Naruto Shippuden: Clash of Ninja Revolution 3/Sasuke

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Sasuke

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


Main Strengths

  • Three standalone teleport moves, two of which are tracking and are useful for circumventing neutral.
  • Attack strings have plenty of teleports that can easily / automatically punish KnJ.
  • Has 3 unblockable supers, and all of them are amazing.

Additional Notes

Latent Ninja Power
  • LNP activates at 20% health remaining and grants this buff:
    • Attacks involving the Sword of Kusanagi deal increased damage and guard damage.
      • Due to an oversight, BackStrong Attack is not affected by this change.
Other
  • Sasuke's (behind obstacle) Weak Attack and Strong Attack are his ForwardWeak Attack and RunStrong Attack respectively.

String List

String # Inputs Notes
CONR3 STRING.png 01 Weak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak 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.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Special Jutsu Cancellable at Weak Attack(Weak Attack)
  • Switches sides with the fourth move.
CONR3 STRING.png 03 ForwardWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
  • The second attack has Guard.
CONR3 STRING.png 04 ForwardWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
  • The second attack has Guard.
  • Can Hold the final input to extend the move's duration.
CONR3 STRING.png 05 ForwardWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
  • The second attack has Guard.
CONR3 STRING.png 06 ForwardWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • The second attack has Guard.
  • Switches sides with the fifth move.
CONR3 STRING.png 07 ForwardWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • The second attack has Guard.
  • Switches sides with the fifth and final moves.
CONR3 STRING.png 08 UpWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • The final move requires 10% meter to be used.
CONR3 STRING.png 09 DownWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Switches sides with the third move.
CONR3 STRING.png 10 BackWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 11 BackWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
  • Can Hold the final input to extend the move's duration.
CONR3 STRING.png 12 BackWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 13 BackWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Switches sides with the fourth move.
CONR3 STRING.png 14 BackWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Switches sides with the fourth and final moves.
CONR3 STRING.png 15 Strong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 16 Strong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Switches sides with the fourth move.
CONR3 STRING.png 17 Strong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Switches sides with the fourth and final moves.
CONR3 STRING.png 18 UpStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
CONR3 STRING.png 19 UpStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Switches sides with the fourth move.
CONR3 STRING.png 20 UpStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong AttackCONR3 STRING BREAK.pngStrong Attack
  • Switches sides with the fourth and final moves.
CONR3 STRING.png 21 RunStrong AttackCONR3 STRING BREAK.pngWeak AttackCONR3 STRING BREAK.pngStrong Attack
  • Can potentially switch sides with the first move.

Weak Attacks

5B

Weak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -

6B

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

2B

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

4B

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

8B

UpWeak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - Launch - -

Running B

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

j.B

AirWeak Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - Total 53 - - - - -
  • Invincible on frames 16~36
  • Can be held to extend i-frames up to 30F longer at the cost of chakra

Airborne tracking teleport that will make Sasuke always reappear behind the opponent no matter how far away he is. He frequently uses this to circumvent neutral by teleporting behind the opponent on reaction to their projectiles and punishing them with a back throw or back jab.

Strong Attacks

5A

Strong Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Placeholder

6A

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

2A

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

4A

BackStrong Attack
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -

8A

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

Running A

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

j.A

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

Throws

5Y

Throw
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Placeholder

2Y

DownThrow
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Placeholder

j.Y

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

Supers

5X

Special Jutsu
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Placeholder

2X

DownSpecial Jutsu
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- - - - - - - - -
  • Placeholder

4X

BackSpecial Jutsu
Damage Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block Throw Immunity
- 17 21 - - - Launch/- -37 (Gaara) -
  • Costs 75% (3 bars) of chakra
  • Outer hitbox deals little damage, but stuns grounded opponents

Sasuke blasts the area around him with an unblockable field of lightning chakra. Sasuke's best super, and one of the best and most bullshit supers in the entire game.

Where do we even start with this move? It has faster start-up than most supers, large and 360 degree range that covers KnJs mid-combo and can't be high or low profiled. It also has very long active frames to where it can beat sidesteps & dodges and eats 4A counters for breakfast, and of course deals a great amount of damage, on top of being a 3 bar super so it's accessible to him sooner.

All of these factors make 4X disgusting on offense, and it only gets worse when you realize that it can potentially be guaranteed to hit on block and on okizeme. With the string 5BB > 4X, if the opponent has a 14F or slower jab, they will not be able to mash on Sasuke in time to beat him cleanly and 4X's range and active frames also mean that conventional defensive options such as backdash or sidestep sometimes will not work. As okizeme, it's a similar situation, where the range and active frames can easily cover most or sometimes all wake-up options with the right positioning and timing.

Counterplay to Chidori Stream already assumes you are at bad odds, however there are still options to get around it. Character-specific answers to Chidori Stream include having your own teleport to dodge the move, or outright being able to block unblockable moves (i.e. LNP Gaara or walking Sasori). There's also the risky option of using RKnJ as late as possible or back jumping (if possible) while being stringed into Chidori in an attempt to only get air hit by the weak outer hitbox of Chidori, as opposed to the strong inner hitbox.

BNB Combos

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

Strategy

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