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* | * Obscene damage with 2L or 236S starters. | ||
* Very large normals with huge hit boxes make for efficient confirms | * Very large normals with huge hit boxes make for efficient confirms, along with great air projectiles that also give him easy confirms. | ||
* Decently versatile toolkit gives him numerous ways to approach, including projectile invulnerable moves. | |||
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* Boasts a frame 1 wake-up counter for normals at the cost of a bar. | * Boasts a frame 1 wake-up counter for normals at the cost of a bar. | ||
* Combo structure allows for solid synergy with most assists | * Combo structure allows for solid synergy with most assists, and damaging confirms from assists. | ||
* 2H and 2S are amazing anti-airs that help Jiren control the neutral very well, and lets him direct the opponent to whatever corner he chooses. | |||
* 2H and 2S | |||
* 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. | * 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. | ||
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* Atypical combo structure makes him difficult for beginners | * '''REQUIRES''' solid conditioning and reads to EVER open up the opponent outside of neutral. Jiren's 5H is slower than other command grabs, extremely telegraphed, and lacks armor. Jiren's only low is his 2M, and he has no real cheeky ways to open up opponents even with meter. You must get creative with your staggers, assists and strings in order to get hits when the opponent stops trying to beat you in neutral. Every attempt you make on opening up the opponent carries the risk of getting mashed out due to all of this. | ||
* Below average buttons on block, which only make those staggers even harder. Only 5L, 5LLL, and 2L are safe on block. | |||
* His counters are horribly inconsistent, and can result in Jiren being left wide open despite actually catching a hit. Likely a bug. | |||
* Atypical combo structure makes him difficult for beginners, and requires labbing. | |||
* Has difficulty scoring sliding knockdowns outside of the corner | * Has difficulty scoring sliding knockdowns outside of the corner | ||
* Big frame, which means he gets fuzzied very easily. | * Big frame, which means he gets fuzzied very easily. | ||
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Revision as of 05:46, 11 December 2019
Jiren |
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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 |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
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5S
5S |
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The closest thing Jiren has over 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. |
2L
2L |
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This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake. |
2M
2M |
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2H
2H |
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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 |
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Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H). |
6M
6M |
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Jiren's low threat is pretty lacking so you most likely won't be using this much. |
j.L
j.L |
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Useful combo extention tool in the corner after j.2S. |
j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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j.2S
j.2S |
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Specials
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 |
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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 |
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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 |
Template:AttackDataHeader-DBFZ |
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Supers
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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.