Super Naruto: Clash of Ninja 4/Jirobo: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
Line 2: Line 2:
|name = Jirobo
|name = Jirobo
|image = SCON4 Jirobo Portrait.png
|image = SCON4 Jirobo Portrait.png
|size = 300
|size = 250px
|health = 240
|health = 240
|guard = 1920
|guard = 1920

Revision as of 07:49, 2 September 2023

Jirobo

SCON4 Jirobo Portrait.png
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
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 04, can hold the final input to change the move's effect.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonForwardA Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonB Button
  • If the second input is delayed enough, Jirobo transitions back to CONR3 STRING.png 01-05 from the second input onwards.
  • X ButtonCancellable at ForwardB ButtonCONR3 STRING BREAK.png(B Button)
CONR3 STRING.png 07 ForwardB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 08 ForwardB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 09 BackB ButtonB Button
CONR3 STRING.png 10 BackB ButtonA Button
  • Switches sides with the final move; can hold Forward until reappearance to prevent.
CONR3 STRING.png 11 DownB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 12 DownB ButtonB ButtonA Button
CONR3 STRING.png 13 DownB ButtonA Button
  • Switches sides with the final move; can hold Forward until reappearance to prevent.
CONR3 STRING.png 14 UpB ButtonB ButtonA Button
CONR3 STRING.png 15 BackA ButtonB ButtonB ButtonA Button
  • The second input will not come out unless the first is successfully activated.
CONR3 STRING.png 16 BackA ButtonA Button
CONR3 STRING.png 17 RunA ButtonA Button

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Elbow strike. Launches on hit. Good for attacking backturned opponents.

Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

A stomp which creates a shockwave around Jirobo. Low crush f7-28(?). Meterlessly links to 5B or 2X on hit.

Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Guard frame attack. Staggers on hit.

Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Upwards palm strike. Launcher and lifts on block. Mostly used as combo filler.

Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

A diving head bash which sends the opponent flying or pushes on block.

Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

A descending headbutt which bounces the opponent or pushes on block.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Stone throw. Slower than most other A projectiles but staggers on hit. 5[A] sends a larger boulder which knocks the opponent down or pushes on block.

Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Stone pillar. High crush f10-55(?). Active f39-49(?), 67 frames total(?). Jirobo summons a pillar to erupt from the ground at the opponent's position causing a spinning launch on hit or a lift on block. Unblockable backturned.

Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Teleport. Vanishes f24, reappears f36, actionable f11 after reappearance. Reappearance can be delayed by holding [A] at the cost of chakra and the side can be reversed by holding [6].

Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Counter. Activated counter is a launcher which can be continued into a B or A string.

Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Piledriver with hyperarmor (can only be interrupted by spinning launchers and supers; still takes damage from other attacks). High crush f12-25, active f27. Jirobo leaps upwards, grabbing the opponent and then slams them into the ground. Unblockable.

Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

A running two-hit attack in which first Jirobo lifts a blocking opponent and then knocks them into the ground. Run AA leads to his piledriver, though this string can be sidestepped. Bounces on hit.

Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Throws a large boulder downwards at a 45 degree angle. Pushes on block or knocks down on hit.

Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Description

2Y

DownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
40 - - - - - - - -
  • Description

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - - - - - - - -
  • Hard knockdown

Specials

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Jirobo drops a boulder roughly the size and shape of the state of Montana on the opponent. High damage.

Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes

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.
  • B ButtonB ButtonForwardA Button works on whiff, allowing Jirobo to punish substitutions. The launch gives him enough time to turn and connect with 5B.
  • DownX Button 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.
  • UpA Button 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, ForwardA Button and DownX Button can potentially become unblockable.

Weaknesses

  • Generally slow with punishable blockstrings due to their lengthy recoveries.
  • ForwardA Button 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, UpA Button 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 BackB Button can be used to block backturned ForwardA Button if the defender has at least 1 frame to use it.

2X Usage

Undoubtedly one of the strongest supers in the game, DownX Button 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:

  • B ButtonB ButtonDownX Button
  • B ButtonB ButtonB ButtonY-CancelDownX Button
  • B ButtonB ButtonB ButtonA ButtonB ButtonY-CancelDownX Button

Five invulnerable frames at startup and high crush frames allow the super to function as a reversal as well. Characters with a gap between B Button and B ButtonB Button can be interrupted with this move. Jirobo can also use the reduced hitstun of backturned hits to find an opening to fire it off.

Colors

Default ()
Color 2 ()
Color 3 ()

Navigation

General
Controls
HUD
FAQ
System
Esoterica
Technical Data
Stages
Strategy
Characters
Anko
Choji
Gaara
Haku
Hinata
Awakened Hinata
Ino
Iruka
Itachi
Jiraiya
Jirobo
Kabuto
Kakashi
Kankuro
Kiba
Kidomaru
Kimimaro
Kisame
Might Guy
Mizuki
Naruto
OTK Naruto
Neji
Orochimaru
Rock Lee
Sakura
Sasuke
CS2 Sasuke
Shikamaru
Sakon & Ukon
Shino
Tayuya
Temari
Tenten
Third Hokage
Tsunade
Zabuza
Archived Information
Glossary
Training Modes
Netplay
Changelog
Resources