Super Naruto: Clash of Ninja 4/Mizuki

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Summary

Mizuki is thought of as a fundamentals character with above average HP and high damage. He shares many animations and characteristics with SCON4 Iruka Icon.png 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.
  • Air AttackA Button 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
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 05, can hold the second-to-last input to change the move's effect.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonA ButtonB Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 07 ForwardB ButtonB ButtonA Button
CONR3 STRING.png 08 ForwardB ButtonA ButtonB Button
CONR3 STRING.png 09 DownB ButtonA ButtonA Button
CONR3 STRING.png 10 DownB ButtonB ButtonA ButtonB Button
  • Can hold the second-to-last input to change the move's effect.
CONR3 STRING.png 11 DownB ButtonA ButtonB Button
CONR3 STRING.png 12 ForwardA ButtonB ButtonB Button
  • Switches sides with the first move.
CONR3 STRING.png 13 ForwardA ButtonB ButtonA Button
CONR3 STRING.png 14 ForwardA ButtonA Button
CONR3 STRING.png 15 DownA ButtonB ButtonB Button
CONR3 STRING.png 16 DownA ButtonB ButtonA Button
CONR3 STRING.png 17 DownA ButtonA ButtonB Button
CONR3 STRING.png 18 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
13 High 14 3 23 - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.

Has quick recovery

Toggle Hitboxes
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6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 22 3 33 - - - -

Hits mid, staggers. 6BA is teleport.

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 - - - -

Low kick that doesn't sweep the opponent off their feet, but turns them towards Mizuki on hit.

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
20 High 24 8 24 - - - -

The punch. One of the best 4B's in the game in terms of startup and coverage. Sends the opponent flying at a low trajectory.

Flag Data
Autoguard frames 2~14
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
25 High 26 6 33 - - - -

Low crush. Sends the opponent flying at a low trajectory or pushes on block.

Flag Data
Low Crush frames 18~38
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 Mid 25 3 28 - - - -

Staggers on hit. Low amount of recovery means Mizuki can follow-up with a mix between jab, throw, and j.A

Flag Data
Low Crush frames 10~30
Toggle Hitboxes
Toggle Hitboxes

j.B

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

Dive kick. Staggers on hit. High damage.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
4×2 - - - - - - - -
  • Can be charged to throw two shurikens instead of one by holding A Button

Throw a fuma shuriken. Slower than most A projectiles, but can link to almost any button on a grounded hit. 5[A] throws multiple shurikens 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
- - - - 41 Total - - - -
  • Invincible on frames 15~19
  • Actionable on frame 22 after re-appearing

Short range teleport forward that has a set distance and can cross up the opponent. Slower than Iruka's in recovery, with B and A followups as his launching midstring kick and 8A, respectively.

Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 20 3 31 - - - -

Kunai slash, links to 5B on hit. 2AA is teleport. 2AB hits twice on-the-ground (OTG).

Flag Data
High Crush frames 13~30
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 - - - - -

Counter that works on projectiles. On activation, Mizuki teleports above and behind the opponent, free to do whatever air action he wants or land to do whatever else.

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Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
4×2 - 10, 13 - - - - - -

Throw multiple fuma shuriken up. One of the best "up-shuriken" attacks in the game and can serve as combo filler with low recovery, meter build, or as a super confirm to 5BBX, or 5X/2X directly if done after throw.

Toggle Hitboxes
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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 - - - -

Upwards kunai slash. Spinning launch. High range but slow and punishable on block.

Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
4×2 - 8, 10 - - - - - -

Mizuki's signature version of "air shanks". Throws two fuma shuriken downwards at a 45 degree angle. Has much higher hitstun than standard shurikens, allowing followups. j.A can also be looped infinitely (see Strategy).

Toggle Hitboxes
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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 - - - -

Standard GNT throw. Follow up with 6BB > 2B(w)B for optimal damage.

2Y

DownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
40 - - - - - - - -

Custom throw with a BREX animation where Mizuki kicks the opponent to the ground for an untechable knockdown. Deals more damage than regular Y Button, but no follow-up is possible, not even an OTG. Mizuki has enough time to dodge or Billy no Jutsu any attempts to substitute the knockdown.

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5+5, 58 Mid 14 3(6)3 48 - - - -

One of the fastest-activating as well as one of the few two-hit supers in the game. Anywhere that Mizuki can punish with a jab, he can punish with 5X too if he has bar.

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2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5+5, 87 Mid 29 5(4)5 46 - - - -

Slower than 5X, but Mizuki advances further- one of the highest damage supers. One of the better wake up supers in the game due to 5 active frames on each punch.

Toggle Hitboxes
Toggle Hitboxes

4X

BackX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 [15, 10×3] Mid 15 2 30 - - - -
  • Costs 75% (3 bars) chakra

Reversal super where Mizuki leaps backwards during his invincible super-freeze, and then throws an unblockable fuma shuriken. The button can be held to throw an additional shuriken for more damage. Long hitstun allows for follow-ups even from far ranges, but this super is also the only super that allows KnJ's on hit, so be wary of delayed KnJ that are aimed to punish follow-up attempts. It's also pretty useless when Mizuki has his back to a wall or a corner, as he has no iframes after his movement during the flash.

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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

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

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

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