Super Naruto: Clash of Ninja 4/Orochimaru
Orochimaru
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Health: | 220 |
Guard Gauge: | 1760 |
Backdash Type: | Normal |
Summary
At a first glance, Orochimaru seems to be built like a fundamentals character — good, basic B buttons, above-average kunai projectiles, a 4A teleport and useful but not busted jump attacks. His 5X super is, however, a game-changer. The snake Sannin's Five-Pronged Seal jutsu takes away all of his victim's chakra and prevents them from gaining back their meter for 10 seconds, leaving them completely at Orochimaru's mercy.
Notes
String List
String # | Inputs | Notes |
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01 |
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02 | ||
03 | ||
04 | ||
05 | ||
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08 | ||
09 | ||
10 |
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11 | ||
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13 |
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14 | ||
15 | ||
16 | ||
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18 |
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19 | ||
20 | ||
21 |
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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Strategy
Strengths
- Chakra-seal 5X with lots of active frames
- Fast 2B low
- Sudden, long sliding run A dash attack
- 2Y is one of the better throws in the game, leaving the opponent standing in front of Orochimaru
- 4B is the third-quickest in the game and the lean back at startup can avoid incoming attacks
- Orochimaru throws a large number of kunai for his 5A and 8A projectiles
- 8A is a low committal throw follow-up that the opponent may need to respect with a KNJ
- Lots of chip-out options between 5A, 6A fireball, snake attacks and various claw and kunai string attacks
- 4A with hold and reverse options
- 2X as the alternate, high damage super when Orochimaru wants to end the round
Weaknesses
- Neutral may feel too "fair" at times; Oro may have trouble breaking down zoners
- Block strings are predictable with clear escape or punish points
- If Orochimaru wins the round with 5X damage, the victim can skip the super cinematic by pressing Start before Orochimaru takes away their chakra (the 10-second chakra seal will not happen regardless of whether the cinematic is skipped)
5X Usage
Orochimaru's strongest tool is his signature Five-Prong Seal. While the super deals less damage than others, it both takes away the victim's chakra and prevents them from gaining chakra for 10 seconds- which can feel like an eternity considering it may only take a single opening and a few seconds for Orochimaru to deplete the rest of their lifebar. The chakra advantage is game-warping enough that much of Orochimaru's approach to the game can resolve around finding openings to land the super.
Orochimaru's confirms into 5BBX include:
- 5BBA
- 2BA
- 4B
- j.B
- Both 5Y and 2Y
Five active frames make it un-sidesteppable during the victim's wake-up. Generally, Orochimaru will 4A teleport during the wake-up kick (WUK) window, dodging behind WUK if used, and then close distance and 5X. This technique is unavoidable with perfect reactions from the Orochimaru player and foes must therefore mix up their wake-up options and conserve chakra for KnJ to keep Orochimaru guessing and mess up his timing. Once in a combo or knocked down, the defender's options include:
- KNJ before the knockdown
- L or R KNJ from the ground after being knocked down
- 4-way roll
- Neutral get-up with or without the "do-nothing" invincibility (three extra frames of invulnerability)
- Wake-up backdash is often the best option when facing a late 5X (jump instead when at the wall)
- Wake-up sidestep's three frames of invulnerability is the best option against an early 5X
- Tech roll recovery is in general very weak to wake-up super due to its predictability and should be avoided when Orochimaru has 100% chakra
On top of sealing away the victim's chakra, Orochimaru will have a hard knockdown with an opportunity to enforce an okizeme mix after the super. A 5B strike/throw mix is the most basic approach, with 2B and mid-attacks 6B and 2A covering high crush attempts. By making the most of his chakra advantage, Oro can chain together neutral wins with 5X finishers and landslide his opponent while denying them the chakra needed to threaten KNJ.
Colors
Changes from Vanilla
List may be outdated
- Grabbable Moves: JA, 8A, 2A(A), 2AA(A), 6A, 2B(A)
- 5B: has slightly more stun on block and more lift on hit
- 5B(B): improved advantage on hit and block; move ends four frames sooner; can follow up on whiff
- 6B: can do A follow up on whiff
- 6B(B): added as 2BBB(B) with follow ups
- 2B: can follow up on whiff
- 2BBB(B): has more lift
- 2BBB(A): changed from RA to 4A
- 2BBBB(B): bounces closer on hit
- 8B: has guard frames until Oro jumps; done in string replaced with 2BBB(B) with follow ups
- RB: lifts on block
- RB(B): added as 2BBBB(B)
- JB: can be DIed in the air with 6 or 4
- 5A: charge time changed from 11 frames to 8
- 5A(A): added as 2AA(A)
- 4A: "attachment" window changed from 10 frames to 14
- 2A: has more stun on the second hit, less hitbox duration
- 2AB(B): added as 2BBBB(B)
- 2A(A): has slightly more stun
- RA: is an untechable sweep
- 2BBBB(A): and 2AA(A) snakes do chip
- 2Y: staggers on hit, opponent cannot be grabbed, opponent cannot shake the stagger
- 5X: damage reduced 65 to 50
- 2X: hits better on both hits; damage on the activated portion, first hit lifts on block and is blockable; ends sooner. Damage is spread between the two hits: 84 (SCON4) instead of 85 (Vanilla).