- 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.
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- 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.
- Like in the anime, he currently has to fight without his teammates.
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