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 | |
| Builds about 45% chakra for the opponent. |
Changes from Vanilla
List may be outdated
- Overall: When large (moves that increase Chouji physical size for the duration of the move), Chouji has guard frames and is grabbable
- Air Throw added, does a modified A8A animation
- Health: increased from 225 to 240
- Guard: increased from 1800 to 1920
- 2A: chips increase Chouji's strength. He requires 8 chips to get to his maximum strength. When he is at maximum chips, he gets a 1.5X damage multiplier. 2A maxes out strength (1.5x) at 8 chips from 13. Builds 1/16th of a bar of meter. Each chip adds .5X damage multiplier
- He also loses chip gains for certain moves which are:
- 1 chip lost: GRKnJ
- 2 chips lost: 6A, Act4A, RA, JA
- 4 chips lost: 5X, 2X, 4X
- 2A maxes out strength (1.5x) at 6 chips from 13. Builds 1/16th of a bar of meter
- 5B: has slightly more stun on hit and block; transition to 5B(A) is one frame faster
- 5B(B): has slightly more lift, shoulder hitbox does not appear on the first frame, SFX comes out one frame later, 3 frames less disadvantage on block
- 5B(A): hitbox appears one frame sooner; transitions one frame faster
- 5BA(A): added as 2A
- Holding A allows you to keep eating chips
- 5BB(A) can be performed on whiff
- 5BB(B) and 8B: is an uppercut
- 5BBB(B) and 8B(B): is also an uppercut, but has spinning knockback and hits higher
- 6B: damage (+3) and stun increased
- 6B(B): is the strong uppercut (8B(B))
- 6B(A): is a small bounce instead of stagger; can be done on whiff; transitions two frames slower; duration on the attack is increased by 2
- 4B: is untechable and high for the first two frames of the hitbox, then mid and techable; hitbox appears and disappears one frame later; hitboxes are slightly larger
- 8B to 8B(B): transition is slightly slower
- 8B(A): is 8A
- RB: ends sooner
- 5A: has one more frame on the end for grab, super armor ends on frame 30 down from from 55, damage increased from 25 to 30, thrown trajectory changed, can tech roll and sub right before landing. Removed flicker cancel infinite.
- A5A: is hittable after Chouji throws the opponent
- Added ability to redirect ground command grab with

- 6A: links into the final hit better, ending hits twice, the first is a bounce and second hit is a hard knockdown
- 4A: counter window improved, can be activated from all sides
- A4A: is unblockable and unsubbable, slight adjustment to size, damage increased to 25 from 20
- 8A: Hitboxes adjusted to not grab behind as easily, super armor ends when Chouji leaves the ground, hitboxes appear 4 frames earlier, damage increased from 40 to 30 and opponent can sub after Chouji removes his hands from the opponent
- A8A: is hittable after Chouji gets off the opponent
- RA: size adjusted, hitbox duration better matches animation, pushes on block
- JA: does increased guard damage, falls faster, hard knockdown, pushes on block, size adjusted
- GRKnJ: size adjusted to match RA
- Added


- Added


- 5X: starts moving 4 frames sooner during super freeze
- 4X: is a real time super similar to Act4A with immunity to highs and mids on startup; requires and uses 75%
Resources
Guides and Info
Coming soon
Gameplay footage
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