves
Infinity Rush
Infinity Rush 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Shock Tornado
Shock Tornado 214L/M/H |
Template:AttackDataHeader-DBFZ |
---|
Grand Charge
Grand Charge 236S |
Template:AttackDataHeader-DBFZ |
---|
Counter Impact
Counter Impact 214S |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Assist A
Infinity Rush Assist A |
Template:AttackDataHeader-DBFZ |
---|
Assist B
Grand Charge Assist B |
Template:AttackDataHeader-DBFZ |
---|
Assist C
Flash Fist Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
Colossal Slash
Colossal Slash 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Colossal Uppercut
Colossal Uppercut 236H+S |
Template:AttackDataHeader-DBFZ |
---|
Blazing Magnetron
Blazing Magnetron 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
---|
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.