Sasori
|
|
Health:
|
10,000
|
Guard Gauge:
|
10,000
|
LNP Activation %:
|
20%
|
Damage Modifier:
|
1x
|
Main Strengths
- Persistent Hyper Armor quite literally lets Sasori literally walk out of many pressure strings and through attacks, including non-cinematic supers and Paper Bombs. He can punish many conventionally safe/unpunishable attacks due to this.
- High guard break potential with long strings that deal considerate guard damage, and also the threat of instant guard break via .
- Large hitboxes and many evasive maneuvers on certain string attacks that can automatically dodge and/or punish KnJ.
Additional Notes
- Human Puppet
As a result of his inanimate nature, some of Sasori's attacks and actions exhibit constant Hyper Armor (cannot be interrupted by attacks, and reduces damage taken by 50%). This property even extends to his walk cycles; because of this, Sasori will not undergo a Guard Break animation if his Guard is broken while walking backwards.
- Poison
Some of Sasori's attacks can poison the opponent, slowly draining their health and reversing their horizontal controls for a period of time. If Sasori 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 10 seconds.
- Kabuto, Sakura and Tsunade exhibit a resistance to this poison due to their medical proficiency, causing it to last only 6 seconds.
- Sasori himself, as well as Hiruko, are completely immune to the poison due to their inanimate nature.
- Latent Ninja Power
- LNP activates at 20% health remaining and grants these buffs:
- Any of Sasori's actions that do not feature Hyper Armor will gain Super Armor (can only be interrupted by attacks that launch, trip, groundbounce or stun).
- All of Sasori's attacks can now apply the poison effect.
- If the opponent was poisoned before Sasori activated his Latent Ninja Power, his attacks will not poison the opponent until the original poison runs out.
- If Sasori has already applied the enhanced poison from his Latent Ninja Power, the state will disable itself until the effect runs out, preventing poison stacking.
- Other
- Sasori has the slowest forward walk speed in the game.
- When paired with Hiruko 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.
- Sasori's (behind obstacle) and are his and respectively.
String List
String #
|
Inputs
|
Notes
|
01
|
|
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02
|
|
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03
|
|
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04
|
|
|
05
|
|
- Cancellable at ()
- Switches sides with the fifth move.
|
06
|
|
- Cancellable at ()
- Switches sides with the fifth move.
|
07
|
|
08
|
|
|
09
|
|
|
10
|
|
|
11
|
|
|
12
|
|
|
13
|
|
- Switches sides with the third move.
|
14
|
|
- Switches sides with the third move.
|
15
|
|
|
16
|
|
- Switches sides with the third move.
|
17
|
|
- Switches sides with the third move.
|
18
|
|
|
19
|
|
|
20
|
|
- Not listed in the in-game Attack List.
- Switches sides with the first move.
|
21
|
|
- Switches sides with the first move.
|
22
|
|
|
23
|
|
|
24
|
|
- Not listed in the in-game Attack List.
|
25
|
|
- Not listed in the in-game Attack List.
|
Weak Attacks
5B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Primary Jab.
- Can go into () on whiff.
|
|
6B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
4B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Does not have Guard Frames
- Has Hyper Armor
|
|
8B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Running B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Strong Attacks
5A
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Normal
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Full Charge
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
6A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
4A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
8A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Running A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Throws
5Y
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
600
|
1
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2Y
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
1528
|
1
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.Y
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
600
|
1
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
- Standard Air Throw
- Notes 2
|
|
Special Jutsu
5X
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Requires 100% Chakra
- Applies poison
|
|
2X
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Requires 75% Chakra
- Homes in on the opponent
- Applies poison
|
|
Followups and Other Frame Data
5BB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
BNB Combos
Combo
|
Damage
|
Notes
|
|
--
|
|
Strategy
Navigation
General
|
|
Characters
|
|
Unplayable Characters
|
|
Archived Information
|
|