DBFZ/Jiren/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+DBFZ L Prompt.png becomes 236L.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
c = Close
f = Far
j = Jump
sj = Super Jump
= After landing.
CH = Counter Hit
JC = Jump Cancel
SJC = Super Jump Cancel
[X] = Hold input.
-X- = Release input
]X[ = Alternate release input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
MBU = Majin Buu
RSH = Master Roshi
NAP = Nappa
PIC = Piccolo
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = SSB Vegito
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2S > SD > j.M(2)L > jc.LL(2)L (2S&2H) 2840 dmg / (DR) 2165 dmg (2H&2S) +.6 (DR) +1.2 All Basic midscreen sliding knockdown combo. Can be started with 2H or DR as well.
5LL > IAD j.M > 5M > 2S/2H > ... ? ? All Optimal 5L conversion.
2M > 5M > jc.M(2)L > jc.LL(2)2S > SD > j.LL(2)L ? ? All Basic assist-friendly combo. The final j.LLL can be replaced with j.2S > j.2H if you reach the corner for more damage and better oki.
... > Vanish > 665L (whiff) > 5LL > SD > j.ML > jc.LL2H ? -1 All
... > Vanish > 665L (whiff) > 5LL > IAD j.M > 5M > jc.ML > jc.LL2S > SD > j.LL2H ? -1 All
2M > 5M > jc.ML > jc.LL2S > SD > j.236H > 2M > 5M > jc.LL2S > SD > j.LL2H ? ? All

Corner[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 236M > 2M > 5S > 5H > 2S > SD > j.M > 7jc.M(1)2S, j.LL2S2H ? ~5000 All Easy
5H > 5S > 2S > SD > j.M > 7jc.M(1)2S, j.LL2S2H ? ? All
2M > 5M > jc.M > 7jc.M(1)2S, j.LL2S > SD > j.LLS > j.236M > j.DR/j.LL2S2H ? ? All
214S (catch) > 5L > jc.M > 7jc.M(1)2S, j.LLS > SD > j.LL2S2H ? ? All
2M > 5M > jc.M2S > j.236H > land > 2L > 5M > jc.M > 7jc.M(1)2S, j.LL2S > SD > j.LL2H ? -.5 All

Sparking[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > {jc.M2S > airdash j.L (whiff) > 2L} Anywhere ? ? All Sparking j.2S loops.

Assist[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.LLL > Assist > 2S > ... Anywhere ? ? All Useful due to how long Jiren's smashless extensions are.

Combo Theory[edit]

Jiren's combo structure is quite different from the rest of the cast. Most importantly, his air Ki Blasts allow him to superdash mid combo without using smash, something very few other characters can do. On top of that, it's important to know that 2S and 2H serve the same purpose, but 2H launches the opponent to the other side (useful for corner escapes). In the corner, j.2S will almost always combo into j.2H, which always gives Jiren a slide knockdown.

Video Examples[edit]

Navigation[edit]


Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc