Super Naruto: Clash of Ninja 4/CS2 Sasuke
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Summary
Like in Vanilla, Curse Seal level 2 ("CS2") Sasuke is an agile, offensive beast who demolishes the enemy with his long & strong strings, cross-up teleport kick, instant guard break running B Chidori, heat-seeking fireballs, signature piledriver, and high damage 5X. His reduced HP in comparison to Vanilla, combined with a lack of a traditional, guard-frame 4B attack emphasizes the "claw first, ask questions later" nature of this edgier, giant bat-hand-wing-baseball mitts version of Sasuke.
Main Strengths
- Versatile strings that either lead to great combos or pressure on block
- Adept at mix-ups, having an instant guard crush (running B) and quick ways to land back hits on the opponent (4B, running A sideswitch, BBA string)
- Relatively weak defense; CS2's 4B has no autoguard frames and without meter only has a 15F high crush to work with. 5X high crushes in 6F but can be high crushed itself.
Notes
Super Cancel Points:
- ()
- ()
- ()
- ()
- ()
String List
String # | Inputs | Notes |
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01 |
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02 | ||
03 | ||
04 | ||
05 | ||
06 |
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07 |
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08 | ||
09 |
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10 |
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11 | ||
12 | ||
13 | ||
14 |
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15 | ||
16 | ||
17 | ||
18 | ||
19 | ||
20 | ||
21 | ||
22 |
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23 | ||
24 | ||
25 | ||
26 | ||
27 | ||
28 |
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29 |
| |
30 | ||
31 | ||
32 | ||
33 |
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34 |
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35 |
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Weak Attacks
5B
Toggle Hitboxes Toggle Hitboxes
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6B
Toggle Hitboxes Toggle Hitboxes
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2B
Toggle Hitboxes Toggle Hitboxes
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4B
8B
Toggle Hitboxes Toggle Hitboxes
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Running B
j.B
Strong Attacks
5A
6A
2A
4A
8A
Running A
j.A
Throws
5Y
Specials
5X
2X
Strategy
Colors
Changes from Vanilla
- Health: decreased from 220 to 200
- Grabbable Moves: 6A, 2A, JA, 8B landing
- 5B: hitbox appears one frame later, elbow hitbox does not appear on frame 1
- 5B(B): hitbox appears one frame later; slightly less lift
- 4B: hitbox appears one frame later to better match the animation, can be grabbed on startup; moves and appears 3 frames sooner; same strike timing
- 2B(B): launches higher, launches on block, mid instead of high, hitbox appears later
- 8B: cannot be subbed until later
- A8B: is hittable after releasing the opponent
- 5A: hitbox appears two frames later
- 5A(A): adjusted high crush frames to make more sense
- 6A: animation adjusted to not look so jumpy; strings into this new timing adjusted
- 4A: activation window improved
- A4A: is unblockable
- 2A: Damages adjusted: 0C (15 to 11); 1C (15 to 13); 2C: (15)
- 8A: damage and block damage reduced from 14,10,10,10 to 9,6,6,6
- RA, RA(A): given three grabbable frames at the startup before the teleport
- JA: now builds meter and lifts airborne opponents; can be subbed and teched
- 2X: comes out faster, requires and uses 75%; damage reduced from 80 to 60
- GRKnJ: moved backwards
Resources
Gameplay footage
- Ricky Ant vs Lemo, Combo Breaker 2022 loser's semis (vs Kankuro)
- Ricky Ant vs IceBro, CEOtaku 2022 grand finals (vs Kankuro)
- Kandle vs LilyHV, Dark Tournament 2 (vs Haku)
- Paradise vs Leeshmow, Fall Clash (vs Temari, Rock Lee)