Super Naruto: Clash of Ninja 4/Sakon & Ukon

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Sakon & Ukon

SCON4 Sakon & Ukon Portrait.png
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 Sakon and Ukon Ukon. The round always begins as Sakon. Major differences include:

  • Sakon Sakon has longer strings, better meterless combos, an air throw and more health.
  • Ukon 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 Sakon has a normal backdash, whereas Ukon Ukon has a short backdash.

There are three ways to swap between Sakon and Ukon:

  • BackA Button - Immediately swaps the current character regardless of whether the counter is activated.
  • BackX Button - At the cost of 25% chakra.
  • ForwardX Button - 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

Sakon
Ukon
String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 04, can hold the final input to change the move's effect.
    • If not held, X ButtonCancellable at B ButtonB ButtonA Button(A Button)
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonA Button
CONR3 STRING.png 05 ForwardB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 07 ForwardB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 08 ForwardB ButtonA ButtonA Button
CONR3 STRING.png 09 DownB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 10 DownB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 11 DownB ButtonB ButtonA Button
  • The move performed by the final input will change if the button press is delayed until Sakon lands.
CONR3 STRING.png 12 DownB ButtonA Button
  • Can hold the final input to change the move's effect.
    • If not held, X ButtonCancellable at DownB Button(A Button)
CONR3 STRING.png 13 UpB ButtonB ButtonB Button
CONR3 STRING.png 14 UpB ButtonB ButtonA Button
CONR3 STRING.png 15 UpB ButtonA ButtonA Button
CONR3 STRING.png 16 DownA ButtonB ButtonB ButtonB Button
CONR3 STRING.png 17 DownA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 18 DownA ButtonB ButtonA Button
  • The move performed by the final input will change if the button press is delayed until Sakon lands.
CONR3 STRING.png 19 DownA ButtonA ButtonB ButtonB ButtonB Button
CONR3 STRING.png 20 DownA ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 21 DownA ButtonA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 22 DownA ButtonA ButtonA Button
CONR3 STRING.png 23 RunA ButtonA ButtonA Button
String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 03, can hold the final input to change the move's effect.
    • If not held, X ButtonCancellable at B ButtonB ButtonA Button(A Button)
CONR3 STRING.png 02 B ButtonB ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 DownB ButtonB Button
CONR3 STRING.png 05 DownB ButtonA ButtonB Button
CONR3 STRING.png 06 DownB ButtonA ButtonA Button
  • Can hold the final input to change the move's effect.
    • If not held, X ButtonCancellable at DownB ButtonA Button(A Button)
CONR3 STRING.png 07 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 08 ForwardB ButtonB ButtonA Button
CONR3 STRING.png 09 ForwardB ButtonA ButtonA Button
CONR3 STRING.png 10 BackB ButtonB Button
CONR3 STRING.png 11 UpB ButtonB ButtonB Button
CONR3 STRING.png 12 UpB ButtonB ButtonA Button
CONR3 STRING.png 13 UpB ButtonA ButtonA Button
CONR3 STRING.png 14 DownA ButtonB ButtonB Button
CONR3 STRING.png 15 DownA ButtonA ButtonA Button
  • Can hold the final input to change the move's effect.
    • If not held, X ButtonCancellable at DownA ButtonA Button(A Button)
CONR3 STRING.png 16 RunA ButtonA ButtonA Button

Weak Attacks

5B

B Button
SCON4 Sakon-Ukon 5B.png
SCON4 Sakon-Ukon 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 High 14 3 29 - - - -
  • Can go into B Button(B Button) on whiff.

5B goes into a unique second jab kick (a mid, despite looking a low). Sakon 5BBB is true on block. 5BBA is true on block for both forms.

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Sakon-Ukon 6B.png
SCON4 Sakon-Ukon 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Mid 21 3 35 - - - -

An ungraceful full-body arm slam. Causes a low spinning launch on hit. Crushes early in startup, but is his worst normal overall.

Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Sakon-Ukon 2B.png
SCON4 Sakon-Ukon 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Low 18 3 32 - - - -

Low kick. Does not sweep or turn the opponent. 2BB is the knee followup instead of going into 8B like jab string.

Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
SCON4 Sakon-Ukon 4B.png
SCON4 Sakon-Ukon 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 28 5 36 - - - -

A reel back palm strike- a decent guard frame attack in terms of speed, similar to Kimi. Staggers on hit. Ukon's has a B string followup into running B.

Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Sakon-Ukon 8B.png
SCON4 Sakon-Ukon 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 High 18 3 35 - - - -

Jump kick. Launches and lifts the opponent on block.

Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Sakon-Ukon runB.png
SCON4 Sakon-Ukon runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 19 4 43 - - - -

A running punch which does flying launch on hit.

Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
SCON4 Sakon-Ukon jB.png
SCON4 Sakon-Ukon jB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Mid 16 8 Until landing - - - -

An overhead elbow strike that does ground-bounce on hit. Is decently fast and does not push on block, leading to very strong strike throw mix.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
SCON4 Sakon-Ukon 5A.png
SCON4 Sakon-Ukon 5A hitbox.png
Uncharged
Uncharged
SCON4 Sakon-Ukon 5A Charge.png
SCON4 Sakon-Ukon 5A charge hitbox.png
Charged
Charged
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

A snarky kunai toss, throwing 2 uncharged and 4 charged in a tight-knit group. One of the better basic projectiles due to decent startup and recovery.

Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
SCON4 Sakon-Ukon 6A.png
SCON4 Sakon-Ukon 6A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
8, 10×2 Mid 25 2(1)1(2)1 28 - - - -
  • Super cancel point

Multiple fists barrage. If [A] is held, pushes on block or sends flying on hit instead of leaving the opponent in place.

Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
SCON4 Sakon-Ukon 2A.png
SCON4 Sakon-Ukon 2A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Low 15 3 36 - - - -

A fast, low swipe which high crushes (late, on 18(?)) but low profiles most options. The main defining move of the two characters, allowing strong aggro turn-taking, and 2AB is usable on whiff. Sakon and Ukon have different B followups.

Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
SCON4 Sakon-Ukon 4A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 14 36 16 - - - -

Counter. At startup, immediately swaps between Sakon and Ukon. Upon activation, knocks the opponent away. Not sped up like many other 4A's in Super.

On catch, they grow an arm and hit the opponent with an unblockable punch, 30 damage.

Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
SCON4 Sakon-Ukon 8A.png
SCON4 Sakon-Ukon 8A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7, 10×2, 19 Mid×4 21 3(2)1(2)1(2)1 49 - - - -

Multiple legs barrage. Sakon/Ukon ascends with the attack at a 45 degree angle. Very good for getting meter due to high damage multi-hits. Ukon's version has extra recovery on landing.

Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
SCON4 Sakon-Ukon runA.png
SCON4 Sakon-Ukon runA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 21 7 30 - - - -

An uppercut slash which lifts on block and launches on hit. Generally inferior to 2A, unless you are looking for a 1-hit Y-Cancel.

Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
SCON4 Sakon-Ukon jA.png
SCON4 Sakon-Ukon jA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×2, 10 Mid 25 Until landing - - - - -

Multiple legs barrage. A divekick which hits multiple times and can be Y-Cancel-cancelled upon touching the ground.

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 - - - -
  • Standard Throw

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 Until Landing + 9 - - - -
  • Standard Air Throw
  • Only usable by Sakon

Special

5X/6X

X Button or ForwardX Button
SCON4 Sakon-Ukon 5X.png
SCON4 Sakon-Ukon 5X hitbox.png
X Button
X Button
SCON4 Sakon-Ukon 6X.png
SCON4 Sakon-Ukon 6X hitbox.png
Forward X Button
Forward X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 68 Mid 24 2 36 - - - -
  • Costs 100% (4 bars) chakra

Sakon and Ukon use their multiple strike attacks and pummel their foe. Performing this super with 6X will make Sakon and Ukon switch heads during startup.

Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
SCON4 Sakon-Ukon 2X.png
SCON4 Sakon-Ukon 2X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
60+6 - - - - - - - -
  • Costs 75% (3 bars) chakra
  • Disables KnJ on hit

Sakon/Ukon summons a giant wall at the location of their opponent. Very fast, hard to avoid and great for punishing substitutions.

Toggle Hitboxes
Toggle Hitboxes

4X

BackX Button
SCON4 Sakon-Ukon 4X.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - 52 Total - - - -
  • Costs 25% (1 bar) chakra

Switches between Sakon and Ukon heads. Faster than 4A but does not have a counter.

Strategy

Strengths

  • Ukon 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 Ukon can block all supers in the game.
  • Sakon Sakon has one of the longer meterless loops in the game (B ButtonB ButtonB ButtonB Button > B Button) and can get 10 or 11 hits including a finishing B ButtonB ButtonX Button.
  • DownA Button(A Button) is one of the best lows in the game and staggers on hit.
  • Raw and in-string versions of ForwardA Button are super cancel points.
  • DownX Button 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 B ButtonB Button and waiting until a substitution to perform B ButtonB ButtonDownX Button. DownX Button can also punish projectiles or whiffs from anywhere on the screen.

Weaknesses

  • Ukon Super armor can be broken by sweeps and all launchers.
  • Ukon 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.
  • Ukon Multi-hit moves will do unscaled damage, dealing a lot more damage to Ukon. Fire attacks such as Sasuke ForwardA Button 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.
  • Sakon Many of Sakon's strings and combo options involve aerial juggles which can't be Y-Cancel-cancelled or may drop at the wall without proper adjustment.
  • Aside from DownX Button, extremely limited options at long range (basic projectile, poor run attacks and no teleport).

Other Notes

  • DownA ButtonY-Cancel is the highest damage combo filler. DownA ButtonA ButtonY-Cancel does less damage per hit but has higher meter build and is easier to execute
  • The triple punch (B ButtonB ButtonA ButtonA ButtonX Button, ForwardA Button and DownB ButtonA Button) is a super cancel point.
  • UpA Button does high amounts of damage and builds lots of meter due to it being a multi-hit attack. It also can easily break guards.
  • DownA ButtonA Button hits twice OTG. B ButtonB ButtonA Button can hit three times OTG.
  • Near walls, Sakon should use UpB ButtonA Button instead of UpB ButtonB Button, since combos near walls with the latter are near impossible.
  • DownX Button 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

Default ()
Color 2 ()
Color 3 ()

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
Paradise SCON4 Sakon & Ukon Color 2.png Flag us.png
United States
Unavailable Paradise Replaytheater
Name Usual Color Region Contact Example Play
Kitaeo SCON4 Sakon & Ukon Color 3.png Flag us.png
United States
Unavailable Kitaeo Replaytheater

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