Choji (SCON4)
| 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 |
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.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Launcher | |
| Fast poke in neutral, relatively safe. Sets up for | |
| Auto-Guards, the most guard frames in the game and leads to full combo | |
| Highest damage normal, high stun, can follow up with | |
| Staggers the opponent, high stun, full combo on hit | |
| Hammer punch, techable bounce | |
| Special Moves | |
| Command grab with super armor, this is your main game plan | |
| Anti air command grab with hard knockdown. Often whiffs against grounded opponents | |
| 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 | |
| Counter, pretty quick and gives hard knockdown. Removes 2 stacks of chips upon activation | |
| Meatball tank, does a ton of guard damage. Removes 2 stacks of chips upon activation | |
| 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 | |
| "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 | |
| Bouncing meatball tank, slow activation, a lot of active frames. Does a lot of damage. Removes 4 stacks of chips upon activation | |
| 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 ![]()
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 | |
| Quick combo into hard knockdown | |
| Extended combo into hard knockdown | |
| Easy combo into super | |
| Easy combo into hard knockdown from throw | |
| High damage combo into hard knockdown from throw when the chip stack is high |
Changes from Vanilla
- The attack boost from eating chips no longer lasts indefinitely
- Multi-size jutsu attacks expend chip charges
- Removed Flicker cancel infinite off of

- Added


- Added


- Added


- Added ability to redirect ground command grab with

- Grounded command grab puts the enemy less far away
- Grounded command grab landing is now tech-rollable
Resources
Guides and Info
Coming soon
Gameplay footage
Athkore vs Nywen (Ino) Sakura Cup Europe 5
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