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 at 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 spite of his incredible list of strengths, Jiren's mix-up game is definitely shaky, focusing primarily on staggers and frametraps to break defenses as opposed to traditional mix-ups. His only avenues for mix-ups are his 5H, a slow and reactable command grab, and IAD j.M, which can be anti-aired.

Nonetheless players who love the stagger game, want to slow down the pace of play, accumulate massive damage, and in general love forcing the opponent into making mistakes will find themselves right at home with Jiren.


"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, where Jiren learned in those 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.
Playstyle
DBFZ Jiren Icon.png 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 with 5L, making Jiren one of the finest characters to start stagger pressure with.
  • Assist Variety: A is a great mid-screen combo extender, decent neutral tool, and has very high blockstun, while B is also 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.
  • Synergy: Both level 1 Supers have good DHC potential, and his aerial ki blasts can tag other characters in mid-combo while being near full-screen corner carry.
  • Mix-up: Needs heavy conditioning to open opponents up with no fast lows. His 5H grab, designed to be one of his primary mix-up tools, is slow and punishable.
  • Offensive Neutral: Jiren ironically lacks any real tools for getting in himself outside of universal mechanics, hampered even more by his lack of mix-ups.

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 700 All - 11 5 21 -10 -
5LLL 600 [300,700] All U3+ 13 1, - 25 -5 -

  • 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

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
900 All - 22 5 30 -6 -

  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 8 3 15 -2 -

  • Extremely good stagger button.
  • 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. Very fast and generous hitbox at eight 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

2H

2S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 18 5 26 -11 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

j.L

j.M

j.H

j.S

j.2H

j.2S

Special Moves

Infinity Rush

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 230*5 All - 12 20 21 -5 -
Air L 230*5 All - 12 20 21 -5 -
Ground M 230*6 All U1+ 17 24 21 -5 -
Air M 230*6 All U1+ 12 24 21 -5 -
Ground H 230*7 All U1+ 17 28 21 -5 -
Air H 230*7 All U1+ 12 28 21 -5 -

  • 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 its 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 extending combos from raw Superdash into sliding knockdown.

Shock Tornado

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 2300 All U1+ 4 25 15 - -
M 2400 All U1+ 4 20 8 - -
H 2500 All U1+ 1 28 15 - -

  • 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 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.

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.

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

Counter Impact

214S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1500 Throw U1+ 4 [5] 22-51 20 - -

  • 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.
  • Will whiff on a move that would go behind Jiren after the parry, except for Rebellion Spear.
  • Values in [] are for the actual counterattack.

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. 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.

Will whiff on most DPs, but alternatively this allows for a punish if the opponent does not Vanish out of it. Does not whiff against the DPs of SSJ Vegeta, Beerus, Cooler, Gogeta's Heavy DP, and both Gohans' Heavy DPs.

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

Z Assists

Assist A

Infinity Rush

Assist B

Grand Charge

Assist C

Flash Fist

Super Moves

Colossal Slash

236L+M (Air OK)

Colossal Uppercut

236H+S

Blazing Magnetron

214L+M or 214H+S

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Jiren/Data.