< DBFZ
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
- 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.
- Requires meter to combo off of his risky counters.
- 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 |
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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) |
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Shock Tornado
Shock Tornado 214L/M/H |
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Grand Charge
Grand Charge 236S |
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Counter Impact
Counter Impact 214S |
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Z Assists
Assist A
Infinity Rush Assist A |
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Assist B
Grand Charge Assist B |
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Assist C
Flash Fist Assist C |
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Super Moves
Colossal Slash
Colossal Slash 236L+M (Air OK) |
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Colossal Uppercut
Colossal Uppercut 236H+S |
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Blazing Magnetron
Blazing Magnetron 214L+M or 214H+S |
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To edit frame data, edit values in DBFZ/Jiren/Data. Be sure to update both the
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and the move Full
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