- 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.
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- Atypical combo structure makes him difficult for beginners
- Has difficulty scoring sliding knockdowns outside of the corner
- Some combos have a lot of 1-frame links, making them more inconsistent
- 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.
- Above average in stature, giving him a slightly larger hurtbox.
- Has the body structure of Gru
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