Super Naruto: Clash of Ninja 4/Jirobo: Difference between revisions
Scatteraxis (talk | contribs) (→Strategy: info lifted from newchallenger) |
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== String List == | == String List == | ||
{|class="wikitable mw-collapsible mw-collapsed" style="margin:1em auto 1em auto" | |||
|- | |||
!align="center"|String # | |||
!align="center"|Inputs | |||
!align="center"|Notes | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''01''' | |||
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} | |||
|rowspan="5"| | |||
*{{NotationIcon-SCON4|X}}Cancellable at {{NotationIcon-SCON4|B}}({{NotationIcon-SCON4|B}}) | |||
*For {{NotationIcon-SCON4|String}} '''04''', can hold the final input to change the move's effect. | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''02''' | |||
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''03''' | |||
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}} | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''04''' | |||
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}} | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''05''' | |||
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}} | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''06''' | |||
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} | |||
|rowspan="3"| | |||
*If the second input is delayed enough, Jirobo transitions back to {{NotationIcon-SCON4|String}} '''01-05''' from the second input onwards. | |||
*{{NotationIcon-SCON4|X}}Cancellable at {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|sb}}({{NotationIcon-SCON4|B}}) | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''07''' | |||
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}} | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''08''' | |||
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}} | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''09''' | |||
|{{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} | |||
| | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''10''' | |||
|{{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}} | |||
| | |||
*Switches sides with the final move; can hold {{NotationIcon-SCON4|6}} until reappearance to prevent. | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''11''' | |||
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}} | |||
| | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''12''' | |||
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}} | |||
| | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''13''' | |||
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}} | |||
| | |||
*Switches sides with the final move; can hold {{NotationIcon-SCON4|6}} until reappearance to prevent. | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''14''' | |||
|{{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}} | |||
| | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''15''' | |||
|{{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}} | |||
|rowspan="2"| | |||
*The second input will not come out unless the first is successfully activated. | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''16''' | |||
|{{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}} | |||
|- | |||
|align="center"|{{NotationIcon-SCON4|String}} '''17''' | |||
|{{NotationIcon-SCON4|run}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}} | |||
| | |||
|} | |||
==Weak Attacks== | ==Weak Attacks== | ||
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|hitbox = SCON4_Jirobo_5X_hitbox.png | |hitbox = SCON4_Jirobo_5X_hitbox.png | ||
|caption = | |caption = | ||
|name = | |name = | ||
|input = {{NotationIcon-SCON4|X}} | |input = {{NotationIcon-SCON4|X}} | ||
|data = | |data = | ||
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|hitbox = SCON4_Jirobo_2X_hitbox.png | |hitbox = SCON4_Jirobo_2X_hitbox.png | ||
|caption = | |caption = | ||
|name = | |name = | ||
|input = {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | |input = {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | ||
|data = | |data = | ||
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|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
At the cost of 75% chakra, Jirobo summons an | At the cost of 75% chakra, Jirobo summons an earth dome which can hit opponents close to the ground. Post-super freeze: invincible f1-5(?), high crush f13-108(?), active 27-38(?), 127 frames total(?). Does a small amount of damage but traps the opponent and causes them to collapse, sapping all of their chakra and adding it to Jirobo's own. | ||
}} | }} | ||
}} | }} | ||
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== Strategy == | == Strategy == | ||
=== Strengths === | === Strengths === | ||
* | * Being tied for the highest health in the game means Jirobo can use it as a resource and trade damage when he has the life lead. | ||
* | * {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}} works on whiff, allowing Jirobo to punish substitutions. The launch gives him enough time to turn and connect with 5B. | ||
* Mid jab means Jirobo rarely needs to worry about being high crushed | * {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} is perhaps the best combo finisher in the game, completely draining the victim's chakra and adding it to Jirobo's own. | ||
* | * A Mid-level jab means Jirobo rarely needs to worry about being high crushed, leaving him free to use his jab free of worries. | ||
* {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} is an extremely powerful move in general: functions both an anti-air and an unblockable hitgrab, acts as a reversal due to its Hyper Armor, leads to frightening okizeme (especially with the opponent in the corner), and provides unscaled, unsubbable damage (along with a hard knockdown) as a combo finisher. | |||
* If Jirobo manages to enter a backturned state after a knockdown, {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}} and {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} can potentially become unblockable. | |||
* | |||
=== Weaknesses === | === Weaknesses === | ||
* Generally slow with punishable blockstrings due to their lengthy recoveries | * Generally slow with punishable blockstrings due to their lengthy recoveries. | ||
* | * {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}} can be punished with air projectiles or divekicks due to its slow startup, making it hard to react to certain get-up options (especially 4-way roll). Jirobo is also stuck in place for a long time, so a KnJ can be used on reaction to punish a combo stone pillar with good timing. | ||
* | * For all its power, {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} possess significant counterplay: Hyper Armor loses to spinning launch and groundbounces, can be evaded with a well-timed sidestep, the opponent can mix up their wake up options to make timing the unblockable difficult, and the movement of certain strings will naturally avoid the move altogether. | ||
* The guard frames of a {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}} can be used to block backturned {{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}} if the defender has at least 1 frame to use it. | |||
* | |||
=== 2X Usage === | === 2X Usage === | ||
Undoubtedly one of the strongest supers in the game, | Undoubtedly one of the strongest supers in the game, {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} allows Jirobo to maintain a massive chakra advantage over his opponent. | ||
As a combo finisher, the attack has 10 active frames and, depending on the combo, needs to be timed to hit just before the opponent lands. Common combo routes include: | As a combo finisher, the attack has 10 active frames and, depending on the combo, needs to be timed to hit just before the opponent lands. Common combo routes include: | ||
* | |||
* | * {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | ||
* | * {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|yc}}{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | ||
Five invulnerable frames at startup and high crush frames allow the super to function as a reversal as well. Characters with a gap between | * {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|yc}}{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | ||
Five invulnerable frames at startup and high crush frames allow the super to function as a reversal as well. Characters with a gap between {{NotationIcon-SCON4|B}} and {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} can be interrupted with this move. Jirobo can also use the reduced hitstun of backturned hits to find an opening to fire it off. | |||
== Navigation == | == Navigation == |
Revision as of 16:04, 10 July 2023
Jirobo
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Health: | 240 |
Guard Gauge: | 1920 |
Backdash Type: | Short |
Summary
Though he's one of the slower characters in the game, the mighty Jirobo is capable making the most of small openings and snow-balling his advantage through the use of his armored, unblockable hitgrab 8A, chakra-steal 2X, KNJ punishes and unblockable setups. Sometimes referred to as Big John for an unknown reason.
Notes
String List
String # | Inputs | Notes |
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Weak Attacks
5B
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Toggle Hitboxes Toggle Hitboxes
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6B
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Toggle Hitboxes Toggle Hitboxes
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2B
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Toggle Hitboxes Toggle Hitboxes
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4B
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Toggle Hitboxes Toggle Hitboxes
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8B
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Toggle Hitboxes Toggle Hitboxes
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j.B
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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Toggle Hitboxes Toggle Hitboxes
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6A
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Toggle Hitboxes Toggle Hitboxes
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2A
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Toggle Hitboxes Toggle Hitboxes
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4A
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Toggle Hitboxes Toggle Hitboxes
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8A
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Toggle Hitboxes Toggle Hitboxes
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Running A
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Toggle Hitboxes Toggle Hitboxes
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j.A
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
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2Y
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j.Y
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Specials
5X
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Toggle Hitboxes Toggle Hitboxes
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2X
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Strengths
- Being tied for the highest health in the game means Jirobo can use it as a resource and trade damage when he has the life lead.
works on whiff, allowing Jirobo to punish substitutions. The launch gives him enough time to turn and connect with 5B.
is perhaps the best combo finisher in the game, completely draining the victim's chakra and adding it to Jirobo's own.
- A Mid-level jab means Jirobo rarely needs to worry about being high crushed, leaving him free to use his jab free of worries.
is an extremely powerful move in general: functions both an anti-air and an unblockable hitgrab, acts as a reversal due to its Hyper Armor, leads to frightening okizeme (especially with the opponent in the corner), and provides unscaled, unsubbable damage (along with a hard knockdown) as a combo finisher.
- If Jirobo manages to enter a backturned state after a knockdown,
and
can potentially become unblockable.
Weaknesses
- Generally slow with punishable blockstrings due to their lengthy recoveries.
can be punished with air projectiles or divekicks due to its slow startup, making it hard to react to certain get-up options (especially 4-way roll). Jirobo is also stuck in place for a long time, so a KnJ can be used on reaction to punish a combo stone pillar with good timing.
- For all its power,
possess significant counterplay: Hyper Armor loses to spinning launch and groundbounces, can be evaded with a well-timed sidestep, the opponent can mix up their wake up options to make timing the unblockable difficult, and the movement of certain strings will naturally avoid the move altogether.
- The guard frames of a
can be used to block backturned
if the defender has at least 1 frame to use it.
2X Usage
Undoubtedly one of the strongest supers in the game, allows Jirobo to maintain a massive chakra advantage over his opponent.
As a combo finisher, the attack has 10 active frames and, depending on the combo, needs to be timed to hit just before the opponent lands. Common combo routes include:
Five invulnerable frames at startup and high crush frames allow the super to function as a reversal as well. Characters with a gap between and
can be interrupted with this move. Jirobo can also use the reduced hitstun of backturned hits to find an opening to fire it off.