Super Naruto: Clash of Ninja 4/Choji

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Summary

Choji may seem like a grappler at first glance, however, he is actually a setplay character. He combines unblockable tech chase options with an unblockable neutral getup option to force the opponent to keep playing a 50/50 on oki. He is slow and has no chip damage and instead relies on trading his HP as a resource with armored moves to break through the opponent’s pressure.

Notes

Choji has no access to chip damage. Coupled with no ranged moves, he cannot normally pressure an opponent who wants to sit back and refuse to approach. Instead, he can use Chips DownA Button which give him a stacking damage buff to encourage his opponent to approach.

Choji does not have good anti-sub. His only direct tool for punishing sub is B ButtonB ButtonBackA Button which is a mid-string turn around version of his A Button. This, however, can be Option Select subbed (meaning there exists a guaranteed timing that beats both B ButtonB ButtonA Button and B ButtonB ButtonBackA Button) so it should only be used as a reaction to a poor sub timing from the opponent.

Choji has a standard (15f) jab. This means you need to be cognizant of your opponent’s jab startup when attempting to enforce offense from your plus on block moves. Characters with faster jabs may end up clashing or beating you depending on the situation.

A Button is not a tool to beat all grounded options. It only loses to very specific launches, however, it can clash which immediately means you lose the interaction, and you can also be hit very late into the move (it is not armored all the way to hitbox).

When UpA Button clashes with a move while grounded, Choji will grab them immediately after the clash. However, if Choji has left the ground when the clash occurs, it will function as normal and you will be punishable.

The three types of moves that beat Choji’s armor states are “Spinning Launch”, “Flying Launch”, and “Ground Bounce” (These are community names and not necessarily proper state names). Armored moves also lose to Supers and other capture states (like hit grabs).

“Expansion moves” (Air AttackA Button, RunA Button, B ButtonA Button, DownB ButtonA Button, ForwardA Button, BackA Button, X Button and DownX Button) all expend chip stacks. There is no mechanism for keeping track of your chip stacks other than keeping count in your head.

Whenever you close out a round, always mash DownA Button. If your opponent is good, they will press start and prevent you from gaining stacks by advancing to the next round quickly. However, certain round finishers leave enough time to get at least 1 chip stack even when they press start.

Chips

Choji's DownA Button has him eat chips from a bag. Each chip he eats will increase his damage by 6.25%, up to a maximum of 50% at 8 chips. Chip stacks will persist through rounds, however, expansion moves will remove chip stacks.

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonBackA Button
CONR3 STRING.png 05 B ButtonA ButtonA Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonA Button
CONR3 STRING.png 07 ForwardB ButtonA ButtonB ButtonB Button
  • Can replace the second input with DownA Button to change the move's effect.
CONR3 STRING.png 08 ForwardB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 09 ForwardB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 10 BackB ButtonB Button
CONR3 STRING.png 11 BackB ButtonA Button
CONR3 STRING.png 12 DownB ButtonA ButtonA Button
CONR3 STRING.png 13 UpB ButtonB Button
CONR3 STRING.png 14 UpB ButtonA Button
CONR3 STRING.png 15 BackA ButtonA Button
  • The second input will not come out unless the first is successfully activated.

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Mid 15 2 34 - - - -
  • Primary Jab.
  • Can go intoB Button(B Button) on whiff.

His second jab is less laggy than you might expect.

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Mid 21 2 44 - - - -

Highest damage normal, high stun allows a 5B link or 6B again on counter hit; can follow up with 5A on whiff

Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Low 19 3 29 - - - -

Fast poke in neutral, relatively safe. Sets up for 5A.

Flag Data
High Crush frames 10~32
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Mid 44 4 34 - - - -

A bull-charge headbutt; extremely long guard frames and leads to full combo, but is the slowest 4B in the game

Flag Data
Autoguard frames 2~35
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 21 4 35 - - - -

An upwards arm slam; strong combo tool as a launcher.

Flag Data
High Crush frames 11~18
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Mid 24 11 35 - - - -

A leaping kick; Staggers the opponent, high blockstun, full combo on hit

Flag Data
Low Crush frames 28~46

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
19 Mid 19 3 19 - - - -

Hammer punch, techable bounce

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5, 31 Mid 32 6 45 - - - Unblockable

Command grab with very long superarmor frames; landing this and abusing it on your opponent's wakeup is your main game plan. The armor also makes it a strong defensive tool.

Flag Data
Autoguard frames 1~30
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11×2, 3×2 Mid×4 33 13 38 - - - -

Meatball tank, does a ton of guard damage. Removes 2 stacks of chips upon activation

Flag Data
Autoguard frames 32~

2A

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

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

Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 10 26 - - - - -

Counter, pretty quick and gives hard knockdown. Removes 2 stacks of chips upon activation

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5, 35 High 21 11 42 - - - -

Armored anti air command grab with hard knockdown. Often whiffs against grounded opponents

Flag Data
Autoguard frames 1~19

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
22 Mid 16 17 36 - - - -

Quick attack with good range and hitbox. Removes 2 stacks of chips upon activation

Flag Data
Low Crush frames 15~
Autoguard frames 16~

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
24 Mid 30 - 54 - - - -

Armored meatball, hard knockdown that is good against strings that launch him. Removes 2 stacks of chips upon activation

Flag Data
Autoguard frames 12~

Throws

5Y

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

2Y

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

Slams the opponent into the ground for high damage. Can follow up with 5B.

j.Y

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

Slams the opponent into the ground. Leads into a hard knockdown.

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 60 Mid 31 9 38 - - - -

Meatball tank, quick activation. Can combo into straight from throw. Removes 4 stacks of chips upon activation

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 85 Mid 36 30 77 - - - -

Bouncing meatball tank, slow activation, a lot of active frames. Does a lot of damage. Removes 4 stacks of chips upon activation

4X

BackX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
30 Mid 14 3 57 - - - -

Reversal meatball. Removes 2 stacks of chips upon activation.

Flag Data
High Crush frames 1~10
Mid Crush frames 1~10

Strategy

Choji’s best round start option is to hold back. His backdash doesn’t create enough distance and can be punished pretty easily. His jabs are frame 15, and while they are mid, they don’t do much for him at round start (and a large portion of the cast out speeds him). Jump is a decent option as well since Air AttackA Button will beat jab attempts and falling Air AttackB Button is generally safe (when blocked) and on hit may lead to a combo or oki.

Choji’s oki is a 50/50. If they tech roll, you can use your A Button to tech chase them. If they neutral getup, you can jump over them forcing them to turn around in place, and then do a Air AttackA ButtonBack, holding behind their character which will cause it to hit their back. If you notice your opponent is constantly doing neutral getup, enforce your oki with the unblockable Air AttackA Button. If they refuse to neutral getup, chase them with A Button.

BackB Button is a great tool to prevent people from just pressing buttons on you. It does have a huge windup though, so it can be baited and you will be hit near the end of the move. If your opponent doesn’t meaty properly on oki, BackB Button can be a very powerful tool in persuading them to prioritize throw or other setups on oki, which may open up A Button on wakeup as a decent option.

A very meaty RunB Button is plus on block. Meaty RunA Button is safe on block and can open up opportunities for a whiff punish if your opponent is prone to mashing after they block. Get in the habit of pressing Y Button after you input RunA Button so that if it does hit you immediately Y-Cancel. This will allow you to get follow ups if they miss the tech roll, or be in a good position to enforce oki.

Both of Choji’s throws are good. Slam throw does a good amount of damage and you can follow up with a B Button string combo, or ForwardA Button/DownB Button for grounded damage. Generic throw naturally combos into DownX Button and X Button as well as giving you access to front sub shenanigans or keeping wall pressure post combo.

DownB Button is your dedicated high crush (and a low attack) however, A Button and UpA Button are rather notorious for ducking jabs and other moves.

B ButtonA Button and DownB ButtonA Button are generally not great moves, however, they become very strong in the SCON4 Sakon Icon.png Sakon & Ukon matchup as he cannot armor it and in the SCON4 Choji Icon.png Choji mirror as it beats A Button and UpA Button. B ButtonA ButtonY-Cancel and DownB ButtonA ButtonY-Cancel while they don’t guarantee a follow up (sometimes at wall) you will get a better oki setup or can follow up with OTG hits.

ForwardB ButtonA Button has great tracking. If your opponent likes to step once and try to take their turn back, this string will catch them during their jab startup and leads to a full combo.

Most of Choji’s strings continue on whiff. Use this to bait your opponent into a premature approach option and continue the string to catch them off guard.

Colors

Default ()
Color 2 ()
Color 3 ()

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

Resources

Gameplay footage

Choji Replaytheater

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
GreyAlice SCON4 Choji Color 3.png Flag us.png
United States
Unavailable Greyalice matches
Name Usual Color Region Contact Example Play
Athkore SCON4 Choji Color 2.png Flag jp.png
Japan
Unavailable Athkore matches

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