Super Naruto: Clash of Ninja 4/Tsunade

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Tsunade

SCON4 Tsunade Portrait.png
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 Y Button 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
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For all, can B ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 02-03, can B ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 02-03, can hold the fourth input to change the move's effect.
  • For CONR3 STRING.png 04-05, can B ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 04-05, can hold the third input to change the move's effect.
  • On holdable attacks:
    • Can still Hyuga Cancel, even while holding the button.
    • If partially charged, the move inflicts Confusion.
    • If fully charged, the move inflicts Confusion and is unblockable.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonA ButtonA Button
CONR3 STRING.png 06 ForwardB ButtonB Button
CONR3 STRING.png 07 ForwardB ButtonA ButtonB Button
  • Can ForwardB ButtonA ButtonHyuga Cancel
  • Can hold the second input to change the move's effect.
    • Can still Hyuga Cancel, even while holding the button.
    • If partially charged, the move inflicts Confusion.
    • If fully charged, the move inflicts Confusion and is unblockable.
CONR3 STRING.png 08 ForwardB ButtonA ButtonA Button
CONR3 STRING.png 09 DownB ButtonB Button
CONR3 STRING.png 10 DownB ButtonA ButtonA ButtonB Button
  • Can DownB ButtonB ButtonA ButtonHyuga Cancel
  • Can hold the third input to change the move's effect.
    • Can still Hyuga Cancel, even while holding the button.
    • If partially charged, the move inflicts Confusion.
    • If fully charged, the move inflicts Confusion and is unblockable.
CONR3 STRING.png 11 DownB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 12 A ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at A ButtonB Button(B Button)
  • For all, can A ButtonB ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 13-14, can A ButtonB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 13-14, can hold the fifth input to change the move's effect.
  • For CONR3 STRING.png 15-16, can A ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 15-16, can hold the fourth input to change the move's effect.
  • On holdable attacks:
    • Can still Hyuga Cancel, even while holding the button.
    • If partially charged, the move inflicts Confusion.
    • If fully charged, the move inflicts Confusion and is unblockable.
CONR3 STRING.png 13 A ButtonB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 14 A ButtonB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 15 A ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 16 A ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 17 A ButtonB ButtonA ButtonB Button
  • Can A ButtonB ButtonA ButtonHyuga Cancel
  • Can hold the third input to change the move's effect.
    • Can still Hyuga Cancel, even while holding the button.
    • If partially charged, the move inflicts Confusion.
    • If fully charged, the move inflicts Confusion and is unblockable.
CONR3 STRING.png 18 A ButtonB ButtonA ButtonA Button
CONR3 STRING.png 19 A ButtonA ButtonA ButtonB Button
  • Can A ButtonA ButtonA ButtonHyuga Cancel
  • Can hold the third input to change the move's effect.
    • Can still Hyuga Cancel, even while holding the button.
    • If partially charged, the move inflicts Confusion.
    • If fully charged, the move inflicts Confusion and is unblockable.
CONR3 STRING.png 20 A ButtonA ButtonA ButtonA Button
CONR3 STRING.png 21 ForwardA ButtonB Button
  • Can ForwardA ButtonHyuga Cancel
  • Can hold the first input to change the move's effect.
    • Can still Hyuga Cancel, even while holding the button.
    • If partially charged, the move inflicts Confusion.
    • If fully charged, the move inflicts Confusion and is unblockable.
CONR3 STRING.png 22 ForwardA ButtonA Button
CONR3 STRING.png 23 RunB ButtonB Button
CONR3 STRING.png 24 RunB ButtonA ButtonB Button
  • Can RunB ButtonA ButtonHyuga Cancel
  • Can hold the second input to change the move's effect.
    • Can still Hyuga Cancel, even while holding the button.
    • If partially charged, the move inflicts Confusion.
    • If fully charged, the move inflicts Confusion and is unblockable.
CONR3 STRING.png 25 RunB ButtonA ButtonA Button

Weak Attacks

5B

B Button
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 B Button(B Button) on whiff.

5BB is also -4 on block.

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 20 4 31 315 23 - -10
  • Description
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Low 18 3 37 255 18 - -20
  • Description
Flag Data
High Crush frames 16~32
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
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

UpB Button
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

RunB Button
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

Air AttackB Button
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

A Button
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

ForwardA Button
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
  • Can be Hyuga Cancel on frames 9~17, or as long as A Button is held. Fastest Hyuga Cancel completes in 19 frames.

Chargeable and can be Hyuuga cancelled. 1C inflicts a confusion status effect on the opponent which swaps their directional inputs. 2C is unblockable and swaps A and B instead of directional inputs.

Flag Data
High Crush frames 5~13
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
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

BackA Button
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 Y-Cancel into OTG damage
Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
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 SCON4 Shino Icon.png Shino bugs or SCON4 Shikamaru Icon.png Shikamaru 6B.

Flag Data
High Crush frames 36~51
Low Crush frames 11~35
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
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

Air AttackA Button
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

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Description

2Y

DownY Button
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

Air AttackY Button
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

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 80 Mid 19 3 37 - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
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" (Hyuga 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 5BBHyuga Cancel 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 2BAAHyuga Cancel 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

Default ()
Color 2 ()
Sakura Haruno ()
Shizune ()

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

Gameplay footage

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 SCON4 Tsunade Color 1.png Flag us.png
United States
Unavailable Malex matches

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