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. (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, 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.