Gotcha Force ReBalanced/Sasuke

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Sasuke

Introduction

"Kakeru's partner. A normal ninja with a mischievous streak, he uses a Shinobi sword called TSUNUJIMARU. Sasuke arrived on Earth before G Red in the meteor shower that fell on Safaritown."

Sasuke is a very flexible and well-rounded character for cheap cost. He has tools for long, mid and close range and his Dash B, unique to him, has no recovery frames and is an insanely fast multi-hit move. Like other Ninja tribe Borgs, cancelling his B Shot into airdash repeatedly will constantly reset his tracking, which helps a lot against screen moves, effectively giving him a great matchup spread. His combo game is also very flexible, and for damage his jab and diving stab move are amazing. He has an 11 frame jumpsquat.

Overview

  • Control range and dodge homing moves by airdash shooting
  • Use Shinobi Bomb to whiff punish and pop them up for an aerial combo
  • Against super-armor characters, use his Dash B and avoid using air normals
  • For grounded combos, a simple Jump B -> Landing B combo deals all the damage you need
  • Dance around platforms and dash off ledges for quick movement
Strengths Weaknesses
  • Great movement options and speed
  • Low cost and small hurtbox
  • High damage jab
  • Dash B can be spammed with no worries
  • Stubby normals and low damage on most moves
  • Low HP and bad disadvantage state
  • Jump B on huge characters leaves him wide open
  • Shurikens do not home in well and are poor zoning threats

Stats

Tribe Cost HP Jump Type
Ninja 180 210 Air Jump Level 3

Moves

Shuriken
B Shot
GFRB Sasuke BShot.png
Damage Startup Recovery Ammo Reload Hitstun
4 N/A N/A 10 Static, 60 frames -

Shuriken toss. They stagger the opponent when landing 3 of them. Tossing them while walking is safe especially with Sasuke's snappy ground dash whenever needed.

Tsunujimaru
B Attack (Standing)
GFRB Sasuke BAtkStanding.png
Damage Startup Recovery Hitstun
36 11f 15f -

A powerful slash. Great for damage, but a bit awkward to link for combos. Has a great hitbox with the vacuum wave.

Tsunujimaru
B Attack (Standing 2)
GFRB Sasuke BAtkStanding2.png
Damage Startup Recovery Hitstun
27 (staled) N/A N/A -

Part of the jab string, it launches the opponent close and is good against super-armor characters, especially when cancelled into Shinobi Bomb.

B Attack (Dashing)
GFRB Sasuke BAtkDashing.png
Damage Startup Recovery Hitstun
32 5f 0f -

A spinning attack. Probably the only move in the entire game with absolutely no recovery, and also one of the best multi-hit moves too. It's so good you can use it as a movement option, due to how safe and mobile it is.

B Attack (Jumping)
GFRB Sasuke BAtkJumping.png
Damage Startup Recovery Hitstun
36 5f 10f -> freefall -

Jumping kick. This move is pretty below average, but it's all you get in terms of fast aerial melee. Cancelling it into Shinobi Bomb makes it a bit better to stomach its bad hitbox and vulnerability, and hey it semi-spikes too, which is quite rare and useful for mixups.

B Attack (Diving)
GFRB Sasuke BAtkDiving.png
Damage Startup Recovery Hitstun
86 14f 12f -

A deadly overhead stab. It is a very niche move but landing it takes a huge toll on the opponent. The downside is that the smaller the opponent, the more useless the move becomes, and landing it on Dragons and Fortresses isn't the easiest thing due to their models having picky hurtboxes.

Shinobi Bomb
X
GFRB Sasuke XShot.png
Damage Startup Recovery Ammo Reload Hitstun
22 12f 11f 1 Static, 40 frames -

A bomb toss. The grounded version is much faster, but the aerial version allows you to setup combos and camp better. There is an initial hitbox and an area-of-effect explosion hitbox, so use this move creatively.


General
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Netplay
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Machine Borgs
G Red
Isaac
Ninja Borgs
Knight Borgs
Vlad
Girl Borgs
Kei
Musha Borgs
Knuckle Borgs
Jack
Gun Borgs
Billy
Hero Borgs
Wizard Borgs
Idol Borg
Demon Borgs
Bug Borgs