Super Naruto: Clash of Ninja 4/Jirobo

From Mizuumi Wiki
Jump to navigation Jump to search
Jirobo

SCON4 Jirobo Portrait.png
Health: 240
Guard Gauge: 1920
Backdash Type: Short



Summary

Though he's one of the slower characters in the game, the mighty Jirobo is capable making the most of small openings and snow-balling his advantage through the use of his armored, unblockable hitgrab 8A, chakra-steal 2X, KNJ punishes and unblockable setups. Sometimes referred to as Big John for an unknown reason.

Notes

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 04, can hold the final input to change the move's effect.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonForwardA Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonB Button
  • If the second input is delayed enough, Jirobo transitions back to CONR3 STRING.png 01-05 from the second input onwards.
  • X ButtonCancellable at ForwardB ButtonCONR3 STRING BREAK.png(B Button)
CONR3 STRING.png 07 ForwardB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 08 ForwardB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 09 BackB ButtonB Button
CONR3 STRING.png 10 BackB ButtonA Button
  • Switches sides with the final move; can hold Forward until reappearance to prevent.
CONR3 STRING.png 11 DownB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 12 DownB ButtonB ButtonA Button
CONR3 STRING.png 13 DownB ButtonA Button
  • Switches sides with the final move; can hold Forward until reappearance to prevent.
CONR3 STRING.png 14 UpB ButtonB ButtonA Button
CONR3 STRING.png 15 BackA ButtonB ButtonB ButtonA Button
  • The second input will not come out unless the first is successfully activated.
CONR3 STRING.png 16 BackA ButtonA Button
CONR3 STRING.png 17 RunA ButtonA Button

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Mid 15 2 36 - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 20 3 42 - - - -

Elbow strike. Launches on hit. Good for attacking backturned opponents.

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 29 1 40 - - - -

A stomp which creates a shockwave around Jirobo. Meterlessly links to 5B or 2X on hit.

Flag Data
Low Crush frames 7~28
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Mid 39 3 34 - - - -

Guard frame attack. Staggers on hit.

Flag Data
Autoguard frames 2~26
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 Mid 26 4 39 - - - -

Upwards palm strike. Launcher and lifts on block. Mostly used as combo filler.

Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Mid 15 11 41 - - - -

A diving head bash which sends the opponent flying or pushes on block.

Flag Data
Low Crush frames 17~
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
18 Mid 18 7 - - - - -

A descending headbutt which bounces the opponent or pushes on block.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 - 34 - - - - - -

Stone throw. Slower than most other A projectiles but staggers on hit. 5[A] sends a larger boulder which knocks the opponent down or pushes on block.

Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 - 39 11 - - - - -

Stone pillar. Active f39-49(?), 67 frames total(?). Jirobo summons a pillar to erupt from the ground at the opponent's position causing a spinning launch on hit or a lift on block. Unblockable backturned.

Flag Data
High Crush frames 20~55
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - 45 Total - - - -
  • Fully invincible on frames 24~35, can act 11 frames after reappearing
  • Re-appearance can be delayed by holding A Button at the cost of chakra

Teleport. Side can be reversed by holding [6].

Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 12 25 - - - - -

Counter. Activated counter is a launcher which can be continued into a B or A string.

Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5, 27 High 27 10 51 - - - -

Piledriver with hyperarmor (can only be interrupted by spinning launchers and supers; still takes damage from other attacks). High crush f12-25, active f27. Jirobo leaps upwards, grabbing the opponent and then slams them into the ground. Unblockable.

Flag Data
High Crush frames 12~25
Low Crush frames 26~
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
8, 9 Mid×2 12 4( - - - - -

A running two-hit attack in which first Jirobo lifts a blocking opponent and then knocks them into the ground. Run AA leads to his piledriver, though this string can be sidestepped. Bounces on hit.

Flag Data
High Crush frames 32~53
Low Crush frames 12~31
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
13 - 16 - - - - - -

Throws a large boulder downwards at a 45 degree angle. Pushes on block or knocks down on hit.

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 Throw 1 1 48 - - - -
  • Description

2Y

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

j.Y

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

Specials

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 75 Mid 25 4 40 - - - -

Jirobo drops a boulder roughly the size and shape of the state of Montana on the opponent. High damage.

Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 18 - - - - - -

At the cost of 75% chakra, Jirobo summons an earth dome which can hit opponents close to the ground. Post-super freeze: invincible f1-5(?), high crush f13-108(?), active 27-38(?), 127 frames total(?). Does a small amount of damage but traps the opponent and causes them to collapse, sapping all of their chakra and adding it to Jirobo's own.

Flag Data
High Crush frames 1~6, 14~
Mid Crush frames 1~6
Toggle Hitboxes
Toggle Hitboxes

Strategy

Strengths

  • Being tied for the highest health in the game means Jirobo can use it as a resource and trade damage when he has the life lead.
  • B ButtonB ButtonForwardA Button works on whiff, allowing Jirobo to punish substitutions. The launch gives him enough time to turn and connect with 5B.
  • DownX Button is perhaps the best combo finisher in the game, completely draining the victim's chakra and adding it to Jirobo's own.
  • A Mid-level jab means Jirobo rarely needs to worry about being high crushed, leaving him free to use his jab free of worries.
  • UpA Button is an extremely powerful move in general: functions both an anti-air and an unblockable hitgrab, acts as a reversal due to its Hyper Armor, leads to frightening okizeme (especially with the opponent in the corner), and provides unscaled, unsubbable damage (along with a hard knockdown) as a combo finisher.
  • If Jirobo manages to enter a backturned state after a knockdown, ForwardA Button and DownX Button can potentially become unblockable.

Weaknesses

  • Generally slow with punishable blockstrings due to their lengthy recoveries.
  • ForwardA Button can be punished with air projectiles or divekicks due to its slow startup, making it hard to react to certain get-up options (especially 4-way roll). Jirobo is also stuck in place for a long time, so a KnJ can be used on reaction to punish a combo stone pillar with good timing.
  • For all its power, UpA Button possess significant counterplay: Hyper Armor loses to spinning launch and groundbounces, can be evaded with a well-timed sidestep, the opponent can mix up their wake up options to make timing the unblockable difficult, and the movement of certain strings will naturally avoid the move altogether.
  • The guard frames of a BackB Button can be used to block backturned ForwardA Button if the defender has at least 1 frame to use it.

2X Usage

Undoubtedly one of the strongest supers in the game, DownX Button allows Jirobo to maintain a massive chakra advantage over his opponent.

As a combo finisher, the attack has 10 active frames and, depending on the combo, needs to be timed to hit just before the opponent lands. Common combo routes include:

  • B ButtonB ButtonDownX Button
  • B ButtonB ButtonB ButtonY-CancelDownX Button
  • B ButtonB ButtonB ButtonA ButtonB ButtonY-CancelDownX Button

Five invulnerable frames at startup and high crush frames allow the super to function as a reversal as well. Characters with a gap between B Button and B ButtonB Button can be interrupted with this move. Jirobo can also use the reduced hitstun of backturned hits to find an opening to fire it off.

Colors

Default ()
Color 2 ()
Color 3 ()

Changes from Vanilla

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

Resources

Gameplay footage

Navigation

General
Controls
HUD
FAQ
System
Esoterica
Technical Data
Stages
Strategy
Characters
Anko
Choji
Gaara
Haku
Hinata
Awakened Hinata
Ino
Iruka
Itachi
Jiraiya
Jirobo
Kabuto
Kakashi
Kankuro
Kiba
Kidomaru
Kimimaro
Kisame
Might Guy
Mizuki
Naruto
OTK Naruto
Neji
Orochimaru
Rock Lee
Sakura
Sasuke
CS2 Sasuke
Shikamaru
Sakon & Ukon
Shino
Tayuya
Temari
Tenten
Third Hokage
Tsunade
Zabuza
Archived Information
Glossary
Training Modes
Netplay
Changelog
Resources