Super Naruto: Clash of Ninja 4/Iruka

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Summary

Iruka is a fundamentals character who benefits from great damage, good HP and fullscreen teleports. He shares many animations and characteristics with SCON4 Mizuki Icon.png Mizuki, while taking a slightly more offensive angle. While he doesn't have good pressure, he has a lot of great tools to use and everything needed to succeed in neutral.

Notes

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB ButtonA ButtonA Button
  • For all, X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 01-07, X ButtonCancellable at the final move.
  • For CONR3 STRING.png 01 and CONR3 STRING.png 04, can hold the second-to-last input to change the move's effect.
  • For CONR3 STRING.png 04-07, switches sides with the fourth move.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 06 B ButtonB ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 07 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 08 B ButtonB ButtonA ButtonA Button
CONR3 STRING.png 09 ForwardB ButtonB ButtonB ButtonA ButtonA Button
  • X ButtonCancellable at the final move.
  • For CONR3 STRING.png 09 and CONR3 STRING.png 12, can hold the second-to-last input to change the move's effect.
  • For CONR3 STRING.png 12-15, switches sides with the second move.
CONR3 STRING.png 10 ForwardB ButtonB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 11 ForwardB ButtonB ButtonA Button
CONR3 STRING.png 12 ForwardB ButtonA ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 13 ForwardB ButtonA ButtonB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 14 ForwardB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 15 ForwardB ButtonA ButtonA Button
CONR3 STRING.png 16 DownB ButtonB ButtonA ButtonA Button
  • X ButtonCancellable at the final move.
  • For CONR3 STRING.png 16 and CONR3 STRING.png 18, can hold the second-to-last input to change the move's effect.
CONR3 STRING.png 17 DownB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 18 UpB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 19 UpB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 20 ForwardA ButtonB ButtonB ButtonA ButtonA Button
  • X ButtonCancellable at the final move.
  • Switches sides with the first move.
  • For CONR3 STRING.png 20, can hold the second-to-last input to change the move's effect.
CONR3 STRING.png 21 ForwardA ButtonB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 22 ForwardA ButtonB ButtonA Button
CONR3 STRING.png 23 ForwardA ButtonA Button
CONR3 STRING.png 24 DownA ButtonB ButtonB ButtonA ButtonA Button
  • X ButtonCancellable at the final move.
  • For CONR3 STRING.png 24 and CONR3 STRING.png 27, can hold the second-to-last input to change the move's effect.
  • For CONR3 STRING.png 27-30, switches sides with the second move.
CONR3 STRING.png 25 DownA ButtonB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 26 DownA ButtonB ButtonA Button
CONR3 STRING.png 27 DownA ButtonA ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 28 DownA ButtonA ButtonB ButtonB ButtonUpA ButtonA Button
CONR3 STRING.png 29 DownA ButtonA ButtonB ButtonA Button
CONR3 STRING.png 30 DownA ButtonA ButtonA Button

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 High 14 3 23 - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
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 22 3 33 - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Low 18 5 28 - - - -
  • Description
Flag Data
High Crush frames 13~35
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 High 29 4 26 - - - -
  • Description
Flag Data
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
20 Mid 19 5 32 - - - -
  • Uppercut, lifts on block and launches on hit.
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 High 25 3 28 - - - -
  • Groundbounces on hit

Iruka attacks with a front flip kick. High range due to burst movement and is safe on block. If either of the later two active frames connect with the opponent instead of the very first, the ground bounce is untechable.

Flag Data
Low Crush frames 10~30

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
25 Mid 25 Until landing - - - - -
  • Description

Strong Attacks

5A

A Button
Uncharged
Charged
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Uncharged 4×n - 36 Until hit - - - - -
Charged (4×n)×2 - - - - - - - -
  • Throws a fuma shuriken. Slower than most A Button projectiles, but can link to almost any button on a grounded hit. Charged A Button throws 2 fuma shuriken which continually push the target on block, dealing significant chip damage or carrying them across the stage on a hit.
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - 39 Total - - - -
  • Fully invincible on frames 15~21
  • Strings initiate 14F after reappearing, and can do any other action 19F after reappearing.

A full screen teleport that has B Button and A Button followups. Its trajectory is not controllable, but it is the only teleport in the game that can cross the opponent up at walls/in the corner.

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
23 Mid 20 3 31 - - - -
  • Hits mid and high crushes, A Button followup can be done on whiff.
Flag Data
High Crush frames 13~29
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 10 26 - - - - -
  • Doesn't work on projectiles.
  • Counterattack is invincible on frames 1~36

Iruka's counter which, when activated, makes Iruka teleport in place and kick the opponent from above with an unblockable and unsubbable kick that staggers on hit. Opponent is invincible during the stagger, so Iruka can't follow up with anything but he is at advantage.

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5×3 - 10, 11, 13 Until hit - - - - -
  • Basic anti-air up-shuriken.

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
24 Mid 22 4 30 - - - -
  • Spinning launch.

Upwards kunai slash. High range due to burst movement, but slow on startup and punishable on block.

Flag Data
High Crush frames 9~17

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 8, 10 - - - - - -
  • Standard air shuriken

j.6A

Air AttackForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 10 - - - - - -
  • Launches on hit.

Throws a fuma shuriken with forward momentum. Its multi-hit nature allows it to have great blockstun with the right 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 48 - - - -
  • Description

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Throw 1 1 Until landing - - - -
  • Description

Specials

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5+4, 5, 6, 44 Mid×2 14 3(7)3 48 - - - -
  • Costs 100% (4 bars) chakra

Two-hit activator into a standard uppercut, down punch, slam cinematic. Kind of lower damage for a super, but the startup is incredibly fast to where it can connect reliably in long juggles, such as 9 hits into BBX.

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5+4, 77 Mid×2 29 5(3)5 48 - - - -

Almost the same super as 2X, just with twice the startup but a little extra range and better damage.

4X

BackX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
30 Mid 23 15 30 - - - -
  • Costs 75% (3 bars) chakra
  • Untechable knockdown on hit
  • Disables KnJ on hit

Iruka's reversal super is a blockable high+mid crush with pretty good range, but of course is low damage and punishable on block. Useful if used to read neutral tools and gaps in some string pressure, and also gets the opponent well off of him on hit, launching them about half the stage away without the ability to sub punish.

Flag Data
High Crush frames 1~10
Mid Crush frames 1~10

Strategy

Iruka is a character with really simple but strong tools, who usually tends to be safe with his low recovery jab and teleports on whiff in strings. He has both Air AttackA Button and Air AttackForwardA Button, which can be used according to the spacing. B ButtonB ButtonA Button is a high crush which works on whiff, launches the opponent on hit, does chip damage and has a followup. B ButtonB ButtonB ButtonA Button, ForwardB ButtonA Button and DownA ButtonA Button all work on whiff (so will their teleport's followups), which makes them really great anti-KNJ strings. DownB Button followups (DownB ButtonB ButtonA ButtonA Button and DownB ButtonB ButtonUpA ButtonA Button) all work on whiff, which is a great thing to have off of a high crush. ForwardB ButtonB ButtonA Button and everything that leads into that ender is a super activator, which can be really useful near the wall for great damage combos.

He has an easter egg string which is DownA ButtonDownA Button, makes him fall on the ground right after teleporting.

Colors

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

Changes from Vanilla

  • Scar added to model's face
  • Air Throw added
  • Grabbable moves: 6B(A), 6A, 8A, JA
  • 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2
  • 5BB(A): changed to be a modified RA with 6A(A) follow up
  • 6B: has more stun, more lift, and turns back turned people around
  • 6B(B): made a mid from a high, replaced with 2B(B)
  • 6BB(B): replaced with 6B(B); does 22 damage from 20; transition on the follow up made until the move ends instead of only 10 frames
  • 6BB(A): replaced with 6A(A)
  • 6BBB(A): with follow ups exists
  • 4B: has more lift on hit
  • 2B: has stronger hit and block stun
  • 2B(B): had spinning knockback removed, made mid instead of high, and has less lift; replaced with 6B(B); comes out one frame slower
  • 8B: replaced with 2B(B); does 20 damage from 26; transition is faster
  • JB: made to launch with spinning knockback instead of stagger
  • RB: hitbox appears one frame later, move recovers earlier; first frame of the hitbox is techable, the rest are untechable
  • 5A: charge time reduced from 13f to 10f; done with 8 does 8A; has slightly more lift on uncharged when used in a string
  • 4A: has a better window
  • A4A: is unblockable and comes out faster
  • 6A: teleports behind the opponent no matter the range, when done in a string it does normal teleport with quicker action
  • 6A(A): hitbox disappears three frames sooner
  • 2A: has slightly more lift on hit and damage increased from 18 to 23
  • RA: lifts on block
  • 5X: first hit turns around back turned people
  • 2X: does 2X activator that goes into 5X super, it starts two frames sooner the hitboxes are bigger, first hit turns around back turned people, activated super does more damage; activated hits four additional times when the shurikens hit the opponent
  • 4X: is a real time super with start immunity to highs and mids that does Kabuto's 5X animation; has a unique super freeze animation; cannot be Y cancelled
  • GRKnJ: hitbox appears one frame later; appears much further back

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