(Strengths / Weaknesses) |
No edit summary |
||
Line 73: | Line 73: | ||
Easily the coolest looking autocombo ender in the game. | Easily the coolest looking autocombo ender in the game. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
Line 87: | Line 87: | ||
* Jump-cancelable on hit. | * Jump-cancelable on hit. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
Line 108: | Line 108: | ||
Not armored, so be careful throwing this out in strings. | Not armored, so be careful throwing this out in strings. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
Line 126: | Line 126: | ||
Can combo into 2S in the corner. | Can combo into 2S in the corner. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
Line 142: | Line 142: | ||
This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake. | This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
Line 158: | Line 158: | ||
* Easily half screen range. | * Easily half screen range. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
Line 176: | Line 176: | ||
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. It is generally better to use 2S due to the fact it doesn't sideswitch. | 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. It is generally better to use 2S due to the fact it doesn't sideswitch. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
Line 194: | Line 194: | ||
Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H). | Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H). | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
Line 210: | Line 210: | ||
Jiren's low threat is pretty lacking so you most likely won't be using this much. | Jiren's low threat is pretty lacking so you most likely won't be using this much. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
Line 225: | Line 225: | ||
Useful combo extention tool in the corner after j.2S. | Useful combo extention tool in the corner after j.2S. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
Line 239: | Line 239: | ||
* Double-jump-cancelable. | * Double-jump-cancelable. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
Line 255: | Line 255: | ||
* Autocombo version wallbounces in the corner and provides one random Dragon Ball. | * Autocombo version wallbounces in the corner and provides one random Dragon Ball. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
Line 271: | Line 271: | ||
* Can be used immediately off the ground as a standard Ki Blast instead of 5S | * Can be used immediately off the ground as a standard Ki Blast instead of 5S | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
Line 289: | Line 289: | ||
*After the Season 3 buffs, both the charged and uncharged versions cause a sliding knockdown regardless of when the attack hits | *After the Season 3 buffs, both the charged and uncharged versions cause a sliding knockdown regardless of when the attack hits | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ||
Line 306: | Line 306: | ||
* Can end combos relatively close to the ground with this & convert into Level 1 mid-screen | * Can end combos relatively close to the ground with this & convert into Level 1 mid-screen | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Special Moves== | ==Special Moves== | ||
Line 349: | Line 349: | ||
Mostly blockstring or combo filler. Notable for being Jiren's only special that gives him a true blockstring, but it's unsafe. | Mostly blockstring or combo filler. Notable for being Jiren's only special that gives him a true blockstring, but it's unsafe. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Shock Tornado</font>====== | ======<font style="visibility:hidden;font-size:0">Shock Tornado</font>====== | ||
Line 389: | Line 389: | ||
Jiren's staple counter. Overall, it's extremely risky and has very low reward without meter. You should really only use this as an attempt at escaping pressure. Any normal would do a better job of countering and punishing the opponent's mistakes than this. | Jiren's staple counter. Overall, it's extremely risky and has very low reward without meter. You should really only use this as an attempt at escaping pressure. Any normal would do a better job of countering and punishing the opponent's mistakes than this. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Grand Charge</font>====== | ======<font style="visibility:hidden;font-size:0">Grand Charge</font>====== | ||
Line 409: | Line 409: | ||
This move is too slow to use effectively in neutral, but it functions as a devastating frametrap in blockstring. You get a massive combo if it trades and it jails into vanish. | This move is too slow to use effectively in neutral, but it functions as a devastating frametrap in blockstring. You get a massive combo if it trades and it jails into vanish. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Counter Impact</font>====== | ======<font style="visibility:hidden;font-size:0">Counter Impact</font>====== | ||
Line 438: | Line 438: | ||
Only use this to beat high committal moves like Kamehameha, or against ki-blast happy opponents like Z Broly (but even then, be careful). Be extremely careful, as characters can still use their Level 3s right when they see the freeze which can very well get you [[DBFZ/Goku#Super_Spirit_Bomb| spirit bombed]]. Not worth the risk. | Only use this to beat high committal moves like Kamehameha, or against ki-blast happy opponents like Z Broly (but even then, be careful). Be extremely careful, as characters can still use their Level 3s right when they see the freeze which can very well get you [[DBFZ/Goku#Super_Spirit_Bomb| spirit bombed]]. Not worth the risk. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Z Assists== | ==Z Assists== | ||
Line 457: | Line 457: | ||
(As of ver 1.21 the wallbounce now acts similar to gogeta and is easier to use midscreen) | (As of ver 1.21 the wallbounce now acts similar to gogeta and is easier to use midscreen) | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
Line 472: | Line 472: | ||
29 Frames of Blockstun | 29 Frames of Blockstun | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
Line 487: | Line 487: | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Super Moves== | ==Super Moves== | ||
Line 511: | Line 511: | ||
All things accounted for, this is a pretty good super. Too bad it's overshadowed by its H+S counterpart. | All things accounted for, this is a pretty good super. Too bad it's overshadowed by its H+S counterpart. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Colossal Uppercut</font>====== | ======<font style="visibility:hidden;font-size:0">Colossal Uppercut</font>====== | ||
Line 530: | Line 530: | ||
Best used in the corner to finish off the opponent. Has some good DHC potential as well. | Best used in the corner to finish off the opponent. Has some good DHC potential as well. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Blazing Magnetron</font>====== | ======<font style="visibility:hidden;font-size:0">Blazing Magnetron</font>====== | ||
Line 549: | Line 549: | ||
* 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. | * 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Navigation== | ==Navigation== |
Revision as of 11:34, 23 April 2020
Jiren | |
---|---|
Play-style | Defensive, Counter |
Team Role | Middle |
Overview
"Strength is everything. All is possible with power and power alone."
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.
- 2L is a heavenly button, trading low mixup for excellent stagger strings that most characters can't even challenge out of. 2L can also catch opponents trying to jump.
- 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.
- All of his assists are fantastic, A assist acting as lockdown and B assist acting as a projectile immune lariat which is quite fast and has slightly more range than Bardock's.
- Good ranged game with a quick "beam" 5S and a large j.S that can be buffered into 236L in case the opponent superdashes.
- Can easily cream people without matchup familiarity. 214S can be used to stop careless assist usage, but you really shouldn't use it otherwise.
- 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.
- Although he has great lights for stagger, all of his other buttons are unsafe as is 236X. While 236S is safe, it is not a true blockstring. This makes an assist desired for him so he can keep his pressure going once he goes past his lights.
- His counters are ignored by armored attacks, which may or may not be a bug. He also needs meter to combo off of them.
- Atypical combo structure makes him difficult for beginners, and requires labbing.
- Has no traditional 5H, instead he gets a slow grab. See Con 1 as to why that's bad, on top of hurting his neutral and combos.
- 214S is absolutely terrible. Although it beats assists, it's easy to bait and punishable on reaction by invincible moves. Everyone can avoid it one way or another. All for pitiful damage unless you spend meter yourself.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M | Template:AttackDataHeader-DBFZ |
---|
5H
5H | Template:AttackDataHeader-DBFZ |
---|
5S
5S | Template:AttackDataHeader-DBFZ |
---|
2L
2L | Template:AttackDataHeader-DBFZ |
---|
2M
2M | Template:AttackDataHeader-DBFZ |
---|
2H
2H | Template:AttackDataHeader-DBFZ |
---|
2S
2S | Template:AttackDataHeader-DBFZ |
---|
6M
6M | Template:AttackDataHeader-DBFZ |
---|
j.L
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H
j.2H | Template:AttackDataHeader-DBFZ |
---|
j.2S
j.2S | Template:AttackDataHeader-DBFZ |
---|
Special Moves
Infinity Rush
Infinity Rush 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Shock Tornado
Shock Tornado 214L/M/H |
Template:AttackDataHeader-DBFZ |
---|
Grand Charge
Grand Charge 236S |
Template:AttackDataHeader-DBFZ |
---|
Counter Impact
Counter Impact 214S |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Assist A
Infinity Rush Assist A |
Template:AttackDataHeader-DBFZ |
---|
Assist B
Grand Charge Assist B |
Template:AttackDataHeader-DBFZ |
---|
Assist C
Flash Fist Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
Colossal Slash
Colossal Slash 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Colossal Uppercut
Colossal Uppercut 236H+S |
Template:AttackDataHeader-DBFZ |
---|
Blazing Magnetron
Blazing Magnetron 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
---|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.