Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes | |
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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 | |
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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 |
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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 |
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... 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.
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