< DBFZ
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| 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 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. | |||
* Combo structure | * 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 | * Has no traditional 5H, instead he gets a slow grab. | ||
* 214S is | * 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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{{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 | ||
}} | }} | ||
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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/> | }}<nowiki/> | ||
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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 |caption2=''Oh please for the love of god don't DP | |image2=DBFZ_Jiren_CounterImpact2.png |caption2=''Oh please for the love of god don't DP'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} |
Revision as of 08:11, 27 May 2020
Jiren | |
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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.