DBFZ/Jiren

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Overview
Overview

Jiren is a counter character with explosive damage output and incredible defensive options, which fits with a guy who is usually stronger than the other person. Jiren has an assortment of counters, one of them working against pretty much anything except for a super (albeit with a short time before attacking) and one of them utterly flattening button mashers. Not terrified? Jiren's 2L may just be the best of its kind, with insanely fast startup, ridiculous pushback, and medium scaling, making his stagger pressure fear-inducing at best, and a big "nope" at worst. Once he's got you caught in the corner, you will probably wonder where half your health bar went as he hammers away with his devestating, unorthodox combos. However, in spite of his incredibe list of strengths, his mixup game is definitely shaky. Jiren nearly entirely focuses on mindgames to break through the opponents defenses, and his only real mixup tool replaces his 5H with a slow and reactable grab.

After being update after update placed as contender for "worst character in FighterZ", new buffs have made Jiren a real and serious threat, that can rip apart entire teams in more than just his dreams. If you've got a good amount of time with the game, Jiren is seriously worth trying out.

"Strength is everything. All is possible with power and power alone."
Lore:The strongest mortal of Universe 11, Jiren, abandoned by his friends and losing his family, believed strength was the only salvation for his past, and sought to attain insurmountable might, eventually surpassing all of the Gods of Destruction despite only being a mortal. He would eventually join the Pride Troopers, the justice squad of Universe 11, and became their champion. Joining the Tournament of Power, 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. Thinking nothing of Son Goku at first, the latter would eventually attain Ultra Instinct, and would ultimately win against Jiren, ultimately learning in the last few minutes of the tournament what trust really meant. After his universe was restored, he gained new respect for the Pride Troopers, his friends, and vowed to challenge and defeat Goku the next time, ultimately overcoming his haunted past.

 Jiren  Jiren is a rugged, defensive character that can dish out brutal punishes with an array of counters.

Pros
Cons
  • Damage: Jiren has very high damage output, and heavily punishes mashers.
  • Stagger Pressure: 2L alone can be used to stagger endlessly along with 5L, making Jiren one of the finest characters to start stagger pressure with if respected.
  • Assist Variety: A is a reliable mid-screen combo extender with really high blockstun, and B is a fast projectile-invulnerable charge.
  • Counters: Shock Tornado and Counter Impact are both very good counters with projectile and assist invulnerability, the latter of which can also counter grabs.
  • Mix-up: Requires heavy conditioning to open opponents up. His unique 5H grab, designed to be one of his primary mix-up tools, is slow and punishable.
  • Unorthodox: Jiren requires your time and patience to learn, given his tremendously different routes and playstyle compared to, for example's sake, the shotos.


Jiren
DBFZ Jiren Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • 5L has 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 lightly launches the opponent.
  • Can also be jumped out of straight after.

Solid button. The most common follow up to a 5LL launch is an Instant Air-Dash (IAD) j.M. Even better given that 2L scales like a medium, meaning you can chain from there.


  • 5LLL is a projectile
  • [] is on Smash hit.

Easily the coolest looking autocombo ender in the game. Has decent corner carry to boot.

5M

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  • Jump-cancelable on hit.
  • -6: not bad for staggers, but technically unsafe.

If Jiren's lights were anyting less than terrific, this would be his go-to for staggers. That being said, not half bad as a button on it's own. Mostly relegated to combo and assist/gapless blockstring filler.

5H

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  • Slower than average grab.
  • Can only be used once per combo.

It is very slow, but you can occasionally catch people being complacent. DO NOT overuse it, as it is very easy for your opponent to mash out, however, being a normal, you can option-select this move by Vanishing anything the opponent does as a failsafe.

Useful in corner combos, as you can go straight into 5S > 2S and then Superdash. At mid-screen, you can use 5S and then Vanish.

5S

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  • Can destroy other Ki Blasts and hit the opponent at the same time.
  • Projectile Invuln during startup.
  • Cannot be superdashed through.

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. Amazing as a neutral tool as it can be thrown out on reaction to Ki Blasts without worrying your opponent will level 3 you in retaliation. Super invalidates Z Broly, which is always a bonus.

Weirdly enough, it has enough hitstun to combo into 2H midscreen. It's most common use is combo-ing into 2S and 5H in the corner.

2L

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  • Extremely good stagger button.
  • Ridiculously fast for it's worth at eight frames, and it used to be ten. Why they made such a godly tool even faster is beyond our understanding.
  • Can be chained from 5LL.
  • Can be jumped out of. This means if you poke the opponent while they're in the air, you can immediately follow up.
  • Scales like a medium attack, making it a powerful starter.

This is what dreams are made of; the ultimate stagger pressure tool + ToD starter, and also makes the screen shake. You must let the move fully end to let it pushback far enough to make enemy jabs whiff. Can still lose to characters with long-ranged jabs such as Vegito, Z Broly, and Zamasu.

Do not get hit by this.

2M

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  • Jiren's only low.
  • Easily half screen range.

Pretty good starter like most 2Ms are, although Jiren also possesses 2L to start combos. Picking this is generally if you catch the opponenet blocking poorly, expecting IAD j.M or similar overhead options.

2H

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  • 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

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  • Activates 2 frames after it catches something, but the overall invul is the same as 2H.
  • Uses up Jiren's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • Possesses a capture state so it can't be safe jumped, and the capture state makes it easy to hit-confirm.
  • Reflects weak projectiles.
  • Always wallbounces in the corner.

Much better than Jiren's 2H as an anti-air for several reasons. It has a more generous hitbox, is about twice as fast in being invulnerable, cannot be safe-jumped, is immune to ki blasts, and for the cherry at the top, has less recovery.

If blocked in the air, Jiren can go into 236X or even 236S to put the opponent on block for a mix-up with assists, or also frametrap if the opponent does not block. This move is also Jiren's primary grounded way of comboing into superdash post-smash use, (I.E. after 5H).

6M

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  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes of Jiren's j.H.

One of Jiren's mixup tools, albeit not great. Thanks to his counters, 5L, and 2L, Jiren is actually quite a threat in Clash scenarios. This is likely to happen frequently as Jiren doesn't have any other grounded overhead to threaten with.

j.L

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  • Double-jump cancelable.

Useful combo extention tool in the corner after j.2S. Hits a little higher than you'd like for mixups, but still usable. Good air jab overall.

j.M

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  • Good air-to-air button.

This singlehandedly gives Jiren the fastest IAD overhead in the game, as it'll hit most crouchers on its first hit within 9 frames of startup. Its huge hitbox also makes it great for neutral and jabbing out Superdash.

j.H

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  • [] is on Smash hit.
  • Knockdown state changes depending on Jiren's usage of his Smash.

Mostly used for Okizeme and safejump set-ups, otherwise is an inferior sliding knockdown ender to j.2H or 236M > DR at the corner.

j.S

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  • Causes a light wallbounce.
  • High untech time.
  • Can combo into tag for mid-combo character switches.
  • Can be used immediately off the ground as a standard Ki Blast instead of 5S.

Enables near full-screen corner carry if done twice in a combo, and becomes full-screen with the right vanish combo.

j.2H

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  • [] is on fully charged.
  • Both the charged and uncharged versions cause a sliding knockdown when done in air. must use charged version to get sliding knockdown when opponent is grouded.

Primary way to get sliding knockdown mid-screen. To combo into the charged version, must be buffered right after j.2S at the corner provided the hitstun decay isn't at the minimum.

j.2S

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  • 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.
  • You can IAD out of this move using Sparking!. This is about as crazy at it sounds.

"Jails" into Super Dash at a certain distance (the opponent can GC Reflect since it's still just a Ki Blast), and can stuff the startup of a 2H from a slightly further distance.

Special Moves

Infinity Rush

236L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • Range of strikes becomes further the "heavier" the button. ( L < M < H )
  • L/M wallbounces, they are mostly used at corner combos.

Jiren's best blockstring ender, being safe on block and a true string from his M/H buttons. If you plan on frametrapping, it's usually better to use 236S instead.

Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S.


  • H launches the opponent.
  • Covers a wide range, being the longest distance of the 3 versions.
  • Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, j.H causes a sliding knockdown.

Jiren's primary way of comboing into sliding knockdown from raw Superdash combos in the air without sacrificing too much bar for damage.

Shock Tornado

214L/M/H

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L
M
H

  • 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 is invulnerable to assists or projectiles in the duration.
  • Builds half a bar on being hit by a strike or a projectile, and then up to 75% of a bar on successful counter.
  • Duration is extended if it comes into contact with assists or projectiles.

Deals a good chunk of damage, but needs resources to combo after. Will only be triggered by the opponent's own physical hits, meaning 214H will ignore pretty much any set-up, even Piccolo 236S or Beerus Balls.

If the opponent fires a beam at this and vanishes, they can still get punished by the Light and Heavy counters.


214L
  • Stands and counters all physical hits.

The most common counter iteration of Shock Tornado Jiren will use, as it's 4 frame start-up will be useful for baiting the opponent into mashing a 6-frame jab on -2 situations, like after 236S or 2L.


214M
  • Crouches, and only counters low attacks.

Extremely risky and best avoided in most scenarios, but it thankfully has low recovery. Ending a blockstring in his low parry gives considerable pushback to where only certain characters can challenge you without using their 2M. And if they do use 2M the move counters them, and if they use anything else the low recovery can make Jiren safe.

Since this move only counters lows, it is naturally less useful than the other two versions because of its linearity. This version does allow for a Super Jump extension after a Smash 2H, thanks to the low recovery.


214H
  • Stands and counters all physical hits.
  • Invincible from frame 1.
  • Will deal only recoverable blue health damage.

This is your go-to panic button. If you have the meter, it's a great tool to try and save Jiren, but is essentially a glorified DP.

You can also gamble using this in a situation where all pressure resources have been expended, and the opponent proceeds to take their turn.

Grand Charge

236S

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  • Invulnerable to projectiles while the barrier is up.
  • Ridiculously high damage combo filler.
  • Frame-traps from any normal.

Travels 50% of the screen and is absolutely devastating to get hit by. Be a bit wary since it's on the slower side compared to other lariats.

Can be used after a j.2H ender for a tad-bit better Okizeme.

Counter Impact

214S

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  • Guard point against all attacks beside Supers and Sparking Blast.
  • Hold the button to extend the parry duration.
  • On successful parry, Jiren teleports to the opponent's location, performing a ground throw if they're grounded or an air throw if they're airborne.
  • The opponent can punish this by correctly timing a Vanish, reversal, or specific move that can beat it.
  • Values in [] are for the actual counterattack.

Thanks to the 3.5 buffs, this move went from atrocious to incredibly scary. While the opponent has a handful of counter-play options for this move, it can be hard to do it on reaction, and almost must be anticipated/baited to be countered. Nonetheless, the move is useful for slowing down the pace of the match, as it counters nearly every type of move in the game. Don't overuse the move, otherwise the opponent might just raw level 3 and end your life right there.

In the corner, you can convert off of it meterless with the right combo.

Z Assists

Assist A

Infinity Rush

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  • Causes a wallbounce.

Hits about mid-screen length and very good at combo extensions and blockstring pressure. Absolutely fantastic as both a combo and blockstring assist, as it has great frame advantage as well as re-centering and wallbouncing the opponent on hit. It's also quite possible to use as a neutral tool if you use it like a wall on demand, as its disjoint makes it hard to challenge.

Assist B

Grand Charge

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  • Retains projectile invul like the normal version.

A fast lariat-style assist, similar to Bardock A but in fact travels farther (Jiren spawns further). Projectile invulnerability makes it a compelling choice, but Assist A is the go-to unless your character relies on command grabs.

Assist C

Flash Fist

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  • Projectile invulnerable like 5S.
  • Gives a free confirm on hit.

Another good assist. Mostly a neutral and combo assist, as +25 usually isn't enough frame advantage to get a mixup on block. As a neutral tool, it's fantastic. Blows through Ki Blasts, clashes with beams, and gives a free confirm on hit.

Super Moves

Colossal Slash

236L+M (Air OK)

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Ground
Air

  • Minimum damage: 74*11 (814)
  • If used on the ground/as a DHC, sets up an IAD safejump that beats 2H.

This is a pretty good super to DHC from, and in conjunction with a really fast/low recovery super, can set up for solid post level 1 oki at the corner, similar to Kid Buu's aerial super.

Colossal Uppercut

236H+S

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  • Minimum damage: 888
  • Impaired horizontal range

The definitive super for finishing opponents, and grants very desirable oki post-use, but less than a regular sliding knockdown. Has some good DHC potential, such as enabling Goku's Super Spirit Bomb to land.


Blazing Magnetron

214L+M or 214H+S

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  • 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.
  • Leaves Jiren +28 on hit.

High damage for a level 3, but below average advantage. Jiren's safest option is IAD j.M.

External References

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.

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