Iruka (SCON4)
| Iruka | |
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| 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 |
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| Special Moves | |
| DESCRIPTION | |
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| Super Moves | |
| DESCRIPTION | |
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Strategy
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)
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