Itachi
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Health:
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210
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Guard Gauge:
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1680
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Backdash Type:
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Normal
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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.
Notes
String List
String #
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Inputs
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Notes
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01
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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Cancellable at ( )
- For
04, switches sides with the final move.
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02
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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03
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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04
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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05
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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06
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
|
- Can hold the final input to change the move's effect.
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07
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
|
|
08
|
![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
|
- Switches sides with the second move.
- The second move will not come out unless the previous one makes contact.
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09
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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10
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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11
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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12
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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13
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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14
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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15
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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16
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![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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17
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![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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18
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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19
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
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- Switches sides with the final move.
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Weak Attacks
5B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
|
Advantage on Block
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-
|
-
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-
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-
|
-
|
-
|
-
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-
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-
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- Primary Jab.
- Can go into
( ) on whiff.
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|
Toggle Hitboxes Toggle Hitboxes
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Back handed fist to the face. Hits mid. Combos on grounded opponents easily, has a teleport follow up.
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Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
|
Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Spinning sweep kick. High crush that sweeps opponent and leads into high damage combos.
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Toggle Hitboxes Toggle Hitboxes
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4B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Spinning jump kick guard frame attack. Absolute trash, pretend it doesn't exist(?).
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Toggle Hitboxes Toggle Hitboxes
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Field goal kick. Spinning launch.
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
|
Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Think it's supposed to be a butterfly kick. Surprisingly consistent OTG after knockdowns. Can be hard to tech.
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j.B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
|
Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Spinning drill downwards. Spinning launch. Useful after throw in corner, catching people directly below you pressing a button and for style points.
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Strong Attacks
5A
Uncharged Charged
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Damage
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Hit Level
|
Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
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-
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-
|
-
|
-
|
-
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-
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-
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-
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Throws some kunai. Charged throws the stockpile. Can be used as a chip-out option on oki for opponents with low health.
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
|
Advantage on Block
|
-
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-
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-
|
-
|
-
|
-
|
-
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-
|
-
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Summons a clone that lunges forward with a kunai slash. Great ranged check, good follow ups. Always summons from Itachi, going forward. Can perform follow up strings on whiff.
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2A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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Kunai slash at their ankles. Fast high crush with good follow up options.
|
|
Toggle Hitboxes Toggle Hitboxes
|
4A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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Teleports behind the opponent. Vanishes f16(?), reappears f36(?), actionable f15(?) after reappearance. Reappearance can be delayed by holding A at the cost of chakra. Holding 6 after inputting this move reverses the side that Itachi will appear on.
|
|
8A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Summons a clone that appears above the opponents head with an axe kick downward. Always appears going the same direction that Itachi is facing. Can do the follow up strings on whiff.
|
|
Running A
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Damage
|
Hit Level
|
Startup
|
Active Frames
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Recovery
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Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
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-
|
-
|
-
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Appears in the air above the opponent and slashes downward with a kunai. Always tracks to the opponent in the same direction Itachi is facing.
|
|
j.A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Summons a clone that appears above the opponents head that drills downward. Always appears facing the same direction as Itachi.
|
|
Throws
5Y
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
20
|
-
|
1
|
1
|
48
|
-
|
-
|
-
|
-
|
|
|
Specials
5X
Tsukuyomi![X Button X Button](/images/thumb/3/3a/SCON4_X.png/28px-SCON4_X.png)
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A nightmare dreamworld where the opponent is crucified and stabbed. Drains 50% of the opponents meter.
|
|
2X
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Itachi enters a counter state. If hit during this state he appears behind the opponent and his original position becomes an exploding bunshin. Great damage and can score an on-the-ground (OTG) hit afterwards depending on positioning. If the counter is not activated, costs 25% chakra.
|
|
Strategy
Strengths
- Three fullscreen tracking moves, all of which are unblockable while backturned (
![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png)
, ![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
and ![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
). 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:
![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
functions as a combo starter while ![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
can be a reliable callout allowing you to teleport away with ![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
if they block instead of committing to a button.
- Great damage with built-in KnH baits that require proper step timing to avoid.
- Incredible oki and good reaction speed, allowing him to punish tech rolls well.
- 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, ![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
is a long lastig 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 (
![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
, ![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
and ![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
).
Weaknesses
![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
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
![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
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
![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
when your opponent commits to a button or approach.
![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
can catch opponents trying to dash straight in. ![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
will follow up for a combo if they have low or no meter, ![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
can be used to tack on extra damage if they have meter or keep them in blockstun if they're already blocking.
![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png)
![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
, when blocked gives Itachi a 50/50 on the opponent. Run up and choose
,
, ![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
or ![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
/ ![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
.
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.
![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png)
is your bread-and-butter sub bait. ![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
is the same move done during a string/combo and so it has the same application. If your opponent subs to avoid the ![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png)
, follow up with
to appear behind them and start a combo.
![Run Run](/images/thumb/5/53/CONR3_RUN.png/28px-CONR3_RUN.png)
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.
![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
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.
![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png)
and ![Back Back](/images/thumb/f/fc/SCON4_LEFT.png/28px-SCON4_LEFT.png)
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 ![Back Back](/images/thumb/f/fc/SCON4_LEFT.png/28px-SCON4_LEFT.png)
and land a punish.
- Use
a lot. Using ![Air Attack Air Attack](/images/thumb/c/ca/CONR3_AIR.png/28px-CONR3_AIR.png)
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.
![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
works in some situations, so be sure to knowledge check your opponent, same with ![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
. 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 ![Back Back](/images/thumb/f/fc/SCON4_LEFT.png/28px-SCON4_LEFT.png)
(which is really bad in most scenarios).
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