Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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 | Basic midscreen sliding knockdown combo. Can be started with 2H or DR as well. | |
5LL > IAD j.M > 5M > 2S/2H > ... | ? | ? | All | Optimal 5L conversion. | |
2M > 5M > jc.M(2)L > jc.LL(2)2S > SD > j.LL(2)L | ? | ? | All | Basic assist-friendly combo. The final j.LLL can be replaced with j.2S > j.2H if you reach the corner for more damage and better oki. | |
... > Vanish > 665L (whiff) > 5LL > SD > j.ML > jc.LL2H | ? | -1 | All | ||
... > Vanish > 665L (whiff) > 5LL > IAD j.M > 5M > jc.ML > jc.LL2S > SD > j.LL2H | ? | -1 | All | ||
2M > 5M > jc.ML > jc.LL2S > SD > j.236H > 2M > 5M > jc.LL2S > SD > j.LL2H | ? | ? | All |
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 | ? | ~5000 | All | Easy | |
5H > 5S > 2S > SD > j.M > 7jc.M(1)2S, j.LL2S2H | ? | ? | All | ||
2M > 5M > jc.M > 7jc.M(1)2S, j.LL2S > SD > j.LLS > j.236M > j.DR/j.LL2S2H | ? | ? | All | ||
214S (catch) > 5L > jc.M > 7jc.M(1)2S, j.LLS > SD > j.LL2S2H | ? | ? | All | ||
2M > 5M > jc.M2S > j.236H > land > 2L > 5M > jc.M > 7jc.M(1)2S, j.LL2S > SD > j.LL2H | ? | -.5 | All |
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.