DBFZ/Jiren

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Jiren
DBFZ Jiren Portrait.png
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
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

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.

Also not armored, so be careful throwing this out in strings.

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
  • 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.

Likely the best 2L in the entire game. 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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  • Invul from Frame 2, instead of Frame 4 like a normal anti-air.
  • 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.
  • Reflects weak projectiles.
  • Always wallbounces in the corner.
  • 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.

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.

Jiren's low threat is pretty lacking so you most likely won't be using this much.

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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  • Double-jump-cancelable.
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 soft knockdown oki, 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
Spin to Win
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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.

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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Ground L
Air L

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

Ground M
Air M
  • Wallbounces.

Mostly used after j.2S at the corner to combo into DR/snapback.

Ground H
Air H
  • 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.

Mostly blockstring or combo filler. Notable for being Jiren's only special that gives him a true blockstring, but it's unsafe.

Shock Tornado
Shock Tornado
214L/M/H
DBFZ Jiren ShockTornado1.png
Why can't they both beat mids?
DBFZ Jiren ShockTornado2.png
"PREDICTABO"
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L
  • Stands and counters all physical hits. Highs, lows, whatever.
M
  • 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 2M. And if they use 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.

H
  • Stands and counters all non-projectile normals.
  • Invincible from frame 1.
  • 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, but is essentially a glorified DP.

  • 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.
  • Requires Vanish or Meter to combo after and do any real damage.
  • Will not counter projectiles or grabs.

Jiren's staple counter. Deals a good chunk of damage, but is quite risky, useful for mostly mindgames and discouraging your opponent from mashing. Unlike a DP, you can't empty vanish in Sparking to make it safe and it will still lose to Dragon Rush, trading protection for damage.

Grand Charge
Grand Charge
236S
DBFZ Jiren GrandCharge.png
Shades of Juggernaut
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  • Invulnerable to projectiles while the barrier is up
  • However, the projectile barrier runs out a few frames before Jiren recovers, so if your opponent is spamming ki blasts they will catch you
  • Safe on block.
  • Ridiculously high damage combo filler.

This move is too slow to use effectively in neutral, but it functions as a devastating frametrap in a blockstring and is also a good TOD starter. 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
Oh please for the love of god don't DP
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Extremely bad special move, among the worst in the 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.
  • 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 gets Jiren punished for making the right call. Even assists that are already out can beat Jiren if their hitboxes are still active, such as beam assists.
  • Jiren CAN counter Z-Assists with this, which can catch opponents off guard, but they might be even more ready to prepare with a reversal if they're not currently doing any actions. If they are idle, they can buffer jump and not get hit.
  • 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. If the opponent vanishes or does not get hit by the grab however, Jiren can vanish himself, though does not get him any follow-ups.
  • Cannot be comboed after without meter, and the damage by its self is lackluster for such a huge risk.
  • Has a very obvious freeze to inform the opponent that an attack had been parried, giving them the signal to buffer a move.
  • You are more likely to be punished on a successful parry than turn the tides of the battle.

Massive risk, only beats one thing, easily countered in return, and isn't consistent. Doesn't give him combos afterwards without suffering both meter loss and scaling thanks to vanish. While it can be useful against certain playstyles or characters, in most cases it is not worth the potential consequences.

Only use this to beat high committal moves like beams. Most importantly, be cognizant that characters can even use their Level 3s on reaction through the parry freeze, which can very well lead Jiren to eating a raw Super Spirit Bomb. Very hard to justify using.

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.

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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