Super Naruto: Clash of Ninja 4/Tenten

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Summary

Acrobatic, annoying and armed to the teeth with knives and all kinds of sharp goodies, Tenten is one of the more dedicated zoners in SCON4. Tenten puts a clock on her opponents with constant chip damage from her multi-part j.A or leaves them swinging in the air by dancing away with her flips and j.B cross-ups.

Notes

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 02-05, switches sides with the final move.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonDownA Button
CONR3 STRING.png 04 B ButtonB ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonDownA Button
CONR3 STRING.png 06 B ButtonA Button
  • Switches sides with the final move.
CONR3 STRING.png 07 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 08 ForwardB ButtonB ButtonA Button
CONR3 STRING.png 09 DownB ButtonB ButtonB Button
CONR3 STRING.png 10 DownB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 11 DownB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 12 UpB ButtonB Button
CONR3 STRING.png 13 UpB ButtonA Button
CONR3 STRING.png 14 A ButtonA ButtonA ButtonA ButtonA ButtonX Button
  • Can only be used if the first move is fully charged.
  • Until the second-to-last move, Tenten can freely maneuver herself by holding a horizontal direction while pressing the button.
  • The final move requires 75% meter to be used.
CONR3 STRING.png 15 ForwardA ButtonB ButtonB ButtonB Button
CONR3 STRING.png 16 ForwardA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 17 ForwardA ButtonA Button
  • Switches sides with the final move.
CONR3 STRING.png 18 ForwardA ButtonDownA Button
CONR3 STRING.png 19 DownA ButtonA Button
CONR3 STRING.png 20 A ButtonA ButtonA ButtonA ButtonX Button
  • Until the second-to-last move, Tenten can freely maneuver herself by holding a horizontal direction while pressing the button.
  • The final move requires 75% meter to be used.

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11 High 14 4 28 - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.

5BB, 5BBB, and 5BBBB lead into flip with 5A, with the second and third having shuriken throws.

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Mid 18 6 28 - - - -

Lunging mid that is good at stuffing run-ins, but is unsafe on block.

Flag Data
High Crush frames 16~40
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10 Low 13 4 34 - - - -

Tenten’s best high crush and combo filler. Sweeps. 2BAA links to 5B, and 2BAY can be looped for up to 21~26 hits.

Flag Data
High Crush frames 10~34
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 34 3 34 - - - -

Mediocre guard frame attack that transitions from autoguard to high crushing.

Flag Data
High Crush frames 26~33
Autoguard frames 2~19
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
8×2 Mid, High 14 3(2)5 42 - - - -

Good launcher, decent on backturn, and also a decent anti-air. Can combo into itself and uniquely has a shorter recovery on hit and block than on whiff.

Flag Data
High Crush frames 38~55
Low Crush frames 10~37
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 High 19 6 29 - - - -

Flying kick. Knocks down.

Flag Data
High Crush frames 4~7
Low Crush frames 8~32
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
14 Mid 12 6 - - - - -

Spinning kick and Tenten’s best launcher. Use this after a grab or to whiff punish and link to a combo. The only limit in using this attack is your imagination.

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
5×2 - 20 - - - - - -

Shuriken throw. Charge it halfway to get a wave of knives that cover sidestep, charge it completely to get a longer 5A string with a second projectile followed by a teleport and the last attacks of her j.A string.

Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 Mid 31 6 32 - - - -

Tenten flips forward and slashes with a kunai. Tenten can use this to get out of backturn. Use this sparingly as it can be punished if read properly. Also leads into a string, but it’s unsafe on block.

Flag Data
High Crush frames 33~56
Low Crush frames 6~30
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
3, 5×(n) - 20 - - - - - -

Tenten sets a trap that lingers for a few seconds. The startup high crushes. Hold A to flip forward afterwards. An activated trap shoots multiple knives into the opponent knocking them into the air. Traps can be destroyed by special attacks.

Flag Data
High Crush frames 13~34
Low Crush frames 35~43
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
4×3 - 22 - - - - - -

Shotgun blast. Tenten quickly darts back and launches knives forward. Use this versus strings where the opponent does not step forward much or to evade approaches.

Flag Data
Low Crush frames 5~15
Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5×(n) - 10, 12, 13, 14 - - - - - -

Throw shuriken diagonally up. Good anti-air or for catching backturned, jumping opponents.

Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
7×2 - 16 - - - - - -

Running kunai throw. Tenten can get plus frames if the opponent blocks the projectile as she runs in, giving her an opportunity to perform a strike/throw mix.

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
5×2 - 8 - - - - - -

Air shuriken throws and one Tenten's most important zoning and whiff punish tools. j.A has a five-part string and Tenten can directionally influence her drift at each toss with 4 or 6. Can loop into itself or combo into 5B or a grounded 5BBX. Vulnerable to a punish if the opponent manages to sidestep out of the line of fire after Tenten jumps.

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

Twin Rising Dragons
X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 70 Mid 23 4 32 - - - -

Has a far-reaching lunge as the activator which can be used as a whiff punish tool against laggy moves.

Toggle Hitboxes
Toggle Hitboxes

j.X

Air AttackX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
77 - 2 - - - - - -
  • Costs 75% (3 bars) chakra

Tenten's alternate super. Tenten spins in the air shooting knives in a cone in front of her. Accessible from the string 5BB8X. Can catch approaches because it covers sidestep or be used to punish strings which Tenten can jump out of. Short-range and somewhat inconsistent on hit. Mostly used as a combo ender.

Toggle Hitboxes
Toggle Hitboxes

Strategy

Colors

Default ()
Color 2 ()
Shippuden ()
Color 4 ()

Changes from Vanilla

List may be outdated. Please feel free to update where necessary

  • New idle animation added
  • Health: increased from 185 to 205
  • Guard: increased from 1480 to 1640
  • Grabbable Moves: 5BB(A), 5BBB(A), 5AC(A), 5A2CA(A), 4A, 8A, RA, JA, JA(A), JAA(A), JAAA(A), JX, 8X
  • 5B: hand hitbox does not appear on the first frame; better advantage on block, more lift
  • 5B(B): appears and disappears a frame later, better advantage on block, more lift
  • 5BB(A): and 5BBB(A) are both 5BB(A), but 2A does 5BBB(A)
  • 5BBB(B): more lift
  • 6BB(B): does the spinning knockdown
  • 2B: sweeps
  • 2B(B): has more lift on hit
  • 2B(A): has less hitbox duration
  • 2BB(B): is an untechable bounce, pushes on block
  • 2BA(B): transition with B changed to be frames 32 (vanilla start) - 35 (when the second foot makes a dust cloud)
  • 8B: ends sooner and has more lift on hit
  • RB: made strong and pushes on block
  • JB: has one more frame active hitbox
  • 6A: Made a techable bounce and a high on the first frame only; the hitbox appears one frame sooner with slightly smaller hitboxes; stuns longer on non bounce hit
  • 6A(B): does 6B
  • 4A: activates automatically
  • A4A: does not high crush, can be grabbed
  • RA: can now be done at anytime during run and does not have to wait for a loop of the animation
  • JA: can transition faster; has forward or backwards momentum with 6 or 4
  • JA(A): can transition faster; has forward or backwards momentum with 6 or 4; knives do more damage
  • JAA(A): can transition faster; has forward or backwards momentum with 6 or 4; claws do more damage
  • JAAA(A): can transition faster; has forward or backwards momentum with 6 or 4; sickles do more damage
  • JAAAA(X): added as JX when having 75% meter
  • 5X: hitbox comes out two frames later and disappears one frame later, starts moving two frames earlier, bigger hitbox
  • 8X: does JX from the ground with modified momentum; requires and costs 75%
  • J6X: added where TenTen hops slightly forward before doing the super instead of slightly back
  • GRKnJ: moved further back; made a mid instead of a high

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