Super Naruto: Clash of Ninja 4/Sakura: Difference between revisions

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== Strategy ==
 
===Strategy===
'''Strengths'''
<br />Sakura has a flexible toolkit allowing her to be approached as the player best see fit.
* Myriad ninja tools allow her to play the projectile zoner game- {{A}}{{A}}{{A}}, {{Air}}{{A}}{{A}}{{A}}, {{8}}{{A}}, and {{A}}-2C force opponents without a good long-range option to approach Sakura.
* If the opponent commits at the wrong time, Sakura can intercept their run-in with {{B}}, {{6}}{{B}}, {{2}}{{B}}, and {{Air}}{{B}}.
* She can perform {{B}}{{A}}{{A}}{{A}} and {{B}}{{B}}{{A}} on whiff adding another layer of zoning mix-ups.
* A well timed {{4}}{{A}} can leave Sakura in an advantageous position behind a whiffing opponent.
* {{2}}{{B}} is perhaps her greatest "cheat" button- being a fast high crush which can convert into a combo with {{2}}{{B}}{{B}}{{B}} without expending chakra.
* Her {{4}}{{B}} is the second fastest guard frame attack in the game and can get her out of many a sticky situation.
** Beware because both 4B and 4BB are jab punishable.
** With only 7 frames of auto-guard, 4B should be pressed right before the incoming attack connects with Sakura.
* Sakura's {{Y}} throw is one of the most reliable in the game because it leaves the victim standing in front of her.
** Convert into a combo with {{B}}, {{2}}{{B}}, {{8}}{{B}}, {{6}}{{B}}, or {{6}}{{A}}.
** Some of these options have strict timings.
* Between her projectiles, {{B}}{{B}}{{A}}, {{B}}{{A}}{{A}}{{A}}, {{6}}{{A}}{{4}}{{A}} and {{2}}{{A}}{{A}}{{A}}, Sakura inflicts lots of chip damage and can close out rounds without needing an actual neutral win.
 
'''Weaknesses'''
* Sakura does not have an obvious answer to an opponent's jump back aside from basic counterplay such as sidesteps.
** {{8}}{{A}} will cover all vertical space but is slow and potentially leaves Sakura vulnerable. She may be able to combo off of a hit.
** {{4}}{{A}} will teleport Sakura behind the opponent
* Her backturn options are not particularly reliable, causing her to rely on throw which, when predictable, can be broken.
** {{2}}{{B}} is the quickest and most rewarding option, but it can be sidestepped or jumped.
** {{6}}{{B}} or {{8}}{{B}} staggers the opponent leading to a strike/throw mix between {{2}}{{B}} and {{Y}}.
** {{A}}-2C: Backturn situations may give Sakura ample time to charge her homing shuriken.
* Her combos are finnicky at the wall as she may pop her opponent over her head and behind her.
** {{2}}{{A}}{{YC}} -> {{4}} can be used to catch a combo victim directly above her and reset spacing for the combo.
 
===Combos===
{|class="wikitable"
|-
!Combo
!Notes
|-
!25% Chakra Opponent
!
|-
|{{B}}{{B}}{{B}}{{A}}{{B}} > {{B}}{{B}}{{2}}{{X}}||Meterless super confirm from {{B}}; note that the {{A}} may need to be delayed slightly to connect with the staggering victim
|-
|{{2}}{{b}}{{b}}{{b}} > {{2}}{{a}}{{YC}} > {{2}}{{a}}{{b}}{{YC}} > {{b}}{{b}}{{2}}{{x}}||159 damage. First {{2}}{{A}} can be omitted, in which case {{2}}{{A}}{{B}} does not need to be {{YC}}-cancelled (151 damage).
|-
|{{2}}{{b}}{{b}}{{b}} > {{4}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{2}}{{x}}||156 damage.
|-
|{{4}}{{b}}{{b}}{{YCancel}} > {{2}}{{a}}{{b}} > {{b}}{{b}}{{2}}{{x}}||152 damage. {{2}}{{B}}{{B}}{{B}}  (158 damage; may drop at the wall) or {{6}}{{A}}{{A}}{{YC}} (156 damage; requires a just frame) can replace {{2}}{{A}}{{B}}
|-
|{{Air}}{{B}} > {{2}}{{b}}{{b}}{{b}} > {{b}}{{b}}{{YC}} > {{b}}{{b}}{{2}}{{x}}||160 damage.
|-
|{{Y}} > {{2}}{{b}}{{YC}} > {{8}}{{b}}{{B}}{{YC}} > {{8}}{{B}} > {{b}}{{b}}{{2}}{{x}}||169 damage.
|-
|{{y}} > {{6}}{{b}}{{a}}{{b}}{{YC}} > {{8}}{{A}} > {{b}}{{b}}{{2}}{{x}}||164 damage. {{YC}} > {{8}}{{A}} can be omitted (159 damage).
|-
|{{y}} > {{6}}{{a}}{{a}}{{YCancel}} > {{8}}{{b}} > {{b}}{{b}}{{2}}{{x}}||162 damage.
|-
|{{y}} > {{8}}{{b}}{{b}} > {{2}}{{a}}{{YCancel}} > {{8}}{{b}} > {{b}}{{b}}{{2}}{{x}}||169 damage.
|
|-
!0% Chakra Opponent
!
|-
|{{y}} > {{6}}{{a}}{{a}}{{YCancel}} > {{6}}{{b}}{{a}}{{b}}{{YCancel}} > {{8}}{{b}} > {{b}}{{b}}{{2}}{{x}}||196 damage- most damage with a throw.
|-
|{{y}} > {{6}}{{a}}{{a}}{{YCancel}} > {{4}}{{b}}{{b}}{{YCancel}} > {{2}}{{a}}{{b}}{{YCancel}} > {{b}}{{b}}{{x}}||186 damage
|-
|{{y}} > {{2}}{{b}}{{b}}{{b}} > {{2}}{{a}}{{b}}{{YCancel}} > {{2}}{{a}}{{b}}{{YCancel}} > {{8}}{{b}} > {{b}}{{b}}{{x}}||189 damage
|-
|{{y}} > {{6}}{{a}}{{a}}{{YCancel}} > {{6}}{{a}}{{a}}{{YCancel}} > {{8}}{{b}}{{b}}{{YCancel}} > {{8}}{{A}} > {{b}}{{b}}{{x}}||191 damage. 8A can be omitted (-2 damage).
|-
|{{2}}{{a}}{{b}} > {{6}}{{a}}{{a}}{{YCancel}} > {{6}}{{b}}{{a}}{{b}}{{YCancel}} > {{8}}{{b}} > {{b}}{{b}}{{x}}||185 damage
|-
|{{2}}{{a}}{{b}} > {{6}}{{a}}{{a}}{{YC}} > {{6}}{{a}}{{a}}{{YCancel}} > {{6}}{{b}}{{a}}{{YCancel}} > {{b}}{{b}}{{x}}||187 damage
|-
|{{8}}{{b}}{{b}} > {{6}}{{a}}{{a}}{{YC}} > {{8}}{{b}}{{b}}{{YC}} > {{8}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{x}}||187 damage
|-
|{{Run}}{{B}}{{B}}{{B}} > {{2}}{{a}}{{b}}{{YC}} > {{8}}{{B}} > {{2}}{{A}}{{B}}{{YC}} > {{8}}{{B}} > {{b}}{{b}}{{x}}||189 damage
|-
|{{2}}{{b}}{{b}}{{b}} > {{2}}{{a}}{{b}}{{YC}} > {{8}}{{b}}{{b}}{{YC}} > {{8}}{{b}}{{b}}{{YC}} > {{b}}{{b}}{{x}}||183 damage
|-
|{{b}}{{b}}{{b}}{{a}}{{b}}{{YC}} > {{8}}{{b}}{{b}}{{YC}} > {{2}}{{a}}{{b}}{{YC}} >  {{b}}{{b}}{{x}}||183 damage
|}
Credits<ref>Special thank you to Jakyi for contributing to the combo list.</ref>
 
====Extra Combo Notes====
* {{6}}{{A}}{{A}}{{YCancel}} is her highest damage 2-hit loop and can be done 3 times in a row from a 0 combo count.
* {{2}}{{A}}{{B}} is her best 2-hit loop for meterless damage. Can lead into no-y-cancel {{B}}{{B}}{{X}} or even into her supers directly, depending on combo structure.
* {{8}}{{B}}{{B}} functions similarly to {{2}}{{A}}{{B}}. The former does a bit more damage but needs to {{YC}}-cancel in situations where the latter does not.
* {{8}}{{B}} is a meterless super confirm to {{B}}{{B}}{{X}} or {{B}}{{B}}{{2}}{{X}}
 
==Changes from Vanilla==
* HP increased from 185 to 210
* Guard increased from 1480 to 1640
* Shuriken throws are grabbable
* {{2}}{{A}}{{B}} and {{8}}{{B}}{{B}} cause spinning launches instead of flying screen.
* {{B}} string has been adjusted. She now has an adding lunging punch as BBB(B) with both an A and B follow-up, and no longer has the air shuriken at the end of the string
* 5B(B): shoulder hitbox slightly smaller, hitbox appears and disappears one frame later
* 5BB(B): "lands" two frames sooner; ends 9 frames sooner
* {{2}}{{B}} launches instead of sweeps
* {{4}}{{B}} cannot be continued on whiff
* {{6}}{{B}} uppercut replaced with vanilla {{Run}}{{B}} (lunging punch)
* {{8}}{{B}} ends sooner
* {{Run}}{{B}}{{B}}{{B}} and {{2}}{{B}}{{B}}{{B}}: Final kick has more lift
* {{Run}}{{B}} is now an untechable bounce and a high for the first two frames; techable and mid after the first two frames; hitbox disappears two frames sooner
* {{4}}{{A}} counter replaced with a back teleport
* {{Run}}{{A}} teleport replaced with running shuriken
* {{6}}{{A}} short teleport replaced with vanilla activated counter kunai slash with string follow-ups: {{6}}{{A}}{{A}}, {{6}}{{A}}{{A}}{{A}} and {{6}}{{A}}{{4}}{{A}}
* {{8}}{{A}} throws an array of shuriken covering all vertical space instead of a packed group
* {{A}}-double charge now staggers
* {{2}}{{A}} strings cannot be continued on whiff
* Added 2A(B)
* 2AA(A) replaced with Vanilla wrA
* {{X}} one more frame duration on hitbox
* {{2}}{{X}} has better super freeze, hitbox appears one frame sooner and disappears two frames later
* GRKnJ: bounce changed to be closer; travels one frame faster
* {{Y}} replaced with an animation from ''Bloody Roar: Extreme'' and now does damage
* {{2}}{{Y}} added as a hard knockdown throw which does more damage (also from ''Bloody Roar: Extreme'')
 
==Resources==
===Guides and Info===
* [https://youtu.be/5BJ-J16J-BE Meterless 2X super confirms]
 
===Gameplay footage===
* [https://youtu.be/krniDXpy6fU?t=1717 Hadoking and Jakyi2x's runs at SCON4 Biweekly 24 (1/9/22)]
* [https://youtu.be/uT1Av2a6_QQ Clemente vs OMJ, Fall Clash (Nov 2022)]


==Colors==
==Colors==

Revision as of 15:15, 1 August 2023

Sakura

300
Health: 210
Guard Gauge: 1640
Backdash Type: Quick



Summary

Sakura didn't exactly do much during part 1 of the anime. So what did we wind up with in Eighting's Clash of Ninja? Hard-hitting, "Inner Sakura" style normals and a plethora of shuriken projectiles. In Super, she receives a revamped combo game that can put the fear into the eyes of any opponent, and a more well-rounded kit with some very strong tools, defensively and offensively.

Notes

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 03, switches sides with the final move.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA Button
CONR3 STRING.png 05 B ButtonA ButtonA ButtonA Button
  • Can hold the second input to change the move's effect, but a full charge will lock Sakura out of the rest of the string.
CONR3 STRING.png 06 ForwardB ButtonA ButtonB Button
CONR3 STRING.png 07 ForwardB ButtonA ButtonA ButtonA Button
  • Switches sides with the final move.
CONR3 STRING.png 08 BackB ButtonB Button
CONR3 STRING.png 09 DownB ButtonB ButtonB Button
CONR3 STRING.png 10 UpB ButtonB Button
CONR3 STRING.png 11 RunB ButtonB ButtonB Button
CONR3 STRING.png 12 RunB ButtonA ButtonA Button
CONR3 STRING.png 13 A ButtonA ButtonA Button
  • Can hold the first input to change the move's effect, but a full charge will lock Sakura out of the rest of the string.
CONR3 STRING.png 14 ForwardA ButtonA ButtonA Button
  • Switches sides with the final move.
CONR3 STRING.png 15 ForwardA ButtonBackA Button
CONR3 STRING.png 16 DownA ButtonB Button
CONR3 STRING.png 17 DownA ButtonA ButtonA Button
  • Switches sides with the final move.
CONR3 STRING.png 18 Air AttackA ButtonA ButtonA Button

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

2Y

DownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes


Strategy

Strengths
Sakura has a flexible toolkit allowing her to be approached as the player best see fit.

Weaknesses

  • Sakura does not have an obvious answer to an opponent's jump back aside from basic counterplay such as sidesteps.
    • Template:8Template:A will cover all vertical space but is slow and potentially leaves Sakura vulnerable. She may be able to combo off of a hit.
    • Template:4Template:A will teleport Sakura behind the opponent
  • Her backturn options are not particularly reliable, causing her to rely on throw which, when predictable, can be broken.
  • Her combos are finnicky at the wall as she may pop her opponent over her head and behind her.

Combos

Combo Notes
25% Chakra Opponent
Template:BTemplate:BTemplate:BTemplate:ATemplate:B > Template:BTemplate:BTemplate:2Template:X Meterless super confirm from Template:B; note that the Template:A may need to be delayed slightly to connect with the staggering victim
Template:2Template:BTemplate:BTemplate:B > Template:2Template:ATemplate:YC > Template:2Template:ATemplate:BTemplate:YC > Template:BTemplate:BTemplate:2Template:X 159 damage. First Template:2Template:A can be omitted, in which case Template:2Template:ATemplate:B does not need to be Template:YC-cancelled (151 damage).
Template:2Template:BTemplate:BTemplate:B > Template:4Template:BTemplate:BTemplate:YC > Template:BTemplate:BTemplate:2Template:X 156 damage.
Template:4Template:BTemplate:BTemplate:YCancel > Template:2Template:ATemplate:B > Template:BTemplate:BTemplate:2Template:X 152 damage. Template:2Template:BTemplate:BTemplate:B (158 damage; may drop at the wall) or Template:6Template:ATemplate:ATemplate:YC (156 damage; requires a just frame) can replace Template:2Template:ATemplate:B
Template:AirTemplate:B > Template:2Template:BTemplate:BTemplate:B > Template:BTemplate:BTemplate:YC > Template:BTemplate:BTemplate:2Template:X 160 damage.
Template:Y > Template:2Template:BTemplate:YC > Template:8Template:BTemplate:BTemplate:YC > Template:8Template:B > Template:BTemplate:BTemplate:2Template:X 169 damage.
Template:Y > Template:6Template:BTemplate:ATemplate:BTemplate:YC > Template:8Template:A > Template:BTemplate:BTemplate:2Template:X 164 damage. Template:YC > Template:8Template:A can be omitted (159 damage).
Template:Y > Template:6Template:ATemplate:ATemplate:YCancel > Template:8Template:B > Template:BTemplate:BTemplate:2Template:X 162 damage.
Template:Y > Template:8Template:BTemplate:B > Template:2Template:ATemplate:YCancel > Template:8Template:B > Template:BTemplate:BTemplate:2Template:X 169 damage.
0% Chakra Opponent
Template:Y > Template:6Template:ATemplate:ATemplate:YCancel > Template:6Template:BTemplate:ATemplate:BTemplate:YCancel > Template:8Template:B > Template:BTemplate:BTemplate:2Template:X 196 damage- most damage with a throw.
Template:Y > Template:6Template:ATemplate:ATemplate:YCancel > Template:4Template:BTemplate:BTemplate:YCancel > Template:2Template:ATemplate:BTemplate:YCancel > Template:BTemplate:BTemplate:X 186 damage
Template:Y > Template:2Template:BTemplate:BTemplate:B > Template:2Template:ATemplate:BTemplate:YCancel > Template:2Template:ATemplate:BTemplate:YCancel > Template:8Template:B > Template:BTemplate:BTemplate:X 189 damage
Template:Y > Template:6Template:ATemplate:ATemplate:YCancel > Template:6Template:ATemplate:ATemplate:YCancel > Template:8Template:BTemplate:BTemplate:YCancel > Template:8Template:A > Template:BTemplate:BTemplate:X 191 damage. 8A can be omitted (-2 damage).
Template:2Template:ATemplate:B > Template:6Template:ATemplate:ATemplate:YCancel > Template:6Template:BTemplate:ATemplate:BTemplate:YCancel > Template:8Template:B > Template:BTemplate:BTemplate:X 185 damage
Template:2Template:ATemplate:B > Template:6Template:ATemplate:ATemplate:YC > Template:6Template:ATemplate:ATemplate:YCancel > Template:6Template:BTemplate:ATemplate:YCancel > Template:BTemplate:BTemplate:X 187 damage
Template:8Template:BTemplate:B > Template:6Template:ATemplate:ATemplate:YC > Template:8Template:BTemplate:BTemplate:YC > Template:8Template:BTemplate:BTemplate:YC > Template:BTemplate:BTemplate:X 187 damage
Template:RunTemplate:BTemplate:BTemplate:B > Template:2Template:ATemplate:BTemplate:YC > Template:8Template:B > Template:2Template:ATemplate:BTemplate:YC > Template:8Template:B > Template:BTemplate:BTemplate:X 189 damage
Template:2Template:BTemplate:BTemplate:B > Template:2Template:ATemplate:BTemplate:YC > Template:8Template:BTemplate:BTemplate:YC > Template:8Template:BTemplate:BTemplate:YC > Template:BTemplate:BTemplate:X 183 damage
Template:BTemplate:BTemplate:BTemplate:ATemplate:BTemplate:YC > Template:8Template:BTemplate:BTemplate:YC > Template:2Template:ATemplate:BTemplate:YC > Template:BTemplate:BTemplate:X 183 damage

Credits[1]

Extra Combo Notes

Changes from Vanilla

Resources

Guides and Info

Gameplay footage

Colors

Default ()
Color 2 ()
Shippuden-esque ()
Sarada Uchiha ()

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  1. Special thank you to Jakyi for contributing to the combo list.