Super Naruto: Clash of Ninja 4/Ino

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Summary

Ino is one of the more drastically changed and improved characters going from Vanilla to Super. The acrobatic, mind-transfer jutsu-user has transformed into a rushdown powerhouse with a toolkit that empowers the player to constantly keep pressure on their opponent. With more unique movement options due to her Ring mechanic, she can keep her prey in a mix with multiple layers, allowing her to continue an offense while still retaining options to remain safe. As another way to put it, she is playing DBFZ while everyone else is stuck in GNT.

Notes

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB ButtonCONR3 TO.pngRing
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 03, switches sides with the final move.
  • For CONR3 STRING.png 07 and CONR3 STRING.png 09, switches sides with the second-to-last move.
  • For CONR3 STRING.png 05-06, the fourth move will not come out unless the previous one makes contact.
  • For CONR3 STRING.png 07-10, the fifth move will not come out unless the previous one makes contact.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonDownB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonBackA Button
CONR3 STRING.png 05 B ButtonB ButtonUpB ButtonB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 06 B ButtonB ButtonUpB ButtonB ButtonDownB Button
CONR3 STRING.png 07 B ButtonB ButtonUpB ButtonA ButtonB ButtonB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 08 B ButtonB ButtonUpB ButtonA ButtonB ButtonBackB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 09 B ButtonB ButtonUpB ButtonA ButtonB ButtonB ButtonDownB Button
CONR3 STRING.png 10 B ButtonB ButtonUpB ButtonA ButtonB ButtonBackB ButtonDownB Button
CONR3 STRING.png 11 B ButtonB ButtonUpB ButtonA ButtonA Button
CONR3 STRING.png 12 B ButtonUpB ButtonB ButtonB ButtonCONR3 TO.pngRing
  • For CONR3 STRING.png 14 and CONR3 STRING.png 16, switches sides with the second-to-last move.
  • For CONR3 STRING.png 12-13, the third move will not come out unless the previous one makes contact.
  • For CONR3 STRING.png 14-17, the fourth move will not come out unless the previous one makes contact.
CONR3 STRING.png 13 B ButtonUpB ButtonB ButtonDownB Button
CONR3 STRING.png 14 B ButtonUpB ButtonA ButtonB ButtonB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 15 B ButtonUpB ButtonA ButtonB ButtonBackB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 16 B ButtonUpB ButtonA ButtonB ButtonB ButtonDownB Button
CONR3 STRING.png 17 B ButtonUpB ButtonA ButtonB ButtonBackB ButtonDownB Button
CONR3 STRING.png 18 B ButtonUpB ButtonA ButtonA Button
CONR3 STRING.png 19 B ButtonB ButtonA Button
  • X ButtonCancellable at B Button(B Button)
CONR3 STRING.png 20 ForwardB ButtonB ButtonB ButtonCONR3 TO.pngRing
  • For CONR3 STRING.png 21 and CONR3 STRING.png 23, switches sides with the second move.
  • For all, the second move will not come out unless the previous one makes contact.
CONR3 STRING.png 21 ForwardB ButtonBackB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 22 ForwardB ButtonB ButtonDownB Button
CONR3 STRING.png 23 ForwardB ButtonBackB ButtonDownB Button
CONR3 STRING.png 24 BackB ButtonB ButtonB Button
CONR3 STRING.png 25 BackB ButtonA Button
  • Can hold the final input to change the move's effect.
CONR3 STRING.png 26 DownB ButtonB ButtonB Button
CONR3 STRING.png 27 DownB ButtonA Button
CONR3 STRING.png 28 UpB ButtonB ButtonB ButtonCONR3 TO.pngRing
  • For CONR3 STRING.png 30 and CONR3 STRING.png 32, switches sides with the second-to-last move.
  • For CONR3 STRING.png 28-29, the second move will not come out unless the previous one makes contact.
  • For CONR3 STRING.png 30-33, the third move will not come out unless the previous one makes contact.
CONR3 STRING.png 29 UpB ButtonB ButtonDownB Button
CONR3 STRING.png 30 UpB ButtonA ButtonB ButtonB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 31 UpB ButtonA ButtonB ButtonBackB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 32 UpB ButtonA ButtonB ButtonB ButtonDownB Button
CONR3 STRING.png 33 UpB ButtonA ButtonB ButtonBackB ButtonDownB Button
CONR3 STRING.png 34 UpB ButtonA ButtonA Button
CONR3 STRING.png 35 RunB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 36 RunB ButtonDownB Button
CONR3 STRING.png 37 DownA ButtonB ButtonB ButtonB ButtonCONR3 TO.pngRing
  • For CONR3 STRING.png 37 and CONR3 STRING.png 39, switches sides with the second-to-last move.
  • For CONR3 STRING.png 37-40, the third move will not come out unless the previous one makes contact.
CONR3 STRING.png 38 DownA ButtonB ButtonBackB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 39 DownA ButtonB ButtonB ButtonDownB Button
CONR3 STRING.png 40 DownA ButtonB ButtonBackB ButtonDownB Button
CONR3 STRING.png 41 DownA ButtonA Button
CONR3 STRING.png 42 RunA ButtonA ButtonB ButtonB ButtonB ButtonCONR3 TO.pngRing
  • For CONR3 STRING.png 42 and CONR3 STRING.png 44, switches sides with the second-to-last move.
  • For CONR3 STRING.png 42-44, the fourth move will not come out unless the previous one makes contact.
CONR3 STRING.png 43 RunA ButtonA ButtonB ButtonBackB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 44 RunA ButtonA ButtonB ButtonB ButtonDownB Button
CONR3 STRING.png 45 RunA ButtonA ButtonB ButtonBackB ButtonDownB Button
CONR3 STRING.png 46 RunA ButtonA ButtonA Button
CONR3 STRING.png 47 Air AttackB ButtonB Button
CONR3 STRING.png 48 Air AttackB ButtonDownB Button
Ring 01 B Button
Ring 02 DownB Button
Ring 03 A Button
Ring 04 ForwardA Button
  • Switches sides.
Ring 05 BackA Button

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11 High 15 2 29 165 19 - -10
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
  • Can go into B Button(UpB Button) on whiff.

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
15 Mid 14 7 34 225 18 - -22
  • Primary combo starter and extender.
  • Spinout launcher.
  • Beats hyperarmor (e.g. Chouji A Button or Jirobo UpA Button).
Flag Data
High Crush frames 9~14
Low Crush frames 15~38
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Low 17 5 29 180 18 - -14
  • Short range sweep that beats super armor and cannot be Y canceled.
Flag Data
High Crush frames 8~35
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 15 3 33 225 18 - -16
  • Techable knockdown on hit

Ino's 4B is straight up the fastest universal guard frame attack in the game, but has to be precisely timed to intercept attacks due to having very short autoguard frames like the other fast 4Bs. She recovers fast enough to deal some extra OTG damage on the opponent if they get hit and miss the tech roll.

Flag Data
Autoguard frames 2~6
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Mid 8 8 28 210 18 - -
  • Ino's flip kick. Used primarily to juggle the opponent and extend combos.
  • One of her new attacks in SCON4 (not present in vanilla GNT4).
  • Spinout launcher.
  • Beats hyperarmor (e.g. Chouji A Button or Jirobo UpA Button).
  • Throwable frames 1 - 6.
  • Mostly used to extend juggles or tag airborne opponents. It can hit a grounded opponent but requires their hurtboxes to be extended (example and explanation).
Flag Data
Low Crush frames 6~29
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 High 12 5 38 - - - -
  • Description

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Mid 10 7 - - 18 - -

Backflip kick. This air button is unique in that it's one of the few ones that can reliably hit opponents above the character instead of just in front or below. This includes slightly behind, so during certain combos Ino can Y-Cancel and jump j.B to catch KnJ while still continuing the combo if they don't.

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 - 18 Until hit - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Low 8 13 60 - 18 - -

6A is an advancing floor sweep that's also the fastest ground button in the game period. The speed lets Ino punish lots of moves on block that even the taijutsu duo can't punish with their jabs, and it can also be a useful tool in winning scrambles. Even with this, it has to be used wisely as it's very punishable on block and the reward on hit is only a knockdown.

Flag Data
High Crush frames 7~

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 16 8 22 - 11 Launch Lift
  • Launches on hit, lifts on block

Kunai twirl. Looks just like Sakura's 2A but does not have crush frames like that one. This attack is able to hit behind Ino, and a key usage is during her wacky backturned combos such as after a backwards j.B.

Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 11 25 - - - - -
  • Description

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×3 - 10, 12, 13 - - - - - -

Standard anti-air kunai.

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 19 7 40 - 23 - -
  • Description

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×2 - 8, 10 - - - - - -
  • Description

Throws

5Y

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

2Y

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

j.Y

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

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 65, 10 Mid 14 26 eepy - - - Unblockable

Mind transfer jutsu cinematic where Ino and Asuma strike while opponent's incapacitated. This super legitimately has a deceptively large range as the invisible projectile it sends out goes slightly further than the blue graphic suggests. Also a very fast super and is capable of connecting reliably after some of Ino's craziest combo parts such as j.BB, reverse hit 8B, and in high hit count BBX combos.

On whiff, Ino falls asleep, putting herself into an incredibly long recovery and then a knockdown. Punishable by anything and she'll die a horrible death.

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 65 Mid 24 6 63(?) - - - -

Another mind transfer jutsu cinematic except it has a slower activator startup and the follow-up is with Choji instead of Asuma. Has a massive projectile hitbox that's even capable of hitting behind Ino a little bit at the start, but it does not completely surround her and this projectile also only travels a very short distance. Whiff recovery is nowhere near as long as 5X but still very punishable. Much more suitable as a WUS than 5X.

Strategy

Colors

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

Changes from Vanilla

  • Air Throw added
  • Win pose against Sakura properly closes both hands
  • JB(B) and JB(2B) are string added
  • Health: increased from 185 to 210
  • Guard: increased from 1480 to 1640
  • Grabbable Moves: 8A, JB, JA
  • 5B: shoulder hitbox does not appear on the first active frame; lift increased by one
  • 5B(B): hitbox appears and disappears one frame later; can do 8B instead; lift increased by two
  • 5BB(A): does a delayed 6A
  • 5BB(B): launches on hit and block, lift and direction adjusted; can do 8B instead
  • 5BBB(A): has three grabbable frames at the startup; can press 4 before the teleport stay on the same side
  • 5BBBB2B: does 4BB(B)
  • 5BBBBB(B): has more lift on hit
  • 6B: increased lift on hit, ends quicker, does not lift on block; has more lift when not in a string
  • 6B(B): has three grabbable frames at the startup before the teleport; can change direction with 4B
  • 6B(A): added as jump kunai
  • 2B(A): transitions 2 frames faster, string connects OTG; can't be jumped on block
  • 4B: bounces closer to Ino
  • 4BB(B): adjustments to hitbox timing, landing, and crush. High crushes on landing
  • 8B: is a backflip with strings followed up from it
  • JB: hitbox appears 1 frame later and disappeares 3 frames later; hitbox size decreased from 179 to 150
  • 5A: charge time decreased to 7 frames from 11
  • 4A: has an improved window
  • A4A: is unblockable, hard knockdown, and is sped up with the hitboxes increased in size and damage (15 to 20); teleports slightly more behind the opponent
  • 2AB(B): transition timing adjusted to match 6B(B); cannot transition upon landing
  • RA: hit sizes increased with more stun on hit
  • JA: in combos teleports with 6 or 4
  • 5Y: has a new animation; does 20 damage
  • 2Y: throw has a new animation; does 20 damage and side switches
  • 5X: is Vanilla 2X; starts moving slightly sooner; slightly less damage
  • 2X: is Vanilla 5X, with a large hitbox (size 128) in front of Ino that does not shoot forward; less recovery on miss, 6 active frames, 1 fewer frame super freeze
  • GRKnJ: travels one frame slower; transitioned to be further from the opponent on reappearance, more lift on hit; changed to be a mid from a high; bigger hitboxes

Resources

Guides and Info

Gameplay footage

Ino Replaytheater

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name Usual Color Region Contact Example Play
HebrewHammer SCON4 Ino Color 1.png Flag us.png
United States
Unavailable HebrewHammer matches
Meowmix SCON4 Ino Color 1.png Flag us.png
United States
Unavailable Meowmix matches

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