Jirobo (SCON4): Difference between revisions
ArfentulGNT (talk | contribs) |
ArfentulGNT (talk | contribs) Tag: Undo |
||
| (12 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
{{SCON4_profile | {{SCON4_profile | ||
|name=Jirobo | |name=Jirobo | ||
| Line 13: | Line 12: | ||
==Summary== | ==Summary== | ||
Though he's one of the slower characters in the game, Jirobo is capable making the most of small openings and snow-balling his advantage through the use of his armored, unblockable hitgrab {{8}}{{A}}, chakra-steal {{2}}{{X}}, KNJ punishes and unblockable setups. Sometimes referred to as ''Big John'' for an unknown reason. | 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 {{8}}{{A}}, chakra-steal {{2}}{{X}}, KNJ punishes and unblockable setups. Sometimes referred to as ''Big John'' for an unknown reason. | ||
[[Image:color_gnt4_bou_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | [[Image:color_gnt4_bou_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | ||
| Line 33: | Line 32: | ||
|- | |- | ||
|{{2}}{{B}} | |{{2}}{{B}} | ||
|A stomp which creates a shockwave around Jirobo. Low crush f7-28 | |A stomp which creates a shockwave around Jirobo. Low crush f7-28. Meterlessly links to {{B}} or {{2}}{{X}} on hit. | ||
|- | |- | ||
|{{4}}{{B}} | |{{4}}{{B}} | ||
| Line 97: | Line 96: | ||
* {{B}}{{B}}{{6}}{{A}} on whiff allows Jirobo to punish substitutions and the launch gives him enough time to turn and connect with {{B}} | * {{B}}{{B}}{{6}}{{A}} on whiff allows Jirobo to punish substitutions and the launch gives him enough time to turn and connect with {{B}} | ||
* {{YC}}{{2}}{{X}} is perhaps the best combo finisher in the game, completely draining the victim's chakra and adding it to Jirobo's own | * {{YC}}{{2}}{{X}} is perhaps the best combo finisher in the game, completely draining the victim's chakra and adding it to Jirobo's own | ||
* Mid jab means Jirobo rarely needs to worry about being high crushed | * Mid jab means Jirobo rarely needs to worry about being high crushed and can use his {{B}} jab worry free | ||
* {{8}}{{A}} piledriver | * {{8}}{{A}} piledriver | ||
** Functions as a reversal | ** Functions as a reversal due to its armor | ||
** Attrition: Jirobo can trade damage when he has the life lead | ** Attrition: Jirobo can trade damage when he has the life lead | ||
** Catches jumps and can work as an anti-air | ** Catches jumps and can work as an anti-air | ||
| Line 114: | Line 113: | ||
** Mix-up wake up options to make timing the unblockable difficult | ** Mix-up wake up options to make timing the unblockable difficult | ||
** The movement of certain strings will naturally avoid the grab | ** The movement of certain strings will naturally avoid the grab | ||
* {{6}}{{A}} is slow to start up making it hard to react to certain get-up options, especially 4-way roll | |||
* Guard frame 4B's can be used to block backturned {{6}}{{A}} if the defender has at least 1 frame to begin {{4}}{{B}} | |||
* A KNJ can be used on reaction to punish a combo stone pillar with good timing (substitute after the stone pillar is locked in place) | |||
====2X Usage==== | ====2X Usage==== | ||
| Line 129: | Line 131: | ||
!Notes | !Notes | ||
|- | |- | ||
|{{B}}{{B}}{{X}} | |{{B}}{{B}}{{6}}{{A}} > {{B}}{{B}}{{X}}|| | ||
| | |||
|- | |- | ||
|{{B}}{{B}}{{ | |{{B}}{{B}}{{6}}{{A}} > {{2}}{{X}}|| | ||
| | |||
|- | |- | ||
|{{ | |{{b}}{{b}}{{b}}{{b}} > {{2}}{{x}}|| | ||
| | |- | ||
|{{b}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{x}}|| | |||
|- | |||
|{{b}}{{b}}{{b}}{{YC}} > {{6}}{{b}}(delay){{b}}{{x}}|| | |||
|- | |||
|{{2}}{{y}} > {{b}}{{b}}{{b}}{{YC}} > {{8}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{x}}|| | |||
|- | |- | ||
|} | |} | ||
====Extra Combo Notes==== | |||
* {{2}}{{B}} links meterlessly to {{B}} or {{2}}{{x}} | |||
==Changes from Vanilla== | ==Changes from Vanilla== | ||
| Line 175: | Line 180: | ||
==Resources== | ==Resources== | ||
===Guides and Info=== | ===Guides and Info=== | ||
===Gameplay footage=== | ===Gameplay footage=== | ||
| Line 183: | Line 187: | ||
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]] | [[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]] | ||
[[Category: | [[Category:Jirobo guides|{{PAGENAME}}]] | ||
Latest revision as of 16:26, 29 June 2023
| Jirobo | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 240 |
| Guard Gauge | 1920 |
| Jab Speed | 15 |
| Jab Height | Mid |
| 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 ![]()
, chakra-steal ![]()
, KNJ punishes and unblockable setups. Sometimes referred to as Big John for an unknown reason.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Frame 15 mid jab. | |
| Upwards palm strike. Launcher and lifts on block. Mostly used as combo filler. | |
| A stomp which creates a shockwave around Jirobo. Low crush f7-28. Meterlessly links to | |
| Guard frame attack. Staggers on hit. | |
| Elbow strike. Launches on hit. Good for attacking backturned opponents. | |
| A diving head bash which sends the opponent flying or pushes on block. | |
| A descending headbutt which bounces the opponent or pushes on block. | |
| Special Moves | |
| Stone throw. Slower than most other | |
| 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. | |
| Teleport. Vanishes f24, reappears f36, actionable f11 after reappearance. Reappearance can be delayed by holding | |
| Counter. Activated counter is a launcher which can be continued into a | |
| Stone pillar. High crush f10-55. 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. | |
| A running two-hit attack in which first Jirobo lifts a blocking opponent and then knocks them into the ground. | |
| Throws a large boulder downwards at a 45 degree angle. Pushes on block or knocks down on hit. | |
| Throws | |
| Standard overhead throw, 20 damage. | |
| Slam throw, 40 damage. | |
| Piledriver air throw, 20 damage. Hard knockdown. | |
| Super Moves | |
| Earth Mausoleum Dumpling. Jirobo drops a boulder roughly the size and shape of the state of Montana on the opponent. High damage. | |
| Earth Prison Dome. 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. |
Strategy
Strengths



on whiff allows Jirobo to punish substitutions and the launch gives him enough time to turn and connect with 


is perhaps the best combo finisher in the game, completely draining the victim's chakra and adding it to Jirobo's own- Mid jab means Jirobo rarely needs to worry about being high crushed and can use his
jab worry free 
piledriver
- Functions as a reversal due to its armor
- Attrition: Jirobo can trade damage when he has the life lead
- Catches jumps and can work as an anti-air
- Unblockable okizeme especially with the opponent in the corner


provides unscaled, unsubbable damage and a hard knockdown as a combo finisher
- Further unblockable setups: If Jirobo gets his back to his opponent after a knockdown,

and 
become unblockable
Weaknesses
- Generally slow with punishable blockstrings due to their lengthy recoveries
- Stone pillar can be punished with air projectiles or dive kicks

counterplay
- Hyperarmor losses to spinning launch and spikes
- Has five active frames but the three sidestep invulnerable frames can be used to shift out of the attack's hitbox
- Mix-up wake up options to make timing the unblockable difficult
- The movement of certain strings will naturally avoid the grab

is slow to start up making it hard to react to certain get-up options, especially 4-way roll- Guard frame 4B's can be used to block backturned

if the defender has at least 1 frame to begin 

- A KNJ can be used on reaction to punish a combo stone pillar with good timing (substitute after the stone pillar is locked in place)
2X Usage
Undoubtedly one of the strongest buttons in the game, ![]()
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:







> 






> 

Five invulnerable frames at startup and high crush frames allow the super to function as a reversal as well. Characters with a gap between
and ![]()
can be interrupted with ![]()
. Jirobo can also use the reduced hitstun of backturned hits to find an opening to fire off ![]()
.
Combos
| Combos | Notes |
|---|---|
Extra Combo Notes

links meterlessly to
or 

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