Jirobo (SCON4): Difference between revisions

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* RA: Jirobo can be thrown while in the air; hits twice; high crush on landing
* RA: Jirobo can be thrown while in the air; hits twice; high crush on landing
* 5X: has two less frames super freeze
* 5X: has two less frames super freeze
* 2X: Intangible 0-5 after super freeze, high crush instead of intangible 0-1, 42-end
* 2X: Intangible 0-5 after super freeze, high crush 13-108 instead of intangible 0-1, 42-end
* ARKnJ: intangibility removed
* ARKnJ: intangibility removed
* GRKnJ: has faster englag to match RB, flags fixed from vanilla
* GRKnJ: has faster englag to match RB, flags fixed from vanilla

Revision as of 18:20, 13 December 2022

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Jirobo
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HP 240
Guard Gauge 1920
Jab Speed 15
Jab Height MID
Backdash Type x
class="gnt4_nav" colspan="13"
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Summary

CHARACTER SUMMARY HERE (2-3 sentences)

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
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 superarmor (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 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

CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)

Combos

Combos Notes
DESCRIPTION
> DESCRIPTION
Towards opponentY-Cancel > DownY-Cancel > DESCRIPTION
COMBO 4 ETC

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 0-5 after super freeze, high crush 13-108 instead of intangible 0-1, 42-end
  • ARKnJ: intangibility removed
  • GRKnJ: has faster englag to match RB, flags fixed from vanilla

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

Super Naruto: Clash of Ninja! 4
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