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
Choji
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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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String List
String #
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Inputs
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Notes
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01
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02
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03
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04
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05
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06
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07
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- Can replace the second input with to change the move's effect.
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08
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09
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10
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11
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12
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13
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14
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15
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- The second input will not come out unless the first is successfully activated.
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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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Mid
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15
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2
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34
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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.
His second jab is less laggy than you might expect.
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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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21
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2
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44
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-
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-
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-
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-
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Highest damage normal, high stun allows a 5B link or 6B again on counter hit; can follow up with 5A on whiff
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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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19
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3
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29
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-
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-
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-
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-
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Fast poke in neutral, relatively safe. Sets up for 5A
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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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44
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4
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34
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-
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-
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-
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-
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A bull-charge headbutt; extremely long guard frames and leads to full combo, but is the slowest 4B in the game
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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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21
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4
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35
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-
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-
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-
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-
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An upwards arm slam; strong combo tool as a launcher. Raw 8B does 15 damage
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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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24
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11
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35
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-
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-
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-
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-
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A leaping kick; Staggers the opponent, high blockstun, full combo on hit
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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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19
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3
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19
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-
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-
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-
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-
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Hammer punch, techable bounce
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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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32
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6
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45
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-
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-
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-
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-
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Command grab with super armor, this is your main game plan as a strong defensive tool and his main form of oki
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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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33
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13
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38
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-
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-
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-
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-
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Meatball tank, does a ton of guard damage. Removes 2 stacks of chips upon activation
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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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Eat chips, each chip eaten increases attack damage by 6.25% and gives some chakra. Attack damage increase stays through rounds, and can be stacked up to 8 times for a 50% damage boost. Grounded RKnJ removes 1 stack
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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, pretty quick and gives hard knockdown. Removes 2 stacks of chips upon activation
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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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Anti air command grab with hard knockdown. Often whiffs against grounded opponents
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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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Quick attack with good range and hitbox. Removes 2 stacks of chips upon activation
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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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-
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Armored meatball, hard knockdown that is good against strings that launch him. Removes 2 stacks of chips upon activation
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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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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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-
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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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Slams the opponent into the ground for high damage. Can follow up with 5B.
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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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-
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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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Slams the opponent into the ground. Leads into a hard knockdown.
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Special
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
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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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Meatball tank, quick activation. Can combo into straight from throw. Removes 4 stacks of chips upon activation
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2X
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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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Bouncing meatball tank, slow activation, a lot of active frames. Does a lot of damage. Removes 4 stacks of chips upon activation
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4X
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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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Reversal. Invulnerable to all attacks f1-10(?), hitbox f14-16(?), 74 frames total(?). Removes 2 stacks of chips upon activation
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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
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General
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Characters
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Archived Information
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