Super Naruto: Clash of Ninja 4/Sakon & Ukon
Sakon & Ukon
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Health: | 220 |
Guard Gauge: | 1640 |
Backdash Type: | Normal |
Install (Ukon) | |
Install Damage Modifier: | 1.2x |
Install Backdash Type: | Short |
Summary
Sakon and Ukon are the closest thing GNT4 (and by extension SCON4) have to a traditional stance character. Sakon is more or less a standard, close-combat fighter, and is able to be one of the most aggressive characters in the game. The dynamic shifts once transformed into Ukon, who has passive super armor (a state in which he still takes damage but can tank many attacks without interruption) but loses out on Sakon's pressure. Ukon's unique traits emphasize the importance of matchups, as some foes may find themselves without good options against this two-in-one fighter, especially when played hyper-defensively.
Notes
Demon Twin Jutsu
This character has two forms: Sakon and Ukon. The round always begins as Sakon. Major differences include:
- Sakon has longer strings, better meterless combos, an air throw and more health.
- Ukon has continuous super armor (as long as he's not airborne), higher damage on individual attacks, and the ability to block Unblockable attacks.
- Sakon has a normal backdash, whereas Ukon has a short backdash.
There are three ways to swap between Sakon and Ukon:
- - Immediately swaps the current character regardless of whether the counter is activated.
- - At the cost of 25% chakra.
- - Switches between heads. Ukon's version transforms instantly, but Sakon's transforms when the hitbox is active.
You can tell which twin is active by which head is up (Sakon is on the duo's left, Ukon is on the right), but as an additional indicator, there's a blue flash on the character every time Sakon & Ukon switch leads.
String List
String # | Inputs | Notes |
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01 |
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02 | ||
03 | ||
04 | ||
05 | ||
06 | ||
07 | ||
08 | ||
09 | ||
10 | ||
11 |
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12 |
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13 | ||
14 | ||
15 | ||
16 | ||
17 | ||
18 |
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19 | ||
20 | ||
21 | ||
22 | ||
23 |
String # | Inputs | Notes |
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01 |
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02 | ||
03 | ||
04 | ||
05 | ||
06 |
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07 | ||
08 | ||
09 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 |
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16 |
Weak Attacks
5B
Toggle Hitboxes Toggle Hitboxes
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6B
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2B
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4B
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8B
Toggle Hitboxes Toggle Hitboxes
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Running B
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j.B
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Strong Attacks
5A
Toggle Hitboxes Toggle Hitboxes
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6A
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2A
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4A
Toggle Hitboxes Toggle Hitboxes
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8A
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Running A
Toggle Hitboxes Toggle Hitboxes
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j.A
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Throws
5Y
j.Y
Special
5X/6X
or
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Toggle Hitboxes Toggle Hitboxes
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2X
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4X
Strategy
Strengths
- Ukon's super armor allows him to interrupt his opponent's strings and take back his turn if they are not careful with their string or move selection. When Ukon has the health lead, he can repeatedly trade hits to close out rounds.
- Ukon can block all supers in the game.
- Sakon has one of the longer meterless loops in the game ( > ) and can get 10 or 11 hits including a finishing .
- () is one of the best lows in the game and staggers on hit.
- Raw and in-string versions of are super cancel points.
- is one of the better alternate supers in the game, quickly summoning a large wall at the location of the opponent. Sakon/Ukon can checkmate opponents by looping and waiting until a substitution to perform . can also punish projectiles or whiffs from anywhere on the screen.
Weaknesses
- Super armor can be broken by sweeps and all launchers.
- Players who over-rely on super armor will see their low health quickly depleted, as opponents take advantage of a mashing Ukon by choosing moves which break super armor. Ukon may also struggle to mount a comeback from low health, as trading hits becomes a losing proposition.
- Multi-hit moves will do unscaled damage, dealing a lot more damage to Ukon. Fire attacks such as Sasuke will be a death sentence if Ukon is caught by it, as Ukon does not experience hitstun through super armor and thus is left in an unsubbable position.
- Many of Sakon's strings and combo options involve aerial juggles which can't be -cancelled or may drop at the wall without proper adjustment.
- Aside from , extremely limited options at long range (basic projectile, poor run attacks and no teleport).
Other Notes
- is the highest damage combo filler. does less damage per hit but has higher meter build and is easier to execute
- The triple punch (, and ) is a super cancel point.
- does high amounts of damage and builds lots of meter due to it being a multi-hit attack. It also can easily break guards.
- hits twice OTG. can hit three times OTG.
- Near walls, Sakon should use instead of , since combos near walls with the latter are near impossible.
- has two large hitboxes; one centered at the top of wall and one at the bottom. The hitboxes are also disjointed- especially the upper hitbox which hits far above the model of the wall. In total, the attack is active for 15 frames. For characters with standard air R-KNJ, the attack can be avoided with an air R-KNJ used during any of the three frames preceding the attack connecting. The first active frame is the frame after the dust clouds appear, or two frames after Sakon's hands touch the ground. Because L-KNJ has fewer invulnerable frames, it can't be used to avoid the attack. The attack does have a blind spot, in the middle of the wall (just below the "roof"). If the victim is further away from Sakon (for example, after a throw), the blind spot contributes to a slightly larger air R-KNJ escape window- about five frames instead of three because they will reappear in the blind spot.
Colors
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 |
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Paradise | United States |
Unavailable | Paradise Replaytheater |
Name | Usual Color | Region | Contact | Example Play |
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Kitaeo | United States |
Unavailable | Kitaeo Replaytheater |