Super Naruto: Clash of Ninja 4/Sakura: Difference between revisions
Jump to navigation
Jump to search
Scatteraxis (talk | contribs) (→Colors) |
No edit summary |
||
Line 534: | Line 534: | ||
}} | }} | ||
== 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
| |
---|---|
![]() | |
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 |
---|---|---|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
Weak Attacks
5B
![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
6B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
4B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
8B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Running B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Strong Attacks
5A
![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
6A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
4A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
8A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Running A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Throws
5Y
![]() |
---|
2Y
![]() ![]() |
---|
Special
5X
![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2X
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Strategy
Strengths
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- Template:ATemplate:ATemplate:A, Template:AirTemplate:ATemplate:ATemplate:A, Template:8Template:A, and Template: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 Template:B, Template:6Template:B, Template:2Template:B, and Template:AirTemplate:B.
- She can perform Template:BTemplate:ATemplate:ATemplate:A and Template:BTemplate:BTemplate:A on whiff adding another layer of zoning mix-ups.
- A well timed Template:4Template:A can leave Sakura in an advantageous position behind a whiffing opponent.
- Template:2Template:B is perhaps her greatest "cheat" button- being a fast high crush which can convert into a combo with Template:2Template:BTemplate:BTemplate:B without expending chakra.
- Her Template:4Template: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 Template: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 Template:B, Template:2Template:B, Template:8Template:B, Template:6Template:B, or Template:6Template:A.
- Some of these options have strict timings.
- Between her projectiles, Template:BTemplate:BTemplate:A, Template:BTemplate:ATemplate:ATemplate:A, Template:6Template:ATemplate:4Template:A and Template:2Template:ATemplate:ATemplate: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.
- 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.
- Template:2Template:B is the quickest and most rewarding option, but it can be sidestepped or jumped.
- Template:6Template:B or Template:8Template:B staggers the opponent leading to a strike/throw mix between Template:2Template:B and Template:Y.
- Template: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.
- Template:2Template:ATemplate:YC -> Template:4 can be used to catch a combo victim directly above her and reset spacing for the combo.
Combos
Credits[1]
Extra Combo Notes
- Template:6Template:ATemplate:ATemplate:YCancel is her highest damage 2-hit loop and can be done 3 times in a row from a 0 combo count.
- Template:2Template:ATemplate:B is her best 2-hit loop for meterless damage. Can lead into no-y-cancel Template:BTemplate:BTemplate:X or even into her supers directly, depending on combo structure.
- Template:8Template:BTemplate:B functions similarly to Template:2Template:ATemplate:B. The former does a bit more damage but needs to Template:YC-cancel in situations where the latter does not.
- Template:8Template:B is a meterless super confirm to Template:BTemplate:BTemplate:X or Template:BTemplate:BTemplate:2Template:X
Changes from Vanilla
- HP increased from 185 to 210
- Guard increased from 1480 to 1640
- Shuriken throws are grabbable
- Template:2Template:ATemplate:B and Template:8Template:BTemplate:B cause spinning launches instead of flying screen.
- Template: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
- Template:2Template:B launches instead of sweeps
- Template:4Template:B cannot be continued on whiff
- Template:6Template:B uppercut replaced with vanilla Template:RunTemplate:B (lunging punch)
- Template:8Template:B ends sooner
- Template:RunTemplate:BTemplate:BTemplate:B and Template:2Template:BTemplate:BTemplate:B: Final kick has more lift
- Template:RunTemplate: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
- Template:4Template:A counter replaced with a back teleport
- Template:RunTemplate:A teleport replaced with running shuriken
- Template:6Template:A short teleport replaced with vanilla activated counter kunai slash with string follow-ups: Template:6Template:ATemplate:A, Template:6Template:ATemplate:ATemplate:A and Template:6Template:ATemplate:4Template:A
- Template:8Template:A throws an array of shuriken covering all vertical space instead of a packed group
- Template:A-double charge now staggers
- Template:2Template:A strings cannot be continued on whiff
- Added 2A(B)
- 2AA(A) replaced with Vanilla wrA
- Template:X one more frame duration on hitbox
- Template:2Template: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
- Template:Y replaced with an animation from Bloody Roar: Extreme and now does damage
- Template:2Template:Y added as a hard knockdown throw which does more damage (also from Bloody Roar: Extreme)
Resources
Guides and Info
Gameplay footage
Colors
- ↑ Special thank you to Jakyi for contributing to the combo list.