Summary
A great choice for beginners and veterans alike, Sasuke showcases a focused set of quality options, which includes a straight-forward punish game punctuated by his 8B piledriver, one of the fastest 4B guard-frame attacks in the game and guard mix-ups using Sharingan-cancels from his 4X transformation. In Super, a handful of touch-ups have turned a previously solid, but middling character into perhaps one of the strongest in the game.
Notes
Super Cancel Points:
Sasuke
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Health:
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210
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Guard Gauge:
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1680
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Backdash Type:
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Normal
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String List
String #
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Inputs
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Notes
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01
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- Cancellable at and ()
- For 02 and 05, can hold the final input to extend the move's duration.
- For 04, can hold the final input to change the move's effect.
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02
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03
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04
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05
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06
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- Can hold the final input to extend the move's duration.
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07
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08
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- Can hold the final input to extend the move's duration.
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09
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10
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- Can hold the final input to change the move's effect.
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11
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- Can hold the final input to extend the move's duration.
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12
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13
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- After the string is completed, Sasuke is left actionable while in the air.
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14
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15
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- Can hold the final input to extend the move's duration.
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16
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17
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- Can hold the final input to change the move's effect.
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18
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- Can hold the final input to extend the move's duration.
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String #
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Inputs
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Notes
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01
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- Cancellable at and ()
- For 02 and 05, can hold the final input to extend the move's duration.
- For 03, switches sides with the final move.
- For 04, can hold the final input to change the move's effect.
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02
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03
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04
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05
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06
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- Can hold the final input to extend the move's duration.
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07
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08
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- Can hold the final input to extend the move's duration.
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09
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- Switches sides with the final move.
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10
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- Can hold the final input to change the move's effect.
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11
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- Can hold the final input to extend the move's duration.
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12
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13
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- After the string is completed, Sasuke is left actionable while in the air.
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14
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15
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- Can hold the final input to extend the move's duration.
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16
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- Switches sides with the final move.
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17
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- Can hold the final input to change the move's effect.
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18
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- Can hold the final input to extend the move's duration.
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Weak Attacks
5B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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13
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High
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14
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3
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28
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-
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-
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-
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-12
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- Can go into () on whiff.
Good reaching 5B, one of the few first attacks that can be cancelled into a super
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Toggle Hitboxes Toggle Hitboxes
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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18
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Mid
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20
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2
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30
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-
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-
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-
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-8
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- Turns the opponent around on backturn hit
Mid-hitting spinning back hand that can be okay for neutral poking due to its good reach and speed. Even on block, 6B is safe without stringing and also has decent strings for stagger pressure too. If Sasuke can land this on a backturned opponent, it will turn them around, so he's able to get normal combos on backturned hit easily. Also great for frametrapping off of a Sharingan cancel on block, since 6BA will link back into 5B for the rest of a combo.
In combos, 6B can be linked into after 5BBBB or another 6BBB. On grounded hit, a 6B hit can also link back into 5B.
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Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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15
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Low
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24
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4
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32
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-
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-
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-
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-17
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A very poor sweep; slow startup and with very late high crush frames to accompany it, so Sasuke will have to rely on his other defensive tools more often than high crushing out of strings. Uniquely is one of the only 2Bs that can be on hit.
Flag Data
High Crush
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frames 15~37
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Toggle Hitboxes Toggle Hitboxes
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4B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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16
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High
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26
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5
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25
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-
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-
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-
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-
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Sasuke does a spinning hop kick for his guard frame attack. Has great guard frames, low crushes in the middle and also leads into a three hit string that either knocks the opponent down on hit or pushes them away on block.
Flag Data
Low Crush
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frames 20~40
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Autoguard
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frames 2~15
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Toggle Hitboxes Toggle Hitboxes
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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5, 25
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High
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15
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9
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44
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-
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-
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-
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-34
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High-damage hitgrab piledriver that results in a hard knockdown.
8B is Sasuke's ideal combo ender whenever supers aren't possible or when conserving chakra because it deals completely unscaled damage when used anywhere in a combo, letting him deal over 50% with his optimal combos. The opponent also cannot substitute out of 8B until the recovery is basically done, so it is safe in that way too.
For reference: anywhere that Sasuke can and still juggle with 5B, he can into 8B instead since 8B is just as fast.
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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Mid
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20
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2
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38
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-
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-
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-
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-16
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A stylish punch, but unfortunately its best trait may just be the fact that its animation mimics a keyframe from the anime.
Run B launches the opponent down and can (only) convert near walls with a , but otherwise it's unsafe on block to every jab, chains to nothing and is slower than simply stopping and pressing 5B so it's not used often if at all. The interpolated hitboxes cover Sasuke's head level pretty well, but the active frames say don't count on it.
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Toggle Hitboxes Toggle Hitboxes
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j.B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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22
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Mid
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-
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-
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-
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-
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-
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-
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-
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High damage divekick; Sasuke moves backwards considerably after landing
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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23
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Until hit
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-
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-
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-
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-
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-
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Throws shuriken and can charge twice.
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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37
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-
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-
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-
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-
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-
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-
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- Can hold to continue blowing fire at the cost of chakra
- Disables opponent's KnJ while they are getting it
One of many flamethrower attacks in the game. Like the rest of them it has decent range, but is slow to start up and so it's used almost exclusively as unsubbable damage in a juggle or OTG, or to chip out an opponent on their wakeup.
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Toggle Hitboxes Toggle Hitboxes
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2A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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21
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Mid
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21
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5
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29
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-
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-
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-
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-10
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A kunai slash whose hitboxes actually cover Sasuke's head decently well from attacks from above. Has very brief high crushes on certain frames, but using them to crush certain moves is far too precise to be all that viable outside of certain matchups. On standing hit, a 2A can link into 5B.
2AA is a low-hitting followup kunai swipe with some very late high crush frames (starting 1F before active). The two moves together are Sasuke's meterless option for OTG damage.
Flag Data
High Crush
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frames 5~8
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Toggle Hitboxes Toggle Hitboxes
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4A
Startup Startup Attack Attack
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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Mid
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40
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3
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30
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-
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-
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-
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-4
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- Invincible on frames 15~24
- Staggers on hit
Sasuke quickly takes stance before he does a tracking teleport in front of the opponent into a somersault kick. Can potentially be used to get in on opponents quickly, but the fact that it has a reactable startup and puts him in front of them (more susceptible to interception) can make it easy for an opponent to punish it on its way in. On connect, however, it's barely minus on block and can link into 5B on hit even if the opponent attempts to shake out.
Flag Data
Low Crush
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frames 16~43
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Toggle Hitboxes Toggle Hitboxes
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Sharingan 4A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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8
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28
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-
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-
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-
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-
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-
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Sharingan 4A is an actual counter, which on catch leaves the opponent off-balance while teleporting Sasuke behind them. Allows for a guaranteed uncharged Chidori after.
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Toggle Hitboxes Toggle Hitboxes
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8A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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10, 12, 14
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-
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-
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-
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-
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-
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-
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Standard anti-air- shuriken.
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Toggle Hitboxes Toggle Hitboxes
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Sharingan 8A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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14
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High
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29
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4
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26
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-
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-
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-
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-
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- Airborne on frames 9~33
- Invincible on frames 11~16
- Knocks down on hit
Sasuke teleports behind the opponent and attacks with a wheel kick. Very similar to his but is generally superior to it since it can be used as a back-hit mixup and is much less likely to be countered due to being behind. Leads to nothing but a knockdown on hit.
Flag Data
Low Crush
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frames 8~37
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Running A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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17, 18
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-
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-
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-
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-
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-
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-
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Running shuriken throw. Running A is a valuable part of Sasuke's approach toolset due to him being able to throw and neutralize projectiles while still advancing. In addition to this, the low recovery leaves him advantageous on connect, allowing him to either start a combo on hit or run a strike/throw mix-up or pressure reset on block. Very useful when executed IWR, most notably after his lifting BBBB string or any other strings that float on block to capitalize on the opponent's landing recovery.
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Toggle Hitboxes Toggle Hitboxes
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Sharingan Running A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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3
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-
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23
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-
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-
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-
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-
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j.A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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8, 10
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-
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-
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-
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-
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-
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-
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Air shuriken (standard air shanks). Nothing special aside from escaping pressure while airborne and neutral.
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Throws
5Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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-
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1
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1
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48
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-
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-
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-
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-
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2Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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30
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-
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-
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-
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-
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-
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-
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-
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-
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Specials
5X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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10, 71
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High
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21
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4
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57
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-
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-
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-
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-
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- Costs 100% (4 bars) chakra
Sasuke copy jutsu'd Rock Lee's large hitbox activator for this super, but unfortunately he also takes on its terrible horizontal range and recovery on whiff. Sidestep on reaction is the solution, and sometimes even just back walk may work if his spacing is bad. If you attempt to jump away from this at close range, you are definitely getting hit due to the decent vertical range.
Aside from that, very uninteresting super, has average damage and no unique gimmicks. Can be linked after 5BBBB and 6BBB at stage edges though.
Flag Data
High Crush
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frames 6~21
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Toggle Hitboxes Toggle Hitboxes
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4X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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Total 38
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-
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-
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-
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-
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Sasuke activates his Sharingan, entering Sharingan state. While in Sharingan state, he gains new moves and altered strings. The startup animation for the activation isn't shorter than the recovery for any of his super cancellable attacks, so stringing into 4X is almost always more minus on block. For this reason, it's more ideal for Sasuke to enter Sharingan on his knockdowns such as after 8B, or when at a distance in neutral.
- Deactivation
- Input again while in Sharingan state to deactivate
Sasuke's Sharingan deactivation has one main trait to keep note of, which is that when he deactivates Sharingan, he will return to his idle animation with no recovery, allowing him to act instantly. This means that Sharingan deactivation can be used as a sort of "free" that's available during ground combos and even blockstrings to create unique combos, pressure strings, and mix-ups.
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Sharingan 5X
5X version 5X version 5X~8 5X~8
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Version
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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5X
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65~80
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Mid
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20
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5
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44
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-
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-
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-
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Unblockable
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5X8
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60
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Mid
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20
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15
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54
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-
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-
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-
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-
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- Sharingan 5X
- Can be charged for extra range and damage by holding
Sasuke charges up a Chidori and then quickly lunges at the opponent, resulting in a short cinematic on hit. Decent whiff punishing super after sidestepping projectiles and can also work as a combo ender.
Fun fact: The animation on hit changes depending on how long the super was charged. With no charge, Sasuke skewers the opponent; on full charge, he completely passes through them.
- Sharingan 5X8
- Opponent cannot KnJ on hit
Anti-air version of Chidori where Sasuke lunges at the air. Unchargeable and deals slightly less damage than uncharged 5X.
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Toggle Hitboxes Toggle Hitboxes
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Sharingan j.X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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3
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-
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-
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-
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-
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-
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-
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Air fireball barrage only available while in Sharingan. Gives Sasuke a high-damage option to quickly punish the opponent if he's lifted on block or jumps back to dodge attacks.
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Colors
Changes from Vanilla
List may be outdated. Feel free to update if necessary
Base Sasuke:
- 2Y directional throw added, this leaves the opponent grounded and allow for j.X follow up
- 2Y throw added that knocks down
- Grabbable Moves: JA, RA, 8A, 6A, 8B landing, SJX, S8X
- 5B: has a super cancel; elbow hitbox removed; fist hitbox made larger on second active frame
- 5B(B): hitbox appears and disappears one frame later
- 5BBBB(B): has more lift
- 5BBBBB(B): appears one frame sooner and disappears 3 frames sooner, bounces closer
- 6B: hand hitbox does not appear on the first frame
- 2B(B): launches higher, launches on block, mid instead of high, comes out two frames later
- 8B: cannot be subbed until later
- A8B: is hittable after releasing the opponent
- 5A: charge changed from 10f to 8f
- 6A: is grabbable until release
- 4A: hitbox starts up much later to match the animation, staggers, ends earlier
- 2A: hitbox appears three frames later
- 2A(A): staggers
- 2AA(A): does 6A
- RA: can now be done at any time during run and does not have to wait for a looped animation to begin
- GRKnJ: travels one frame slower; appears slightly further back
Sharingan State:
- 4A: counter window sped up
- A4A: can only be subbed on the first frame
- RA: has three grabbable startup frames
- 5X: adjustments to duration, sizes, and damage is applied on the cinematic portion; does 10+65 from 10+50
- 5X8: added with anti air chidori that does 10+60
- SJX: fireballs have slightly more lift and stagger
- S8X: added doing a modified SJX
Resources
Guides and Info
Boocock's Sasuke fundies introduction
Navigation
General
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Characters
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Archived Information
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