DBFZ/Jiren: Difference between revisions

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{{Description|8|text=
* 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.
}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}

Revision as of 15:12, 18 January 2020

Jiren
DBFZ Jiren Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Power
Team Role
Middle

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
  • 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 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, 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.
  • Has difficulty scoring sliding knockdowns outside of the corner.
  • Big frame, which means he gets fuzzied very easily.


Normal Moves

5L
5L
DBFZ Jiren 5L.png
DBFZ Jiren 5LL.png
DBFZ Jiren 5LLL.png
Owari Da
Template:AttackDataHeader-DBFZ
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
  • 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


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
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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


  • Slower than average grab.
  • 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.

Not armored, so be careful throwing this out in strings.

5S
5S
DBFZ Jiren 5S.png
Death Blow mk. 0
Template:AttackDataHeader-DBFZ
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

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
DBFZ Jiren 2L.png
Standalone Broly 5LL
Template:AttackDataHeader-DBFZ
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
  • Chains out of 5LL

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
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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.

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
Template:AttackDataHeader-DBFZ
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
  • Always wallbounces in the corner

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 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.

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
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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
Air-to-air fireball and COMBO EXTENDER, BABY!
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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

Special Moves

Infinity Rush
Infinity Rush
236L/M/H (Air OK)
DBFZ Jiren InfinityRush.png
*Inevitability intensifies*
Template:AttackDataHeader-DBFZ
Ground 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
Air 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.

Ground 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
Air 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
Ground 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
Air 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"
Template:AttackDataHeader-DBFZ
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.
  • Light version causes him to stand, which counters only mid and high attacks.
  • Medium version has him crouching, which only counters on low attacks. Extremely risky and best avoided in most scenarios, but it thankfully has low recovery.
  • Heavy version counters all non-super physical attacks.
  • Cannot be comboed after. Requires Vanish or Meter to do any real damage from this.
  • Jiren will not counterattack if the opponent is currently armored. This can result in Jiren being left wide open for punishment despite successfully parrying.
  • Will not counter projectiles or command grabs.
Grand Charge
Grand Charge
236S
DBFZ Jiren GrandCharge.png
Shades of Juggernaut
Template:AttackDataHeader-DBFZ
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
Template:AttackDataHeader-DBFZ
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


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. 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. 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.
  • 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.
  • 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.
  • Works weirdly on projectile assists. Jiren gains invulnerability, however he does not counterattack and instead merely ends the parry animation. Invincibility expires right as Jiren recovers. Unless the opponent already whiffed a normal, Jiren can't punish at all.
  • 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.

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. Not worth the risk.

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.

Super Moves

Colossal Slash
Colossal Slash
236L+M (Air OK)
DBFZ Jiren ColossalSlash.png
tha WHEEL
DBFZ Jiren ColossalSlash2.png
BE FREE, WHEEL
Template:AttackDataHeader-DBFZ
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
Storing power
DBFZ Jiren ColossalUppercut2.png
GET THE F*CK OFF MY STAGE
Template:AttackDataHeader-DBFZ
  • 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"
Template:AttackDataHeader-DBFZ
  • 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.

Template:Navbar-DBFZ