DBFZ/Jiren/Combos

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< DBFZ‎ | Jiren
 Jiren
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
2S > SD > j.M(2)L > jc.LL(2)L (2S&2H) 2840 dmg / (DR) 2165 dmg (2H&2S) +.6 (DR) +1.2 All [2] Easy Basic midscreen sliding knockdown combo. Can be started with 2H or DR as well.
5LL > IAD j.M > 5M > 2S/2H > ... 2360... +0.5 All [2] Easy Optimal 5L conversion. Use 2H for the side-switch.
2M > 5M > jc.M(2)L > jc.LL(2)2S > SD > j.LL2H 3750 +1.05 All [1] Very Easy Basic assist-friendly combo. The final j.LL2H can be replaced with j.2S > j.2H if you reach the corner for more damage and better oki.
... > Vanish > 665L (whiff) > 5LLL > SD > j.M(2)L > jc.LL(2)2H 2595 (from 5S) -0.9 All [2] Easy depending on how early you do the auto combo you will side switch
... > Vanish > 665L (whiff) > 5LL > IAD j.M ▷ 5M > sjc.M(2)L > jc.LL(2)2S > SD > j.LL(2)2H 2875 (from 5S) -0.8 All [3] Medium Harder version of the previous vanish link. Not worth following up if you are not comfortable with the IAD j.M
2M > 5M > jc.M(2)L > j.236H ▷ 2M > 5M > jc.M(2)L > jc.LL(2)2S > SD > j.LL(2)2H 4697 -0.1 All [2] Easy One of the best midscreen combos with only minimal bar expenditure. NOTE: If scaled, replace the final j.2H with a regular j.H, else it will whiff.
2L > 5LL > IAD j.M ▷ 5M > sjc.M(2)LLS > SD > j.M(2)L > jc.LL > (j.2S) > j.2H 4190 (4310) 1.4 All [3] Medium Optimal starter midscreen with an SKD. Does work scaled. The (j.2S) is for if you end up in the corner, which allows you to tack on some extra damage.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 236M > 2M > 5S > 5H > 2S > SD > j.M > 7jc.M(1)2S, j.LL2S2H 4637 ~1.4 All [2] Easy
5H > 5S > 2S > SD > j.M > 7jc.M(1)2S, j.LL2S2H 3100 ~1.1 All [2] Easy Confirm from 5H in the corner.
2M > 5M > jc.M > 7jc.M(1)2S, j.LL2S > SD > j.LLS > j.236M > [j.DR] 4145 ~1.45 All [2] Easy
214S (catch) > 5L > jc.M > 7jc.M(1)2S, j.LLS > SD > j.LL2S2H 2930 ~1.8 All [3] Medium Big meter gain, but not worth using damage wise. The 5L after the 214S requires timing, you can't mash it. Otherwise, it's an easy combo.
2M > 5M > jc.M2S > j.236H > land > 2L > 5M > jc.M > 7jc.M(1)2S, j.LL2S > SD > j.LL2H ? -.5 All
2L > 5LL > 2M > 5M > jc.M(2) > 7jc.M(1) > j.2S > j.LS > j.236M > land > 2L > sjc.M(2)LL > jc.LL(2)S > SD > j.LL(2)2S2H(not held) 5242 2.2 All [4] Hard Slightly modified from ArGin loops. One of Jiren's signature health bar destroying combos.
2L > 5LL > 2M > 5S > 236M > heavy delay 2L > 5LL > sjc.M(2) > j.LL > 7jc.M(1) > j.2S > j.LLS > SD > j.LL > j.2SH(not held) 5290 2.5 All [4] Hard Go-to Jiren combo in the corner, does work with scaled starter and gets skd.

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > {jc.M2S > airdash j.L (whiff) > 2L} Anywhere ? ? All Sparking j.2S loops.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.LLL > Assist > 2S > ... Anywhere ? ? All Useful due to how long Jiren's smashless extensions are.

Combo Theory

Jiren's combo structure is quite different from the rest of the cast. Most importantly, his air Ki Blasts allow him to superdash mid combo without using smash, something very few other characters can do. On top of that, it's important to know that 2S and 2H serve the same purpose, but 2H launches the opponent to the other side (useful for corner escapes). In the corner, j.2S will almost always combo into j.2H, which always gives Jiren a slide knockdown.

Video Examples

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