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
String List
String # | Inputs | Notes |
---|---|---|
01 |
| |
02 | ||
03 | ||
04 | ||
05 | ||
06 |
| |
07 | ||
08 |
| |
09 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 | ||
16 | ||
17 | ||
18 | ||
19 |
|
Weak Attacks
5B
Jab
|
|
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Toggle Hitboxes Toggle Hitboxes
|
6B
Backhand
|
|
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Toggle Hitboxes Toggle Hitboxes
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2B
Sweep
|
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Toggle Hitboxes Toggle Hitboxes
|
4B
Spin Kick
|
|
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Toggle Hitboxes Toggle Hitboxes
|
8B
High Kick
|
|
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Toggle Hitboxes Toggle Hitboxes
|
Running B
Butterfly Kick
|
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j.B
Torpedo
|
---|
Strong Attacks
5A
Kunai Throw
|
|
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Toggle Hitboxes Toggle Hitboxes
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6A
Clone Slash
|
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2A
Kunai Slash
|
|
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Toggle Hitboxes Toggle Hitboxes
|
4A
Teleport
|
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8A
Clone Kick
|
---|
Running A
Running Teleport
|
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j.A
Clone Torpedo
|
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Throws
5Y
Throw
|
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Specials
5X
Tsukuyomi
|
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2X
Counter Super
|
---|
Strategy
Strengths
- Three fullscreen tracking moves, all of which are unblockable while backturned (, and ). 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: functions as a combo starter while can be a reliable callout allowing you to teleport away with 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 and , or 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 .
- Has the freedom to spend meter due to the utility of his specials. can deal a large amount of damage and steal 50% of their meter, granting it high value return for its cost. For its part, is a long lasting counter that can be used on reaction to wake-up kick if they fear the incoming wake-up-super (WUS).
- Several options that beat wake-up kick, some leading into full combos (, and ).
Weaknesses
- 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 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 when your opponent commits to a button or approach.
- can catch opponents trying to dash straight in. will follow up for a combo if they have low or no meter, can be used to tack on extra damage if they have meter or keep them in blockstun if they're already blocking.
- , when blocked gives Itachi a 50/50 on the opponent. Run up and choose , , or / . 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. is easiest and safest option.
- is your bread-and-butter sub bait. is the same move done during a string/combo and so it has the same application. If your opponent subs to avoid the , follow up with to appear behind them and start a combo.
- 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.
- 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.
- and 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 and land a punish.
- Use a lot. Using and reacting to tech roll with WUS is very strong. Closing out a round with , 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. works in some situations, so be sure to knowledge check your opponent, same with . 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 (which is really bad in most scenarios).
Colors
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.
Resources
Guides and Info
Gameplay footage
- Dark Tournament 2: Kandle vs Dope (vs Kabuto) and Hebrew vs Skeet (vs Sakon & Ukon, CS2 Sasuke)