Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List
Power
 
SS
Speed
 
S
Reach
 
S
Technique
 
A
Energy
 
S
Ease of Use
 
A
Jiren's stats from Dragon Ball FighterZ's official website.


Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
A short jab.
700 All
A reverse roundhouse kick.
930 All
Fires a red ki blast at an upward angle. The blast carries the opponent up in the air before Jiren detonates it.
Input Damage Guard Start-Up Advantage
700 All
A roundhouse kick.
Input Damage Guard Start-Up Advantage
1010

Grabs the opponent and sends them flying with a point-blank energy blast. Deals strong knockback.
Input Damage Guard Start-Up Advantage
900 All
Takes a step forward and fires a a thin red beam from his fist. This moves deals strong knockback and can cancel out any incoming Level 1 Projectiles.
Input Damage Guard Start-Up Advantage
700 All
An upward-angled straight punch.
Input Damage Guard Start-Up Advantage
700 Crouch
An advancing double kick.
Input Damage Guard Start-Up Advantage
850 All
A half crescent kick. Sends the opponent behind Jiren and causes a wallbounce. Invulnerable to air-attacks
Input Damage Guard Start-Up Advantage
850 All
Shoots a short-ranged shockwave diagonally upwards. The shockwave can cancel out small projectiles. A guaranteed wallbounce on hit.
Input Damage Guard Start-Up Advantage
850 Stand
A jumping double-axe handle.
Input Damage Guard Start-Up Advantage
(in air) 400 Stand
A midair jab.
Input Damage Guard Start-Up Advantage
(in air) 500, 500 Stand
An elbow drop followed by a downward punch.
Input Damage Guard Start-Up Advantage
(in air) 850 Stand
An downward double-axe handle.
Input Damage Guard Start-Up Advantage
(in air) 720 All
Fires a ki blast forward. The blast carries the opponent on hit and explodes.
Input Damage Guard Start-Up Advantage
(in air) 850 [1000] Stand

Somersaults, and then plummets downward with both feet. Can be charged, and at maximum charge, Jiren sends the opponent down to the ground, causing minor sliding knockdown.
Input Damage Guard Start-Up Advantage
(in air) 720 All
Fires a ki blast downward. The blast carries the opponent toward the ground and explodes, popping them back up into the air.


Special Moves[]

Infinity Rush (インフィニティラッシュ)
Glares and unleashes a barrage of unseen blows.
Input Damage Guard Start-Up Advantage
(air OK) 966 All
Unleashes the blows at a short range. The has the shortest duration of all variants.
(air OK) 1150 All
The range of the blows is increased slightly and deals more damage, along with offering stronger knockback. It does have more startup lag, however.
(air OK) 1334 All
Deals more damage, has more range and a bigger radius. This move sends the opponent tumbling into the air, allowing for more follow-up attacks. Consumes half a Ki gauge.
Shock Tornado (ショックトルネード)

Intercepts an oncoming attack and retaliates by twisting them, causing them to spin in midair.
Input Damage Guard Start-Up Advantage
1800
This version only counters against any mid or high physical attack.
1900
Similar to the variant expect that Jiren instead crouches low to parry only against any low-hitting attack.
2000
A quick counter that protects Jiren against any physical attacks thrown at him. Consumes half a Ki gauge.
Grand Charge (グランドチャージ)
Input Damage Guard Start-Up Advantage
1200 All
A short-ranged shoulder tackle while enveloped in a purple barrier. The barrier can reflect any weak projectile it hits.
Counter Impact (カウンターインパクト)
Input Damage Guard Start-Up Advantage
1500

Turns his back to the screen and extends one hand forward. If a projectile hits Jiren during this pose, he will teleport in front of the opponent and surrounds them in a red energy sphere, lifting them up, and then detonates the sphere. Holding increases the time Jiren stays in his countering stance. This move will not counter against Level 3 Projectiles.


Z-Assist[]

Infinity Rush (インフィニティラッシュ)
Input Damage Guard Start-Up Advantage
/ 713 All
Unleashes a barrage of attack from just a glare. Causes a wallbounce along with dealing significant blockstun on guard, but has short range.


Super Attacks[]

Colossal Slash (ハイパワースラッシュ)
Input Damage Guard Start-Up Advantage
(air OK) 2228 All

Jumps in the air and throws a red spinning blade downward. The blade moves forward when on the ground at high speed. Consumes one Ki gauge.
Colossal Uppercut (ハイパワーアッパーカット)
Input Damage Guard Start-Up Advantage
2400 All

Unleashes an uppercut so powerful that it emits a red geyser. Sends the opponent high up into the air and then come back crashing down to the ground. Consumes one Ki gauge.


Meteor Attack[]

Blazing Magnetron (オーバーヒート・マグネトロン)
Input Damage Guard Start-Up Advantage
or 4300 All

Swings his fist, sending out a red shockwave. On hit, Jiren unleashes a powerful, cladded punch that causes a humongous explosion. Consumes three Ki gauges.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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