Jiraiya
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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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Normal
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Summary
As one of the heavies of SCON4, Jiraiya is known for lethal combos and his signature 2A swamp jutsu used to create openings and catch substitutions. In Super, the toad sannin has received better access to 2A and his hit-grab has been made unblockable to help his guard pressure be formidable as befits a character of his style and power.
Character Traits
- Bulky stats; shares highest health in the game and has the second best guard bar in the game.
- Some of the highest damage buttons in the game such as run B, 8B, 6B, and his string hitgrab.
- Great at checkmating the opponent with chip or unsubbable damage from OTG 4A or any hit 6A.
- Lacks many meaningful crush frame moves at all aside from 2A (which is late) and 2X.
- Severely lacks fast launchers to start juggle combos. He has no sweep and his only reliable way to get an opponent airborne is his puddle when used in a combo string.
- He's a big dude. His hurtbox size can potentially make some things hard for him to step such as projectile volleys.
String List
String #
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Inputs
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Notes
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01
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- Cancellable at ()
- For 06-07, and 13-14, the final move will change if a swamp is present on the field.
- When this alternate move occurs, can hold the input to change the move's effect.
- For 15, the final move is unblockable.
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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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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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17
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18
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19
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20
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21
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- The final move will change if a swamp is present on the field.
- When this alternate move occurs, can hold the input to change the move's effect.
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22
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23
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- The final move is unblockable.
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24
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- Can hold the final input to extend the move's duration.
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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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- The final move will change if a swamp is present on the field.
- When this alternate move occurs, can hold the input to change the move's effect.
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30
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31
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32
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33
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34
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35
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- The final move will change if a swamp is present on the field.
- When this alternate move occurs, can hold the input to change the move's effect.
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36
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37
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- The final move is unblockable.
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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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13
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High
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15
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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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- Primary Jab.
- 2nd longest jab range in the game.
- Can go into () on whiff.
- Chaining into has a 1 frame gap, allows sidestep/reversal.
- Can continue into and () on whiff (the latter chaining into () on hit or block).
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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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20
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High
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19
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3
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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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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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19
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Mid
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21
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4
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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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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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Mid
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33
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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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Very slow palm uppercut. One of the worse 4Bs defensively due to short range, but can sometimes be reliable. Don't be too afraid to throw it out, as Jiraiya's large HP allows for trades. Can lead into meterless combo confirms on hit.
Flag Data
Autoguard
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frames 2~19
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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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10, 20
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High, Mid
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17
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6(9)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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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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25
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High
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21
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6
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42
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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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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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22
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Mid
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19
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4
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-
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-
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-
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-
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-
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- Pushes on block and causes a small groundbounce on hit
An overhead strike.
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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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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-
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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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Charged
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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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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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5×n
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-
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37
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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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- Can hold to prolong move at the cost of chakra.
One of the few Fire Breaths in the game. Leads into confirms on hit within the right distance, and is particularly devatasting against attack with super armor.
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Toggle Hitboxes Toggle Hitboxes
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2A
The puddle The puddle
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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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10
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-
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36
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-
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-64 (on whiff) 16 (on hit/block)
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-
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-
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-
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-3
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- Total duration: 100f (on whiff) / 52 (on hit/block)
- Connects after throw.
- The swamp tracks the opponent's location.
Jiraiya spawns a swamp on the opponent's position. On hit, leads to a capture state attack which drags opponent down into the swamp and then pops them up. The victim cannot KnJ while being held, but can do so upon being spat out of it.
Jiraiya can confirm into anything he wants on hit, and its tracking nature makes it perfect for baiting out KnJs (as well as potentially catching them in the middle of them if timed correctly). In fact, if an opponent is caught, Jiraiya can get an unsubbable 2X (and even an unsubbable 5X, although within a 1 frame window).
Flag Data
High Crush
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frames 27-100 (on whiff) frames 27-36 (on hit/block)
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Chip Damage
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Yes
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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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8×n
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-
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16
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18~
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-
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-
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-
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-
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-
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- Can hold to prolong move at the cost of chakra.
Jiraiya covers his entire body with his hair. While in effect, his body becomes an active, multi-hitting hitbox that neutralizes entity-based attacks (such as Itachi's clones and Tayuya's demons) and deflects most standard projectiles (only losing to unconventional projectiles such as: OTK 6A/j.2A, Temari 5A, Gaara 5A/8A, Kankuro 5A, Hiruzen 2A/8A, Tayuya 5A, and Akamaru). Its persistent hitbox makes it desirable for punishing LKnJs (especially with a puddle set or at the wall) as well as punishing RKnJs and other attacks that aren't too disjointed (Tenten j.B, Kimi j.B). If this move hits OTG, holding it will deal considerable amounts of unsubbable damage for as long as Jiraiya has chakra left; perfect for finishing rounds.
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Toggle Hitboxes Toggle Hitboxes
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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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7×4
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-
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11, 12, 13, 14
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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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Toggle Hitboxes Toggle Hitboxes
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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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20
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Mid
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24
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3
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39
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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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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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7×2
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-
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8, 10
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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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Toggle Hitboxes Toggle Hitboxes
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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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10
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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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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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-
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1
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1
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Until Landing + 9
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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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10, 4×20
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Mid
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23
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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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- Requires 100% (4 bars) meter.
A single fisted gut punch, after which Jiraiya summons a toad to spit fire at the opponent. Ane of the more damaging 5X's in the game, though a little harder to wakeup super with.
Usually, 10 hits is the longest combo that can lead into this super, and the route may need to be adjusted depending on the character.
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Toggle Hitboxes Toggle Hitboxes
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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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60
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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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- Requires 75% (3 bars) chakra.
- Tracks the opponent's location
- Fully invincible on frames 1~7
Jiraiya summons a toad to squash his opponents. Can be used after a Throw or a puddle for an easy kill confirm. 2X also high crushes, which means it can be used as a huge callout as well as a (preemptive) answer to someone preemptively using j.A.
Flag Data
High Crush
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frames 12~
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Much of Jiraiya's gameplay revolves around the threat of (commonly referred to as "puddle") as a whiff punish, combo extender, or KnJ punish. Regardless of positioning, Jiraiya can use it after normal throws to connect a combo. is guaranteed after it with proper timing-a slight delay between the two moves. also has a shorter, 1-frame unsubbable window. Jiraiya's damage output is known as one of the best in the game and he can combo into his super without a just frame using or .
is Jiraiya's best string on block. His high guard damage forces opponents to attempt blockstring escapes which Jiraiya can bait to find openings. If the opponent anticipates a continued string after blocking and sidesteps, Jiraiya can repeat his string to conclusion to attempt a guard break. , , and give access to puddle mid-string which may catch sidestep, , or jump-out attempts. Because of his small number of useful blockstrings, he should take advantage of delayed string continuation and keep defenders guessing. can be used to punish opponents who try to jump out of his pressure.
Jiraiya has an unblockable hitgrab found in several strings: , and . The hitgrab beats guard frame attacks, but can be avoided using a sidestep's intangible frames (timed in the two frames before the move connects); used too early, however, sidesteps will be caught by the hitgrab.
For backturned scenarios, Jiraiya must usually choose between , , and , all to be used situationally as he does not have a traditional sweep, stagger, or launch from a single button.
Jiraiya's high HP pool can make it advantageous for him to trade hits, especially using . Even when knocked down in a trade (for example, from an attacking substitution), he should have enough time to combo off of puddle.
Colors
Changes from Vanilla
- Grabbable Moves: 2A, 6A, 8A
- 5B(B): stun on block and hit improved; move recovers earlier
- 5BB(A): increased block stun and hitbox disappears one frame sooner
- 5BBA(A): is unblockable
- 5BBAB(A): replaced with 2A
- 6B: has slightly less lift; has more stun when done raw; ends slightly sooner
- 2B: hitbox appears 4 frames earlier, first frame is an untechable bounce, then stagger; elbow hitbox appears on frame 2; hand hitbox smaller; bounces further from Jiraiya
- 2B(B): hitbox appears one frame earlier without the elbow, first frame is a bounce, then normal hit
- 2BB(B): bounces closer to Jiraiya, recovers sooner; done with 6 will do RAB(B)
- JB: hitbox appears and disappears one frame sooner
- RB: pushes on block and ends sooner; slightly more lift
- 5A: charge time decreased from 11 frames to 9; when done in a string it does 5BBA(A)
- RA: has more lift on hit
- RA(B): replaced with 2B(B) with follow ups intact
- RAB(B): replaced with 2BB(B); done with 6 does vanilla. Foot "lands" two frames earlier, hard knockdown, cannot Y cancel, hitboxes slightly bigger
- RAB(2B): longer duration, lower angles, hard knockdown
- RAB(A): added as 2A
- 4A: has more stun and the looping of the animation is adjusted to 14 frames from 20; aerial hit lift adjusted to be lower with less hits
- 2A: (not in a string) has less recovery for Jiraiya; opponent can sub if hit out of puddle
- 2Y: added as a sideswitch throw
- 2X: is immune to highs and mids until Jiraiya begins to lower his hands, immune to highs only when his hands touch the ground; frog hitbox duration reduced from 60 frames to 38
- GRKnJ: has the reduced endlag of RB; changed to a mid from a high
Resources
Jiraiya 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
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Usual Color
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Region
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Contact
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Example Play
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Paradise
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United States
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Unavailable
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Paradise matches
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Navigation
General
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Characters
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Archived Information
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