Super Naruto: Clash of Ninja 4/Sakura: Difference between revisions
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 12 | ||
|hitlevel = | |hitlevel = High | ||
|startup = | |startup = 15 | ||
|active = | |active = 2 | ||
|recovery = | |recovery = 29 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 17 | ||
|active = | |active = 3 | ||
|recovery = | |recovery = 35 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
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|damage = | |damage = 13 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = | |startup = 15 | ||
|active = | |active = 2 | ||
|recovery = | |recovery = 34 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 8×2 | ||
|hitlevel = | |hitlevel = High×2 | ||
|startup = | |startup = 16 | ||
|active = | |active = 4(13)3 | ||
|recovery = | |recovery = 30 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 16 | ||
|hitlevel = | |hitlevel = High | ||
|startup = | |startup = 17 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 26 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 19 | ||
|active = | |active = 5 | ||
|recovery = | |recovery = 42 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 13 | ||
|active = | |active = 5 | ||
|recovery = - | |recovery = - | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
|advhit = - | |advhit = - | ||
|advblock = +4 | |advblock = +4~9(?) | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = |
Revision as of 20:34, 18 December 2023
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 sports a more reliable combo game, as well as a less redundant kit, via repurposed attacks which were hard to access in her Vanilla iteration.
Notes
String List
String # | Inputs | Notes |
---|---|---|
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Weak Attacks
5B
Jab
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|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
6B
Overhead punch
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|
---|---|
Toggle Hitboxes Toggle Hitboxes
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2B
Poke
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|
---|---|
Toggle Hitboxes Toggle Hitboxes
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4B
Slaps
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|
---|---|
Toggle Hitboxes Toggle Hitboxes
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8B
Kick
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|
---|---|
Toggle Hitboxes Toggle Hitboxes
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Running B
Running Punch
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|
---|---|
Toggle Hitboxes Toggle Hitboxes
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j.B
Jump Kick
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|
---|---|
Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
Shuriken
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|
---|---|
Toggle Hitboxes Toggle Hitboxes
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6A
Kunai overhead
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|
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Toggle Hitboxes Toggle Hitboxes
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2A
Kunai spin
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|
---|---|
Toggle Hitboxes Toggle Hitboxes
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4A
Teleport
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---|---|
Toggle Hitboxes Toggle Hitboxes
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8A
Up Shuriken ("Up Shanks")
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|
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Toggle Hitboxes Toggle Hitboxes
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Running A
Running Shuriken
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|
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Toggle Hitboxes Toggle Hitboxes
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j.A
Jump Shuriken ("Air Shanks")
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|
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
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2Y
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Specials
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
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-
,
,
, and
-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
,
,
, and
.
- She can perform
and
on whiff adding another layer of zoning mix-ups.
- A well timed
can leave Sakura in an advantageous position behind a whiffing opponent.
is perhaps her greatest "cheat" button- being a fast high crush which can convert into a combo with
without expending chakra.
- Her
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
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
,
,
,
, or
.
- Some of these options have strict timings.
- Convert into a combo with
- Between her projectiles,
,
,
and
, 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.
will cover all vertical space but is slow and potentially leaves Sakura vulnerable. She may be able to combo off of a hit.
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.
is the quickest and most rewarding option, but it can be sidestepped or jumped.
or
staggers the opponent leading to a strike/throw mix between
and
.
-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.
->
can be used to catch a combo victim directly above her and reset spacing for the combo.
Combos[1]
Combo | Notes |
---|---|
25% Chakra Opponent | |
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Meterless super confirm from ![]() ![]() |
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159 damage. First ![]() ![]() ![]() ![]() ![]() ![]() |
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156 damage. |
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152 damage. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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160 damage. |
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169 damage. |
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164 damage. ![]() ![]() ![]() |
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162 damage. |
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169 damage. |
0% Chakra Opponent | |
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196 damage. Most damage from a throw. |
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186 damage |
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189 damage |
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191 damage. ![]() ![]() |
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185 damage |
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187 damage |
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187 damage |
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189 damage |
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183 damage |
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183 damage |
Extra Combo Notes
is her highest damage 2-hit loop and can be done 3 times in a row from a 0 combo count.
is her best 2-hit loop for meterless damage. Can lead into no-y-cancel
or even into her supers directly, depending on combo structure.
functions similarly to
. The former does a bit more damage but needs to
-cancel in situations where the latter does not.
is a meterless super confirm to
or
Changes from Vanilla
- HP increased from 185 to 210
- Guard increased from 1480 to 1640
- Shuriken throws are grabbable
and
cause spinning launches instead of flying screen.
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
launches instead of sweeps
cannot be continued on whiff
uppercut replaced with vanilla
(lunging punch)
ends sooner
and
: Final kick has more lift
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
counter replaced with a back teleport
teleport replaced with running shuriken
short teleport replaced with vanilla activated counter kunai slash with string follow-ups:
,
and
throws an array of shuriken covering all vertical space instead of a packed group
-double charge now staggers
strings cannot be continued on whiff
- Added 2A(B)
- 2AA(A) replaced with Vanilla wrA
one more frame duration on hitbox
has better super freeze, hitbox appears one frame sooner and disappears two frames later
- GRKnJ: bounce changed to be closer; travels one frame faster
replaced with an animation from Bloody Roar: Extreme and now does damage
added as a hard knockdown throw which does more damage (also from Bloody Roar: Extreme)
Colors
Resources
Guides and Info
Gameplay footage
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 |
---|---|---|---|---|
TAG | ![]() |
![]() Canada |
Unavailable | TAG matches |
- ↑ Special thank you to Jakyi for contributing to the combo list.