Super Naruto: Clash of Ninja 4/Anko

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Summary

Anko Mitarashi, your proctor for the second exam, is here! The Konoha special jounin is a powerful rushdown character with a number of tools to break down opposing defenses and deplete health bars. A beneficiary of the jump from Vanilla, Anko enjoys buffs and new moves in Super, including hit-grabs from 8B and 4BB, her brutal 4X reversal and a strong air throw. Combine hard knockdowns with high damage, chip damage and offensive teleports and your opponents may find themselves wishing they were tangling with giant snakes in the Forest of Death instead of the exam proctor herself.

Notes

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 03, switches sides with the final move; can hold Forward until reappearance to prevent.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonA ButtonA ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonA Button
CONR3 STRING.png 07 ForwardB ButtonA ButtonA ButtonA ButtonB Button
CONR3 STRING.png 08 ForwardB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 09 BackB ButtonB Button
CONR3 STRING.png 10 BackB ButtonA ButtonCONR3 TO.pngSpecial Stance
CONR3 STRING.png 11 DownB ButtonB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 12 DownB ButtonB ButtonB ButtonB ButtonA Button
  • Switches sides with the final move; can hold Forward until reappearance to prevent.
CONR3 STRING.png 13 DownB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 14 DownB ButtonA ButtonA ButtonA ButtonB Button
CONR3 STRING.png 15 DownB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 16 RunB ButtonB Button
CONR3 STRING.png 17 ForwardA ButtonA ButtonA ButtonB Button
CONR3 STRING.png 18 ForwardA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 19 RunA ButtonB Button
CONR3 STRING.png 20 RunA ButtonA Button
Special Stance 01 B Button
Special Stance 02 A Button

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Mid 15 3 35 195 - - -17
  • Primary Jab.
  • Can go intoB Button(B Button) on whiff.

Anko's jab cannot be high crushed. 5BB is -6 on block.

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Mid 13 5 35 255 - - -

Downwards claw swipe that turns the opponent towards Anko on a backturned hit.

Flag Data
High Crush frames 14~28
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Low 17 3 52 210 - - -

Sliding leg sweep.

Flag Data
High Crush frames 11~53
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 High 26 4 80 300 - - -

Guard frame attack- jumping scissor kick which launches the opponent. Anko lands in her floor stance following BackB Button. On a hit, she has the follow-ups listed below:

  • BackB ButtonB Button an unblockable, sliding hit-grab
  • BackB ButtonA Button Anko remains in stance
    • BackB ButtonA ButtonB Button: The sliding hit-grab
    • BackB ButtonA ButtonA Button: Teleport in the air behind the opponent
    • BackB ButtonA ButtonY Button: Stance cancel

If 4B whiffs, she will immediately stand.

Flag Data
Low Crush frames 18~
Autoguard frames 2~15
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5, 11 High 22 4 40 75 - - -

Front flip thigh grab. Blockable. On a hit, Anko throws the victim down from the air, untechable bouncing them and dealing damage. Very un-safe on block. Can cross-up, especially on shorter characters.

Flag Data
Low Crush frames 7~
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Low 13 4 40 255 - - -

Running slide that sweeps on hit.

Flag Data
High Crush frames 4~

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
32 Mid 29 Until landing - 480 - - -

Divekick-style, headfirst dive. Spin launches and high damage.

Strong Attacks

5A

A Button
Uncharged
Charged
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×2 - 22 - - - - - -

Kunai projectile. Throws two knives, or four when charged.

Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Mid 24 3 43 255 - - -

Slow, upwards kunai slash. Launches on hit or lifts on block.

Flag Data
High Crush frames 23~

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
26 total - 19 27 - - - - -

Up snakes anti-air: Anko crouches and shoots snakes out of her sleeve at a 45-degree angle. High crush frame 16. Hits multiple times and deals chip damage.

Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Teleport. Vanishes f16, reappears f38, actionable f11 post-teleport (or f15 when reversed). Can be delayed by holding A Button at the cost of chakra. Side can be reversed by holding Forward.

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 11, 12, 13, 14 Until hit - - - - -

Throws kunai up at a 45-degree angle.

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Running teleport which puts Anko in the air. Has B Button and A Button string follow-ups as her air attacks.

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 12 17 - - - - -

Air snakes. Anko shoots out Snakes at a downwards 45-degree angle.

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Throw 1 1 - - - - -

Anko's normal throw has her vault over the opponent and kick them from behind, which is a sideswitch.

2Y

DownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Throw - - - - - - -

Custom throw where Anko steps over the opponent and then scissor throws them forward.

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Throw - - - - - - -

Anko's scissor throws the opponent out of the air into a knockdown.

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 15, 65 High 26 5 55 - - - -
  • Costs 100% (4 bars) chakra

Cinematic super; Anko does a flying, spinning body slam.

Flag Data
High Crush frames 18~32
Low Crush frames 7~17, 33~61

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 52 Mid 21 4 36 - - - -
  • Costs 75% (3 bars) chakra

Real-time super in which Anko slashes her opponent apart, however it suffers from combo damage scaling.

Flag Data
High Crush frames 10~18

4X

BackX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5, 25 Mid 19 3 37 75 - - -

Blockable neck snap hit-grab reversal. Leaves the opponent grounded in front of Anko.

Flag Data
High Crush frames 1~13
Mid Crush frames 1~9

Strategy

Strengths

  • High damage in general and lots of chip damage
  • Mid B Button jab and above average B ButtonB Button range
  • B ButtonB ButtonB ButtonB Button on block is Anko's best blockstring
    • Deals chip damage
    • Quick recovery after the fourth hit, combined with the B Button or A Button (teleport) continuations make it effective for guard pressure and mix-ups
  • Can throw out DownB Button in neutral safely due to having DownB ButtonB Button and DownB ButtonA Button on whiff
  • Her speedy slide, high crushing RunB Button is one of the best running attacks in the game
    • RunB ButtonB ButtonY-Cancel converts to a full combo
    • Anko occasionally slides under the opponent, swapping sides on both hit or block
  • Faster than average BackB Button; BackB ButtonB Button capture state is a large amount of unsubbable damage and gives a hard knockdown
  • Good BackA Button teleport which can be delayed with A Button or reversed with Forward
  • ForwardA ButtonY-CancelUpB Button loop is a high damage, meter positive loop
    • Can continue deep into higher combo counts
    • Meterlessly confirms to B ButtonB ButtonX Button or directly to DownX Button
  • Good enemy back turn game
    • Decent DownB Button sweep
    • ForwardB Button turns around on hit and starts combos
    • RunB Button is extremely fast and, for all intents and purposes, is impossible to run away from or sidestep due to its range and active frames.
  • Air throw compliments Anko's scary B Button string by punishing jump outs
  • X Button is one of the better cinematic supers in the game
    • Long range, lunging activator
    • The pop up at the end low crushes and catch jumps
    • High damage
  • Availability of her BackX Button reversal to get out of sticky situations and beat wake-up supers

Weaknesses

  • Large amounts of recovery time on whiffed attacks
    • Includes B Button, BackB Button, ForwardB Button, UpB Button, Air AttackB Button, RunB Button, A Button, ForwardA Button and Air AttackA Button
  • UpB Button is slow and unreliable in neutral or for catching jumps and should mostly be restricted to combos or for situational cross-ups
  • Higher than average recovery on B Button weakens her ability to bait and punish KNJ
  • Air AttackA Button is slower compared to many characters
  • Aerial strings such as ForwardA ButtonA ButtonA ButtonA Button (air snakes) are easy to sidestep and punish
  • The attack portion of BackX Button has short range and may whiff or be low profiled

Colors

Default ()
Color 2 ()
Color 4 ()
Color 3 ()

Changes from Vanilla

List may be outdated. Feel free to update where necessary

  • Walking animation reworked
  • Air Throw added
  • Health: increased from 200 to 220
  • Guard: increased from 1600 to 1760
  • Grabbable moves: 2A, 8A, JA, JB startup, 8B landing
  • 5B: Hitbox lasts one frame longer, elbow hitbox does not appear on the first frame
  • 5B(B): changed to be old GNT4 6B animation with 14 frames blockstun (-8) and old 5B(B) damage
  • 5BB(A) and 6B(A) added as 6A with follow-ups
  • 5BBBB(B): 2 active frames (from 5)
  • 5BBBB(A) is 4A, identical to the Orochimaru version in terms of string transition
  • 6B: uses an animation similar to Orochimaru; active frame 13; range reduced 20%, 17 damage (from 18), turns around on back turn hit; has more stun and it is slightly later on transition to follow ups
  • 6B(B) is 5BBBB(B); 6BB(A) is 5BBBBB(A) (does not have 6BBB)
  • 4B: does 2 more damage; hitbox appears one frame sooner; guard frames 2-15
  • 4B and 4BA(Y): have improved windows on states as well as ending sooner and can be grabbed during their "sit" frames
  • 4B(B): is an unblockable hitgrab; hitbox appears one frame sooner
  • 4B(A): transitions 8 frames faster
  • 4BA(A) changed from a counter which teleports upon activation to be an on-demand teleport into the air RKnJ position into normal fall; A and B strings added
  • 2B(B): has more lift
  • 2BBB(B): hitbox appears one frame later
  • 8B: is a blockable hitgrab that is untechable
  • JB: does chip damage and 4 more damage on hit
  • RB: replaced with RA, lift increased
  • 5A: charge time decreased from 10f to 8f; startup decreased 7 frames, recovery decreased 9 frames; allows follow-ups depending on spacing comparable to Orochimaru 5A
  • 5A and 8A medium power instead of weak; now plus on hit
  • 6A: lifts higher on hit and now lifts on block; damage 20->17
  • 2A: Changed to up-snakes; snakes do chip damage
  • 4A: changed to be a teleport that can teleport to either side
  • JA: momentum applies sooner
  • JA and 6AA(A): snakes adjusted to do chip damage and lift; damage 3->4
  • RA: Same as 4BA(A)
  • RA and 6AA(A): have three grabbable frames before the teleport
  • 5Y: is a side switch throw
  • 2Y: is a new throw that bounces the opponent
  • 5X: is Vanilla 2X; starts moving five frames sooner in super freeze and has an extended activator hitbox
  • 2X: is Vanilla 5X; has an improved launch angle to stop resetting the combo against high up opponents; costs 75% meter; three less frames of super freeze; hitbox starts and ends one frame later; elbow hitbox smaller
  • 4X: is a command grab that puts opponent into an untechable, unsubbable state; immune to highs and mids frames 1-9 after super freeze then immune to highs until after the hitbox disappears; requires and costs 75%; does 10+30 damage
  • GRKnJ: appears slightly further behind the opponent

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