Today we are going to go over the first DLC character of Season 2 of Dragon Ball FighterZ, the embodiment of strength, Jiren. Just like with our Android 17 breakdown, we will go over his important normals, specials, supers, and his overall game plan.
(For those unfamiliar with numerical fighting game notation, please check out this handy guide from Dustloop so you can follow along: http://www.dustloop.com/guides/bbcs2/systemGuide/notation.html.)
Before we begin though, a big thank you to Bandai Namco for providing us a code for the FighterZ Pass 2 so we could bring you this guide.
Does not hit low.
One of the best in the game, comparable to Piccolo’s, and great for catching air to airs.
Has much longer reach than most 5M attacks. Can hit the opponent from round start position, good for challenging opponents that like to press buttons at the round’s start.
Unlike with every other character in the game, Jiren’s Standing H is actually a command grab. While it is slower compared to other command grabs, it can cancel into 5S, both level 1 supers, or a vanish for extended combos. Can only be used once per combo.
Used for safe jump setups after Blazing Magnatron, or after Colossal Slash by delaying your air dash.
Dive kick attack that can be charged. Causes a sliding knockdown if fully charged and hits early.
Unique projectile that hits full screen and beats out weak projectiles. Beats Super Dashes and is great for poking from mid/full screen.
Hitbox extends all the way to the tip of the blast and is an amazing anti-air attack, acting like a second 2H. Can reflect weak projectiles and is good against opponents instant air dashing towards you. Use when you want to stay on the same side when extending combos.
Shoots a projectile across the screen, or can shoot downwards by pressing j. 2S. Can follow up with a Super Dash to extend combos. Can do a defensive Option Select to protect against opponents Super Dashing through the projectile. Buffer the j. S notation with the L version of Infinity Rush. If the opponent Super Dashes towards you, you will catch them with the Infinity Rush, and if not the projectile will fire as normal.
Hits slightly behind Jiren. Use when you want to switch sides when extending combos. Great when your back is towards the corner.
Infinity Rush: 236+L/M/H (air OK)
Shock Tornado: 214+L/M/H
Counter Impact: 214+S
Grand Charge: 236+S
Colossal Slash: 236+L/M (air OK)
Colossal Uppercut: 236+H/S
Blazing Magnatron: 214+L/M or H/S
Characters with strong assists that can make up for Jiren’s lack of mixup potential work best for him. Broly’s assist can let Jiren follow up his 5S projectile with a full combo without spending meter. Assists that cause large amounts of blockstun like Kid Buu also work well, allowing Jiren more time to try and mix up his opponents.
Jiren is a pretty standard and straightforward character. He doesn’t have any crazy mixups and has above average normals. Jiren rewards strong fundamentals and is very comparable to Ryu in Street Fighter. Unlike Ryu in Street Fighter V though, he has the tools to answer problems. Jiren is a solid character with above average damage that works best as a point character, using assists to back him up and allow him to attempt to mix up the opponent.
Please look forward to our next guide going over the second FighterZ Pass 2 DLC character, the daughter of Hercule, Videl!
Kevin has been a fan of fighting games since he first walked up to a Marvel vs. Capcom cabinet at the tender age of 8 at the local arcade. (Kids ask your parents what an “arcade” is) He may not be very good, but that doesn’t stop him from enjoying them.