Naruto Shippuden: Clash of Ninja Revolution 3/Hiruko

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Hiruko

CONR3 Hiruko.png
Health: 10,000
Guard Gauge: 10,000
LNP Activation %: 20%
Damage Modifier: 1x


Main Strengths

  • Nearly unparalleled projectile zoning with his special kunai spamming madness and their long hitstun.
  • Large normals with his tail that can strike, punish, and OTG from further than average ranges.
  • Incredibly fast run speed, about 2 times faster than most other characters.
  • Great mixups between being able to effectively strike/throw from midscreen with kunai sprays paired with his run and also cross-up running A
  • Has potential for guaranteed damage/checkmate okizeme via poison cloud that sets up for unblockable Paper Bombs, in addition to applying a control-reversing effect on hit.
  • Strange hurtbox makes it so that some combos that would work on most other characters tend to drop on Hiruko.

Additional Notes

Poison

Some of Hiruko's attacks can poison the opponent, reversing their horizontal controls for a period of time. If Hiruko has already applied the poison, the opponent cannot be poisoned again until the effect runs out, preventing poison stacking.

It is important to note that the amount of time the poison is applied for is not the same for all characters:

  • Against most characters, the poison lasts 6 seconds (10 seconds if Hiruko's Latent Ninja Power is active).
  • Kabuto, Sakura and Tsunade exhibit a resistance to this poison due to their medical proficiency, causing it to last only 3.5 seconds (6 seconds if Hiruko's Latent Ninja Power is active).
  • Hiruko himself, as well as Sasori, are completely immune to the poison due to their inanimate nature.
Latent Ninja Power
  • LNP activates at 20% health and grants these buffs:
    • All of Hiruko's attacks can now apply the poison effect, whose duration has also been extended.
      • If the opponent was poisoned before Hiruko activated his Latent Ninja Power, his attacks will not poison the opponent until the original poison runs out.
      • If Hiruko has already applied the enhanced poison from his Latent Ninja Power, the state will disable itself until the effect runs out, preventing poison stacking.
    • Hiruko gains access to BackSpecial Jutsu for the cost of 50% Chakra. If the battle timer runs out after this hits, the opponent will lose the round regardless of remaining life totals.
Other
  • All of Hiruko's projectiles are unreflectable.
  • Hiruko has the fastest running speed in the game. Conversely, he also has the slowest back walk speed.
  • Hiruko's Throw Whiff animation and BackWeak Attack animation are unthrowable.
    • In particular, during startup, the latter disables the opponent's Throws entirely, not even allowing a Throw Whiff to occur.
  • When paired with Sasori in Two Man Squad, Hiruko will fight alone and cannot call Sasori as an assist. Upon defeat, he will turn into a version of Sasori with enhanced attributes, as well as permanent Super Armor.
  • Hiruko's (behind obstacle) Weak Attack and Strong Attack are his RunWeak Attack and UpStrong Attack respectively.

String List

String # Inputs Notes
CONR3 STRING.png 01 Weak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Special Jutsu Cancellable at Weak Attack(Weak Attack)
CONR3 STRING.png 02 Weak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 03 Weak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 04 Weak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 05 BackWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 06 DownWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 07 DownWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 08 DownWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 09 ForwardWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak Attack
CONR3 STRING.png 10 ForwardWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
  • Can Hold the final input to change the move's effect.
CONR3 STRING.png 11 ForwardStrong AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 12 UpWeak AttackCONR3 STRING BREAK.pngWeak Attack
CONR3 STRING.png 13 UpWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 14 DownStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Can Hold the final input to change the move's effect.

Weak Attacks

5B

Weak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Primary Jab.
  • Can go into Weak Attack(Weak Attack) on whiff.

6B

ForwardWeak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

2B

DownWeak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

4B

BackWeak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

8B

UpWeak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

Running B

RunWeak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

j.B

AirWeak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

Strong Attacks

5A

Strong Attack
Version Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
Normal - - - - - - - - -
Full Charge - - - - - - - - -
  • Notes 1
  • Notes 2

6A

ForwardStrong Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

2A

DownStrong Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

4A

BackStrong Attack
Version Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
Normal - - - - - - - - -
Full Charge - - - - - - - - -
  • Notes 1
  • Notes 2

8A

UpStrong Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

Running A

RunStrong Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

j.A

AirStrong Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

Throws

5Y

Throw
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

j.Y

AirThrow
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

Special Jutsu

5X

Special Jutsu
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Requires 100% Chakra
  • Notes 1
  • Notes 2

2X

DownSpecial Jutsu
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Requires 75% Chakra
  • Notes 1
  • Notes 2

4X

BackSpecial Jutsu
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Requires 50% Chakra
  • Only available during LNP
  • Will instantly kill the opponent if a timeout occurs
  • Practically impossible to combo into

Followups and Other Frame Data

5BB

Weak AttackWeak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Notes 1
  • Notes 2

BNB Combos

Combo Damage Notes
Weak AttackStrong Attack --
  • Notes 1
  • Notes 2

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