Super Naruto: Clash of Ninja 4/Tayuya
Tayuya
| |
---|---|
Health: | 210 |
Guard Gauge: | 1640 |
Backdash Type: | Normal |
Summary
Overall, Tayuya is seriously revamped from Vanilla GNT4. Tayuya has a gameplan that mixes strong defensive options and keep-out (her very good 4B and high crushes, spherical flute hitboxes that control space all around her, and long range whiff punishes and space control with giants) with oki setups that give her unblockables when she gets advantage. She can't force her offense or pressure with strings in the way other characters excel at, and her space control is based on moves with higher startup, but she has reliable anti-KNJ and rewarding supers that make her very threatening as she steals the momentum of the match.
Notes
String List
String # | Inputs | Notes |
---|---|---|
01 |
| |
02 | ||
03 | ||
04 | ||
05 | ||
06 | ||
07 |
| |
08 | ||
09 | ||
10 |
| |
11 | ||
12 | ||
13 | ||
14 |
| |
15 | ||
16 | ||
17 |
| |
18 |
| |
19 |
| |
20 | ||
21 | ||
01 |
| |
02 | ||
03 |
| |
04 |
| |
05 |
Weak Attacks
5B
Toggle Hitboxes Toggle Hitboxes
|
---|
6B
Toggle Hitboxes Toggle Hitboxes
|
---|
2B
Toggle Hitboxes Toggle Hitboxes
|
---|
4B
Toggle Hitboxes Toggle Hitboxes
|
---|
8B
Toggle Hitboxes Toggle Hitboxes
|
---|
Running B
Toggle Hitboxes Toggle Hitboxes
|
---|
j.B
Toggle Hitboxes Toggle Hitboxes
|
---|
Strong Attacks
5A
Toggle Hitboxes Toggle Hitboxes
|
---|
6A
Toggle Hitboxes Toggle Hitboxes
|
---|
2A
Toggle Hitboxes Toggle Hitboxes
|
---|
4A
Toggle Hitboxes Toggle Hitboxes
|
---|
8A
Toggle Hitboxes Toggle Hitboxes
|
---|
Running A
Toggle Hitboxes Toggle Hitboxes
|
---|
j.A
Toggle Hitboxes Toggle Hitboxes
|
---|
Throws
5Y
Special
5X
Toggle Hitboxes Toggle Hitboxes
|
---|
2X
Toggle Hitboxes Toggle Hitboxes
|
---|
Strategy
Overall, Tayuya has much stronger defense and keep-out potential compared to her weaker offense. She has reliable whiff punishes off of her rather long normals and very far reaching giant moves, and her will basically hit anyone doing anything anywhere near her. Her is decently fast and has pretty good reward in a knockdown that either leads to an OTG (the best of which is charged ) or a wake-up-super on a techroll, and is safe against KNJ as well. The speed of her can make it win in situations where she's otherwise a little minus, like after the opponent blocks charged and starts pressing. and give her an extra layer of defense if people step around the giant or hit through it as it appears, and is a lower-risk retreating backflip that pairs well with 8A. And of course, her good crushes in 2B and 6B give her good reward as they beat out highs. j.B is a serviceable divekick that allows her to convert off of hard reads or get high damage punishes.
In terms of offense, she has some interesting tools that set her out from other characters: her running A has Guard frames which can barrel through hitboxes or projectiles that would otherwise keep other characters out, taking a place in her kit as an anti-zoning tool. Her running B is sped up from vanilla (though with somewhat reduced range in exchange) and serves as a tool that catches backdashes, whiff punishes well, and slams people out of the air reliably due to how high she jumps. Her 6B string can lead to a bit of a hitstun loop, as hitting 6BB or 6BBB, stopping, and repeating it will allow her to box out the opponent if they try to press anything. She can link charge 5A on 5BBBB and 6BBB. 6A and 2A cover large areas in front of her, but giant moves are overall weak to being stepped due to having a lot of startup. 5A and j.A will catch steps and almost always beat out the opponent's 4B, and j.A will crossup if she gets behind the opponent, which is easiest with a running jump. She also has a very unique callout tool in 2X-the giant unblockable hitbox means it's easy to whiff punish missed moves and bad movement, and she can use it offensively against scared opponents with running sidesteps into 2X. Additionally, 5A (and its charged variant) deal slightly more Guard Damage than normal moves, making it good to break the Guards of opponents who are scared to interrupt the startup.
Otherwise, her strings are rather weak and very punishable when the opponent counterplays correctly (stepping giants into 5B, stepping or backwalking 2BB, punching her out of 5A startup or punishing uncharged 5A on block). j.A is slightly minus on block. 5BBB is weak to jumpback, although 5BB4B forces block on it, and all of her string ending kicks are unsafe on block (though they do push, meaning they're much less safe against walls). 6B string gets Autoguarded with 4B rather easily. 5BBB, 6B, 6BB, 6BBBB, 2B, and uncharged 5A are all punishable on block while not pushing on block. Ring (like ) is easy to step and punish. Stepping 5BBBB and 6BBB nets a punish.
The most unique part of Tayuya's gameplay is her oki + backturn gameplan: her tracking 8A becomes unblockable when she's turned around, much like Itachi's. This leads to a very pressuring situation for the opponent that she can easily take advantage of with her other moves. She can stop the opponent from running directly at her with 5A or j.A, the latter becoming easy to crossup with when the opponent tries to move and respect the space the former covers (on top of its anti-air potential). All in all, this gameplan is very accessible to her, as she can very easily setup backturn from her neutral wins and oki, and even 5X leaves her backturned (5X into buffer jumpback 8A on landing is a reliable setup). She can also completely destroy neutral getup and wake-up-kick by doing a jump over jump-back j.A to force turnaround and make it unblockable.
Colors
Changes from Vanilla
- Health increased to 210 (up from 180).
- A majority of her moveset has increased damage. She can actually do just-frame supers, for example, that she couldn’t in vanilla due to her 5BB damage being too low. Just-frame supers start being an option at 6 hits ->BBX.
- All flute moves stagger on the last hit (did hitstun in vanilla, except charged which would launch). and its charged variant do extra Guard Damage.
- has much less recovery on hit, less recovery on block, vanilla recovery on whiff, and knocks down instead of staggering. Adjusted Guard to be present on frames 2-15 instead of 2-24. Does not crush during recovery frames.
- She has redesigned ring strings that give her more options on , , and , with , and A as options. and also have ring followups, with the added option of .
- Added and strings.
- now chains into as a string.
- Reduced recovery on , , , and all giant moves.
- and have increased hitstun and blockstun. Added weak attack voice clips.
- and added as modified versions of . Unsafe on block. Deals 16 damage and causes a stagger on hit.
- is replaced with a retreating backflip.
- is practically redesigned as a normal: the first hit lifts on block and the second gains some space. A strong combo tool that can loop into itself due to increased lift and adjusted hitboxes; the 2nd hit can be isolated from the first in combos.
- pushes on block, but is still unsafe. Does not high crush the whole recovery, unlike vanilla. Increased Guard Damage. Added strong attack voice clips. Adjusted the angle the opponent is sent at to be more consistent in wall combos or corner combos.
- starts up 2 frames faster, but range is reduced by 15%. Uses weak attack voice clips instead of strong ones.
- Added Guard frames to .
- has a modified descent angle. Plays the voice clip when the move starts.
- has less blockstun on the last hit.
Resources
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 |
---|---|---|---|---|
Malex | United States |
Unavailable | Malex ReplayTheater |
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
LilyHV | United States |
Unavailable | LilyHV ReplayTheater |