Super Naruto: Clash of Ninja 4/Orochimaru

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Orochimaru

SCON4 Orochimaru Portrait.png
Health: 220
Guard Gauge: 1760
Backdash Type: Normal



Summary

At a first glance, Orochimaru seems to be built like a fundamentals character-good, basic B buttons, above-average kunai projectiles, a 4A teleport and useful but not busted jump attacks. His 5X super is, however, a game-changer. The snake Sanin's Five-Pronged Seal jutsu takes away all of his victim's chakra and prevents them from gaining back their meter for 10 seconds, leaving them completely at Orochimaru's mercy.

Notes

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 03, switches sides with the final move; can hold Forward until reappearance to prevent.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 05 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonA Button
CONR3 STRING.png 07 ForwardB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 08 ForwardB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 09 ForwardB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 10 BackB ButtonA Button
  • Can hold the final input to extend the move's duration.
CONR3 STRING.png 11 DownB ButtonB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 12 DownB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 13 DownB ButtonB ButtonB ButtonA Button
  • Switches sides with the final move; can hold Forward until reappearance to prevent.
CONR3 STRING.png 14 DownB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 15 DownB ButtonA Button
CONR3 STRING.png 16 RunB ButtonB Button
CONR3 STRING.png 17 RunB ButtonA Button
CONR3 STRING.png 18 A ButtonA Button
  • Can hold the first input to change the move's effect.
CONR3 STRING.png 19 DownA ButtonB ButtonB Button
CONR3 STRING.png 20 DownA ButtonB ButtonA Button
CONR3 STRING.png 21 DownA ButtonA ButtonA Button

Weak Attacks

5B

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

6B

ForwardB Button
SCON4 Orochimaru 6B.png
SCON4 Orochimaru 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Orochimaru 2B.png
SCON4 Orochimaru 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Orochimaru runB.png
SCON4 Orochimaru runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
SCON4 Orochimaru jB.png
SCON4 Orochimaru jB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
SCON4 Orochimaru 8A.png
SCON4 Orochimaru 8A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
SCON4 Orochimaru runA.png
SCON4 Orochimaru runA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
SCON4 Orochimaru jA.png
SCON4 Orochimaru jA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Description

2Y

DownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Special

5X

X Button
SCON4 Orochimaru 5X.png
SCON4 Orochimaru 5X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Strategy

Strengths

  • Chakra-seal 5X with lots of active frames
  • Fast 2B low
  • Sudden, long sliding run A dash attack
  • 2Y is one of the better throws in the game, leaving the opponent standing in front of Orochimaru
  • 4B is the third-quickest in the game and the lean back at startup can avoid incoming attacks
  • Orochimaru throws a large number of kunai for his 5A and 8A projectiles
    • 8A is a low committal throw follow-up that the opponent may need to respect with a KNJ
    • Lots of chip-out options between 5A, 6A fireball, snake attacks and various claw and kunai string attacks
  • 4A with hold and reverse options
  • 2X as the alternate, high damage super when Orochimaru wants to end the round

Weaknesses

  • Neutral may feel too "fair" at times; Oro may have trouble breaking down zoners
  • Block strings are predictable with clear escape or punish points
  • If Orochimaru wins the round with 5X damage, the victim can skip the super cinematic by pressing Start before Orochimaru takes away their chakra (the 10-second chakra seal will not happen regardless of whether the cinematic is skipped)

5X Usage

Orochimaru's strongest tool is his signature Five-Prong Seal. While the super deals less damage than others, it both takes away the victim's chakra and prevents them from gaining chakra for 10 seconds- which can feel like an eternity considering it may only take a single opening and a few seconds for Orochimaru to deplete the rest of their lifebar. The chakra advantage is game-warping enough that much of Orochimaru's approach to the game can resolve around finding openings to land the super.

Orochimaru's confirms into 5BBX include:

  • 5BBA
  • 2BA
  • 4B
  • j.B
  • Both 5Y and 2Y

Five active frames make it un-sidesteppable during the victim's wake-up. Generally, Orochimaru will 4A teleport during the wake-up kick (WUK) window, dodging behind WUK if used, and then close distance and 5X. This technique is unavoidable with perfect reactions from the Orochimaru player and foes must therefore mix up their wake-up options and conserve chakra for KnJ to keep Orochimaru guessing and mess up his timing. Once in a combo or knocked down, the defender's options include:

  • KNJ before the knockdown
  • L or R KNJ from the ground after being knocked down
  • 4-way roll
  • Neutral get-up with or without the "do-nothing" invincibility (three extra frames of invulnerability)
  • Wake-up backdash is often the best option when facing a late 5X (jump instead when at the wall)
  • Wake-up sidestep's three frames of invulnerability is the best option against an early 5X
  • Tech roll recovery is in general very weak to wake-up super due to its predictability and should be avoided when Orochimaru has 100% chakra

On top of sealing away the victim's chakra, Orochimaru will have a hard knockdown with an opportunity to enforce an okizeme mix after the super. A 5B strike/throw mix is the most basic approach, with 2B and mid-attacks 6B and 2A covering high crush attempts. By making the most of his chakra advantage, Oro can chain together neutral wins with 5X finishers and landslide his opponent while denying them the chakra needed to threaten KNJ.

Colors

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

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