< DBFZ
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==Overview== | ==Overview== | ||
{{Bio | |||
| name = Jiren | |||
| game = DBFZ | |||
| quote = Strength is everything. All is possible with power and power alone. | |||
| lore = | |||
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.) | 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.) | ||
}} | |||
===Playstyle=== | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|Jiren}} is a defensive character who controls the flow of the match with his array of counters and anti-neutral tools. | | intro = {{Character Label|DBFZ|Jiren}} is a defensive character who controls the flow of the match with his array of counters and anti-neutral tools. | ||
| pros = | | pros = | ||
* | * Relatively simple gameplan. | ||
* Very | * Very high damage and corner carry. | ||
* | * Excellent stagger pressure with his lights. | ||
* Combo structure synergizes well with assists. | |||
* Combo structure | * 2L is the god button. Huge damage, huge range, can reverse beat into it from 5LL, beats jumping, you name it. | ||
* | * Huge normals and good projectiles, solid neutral game overall. | ||
* | * Amazing assists. | ||
| cons = | | cons = | ||
* | * Terrible, terrible mixup. Requires heavy conditioning to open the opponent up, lest you risk getting mashed out. | ||
* | * Cannot safely end a string if he proceeds past his light normals. | ||
* | * Specials as a whole are not noteworthy. | ||
* | * Counters require meter to combo after and still lose to grabs unlike a regular DP. | ||
* Has no traditional 5H, instead he gets a slow grab. | |||
* 214S is bar none the worst special move in the game. | |||
}} | }} | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
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|image=DBFZ_Jiren_5L.png |caption= | |image=DBFZ_Jiren_5L.png |caption= | ||
|image2=DBFZ_Jiren_5LL.png |caption2= | |image2=DBFZ_Jiren_5LL.png |caption2= | ||
|image3=DBFZ_Jiren_5LLL.png |caption3='''''Owari | |image3=DBFZ_Jiren_5LLL.png |caption3='''''Owari da''''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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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>====== | ||
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* 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>====== | ||
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* Slower than average grab. | * Slower than average grab. | ||
* Can only be used once per combo | * Can only be used once per combo | ||
Useful in corner combos, as you can go straight into 2S and superdash for a followup. Midscreen, you can use 5S and vanish. | Useful in corner combos, as you can go straight into 2S and superdash for a followup. Midscreen, you can use 5S and vanish. It is extremely slow, but you can occasionally catch people with it if they're not expecting it. DO NOT overuse it, as it is easy for your opponent to mash out of it. You're most likely to use this in a corner combo because of how slow it is and how much damage it does. | ||
It is extremely slow, but you can occasionally catch people with it if they're not expecting it. DO NOT overuse it, as it is easy for your opponent to mash out of it. | |||
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>====== | ||
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* Cannot be superdashed through | * 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. | 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. | ||
Can combo into 2S and 5H in the corner. | |||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
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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>====== | ||
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* 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>====== | ||
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* Launches higher with more hitstun if Smash hasn't been used. | * Launches higher with more hitstun if Smash hasn't been used. | ||
* Causes a wallbounce behind Jiren. | * 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. It is generally better to use 2S due to the 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>====== | ||
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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>====== | ||
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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>====== | ||
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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>====== | ||
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* 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>====== | ||
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* 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>====== | ||
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* 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>====== | ||
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{{Description|8|text= | {{Description|8|text= | ||
* [] is on fully charged. | * [] is on fully charged. | ||
*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>====== | ||
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* 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== | ||
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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>====== | ||
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*Jiren prepares for a counter-attack. 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 prepares for a counter-attack. 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. | ||
*Cannot be comboed after. Requires Vanish or Meter to do any real damage from this. | *Cannot be comboed after. Requires Vanish or Meter to do any real damage from this. | ||
*Will not counter projectiles or grabs. | *Will not counter projectiles or grabs. | ||
Jiren's staple counter. | Jiren's staple counter. Deals a good chunk of damage, but it's effectively a glorified DP and as such is quite risky. Unlike a DP, you can't empty vanish in Sparking to save yourself and you will still lose to Dragon Rush, so you're trading some protection for damage. | ||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Grand Charge</font>====== | ======<font style="visibility:hidden;font-size:0">Grand Charge</font>====== | ||
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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>====== | ||
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|input=214S | |input=214S | ||
|image=DBFZ_Jiren_CounterImpact1.png |caption=''"I'm waiting!"'' | |image=DBFZ_Jiren_CounterImpact1.png |caption=''"I'm waiting!"'' | ||
|image2=DBFZ_Jiren_CounterImpact2.png | |image2=DBFZ_Jiren_CounterImpact2.png |caption2=''Oh please for the love of god don't DP'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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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== | ||
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(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>====== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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>====== | ||
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}} | }} | ||
}} | }}<nowiki/> | ||
==Super Moves== | ==Super Moves== | ||
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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>====== | ||
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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>====== | ||
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* 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 08:11, 27 May 2020
Jiren | |
---|---|
Play-style | Defensive, Counter |
Team Role | Middle |
Overview
"Strength is everything. All is possible with power and power alone." | |
Lore: | 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.) |
Playstyle
Jiren Jiren is a defensive character who controls the flow of the match with his array of counters and anti-neutral tools.
Pros
Cons
- Relatively simple gameplan.
- Very high damage and corner carry.
- Excellent stagger pressure with his lights.
- Combo structure synergizes well with assists.
- 2L is the god button. Huge damage, huge range, can reverse beat into it from 5LL, beats jumping, you name it.
- Huge normals and good projectiles, solid neutral game overall.
- Amazing assists.
- Terrible, terrible mixup. Requires heavy conditioning to open the opponent up, lest you risk getting mashed out.
- Cannot safely end a string if he proceeds past his light normals.
- Specials as a whole are not noteworthy.
- Counters require meter to combo after and still lose to grabs unlike a regular DP.
- Has no traditional 5H, instead he gets a slow grab.
- 214S is bar none the worst special move in the game.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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j.2S
j.2S | Template:AttackDataHeader-DBFZ |
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Special Moves
Infinity Rush
Infinity Rush 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Shock Tornado
Shock Tornado 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Grand Charge
Grand Charge 236S |
Template:AttackDataHeader-DBFZ |
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Counter Impact
Counter Impact 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Infinity Rush Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Grand Charge Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Flash Fist Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Colossal Slash
Colossal Slash 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Colossal Uppercut
Colossal Uppercut 236H+S |
Template:AttackDataHeader-DBFZ |
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Blazing Magnetron
Blazing Magnetron 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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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.