Jirobo (SCON4): Difference between revisions

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{{WIP}}
{{SCON4_profile
{{SCON4_profile
|name=Jirobo
|name=Jirobo
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==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.''']]  
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|-
|-
|{{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}}
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* {{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 which due to its armor
** 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
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** 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====
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!Notes
!Notes
|-
|-
|{{B}}{{B}}{{X}}
|{{B}}{{B}}{{6}}{{A}} > {{B}}{{B}}{{X}}||
|DESCRIPTION
|-
|-
|{{B}}{{B}}{{B}}{{B}} > {{B}}{{B}}{{X}}
|{{B}}{{B}}{{6}}{{A}} > {{2}}{{X}}||
|DESCRIPTION
|-
|-
|{{6}}{{B}}{{B}}{{YCancel}} > {{2}}{{B}}{{B}}{{YCancel}} > {{B}}{{B}}{{X}}
|{{b}}{{b}}{{b}}{{b}} > {{2}}{{x}}||
|DESCRIPTION
|-
|{{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}}||
|-
|-
|COMBO 4
|ETC
|}
|}
====Extra Combo Notes====
* {{2}}{{B}} links meterlessly to {{B}} or {{2}}{{x}}


==Changes from Vanilla==
==Changes from Vanilla==
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==Resources==
==Resources==
===Guides and Info===
===Guides and Info===
LINKS TO INFO AND GUIDES


===Gameplay footage===
===Gameplay footage===
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[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]
[[Category:CHARACTER guides|{{PAGENAME}}]]
[[Category:Jirobo guides|{{PAGENAME}}]]

Latest revision as of 16:26, 29 June 2023

Jirobo
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HP 240
Guard Gauge 1920
Jab Speed 15
Jab Height Mid
Backdash Type Short
class="gnt4_nav" colspan="13"
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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 Down, KNJ punishes and unblockable setups. Sometimes referred to as Big John for an unknown reason.

Press at Character Select.
Press 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.
Down A stomp which creates a shockwave around Jirobo. Low crush f7-28. Meterlessly links to or Down on hit.
Away from opponent Guard frame attack. Staggers on hit.
Towards opponent Elbow strike. Launches on hit. Good for attacking backturned opponents.
Running 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 projectiles but staggers on hit. Charge sends a larger boulder which knocks the opponent down or pushes on block.
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.
Down Teleport. Vanishes f24, reappears f36, actionable f11 after reappearance. Reappearance can be delayed by holding at the cost of chakra and the side can be reversed by holding Towards opponent.
Away from opponent Counter. Activated counter is a launcher which can be continued into a or string.
Towards opponent 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.
Running A running two-hit attack in which first Jirobo lifts a blocking opponent and then knocks them into the ground. Running leads to his piledriver, though this string can be sidestepped. Bounces on hit.
Throws a large boulder downwards at a 45 degree angle. Pushes on block or knocks down on hit.
Throws
Standard overhead throw, 20 damage.
Down 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.
Down 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

  • Towards opponent on whiff allows Jirobo to punish substitutions and the launch gives him enough time to turn and connect with
  • Y-CancelDown 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
    • Y-Cancel 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, Towards opponent and Down 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
  • Towards opponent 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 Towards opponent if the defender has at least 1 frame to begin Away from opponent
  • 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, Down 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:

  • Down
  • Y-Cancel > Down
  • Y-Cancel > Down

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 Down. Jirobo can also use the reduced hitstun of backturned hits to find an opening to fire off Down.

Combos

Combos Notes
Towards opponent >
Towards opponent > Down
> Down
Y-Cancel >
Y-Cancel > Towards opponent(delay)
Down > Y-Cancel > Y-Cancel >

Extra Combo Notes

  • Down links meterlessly to or Down

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

Guides and Info

Gameplay footage

Super Naruto: Clash of Ninja! 4
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