Super Naruto: Clash of Ninja 4/Sakura
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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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01 |
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02 | ||
03 | ||
04 | ||
05 |
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06 | ||
07 |
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08 | ||
09 | ||
10 | ||
11 | ||
12 | ||
13 |
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14 |
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15 | ||
16 | ||
17 |
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18 |
Weak Attacks
5B
Jab
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Toggle Hitboxes Toggle Hitboxes
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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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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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Toggle Hitboxes Toggle Hitboxes
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Running A
Running Shuriken
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Toggle Hitboxes Toggle Hitboxes
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j.A
Jump Shuriken ("Air Shanks")
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
2Y
Specials
5X
Toggle Hitboxes Toggle Hitboxes
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2X
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.
- 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 |
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25% Chakra Opponent | |
> | Meterless super confirm from ; note that the may need to be delayed slightly to connect with the staggering victim |
> > > | 159 damage. First can be omitted, in which case does not need to be -cancelled (151 damage). |
> > | 156 damage. |
> > | 152 damage. (158 damage; may drop at the wall) or (156 damage; requires a just frame) can replace |
> > > | 160 damage. |
> > > > | 169 damage. |
> > > | 164 damage. > can be omitted (159 damage). |
> > > | 162 damage. |
> > > > | 169 damage. |
0% Chakra Opponent | |
> > > > | 196 damage. Most damage from a throw. |
> > > > | 186 damage |
> > > > > | 189 damage |
> > > > > | 191 damage. can be omitted (-2 damage). |
> > > > | 185 damage |
> > > > | 187 damage |
> > > > | 187 damage |
> > > > > | 189 damage |
> > > > | 183 damage |
> > > | 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.