Iruka (SCON4): Difference between revisions
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===Strategy=== | ===Strategy=== | ||
Iruka is a character with really simple but strong tools, he usually tends to be safe with his low recovery jab and teleports on whiff in strings. | |||
He has both j.A and j.6A, they can be used according to the spacing. | |||
5BBA is a high crush which works on whiff, launches the opponent on hit, does chip damage and has an 8A followup. | |||
5BBBA, 6BA and 2AA all work on whiff and their followups after the 6A TP too, which makes them really great anti-KNJ strings. | |||
2B followups (2BB8AA and 2BBAA) all work on whiff which is a great thing to have off of a high crush. | |||
6BBA and everything that leads into that ender is a super activator, can be really useful near the wall for great damage combos. | |||
He has an easter egg string which is 2A2A, makes him fall on the ground right after teleporting. | |||
===Combos=== | ===Combos=== | ||
Revision as of 20:17, 2 June 2023
| Iruka | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 230 |
| Guard Gauge | 1840 |
| Jab Speed | Frame 14 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
CHARACTER SUMMARY HERE (2-3 sentences)
Costumes
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Press
at Character Select.
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Press
at Character Select.
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Press
at Character Select.
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Press
at Character Select.
Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| Special Moves | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| Super Moves | |
| DESCRIPTION | |
| DESCRIPTION |
Strategy
Iruka is a character with really simple but strong tools, he usually tends to be safe with his low recovery jab and teleports on whiff in strings. He has both j.A and j.6A, they can be used according to the spacing. 5BBA is a high crush which works on whiff, launches the opponent on hit, does chip damage and has an 8A followup. 5BBBA, 6BA and 2AA all work on whiff and their followups after the 6A TP too, which makes them really great anti-KNJ strings. 2B followups (2BB8AA and 2BBAA) all work on whiff which is a great thing to have off of a high crush. 6BBA and everything that leads into that ender is a super activator, can be really useful near the wall for great damage combos.
He has an easter egg string which is 2A2A, makes him fall on the ground right after teleporting.
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| COMBO 4 | ETC |
Changes from Vanilla
- Scar added to model's face
- Air Throw added
- Grabbable moves: 6B(A), 6A, 8A, JA
- 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2
- 5BB(A): changed to be a modified RA with 6A(A) follow up
- 6B: has more stun, more lift, and turns back turned people around
- 6B(B): made a mid from a high, replaced with 2B(B)
- 6BB(B): replaced with 6B(B); does 22 damage from 20; transition on the follow up made until the move ends instead of only 10 frames
- 6BB(A): replaced with 6A(A)
- 6BBB(A): with follow ups exists
- 4B: has more lift on hit
- 2B: has stronger hit and block stun
- 2B(B): had spinning knockback removed, made mid instead of high, and has less lift; replaced with 6B(B); comes out one frame slower
- 8B: replaced with 2B(B); does 20 damage from 26; transition is faster
- JB: made to launch with spinning knockback instead of stagger
- RB: hitbox appears one frame later, move recovers earlier; first frame of the hitbox is techable, the rest are untechable
- 5A: charge time reduced from 13f to 10f; done with 8 does 8A; has slightly more lift on uncharged when used in a string
- 4A: has a better window
- A4A: is unblockable and comes out faster
- 6A: teleports behind the opponent no matter the range, when done in a string it does normal teleport with quicker action
- 6A(A): hitbox disappears three frames sooner
- 2A: has slightly more lift on hit and damage increased from 18 to 23
- RA: lifts on block
- 5X: first hit turns around back turned people
- 2X: does 2X activator that goes into 5X super, it starts two frames sooner the hitboxes are bigger, first hit turns around back turned people, activated super does more damage; activated hits four additional times when the shurikens hit the opponent
- 4X: is a real time super with start immunity to highs and mids that does Kabuto's 5X animation; has a unique super freeze animation; cannot be Y cancelled
- GRKnJ: hitbox appears one frame later; appears much further back
Resources
Guides and Info
LINKS TO INFO AND GUIDES
Gameplay footage
LINKS TO TOURNAMENT OR CASUALS VODS