Summary
Iruka is a fundamentals character who benefits from great damage, good HP and fullscreen teleports. He shares many animations and characteristics with Mizuki, while taking a slightly more offensive angle. While he doesn't have good pressure, he has a lot of great tools to use and everything needed to succeed in neutral.
Notes
Iruka
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Health:
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230
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Guard Gauge:
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1840
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Backdash Type:
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Normal
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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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- For all, Cancellable at ()
- For 01-07, Cancellable at the final move.
- For 01 and 04, can hold the second-to-last input to change the move's effect.
- For 04-07, switches sides with the fourth move.
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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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08
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09
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- Cancellable at the final move.
- For 09 and 12, can hold the second-to-last input to change the move's effect.
- For 12-15, switches sides with the second move.
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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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16
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- Cancellable at the final move.
- For 16 and 18, can hold the second-to-last input to change the move's effect.
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17
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18
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19
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20
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- Cancellable at the final move.
- Switches sides with the first move.
- For 20, can hold the second-to-last input to change the move's effect.
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21
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22
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23
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24
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- Cancellable at the final move.
- For 24 and 27, can hold the second-to-last input to change the move's effect.
- For 27-30, switches sides with the second move.
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25
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26
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27
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28
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29
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30
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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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14
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High
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14
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3
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23
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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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15
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Mid
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22
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3
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33
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-
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-
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-
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-
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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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13
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Low
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18
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5
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28
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-
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-
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-
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-
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Flag Data
High Crush
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frames 13~35
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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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18
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High
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29
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4
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26
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-
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-
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-
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-
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Flag Data
Autoguard
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frames 2~15
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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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20
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Mid
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19
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5
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32
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-
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-
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-
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-
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- Uppercut, lifts on block and launches on hit.
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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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20
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High
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25
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3
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28
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-
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-
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-
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-
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Iruka attacks with a front flip kick. High range due to burst movement and is safe on block. If either of the later two active frames connect with the opponent instead of the very first, the ground bounce is untechable.
Flag Data
Low Crush
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frames 10~30
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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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25
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Mid
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25
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Until landing
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-
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-
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-
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-
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-
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Strong Attacks
5A
Uncharged Charged
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Version
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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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Uncharged
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4×n
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-
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36
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Until hit
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-
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-
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-
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-
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-
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Charged
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(4×n)×2
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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 fuma shuriken. Slower than most projectiles, but can link to almost any button on a grounded hit. Charged throws 2 fuma shuriken which continually push the target on block, dealing significant chip damage or carrying them across the stage on a hit.
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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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39 Total
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-
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-
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-
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-
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- Fully invincible on frames 15~21
- Strings initiate 14F after reappearing, and can do any other action 19F after reappearing.
A full screen teleport that has and followups. Its trajectory is not controllable, but it is the only teleport in the game that can cross the opponent up at walls/in the corner.
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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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23
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Mid
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20
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3
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31
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-
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-
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-
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-
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- Hits mid and high crushes, followup can be done on whiff.
Flag Data
High Crush
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frames 13~29
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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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10
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26
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-
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-
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-
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-
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-
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- Doesn't work on projectiles.
- Counterattack is invincible on frames 1~36
Iruka's counter which, when activated, makes Iruka teleport in place and kick the opponent from above with an unblockable and unsubbable kick that staggers on hit. Opponent is invincible during the stagger, so Iruka can't follow up with anything but he is at advantage.
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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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5×3
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-
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10, 11, 13
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Until hit
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-
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-
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-
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-
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-
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- Basic anti-air up-shuriken.
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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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24
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Mid
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22
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4
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30
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-
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-
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-
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-
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Upwards kunai slash. High range due to burst movement, but slow on startup and punishable on block.
Flag Data
High Crush
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frames 9~17
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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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8, 10
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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.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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10
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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 fuma shuriken with forward momentum. Its multi-hit nature allows it to have great blockstun with the right angle.
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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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Throw
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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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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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Throw
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1
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1
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Until landing
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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
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Advantage on Block
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5+4, 5, 6, 44
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Mid×2
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14
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3(7)3
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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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- Costs 100% (4 bars) chakra
Two-hit activator into a standard uppercut, down punch, slam cinematic. Kind of lower damage for a super, but the startup is incredibly fast to where it can connect reliably in long juggles, such as 9 hits into BBX.
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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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5+4, 77
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Mid×2
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29
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5(3)5
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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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Almost the same super as 2X, just with twice the startup but a little extra range and better damage.
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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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30
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Mid
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23
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15
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30
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-
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-
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-
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-
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- Costs 75% (3 bars) chakra
- Untechable knockdown on hit
- Disables KnJ on hit
Iruka's reversal super is a blockable high+mid crush with pretty good range, but of course is low damage and punishable on block. Useful if used to read neutral tools and gaps in some string pressure, and also gets the opponent well off of him on hit, launching them about half the stage away without the ability to sub punish.
Flag Data
High Crush
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frames 1~10
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Mid Crush
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frames 1~10
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Strategy
Iruka is a character with really simple but strong tools, who usually tends to be safe with his low recovery jab and teleports on whiff in strings. He has both and , which can be used according to the spacing. is a high crush which works on whiff, launches the opponent on hit, does chip damage and has a followup. , and all work on whiff (so will their teleport's followups), which makes them really great anti-KNJ strings. followups ( and ) all work on whiff, which is a great thing to have off of a high crush. and everything that leads into that ender is a super activator, which can be really useful near the wall for great damage combos.
He has an easter egg string which is , makes him fall on the ground right after teleporting.
Colors
Changes from Vanilla
- Scar added to model's face
- Air Throw added
- Grabbable moves: 6B(A), 6A, 8A, JA
- 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2
- 5BB(A): changed to be a modified RA with 6A(A) follow up
- 6B: has more stun, more lift, and turns back turned people around
- 6B(B): made a mid from a high, replaced with 2B(B)
- 6BB(B): replaced with 6B(B); does 22 damage from 20; transition on the follow up made until the move ends instead of only 10 frames
- 6BB(A): replaced with 6A(A)
- 6BBB(A): with follow ups exists
- 4B: has more lift on hit
- 2B: has stronger hit and block stun
- 2B(B): had spinning knockback removed, made mid instead of high, and has less lift; replaced with 6B(B); comes out one frame slower
- 8B: replaced with 2B(B); does 20 damage from 26; transition is faster
- JB: made to launch with spinning knockback instead of stagger
- RB: hitbox appears one frame later, move recovers earlier; first frame of the hitbox is techable, the rest are untechable
- 5A: charge time reduced from 13f to 10f; done with 8 does 8A; has slightly more lift on uncharged when used in a string
- 4A: has a better window
- A4A: is unblockable and comes out faster
- 6A: teleports behind the opponent no matter the range, when done in a string it does normal teleport with quicker action
- 6A(A): hitbox disappears three frames sooner
- 2A: has slightly more lift on hit and damage increased from 18 to 23
- RA: lifts on block
- 5X: first hit turns around back turned people
- 2X: does 2X activator that goes into 5X super, it starts two frames sooner the hitboxes are bigger, first hit turns around back turned people, activated super does more damage; activated hits four additional times when the shurikens hit the opponent
- 4X: is a real time super with start immunity to highs and mids that does Kabuto's 5X animation; has a unique super freeze animation; cannot be Y cancelled
- GRKnJ: hitbox appears one frame later; appears much further back
Navigation
General
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Characters
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Archived Information
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