Super Naruto: Clash of Ninja 4/Mizuki
Summary
Mizuki is thought of as a fundamentals character with above average HP and high damage. He shares many animations and characteristics with Iruka, while nominally having a greater focus on projectiles, as inspired by his use of giant shurikens ("fuma shuriken") in the first story arc of Naruto. He overall plays a strong defense-centered gameplan emphasized by low-risk and high-safety options. Several changes in Super have further differentiated Mizuki from Iruka as compared to Vanilla GNT4.
Character Traits
- Just like Iruka, has plenty of teleports for avoiding punishes and KnJ.
- can loop into itself for an infinite combo to force KnJ. Infinite also does EXTREMELY low damage per rep, has timerscam potential when the round is low on time.
String List
String # | Inputs | Notes |
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01 | Cancellable at ()
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02 | ||
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18 |
Weak Attacks
5B
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6B
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2B
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4B
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8B
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Running B
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j.B
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Strong Attacks
5A
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6A
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2A
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4A
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8A
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Running A
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j.A
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Throws
5Y
2Y
Special
5X
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2X
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4X
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Strategy
j.A is one of the best projectiles in the game, serving double duty as a standard "air shank" as well as a reliable combo starter. Its lengthy hitstun combos into nearly any button, including 2X. As in Vanilla, j.A can be looped indefinitely in a fashion similar to a simplified Haku Needle Loop. At mid-stage, Mizuki must run > j.A to perform the infinite. On square stages with his back to a corner, Mizuki can simply j.A repeatedly, with the added benefit of the loop automatically catching substitutions.
Mizuki can perform other grounded loops as well. 2A links to 5B (as well as 2B on counter-hit) and the 2BA shuriken throw links to other buttons, including a second 2BA for another pseudo-infinite.
Mizuki has an anti-KNJ game stemming from his teleport strings such as 2AA and 6BA, which teleport him backwards. The teleport can be executed on whiff, is extremely safe by itself, and followed with either 5B for his 4B punch or 5A for his running kunai slash that starts a combo. The 5A followup is slow and opponents can easily avoid it unless its functioning as an air RKNJ or whiff punish.
4B is notable for its quick start up and large amount of guard frames. Mizuki gets extremely reliable defense and anti-string from it, and it has solid reward into mizuki's strong okizeme. It is safe on block by itself but is minus, so Mizuki can't take his turn unless he does a second 4B, which the opponent can either throw or time a move to hit between the guard frames.
Although Mizuki's ability to play offensively is generally weaker, he shares Iruka's extremely good frame data on Jab 1 and 2, allowing him really strong stagger pressure. His midstring teleports allow him to stay extremely safe on hit, block, AND on whiff, so his offense is the lowest risk in the game when he gets to enforce it. 2AB is a rather good blockstring, as it is completely true by itself. The 5A followup lifts on block and puts the opponent in a bad spot, but if they jump forward to avoid it, Mizuki has a mixup on not doing the followup and turning to threaten their landing instead. He has some of the stronger okizeme of the cast due to these aspects.
4X is a strong reversal as it leads to a full combo, though Mizuki must beware that the victim can substitute after the initial hit. If the opponent jumps (including as part of the incoming string) before the shuriken hits, they will be knocked to the ground, removing all opportunity for a combo. The distance of Mizuki's backwards leap means 4X protects him from most attacks, but it becomes unusable when his back is against the wall.
Colors
Changes from Vanilla
List may be outdated. Feel free to update where necessary
- 2Y: added as a knockdown throw for 40 damage
- Grabbable Moves: 6B(A), 6BB(B), 6A, 8A, JA
- 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2
- 6B: now staggers
- 6B(B): has one more frame of hitbox
- 6BB(B): Y cancels properly now
- 6BB(A): is now 8A; transition is later
- 2B: made strong, change to hit direction (normally causes the opponent to face Mizuki)
- 2B(B): made a mid
- 2BBA(B): hitbox disappears three frames sooner
- 8B: pushes back on block
- RB: starts a frame later; move ends sooner
- 5A: charge time decreased from 13f to 8f
- 6A: when used in string teleport backwards; faster action after; unique follow ups for string or raw (A and B)
- 6A(B): changed to be 2BA(B)
- 6AB(B): removed
- 4A: window improved; can activate on projectiles
- A4A: teleports up and behind the opponent
- 8A: projectiles have an additional frame gap between their spawn
- JA: now throws two shurikens
- 5X: is GNT4 activator into 2X animation with less damage; first hitbox turns backturned opponents around; does less hits on the dance
- 2X: is GNT4 2X activator with large size and better duration on hitboxes; first hitbox turns backturned opponents around; activation does more damage than 5X; slightly less super freeze timing
- 4X: is a super projectile that begins with a jump backward; unblockable; requires and uses 75% meter; can be charged with X for more damage
- GRKnJ: made into 4B; hand is now closed; travel time is faster
Resources
Guides and Info
- Mizuki combo/tech video (Youtube) for Vanilla GNT4 by Hippo (most combos still function in Super, as well as loops)