Super Naruto: Clash of Ninja 4/Choji: Difference between revisions
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==Resources== | ==Resources== | ||
===Gameplay footage=== | ===Gameplay footage=== | ||
[https:// | [https://replaytheater.app/?game=scon4&c1=Choji Choji Replaytheater ] | ||
== Navigation == | == Navigation == |
Revision as of 18:10, 1 December 2023
Summary
Choji is the proto-typical grappler of the game. While he lacks speed and long-range options, his unblockable, super-armored command grabs 5A and 8A allow him to wrestle the enemy into submission, and his body expansion specials take precedence over most other attacks. The always hungry Choji also has a unique mechanic: he can consume chips with 2A to power up the damage of his attacks.
Notes
Chips
Choji likes to eat chips
String List
String # | Inputs | Notes |
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01 |
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02 | ||
03 | ||
04 | ||
05 | ||
06 | ||
07 |
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08 | ||
09 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 |
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Weak Attacks
5B
Toggle Hitboxes Toggle Hitboxes
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6B
Toggle Hitboxes Toggle Hitboxes
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2B
Toggle Hitboxes Toggle Hitboxes
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4B
Toggle Hitboxes Toggle Hitboxes
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8B
Toggle Hitboxes Toggle Hitboxes
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Running B
j.B
Strong Attacks
5A
Toggle Hitboxes Toggle Hitboxes
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6A
2A
Toggle Hitboxes Toggle Hitboxes
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4A
8A
Running A
j.A
Throws
5Y
2Y
j.Y
Special
5X
2X
4X
Strategy
You generally want to get people down on the ground and follow up with 5A when they stand up.
Since 5A has super armor, it beats WUK attempts from the opponent. Use this to make the opponent fear doing WUK, and go for your high damaging 2X super.
Don't be afraid to take some damage, HP is a resource so use it. 5A beat a lot of other characters strings while setting up for okizeme.
Try to eat some chips whenever you have the chance, and try to not use up more chips than necessary. A Choji with a full stomach instills fear into his opponents.
Colors
Changes from Vanilla
List may be outdated. Feel free to update where necessary
- Overall: When large (moves that increase Choji physical size for the duration of the move), Choji has guard frames and is grabbable
- Air Throw added, does a modified A8A animation
- Health: increased from 225 to 240
- Guard: increased from 1800 to 1920
- Run speed increased (from 4.5 units per 20 frames to 4.5 units per 17 frames)
- 2A: chips increase Choji's strength. He requires 8 chips to get to his maximum strength. When he is at maximum chips, he gets a 1.5X damage multiplier. 2A maxes out strength (1.5x) at 8 chips from 13. Builds 1/16th of a bar of meter. Each chip adds .5X damage multiplier
- He also loses chip gains for certain moves which are:
- 1 chip lost: GRKnJ
- 2 chips lost: 6A, Act4A, RA, JA
- 4 chips lost: 5X, 2X, 4X
- 2A maxes out strength (1.5x) at 6 chips from 13. Builds 1/16th of a bar of meter
- 5B: has slightly more stun on hit and block; transition to 5B(A) is one frame faster
- 5B(B): has slightly more lift, shoulder hitbox does not appear on the first frame, SFX comes out one frame later, 3 frames less disadvantage on block
- 5B(A): hitbox appears one frame sooner; transitions one frame faster
- 5BA(A): added as 2A
- Holding A allows you to keep eating chips
- 5BB(A) can be performed on whiff; 5BB(6A) reverses direction
- 5BB(B) and 8B: is an uppercut
- 5BBB(B) and 8B(B): is also an uppercut, but has spinning knockback and hits higher
- 6B: damage (+3) and stun increased; increased hitstun (links to 5B); turns on back hit
- 6B(B): is the strong uppercut (8B(B))
- 6B(A): can be done on whiff; transitions two frames slower; duration on the attack is increased by 2; if holding down on the first active frame the attack bounces instead of staggers; 8 frames less endlag
- 6BA(A) added as 5B(A); 6BAA(A) as 2A as well
- 4B: hits mid and is untechable; hitbox appears and disappears one frame later; hitboxes are slightly larger
- 8B to 8B(B): transition is slightly slower
- 8B(A): is 8A
- 2B faster; recovers faster; high crushes faster; no string follow-up
- wRB: faster; shorter lunge; ends sooner
- JB: Can be directionally influenced left and right each frame of the attack; bounces cloer to Choji
- 5A: has one more frame on the end for grab, super armor ends on frame 30 down from from 55, damage increased from 25 to 30, thrown trajectory changed, can tech roll and sub right before landing. Removed flicker cancel infinite.
- A5A: is hittable after Chouji throws the opponent
- Added ability to redirect ground command grab with 4
- 6A: links into the final hit better, ending hits twice, the first is a bounce and second hit is a hard knockdown; deflects projectiles and updates direction more often, startup sped up 4 frames, damage +1 for each hit
- 4A: counter window improved, can be activated from all sides
- A4A: is unblockable and unsubbable, slight adjustment to size, damage increased to 25 from 20
- 8A: Hitboxes adjusted to not grab behind as easily, super armor ends when Chouji leaves the ground, hitboxes appear 4 frames earlier, damage increased from 40 to 30 and opponent can sub after Chouji removes his hands from the opponent
- A8A: is hittable after Chouji gets off the opponent
- RA: size adjusted, hitbox duration better matches animation, pushes on block
- JA: does increased guard damage, falls faster, hard knockdown, pushes on block, size adjusted
- JA and wRA: deflect projectiles
- GRKnJ: size adjusted to match RA
- Added 2Y
- Added j.Y
- 5X: starts moving 4 frames sooner during super freeze
- 4X: is a real time super similar to Act4A with 10 frames of immunity to highs and mids on startup; requires and uses 75%; 14 frames blockstun; does not push on block