Jiraiya (SCON4)

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Jiraiya
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HP 240
Guard Gauge 1920
Jab Speed Frame 15
Jab Height High
Backdash Type Normal
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Summary

As one of the heavies of SCON4, Jiraiya is known for lethal combos and his signature Down swamp jutsu used to create openings and catch substitutions. In Super, the toad sannin has received better access to Down and his hit-grab has been made unblockable to help his guard pressure be formidable as befits a character of his style and power.[1]

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Frame 15 jab
Knocks down and hits twice on-the-ground (OTG)
Down Knocks down
Away from opponent Launches and links to
Towards opponent Hits mid
Running Pushes on block and launches. On smaller stages, RunningY-Cancel into Down can serve as a pseudo infinite (most notable on Academy Rooftop, small octagons, and Hospital Rooftop).
Overhead strike. Pushes on block and bounces on hit.
Special Moves
Throw multiple kunai. Chargeable.
Up kunai throw
Down High crush. Capture state attack which drags opponent down into mud and then pops them up. Connects after throw. Opponent cannot sub while being held by the mud, but can hit out of it. 36f startup. On block (earliest possible): 52f total, 16f recovery (-3), high crush 27-36f. On whiff: 100f total, 64f recovery, high crush 27-100f.
Away from opponent Hair Needle Senbon. Hold to prolong the move at the cost of chakra. Protects Jiraiya, deflects projectiles, hits on-the-ground and can punish substitutions and teleports.
Towards opponent Firebreath. Can hold to prolong move at the cost of chakra.
Running Same as
Jump kunai
Throws
Normal throw. Links with Down.
Down Side-switch throw. Does not link with Down.
Air throw
Super Moves
One of the better supers in the game in terms of damage
Down 75% meter. Summons a toad above the opponent which then falls to the ground.

Strategy

Much of Jiraiya's gameplay revolves around the threat of Down (commonly referred to as "puddle") as a whiff punish, combo extender, or KNJ punish. Regardless of positioning, Jiraiya can Down after normal throws to connect a combo. Down is guaranteed after Down with proper timing- a slight delay between the two moves. also has a shorter, 1 frame unsubbable window. Jiraiya's damage output is known as one of the best in the game and he can combo into his super without a just frame using Down or Away from opponent.

is Jiraiya's best string on block. His high guard damage forces opponents to attempt block string escapes which Jiraiya can bait to find openings. If the opponent anticipates a continued string after blocking and sidesteps, Jiraiya can repeat his string to conclusion to attempt a guard break. , , Down and Towards opponent give access to puddle mid-string which may catch sidestep, 4B, or jump-out attempts. Because of his small number of useful block strings, he should take advantage of delayed string continuations to keep defenders guessing. Air throw can be used to punish opponents who try to jump out of his pressure.

Jiraiya has an unblockable hit grab found in several strings: , and Towards opponent. The hitgrab beats guard frame attacks but can be avoided using sidestep intangible frames, timed in the two frames before the move connects. Early sidesteps will be caught by the grab.

For backturn scenarios, Jiraiya must usually choose between throw, , Towards opponent and Down, all to be used situationally as he does not have a traditional sweep, stagger, or launch from a single button.
Jiraiya's high HP pool can make it advantageous for him to trade hits, especially using Down. Even when knocked down in a trade (for example, from an attacking substitution), he should have enough time to combo off of puddle.

Combos

Combos Notes
DESCRIPTION
DESCRIPTION
Towards opponent DESCRIPTION
COMBO 4 ETC

Changes from Vanilla

  • Grabbable Moves: 2A, 6A, 8A
  • 5B(B): stun on block and hit improved; move recovers earlier
  • 5BB(A): increased block stun and hitbox disappears one frame sooner
  • 5BBA(A): is unblockable
  • 5BBAB(A): replaced with 2A
  • 6B: has slightly less lift; has more stun when done raw; ends slightly sooner
  • 2B: hitbox appears 4 frames earlier, first frame is an untechable bounce, then stagger; elbow hitbox appears on frame 2; hand hitbox smaller; bounces further from Jiraiya
  • 2B(B): hitbox appears one frame earlier without the elbow, first frame is a bounce, then normal hit
  • 2BB(B): bounces closer to Jiraiya, recovers sooner; done with 6 will do RAB(B)
  • JB: hitbox appears and disappears one frame sooner
  • RB: pushes on block and ends sooner; slightly more lift
  • 5A: charge time decreased from 11 frames to 9; when done in a string it does 5BBA(A)
  • RA: has more lift on hit
  • RA(B): replaced with 2B(B) with follow ups intact
  • RAB(B): replaced with 2BB(B); done with 6 does vanilla. Foot "lands" two frames earlier, hard knockdown, cannot Y cancel, hitboxes slightly bigger
  • RAB(2B): longer duration, lower angles, hard knockdown
  • RAB(A): added as 2A
  • 4A: has more stun and the looping of the animation is adjusted to 14 frames from 20; aerial hit lift adjusted to be lower with less hits
  • 2A: (not in a string) has less recovery for Jiraiya; opponent can sub if hit out of puddle
  • 2Y: added as a sideswitch throw
  • 2X: is immune to highs and mids until Jiraiya begins to lower his hands, immune to highs only when his hands touch the ground; frog hitbox duration reduced from 60 frames to 38
  • GRKnJ: has the reduced endlag of RB; changed to a mid from a high


Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
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  1. Thanks to Paradise for advising on this article.