Super Naruto: Clash of Ninja 4/Neji

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Summary

Neji is a character based around fundamentals, who happens to possess the ability to drain his opponent's chakra, in a similar vein to SCON4 Kisame Icon.png Kisame. In combination with his Hyuuga Cancels, Neji can make great use of the tools he's been given, such as a complete 360° body counter that works on projectiles, an advancing poke that can drain chakra or be Hyuuga Canceled to act as a movement option, and above average pressure. These attributes, combined with his average damage and health relative to the cast, grants him very strong snowball potential.

Character Traits

  • Long strings that can eat up guard bars and are possible even on whiff
  • Numerous moves that drain chakra from the opponent; 6A, running A, BBB(A), BBBB(A), 2BB(A), 5X
  • Hyuuga cancels allow for surprise pressure resets, RPS mix-up, and letting Neji run from backturn situations with 6AHyuga Cancel
    • Neji can also bait KnJ without having to spend meter on Y-Cancel with some Hyuuga cancels


Notes

  • Hyuga Cancel Hyuuga Cancels: Neji can feint some of his moves and cancel them into a neutral state by pressing Y Button during their startup.

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For all, can B ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 04, can hold the final input to change the move's effect.
  • For CONR3 STRING.png 05, can B ButtonB ButtonA ButtonHyuga Cancel

B string specifics:

  • 5B(B) has a 1F gap, can only be avoided with a frame perfect sidestep.
  • 5BB(B)
    • 5BB(A) does Neji's 6A (dash stabs). Incredibly unsafe on block. If Neji tries to Hyuga Cancel it for pressure, the opponent can reversal throw the recovery. 6AHyuga Cancel is also minus enough for the opponent to easily jump over his head and reset to neutral.
  • 5BBB(B) is a launching kick. Jump out gets hit, but can get sidestepped easily in the gap.
    • 5BBB(A) is a 1F gap, can only be avoided with a frame perfect sidestep.
  • 5BBB(4A) does standard kunai toss. The entire duration of this move is throwable, opponent can just reversal throw him.
  • 5BBBB(B) ends the string with upkicks. Can be beaten out by the opponent with an immediate air shanks j.A.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA 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 ButtonA Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonB Button
  • Can ForwardB ButtonB ButtonB ButtonHyuga Cancel
CONR3 STRING.png 07 ForwardB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at ForwardB ButtonB ButtonA ButtonB Button(B Button)
  • For CONR3 STRING.png 07-11, can ForwardB ButtonB ButtonA ButtonB ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 10, can hold the final input to change the move's effect.
  • For CONR3 STRING.png 11, can ForwardB ButtonB ButtonA ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 12, can ForwardB ButtonB ButtonA ButtonA ButtonHyuga Cancel

6B string specifics:
Note: All these strings can be performed on whiff up through 6BBAB(B).

  • 6B(B) is gapless.
  • 6BB(A) can be stepped, jumped out of or armored into a punish with a fast 4B; slow 4Bs tend to get beaten by 6BBA(B). Opponent can also backdash this to avoid chip, but are very likely to be forced to block again by 6BBA(B) whiff string.
    • 6BB(B) is punishable on block but unsteppable, can be used to beat opponents who want to step 6BB(A) however can be backdashed too.
  • 6BBA(B) goes back to 5B. Can be hard punished with a 6 frame or faster high crush immediately after early sidestepping 6BB(A).
    • 6BBA(A) does dash stabs again. Easy step after 6BB(A) but ONLY if you step to opposite side of the arm Neji is stabbing with. Backdashing 6BB(A) into step makes stepping this reliable regardless of step direction.
CONR3 STRING.png 08 ForwardB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 09 ForwardB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 10 ForwardB ButtonA ButtonB ButtonB ButtonB ButtonB ButtonBackA Button
CONR3 STRING.png 11 ForwardB ButtonB ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 12 ForwardB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 13 BackB ButtonB ButtonB Button
  • Can BackB ButtonB ButtonB ButtonHyuga Cancel
CONR3 STRING.png 14 DownB ButtonB ButtonA Button
CONR3 STRING.png 15 DownB ButtonA ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at DownB ButtonA ButtonB Button(B Button)
  • For CONR3 STRING.png 15-19, can DownB ButtonA ButtonB ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 18, can hold the final input to change the move's effect.
  • For CONR3 STRING.png 19, can DownB ButtonA ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 20, can DownB ButtonA ButtonA ButtonHyuga Cancel

2B string specifics:

  • 2B(B) is a gapless blockstring
  • 2BB(A) can be air jumped out of, or dodged with air shanks to position the opponent for a punish
CONR3 STRING.png 16 DownB ButtonA ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 17 DownB ButtonA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 18 DownB ButtonA ButtonB ButtonB ButtonB ButtonBackA Button
CONR3 STRING.png 19 DownB ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 20 DownB ButtonA ButtonA Button
CONR3 STRING.png 21 RunB ButtonB Button
  • Can RunB ButtonB ButtonHyuga Cancel
CONR3 STRING.png 22 DownA ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at DownA ButtonB Button(B Button)
  • For CONR3 STRING.png 21-26, can DownA ButtonB ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 25, can hold the final input to change the move's effect.
  • For CONR3 STRING.png 26, can DownA ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 27, can DownA ButtonA ButtonHyuga Cancel
CONR3 STRING.png 23 DownA ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 24 DownA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 25 DownA ButtonB ButtonB ButtonB ButtonBackA Button
CONR3 STRING.png 26 DownA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 27 DownA ButtonA Button

Weak Attacks

5B

B Button
SCON4 Neji 5B.png
SCON4 Neji 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 High 14 2 31 - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff, which can be Hyuga Cancel.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Neji 6B.png
SCON4 Neji 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 17 4 32 - - - -

A two-handed shove. A forward-leaning move that leads into the majority of Neji's neutral/string pressure, which can be done on whiff. Notable examples include 6BB(B) and 6BBA(A), which can be Hyuga Cancel; looping back to Neji's jabs with 6BBA(B); 6BBABBB(A) leading into a hitgrab that steals about 17-20% meter; and even a triple OTG in 6BB(A) to get meter back.

Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Neji 2B.png
SCON4 Neji 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Low 18 3 35 - - - -

A short-ranged low kick. Much like 6B, this move leads into Neji's usual strings, even on whiff: 2BB(A) takes 1 full bar of meter and launches away; 2B(A) is one of the strongest oki options (along with 2A by itself) because it both beats out wake-up kick and leads into BNB; 2BA(A) can be Hyuga Cancel, takes meter and launches for a combo; and 2B(A) can double OTG.

Flag Data
High Crush frames 14~39
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
SCON4 Neji 4B.png
SCON4 Neji 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 30 4 35 - - - -

Turning palm attack with armor on startup. Decent 4B relative to the rest of the cast as it has good range and strings possible on connect (including a Hyuga Cancel point in 4BB(B)).

Flag Data
Autoguard frames 2~17
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Neji 8B.png
SCON4 Neji 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Mid 17 5 28 - - - -
  • Launches on hit

Leaping kick that can go over lows, however most of the time the hitboxes are too high to actually hit the opponent out of a low-to-the-ground attack. A good anti-air/callout tool, and can lead into meterless combos with a 5B/2B or 2A follow-up.

Flag Data
Low Crush frames 10~35
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Neji runB.png
SCON4 Neji runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 21 5 39 - - - -
  • Staggers on hit

A running vaulting kick. Has access to a follow-up (run B(B)) that doubles as an Hyuga Cancel point and launches far away. If the opponent doesn't shake out of the stagger, it leads into a 5B combo.

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

j.B

Air AttackB Button
SCON4 Neji jB.png
SCON4 Neji jB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 25 Until L - - - - -
  • Spinning launch on hit

An elbow dive whose hitboxes cover Neji pretty well from below. Can be confirmed into a combo meterless, as well as be Y-Cancel. Neji takes a step back after reaching the ground, giving it use as a tool to bait an opponent mashing from under him.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
SCON4 Neji 5A.png
SCON4 Neji 5A hitbox.png
Uncharged
Uncharged
SCON4 Neji 5A Charge.png
SCON4 Neji 5A charge hitbox.png
Charged
Charged
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Uncharged 7×2 - - - - - - - -
Charged 7×4 - - - - - - - -
  • Throws 2 kunai when uncharged, and 4 kunai when charged

A standard projectile, though somewhat worse than most.

Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
SCON4 Neji 6A.png
SCON4 Neji 6A hitbox.png
The moneymaker
The moneymaker
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×3 Mid 21 2(5)2(5)2 34 - - Launch -
  • Drains ~25% (1 bar) chakra if all three stabs hit
  • Launches on hit
  • Can be Hyuga Cancel during startup, 6A Hyuga Cancel animation is 27F total

Neji does a low profile dash forward and pokes the opponent's chakra points 3 times, draining their chakra with each hit. His most valuable move that gives him great utility in movement and mix-up potential, and is probably one of the best combo tools in the game too.

ForwardA Button high crushes very quickly, so it can be used to get out of jab pressure at times and reward Neji with an instant launch combo starter. In a combo, it can also be looped into itself 3~4 times at the wall/corner (character-specific) for massive chakra drain. It's also possible to OTG hit with its first 1~2 hits for damage & drain on a missed tech (or off of DownX Button on smaller stages/at the wall or corner). However, 6A adds a lot of hits to a combo without dealing as much damage as his other attacks and strings, so using it more than maybe once in a combo for chakra control is costing him damage and maybe even the ability to end with 5X.

Hyuuga cancelling this move lets Neji use it as a very quick command dash for getting in on or running away from the opponent without running as much of a risk as the attack getting punished on whiff/block. For example, B ButtonB ButtonA ButtonHyuga Cancel can lead to a strike/throw/step punish on block, or can let Neji escape an attempted KnJ if he's in the middle of a combo.

Note: Against SCON4 Zabuza Icon.png Zabuza, Neji can pass through his legs if this move is used close enough to him.

Flag Data
High Crush frames 6~16
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
SCON4 Neji 2A.png
SCON4 Neji 2A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Low 20 4 33 - - - -

A downwards kunai swipe that hits lows and any attempts at high crushing. Perfect on oki as it beats wake-up kick and leads into his string pressure.

Flag Data
High Crush frames 19~45
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
SCON4 Neji 4A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 11 18 11 - - - -
  • Can counter attacks AND projectiles, that hit from ANY angle
  • Can hold A Button to extend catch frames
  • Counterattack horizontal launches on hit

A 360° activating body counter that goes into an unblockable and unsubbable mini rotation counterattack on catch. Notable due to covering Neji all around as well as working against projectiles, though this last trait can be used against it. Counterattack has a long-lasting hitbox, which leads to hasty opponents getting hit all the same.

8A

UpA Button
SCON4 Neji 8A.png
SCON4 Neji 8A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×2 - - - - - - - -

A pair of kunai thrown upwards. One of the worse 8As in terms of anti-airing, both due to the low amount of projectiles and the fact that Neji moves forward upon use. Anti-air reactions need to be on point to snipe someone out of the air with these.

Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
SCON4 Neji runA.png
SCON4 Neji runA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 Mid 20 5 36 - - - -
  • Drains 20% chakra on hit
  • Horizontal launch on hit

Basically SCON4 Sasuke Icon.png Sasuke RunB Button if it was good.

A running poke that drains meter on hit, and can be Y-Cancel on hit to chase for okizeme when used midstage, or can actually start combos off of a Y-Cancel at walls/corners. Can be used as a nice OTG if the opponent missed a tech, though it might be tricky to hit consistently or find an appropriate spot to use it since it must hit them as they're bounding from landing.

Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
SCON4 Neji jA.png
SCON4 Neji jA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×2 - - - - - - - -

Standard aerial kunai. Throws 2 projectiles.

Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -

Average GNT throw. Typical follow-up after throw is ForwardA Button for chakra drain before starting the rest of the combo.

Special

5X

X Button
SCON4 Neji 5X.png
SCON4 Neji 5X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5+5, 64 Mid×2 22 3(4)3 23 - - - -
  • Costs 100% (4 bars) chakra
  • Drains 75% (3 bars) chakra from the opponent on hit
  • Both activator hits must connect for the cinematic to trigger

Cinematic super where Neji stabs the opponent twice to trigger it, and then barrages all 64 of their chakra points in quick succession. Aside from being a combo ender, 64 Palm also drains a staggering amount of meter from the opponent to put a hold on their resources for a bit. Can be combo’d into at a maximum of 8 hits before BBX (even at midscreen), but Neji may have to adjust combos to compensate for character sizes.

Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
SCON4 Neji 2X.png
SCON4 Neji 2X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
60 Mid 12 26 31 - - - -
  • Real-time super
  • Costs 75% (3 bars) chakra
  • Horizontal launch on hit
  • Invincible on frames 11~26

A body whirlwind that hits 360° degrees around Neji. It deals less damage than 5X, but its incredibly fast startup lets it combo from longer juggles and the hitbox makes it perfect for catching careless KnJs and finishing OTG damage strings. A perfectly timed air RKnJ can avoid it if it's used as the former, but Neji can also delay the super cancel while still letting it combo if no KnJ to make it difficult to do so.

Toggle Hitboxes
Toggle Hitboxes

Strategy

Matchups

SCON4 Shino Icon.png Shino

  • Neji's 4A can trigger on 5A bugs and will destroy them when it does. He will also be invincible through the recovery after the Kaiten triggers if Shino tries to punish it with something like his 8A.

Colors

Default ()
Color 2 ()
Shippuden ()
CONR3 Alternate ()

Changes from Vanilla

List may be outdated. Please feel free to update any incorrect info

  • Grabbable Moves: 8A, j.A
  • 5B: elbow hitbox appears on frame 2; slightly smaller
  • 5B(B): hitbox appears and disappears one frame later
  • 5BBB(A): is a custom capture state move
  • 5BBBB(A): damage increased from 14 to 20
  • 4B: remove stagger, made strong, more stun
  • 2B(B): changed with 5BBB(B) with A follow up
  • 8B: more lift on hit, hitbox appears later, no Y cancel
  • RB: replaced with RA with B follow ups
  • RB(B): can be done on whiff; transition is 5 frames slower
  • 5A: charge time reduced from 11 frames to 8
  • 6A: launches on the last hit, damage and lift on hit adjusted; first two hits juggle slightly better without a wall
  • A4A: unblockable and unsubbable
  • 2A(A): added as 6A
  • RA: is a custom poke
  • 5X: starts moving 3 frames sooner, activates if only hitting the second hit; first hit turns back turned opponents around; hitboxes and lift adjusted for more consistency

Resources

Guides and Info

Gameplay footage

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
Netachi SCON4 Neji Color 1.png Flag ca.png
Canada
Unavailable Netachi matches
Paradise SCON4 Neji Color 3.png Flag us.png
United states
Unavailable Paradise matches

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