DBFZ/Jiren: Difference between revisions

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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Jiren_GrandCharge.png |"I'{{clr|M|M}}! UNSTOPPABLE!!!"
DBFZ_Jiren_GrandCharge.png |"I'M! UNSTOPPABLE!!!"
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{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236LM" or input="j.236LM")
|where=chara="{{SUBPAGENAME}}" and (input="236L+M" or input="j.236L+M")
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
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{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="236HS"
|where=chara="{{SUBPAGENAME}}" and input="236H+S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
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===<big>Blazing Magnetron</big>===
===<big>Blazing Magnetron</big>===
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214HS"
|where=chara="{{SUBPAGENAME}}" and input="214L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
}}

Revision as of 17:35, 19 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L 400 All 6 3 12 -3
5LL 700 All 11 5 21 -10
5LLL 600 / 300,700 All U3+ 13 1, - 25 -5 1-13 Head

  • 5L has decent range.
  • Pushes the opponent back considerably.

Pairs beautifully with 2L. 2L > 5L pushes the opponent just far back enough so most 5Ls will whiff if they try to hit Jiren, enabling safe stagger pressure and very easy counters. Being safe on block is just a bonus. Note that there is an autotimed gap between this and every normal besides 5LL and 2L.


  • 5LL lightly launches the opponent.
  • Can also be jumped out of straight after.

Solid button. The most common follow up to a 5LL launch is an Instant Air-Dash (IAD) j.M. Even better given that 2L scales like a medium, meaning you can chain from there.


  • 5LLL is a projectile
  • [] is on Smash hit.

Easily the coolest looking autocombo ender in the game. Has decent corner carry to boot.

5M

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
900 All 21 5 31 -10 4-22 Ki Blasts

  • Can destroy other Ki Blasts and hit the opponent at the same time.
  • Projectile Invuln during startup.
  • Cannot be superdashed through.

The closest thing Jiren has to a beam. Being a 5S move, it carries some interesting properties like being able to gatling into Heavies and 2S, as well as being vanish cancelable on whiff. Amazing as a neutral tool as it can be thrown out on reaction to Ki Blasts without worrying your opponent will level 3 you in retaliation. Super invalidates Z Broly, which is always a bonus.

Weirdly enough, it has enough hitstun to combo into 2H midscreen. It's most common use is combo-ing into 2S and 5H in the corner.

2L

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
700 All 7 3 15 -2

  • Extremely good stagger button.
  • Can be chained from 5LL.
  • Can be jumped out of. This means if you poke the opponent while they're in the air, you can immediately follow up.
  • Scales like a medium attack, making it a powerful starter.

This is what dreams are made of; the ultimate stagger pressure tool + ToD starter, and also makes the screen shake. Very fast and generous hitbox at eight frames. You must let the move fully end to let it pushback far enough to make enemy jabs whiff. Can still lose to characters with long-ranged jabs such as Vegito, Z Broly, and Zamasu.

Do not get hit by this.

2M

2H

2S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
850 All U1+ 14 5 26 -15 4- Head, 2- Head Guard Point

  • Activates 1 frame after it catches something, but the overall invul is the same as 2H.
  • Uses up Jiren's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • Possesses a capture state so it can't be safe jumped, and the capture state makes it easy to hit-confirm.
  • Reflects weak projectiles.
  • Always wallbounces in the corner.

Much better than Jiren's 2H as an anti-air for several reasons. It has a more generous hitbox, is about twice as fast in being invulnerable, cannot be safe-jumped, is immune to ki blasts, and for the cherry at the top, has less recovery.

If blocked in the air, Jiren can go into 236X or even 236S to put the opponent on block for a mix-up with assists, or also frametrap if the opponent does not continue blocking. This move is also Jiren's primary grounded way of comboing into superdash post-smash use, (I.E. after 5H).

6M

j.L

j.M

j.H

j.S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
400×2 All 13

  • Causes a light wallbounce.
  • High untech time, can combo into tag for mid-combo character switches.
  • Can be used immediately off the ground as a standard Ki Blast instead of 5S.

The neutral bully. This can control the entire screen when combined with a horizontal beam assist, j.236 and j.2H and put the opponent under lockdown. Superdashes aren't too difficult to deal with, so surprisingly effective tactic is to alternate between 5S and a j.S as low to the ground as possible.

Enables near full-screen corner carry if done twice in a combo, and becomes full-screen with the right vanish combo. For damage/when you're in the corner, you'll be using j.2S instead.

j.2H

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
850 [1000] High D1 23 [30] 4-11 Guard

  • [] is on fully charged.
  • Both the charged and uncharged versions cause a sliding knockdown when done in air. must use charged version to get sliding knockdown when opponent is grounded.

Primary way to get sliding knockdown mid-screen. To combo into the charged version, must be buffered right after j.2S at the corner provided the hitstun decay isn't at the minimum.

The guardpoint on this helps make Jiren a menace even in the air, as he's one of the only characters who has an airborne "anti-air" 2H. If the opponent ever superdashes at your screen control, they can be easily taken down with this.

j.2S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
400×2 All 10

  • Groundbounces
  • Combos into fully charged j.2H in the corner.
  • One of Jiren's best tools, as it can lead to full combos easily with assists.
  • Can end combos relatively close to the ground with this & convert into Level 1 mid-screen.
  • You can IAD out of this move using Sparking!. This is about as crazy at it sounds.

"Jails" into Super Dash at a certain distance (the opponent can GC Reflect since it's still just a Ki Blast), and can stuff the startup of a 2H from a slightly further distance.

Due to the speed and angle, much more favorable for damaging combos over the other j.S thanks to the links and rejumps the aforementioned traits provide.

Special Moves

Infinity Rush

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236L 230×5 All 9 20 21 -5
236M 230×6 All U1+ 17 24 21 -5
236H 230×7 All U1+ 15 28 21 -5
j.236L 230×5 All 9 20 21 -5
j.236M 230×6 All U1+ 17 24 21 -5
j.236H 230×7 All U1+ 15 28 21 -5

  • Range of strikes becomes further the "heavier" the button. ( L < M < H )
  • L/M wallbounces, they are mostly used at corner combos.

Jiren's best blockstring ender, being safe on block and a true string from his M/H buttons. If you plan on frametrapping, it's usually better to use 236S instead.

Because of its disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S.


  • H launches the opponent.
  • Covers a wide range, being the longest distance of the 3 versions.
  • Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, j.H causes a sliding knockdown.

Jiren's primary way of extending combos from raw Superdash into sliding knockdown.

Shock Tornado

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214L 2300 All U2+ 4 25 15 4-25 All
214M 2400 All U2+ 1 20 8 1-20 Low
214H 2500 All U2+ 1 28 15 1-28 All

  • 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 is invulnerable to assists or projectiles in the duration.
  • Builds half a bar on being hit by a strike or a projectile, and then up to 75% of a bar on successful counter.
  • Duration is extended if it comes into contact with assists or projectiles.

Deals a good chunk of damage, but needs resources to combo after. Will only be triggered by the opponent's own physical hits while retaining invincibility to everything else, meaning 214H will ignore pretty much any set-up, even Piccolo 236S or Beerus Orbs.

If the opponent fires a beam at this and vanishes, they can still get punished by the Light and Heavy counters.


214L
  • Stands and counters all physical hits.

The most common counter iteration of Shock Tornado Jiren will use, as it's 4 frame start-up will be useful for baiting the opponent into mashing a 6-frame jab on -2 situations, like after 236S or 2L.


214M
  • Crouches, and only counters low attacks.
  • 8 frames of recovery, and a total duration of 32. Better treated as a cancel to improve advantage than as a counter.

Has very low recovery. Ending a blockstring in his low parry gives considerable pushback to where only certain characters can challenge you without using their 2M. And if they do use 2M the move counters them, and if they use anything else the low recovery can make Jiren safe. You can also use 214M's reduced recovery to enable some links in combos, such as a Super Jump extension after a Smash 2H.

Since this move only counters lows compares to the other two catching all, this should not be treated as a counter at all outside of flaunting your ability to see into the future. Very risky to do so.


214H
  • Stands and counters all physical hits.
  • Invincible from frame 1.
  • Will deal only recoverable blue health damage.

A go-to panic button. If you have the meter, it's a great tool to try and save Jiren, or even throw out once in a while to check your opponent and make them respect it.

You can also gamble using this in a situation where all pressure resources have been expended, and the opponent proceeds to take their turn.

Grand Charge

236S

Counter Impact

214S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
1500 Throw U2+ 4 [5] 22-51 20

  • Guard point against all attacks except throws, Supers, and Sparking Blast.
  • Hold the button to extend the parry duration.
  • On successful parry, Jiren teleports to the opponent's location, performing a ground throw if they're grounded or an air throw if they're airborne.
  • The opponent can punish this by correctly timing a Vanish, reversal, or specific move that can beat it, including a grounded 2H.
  • Will whiff on a move that would go behind Jiren after the parry, except for Rebellion Spear.
  • Values in [] are for the actual counterattack.

A "beats all" fullscreen counter move, at the cost of lesser immediate reward than 214X. Combined with Jiren's ability to keep the opponent away, 214S can now make the opponent afraid to challenge with anything at all, slowing down the pace of the game and making Jiren's on-screen presence insurmountable. While the opponent has a handful of counter-play options for this move, it isn't always easy to do it on reaction in the midst of the game. Don't overuse the move, otherwise the opponent might just raw level 3 and end your life right there.

In the corner, you can convert off of it meterless with the right combo. Will whiff on most DPs, but alternatively this also allows for a punish if the opponent doesn't Vanish out of it. Does not whiff against the DPs of SS Vegeta, Beerus, Cooler, SSB Gogeta's Heavy DP, and both Gohans' Heavy DPs. Although the situations where this will come into play aren't overly common, the threat of 214S is drastically increased when they do.

Z Assists

Assist A

Infinity Rush

Assist B

Grand Charge

Assist C

Flash Fist

Super Moves

Colossal Slash

236L+M (Air OK)

Colossal Uppercut

236H+S

Blazing Magnetron

214L+M or 214H+S

Colors

1Seasonal colors that can be unlocked at different times of the year.

2Unobtainable.

External References

Navigation

 Jiren
To edit frame data, edit values in DBFZ/Jiren/Data.

DBFZ/Navigation