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 Super moves, and one of them ruthlessly punishing button mashers. Speaking of unforgiving punishes, Jiren's 2L may just be the best of its kind with insanely fast startup, ridiculous pushback, and medium scaling, making his stagger pressure absolutely fear-inducing. His stagger game is scariest and at its best in the corner, where one unsuccessful challenge from the opponent is enough to open up unique, devastating combos for Jiren that build up a lot of meter.

In addition to this incredible list of strengths, Jiren's mix-up game (as of v1.32) is also potent, allowing him to combine this strength with his already superb staggers and frametraps to break defenses. Players who love the stagger game, want to slow down the pace of play, enjoy accumulating massive damage, instill fear in over-aggressive players, and forcing the opponent into making mistakes will find themselves right at home with Jiren.
Jiren


DBFZ Jiren Portrait.png
Fastest Attacks
Reversals

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

Pros
Cons
  • Damage: Jiren has very high damaging combos, as well as immense damage on his Colossal Uppercut Level 1.
  • Stagger Pressure: 2L alone can be used to stagger endlessly with 5L, as well as catch jumping due to its massive hitbox, making Jiren one of the finest characters to start stagger pressure with.
  • Defense/Counters: Shock Tornado and Counter Impact are both very good counters with projectile and assist invulnerability that can be comboed from with assists.
  • Synergy: Solid assists, Level 1 Supers have good DHC potential, and his aerial ki blasts have great corner-carry (and can also be tagged from). His Infinity Rush is also stellar at special tagging, allowing the tagged-in character to secure oki with air Dragon Rush.
  • High Reward Mix-Ups: Jiren's 2M is fast enough to use as an option for high/low mix-ups; also retains medium scaling, leading to uniquely high damage off 50/50s.
  • Overwhelming Neutral: Jiren's 5S projectile is invulnerable to Ki blasts, while his 236S steamrolls through assists and other projectiles. His counters can force RPS (which is weighed in Jiren's favor) from neutral. Additionally, Jiren can also play keep-away safely with Infinity Rush, end scramble situations with 2L and counters, and boasts great anti-air tools, such as 2S.
  • Slow Command Grab: Jiren's 5H is a 26f command grab, and requires strong conditioning to land.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 All 11 5 21 -10
5LLL 600 / 300,700 All U3+ 13 1, - 25 -5 1-13 Head
5L
  • Has decent range.
  • Pushes the opponent back considerably.
  • Can cancel back into itself using 4L, but if you do you can't cancel into 2L for the rest of the string.

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. Note that there is an autotimed gap between this and every normal besides 5LL and 2L.


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
  • A projectile.
  • [] is on Smash hit.

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

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 8 4 20 -6
  • -6: not bad for staggers, but technically unsafe so it's not great either.

If Jiren's lights were anything 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
50, 1200 Throw U2 26 1 33
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
900 All 21 5 31 -10 4-22 Ki Blasts
  • Can destroy unarmored Ki Blasts and hit the opponent at the same time.
  • Cannot be superdashed through.
  • Jails into Vanish.
  • Tends to trade with armored Ki Blasts.

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. Use this move sparingly against armored Ki Blasts, as it often trades with them.

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 7 3 15 -2
  • Extremely good stagger button.
  • Can be chained from 5LL and 5M; strings such as 2L > 2M > 5M > 2L are possible, but if you add in a 5L anywhere you won't get the double 2L.
  • 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. Very fast and generous hitbox at seven frames. 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 9 6 19 -9
  • Jiren's only low, one of the fastest 2Ms in the game.
  • Fast enough to be used as an exceptionally damaging low option in high/low mix-ups.
  • Easily half screen range.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 3 25 -10 4- Head
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 14 5 26 -15 4- Head, 2- Head Guard Point
  • Activates 1 frame 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 continue blocking. This move is also Jiren's primary grounded way of comboing into superdash post-smash use, (I.E. after 5H).

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L 0
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
500×2 High 9 3 (1) 3
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 4
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
400×2 All 13
  • 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.

The neutral bully. This can control the entire screen when combined with a horizontal beam assist, j.236 and j.2H and put the opponent under lockdown. Superdashes aren't too difficult to deal with, so surprisingly effective tactic is to alternate between 5S and a j.S as low to the ground as possible.

Enables near full-screen corner carry if done twice in a combo, and becomes full-screen with the right vanish combo. For damage/when you're in the corner, you'll be using j.2S instead.

j.2H

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 [1000] High D1 23 [30] 4-11 Guard
  • [] 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 grounded.

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.

The guardpoint on this helps make Jiren a menace even in the air, as he's one of the only characters who has an airborne "anti-air" 2H. If the opponent ever superdashes at your screen control, they can be easily taken down with this.

j.2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
400×2 All 10
  • 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.

Due to the speed and angle, much more favorable for damaging combos over the other j.S thanks to the links and rejumps the aforementioned traits provide.

Special Moves

Infinity Rush

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 230×5 All 9 20 21 -5
236M 230×6 All U1+ 17 24 21 -5
236H 230×7 All U1+ 15 28 21 -5
j.236L 230×5 All 9 20 21 -5
j.236M 230×6 All U1+ 17 24 21 -5
j.236H 230×7 All U1+ 15 28 21 -5
All Versions
  • Range of strikes becomes further the "heavier" the button, such that the M version reaches about halfway across the screen (L < M < H).
  • 236L/236M 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 its disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S.


236H
  • 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 extending combos from raw Superdash into sliding knockdown.

Shock Tornado

214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 2300 All U2+ 4 25 15 4-25 All
214M 2400 All U2+ 1 20 8 1-20 Low
214H 2500 All U2+ 1 28 15 1-28 All
All Versions
  • 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 while retaining invincibility to everything else, meaning 214H will ignore pretty much any set-up, even Piccolo 236S or Beerus Orbs.

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.
  • 8 frames of recovery, and a total duration of 32. Better treated as a cancel to improve advantage than as a counter.
  • Has Frame 1 invincibility to low attacks.

Has very 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. You can also use 214M's reduced recovery to enable some links in combos, such as a Super Jump extension after a Smash 2H.

Since this move only counters lows compares to the other two catching all, this should not be treated as a counter at all outside of flaunting your ability to see into the future. Very risky to do so.


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

A go-to panic button. If you have the meter, it's a great tool to try and save Jiren, or even throw out once in a while to check your opponent and make them respect it.

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
1200 All 14 12 17 -2 4-35 P1
  • Invulnerable to projectiles and assists while the barrier is up.
  • Ridiculously high damage combo filler.
  • Has medium scaling, leading to insane damage.

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 (Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
1500 Throw U2+ 4 [5] 22-51 20
  • Guard point against all attacks except throws, 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, including a grounded 2H.
  • Will whiff on a move that would go behind Jiren after the parry, except for Rebellion Spear.
  • Values in [] are for the actual counterattack.

A "beats all" fullscreen counter move, at the cost of lesser immediate reward than 214X. Combined with Jiren's ability to keep the opponent away, 214S can now make the opponent afraid to challenge with anything at all, slowing down the pace of the game and making Jiren's on-screen presence insurmountable. While the opponent has a handful of counter-play options for this move, it isn't always easy to do it on reaction in the midst of 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. Will whiff on most DPs, but alternatively this also allows for a punish if the opponent doesn't Vanish out of it. Does not whiff against the DPs of SS Vegeta, Beerus, Cooler, SSB Gogeta's Heavy DP, and both Gohans' Heavy DPs. Although the situations where this will come into play aren't overly common, the threat of 214S is drastically increased when they do.

Z Assists

Assist A

Infinity Rush

Damage Guard Smash Startup Active Recovery On-Block Invuln
230×4 All 35 16 45 +43
  • Causes a wallbounce.

Hits about mid-screen length. 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 20 10 +29 8-30 P1
  • Retains projectile and assist 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 280 All 25 [20] +25
  • 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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 248×11 All 8+4 -23 8-19 Full Invul
j.236L+M 248×11 All 8+3 -45 8-17 Full Invul
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
2800 All 7+3 -26 [+14] 7-17 Full Invul
  • Minimum damage: 980
  • 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. Can also be DHC'd into by DHCing into a KO'd character slot.

Blazing Magnetron

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
1000×2, 2300 All 9+2 -28 [+28] 1-20 Full Invul
  • 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.

Colors

1Seasonal colors that can be unlocked at different times of the year.

2Unobtainable.

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