DBFZ/Jiren: Difference between revisions

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Revision as of 21:21, 22 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Overview

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.


Jiren
DBFZ Jiren Portrait.png

Normal Moves

5L
5L
DBFZ Jiren 5L.png
DBFZ Jiren 5LL.png
DBFZ Jiren 5LLL.png
Owari da
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5L
  • 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.

5LL
  • Lightly launches the opponent.
5LLL
  • Projectile
  • [] is on Smash hit.

Easily the coolest looking autocombo ender in the game. Has decent corner carry to boot.

5M
5M
DBFZ Jiren 5M.png
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  • Jump-cancelable on hit.
5H
5H
DBFZ Jiren 5H.png
DBFZ Jiren 5H2.png
I'm blasting your nuts off and there's nothing you can do
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  • Slower than average grab.
  • Can only be used once per combo.

It is very slow, but you can occasionally catch people being complacent. DO NOT overuse it, as it is very easy for your opponent to mash out, however, being a normal, you can option-select this move by Vanishing anything the opponent does as a failsafe.

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.

5S
5S
DBFZ Jiren 5S.png
Death Blow mk. 0
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  • Can destroy other Ki blasts and hit the opponent at the same time.
  • Projectile Invuln during startup.
  • 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.

Can combo into 2S and 5H in the corner.

2L
2L
DBFZ Jiren 2L.png
So this is what Gohan had at launch day?
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  • Extremely good stagger button.
  • Can be chained into from 5LL.
  • 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.

Must let the move fully end to let it pushback far enough to make enemy jabs whiff. Can still lose to characters with long-ranged jabs such as Vegito, Z Broly, and Zamasu.

2M
2M
DBFZ Jiren 2M.png
RICH BLONDE SWEEP
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  • Jiren's only low.
  • Easily half screen range.
2H
2H
DBFZ Jiren 2H.png
Bounce 'em off the other wall
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  • Counts as grounded.
  • Uses up Jiren's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • 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.

2S
2S
DBFZ Jiren 2S.png
The other 2H
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  • Activates 2 frames after it catches something, but the overall invul is the same as 2H.
  • Uses up Jiren's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • Possesses a capture state so it can't be safe jumped, and the capture state makes it easy to hit-confirm.
  • Reflects weak projectiles.
  • Always wallbounces in the corner.

Much better than Jiren's 2H as an anti-air for several reasons. It has a more generous hitbox, is about twice as fast in being invulnerable, cannot be safe-jumped, is immune to ki blasts, and for the cherry at the top, has less recovery.

If blocked in the air, Jiren can go into 236X or even 236S to put the opponent on block for a mix-up with assists, or also frametrap if the opponent does not block. 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
  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes of Jiren's j.H.
j.L
j.L
DBFZ Jiren jL.png
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  • Double-jump-cancelable.

Useful combo extention tool in the corner after j.2S.

j.M
j.M
DBFZ Jiren jM.png
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  • Good air-to-air button.

This singlehandedly gives Jiren the fastest IAD overhead in the game, as it'll hit most crouchers on its first hit within 9 frames of startup. Its huge hitbox also makes it great for neutral and jabbing out Superdash.

j.H
j.H
DBFZ Jiren jH.png
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  • [] is on Smash hit.
  • Knockdown state changes depending on Jiren's usage of his Smash.

Mostly used for Okizeme and safejump set-ups, otherwise is an inferior sliding knockdown ender to j.2H or 236M > DR at the corner.

j.S
j.S
DBFZ Jiren jS.png
Air-to-air fireball and COMBO EXTENDER, BABY!
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  • Causes a light wallbounce.
  • High untech time.
  • Can combo into tag for mid-combo character switches.
  • Can be used immediately off the ground as a standard Ki Blast instead of 5S.

Enables near full-screen corner carry if done twice in a combo, and becomes full-screen with the right vanish combo.

j.2H
j.2H
DBFZ Jiren j2H.png
I don't need to sing the song, you get the idea.
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  • [] is on fully charged.
  • Both the charged and uncharged versions cause a sliding knockdown regardless of when the attack hits.

Primary way to get sliding knockdown mid-screen. To combo into the charged version, must be buffered right after j.2S at the corner provided the hitstun decay isn't at the minimum.

j.2S
j.2S
DBFZ Jiren j2S.png
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  • Groundbounces
  • Combos into fully charged j.2H in the corner.
  • 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.

"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.

Special Moves

Infinity Rush
Infinity Rush
236L/M/H (Air OK)
DBFZ Jiren InfinityRush.png
*Inevitability intensifies*
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  • Range of strikes becomes further the "heavier" the button. ( L < M < H )

Jiren's best blockstring ender, being safe on block and true. If you plan on frametrapping, it's usually better to use 236S instead.

Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S.

Ground L
Air L
Ground M
Air M
  • Wallbounces.

Mostly used at corner combos.

Ground H
Air H
  • Launches the opponent.
  • Covers a wide range, being the longest distance of the 3 versions.
  • Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, j.H causes a sliding knockdown.

Jiren's primary way of comboing into sliding knockdown from raw Superdash combos in the air without sacrificing too much bar for damage.

Shock Tornado
Shock Tornado
214L/M/H
DBFZ Jiren ShockTornado1.png
I LAUGH AT YOUR ASSISTS
DBFZ Jiren ShockTornado2.png
"PREDICTABO"
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  • 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.
  • Jiren is invulnerable to assists or projectiles in the duration.
  • Builds half a bar on being hit by a strike or a projectile, and then up to 75% of a bar on successful counter.
  • Duration is extended if it comes into contact with assists or projectiles.

Deals a good chunk of damage, but needs resources to combo after. Will only be triggered by the opponent's own physical hits, meaning 214H will ignore pretty much any set-up, even Piccolo 236S or Beerus Balls.

If the opponent fires a beam at this and vanishes, they can still get punished by the Light and Heavy counters.

L
  • Stands and counters all physical hits.

The most common counter iteration of Shock Tornado Jiren will use, as it's 4 frame start-up will be useful for baiting the opponent into mashing a 6-frame jab on -2 situations, like after 236S or 2L.

M
  • Crouches, and only counters 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 2M. And if they do use 2M the move counters them, and if they use anything else the low recovery can make Jiren safe.

Since this move only counters lows, it is naturally less useful than the other two versions because of its linearity.

H
  • Stands and counters all physical hits.
  • Invincible from frame 1.
  • Will deal only recoverable blue health damage.

This is your go-to panic button. If you have the meter, it's a great tool to try and save Jiren, but is essentially a glorified DP.

You can also gamble using this in a situation where all pressure resources have been expended, and the opponent proceeds to take their turn.

Grand Charge
Grand Charge
236S
DBFZ Jiren GrandCharge.png
Shades of Juggernaut
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  • Invulnerable to projectiles while the barrier is up.
  • Ridiculously high damage combo filler.
  • Frame-traps from any normal.

Travels 50% of the screen and is absolutely devastating to get hit by. Be a bit wary since it's on the slower side compared to other lariats.

Can be used after a j.2H ender for a tad-bit better Okizeme.

Counter Impact
Counter Impact
214S
DBFZ Jiren CounterImpact1.png
Look at how far you've come
DBFZ Jiren CounterImpact2.png
Zero to Hero
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  • Guard point against all attacks beside Supers and Sparking Blast.
  • Hold the button to extend the parry duration.
  • 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.
  • The opponent can punish this by correctly timing a Vanish, reversal, or specific move that can beat it.
  • Values in [] are for the actual counterattack.

While the opponent has a handful of counter-play options for this move, it can be hard to do it on reaction, and almost must be anticipated/baited to be countered. Nonetheless, the move is useful for slowing down the pace of the match, as it counters nearly every type of move in the game.

In the corner, you can convert off of it meterless with the right combo.

Z Assists

Assist A
Infinity Rush
Assist A
DBFZ Jiren InfinityRush.png
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  • Causes a wallbounce.

Hits about mid-screen length and very good at combo extensions and blockstring pressure.

Acts like Gogeta A but with significantly more blockstun and time to hit-confirm.

Assist B
Grand Charge
Assist B
DBFZ Jiren GrandCharge.png
Yamcha Assist ver. Beta
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  • Retains projectile invul like the normal version.

Almost as fast as Yamcha A but doesn't go as far.

Assist C
Flash Fist
Assist C
DBFZ Jiren 5S.png
KAPOW!!
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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.

Super Moves

Colossal Slash
Colossal Slash
236L+M (Air OK)
DBFZ Jiren ColossalSlash.png
tha WHEEL
DBFZ Jiren ColossalSlash2.png
BE FREE, WHEEL
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Ground
Air
  • Minimum damage: 74*11 (814)
  • If used on the ground/as a DHC, sets up an IAD safejump that beats 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.

Colossal Uppercut
Colossal Uppercut
236H+S
DBFZ Jiren ColossalUppercut.png
Storing power
DBFZ Jiren ColossalUppercut2.png
GET THE F*CK OFF MY STAGE
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  • Minimum damage: 888
  • Impaired horizontal range

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 Super Spirit Bomb to land.

Blazing Magnetron
Blazing Magnetron
214L+M or 214H+S
DBFZ Jiren BlazingMagnetron.png
"This attack decides it!"
DBFZ Jiren BlazingMagnetron2.png
"I was joking the other times, but this one might actually blast your nuts off"
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  • Minimum Damage: 400*2, 989 (1789)
  • 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.

External References

Navigation

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.

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