Tsunade
|
|
Health:
|
220
|
Guard Gauge:
|
1760
|
Backdash Type:
|
Normal
|
Summary
Tsunade reflects her status as one of the strongest characters in the Naruto canon with high damage, guard breaks and attacks which literally send the victim flying across the screen. Primarily a close-range brawler, Tsunade utilizes mix-ups stemming from her feints, unblockable charge attacks, and grabs. In addition, her medical ninjutsu supplies her with some unique mechanics -- certain A attacks cause the Confusion status effect while holding the button and her 2X is her Mitotic Regeneration Jutsu, a once-a-round HP recovery. If you like punching holes through your enemies, the Godaime might be the character for you.
Character Traits
- Strings are pretty tight on block, can be hard to step or jump out if there are even gaps at all.
- Mixups galore. Tsunade's moveset and strings are chock full of Hyuuga cancels with very little minus frames and instant guard crushing / unblockable attacks.
- One of the only two characters who can heal missing health in the middle of a round.
Notes
- Hyuuga Cancels: Tsunade is able to cancel the startup or charge of some of her attacks back into a neutral state by pressing during them.
- Confusion: Some of Tsunade's moves can scramble the opponent's inputs, inverting either buttons or directions.
- Tsunade's RKnJ is her 8A.
String List
String #
|
Inputs
|
Notes
|
01
|
|
- Cancellable at ()
- For all, can
- For 02-03, can
- For 02-03, can hold the fourth input to change the move's effect.
- For 04-05, can
- For 04-05, can hold the third input to change the move's effect.
- On holdable attacks:
- Can still , even while holding the button.
- If partially charged, the move inflicts Confusion.
- If fully charged, the move inflicts Confusion and is unblockable.
|
02
|
|
03
|
|
04
|
|
05
|
|
06
|
|
|
07
|
|
- Can
- Can hold the second input to change the move's effect.
- Can still , even while holding the button.
- If partially charged, the move inflicts Confusion.
- If fully charged, the move inflicts Confusion and is unblockable.
|
08
|
|
09
|
|
|
10
|
|
- Can
- Can hold the third input to change the move's effect.
- Can still , even while holding the button.
- If partially charged, the move inflicts Confusion.
- If fully charged, the move inflicts Confusion and is unblockable.
|
11
|
|
12
|
|
- Cancellable at ()
- For all, can
- For 13-14, can
- For 13-14, can hold the fifth input to change the move's effect.
- For 15-16, can
- For 15-16, can hold the fourth input to change the move's effect.
- On holdable attacks:
- Can still , even while holding the button.
- If partially charged, the move inflicts Confusion.
- If fully charged, the move inflicts Confusion and is unblockable.
|
13
|
|
14
|
|
15
|
|
16
|
|
17
|
|
- Can
- Can hold the third input to change the move's effect.
- Can still , even while holding the button.
- If partially charged, the move inflicts Confusion.
- If fully charged, the move inflicts Confusion and is unblockable.
|
18
|
|
19
|
|
- Can
- Can hold the third input to change the move's effect.
- Can still , even while holding the button.
- If partially charged, the move inflicts Confusion.
- If fully charged, the move inflicts Confusion and is unblockable.
|
20
|
|
21
|
|
- Can
- Can hold the first input to change the move's effect.
- Can still , even while holding the button.
- If partially charged, the move inflicts Confusion.
- If fully charged, the move inflicts Confusion and is unblockable.
|
22
|
|
23
|
|
|
24
|
|
- Can
- Can hold the second input to change the move's effect.
- Can still , even while holding the button.
- If partially charged, the move inflicts Confusion.
- If fully charged, the move inflicts Confusion and is unblockable.
|
25
|
|
Weak Attacks
5B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
11
|
High
|
14
|
3
|
23
|
165
|
20
|
-
|
-4
|
- Primary Jab.
- Can go into () on whiff.
5BB is also -4 on block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
6B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
15
|
Mid
|
20
|
4
|
31
|
315
|
23
|
-
|
-10
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
2B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
12
|
Low
|
18
|
3
|
37
|
255
|
18
|
-
|
-20
|
Flag Data
High Crush
|
frames 16~32
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
4B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
24
|
Mid
|
29
|
3
|
41
|
510
|
28
|
-
|
-14
|
Guard frame attack. Pushes on block or sends the opponent flying on a hit.
Flag Data
Autoguard
|
frames 2~16
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
8B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
5, 35 [19]
|
Mid
|
15
|
7
|
33
|
75
|
23
|
-
|
-15
|
Blockable hit-grab when close, spinning launch on hit with the "sour spot", when further from the opponent
Flag Data
Low Crush
|
frames 16~
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Running B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
17
|
Mid
|
20
|
2
|
44
|
330
|
23
|
-
|
-21
|
Bounces and has a follow-up string. Perfect wr.B(A) hyuuga cancel is +2 on block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
21 [10]
|
Mid
|
25
|
Until landing
|
-
|
390, 150
|
23
|
-
|
-10
|
- Spinning launch on hit
- Can have trajectory steered by holding [4] or [6]
Tsunade flips and punches in the air and then the ground upon landing, which causes a 360° shockwave on the ground around her. The strike on any hit or shockwave on airborne hit launches the opponent, while the shockwave on grounded hit just deals long hitstun to a grounded opponent.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Strong Attacks
5A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
11
|
Mid
|
16
|
3
|
30
|
240
|
18
|
-
|
-13
|
An alternate "jab" for Tsunade
|
|
Toggle Hitboxes Toggle Hitboxes
|
6A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
10 [15] [20]
|
High
|
18
|
2
|
34
|
150
|
18
|
-
|
-18
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
2A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
10 [15]
|
Mid
|
26
|
2
|
47
|
150 [0]
|
23
|
-
|
-24
|
Tsunade creates a fissure in the ground. The outer hitbox does very little damage but restands the victim on hit with the feet stuck animation. This tip hitbox is Tsunade's only attack that deals chip damage. The inner fissure hitbox sweeps the opponent. There is also a shockwave around Tsunade which sweeps the opponent.
|
|
Toggle Hitboxes Toggle Hitboxes
|
4A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
10
|
26
|
14
|
-
|
-
|
-
|
-
|
Counter Move
- Teleports Tsunade behind the opponent with her back turned and she strikes behind her causing a hard knockdown
- Works on projectiles
- Allows for into OTG damage
|
|
Toggle Hitboxes Toggle Hitboxes
|
8A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
21
|
Mid
|
22
|
12
|
31
|
465
|
28
|
-
|
-13
|
- Deflects projectiles
- Pushes on block
An odd airborne lunging kick that is a great neutral button for Tsunade due to the travel speed, distance, active frames, and ability to high profile and even cleanly blow through deflectable projectiles too if timed properly. At -13, there are a small handful of characters who can hard punish this after blocking it, but most of the time it'll be hitting late into the active frames where it is almost guaranteed to be safe on block on top of dealing big guard bar damage. Sees use in certain matchups as well such as to go over Shino bugs or Shikamaru 6B.
Flag Data
High Crush
|
frames 36~51
|
Low Crush
|
frames 11~35
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Running A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
28
|
High
|
26
|
9
|
37
|
570
|
22
|
-
|
-22
|
Big wind up punch, big damage on hit and big guard bar damage on block.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
5, 35
|
Mid
|
25
|
Until landing
|
-
|
-
|
-
|
-
|
-
|
Unblockable command grab with hyper armor
|
|
Toggle Hitboxes Toggle Hitboxes
|
Throws
5Y
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
20
|
-
|
1
|
1
|
48
|
-
|
-
|
-
|
-
|
|
|
2Y
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
30
|
-
|
1
|
1
|
48
|
-
|
-
|
-
|
-
|
Side-switching slam throw
|
|
j.Y
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Unique air throw which results in a hard knockdown directly behind Tsunade
|
|
Special
5X
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
10, 80
|
Mid
|
19
|
3
|
37
|
-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
2X
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
30 Total
|
-
|
-
|
-
|
-
|
Tsuande's Mitotic Regeneration Jutsu. Requires a full bar of chakra to heal 100 HP (just under half Tsunade's healthbar. Can only be activated once a round. After a short cutscene, Tsunade will slowly begin regaining up to 100 HP, (just under half her max life bar). This jutsu does not require a super activator to hit the opponent; it activates at the end of her stance, though she uses her chakra immediately.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Strategy
A diagram of Lady Tsunade's Hyuuga cancels
Tsunade can feint or "Hyuuga-cancel" () certain attacks during startup. A attacks which can be feinted can also be charged to inflict Tsunade's confusion status effect with their second level charges being unblockable, creating a threatening mixup between straight forward attacks, grabs, and unblockable attacks. A single charge (1C) swaps the victims directional inputs (both left/right and up/down) and two charges (2C) swaps button presses (A/B and Y/X).
Her 5BBBB string is one of the strongest in the game and is close to a true blockstring, depending on the speed of the opponent's 4B. The 5BB is likely Tsunade's best feint as well due to its placement at the start of the string where the defender may not have good options aside from blocking.
Tsunade's big punch ending the 5ABAA string is an auto-shield break, making it a high-reward mix-up which can be used occasionally to break down an overly defensive opponent. However, it can be avoided and punished on reaction.
- 2BAAB sends the victim flying allowing Tsunade to meterlessly link combos, including to 2A. Tsunade may also predict and punish substitution using the 2BAA Hyuuga-cancel.
- 6BB is a short punish which launches the opponent.
- 6BAA is another short string with multiple applications as a block string or punish.
- The first A can be charged, cancelled, or continued to the last A for Tsunade's finger-flick capture-state, resulting in a hard knockdown.
- The 8B hit-grab deals a high amount of unnscaled, unsubbable damage and is a good combo finisher. Used on an opponent below KnJ chakra, it results in a hard knockdown.
- Tsunade can 5X directly following 2Y with proper timing.
- 2X can be used to recover from life deficits that may otherwise be difficult to overcome. Tsunade can find time to 2X after launching the opponent or when she has enough distance to keep her safe from having the startup interrupted.
Hyuuga Cancel frame data
Below is a list of Tsunade's advantage on block from her string Hyuuga cancels. All values are if the attack is Hyuuga cancelled on the first frame possible
- 5BB(A): Cancel possible on frame 9, -5 on block
- 6B(A): Cancel possible on frame 12, -3 on block
- 2BA(A): Cancel possible on frame 12, -7 on block
- 5AB(A): Cancel possible on frame 9, -2 on block
- 5AA(A): Cancel possible on frame 12, -7 on block
- 5AB(B): -11 on block
- 5ABB(A): Cancel possible on frame 9, -5 on block
- wrB(A): Cancel possible on frame 9, +2 on block
Colors
Changes from Vanilla
- Air Throw added; does modified activated JA
- New walking animation added
- Health: increased from 210 to 220
- Guard: increased 1680 to 1760
- Grabbable moves: 2A
- 5B: hitbox appears one frame sooner, elbow hitbox removed; hand hitbox larger on frame 2
- 5B(B): can be hyuuga-cancelled
- 5BB(A): charge time reduced by 2; ends two frames sooner to match animation
- 6B: stuns longer; hitboxes slightly larger
- 2B(B): pushes back on block
- 2BA(A): charge time reduced by 1
- 8B: The first hitbox frame is an untechable hitgrab which performs Tsunade's air throw. The remainder of the attack is unchanged from Vanilla
- RB: first hitbox frame is a high, untechable bounce and second frame is a mid techable bounce; hitbox disappears one frame earlier
- RB(A): has more lift on hit hitbox adjusted to not hit OTG
- JB: landing hit has one more frame duration; grabbable; more stun
- JA: is unblockable; has 10 frames super armor on startup, has forward or backwards momentum with 6 or 4; three frames less landing lag
- 5A: hand hitbox does not appear on the first frame; slightly more lift
- 5A(B): stuns longer; knee hitbox does not appear on the first frame; slightly more lift
- 6A: Instead performs the chargeable confusion attack 2BA(A)
- 4A: window improved; works against projectiles
- Act4A: comes out faster, unblockable, untechable, and unsubbable, teleports closer to opponent
- 2A: cannot be teched
- RA: made a hard knockdown; hitbox appears one frame later; elbow hitbox moved to waist; done in a combo is not a hard knockdown and is an instant guard break
- ActJA: can be subbed later
- 2Y: is a slam throw
- 2X: Kick replaced with Tsunade's Y-cancel stance with no attack. Activates without hitting someone.
- GRKnJ: replaced with 8A animation
Resources
Tsunade 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
|
|
United States
|
Unavailable
|
Malex matches
|
Navigation
General
|
|
Characters
|
|
Archived Information
|
|