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

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* Frustrate opponents with this attack by hopping around them and punishing attempts to catch Itachi
* Frustrate opponents with this attack by hopping around them and punishing attempts to catch Itachi
* Can be a combo starter, depending on positioning, and even be incorporated into combos
* Can be a combo starter, depending on positioning, and even be incorporated into combos
* Useful defensive tool against some strings which lift Itachi on block
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Revision as of 08:15, 24 October 2023

Summary

Itachi is a strong defensive character with multiple full screen tracking moves, a super counter and a meter drain super. While he excels at punishing opponents for committing to options, he also relies on jumping to really open up his gameplan. While thought of as one of the more powerful characters in the game, Itachi requires good movement, knowledge of the opponent's options, and selective use of ranged options to be played at a high level.

Main Strengths

  • Long-range and tracking shadow clone attacks that confirm into strings and combos on hit anywhere
  • Multiple strong backturn unblockable moves that can even be looped on okizeme
  • String teleports that keep Itachi safe from punishment and avoid KnJ mid-combo


Itachi

SCON4 Itachi Portrait.png
Health: 210
Guard Gauge: 1680
Backdash Type: Normal

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 04, switches sides with the final move.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonB Button
  • Can hold the final input to change the move's effect.
CONR3 STRING.png 07 ForwardB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 08 ForwardB ButtonA Button
  • Switches sides with the second move.
  • The second move will not come out unless the previous one makes contact.
CONR3 STRING.png 09 DownB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 10 DownB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 11 DownB ButtonB ButtonA ButtonB ButtonB ButtonB Button
CONR3 STRING.png 12 DownB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 13 DownB ButtonA ButtonB Button
CONR3 STRING.png 14 ForwardA ButtonB Button
CONR3 STRING.png 15 ForwardA ButtonA ButtonA Button
CONR3 STRING.png 16 UpA ButtonA Button
CONR3 STRING.png 17 UpA ButtonB ButtonB ButtonB Button
CONR3 STRING.png 18 DownA ButtonB Button
CONR3 STRING.png 19 DownA ButtonA Button
  • Switches sides with the final move.

Weak Attacks

5B

Jab
B Button
SCON4 Itachi 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- High 14 2 29 - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
Toggle Hitboxes
Toggle Hitboxes

6B

Backhand
ForwardB Button
SCON4 Itachi 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 High 18 3 34 - - - -

Back handed fist to the face. Hits mid. Combos on grounded opponents easily, has a teleport follow up.

Toggle Hitboxes
Toggle Hitboxes

2B

Sweep
DownB Button
SCON4 Itachi 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Low 17 4 30 - - - -
  • Spinning sweep kick. High crush that sweeps the opponent and leads to extended combos.
  • Frequently used as combo filler because of the availability of DownB ButtonB ButtonA ButtonB Button on whiff, the last two attacks of which are a tracking clone summon and a tracking teleport attack which can punish a KNJ.
  • A follow-up option to Air AttackA Button on block to punish an opponent who attempts to jab to take their turn back or mashes for a throw break.
Flag Data
High Crush frames 11~38
Toggle Hitboxes
Toggle Hitboxes

4B

Spin Kick
BackB Button
SCON4 Itachi 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
24 Mid 28 4 44 - - - -

Itachi's autoguard attack is a spinning back kick with very long recovery. Relatively poor compared to the rest of the cast.

Flag Data
Low Crush 10~37
Toggle Hitboxes
Toggle Hitboxes

8B

High Kick
UpB Button
SCON4 Itachi 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Highs 17 3 35 - - - -
  • A high kick which causes spinning launch.
  • Combo move: High damage and serves as a super confirm by linking to B ButtonB ButtonX Button
  • Due to a long recovery and zero follow-ups, rarely used outside of combos.
Toggle Hitboxes
Toggle Hitboxes

Running B

Butterfly Kick
RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10+15 - 18 4+3 26 - - - -
  • Itachi performs a rolling, double kick
  • Staggers the opponent by default, or knocks them down if B Button is held.
  • Can be hard to tech roll due to the delayed second hit
  • Can itself hit OTG after knockdowns
Flag Data
Low Crush frames 13~43

j.B

Torpedo
Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
21 Mid 23 Until landed 33 - - - -
  • Spinning drill downwards which causes spinning launch
  • Useful for combos at the wall or can be incorporated mid-stage by shifting forward after bigger launchers
  • May also be used to catch an opponent under you pressing buttons but is extremely laggy and a free punish when blocked or whiffed.

Strong Attacks

5A

Kunai Throw
A Button
SCON4 Itachi 5A hitbox.png
Uncharged
SCON4 Itachi 5A charge hitbox.png
Charged
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 27 - 36 - - - -

Throws some kunai. Charged throws the stockpile. Can be used as a chip-out option on oki for opponents with low health.

Toggle Hitboxes
Toggle Hitboxes

6A

Clone Slash
ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- Mid 27 3 35 - - - -

Summons a clone that lunges forward with a kunai slash. Great ranged check, good follow ups. Always summons from Itachi, going forward. Can perform follow up strings on whiff.

  • ForwardA ButtonA ButtonA Button is a series of kunai slashes which ends in Itachi himself teleporting forward with his RunA Button attack.
  • ForwardA ButtonB Button goes directly into a tracking teleport where Itachi performs his torpedo Air AttackB Button, good for punishing an opponent who avoids ForwardA Button and attempts to whiff punish Itachi.

2A

Kunai Slash
DownA Button
SCON4 Itachi 2A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 - 19 4 38 - - - -
  • Itachi lunges forward with a horizontal kunai slash\
  • One of the faster high crushes in the game
  • DownA ButtonB Button is a fast "get off me" kick
  • DownA ButtonA Button is a difficult-to-punish teleport spaced behind the opponent
Flag Data
High Crush frames 6~16
Toggle Hitboxes
Toggle Hitboxes

4A

Teleport
BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Teleports behind the opponent. Vanishes f16(?), reappears f36(?), actionable f15(?) after reappearance.
  • Reappearance can be delayed by holding A at the cost of chakra.
  • Holding 6 after inputting this move reverses the side that Itachi will appear on.

8A

Clone Kick
UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 26 3 - - - - -

Summons a clone that appears above the opponents head with an axe kick downward. Always appears going the same direction that Itachi is facing. Can do the follow up strings on whiff.

  • May be used as a backturned unblockable for okizeme

Running A

Running Teleport
RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
22 Mid 25 11 24 - - - -
  • Itachi teleports in the air above the opponent and slashes downward with a kunai.
  • Always tracks to the opponent in the same direction Itachi is facing, so it can serve as a backturned unblockable.
  • Vanishes in 4 frames. Post-vanish: reappears frame 13, hitbox frame 25.

j.A

Clone Torpedo
Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Summons a clone that appears above the opponents head that drills downward
  • Backturned unblockable: always appears facing the same direction as Itachi
  • Frustrate opponents with this attack by hopping around them and punishing attempts to catch Itachi
  • Can be a combo starter, depending on positioning, and even be incorporated into combos
  • Useful defensive tool against some strings which lift Itachi on block

Throws

5Y

Throw
Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Standard GNT throw

Specials

5X

Tsukuyomi
X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10+70 Mid 23 4 - - - - -
  • Costs 100% (4 bars) chakra
  • Drains 50% (2 bars) of the opponent's chakra on hit

Cinematic super; Itachi crucifies the opponent in a nightmare dreamworld, stabbing them and draining them of both their chakra and will to live. Mostly a standard combo ender super, and the chakra drain helps reset some of the opponent's resources so the next hit Itachi lands can most likely be a full combo.

Note: Itachi says a special alternate voice line when this super is used on Sasuke.

2X

Counter Super
DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Itachi loses 25% (1 bar) chakra if he doesn't catch an attack with the counter

Itachi takes a stance to counter the opponent's attack; on catch, he teleports behind the opponent and leaves behind an exploding bunshin. It deals great damage and he can score an on-the-ground (OTG) hit afterwards depending on positioning. Basically the only conventional defensive option that he has, with high cost but great reward.

Strategy

Strengths

  • Three fullscreen tracking moves, all of which are unblockable while backturned (UpA Button, ForwardA ButtonB Button and Air AttackA Button). In particular, on backturned oki, the foremost can only be avoided with perfect step timing (which means if your time varies, your opponent must vary their timing as well).
  • Two high crushes with unique uses: DownB Button functions as a combo starter while DownA Button can be a reliable callout allowing you to teleport away with DownA ButtonA Button if they block instead of committing to a button.
  • Built-in KnJ baits that require proper step timing to avoid.
  • A variety of projectiles (including clone summons) and teleports make Itachi hard to catch and allow him to dictate the pace of the match.
  • Great combo damage options from Air AttackB ButtonY-Cancel and UpB ButtonY-Cancel, or B ButtonB ButtonB ButtonB ButtonB ButtonA Button for meter build which ends with an unscaled, hard knockdown capture state finisher.
  • Incredible oki due to his backturned unblockables and ability to track tech roll recovery using his X Button.
  • Has the freedom to spend meter due to the utility of his specials. X Button can deal a large amount of damage and steal 50% of their meter, granting it high value return for its cost. For its part, DownX Button is a long lasting counter that can be used on reaction to wake-up kick if they fear the incoming X Button wake-up-super (WUS).
  • Several options that beat wake-up kick, some leading into full combos (ForwardA ButtonB Button, Air AttackA Button and Air AttackB Button).

Weaknesses

  • Air AttackA Button is an extremely important part of your toolkit, requiring you to commit to jump often. Air throws, long active frames on oki, properly staggered strings, and throw on oki will all stop you from being able to use this tool.
  • You must pick your spots to jump and must make crucial decisions about when to Air AttackA Button and when to simply empty land.
  • Many of your far range moves leave you open to punish for a lengthy amount of time.
  • Blockstrings have some stagger points, but these are gimmicky and can be punished.
  • A lack of solid defensive options means you have to hold a lot of pressure (especially if it doesn't consist of many high moves).
  • Optimal play means campy play (not necessarily a weakness, but some players may not prefer this style of play).

General Gameplan

  • Put space between you and your opponent. Mastering movement is vital to achieving this.
  • Use Air AttackA Button when your opponent commits to a button or approach.
  • Air AttackA Button can catch opponents trying to dash straight in. ForwardA ButtonB Button will follow up for a combo if they have low or no meter, ForwardA ButtonA Button can be used to tack on extra damage if they have meter or keep them in blockstun if they're already blocking.
  • UpA ButtonA Button, when blocked gives Itachi a 50/50 on the opponent. Run up and choose Y Button, B Button, DownA Button or Air AttackA Button / Air AttackB Button. Y Button beats defending, while the other options punish the opponent for trying to mash, and your choice of move will depend on the current game state. B Button is easiest and safest option.
  • UpA Button is your bread-and-butter sub bait. DownB ButtonB ButtonA Button is the same move done during a string/combo and so it has the same application. If your opponent subs to avoid the UpA Button, follow up with B Button to appear behind them and start a combo.
  • RunA Button has less utility as a KnJ bait, but can still be a reliable way to punish other options such as opponent's running moves or commitment to other high recovery options. It's also unblockable when backturned.
  • DownA Button is a great high crush. Use it to force your opponent to use mids/lows on oki, or to commit less to jabs in neutral.
  • DownA ButtonA Button and BackA Button are great movement tools. Knowing when to teleport and run with your life lead is important to good Itachi play, as well as recognizing opportunities to use BackA Button and land a punish.
  • Use X Button a lot. Using Air AttackA Button and reacting to tech roll with WUS is very strong. Closing out a round with X Button, either in combo or WUS, is extremely good as it will leave them with 50% less meter going into the next round.
  • Focus on defensive play in general. Your strings are mediocre, and you lack solid answers to good pressure. DownX Button works in some situations, so be sure to knowledge check your opponent, same with DownA Button. Overall though, because of this, you will need to have solid defensive play at all times to avoid being put in situations where you are guard broken or baited into using your BackB Button (which is really bad in most scenarios).

Colors

Default ()
Color 2 ()
Color 3 ()
Color 4 ()

Changes from Vanilla

List may be outdated. Feel free to update if necessary

  • Health: decreased from 230 to 210
  • Guard: decreased from 1840 to 1680
  • RA, 6A(B), 8A(B), 6AA(A), 5BBBBA(A), 6BBA(A): 3 grabbable frames added before teleporting
  • 5B: elbow hitbox doesn't appear on the first active frame; given slightly more stun and blockstun
  • 5B(B): first active frame is a high, elbow hitbox is slightly bigger, hand hitbox is slightly smaller, hitbox disappears one frame sooner; animation moves forward slightly more
  • 5BB(B): ends four frames earlier
  • 6B: ends 3 frames earlier and turns the opponent to face Itachi.
  • 6BB(6B): Added. Same rolling kick at 6BB(B), but causes stagger instead of bounce.
  • 4B: animation replaced with 5BBBBB(B) and added more block stun.
  • JB: hitbox improved
  • 6A(B): has more lift on hit and has had its hitbox improved
  • 8A: hitbox disappears one frame sooner
  • JA: has changed momentum; clone appears higher
  • 5X; damage reduced from 85 to 70 and starts moving 2 frames sooner in super freeze; damage is applied on the stab and meter drain still applied at the end
  • 2X: defends back; missed 2X drains just over 12.5% meter at the end of the move; requires 75%; can be grabbed
  • GRKnJ: appears further back
  • ARKnJ: has 12 frames less endlag to match the others; lift reduced on hit.

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