Choji (SCON4): Difference between revisions

From Naruto: Wiki of Ninja
Jump to navigation Jump to search
No edit summary
Line 25: Line 25:
! Basic Moves !! Notes
! Basic Moves !! Notes
|-
|-
|{{B}}
|{{B}} || 15 frame mid jab; his second jab is less laggy than you might expect.
|-
|-
|{{8}}{{B}} || Launcher
|{{8}}{{B}} || An upwards arm slam; strong combo tool as a launcher. Raw 8B does 15 damage
|-
|-
|{{2}}{{B}} || Fast poke in neutral, relatively safe. Sets up for {{A}}
|{{2}}{{B}} || Fast poke in neutral, relatively safe. Sets up for {{A}}
|-
|-
|{{4}}{{B}} || Auto-Guards, the most guard frames in the game and leads to full combo
|{{4}}{{B}} || A bull-charge headbutt; extremely long guard frames and leads to full combo, but is the slowest 4B in the game
|-
|-
|{{6}}{{B}} || Highest damage normal, high stun, can follow up with {{A}} on whiff
|{{6}}{{B}} || Highest damage normal, high stun allows a {{5}}{{B}} link or {{6}}{{B}} again on counter hit; can follow up with {{A}} on whiff
|-
|-
|{{Run}}{{B}} || Staggers the opponent, high stun, full combo on hit
|{{Run}}{{B}} || A leaping kick; Staggers the opponent, high blockstun, full combo on hit
|-
|-
|{{Air}}{{B}} || Hammer punch, techable bounce
|{{Air}}{{B}} || Hammer punch, techable bounce
Line 41: Line 41:
! Special Moves !!
! Special Moves !!
|-  
|-  
|{{A}} || Command grab with super armor, this is your main game plan
|{{A}} || Command grab with super armor, this is your main game plan as a strong defensive tool and his main form of oki
|-
|-
|{{8}}{{A}} || Anti air command grab with hard knockdown. Often whiffs against grounded opponents
|{{8}}{{A}} || Anti air command grab with hard knockdown. Often whiffs against grounded opponents

Revision as of 02:38, 13 November 2022

 Error creating thumbnail: Unable to save thumbnail to destination Bear with us! This article is a work in progress.

We're currently gathering more information for this article. Stay tuned!

Choji Akimichi
Error creating thumbnail: Unable to save thumbnail to destination
HP 240
Guard Gauge 1920
Jab Speed Frame 15
Jab Height Mid
Backdash Type Short
class="gnt4_nav" colspan="13"
Random


Summary

Choji is the grappliest grappler of the game. While he lacks speed and long range options, his unblockable, super-armor command grabs and allow him to wrestle the enemy into submission.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
15 frame mid jab; his second jab is less laggy than you might expect.
An upwards arm slam; strong combo tool as a launcher. Raw 8B does 15 damage
Down Fast poke in neutral, relatively safe. Sets up for
Away from opponent A bull-charge headbutt; extremely long guard frames and leads to full combo, but is the slowest 4B in the game
Towards opponent Highest damage normal, high stun allows a Template:5 link or Towards opponent again on counter hit; can follow up with on whiff
Running A leaping kick; Staggers the opponent, high blockstun, full combo on hit
Hammer punch, techable bounce
Special Moves
Command grab with super armor, this is your main game plan as a strong defensive tool and his main form of oki
Anti air command grab with hard knockdown. Often whiffs against grounded opponents
Down Eat chips, each chip eaten increases attack damage by 6.25% and gives some chakra. Attack damage increase stays through rounds, and can be stacked up to 8 times for a 50% damage boost. Ground KNJ removes 1 stack
Away from opponent Counter, pretty quick and gives hard knockdown. Removes 2 stacks of chips upon activation
Towards opponent Meatball tank, does a ton of guard damage. Removes 2 stacks of chips upon activation
Running Quick attack with good range and hitbox. Removes 2 stacks of chips upon activation
Armored meatball, hard knockdown that is good against strings that launch him. Removes 2 stacks of chips upon activation
Throws
Normal throw
Down "Swordsman" throw, slams the opponent into the ground for high damage, can follow up with
Slams the opponent into the ground, hard knockdown
Super Moves
Meatball tank, quick activation. Can combo into straight from throw. Removes 4 stacks of chips upon activation
Down Bouncing meatball tank, slow activation, a lot of active frames. Does a lot of damage. Removes 4 stacks of chips upon activation
Away from opponent Reversal, quick attack. Removes 2 stacks of chips upon activation

Strategy

You generally want to get people down on the ground and follow up with when they stand up.
Since has super armor, it beats WUK attempts from the opponent. Use this to make the opponent fear doing WUK, and go for your high damaging Down super.
Don't be afraid to take some damage, hp is a resource so use it. beat a lot of other characters strings while setting up for okizeme.
Try to eat some chips whenever you have the chance, and try to not use up more chips than necessary. A Choji with a full stomach instills fear into his opponents.

Combos

Combos Notes
Easy combo into hard knockdown
Towards opponent Quick combo into hard knockdown
Towards opponentY-Cancel > Towards opponent Extended combo into hard knockdown
> Easy combo into super
Down Easy combo into hard knockdown from throw
DownY-Cancel > Towards opponent High damage combo into hard knockdown from throw when the chip stack is high
Y-Cancel > Y-Cancel > Builds about 45% chakra for the opponent.

Changes from Vanilla

List may be outdated

  • Overall: When large (moves that increase Chouji physical size for the duration of the move), Chouji has guard frames and is grabbable
  • Air Throw added, does a modified A8A animation
  • Health: increased from 225 to 240
  • Guard: increased from 1800 to 1920
  • 2A: chips increase Chouji's strength. He requires 8 chips to get to his maximum strength. When he is at maximum chips, he gets a 1.5X damage multiplier. 2A maxes out strength (1.5x) at 8 chips from 13. Builds 1/16th of a bar of meter. Each chip adds .5X damage multiplier
  • He also loses chip gains for certain moves which are:
    • 1 chip lost: GRKnJ
    • 2 chips lost: 6A, Act4A, RA, JA
    • 4 chips lost: 5X, 2X, 4X
  • 2A maxes out strength (1.5x) at 6 chips from 13. Builds 1/16th of a bar of meter
  • 5B: has slightly more stun on hit and block; transition to 5B(A) is one frame faster
  • 5B(B): has slightly more lift, shoulder hitbox does not appear on the first frame, SFX comes out one frame later, 3 frames less disadvantage on block
  • 5B(A): hitbox appears one frame sooner; transitions one frame faster
  • 5BA(A): added as 2A
    • Holding A allows you to keep eating chips
  • 5BB(A) can be performed on whiff
  • 5BB(B) and 8B: is an uppercut
  • 5BBB(B) and 8B(B): is also an uppercut, but has spinning knockback and hits higher
  • 6B: damage (+3) and stun increased
  • 6B(B): is the strong uppercut (8B(B))
  • 6B(A): is a small bounce instead of stagger; can be done on whiff; transitions two frames slower; duration on the attack is increased by 2
  • 4B: is untechable and high for the first two frames of the hitbox, then mid and techable; hitbox appears and disappears one frame later; hitboxes are slightly larger
  • 8B to 8B(B): transition is slightly slower
  • 8B(A): is 8A
  • RB: ends sooner
  • 5A: has one more frame on the end for grab, super armor ends on frame 30 down from from 55, damage increased from 25 to 30, thrown trajectory changed, can tech roll and sub right before landing. Removed flicker cancel infinite.
  • A5A: is hittable after Chouji throws the opponent
  • Added ability to redirect ground command grab with Away from opponent
  • 6A: links into the final hit better, ending hits twice, the first is a bounce and second hit is a hard knockdown
  • 4A: counter window improved, can be activated from all sides
  • A4A: is unblockable and unsubbable, slight adjustment to size, damage increased to 25 from 20
  • 8A: Hitboxes adjusted to not grab behind as easily, super armor ends when Chouji leaves the ground, hitboxes appear 4 frames earlier, damage increased from 40 to 30 and opponent can sub after Chouji removes his hands from the opponent
  • A8A: is hittable after Chouji gets off the opponent
  • RA: size adjusted, hitbox duration better matches animation, pushes on block
  • JA: does increased guard damage, falls faster, hard knockdown, pushes on block, size adjusted
  • GRKnJ: size adjusted to match RA
  • Added Down
  • Added
  • 5X: starts moving 4 frames sooner during super freeze
  • 4X: is a real time super similar to Act4A with immunity to highs and mids on startup; requires and uses 75%

Resources

Guides and Info

Coming soon

Gameplay footage

Athkore vs Nywen (Ino) Sakura Cup Europe 5
Athkore vs Hamadarody (Naruto, Kankuro) Sakura Cup Europe 5


Super Naruto: Clash of Ninja! 4
Random