Super Naruto: Clash of Ninja 4/Tayuya

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Tayuya

SCON4 Tayuya Portrait.png
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
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 02, can hold the final input to change the move's effect.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 04 B ButtonB ButtonBackB Button
CONR3 STRING.png 05 B ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 06 ForwardB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 07 ForwardB ButtonB ButtonB ButtonA Button
  • Can hold the final input to change the move's effect.
CONR3 STRING.png 08 ForwardB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 09 DownB ButtonB ButtonB Button
CONR3 STRING.png 10 DownB ButtonB ButtonDownA ButtonX Button
  • The final move requires 100% meter to be used.
CONR3 STRING.png 11 DownB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 12 DownB ButtonA Button
CONR3 STRING.png 13 UpB ButtonB Button
CONR3 STRING.png 14 UpB ButtonDownA ButtonX Button
  • The final move requires 100% meter to be used.
CONR3 STRING.png 15 UpB ButtonCONR3 TO.pngRing
CONR3 STRING.png 16 ForwardA ButtonA ButtonA Button
CONR3 STRING.png 17 ForwardA ButtonA ButtonDownA ButtonX Button
  • The final move requires 100% meter to be used.
CONR3 STRING.png 18 ForwardA ButtonDownA ButtonX Button
  • The final move requires 100% meter to be used.
CONR3 STRING.png 19 DownA ButtonX Button
  • The final move requires 100% meter to be used.
CONR3 STRING.png 20 UpA ButtonB Button
CONR3 STRING.png 21 UpA ButtonA Button
Ring 01 A Button
  • Can hold the input to change the move's effect.
Ring 02 ForwardA ButtonA ButtonA Button
Ring 03 ForwardA ButtonA ButtonDownA ButtonX Button
  • The final move requires 100% meter to be used.
Ring 04 ForwardA ButtonDownA ButtonX Button
  • The final move requires 100% meter to be used.
Ring 05 UpA ButtonB Button

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11 High 15 2 29 - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
  • decent range. B Button(B Button) has good range and greatly reduced recovery from vanilla, making it safe to stop blockstrings on.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11 Mid 18 2 36 - - - -

A quick lunge into a pseudo-jab string, which is overall weaker than B Button strings despite similar functionality. High crushes on frame 7 and hits as a Middle on frame 18, making it very good in close range scrambles.

Flag Data
High Crush frames 8~19
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Low 19 4 38 - - - -
  • A low-to-the-ground sweep with long range. Leaves her open on whiff. DownB ButtonA Button string is faster and more reliable anti-KnJ than other strings into A Button.
Flag Data
High Crush frames 11~38
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 Mid 27 4 Varies - - - -

A reelback elbow slam. One of the better 4B's in the game, also has low crush frames and groundbounces on hit. Recovers the fastest on hit, slower on block, and is very punishable on whiff.

Flag Data
Low Crush frames 15~24
Autoguard frames 2~15
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
9, 16 Mid 15 4(4)3 35 (whiff) - - - -
  • Tayuya's best normal, a flip kick with the same startup as B Button. Extremely good anti-air ability, and allows UpB Button loops or links into B Button. Has slightly extra recovery on whiff. Has DownA Button as a followup option, like the vanilla string.
Flag Data
Low Crush frames 14~37
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 High 20 5 36 - - - -

Leaping kick that knocks down. Reaches pretty high into the air, making it a pretty good anti air (a unique attribute for a running attack).

Flag Data
High Crush frames 4~10, 35~49
Low Crush frames 11~34
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 25 Until landing - - - - -
  • A divekick knee attack, much like Shikamaru's. Usually needs to Y-Cancel to combo.
Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
4×5 Mid 33 2,2(1)2(1)2(1)2 28 - - - -
  • A 5-hit sound blast with her flute. Staggers on grounded and can y-cancel on airborne hits. The charged version is not punishable on block and hits 7 times.
Flag Data
Throw Immunity none
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 - 29 - - - - - -
  • Summons a demon slash. Has strings of its own, and has enough hitstun to link run up B Button or DownB Button.
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 - 28 - - - - - -
  • Summons an uppercut demon slash that does spinning launch. Has a string into 2X, but it can link into 5X as well.
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 11 25 - - - - Unblockable

Simple counter that leads to a larger, unblockable version of 5A upon catch.

Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 29 - - - - - -
  • A tracking attack that summons a downward-slashing demon. Staggers on hit. Anti-airs well. Becomes unblockable on backturn.
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Mid 26 4 29 - - - -

Leaping slam that does a large groundbounce on hit that starts a combo if unteched. Also uniquely has guard frames that make it strong to approach with.

Flag Data
High Crush frames 4~9
Autoguard frames 11~32
Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 25 - - - - - -
  • An airborne 5-hit sound blast with her flute. One of the better jump moves in the game; last hit causes a stagger.
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 - - - -
  • Description

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 49 Mid 23 4 32 - - - -
  • Activated by a spinning strike with her flute arm. Acts as a reliable WUS and, despite its low damage, brings great utility due to draining 100% meter and leaving Tayuya backturned.
Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 76 Mid 26 12 36 - - - -
  • Activated with a huge flute hitbox (based on A Button). One of the best super activators in the game on top of being a high-damage super, but can be thrown on startup.
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 Air AttackA Button will basically hit anyone doing anything anywhere near her. Her BackB Button is decently fast and has pretty good reward in a knockdown that either leads to an OTG (the best of which is charged A Button) or a wake-up-super on a techroll, and is safe against KNJ as well. The speed of her BackB Button can make it win in situations where she's otherwise a little minus, like after the opponent blocks charged A Button and starts pressing. UpA ButtonCONR3 STRING BREAK.pngB Button and ForwardA ButtonCONR3 STRING BREAK.pngB Button give her an extra layer of defense if people step around the giant or hit through it as it appears, and UpA ButtonCONR3 STRING BREAK.pngA Button 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 UpA ButtonCONR3 STRING BREAK.pngB Button (like B ButtonCONR3 STRING BREAK.pngB ButtonCONR3 STRING BREAK.pngUpA ButtonCONR3 STRING BREAK.pngB Button) 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

Default ()
Color 2 ()
No Curse Seal ()

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 A Button which would launch). A Button and its charged variant do extra Guard Damage.
  • BackB Button 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 B ButtonB ButtonA Button, B ButtonB ButtonB ButtonA Button, and ForwardB ButtonB ButtonA Button, with A Button, ForwardA Button and UpA as options. UpB ButtonA Button and DownB ButtonB ButtonA Button also have ring followups, with the added option of DownA Button.
  • Added ForwardA ButtonDownA Button and ForwardA ButtonA ButtonDownA Button strings.
  • DownA Button now chains into DownX Button as a string.
  • Reduced recovery on B ButtonB Button, DownB Button, UpB Button, and all giant moves.
  • B ButtonB ButtonB ButtonB Button and ForwardB ButtonB ButtonB Button have increased hitstun and blockstun. Added weak attack voice clips.
  • UpA ButtonB Button and ForwardA ButtonB Button added as modified versions of B ButtonB ButtonB ButtonB Button. Unsafe on block. Deals 16 damage and causes a stagger on hit.
  • UpA ButtonA Button is replaced with a retreating backflip.
  • UpB Button 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.
  • UpB ButtonB Button 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.
  • RunB Button starts up 2 frames faster, but range is reduced by 15%. Uses weak attack voice clips instead of strong ones.
  • Added Guard frames to RunA Button.
  • Air AttackB Button has a modified descent angle. Plays the Y Button voice clip when the move starts.
  • Air AttackA Button has less blockstun on the last hit.

Resources

Gameplay footage

Tayuya Replaytheater

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 SCON4 Tayuya Color 1.png Flag us.png
United States
Unavailable Malex ReplayTheater
Name Usual Color Region Contact Example Play
LilyHV SCON4 Tayuya Color 2.png Flag us.png
United States
Unavailable LilyHV ReplayTheater

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