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{| class="wikitable" style="float:right; margin-left: 10px; width: | {| class="wikitable" style="float:right; margin-left:10px; width:300px;" | ||
|- | |- | ||
!Jiren | ! align="center" colspan="2" | Jiren | ||
|- | |- | ||
|| | | align="center" colspan="2" | [[File:DBFZ_Jiren_Portrait.png|300x500px|center]] | ||
[[File:DBFZ_Jiren_Portrait.png| | |||
|- | |- | ||
|| | | '''Play-style''' || Defensive, Counter | ||
|- | |||
| '''Team Role''' || Middle | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | |||
''"Strength is everything. All is possible with power and power alone."'' | |||
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. (Name trivia: Jiren's name comes from Japanese word "Renji", meaning "Stove", by switching the syllables.) | 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. (Name trivia: Jiren's name comes from Japanese word "Renji", meaning "Stove", by switching the syllables.) | ||
Jiren | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|Jiren}} is a defensive character who controls the flow of the match with his array of counters and anti-neutral tools. | |||
| pros = | |||
| | |||
* Obscene damage with 2L or 236S starters. | * Obscene damage with 2L or 236S starters. | ||
* Very large normals with huge hit boxes make for efficient confirms, along with great air projectiles that also give him easy confirms. | * Very large normals with huge hit boxes make for efficient confirms, along with great air projectiles that also give him easy confirms. | ||
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* 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 are amazing anti-airs that help Jiren control the neutral very well, and lets him direct the opponent to whatever corner he chooses. | ||
* 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. | ||
| | | cons = | ||
* '''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. | * '''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, making assists very desirable for him. | * Below average buttons on block, which only make those staggers even harder. Only 5L, 5LLL, 236S and 2L are safe, making assists very desirable for him. | ||
* His counters are horribly inconsistent, and can result in Jiren being left wide open despite actually catching a hit. Likely a bug. He also requires meter to combo off of them. | * His counters are horribly inconsistent, and can result in Jiren being left wide open despite actually catching a hit. Likely a bug. He also requires meter to combo off of them. | ||
* Atypical combo structure makes him difficult for beginners, and requires labbing. | * Atypical combo structure makes him difficult for beginners, and requires labbing. | ||
}} | |||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Decent range | * Decent range | ||
* Pushes the opponent back considerably | * Pushes the opponent back considerably | ||
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}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Lightly launches the opponent | * Lightly launches the opponent | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Projectile | * Projectile | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump-cancelable on hit. | * Jump-cancelable on hit. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Slower than average grab. | * Slower than average grab. | ||
* Can only be used once per combo | * Can only be used once per combo | ||
Useful in corner combos, as you can go straight into 2S and superdash for a followup. Midscreen, you can use 5S and vanish. | Useful in corner combos, as you can go straight into 2S and superdash for a followup. Midscreen, you can use 5S and vanish. | ||
It is extremely slow, but you can occasionally catch people with it if they're not expecting it. DO NOT overuse it, as it is easy for your opponent to mash out of it. | |||
Not armored, so be careful throwing this out in strings. | Not armored, so be careful throwing this out in strings. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can destroy other Ki blasts and hit the opponent at the same time | * Can destroy other Ki blasts and hit the opponent at the same time | ||
* Cannot be superdashed through | * Cannot be superdashed through | ||
The closest thing Jiren has | 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. | ||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Scales like a medium attack, making it a powerful starter | * Scales like a medium attack, making it a powerful starter | ||
* Chains out of 5LL | * Chains out of 5LL | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jiren's only low. | * Jiren's only low. | ||
* Very slow. | * Very slow. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Counts as grounded. | * Counts as grounded. | ||
* Uses up Jiren's Smash. | * Uses up Jiren's Smash. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Uses up Jiren's Smash. | * Uses up Jiren's Smash. | ||
* Launches higher with more hitstun if Smash hasn't been used. | * Launches higher with more hitstun if Smash hasn't been used. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Counts as airborne. | * Counts as airborne. | ||
* Uses the same hitboxes and hurtboxes of Jiren's j.H. | * Uses the same hitboxes and hurtboxes of Jiren's j.H. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Double-jump-cancelable. | * Double-jump-cancelable. | ||
Useful combo extention tool in the corner after j.2S. | Useful combo extention tool in the corner after j.2S. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Double-jump-cancelable. | * Double-jump-cancelable. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Knockdown state changes depending on Jiren's usage of his Smash. | * Knockdown state changes depending on Jiren's usage of his Smash. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Causes a light wallbounce | * Causes a light wallbounce | ||
* High untech time | * High untech time | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* [] is on fully charged. | * [] is on fully charged. | ||
* Charged, causes a sliding knockdown. | * Charged, causes a sliding knockdown. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Groundbounces | * Groundbounces | ||
* Combos into fully charged j.2H in the corner | * Combos into fully charged j.2H in the corner | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S. | Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S. | ||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Wallbounces | *Wallbounces | ||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Launches the opponent | *Launches the opponent | ||
*Covers a longer distance | *Covers a longer distance | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Stands and counters | * Stands and counters all physical hits. Highs, lows, whatever. | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Crouches, and counters only Low attacks. | * Crouches, and counters only Low attacks. | ||
Extremely risky and best avoided in most scenarios, but it thankfully has low recovery. | Extremely risky and best avoided in most scenarios, but it thankfully has low recovery. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Stands and counters all non-projectile normals. | * Stands and counters all non-projectile normals. | ||
* Frame 1 | * Frame 1 | ||
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This is your go-to panic button. If you have the meter, it's a great tool to try and save Jiren. Not ideal otherwise as the blue health penalty is very harsh. | This is your go-to panic button. If you have the meter, it's a great tool to try and save Jiren. Not ideal otherwise as the blue health penalty is very harsh. | ||
}} | }} | ||
{{Description| | {{Description|9|text= | ||
*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. | *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. | ||
*Cannot be comboed after. Requires Vanish or Meter to do any real damage from this. | *Cannot be comboed after. Requires Vanish or Meter to do any real damage from this. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Invulnerable to projectiles while the barrier is up | * 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 | * 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. | 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. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Probably the worst special move in the entire game. Far too risky and inconsistent to justify its low reward. | Probably the worst special move in the entire game. Far too risky and inconsistent to justify its low reward. | ||
* Counter attack that works against projectiles and assists. Loses to everything else. | * Counter attack that works against projectiles and assists. Loses to everything else. | ||
* Hold the button to extend the parry duration. | * 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. This often results in Jiren getting blasted in the face. | * Jiren teleports to the opponent's location on a successful counter, even if the opponent is airborne. This often results in Jiren getting blasted in the face. | ||
* 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 get Jiren punished for making the right call. | * 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 get Jiren punished for making the right call. Even assists that are already out can beat Jiren if they're lingering hitboxes, such as beam assists. | ||
* 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. | * 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. Even if they're just standing still, they can simply buffer jump and not get hit by the grab. | ||
* 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/does not get hit by the grab, however, Jiren can also vanish - though he does not get any followup off of this. | |||
* Cannot be comboed after without meter, and the damage by its self is quite mediocre for such a huge risk. | * Cannot be comboed after without meter, and the damage by its self is quite mediocre for such a huge risk. | ||
* Rather generously has an incredibly obvious freeze to inform the opponent that you just parried them, so they'll immediately buffer a DP. | * Rather generously has an incredibly obvious freeze to inform the opponent that you just parried them, so they'll immediately buffer a DP. | ||
* Terrible. Don't bother unless you're catching a beam fired by someone not named Gogeta. You are more likely to be punished on a successful parry than turn the tides of the battle. | * Terrible. Don't bother unless you're catching a beam fired by someone not named Gogeta. You are more likely to be punished on a successful parry than turn the tides of the battle. | ||
This special exemplifies why people call Jiren the "worst character" in Dragon Ball FighterZ. It's a massive risk, only beats one thing, is easily countered in return, and isn't even a consistent choice. Doesn't give him combos afterwards without suffering both meter loss and scaling thanks to Vanish Attack. | This special exemplifies why people call Jiren the "worst character" in Dragon Ball FighterZ. It's a massive risk, only beats one thing, is easily countered in return, and isn't even a consistent choice. Doesn't give him combos afterwards without suffering both meter loss and scaling thanks to Vanish Attack. While it can be useful against certain playstyles or characters, especially since Jiren can somewhat deal with people vanishing out of his followups, sometimes it's just not worth it. It's not terrible for shutting down ki-blast happy opponents like Z Broly, but even then you could probably do better. | ||
Only use this to beat high committal moves like Kamehameha. Be extremely careful, as characters can still use their Level 3s right when they see the freeze which can very well get you [[DBFZ/Goku#Super_Spirit_Bomb| spirit bombed]]. Not worth the risk. | Only use this to beat high committal moves like Kamehameha, or against ki-blast happy opponents like Z Broly (but even then, be careful). Be extremely careful, as characters can still use their Level 3s right when they see the freeze which can very well get you [[DBFZ/Goku#Super_Spirit_Bomb| spirit bombed]]. Not worth the risk. | ||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Causes a wallbounce | * Causes a wallbounce | ||
* Siginficant blockstun | * 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. | 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. | ||
(As of ver 1.21 the wallbounce now acts similar to gogeta and is easier to use midscreen) | |||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Assist C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Costs 1 Ki Gauge | * Costs 1 Ki Gauge | ||
* If used on the ground/as a DHC, sets up an IAD safejump that beats 2H | * If used on the ground/as a DHC, sets up an IAD safejump that beats 2H | ||
* Minimum damage: 74*11 (814) | * Minimum damage: 74*11 (814) | ||
All things accounted for, this is a good super. | All things accounted for, this is a pretty good super. Too bad it's overshadowed by its H+S counterpart. | ||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Minimum damage: 888 | * Minimum damage: 888 | ||
* Pitiful horizontal range | * Pitiful horizontal range | ||
* Good Oki | |||
Best used in the corner to finish off the opponent. Has some good DHC potential as well. | Best used in the corner to finish off the opponent. Has some good DHC potential as well. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Costs 3 Ki Gauges | * Costs 3 Ki Gauges | ||
* Results in a hard knockdown on hit. | * Results in a hard knockdown on hit. | ||
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==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Jiren]] | [[Category:Jiren]] |
Revision as of 04:26, 5 April 2020
Jiren | |
---|---|
Play-style | Defensive, Counter |
Team Role | Middle |
Overview
"Strength is everything. All is possible with power and power alone."
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. (Name trivia: Jiren's name comes from Japanese word "Renji", meaning "Stove", by switching the syllables.)
Jiren Jiren is a defensive character who controls the flow of the match with his array of counters and anti-neutral tools.
- Obscene damage with 2L or 236S starters.
- 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.
- Boasts a frame 1 wake-up counter for normals at the cost of a half bar.
- 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.
- 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.
- 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, 236S and 2L are safe, making assists very desirable for him.
- His counters are horribly inconsistent, and can result in Jiren being left wide open despite actually catching a hit. Likely a bug. He also requires meter to combo off of them.
- Atypical combo structure makes him difficult for beginners, and requires labbing.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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j.2S
j.2S | Template:AttackDataHeader-DBFZ |
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Special Moves
Infinity Rush
Infinity Rush 236L/M/H (Air OK) |
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Shock Tornado
Shock Tornado 214L/M/H |
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Grand Charge
Grand Charge 236S |
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Counter Impact
Counter Impact 214S |
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Z Assists
Assist A
Infinity Rush Assist A |
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Assist B
Grand Charge Assist B |
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Assist C
Flash Fist Assist C |
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Super Moves
Colossal Slash
Colossal Slash 236L+M (Air OK) |
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Colossal Uppercut
Colossal Uppercut 236H+S |
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Blazing Magnetron
Blazing Magnetron 214L+M or 214H+S |
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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.