DBFZ/Jiren

From Dustloop Wiki
Jiren
DBFZ Jiren Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Power

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
  • Extreme damage
  • Very large normals with huge hit boxes make for efficient confirms
  • Air projectiles allow for easy confirms into full combos
  • Many ways to approach, including projectile-invulnerable moves
  • Versatile toolkit
  • Boasts a frame 1 wake-up counter for normals at the cost of a bar.
  • Combo structure allows for solid synergy with most assists
  • Atypical combo structure allows for damaging confirms from vanishes
  • 2H and 2S allow Jiren to basically control where his opponent is going at all times, which is very useful for forcing them into the corner
  • 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.
  • Is basically a god.
  • 👽
  • Atypical combo structure makes him difficult for beginners
  • Has difficulty scoring sliding knockdowns outside of the corner
  • Below average buttons on block
  • Big frame, which means he gets fuzzied very easily.
  • His 5H isn't a terrible command grab, but it's not a very good one either. Jiren not truly having a 5H kind of hurts him, as he does not entirely have a strong heavy button to end some blockstrings in, meaning his blockstrings have to be a little more creative.
  • Has the body structure of Gru
  • Character development likely hidden in Area 51



Normals

5L
5L
DBFZ Jiren 5L.png
DBFZ Jiren 5LL.png
DBFZ Jiren 5LLL.png
Owari Da
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5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B - - - 5 - 11 16 16
DBFZ Jiren 5L.png
5LL


5LL
normal
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
DBFZ Jiren 5LL.png
  • Lightly launches the opponent
5LLL


5LLL
normal
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
DBFZ Jiren 5LLL.png
  • Projectile
  • [] is on Smash hit.

Easily the coolest looking autocombo ender in the game.

5M
5M
DBFZ Jiren 5M.png
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5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 8 4 20 -6 B - - - 7 - 15 18 18
DBFZ Jiren 5M.png


  • 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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5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
50, 1200 Throw 26 1 33 - T - U2 - 12 - - - 39
DBFZ Jiren 5H.pngDBFZ Jiren 5H2.png


  • Unique grab that can be combo'd from (and into).
  • Can only be used once per combo
5S
5S
DBFZ Jiren 5S.png
Death Blow mk. 0
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5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 21 5 31 -10 P2 4-22 Ki Blasts - - 6 - 21 Launch 26
DBFZ Jiren 5S.png


  • Can destroy other Ki blasts and hit the opponent at the same time
  • Cannot be superdashed through
2L
2L
DBFZ Jiren 2L.png
Standalone Broly 5LL
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2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 7 3 15 -2 B - - - 7 - 15 18 18
DBFZ Jiren 2L.png


  • Scales like a medium attack, making it a powerful starter

This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake.

2M
2M
DBFZ Jiren 2M.png
RICH BLONDE SWEEP
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2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 9 6 19 -9 F - - - 7 - 15 18 18
DBFZ Jiren 2M.png


  • Jiren's only low.
  • Very slow.
  • Easily half screen range.
2H
2H
DBFZ Jiren 2H.png
Bounce 'em off the other wall
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2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 13 3 25 -10 B 4- Head U1+ - 12 - 15 Launch 23 / 39
DBFZ Jiren 2H.png


  • Counts as grounded.
  • Uses up Jiren's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • Causes a wallbounce behind Jiren (switches sides).
2S
2S
DBFZ Jiren 2S.png
The other 2H
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2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 14 5 26 -15 B 4- Head, 2- Head Guard Point U1+ - 12 - 10 Launch 23 / 39
DBFZ Jiren 2S.png
The other 2H


  • Uses up Jiren's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • Reflects weak projectiles
6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L 0 B - - - 12 - 15 18 23
DBFZ Jiren jH.png


  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes of Jiren's j.H.
j.L
j.L
DBFZ Jiren jL.png
bop
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j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 - - H - - - 5 - 11 16 16
DBFZ Jiren jL.png


  • Double-jump-cancelable.

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

j.M
j.M
DBFZ Jiren jM.png
bam BAM
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j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500×2 High 9 3 (1) 3 - - H - - - - - 15 18 18
DBFZ Jiren jM.png


  • Double-jump-cancelable.
j.H
j.H
DBFZ Jiren jH.png
WHAM
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j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 4 - - H - D1+ [D3+] - - - 15 18 18
DBFZ Jiren jH.png


  • [] is on Smash hit.
  • Knockdown state changes depending on Jiren's usage of his Smash.
  • Autocombo version wallbounces in the corner and provides one random Dragon Ball.
j.S
j.S
DBFZ Jiren jS.png
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j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×2 All 13 - - - P1 - - - - - 21 24 26
DBFZ Jiren jS.png
Air-to-air fireball and combo extender


  • Causes a light wallbounce
  • High untech time
  • Can be used immediately off the ground as a standard Ki Blast instead of 5S
j.2H
j.2H
DBFZ Jiren j2H.png
Spin to Win This joke has been made before
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j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 [1000] High 23 [30] - - - H 4-11 Guard D1 - - - 15 Force Tech -
DBFZ Jiren j2H.png


  • [] is on fully charged.
  • Charged, causes a sliding knockdown.
  • Uncharged, only cause a sliding knockdown if it hits early.
j.2S
j.2S
DBFZ Jiren j2S.png
*cries in Teen Gohan*
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j.2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×2 All 10 - - - P1 - - - - - 21 24 26
DBFZ Jiren j2S.png


  • 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

Specials

Infinity Rush
Infinity Rush
236L/M/H (Air OK)
DBFZ Jiren InfinityRush.png
*Inevitability intensifies*
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L


236L
L Infinity Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
230×5 All 9 20 21 -5 B - - - - - 11 Launch -
DBFZ Jiren InfinityRush.png
j.L


j.236L
Air L Infinity Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
230×5 All 9 20 21 -5 H - - - - - 11 Launch -
DBFZ Jiren InfinityRush.png

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

M


236M
M Infinity Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
230×6 All 17 24 21 -5 B - U1+ - - - 11 Launch -
DBFZ Jiren InfinityRush.png
j.M


j.236M
Air M Infinity Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
230×6 All 17 24 21 -5 H - U1+ - - - 11 Launch -
DBFZ Jiren InfinityRush.png
  • Wallbounces
H


236H
H Infinity Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
230×7 All 15 28 21 -5 B - U1+ - -100 - 11 Launch -
DBFZ Jiren InfinityRush.png
j.H


j.236H
Air H Infinity Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
230×7 All 15 28 21 -5 H - U1+ - -100 - 11 Launch -
DBFZ Jiren InfinityRush.png
  • Launches the opponent
  • Covers a longer distance
  • 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.
Shock Tornado
Shock Tornado
214L/M/H
DBFZ Jiren ShockTornado1.png
Wait for it...
DBFZ Jiren ShockTornado2.png
"PREDICTABO"
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L


214L
L Shock Tornado
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
2300 All 4 25 15 - B 4-25 All U2+ - - - - Launch -
DBFZ Jiren ShockTornado1.pngDBFZ Jiren ShockTornado2.png
PREDICTABO
M


214M
M Shock Tornado
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
2400 All 1 20 8 - B 1-20 Low U2+ - - - - Launch -
DBFZ Jiren ShockTornado1.pngDBFZ Jiren ShockTornado2.png
PREDICTABO
H


214H
H Shock Tornado
special
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 -
DBFZ Jiren ShockTornado1.pngDBFZ Jiren ShockTornado2.png
PREDICTABO
  • Jiren prepares for a counter-attack. When hit with a physical non-super attack, Jiren spins the opponent into the air with a judo throw.
  • L version causes him to stand, which counters only mid and high attacks. M version has him crouching, which only counters on low attacks.
  • Heavy version counters all non-super physical attacks.
  • All versions can be followed up with a Vanish.
  • Will not counter projectiles.
  • Will not counter command grabs.
Grand Charge
Grand Charge
236S
DBFZ Jiren GrandCharge.png
Shades of Juggernaut
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236S
Grand Charge
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 14 12 17 -2 B 4-35 P1 - - - - 15 18 18
DBFZ Jiren GrandCharge.png


  • 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.

Counter Impact
Counter Impact
214S
DBFZ Jiren CounterImpact1.png
"I'm waiting!"
DBFZ Jiren CounterImpact2.png
*teleports to you to blast your nuts off*
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214S
Counter Impact
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 Throw 4 [5] 22-51 20 - - - U2+ - - - - - -
DBFZ Jiren CounterImpact1.pngDBFZ Jiren CounterImpact2.png


  • Counter attack that works against projectiles.
  • Jiren teleports to the opponent's location on a successful counter, even if the opponent is airborne.
  • Can hold the button to extend parry duration.

The opponent can delay vanish or reversal out, but if that happens you can vanish/reversal their attempt to get out and win anyway.

Assist

Infinity Rush
A1/A2
DBFZ Jiren InfinityRush.png
Yamcha Assist ver. Beta
Template:AttackDataHeader-DBFZ
  • Causes a wallbounce
  • Siginficant blockstun

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.

Supers

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
  • Costs 1 Ki Gauge
  • If used on the ground/as a DHC, sets up an IAD safejump that beats 2H
  • Minimum damage: 74*11 (814)

All things accounted for, this is a good super. However, it is overshadowed by it's H+S counterpart.

Colossal Uppercut
Colossal Uppercut
236H+S
DBFZ Jiren ColossalUppercut.png
Should be called "Silver Patriot"
DBFZ Jiren ColossalUppercut2.png
GET THE F*CK OFF MY STAGE
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  • Costs 1 Ki Gauge
  • Not invincible until after startup
  • Pitiful horizontal range
  • Minimum damage: 888
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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  • Costs 3 Ki Gauges
  • Results in a hard knockdown on hit.
  • 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.

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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