Summary
Itachi is a strong defensive character with multiple full screen tracking moves, a super counter and a meter drain super. While he excels at punishing opponents for committing to options, he also relies on jumping to really open up his gameplan. While thought of as one of the more powerful characters in the game, Itachi requires good movement, knowledge of the opponent's options, and selective use of ranged options to be played at a high level.
Character Traits
- Long-range and tracking shadow clone attacks that confirm into strings and combos on hit anywhere
- Multiple strong backturn unblockable moves that can even be looped on okizeme
- String teleports that keep Itachi safe from punishment and avoid KnJ mid-combo
- Generally weak string pressure on block, either very minus or easily step punishable.
Itachi
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Health:
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210
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Guard Gauge:
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1680
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Backdash Type:
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Normal
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String List
String #
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Inputs
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Notes
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01
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- Cancellable at ()
- For 04, switches sides with the final move.
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02
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03
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04
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05
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06
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- Can hold the final input to change the move's effect.
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07
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08
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- Switches sides with the second move.
- The second move will not come out unless the previous one makes contact.
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09
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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- Switches sides with the final move.
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Weak Attacks
5B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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13
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High
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14
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2
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30
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-
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20
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-
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-11
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- Can go into () on whiff.
A little shorter range than most other jabs because Itachi doesn't like to stick his arm all the way out.
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Toggle Hitboxes Toggle Hitboxes
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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17
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High
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18
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3
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34
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-
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24
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-
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-9
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Back handed fist to the face. Combos on grounded opponents easily, has a teleport follow up.
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Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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13
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Low
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17
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5
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31
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-
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19
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-
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-16
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- Spinning sweep kick. High crush that sweeps the opponent and leads to extended combos.
- Frequently used as combo filler because of the availability of on whiff, the last two attacks of which are a tracking clone summon and a tracking teleport attack which can punish a KNJ.
- A follow-up option to on block to punish an opponent who attempts to jab to take their turn back or mashes for a throw break.
Flag Data
High Crush
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frames 11~38
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Toggle Hitboxes Toggle Hitboxes
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4B
Spin Kick
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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24
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Mid
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28
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4
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44
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-
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29
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-
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-18
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Itachi's autoguard attack is a spinning back kick. Relatively poor compared to the rest of the cast due to the guard frames lasting for less than 1/3rd of the startup, and the long recovery on whiff.
Flag Data
Low Crush
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frames 10~37
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Autoguard
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frames 2~10
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Toggle Hitboxes Toggle Hitboxes
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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High
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17
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3
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35
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-
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19
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Launch
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-18
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Toggle Hitboxes Toggle Hitboxes
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Running B
Butterfly Kick
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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10, 15
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Mid
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18
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4(12)3
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26
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-
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-
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-
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-5
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- Itachi performs a rolling, double kick
- Staggers the opponent by default, or ground bounces them if is held.
- Can be hard to tech roll due to the delayed second hit
- Can itself hit OTG after knockdowns
Flag Data
Low Crush
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frames 13~43
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j.B
Torpedo
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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21
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Mid
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23
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Until landed
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33
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-
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-
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-
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-10 (TK)
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- Spinning drill downwards which causes spinning launch
- Useful for combos at the wall or can be incorporated mid-stage by shifting forward after bigger launchers
- May also be used to catch an opponent under you pressing buttons but is extremely laggy and a free punish when blocked or whiffed.
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Strong Attacks
5A
Kunai Throw Uncharged Charged
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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27
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-
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36
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-
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15
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-
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-21
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Throws some kunai. Charged throws the stockpile. Can be used as a chip-out option on oki for opponents with low health.
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Toggle Hitboxes Toggle Hitboxes
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6A
Clone Slash
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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10
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Mid
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27
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3
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35
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-
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20
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-
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-18
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2A
Kunai Slash
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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18
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Mid
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19
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5
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38
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-
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24
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-
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-18
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Toggle Hitboxes Toggle Hitboxes
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4A
Teleport
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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50 Total
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-
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-
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-
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-
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- Vanishes and is invincible on frames 16~35, actionable on frame 16 after reappearance.
- Reappearance can be delayed by holding A at the cost of chakra.
- Holding 6 after inputting this move reverses the side that Itachi will appear on.
Instead of a counter, Itachi teleports behind the opponent. Used to immediately get in on opponents who like to throw projectiles. If the opponent is ready for the teleport and gets the immediate turnaround on it, Itachi is minus but has time to crush them with for taking their turn with a high jab.
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8A
Clone Kick
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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27
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?
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-
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-
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20
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-
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-19
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Running A
Running Teleport
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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22
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Mid
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25
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10
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24
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-
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20
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-
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-13
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- Itachi teleports in the air above the opponent and slashes downward with a kunai.
- Always tracks to the opponent in the same direction Itachi is facing, so it can serve as a backturned unblockable.
- Vanishes and is invincible on frames 4~14.
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j.A
Clone Torpedo
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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15
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-
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-3 (TK)
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- Summons a clone that appears above the opponents head that drills downward
- Backturned unblockable: always appears facing the same direction as Itachi
- Frustrate opponents with this attack by hopping around them and punishing attempts to catch Itachi
- Can be a combo starter, depending on positioning, and even be incorporated into combos
- Useful defensive tool against some strings which lift Itachi on block
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Throws
5Y
Throw
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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-
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1
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1
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48
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-
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-
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-
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-
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Specials
5X
Tsukuyomi
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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10+70
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Mid
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23
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4
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46
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-
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-
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-
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-
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- Costs 100% (4 bars) chakra
- Drains 50% (2 bars) of the opponent's chakra on hit
Cinematic super; Itachi crucifies the opponent in a nightmare dreamworld, stabbing them and draining them of both their chakra and will to live. Mostly a standard combo ender super, and the chakra drain helps reset some of the opponent's resources so the next hit Itachi lands can most likely be a full combo.
Note: Itachi says a special alternate voice line when this super is used on Sasuke.
Flag Data
High Crush
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frames 19~52
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2X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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87
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Mid
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11
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35
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-
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-
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-
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-
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-
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- Itachi loses 25% (1 bar) chakra if he doesn't catch an attack with the counter
- Works on attacks from any direction and even supers
- Counterattack hits on frame 6
- Counterattack disables KnJ and teching on hit (Hard Knockdown)
Itachi takes a stance to counter the opponent's attack; on catch, he teleports behind the opponent and leaves behind an exploding clone. It deals great damage, has long catch frames and he can easily score a guaranteed on-the-ground (OTG) hit afterwards on most stages. Basically the only conventional defensive option that he has, with high cost but great reward.
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Strategy
Strengths
- Three fullscreen tracking moves, all of which are unblockable while backturned (, and ). In particular, on backturned oki, the foremost can only be avoided with perfect step timing (which means if your time varies, your opponent must vary their timing as well).
- Two high crushes with unique uses: functions as a combo starter while can be a reliable callout allowing you to teleport away with if they block instead of committing to a button.
- Built-in KnJ baits that require proper step timing to avoid.
- A variety of projectiles (including clone summons) and teleports make Itachi hard to catch and allow him to dictate the pace of the match.
- Great combo damage options from and , or for meter build which ends with an unscaled, hard knockdown capture state finisher.
- Incredible oki due to his backturned unblockables and ability to track tech roll recovery using his .
- Has the freedom to spend meter due to the utility of his specials. can deal a large amount of damage and steal 50% of their meter, granting it high value return for its cost. For its part, is a long lasting counter that can be used on reaction to wake-up kick if they fear the incoming wake-up-super (WUS).
- Several options that beat wake-up kick, some leading into full combos (, and ).
Weaknesses
- is an extremely important part of your toolkit, requiring you to commit to jump often. Air throws, long active frames on oki, properly staggered strings, and throw on oki will all stop you from being able to use this tool.
- You must pick your spots to jump and must make crucial decisions about when to and when to simply empty land.
- Many of your far range moves leave you open to punish for a lengthy amount of time.
- Blockstrings have some stagger points, but these are gimmicky and can be punished.
- A lack of solid defensive options means you have to hold a lot of pressure (especially if it doesn't consist of many high moves).
- Optimal play means campy play (not necessarily a weakness, but some players may not prefer this style of play).
General Gameplan
- Put space between you and your opponent. Mastering movement is vital to achieving this.
- Use when your opponent commits to a button or approach.
- can catch opponents trying to dash straight in. will follow up for a combo if they have low or no meter, can be used to tack on extra damage if they have meter or keep them in blockstun if they're already blocking.
- , when blocked gives Itachi a 50/50 on the opponent. Run up and choose , , or / . beats defending, while the other options punish the opponent for trying to mash, and your choice of move will depend on the current game state. is easiest and safest option.
- is your bread-and-butter sub bait. is the same move done during a string/combo and so it has the same application. If your opponent subs to avoid the , follow up with to appear behind them and start a combo.
- has less utility as a KnJ bait, but can still be a reliable way to punish other options such as opponent's running moves or commitment to other high recovery options. It's also unblockable when backturned.
- is a great high crush. Use it to force your opponent to use mids/lows on oki, or to commit less to jabs in neutral.
- and are great movement tools. Knowing when to teleport and run with your life lead is important to good Itachi play, as well as recognizing opportunities to use and land a punish.
- Use a lot. Using and reacting to tech roll with WUS is very strong. Closing out a round with , either in combo or WUS, is extremely good as it will leave them with 50% less meter going into the next round.
- Focus on defensive play in general. Your strings are mediocre, and you lack solid answers to good pressure. works in some situations, so be sure to knowledge check your opponent, same with . Overall though, because of this, you will need to have solid defensive play at all times to avoid being put in situations where you are guard broken or baited into using your (which is really bad in most scenarios).
Colors
Changes from Vanilla
List may be outdated. Feel free to update if necessary
- Health: decreased from 230 to 210
- Guard: decreased from 1840 to 1680
- RA, 6A(B), 8A(B), 6AA(A), 5BBBBA(A), 6BBA(A): 3 grabbable frames added before teleporting
- 5B: elbow hitbox doesn't appear on the first active frame; given slightly more stun and blockstun
- 5B(B): first active frame is a high, elbow hitbox is slightly bigger, hand hitbox is slightly smaller, hitbox disappears one frame sooner; animation moves forward slightly more
- 5BB(B): ends four frames earlier
- 6B: ends 3 frames earlier and turns the opponent to face Itachi.
- 6BB(6B): Added. Same rolling kick at 6BB(B), but causes stagger instead of bounce.
- 4B: animation replaced with 5BBBBB(B) and added more block stun.
- JB: hitbox improved
- 6A(B): has more lift on hit and has had its hitbox improved
- 8A: hitbox disappears one frame sooner
- JA: has changed momentum; clone appears higher
- 5X; damage reduced from 85 to 70 and starts moving 2 frames sooner in super freeze; damage is applied on the stab and meter drain still applied at the end
- 2X: defends back; missed 2X drains just over 12.5% meter at the end of the move; requires 75%; can be grabbed
- GRKnJ: appears further back
- ARKnJ: has 12 frames less endlag to match the others; lift reduced on hit.
Resources
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