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
| Jirobo | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 240 |
| Guard Gauge | 1920 |
| Jab Speed | 15 |
| Jab Height | MID |
| Backdash Type | x |
Summary
CHARACTER SUMMARY HERE (2-3 sentences)

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 | |
| 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 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. | |
| 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
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| 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