Super Naruto: Clash of Ninja 4/Gaara: Difference between revisions
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Jumping knee kick. Lifts the opponent on block or causes a spinning launch on hit. High crush during the startup. High damage combo filler. j.A is a decent blockstring. | Jumping knee kick. Lifts the opponent on block or causes a spinning launch on hit. High crush during the startup. High damage combo filler. j.A is a decent blockstring. | ||
{{FlagData-SCON4 | |||
|highcrush = frames 7~12 | |||
|lowcrush = frames 14~36 | |||
|midcrush = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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* GRKnJ: is RA; teleports 1 frame faster | * GRKnJ: is RA; teleports 1 frame faster | ||
==Notable Players== | |||
:{{Template:PlayerListDisclaimer}} | |||
{| class="wikitable" | |||
!width="95"|Name | |||
!width="70"|Usual Color | |||
!width="125"|Region | |||
!Contact | |||
!Example Play | |||
|- | |||
|Lemo | |||
|style="text-align:center;"|[[File:SCON4_Gaara_Color_2.png|110px]] | |||
|[[File:Flag_us.png]]<br>United States | |||
|Unavailable | |||
|[https://replaytheater.app/?game=scon4&c1=Gaara&p1=Lemo Lemo Replaytheater] | |||
|- | |||
|} | |||
{| class="wikitable" | |||
!width="95"|Name | |||
!width="70"|Usual Color | |||
!width="125"|Region | |||
!Contact | |||
!Example Play | |||
|- | |||
|Wahu | |||
|style="text-align:center;"|[[File:SCON4_Gaara_Color_1.png|110px]] | |||
|[[File:Flag_us.png]]<br>United States | |||
|Unavailable | |||
|[https://replaytheater.app/?game=scon4&c1=Gaara&p1=Wahu Wahu Replaytheater] | |||
|- | |||
|} | |||
== Navigation == | == Navigation == | ||
{{Navbox-SCON4}} | {{Navbox-SCON4}} | ||
[[Category:Gaara (SCON4)]] | [[Category:Gaara (SCON4)]] | ||
[[Category:Super Naruto: Clash of Ninja 4]] | [[Category:Super Naruto: Clash of Ninja 4]] |
Latest revision as of 14:29, 30 March 2024
Summary
With high health and the sturdiest guard in the game, the Sand Village's jinchuriki is a defensive powerhouse. Gaara punishes poor KNJ's hard with tracking sand pillars which reset his long combo loops. Once his victim is weakened, he can easily finish them off with his Sand Burial super, or chip damage with his various sand attacks.
Character Traits
- Sturdiest guard bar in the game. Gaara can afford to block strings for a little bit longer than other characters.
- His main combo loops of 8ABAY and 2BA are very obnoxious to KnJ. 8ABA causes front sub resets at walls, and 2BA pillars have good tracking which can punish KnJ into a reset anywhere.
Notes
String List
String # | Inputs | Notes |
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Weak Attacks
5B
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Toggle Hitboxes Toggle Hitboxes
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6B
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Toggle Hitboxes Toggle Hitboxes
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2B
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Toggle Hitboxes Toggle Hitboxes
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4B
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Toggle Hitboxes Toggle Hitboxes
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8B
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Toggle Hitboxes Toggle Hitboxes
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j.B
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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Toggle Hitboxes Toggle Hitboxes
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6A
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Toggle Hitboxes Toggle Hitboxes
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2A
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Toggle Hitboxes Toggle Hitboxes
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4A
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Toggle Hitboxes Toggle Hitboxes
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8A
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Toggle Hitboxes Toggle Hitboxes
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Running A
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Toggle Hitboxes Toggle Hitboxes
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j.A
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
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2Y
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Special
5X
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Toggle Hitboxes Toggle Hitboxes
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2X
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Gaara's main gameplan is to keep the opponent guessing, both on block and hit, with his sand pillars. Given that the sand attacks of track the enemy, it can be hard for the opponent to KNJ out. Gaara's combo loop lasts so long that a mistimed KNJ can easily link into a death combo, even without a hard call out from Gaara. Gaara should mix up the number of pillars he uses and their timing following a
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(sand dive) crosses up on block, though the defender can avoid this attack with a sidestep or movement.
The string threatens a teleport attack (sand dive) at the end, which can be performed on whiff.
string enders can help make the opponent scared to take back their turn.
It's okay if you don't outright kill your opponent after a combo or super, as Gaara is the king of chipping out opponents remaining health with moves like .
Gaara may struggle against characters with good block strings and fast buttons, leaving him doing nothing but blocking helplessly. Ensure to keep a good defensive wall, snuffing out approaches and always making sure you're in control of the match.
Colors
Changes from Vanilla
List may be outdated
- Guard: increased from 1760 to 2000
- 5B: elbow hitbox removed; hitbox made smaller; active frame 2, hitbox size increase
- 5B(B): hitbox disappears two frames earlier
- 5BB(B): turns back turned opponents around
- 5BBA(A): has three grabbable frames at the startup, doesn't teleport as high
- 5BBBB(A): hitbox appears two frames earlier; teleports a frame later when coming from B moves (ex: 6BB(A) instead of 8AB(A))
- 6B: turns back turned opponents around
- 6B(B): (taijutsu flip kick) blockstun increased, start up is 4 frames later, toe hitboxes slightly bigger; "lands" 2 frames later; recovers 10 frames faster on landing
- 4BB(B): increased duration, lower angle, hand knockdown
- 2B: lift increased
- 2BA(A) and 2BAA(A): adjusted hand to clasp on Gaara's arm properly
- 8B: ends significantly sooner, cannot do A or B follow ups after Gaara lands
- 5A: charge time decreased from 11f to 9f
- 6A: appears 12 frames sooner; can be grabbed for the whole duration
- 4A: counter window improved
- A4A: appears behind opponent into custom RA that is an unblockable sweep
- 2A: comes out faster, can be grabbed
- 8A: is immune to high attacks on frames 9-20, cannot be thrown 15-until the pillar appears, then can be grabbed after; hands curl around the arm properly
- 8A(B): (sand flip kick) "lands" two frames later; recovers 8 frames faster
- JA: projectile has more stun; air momentum only affects his upwards lift
- 5X: hitbox appears 5 frames sooner
- 2X: comes out faster, recovers quicker, requires and costs 75% meter, blocks everything while the orb is active, safe(r) on hit; grabbable until frame 30 on startup (13 frames after super freeze ends for the opponent) and as the sphere disappears; does 40 damage
- GRKnJ: is RA; teleports 1 frame faster
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
Lemo | ![]() |
![]() United States |
Unavailable | Lemo Replaytheater |
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
Wahu | ![]() |
![]() United States |
Unavailable | Wahu Replaytheater |