Super Naruto: Clash of Ninja 4/Jiraiya

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Jiraiya

SCON4 Jiraiya Portrait.png
Health: 240
Guard Gauge: 1920
Backdash Type: Normal


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 # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 06-07, and CONR3 STRING.png 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 CONR3 STRING.png 15, the final move is unblockable.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonB ButtonDownB Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonA ButtonDownB ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonB ButtonA ButtonDownB ButtonDownB Button
CONR3 STRING.png 06 B ButtonB ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 07 B ButtonB ButtonB ButtonA ButtonDownB ButtonA Button
CONR3 STRING.png 08 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 09 B ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 10 B ButtonB ButtonA ButtonB ButtonDownB Button
CONR3 STRING.png 11 B ButtonB ButtonA ButtonDownB ButtonB Button
CONR3 STRING.png 12 B ButtonB ButtonA ButtonDownB ButtonDownB Button
CONR3 STRING.png 13 B ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 14 B ButtonB ButtonA ButtonDownB ButtonA Button
CONR3 STRING.png 15 B ButtonB ButtonA ButtonA Button
CONR3 STRING.png 16 ForwardB ButtonB Button
CONR3 STRING.png 17 ForwardB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 18 ForwardB ButtonA ButtonB ButtonDownB Button
CONR3 STRING.png 19 ForwardB ButtonA ButtonDownB ButtonB Button
CONR3 STRING.png 20 ForwardB ButtonA ButtonB ButtonB ButtonDownB Button
CONR3 STRING.png 21 ForwardB ButtonA ButtonB ButtonA Button
  • 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.
CONR3 STRING.png 22 ForwardB ButtonA ButtonDownB ButtonA Button
CONR3 STRING.png 23 ForwardB ButtonA ButtonA Button
  • The final move is unblockable.
CONR3 STRING.png 24 BackB ButtonA Button
  • Can hold the final input to extend the move's duration.
CONR3 STRING.png 25 DownB ButtonB ButtonB Button
CONR3 STRING.png 26 DownB ButtonB ButtonDownB Button
CONR3 STRING.png 27 DownB ButtonDownB ButtonB Button
CONR3 STRING.png 28 DownB ButtonDownB ButtonDownB Button
CONR3 STRING.png 29 DownB ButtonB ButtonA Button
  • 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.
CONR3 STRING.png 30 DownB ButtonDownB ButtonA Button
CONR3 STRING.png 31 RunA ButtonB ButtonB Button
CONR3 STRING.png 32 RunA ButtonB ButtonDownB Button
CONR3 STRING.png 33 RunA ButtonDownB ButtonB Button
CONR3 STRING.png 34 RunA ButtonDownB ButtonDownB Button
CONR3 STRING.png 35 RunA ButtonB ButtonA Button
  • 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.
CONR3 STRING.png 36 RunA ButtonDownB ButtonA Button
CONR3 STRING.png 37 RunA ButtonA Button
  • The final move is unblockable.

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 High 15 - - - - - -
  • Primary Jab.
  • 2nd longest jab range in the game.
  • Can go into B Button(B Button) on whiff.
    • Chaining into has a 1 frame gap, allows sidestep/reversal.
    • Can continue into B ButtonB ButtonB ButtonB Button and B ButtonB Button(A Button) on whiff (the latter chaining into B ButtonB ButtonA Button(A Button) on hit or block).
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 High 19 3 35 - - - -

A forward advancing double palm strike. Can go into ForwardB Button(B Button) on whiff. Be warned, this can get high crushed.

Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
19 Mid 21 4 45 - - - -

A downwards hand slap. This move beats High-crushing attacks, but is VERY unsafe on whiff. On block/hit, Jiraiya gets access to DownB ButtonB ButtonB Button / DownB ButtonB ButtonA Button (and variations thereof).

DownB ButtonB Button(A Button) summmons a puddle, making it a good sidestep catcher. For its part, DownB Button(DownB Button) causes an untechable groundbounce, leading into guaranteed damage (but can leave Jiraiya wide open against KnJs), and DownB ButtonDownB Button(B Button) version is an unsubbable/untechable Hard Knockdown (akin to Zabuza and Kakashi).

Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 33 3 23 - - - -
  • Launches on hit

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 frames 2~19
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 20 High, Mid 17 6(9)4 30 - - - -
  • Causes a small groundbounce with the second hit

An axe kick that hits twice and hard. Can catch opponents out of the air surprisingly well. Its main use lies as a double-hitting OTG for big damage, particularly against the wall or if they fail to tech. When used within strings (such as B ButtonB ButtonB ButtonB Button or ForwardB ButtonB Button), it's excellent for calling out slower BackB Button as this move hits twice.

Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
25 High 21 6 42 - - - -
  • Pushes on block and launches on hit

A push kick. On smaller stages, RunB ButtonY-Cancel into DownA Button can serve as a pseudo infinite (most notable on Academy Rooftop, small octagons, and Hospital Rooftop).

Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
22 Mid 19 4 - - - - -
  • Pushes on block and causes a small groundbounce on hit

An overhead strike.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Uncharged - - - - - - - - -
Charged - - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5×n - 37 - - - - - -
  • Can hold A Button 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.

Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
The puddle
The puddle
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10 - 36 - -64 (on whiff)
16 (on hit/block)
- - - -3
  • 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 frames 27-100 (on whiff)
frames 27-36 (on hit/block)
Chip Damage Yes
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
8×n - 16 18~ - - - - -
  • Can hold A Button 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.

Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×4 - 11, 12, 13, 14 Until hit - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Mid 24 3 39 - - - -
  • Causes stagger on hit

A running shoulder charge. Basically leaves the opponent in place on air hit, allowing it to juggle after a throw. On hit or block, Jiraiya has access to a few strings: RunA Button(A Button) immediately leads into his unblockable hitgrab, RunA ButtonB Button(A Button) leads into puddle, and RunA ButtonB Button(B Button) leads into an unsubbable/untechable Hard Knockdown.

Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×2 - 8, 10 Until hit - - - - -
  • Standard jump kunai
Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

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

2Y

DownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10 - 1 1 48 - - - -
  • Switches sides

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 Until Landing + 9 - - - -
  • Standard Air Throw

Specials

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 4×20 Mid 23 3 33 - - - -
  • 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.

Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
60 - - - - - - - -
  • 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 frames 12~
Toggle Hitboxes
Toggle Hitboxes

Strategy

Much of Jiraiya's gameplay revolves around the threat of DownA Button (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. DownX Button is guaranteed after it with proper timing-a slight delay between the two moves. X Button 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 X Button super without a just frame using DownA ButtonB ButtonB ButtonX Button or BackB ButtonCONR3 STRING BREAK.pngB ButtonB ButtonX Button.

B ButtonB ButtonB Button 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 B ButtonB ButtonB Button and sidesteps, Jiraiya can repeat his B Button string to conclusion to attempt a guard break. B ButtonB ButtonA ButtonB ButtonA Button, B ButtonB ButtonB ButtonA ButtonB ButtonA Button, DownB ButtonB ButtonA Button and ForwardB ButtonA ButtonB ButtonA Button give access to puddle mid-string which may catch sidestep, BackB Button, or jump-out attempts. Because of his small number of useful blockstrings, he should take advantage of delayed string continuation and keep defenders guessing. Air AttackY Button can be used to punish opponents who try to jump out of his pressure.

Jiraiya has an unblockable hitgrab found in several strings: B ButtonB ButtonA ButtonA Button, B ButtonB ButtonB ButtonA ButtonA Button and ForwardB ButtonA ButtonA Button. 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 Y Button, B Button, ForwardB Button and DownA Button, 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 DownA Button. Even when knocked down in a trade (for example, from an attacking substitution), he should have enough time to combo off of puddle.

Colors

Default ()
Color 2 ()
Color 3 ()
Koji Kashin ()

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

Gameplay footage

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 Usual Color Region Contact Example Play
Paradise SCON4 Jiraiya Color 1.png Flag us.png
United States
Unavailable Paradise matches

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