Super Naruto: Clash of Ninja 4/Temari

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Summary

Temari is an aerial combatant who makes use of her swooping Air AttackB Button, which auto-cancels when angled into the ground. She has one of the best supers in the game, summoning multiple whirlwinds with j.X, used to dole out massive punishes both offensively and defensively. Compared to Vanilla GNT4, Air AttackB Button has been nerfed in Super, making repeated Air AttackB Button hits more difficult and less rewarding, though it remains effective for finding openings and when used defensively. Temari has also received a handful of buffs to grounded strings which were forgettable in the base game.

Main strengths

  • The only 5B in the game that hits Low. Can meaty against wakeup kicks and jab also can't get high crushed in scrambles.
    • Her standing hurtbox during this move lets her actually get hit by moves that typically whiff when low crushing such as SCON4 Naruto Icon.png Naruto or SCON4 Neji Icon.png Neji 8B.
  • Very fast air attacks that let Temari punish lift mix with extended combos
  • Unique control over air movement with Air AttackB Button & Air AttackDownB Button glide
  • Wind cyclone attacks deal great chip damage and are hard to step
  • Two amazing supers, one of which gives her probably the best post-super OTG in the game that refunds its chakra costs
  • Low stats; Low health and relatively weak guard bar make her especially susceptible to guard breaks and maybe even subsequent TOD from string beast characters.

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 03 and CONR3 STRING.png 04, can hold the third input to change the move's effect.
    • However, a full charge will lock Temari out of the rest of the string.
  • For CONR3 STRING.png 03 and CONR3 STRING.png 05, the final move requires 100% meter to be used.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonA ButtonX Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonUpA ButtonA ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonB ButtonUpA ButtonA ButtonX Button
CONR3 STRING.png 06 B ButtonB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 07 B ButtonB ButtonA ButtonA ButtonForwardA Button
CONR3 STRING.png 08 ForwardB ButtonB Button
CONR3 STRING.png 09 ForwardB ButtonA ButtonA ButtonA Button
  • For CONR3 STRING.png 09 and CONR3 STRING.png 10, can hold the second input to change the move's effect.
    • However, a full charge will lock Temari out of the rest of the string.
  • For CONR3 STRING.png 10 and CONR3 STRING.png 12, the final move requires 100% meter to be used.
CONR3 STRING.png 10 ForwardB ButtonA ButtonA ButtonX Button
CONR3 STRING.png 11 ForwardB ButtonUpA ButtonA ButtonA Button
CONR3 STRING.png 12 ForwardB ButtonUpA ButtonA ButtonX Button
CONR3 STRING.png 13 DownB ButtonB ButtonB Button
  • Switches sides with the final move.
  • Leaves Temari in a backturned state upon completion.
CONR3 STRING.png 14 DownB ButtonB ButtonA Button
CONR3 STRING.png 15 DownB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 16 DownB ButtonA ButtonA ButtonA ButtonX Button
  • The final move requires 100% meter to be used.
CONR3 STRING.png 17 UpB ButtonB Button
  • Switches sides with the final move.
  • Leaves Temari in a backturned state upon completion.
CONR3 STRING.png 18 UpB ButtonA Button
CONR3 STRING.png 19 RunB ButtonB Button
CONR3 STRING.png 20 RunB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 21 RunB ButtonA ButtonA ButtonA ButtonX Button
  • The final move requires 100% meter to be used.
CONR3 STRING.png 22 Air AttackDownB ButtonY ButtonA ButtonB Button
  • If Temari crosses behind her opponent during the first move, she will autocorrect upon executing the second.
  • For CONR3 STRING.png 23, the final move requires 75% meter to be used.
CONR3 STRING.png 23 Air AttackDownB ButtonY ButtonA ButtonX Button
CONR3 STRING.png 24 Air AttackDownB ButtonY ButtonB Button
CONR3 STRING.png 25 A ButtonA ButtonA Button
  • Can hold the second input to change the move's effect, but a full charge will lock Temari out of the rest of the string.
  • For CONR3 STRING.png 26, the final move requires 100% meter to be used.
CONR3 STRING.png 26 A ButtonA ButtonX Button
CONR3 STRING.png 27 DownA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 28 DownA ButtonA ButtonA ButtonX Button
  • The final move requires 100% meter to be used.
CONR3 STRING.png 29 UpA ButtonA ButtonA Button
CONR3 STRING.png 30 UpA ButtonA ButtonX Button
  • The final move requires 100% meter to be used.
CONR3 STRING.png 31 Air AttackA ButtonB Button
CONR3 STRING.png 32 Air AttackA ButtonX Button
  • The final move requires 75% meter to be used.

Weak Attacks

5B

B Button
SCON4 Temari 5B.png
SCON4 Temari 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11 Low 15 3 28 - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
  • Only jab in the game that hits low. While safe from opposing high crush frames, Temari must beware against characters with good low crushes like Swordsmen or Kabuto UpB Button.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Temari 6B.png
SCON4 Temari 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 Mid 19 2 38 - - - -
  • Staggers on hit.

A forward leaning kick. Has offensive value because the B Button follow-up beats BackB Button's and counters, and can be used on reaction for such.

Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Temari 2B.png
SCON4 Temari 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Low 18 4 29 - - - -
  • Low, high crush
Flag Data
High Crush frames 14~40
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
SCON4 Temari 4B.png
SCON4 Temari 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 33 3 46 - - - -

Guard frame attack. On hit, can be linked into B Button for a combo.

Flag Data
Low Crush frames 23~45
Autoguard frames 2~23
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Temari 8B.png
SCON4 Temari 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 High 22 4 38 - - - -
  • Lifts on block and high crushes. UpB ButtonB Button crosses up on block.
Flag Data
High Crush frames 8~21
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Temari runB.png
SCON4 Temari runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 High 19 4 39 - - - -
  • A backflip kick that lifts, and can link with a well-timed B Button to lead to a full combo.
Flag Data
High Crush frames 9~11, 37~48
Low Crush frames 16~36
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
SCON4 Temari jB.png
SCON4 Temari jB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11 Mid 12 19 27 - - - -
  • Spinning launch.

Temari's do-everything fan divekick. Auto-cancels into the ground when used low to the ground, giving frame advantage depending on height. Angle and spacing can be played with by using neutral, backward, forward, or running jump. Can even be used defensively to interrupt strings which lift Temari into the air.

Toggle Hitboxes
Toggle Hitboxes

j.2B

Air AttackDownB Button
SCON4 Temari j2B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
0 - - - - - - - -
  • Glide, can be canceled with Y Button
Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
SCON4 Temari 5A.png
SCON4 Temari 5A hitbox.png
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Uncharged - - 30 - - - - - -
Charged - - - - - - - - -
  • Slowly fan out a wind gust. Has A ButtonA ButtonA Button string. Does lots of damage both on hit and on block.
  • Charge A Button throws a larger wind gust that moves faster and deals more damage (and more chip damage by extension).
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
SCON4 Temari 6A.png
SCON4 Temari 6A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
29 Mid 30 5 43 - - - -
  • Untechable knockdown on hit

Slow fan slam. Generally unsafe and easy to avoid. Causes a hard knockdown and deals a lot of damage.

Flag Data
High Crush frames 6~11, 40~59
Low Crush frames 12~39
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
SCON4 Temari 2A.png
SCON4 Temari 2A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
24 - 26 5 56 - - - -
  • Cannot be Y-Cancel

Spinning whirlwind attack. Deals a lot of damage and catches most substitutions. Unblockable if Temari is backturned.

Flag Data
High Crush frames 21~67
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
SCON4 Temari 4A.png
SCON4 Temari 4A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 11 25 14 - - - -

Counter Move

  • Untechable knockdown on activation
  • Leads to OTG with DownA Button
Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
SCON4 Temari 8A.png
SCON4 Temari 8A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
6×(n) - 30 - - - - - -
  • Temari fans wind gusts up. Has a string in UpA ButtonA ButtonA Button.
Flag Data
High Crush frames 12~19
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
SCON4 Temari runA.png
SCON4 Temari runA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Low 12 11 37 - - - -
  • Running slide, sweeps
Flag Data
High Crush frames 5~36
Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
SCON4 Temari jA.png
SCON4 Temari jA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 23 - - - - - -
  • Aerial wind gust which pushes Temari back.
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

Special

5X

X Button
SCON4 Temari 5X.png
SCON4 Temari 5X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 25 32 31 - - - -
  • Costs 100% (4 bars) chakra

Cinematic super with a unique projectile activator. It has extreme range, is hard to jump over and can be used as a WUS that's safe to WUK if spaced properly.

Toggle Hitboxes
Toggle Hitboxes

j.X

Air AttackX Button
SCON4 Temari jX.png
SCON4 Temari jX hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
73? - 7 - - - - - -
  • Requires 75% (3 bars) chakra
  • Realtime super, however disables emergency teching and KnJ on hit

Temari summons two large cyclones that slowly move forward. A blockable air projectile super, but still an incredible super that's a big part of the reason why she is a monster of a character.

j.X is very fast to where it can punish many lift strings, deals lots of chip damage if blocked, has great corner carry and most importantly, Temari can get extra change off of the super with a dash forward followed by an OTG A ButtonA ButtonA Button that still cannot be substituted. Since the super does so many hits, the combo chakra scaling will make the OTG followups generate a massive amount of meter for her, sometimes even enough to fill her bar to 100% to have it stocked for the next time she lands a hit or to checkmate with WUS right after. Even better, basically any juggle Temari does can combo into this with a Y-Cancel since it only costs 75%. Must be abused to the fullest whenever possible.

Toggle Hitboxes
Toggle Hitboxes

Strategy

Temari's neutral largely revolves around use of her Air AttackB Button. When used low to the ground, Temari will land early in the animation after the hitbox appears, canceling the laggy ending of the move. If she hits the opponent's guard, she is likely to have frame advantage, with the amount of advantage depending on the height at which the attack connects and assuming she does manage to cancel the endlag of the move. If she scores a hit, the move leads to a combo, usually either B Button, another Air AttackB Button, DownA Button to catch a substitution, or Air AttackX Button for a big punish.

The frame advantage from a blocked Air AttackB Button leads to a strike/throw mix, with Temari threatening both another attack or a grab. Repeated Air AttackB Button's into the opponent's guard recreate this mix every time one is blocked. Counterplay to an impending Air AttackB Button includes air throw, anti-airs, or sidestepping after Temari jumps to put her angle of attack off axis.

While grounded, Temari's attacks are generally slow or situational. Her backdash is one of the farthest in the game, allowing her to quickly retreat from the opponent. Temari can use UpB ButtonB Button to cross-up the opponent on block and, as with ForwardB ButtonB Button, the teleport finisher punishes substitutions and BackB Button attempts.

Temari has a multi-part aerial string which makes it difficult for the defender to react to her in the air. Air AttackB Button always completes the string but can be continued off of any combination of her glide (Air AttackDownB Button) or projectile (Air AttackA Button). All three moves adjust her positioning in the air, and the glide can be cancelled with Y Button (which also turns Temari to face the opponent); different heights for Air AttackB Button will affect how far she flies. She can also double jump before starting her aerial string.

In addition to being able to run away by using Air AttackDownB Button, Temari has some of the best defensive options in the game. Air AttackB Button interrupts almost every block string that lifts her into the air, as does Air AttackX Button.

Air AttackX Button cost only 75% meter and, not only does the attack deal out a significant amount of damage itself, but the duration of the move allows Temari to follow-up with attacks to deal more damage and build meter. If the opponent does not fall out early, Temari can dash forward and connect with the entirety of A ButtonA ButtonA Button, all hitting as on-the-ground (OTG) hits. This usually builds back most or all of Temari's meter. If she doesn't have enough time for the full string, Temari can hit with RunA Button, Air AttackB Button or just B Button.

Timing Air AttackB Button loops: After a spinning launch, a second spinning launch will instead cause a normal launch. Spinning launches send the victim higher. Thus, Air AttackB Button loops will have a "two, one-two, one-two" rhythm (every "two" launches higher and is then followed by a longer pause before repeating Air AttackB Button).

Colors

Default ()
Chunin Exams ()
Shippuden ()
Color 4 ()

Changes from Vanilla

(Note: Changelist may be outdated)

  • Grabbable Moves: 5A(A), 5AA(A), 2A, 8A, 8A(A), 8AA(A), JA
  • 5B: hitbox appears for 1 more frame; two frames more blockstun
  • 5BB(A): Does chip damage
  • 5BBA(A): Does chip damage
  • 5BBAA(A): is 2B(A); can hold 6 at startup to do 6A
  • 6B: given stagger, made weak on block from strong; ends 5 frames sooner; more lift
  • 6B(B): changes to 8B(B); 3 grabbable frames on the startup; made strong
  • 4B: guard frames extended from 1-18 to -22, ends earlier, more lift, grabbable; 7 frames less blockstun
  • 2B(A): replaced with 2A; follow ups adjusted to be in line with raw 2A
  • 2BB(A): increased in damage by 7
  • 8B(B): replaced by Act4A; has three grabbable frames at the startup; made strong
  • RB: ends about 12 frames sooner
  • JB: does 10 damage (from 16) and 11 block damage (from 16) but has the same guard stun; hitbox removed from head and butt; less lift
  • J2B: added with as a glide that can be cancelled early with Y which has A and B follow ups and always faces the opponent
  • 5AAX: is a new string
  • 6A: is an untechable bounce; does 7 more damage
  • 4A: window improved
  • A4A: is unblockable, can't be subbed or teched; made strong
  • 2A: in string ends sooner; transitions to A follow ups slower (same as raw 2A)
  • 8AAX: is a new string
  • JAX: is a new string
  • RA: hitbox duration increased by 1 frame, last three active frames are untechable, move is no longer immune to highs as she stands up
  • 5X: starts moving three frames sooner; drains all meter on miss or hit from Temari
  • GRKnJ: hitbox duration increased by one frame, travel time is one frame longer

Resources

Gameplay footage

Lemo vs Abbock (Combo Breaker 2022 Grand Finals)

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
LeeShmow SCON4 Temari Color 4.png Flag us.png
United States
Unavailable Tournament Footage
Lemo SCON4 Temari Color 2.png Flag us.png
United States
Unavailable Tournament Footage

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