Super Naruto: Clash of Ninja 4/Zabuza

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Summary

"The Demon of the Hidden Mist" was generally overshadowed in Vanilla GNT4 by his fellow swordsman, SCON4 Kisame Icon.png Kisame. Both were very similar, characterized by their big hitboxes, damage, and slow attacks, though Zabuza lacked his counterpart's crucial chakra drain without much else to make up for it. In Super, Zabuza is one of the more dramatically re-worked characters. Compared to Kisame, Zabuza benefits from better movement options, such as 4A and running A teleports, new and improved strings on block, his 8A anti-KNJ, and a 4X reversal. A moveset befitting a master of stealth and murder.

Character Traits

  • Very high guard damage strings. Zabuza can easily guard break opponents with just one or two if the opponent doesn't do the proper escapes.
  • Combo demon. Zabuza has such a wide array of EMPIRE combo routes possible that can also bait & punish KnJ in the middle (8B, 8A, j.6A) and also end in super because he has two 3-bar supers (Y-Cancel > super is easy).
  • Two reversal supers, one of them safe on block and the other can guard crush on block.
  • Decent okizeme mix between j.A being plus or even Phantom Sword unblockable, and 6[A] guard crush

Super Cancel Points

  • B Button(B Button)

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 02-04, can hold the fourth input to change the move's effect.
    • However, a full charge will send the opponent too far for the rest of the string to connect.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA ButtonA ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonA ButtonA ButtonA ButtonDownA Button
CONR3 STRING.png 05 B ButtonB ButtonA ButtonA ButtonB Button
CONR3 STRING.png 06 B ButtonB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 07 B ButtonB ButtonA ButtonA ButtonDownA Button
CONR3 STRING.png 08 B ButtonForwardB Button
CONR3 STRING.png 09 B ButtonA ButtonA ButtonB Button
CONR3 STRING.png 10 B ButtonA ButtonA ButtonA Button
CONR3 STRING.png 11 B ButtonA ButtonA ButtonDownA Button
CONR3 STRING.png 12 ForwardB ButtonB Button
CONR3 STRING.png 13 ForwardB ButtonA ButtonA ButtonA ButtonB Button
  • Can hold the second input to change the move's effect.
    • However, a full charge will send the opponent too far for the rest of the string to connect.
CONR3 STRING.png 14 ForwardB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 15 ForwardB ButtonA ButtonA ButtonA ButtonDownA Button
CONR3 STRING.png 16 BackB ButtonB ButtonB Button
CONR3 STRING.png 17 BackB ButtonB ButtonA ButtonA ButtonA ButtonB Button
  • Can hold the third input to change the move's effect.
    • However, a full charge will send the opponent too far for the rest of the string to connect.
CONR3 STRING.png 18 BackB ButtonB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 19 BackB ButtonB ButtonA ButtonA ButtonA ButtonDownA Button
CONR3 STRING.png 20 BackB ButtonA ButtonA ButtonB Button
CONR3 STRING.png 21 BackB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 22 BackB ButtonA ButtonA ButtonDownA Button
CONR3 STRING.png 23 DownB ButtonB Button
CONR3 STRING.png 24 UpB ButtonA ButtonB Button
CONR3 STRING.png 25 UpB ButtonA ButtonA Button
CONR3 STRING.png 26 UpB ButtonA ButtonDownA Button
CONR3 STRING.png 27 A ButtonA ButtonA ButtonB Button
CONR3 STRING.png 28 A ButtonA ButtonA ButtonA Button
CONR3 STRING.png 29 A ButtonA ButtonA ButtonDownA Button
CONR3 STRING.png 30 A ButtonB ButtonB Button
CONR3 STRING.png 31 A ButtonB ButtonA ButtonA ButtonA ButtonB Button
  • Can hold the third input to change the move's effect.
    • However, a full charge will send the opponent too far for the rest of the string to connect.
CONR3 STRING.png 32 A ButtonB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 33 A ButtonB ButtonA ButtonA ButtonA ButtonDownA Button
CONR3 STRING.png 34 ForwardA ButtonA ButtonA ButtonB Button
  • Can hold the first input to change the move's effect.
    • However, a full charge will send the opponent too far for the rest of the string to connect.
CONR3 STRING.png 35 ForwardA ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 36 ForwardA ButtonA ButtonA ButtonA ButtonDownA Button
CONR3 STRING.png 37 DownA ButtonA ButtonB Button
CONR3 STRING.png 38 DownA ButtonA ButtonA Button
CONR3 STRING.png 39 DownA ButtonA ButtonDownA Button

Weak Attacks

5B

B Button
SCON4 Zabuza 5B.png
SCON4 Zabuza 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 High 15 2 29 - 19 - -10
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.

5BB is -6 on block

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Zabuza 6B.png
SCON4 Zabuza 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Mid 21 4 34 - 15 - -21

Far-reaching dashing elbow. Strings into sword attacks on connect, but the hitboxes don't come out until Zabuza has already moved a decent distance so at close ranges it can whiff easily if he is even slightly off-axis. Also has low crush frames, but they don't start until the frame before the move goes active so it's pretty poor for crushing outside of WUK.

Flag Data
Low Crush frames 20~end
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Zabuza 2B.png
SCON4 Zabuza 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Low 20 4 31 - 23 - -10

Classic low sweep, further range than many because Zabuza is tall.

2BB low crushes and also flying screen launches on hit for carry and combos.

Flag Data
High Crush frames 15~43
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
SCON4 Zabuza 4B.png
SCON4 Zabuza 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
26 Mid 38 4 44 - - - -23

Fundamentally crappy 4B; incredibly slow to start up and slow to recover, and has the same close-range issue as 6B where it whiffs easily if even slightly off-axis in CQC. At least Zabz can do strings on connect.

Flag Data
Autoguard frames 2~21
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Zabuza 8B.png
SCON4 Zabuza 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 High 18 4 31 - 14 - -9
  • Airborne on frames 17~28

Spinning hop kick.

Flag Data
Low Crush frames 16~36
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Zabuza runB.png
SCON4 Zabuza runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Mid 19 3 32 - 23 - -10
  • Horizontal launch on hit

Running back kick. This move leaves Zabuza in a backturned state, so be sure to correct him back to block the opponent taking their turn.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
SCON4 Zabuza jB.png
SCON4 Zabuza jB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - - - - - - - -
  • Description
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
20 Mid 29 3 41 - 23 - -19
  • Description

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Mid 31 5 34 - 23 - -14
  • Can be charged by holding A Button

Horizontal sword slash that can hit sidesteps due to its direction and active frames, and strings into the rest of Zabuza's sword string on connect. Charged version is an instant guard break, good for oki situations especially when close to walls where it can still track up/down rolls and hit thanks to the range.

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Low 28 3 37 - 23 - -16
  • Description

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Invincible on frames 19~43

Water teleport.

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Mid 27 8 34 - - - -
  • Launches on hit

Wide arcing sword slash over Zabuza's own head. High crushes for some frames in the middle of startup, but the more notable thing is that it hits behind Zabuza on the last few active frames, allowing him to repeatedly attempt to punish KnJs in the middle of combos at the cost of meter and damage.

Flag Data
High Crush frames 10~21

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - Total 26 - - - -
  • Invincible on frames 4~5

Running teleport, much like other characters such as SCON4 Shino Icon.png Shino and SCON4 CS2 Sasuke Icon.png CS2 Sasuke. It will cross up the opponent if Zabuza is close enough, letting him dodge attacks and score back hits.

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 17 3 9+9L - 23 - plus
  • Staggers on hit

Zabuza trades having a fast air projectile like most characters to instead have a massive arcing swordsman sword slash. Air AttackA Button is one of Zabuza's absolute best tools in his entire moveset that can work for almost everything due to the speed and range of the attack. It leads to plus frames on block for pressure, staggers on hit for combos, can help him mash out of pressure reset and mix attempts after he gets lifted on block, and also uniquely neutralizes projectiles it swings through. However, it's also one of the few moves in the game that is completely throw vulnerable, so while his control with this attack is very good it's not foolproof to characters and players who are ready to air throw him if he's spamming it too predictably.

When Air AttackA Button connects with the opponent on Zabuza's very last frame before landing, a Phantom Sword can occur, allowing it to double as meterless unblockable oki at any time.

Flag Data
Throw Immunity None

j.6A

Air AttackForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 High 17 3 9+9L - 23 Launch plus
  • Flying screen launch on hit

Horizontal air sword slash. Another great air-to-air option, especially since it can start or continue combos on airborne opponents unlike his Air AttackA Button thanks to flying screen launch. Make sure that Zabuza's at the right height when using this, since the hitbox doesn't really hit any lower than the sword appears (whiffs very easily on short standing characters, like the Konoha 11).

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

2Y

DownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
40 - 1 1 48 - - - -
  • Switches sides

Slams the opponent into the ground for high damage. Can follow up with 5B.

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 Until Landing + 9 - - - -
  • Standard Air Throw

Specials

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
83 Mid 19 4 45 - - - -
  • Cinematic super
  • Costs 100% (4 bars) chakra

Zabuza does a fast and far dash forward with his greatsword as the activator, spearing the opponent and following up with slashes while hidden in the mist. Can be used for a quick mid-stage punish to zoning just like Chidori, just with better practical range and hitboxes. Hell, the hitboxes and their interpolation is generous enough to where sometimes it can even hit KnJ and other close range teleports behind Zabuza even if it doesn't look like it would.

Standard combo ender for B ButtonB ButtonX Button, but can also go after 2BB close to walls if you can't hit the just-frame.

Flag Data
Unsubbable yes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
77
(12*2, 13*3, 30)
Mid 25 66 45 - - - -
  • Requires 75% (3 bars) chakra to use, but will consume all chakra when executed.

Rapid spinning slashes that hit 360 degrees around Zabuza and deals massive guard damage as well, being able to guard bar break many characters from full if all 6 hits connect. Deals less damage than 5X, but in exchange, it can be used as an anti-KnJ super if the opponent's going to try to escape his combos, and also has some reversal crush frames for getting out of sticky situations. Foolproof on air RKnJ and LKnJs, but can still lose to grounded RKnJs that duck very low (such as SCON4 Kankuro Icon.png Kankuro or SCON4 Orochimaru Icon.png Orochimaru). Also is great for chipping the opponent out at the same time as forcing a guard break, leading to situational checkmates when used as okizeme.

Flag Data
High Crush frames 11~36
Mid Crush frames 11~36
Unsubbable yes

4X

BackX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
45 Mid 14 4 23 - - - -
  • Costs 75% (3 bars) chakra

Zabuza grabs the opponent out of whatever they were doing and and decks them in the face. This super is a hitgrab with relatively low damage and low range, but is a true crush reversal and also has very low recovery, being even safer on block and whiff than jabs.

On hit, can be followed up with OTG 6BB afterward if close to walls.

Flag Data
High Crush frames 1~15
Mid Crush frames 1~15
Unsubbable yes

Strategy

  • j.A can be considered the signature swordsmen attack for both Zabuza and Kisame. Its big, vertical hitbox controls space and is useful for both approaches and defensive retreats. When it connects with the oppponent's guard as Zabuza descends, it frequently results in frame advantage because the attack animation is automatically cancelled once Zabuza lands on the ground. Zabuza can use this frame advantage to perform a strike/throw mix, made more potent due to Zabuza's high damage 2Y slam throw.
  • On hit, j.A staggers, also resulting in a strike/throw mix, though Zabuza can combo with an attack if he desires.
  • The phantom sword glitch gives Zabuza access to an unblockable aerial attack if the user has good timing.
  • Defensively, j.A is one of the strongest counters in the game to opposing strings which lift Zabuza into the air.
  • Zabuza can jump back and j.A to punish opponents attempting to take back their turn following a Zabuza blockstring.
  • For okizeme, if the opponent uses neutral get up or wake-up-kick (WUK), Zabuza can jump over the opponent and then double jump back to the front side and j.A, crossing up their guard or punishing WUK.
  • Both swordsmen have a faster backwalk than most other characters. This allows them to walk backwards out of some strings where other characters cannot.
  • Zabuza's combo game has some advantages by walls, corners or on small stages, gaining access to combos which utilize 5B6B, 2BB, 2AA, and 8A.
  • 2X can be used during guard pressure to threaten a guard break.

Colors

Default ()
Color 2 ()
Color 3 ()

Changes from Vanilla

(May be outdated, please let wiki editors know if there are further updates)

  • All non sword attacks do -2 damage (except 5B and 5B(B))
  • 5B: elbow hitbox does not show up on the first frame
  • 5B(B): appears and disappears one frame later
  • 5B(A): Changed to 2A with all follow-ups
  • 6B: turns back turned opponents around on hit
  • 5BBB(B): can be delayed
  • 2B: Now does a custom animation, taken from Bloody Roar: Extreme. Hits as a low sweep with string follow-ups
  • 8B: has less endlag; transitions to A faster; more lift; can transition on whiff
  • JB: ground hit stuns longer; grabbable
  • 5A: hitbox appears one frame sooner as an untechable bounce as a high hit; frame 3 to the end does not bounce; hilt hitbox does not appear on the two frames
  • 5AAA follow ups changed:
    • A does vanilla; is a hard knockdown
    • 2A does vanilla B follow up
    • B follow up changed to be a custom 8A teleport
  • 6A: charge is faster, 1C breaks guard easier, other charges do less guard damage; 3C is a hard knockdown
  • 4A: Reversible teleport similar in function to Vanilla Itachi and Orochimaru.
  • 2A: Lift reduced
  • 2A(A): Added with follow-ups, same as 5AA(A)
  • 8A: Instead performs Kisame's A4A attack, a big, arcing slash from front to back. High crush and spinning launch.
  • JA: phantom sword works with both players; has one more active frame
  • J6A: added as a new move
  • 5Y: made overhead throw
  • 2Y: is slam throw
  • 4X: Reversal hit-grab with high and mid crush frames
  • 2X: is immune to highs and mids on startup, requires 75% meter, links better on air hits, damage reduced; hilt hitbox on first revolution is slightly bigger

Resources

Guides and Info

Gameplay footage

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
Paradise SCON4 Zabuza Color 1.png Flag us.png
United States
Unavailable Paradise matches

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