Neji
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Health:
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10,000
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Guard Gauge:
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10,000
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LNP Activation %:
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30%
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Damage Modifier:
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1x
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Main Strengths
- Long attack strings that can even come out on whiff and lead into decent guard damage/breaks when repeatedly chained
- Chakra Drain; Neji has multiple attacks that take away from the opponent's chakra gauge, being able to limit their resources in this high-resource game
- "Hyuga Cancels" that allow for semi-surprise pressure resets or RPS mid pressure
- Good at escaping backturned situations (such as LKnJ and jump overs) due to and instant turnaround blocking in LNP.
- Incredibly strong combo potential with Paper Bomb extensions, including high damage unsubbable combo routes due to chakra drain + Paper Bomb infinite
- Amazing supers between draining lots of chakra and being a teleport/substitution-punisher
Additional Notes
- Hyuga Cancels
Neji can cancel some of his attacks to a neutral state by pressing during their startup, as a feint. These attacks/strings include:
These specific attacks can still be Hyuuga Cancelled even when used in the middle of other strings.
Neji has a 10 frame recovery after a Hyuga Cancel, much less than the natural recovery of his attacks. He can move and do other attacks on frame 11.
- Latent Ninja Power
- LNP activates at 30% health remaining and grants these buffs:
- Neji can block immediately after turning around.
- drains the opponent's Chakra even if blocked.
- drains Neji's Chakra more slowly.
- When using , Neji will autocorrect towards his opponent during startup.
- Other
- Neji's Offensive Substitution (Grounded) launches opponents at a much higher elevation than the move it is based on.
- Neji's (behind obstacle) and are his and respectively.
String List
String #
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Inputs
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Notes
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01
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02
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|
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03
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- Cancellable at ()
- Can
- Can the final input to change the move's effect.
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04
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- Cancellable at ()
- Can and
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05
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|
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06
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|
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07
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08
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- Cancellable at ()
- Can
- Can the final input to change the move's effect.
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09
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- Cancellable at ()
- Can and
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10
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|
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11
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|
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12
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|
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13
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- Cancellable at ()
- Can
- Can the final input to change the move's effect.
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14
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- Cancellable at ()
- Can and
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15
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|
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16
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|
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17
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- Cancellable at ()
- Can
- Can the final input to change the move's effect.
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18
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- Cancellable at ()
- Can and
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19
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|
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Weak Attacks
5B
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Damage
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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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Throw Immunity
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472
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-
|
-
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-
|
-
|
-
|
-
|
-
|
-
|
|
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6B
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Damage
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Startup
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Active Frames
|
Recovery
|
Guard Damage
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Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
590
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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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2B
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Damage
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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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Throw Immunity
|
472
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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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4B
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Damage
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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
|
Throw Immunity
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590
|
-
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-
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-
|
-
|
-
|
-
|
-
|
-
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|
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8B
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Damage
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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
|
Throw Immunity
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472
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-
|
-
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-
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-
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-
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Launch
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-
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-
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- Launches on hit
- Can be despite Neji being in the air
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Running B
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Damage
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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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Throw Immunity
|
630
|
-
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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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j.B
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Damage
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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
|
Throw Immunity
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590
|
-
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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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Strong Attacks
5A
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Version
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Damage
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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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Throw Immunity
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Normal
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393
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23
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-
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-
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562
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-
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+8~26
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-5~25
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-
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Full Charge
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787
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48
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-
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-
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15000
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-
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-
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-
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-
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- Can be to gain different properties
- Deflects deflectable projectiles, destroys them if undeflectable
- Staggers on hit when uncharged, launches away into a groundbounce when charged
Neji fires an Eight Trigrams Air Palm. Very high-priority projectile.
Regular air palm is very useful as a neutral tool due to its range and staggering on hit that can potentially allow offense if Neji is close enough. He can also hold the button for a bit to delay his release and mix up his projectile timing to beat opponents who plan to sidestep it on reaction.
Has twice as long startup and less travel speed/distance, but in exchange its projectile lingers towards the end and deals enough guard damage to instantly break any unmodified guard bar. Since it's so slow, it's typically only used as okizeme, and even then still struggles to connect sometimes due to the various wakeup options.
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6A
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Damage
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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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Throw Immunity
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315*2, 393
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21
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-
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-
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-
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-
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+1
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-19 / -29 / -36
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-
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- Can
- Drains chakra on hit
- Sometimes referred to as just "stabs"
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2A
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Damage
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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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Throw Immunity
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668
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20
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-
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-
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-
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19
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-
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-19
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-
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Neji does a low kunai slash. Since it hits so low to the ground, it can be used to OTG the opponent for bonus damage in or after combos, or meaty against wake-up kicks when Neji isn't close enough / with enough chakra to paper bomb plant. Even on whiff, it chains into , so he can start some pressure afterward if the opponent blocks the move.
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4A
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Damage
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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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Throw Immunity
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737
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11~
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18~84
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10
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-
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24F
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Launch
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-22
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-
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8A
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Damage
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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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Throw Immunity
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393
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19
|
-
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-
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-
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19F
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-
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-24
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-
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Same as except it goes at a 45 degree angle upward and has no charge version. Similarly great at beating out air attack attempts and other projectiles, especially air kunai spam.
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Running A
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Damage
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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
|
Throw Immunity
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668
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.A
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Damage
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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
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Advantage on Block
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Throw Immunity
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275
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14/28
|
-
|
-
|
-
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19F per kunai
|
-
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+5~19
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-
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Neji throws two kunais, but instead of both at the same time at a 45 degree angle like most other moves of its kind, Neji throws his one after the other and at much more outward angles. Considerably better for neutral than most equivalent moves due to the angling and coverage, but is also effective in Neji's juggle combos thanks to the delayed knife allowing for a pickup afterward and both projectiles building very little chakra for the opponent on hit.
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Throws
5Y
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Damage
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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
|
Throw Immunity
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600
|
1
|
1
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-
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-
|
-
|
-
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-
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-
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Neji's party starter on opponents who don't have enough chakra to substitution the initial throw, leading into high damage combos with proper execution. Most common follow-up is 6AY for chakra drain which can then go into 5B/6B juggles or start his optimal 6A loops.
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2Y
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Damage
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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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Throw Immunity
|
1181
|
1
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1
|
-
|
-
|
-
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Launch
|
-
|
-
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Neji's custom throw where he blasts the opponent with a close range Eight Trigrams Air Palm. Launches the opponent very far away on connect. Not very notable.
|
|
j.Y
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Damage
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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
|
Throw Immunity
|
600
|
1
|
1
|
-
|
-
|
-
|
-
|
-
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-
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Generic air throw that leads to a knockdown. However, Neji might represent this often if the opponent keeps back jumping out of his Hyuuga Cancels in pressure.
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Special Jutsu
5X
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Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
3910
|
24
|
-
|
-
|
-
|
-
|
-
|
-5 (Gaara)
|
-
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- Requires 100% (4 bars) chakra
- On hit, drains ~64% of the opponent's chakra
Neji's 5X would otherwise be a standard damage / unsubbable punish super, but the fact that it drains chakra from the opponent on hit makes it a cut above a lot of the rest.
While in LNP, 5X will autocorrect during the start-up to hit the opponent wherever they are in a 360 degree area around Neji, letting him hit opponents to the side or behind him if they sidestepped / running sidestepped against it.
|
|
2X
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Damage
|
Startup
|
Active Frames
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Recovery
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Guard Damage
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Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
2625
|
12 (back), 15 (front)
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15
|
-
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-
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-
|
-
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-32
|
-
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- Requires 75% (3 bars) chakra
- Start-up values are for when the attack starts hitting behind Neji vs hitting in front of him
- Unblockable if Neji is in a backturned state (Backturn unblockable)
- Opponent cannot KnJ this attack on hit.
- Commonly known as "rotation" or "kaiten".
Neji surrounds himself with a massive chakra blast that hits all around him. Rotation is his faster and much more common super, being able to connect after more scaled juggles than 5X and is also able to punish the opponent trying to KnJ out of combos into it since the hitbox basically shields him on all sides. The only issue is that it's very punishable on block, most of the time with Neji eating a decently strong combo since he just spent his chakra. Can also hit OTG but does basically no damage like most OTGs.
Despite being conventionally blockable, rotation is uniquely backturned unblockable property and lets Neji use this as a sort of checkmate for unblockable oki sometimes that can also punish attempts to escape via wake-up substitution.
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BNB Combos
Combo
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Damage
|
Notes
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--
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Strategy
Shorthand Reference for Neji Strings
animation in any string goes back into strings 01 through 04.
String #
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Inputs
|
Notes
|
01
|
|
|
02
|
|
|
03
|
|
- Cancellable at ()
- Can
- Can the final input to change the move's effect.
|
04
|
|
- Cancellable at ()
- Can and
|
05
|
|
|
06~09
|
01~05
|
10
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|
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11~14
|
01~05
|
15~18
|
01~05
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19
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|
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Navigation
General
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Characters
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Unplayable Characters
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Archived Information
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