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| |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
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Health:
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240
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Guard Gauge:
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1920
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Backdash Type:
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Short
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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 #
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Inputs
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Notes
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01
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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Cancellable at ( )
- For
04, can hold the final input to change the move's effect.
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02
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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03
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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04
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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05
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
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06
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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- If the second input is delayed enough, Jirobo transitions back to
01-05 from the second input onwards.
Cancellable at ![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ( )
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07
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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08
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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09
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![Back Back](/images/thumb/f/fc/SCON4_LEFT.png/28px-SCON4_LEFT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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10
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![Back Back](/images/thumb/f/fc/SCON4_LEFT.png/28px-SCON4_LEFT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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- Switches sides with the final move; can hold
until reappearance to prevent.
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11
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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12
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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13
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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- Switches sides with the final move; can hold
until reappearance to prevent.
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14
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![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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15
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![Back Back](/images/thumb/f/fc/SCON4_LEFT.png/28px-SCON4_LEFT.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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- The second input will not come out unless the first is successfully activated.
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16
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![Back Back](/images/thumb/f/fc/SCON4_LEFT.png/28px-SCON4_LEFT.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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17
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![Run Run](/images/thumb/5/53/CONR3_RUN.png/28px-CONR3_RUN.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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Weak Attacks
5B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- Primary Jab.
- Can go into
( ) on whiff.
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Toggle Hitboxes Toggle Hitboxes
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Elbow strike. Launches on hit. Good for attacking backturned opponents.
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Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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A stomp which creates a shockwave around Jirobo. Low crush f7-28(?). Meterlessly links to 5B or 2X on hit.
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Toggle Hitboxes Toggle Hitboxes
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4B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Guard frame attack. Staggers on hit.
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Toggle Hitboxes Toggle Hitboxes
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Upwards palm strike. Launcher and lifts on block. Mostly used as combo filler.
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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A diving head bash which sends the opponent flying or pushes on block.
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Toggle Hitboxes Toggle Hitboxes
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j.B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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A descending headbutt which bounces the opponent or pushes on block.
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Toggle Hitboxes Toggle Hitboxes
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2A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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].
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Toggle Hitboxes Toggle Hitboxes
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4A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Counter. Activated counter is a launcher which can be continued into a B or A string.
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Toggle Hitboxes Toggle Hitboxes
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8A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Toggle Hitboxes Toggle Hitboxes
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Running A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Toggle Hitboxes Toggle Hitboxes
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j.A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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Throws a large boulder downwards at a 45 degree angle. Pushes on block or knocks down on hit.
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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-
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1
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1
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48
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-
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-
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-
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-
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|
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2Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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40
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-
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-
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-
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-
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-
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-
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-
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-
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j.Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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-
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-
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-
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-
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-
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-
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-
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-
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Specials
5X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
|
Advantage on Block
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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Jirobo drops a boulder roughly the size and shape of the state of Montana on the opponent. High damage.
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Toggle Hitboxes Toggle Hitboxes
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2X
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Damage
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Hit Level
|
Startup
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Active Frames
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Recovery
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Guard Damage
|
Blockstun
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Advantage on Hit
|
Advantage on Block
|
-
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-
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-
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-
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-
|
-
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-
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-
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-
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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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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.
![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
works on whiff, allowing Jirobo to punish substitutions. The launch gives him enough time to turn and connect with 5B.
![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
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.
![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png)
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,
![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
and ![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
can potentially become unblockable.
Weaknesses
- Generally slow with punishable blockstrings due to their lengthy recoveries.
![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
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,
![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png)
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
![Back Back](/images/thumb/f/fc/SCON4_LEFT.png/28px-SCON4_LEFT.png)
can be used to block backturned ![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
if the defender has at least 1 frame to use it.
2X Usage
Undoubtedly one of the strongest supers in the game, ![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
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 ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
can be interrupted with this move. Jirobo can also use the reduced hitstun of backturned hits to find an opening to fire it off.
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