Super Naruto: Clash of Ninja 4/Jirobo
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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6B
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2B
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4B
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8B
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Running B
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j.B
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Strong Attacks
5A
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6A
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2A
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4A
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8A
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Running A
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j.A
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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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2X
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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.
Colors
Changes from Vanilla
- Throw damage reduced from 22 to 20
- 2Y throw added (slam throw)
- Air Throw added
- Health: increased from 230 to 240
- Guard: increased 1840 to 1920
- Grabbable moves: JA, 6A, 5BBBA(A)
- 5B(B): has better advantage on hit and block, ends sooner. Can continue to 5BB(A) on whiff.
- 5BB(B): does 10 less block damage
- 5BBB(B): has 9 less endlag frames
- 5BBBA(B): does 1 more damage; pushes on block; does not high crush
- 5BBBA(A): does 1 less damage, grab follow ups removed, but makes an unsubbable knockdown; knockdown starts getting up faster
- 6B: Delaying 6B(B) 8 frames or more after hitting results in 5B(B) instead
- 2B: has more stun on hit and block
- 8B: has more lift on block
- 8B(B): starts up one frame later; transitions 3 frames later
- RB: ends 12 frames earlier
- 5A charge changed from 9 frames to 6 frames
- 5A1C: single charge of 5A is a hard knockdown; less lift on hit
- 6A: has slightly more lift on hit, comes out one frame earlier when done in a string
- 4A: window improved
- A4A: hit into a spinning launch that is unblockable; has an A and B follow ups
- 2A: has endlag on both sides, reduced from 25 to 10 on behind (same for front)
- 8A: super armor ends when Jirobo leaves the ground
- A8A: ends three frames sooner when the animation ends and is hittable after he gets off the opponent
- RA: Jirobo can be thrown while in the air; hits twice; high crush on landing
- 5X: has two less frames super freeze
- 2X: Intangible 1-5 after super freeze, high crush 13-108 instead of intangible 1-2, 42-end
- ARKnJ: intangibility removed
- GRKnJ: has faster englag to match RB, flags fixed from vanilla