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	<id>http://newchallenger.net/ninja/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cyberfl</id>
	<title>Naruto: Wiki of Ninja - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Special:Contributions/Cyberfl"/>
	<updated>2026-10-12T19:27:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Temari_(SCON4)&amp;diff=4562</id>
		<title>Temari (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Temari_(SCON4)&amp;diff=4562"/>
		<updated>2023-08-02T21:09:13Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: /* Moveset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Temari&lt;br /&gt;
|image=[[Image:char_gnt4_tem.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=Low&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Long&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Temari is an aerial combatant who makes use of her swooping {{Air}}{{B}}, which auto-cancels when angled into the ground. She has one of the best supers in the game, summoning multiple whirlwinds with {{Air}}{{X}}, used to dole out massive punishes both offensively and defensively. Compared to Vanilla GNT4, {{Air}}{{B}} has been nerfed in &#039;&#039;Super&#039;&#039;, making repeated {{Air}}{{B}} 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_tem_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_scon4_tem_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15 frame jab, but the only one 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 {{8}}{{B}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Lifts on block and high crushes. {{8}}{{B}}{{B}} crosses up on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low, high crush&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack, links with {{B}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|A forward leaning kick that staggers. Has value as offense because the {{NotationIcon-SCON4|B}} followup beats 4B&#039;s and counters, and can be used on reaction for such.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A backflip kick that lifts, and can link with a well-timed {{B}} to lead to a full combo.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Temari&#039;s do-everything fan divekick.  Spinning launch. Auto-cancels into the ground when used low to the ground, giving frame advantage depending on technique. Angle and spacing can be played with by using neutral, backward, forward, or running jump. Can be used defensively to interrupt strings which lift Temari into the air.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{2}}{{B}}&lt;br /&gt;
|Temari glides at a slight downward angle. Canceling with {{Y}} turns Temari around which can then be followed with {{Air}}{{B}}, {{Air}}{{A}}, or {{Air}}{{A}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Slowly fan out a wind gust. Has {{A}}{{A}}{{A}} string. Does lots of damage if it hits or chip damage if it is blocked.&lt;br /&gt;
|-&lt;br /&gt;
|Charge {{A}}&lt;br /&gt;
|One, larger wind gust that moves faster, deals more damage and more chip damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Temari fans wind gusts up and has {{8}}{{A}}{{A}}{{A}} string.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Spinning whirlwind attack. Deals a lot of damage and catches most substitutions. Unblockable if Temari is backturned.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Slow overhead. Generally unsafe and easy to avoid. Causes a hard knockdown and deals a lot of damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running slide, sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Aerial wind gust which pushes Temari back.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Projectile super&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{X}}&lt;br /&gt;
|Summon several large cyclones which slowly move forward. Deals lots of chip damage if blocked. Temari can combo off of the super with a dash forward followed by {{A}}{{A}}{{A}}. Can be used to interrupt opponent block strings which lift Temari into the air.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Temari&#039;s neutral largely revolves around use of her {{Air}}{{B}}. 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&#039;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}}, another {{Air}}{{B}}, {{2}}{{A}} to catch a substitution, or {{Air}}{{X}} for a big punish.&amp;lt;br /&amp;gt;&lt;br /&gt;
The frame advantage from a blocked {{Air}}{{B}} leads to a strike/throw mix, with Temari threatening both another attack or a grab. Repeated {{Air}}{{B}}&#039;s into the opponent&#039;s guard recreate this mix every time one is blocked. Counterplay to an impending {{Air}}{{B}} includes air throw, anti-airs, or sidestepping after Temari jumps to put her angle of attack off axis.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While grounded, Temari&#039;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 {{8}}{{B}}{{B}} to cross-up the opponent on block and, as with {{6}}{{B}}{{B}}, the teleport finisher punishes substitutions and 4B attempts.&lt;br /&gt;
&lt;br /&gt;
Temari has a multi-part aerial string which makes it difficult for the defender to react to her in the air. {{Air}}{{B}} always completes the string but can be continued off of any combination of her glide ({{Air}}{{2}}{{B}}) or projectile ({{Air}}{{A}}). All three moves adjust her positioning in the air, the glide can be cancelled with {{Y}} (which also turns Temari to face the opponent) and different heights for {{Air}}{{B}} will affect how far she flies. She can also double jump before starting her aerial string.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to being able to run away by using {{Air}}{{2}}{{B}}, Temari has some of the best defensive options in the game. {{Air}}{{B}} interrupts almost every block string that lifts her into the air, as does {{Air}}{{X}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Air}}{{X}} 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}}{{A}}{{A}}, all hitting as on-the-ground (OTG) hits. This usually builds back most or all of Temari&#039;s meter. If she doesn&#039;t have enough time for the full A string, Temari can hit with {{Run}}{{A}}, {{Air}}{{B}} or {{B}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Timing {{Air}}{{B}} loops:&#039;&#039;&#039; After a spinning launch, a second spinning launch will instead cause a normal launch. Spinning launches send the victim higher. Thus, {{Air}}{{B}} loops will have a &amp;quot;two, one-two, one-two&amp;quot; rhythm (every &amp;quot;two&amp;quot; launches higher and is then followed by a longer pause before repeating {{Air}}{{B}}).&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{A}}{{X}}&lt;br /&gt;
|High meter build ground-hit super confirm &lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{Air}}{{X}} &amp;gt; {{Run}} &amp;gt; {{A}}{{A}}{{A}}&lt;br /&gt;
|Temari&#039;s signature punish: cancel a combo into an {{Air}}{{X}}, and then hit the victim with the entire {{A}}{{A}}{{A}} string, dealing large amounts of damage and building back much of Temari&#039;s meter. If the victim will fall out of {{Air}}{{X}} early, {{Run}}{{A}} can be used to hit instead.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{A}}&lt;br /&gt;
|Another common combo route involves a y-cancel or {{Air}}{{B}} followed by {{2}}{{A}}, which has high damage and catches substitutions. {{2}}{{B}}{{A}} is the same whirlwind attack. {{2}}{{A}} can also be preceded with an {{Air}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
(Note: Changelist may be outdated)&lt;br /&gt;
* Grabbable Moves: 5A(A), 5AA(A), 2A, 8A, 8A(A), 8AA(A), JA&lt;br /&gt;
* 5B: hitbox appears for 1 more frame; two frames more blockstun&lt;br /&gt;
* 5BB(A): Does chip damage&lt;br /&gt;
* 5BBA(A): Does chip damage&lt;br /&gt;
* 5BBAA(A): is 2B(A); can hold 6 at startup to do 6A&lt;br /&gt;
* 6B: given stagger, made weak on block from strong; ends 5 frames sooner; more lift&lt;br /&gt;
* 6B(B): changes to 8B(B); 3 grabbable frames on the startup; made strong&lt;br /&gt;
* 4B: guard frames extended from 1-18 to -22, ends earlier, more lift, grabbable; 7 frames less blockstun&lt;br /&gt;
* 2B(A): replaced with 2A; follow ups adjusted to be in line with raw 2A&lt;br /&gt;
* 2BB(A): increased in damage by 7&lt;br /&gt;
* 8B(B): replaced by Act4A; has three grabbable frames at the startup; made strong&lt;br /&gt;
* RB: ends about 12 frames sooner&lt;br /&gt;
* 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&lt;br /&gt;
* 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&lt;br /&gt;
* 5AAX: is a new string&lt;br /&gt;
* 6A: is an untechable bounce; does 7 more damage&lt;br /&gt;
* 4A: window improved&lt;br /&gt;
* A4A: is unblockable, can&#039;t be subbed or teched; made strong&lt;br /&gt;
* 2A: in string ends sooner; transitions to A follow ups slower (same as raw 2A)&lt;br /&gt;
* 8AAX: is a new string&lt;br /&gt;
* JAX: is a new string&lt;br /&gt;
* RA: hitbox duration increased by 1 frame, last three active frames are untechable, move is no longer immune to highs as she stands up&lt;br /&gt;
* 5X: starts moving three frames sooner; drains all meter on miss or hit from Temari&lt;br /&gt;
* GRKnJ: hitbox duration increased by one frame, travel time is one frame longer&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
[https://youtu.be/srxXuNqh_dE?t=3064 Lemo vs Abbock (Combo Breaker 2022 Grand Finals)]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Temari guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Iruka_(SCON4)&amp;diff=4504</id>
		<title>Iruka (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Iruka_(SCON4)&amp;diff=4504"/>
		<updated>2023-06-02T19:17:45Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Iruka&lt;br /&gt;
|image=[[Image:char_gnt4_iru.png]]&lt;br /&gt;
|HP=230&lt;br /&gt;
|Guard=1840&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Iruka is a character with really simple but strong tools, he usually tends to be safe with his low recovery jab and teleports on whiff in strings.&lt;br /&gt;
He has both j.A and j.6A, they can be used according to the spacing.&lt;br /&gt;
5BBA is a high crush which works on whiff, launches the opponent on hit, does chip damage and has an 8A followup.&lt;br /&gt;
5BBBA, 6BA and 2AA all work on whiff and their followups after the 6A TP too, which makes them really great anti-KNJ strings.&lt;br /&gt;
2B followups (2BB8AA and 2BBAA) all work on whiff which is a great thing to have off of a high crush.&lt;br /&gt;
6BBA and everything that leads into that ender is a super activator, can be really useful near the wall for great damage combos.&lt;br /&gt;
&lt;br /&gt;
He has an easter egg string which is 2A2A, makes him fall on the ground right after teleporting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* Scar added to model&#039;s face&lt;br /&gt;
* Air Throw added&lt;br /&gt;
* Grabbable moves: 6B(A), 6A, 8A, JA&lt;br /&gt;
* 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2&lt;br /&gt;
* 5BB(A): changed to be a modified RA with 6A(A) follow up&lt;br /&gt;
* 6B: has more stun, more lift, and turns back turned people around&lt;br /&gt;
* 6B(B): made a mid from a high, replaced with 2B(B)&lt;br /&gt;
* 6BB(B): replaced with 6B(B); does 22 damage from 20; transition on the follow up made until the move ends instead of only 10 frames&lt;br /&gt;
* 6BB(A): replaced with 6A(A)&lt;br /&gt;
* 6BBB(A): with follow ups exists&lt;br /&gt;
* 4B: has more lift on hit&lt;br /&gt;
* 2B: has stronger hit and block stun&lt;br /&gt;
* 2B(B): had spinning knockback removed, made mid instead of high, and has less lift; replaced with 6B(B); comes out one frame slower&lt;br /&gt;
* 8B: replaced with 2B(B); does 20 damage from 26; transition is faster&lt;br /&gt;
* JB: made to launch with spinning knockback instead of stagger&lt;br /&gt;
* RB: hitbox appears one frame later, move recovers earlier; first frame of the hitbox is techable, the rest are untechable&lt;br /&gt;
* 5A: charge time reduced from 13f to 10f; done with 8 does 8A; has slightly more lift on uncharged when used in a string&lt;br /&gt;
* 4A: has a better window&lt;br /&gt;
* A4A: is unblockable and comes out faster&lt;br /&gt;
* 6A: teleports behind the opponent no matter the range, when done in a string it does normal teleport with quicker action&lt;br /&gt;
* 6A(A): hitbox disappears three frames sooner&lt;br /&gt;
* 2A: has slightly more lift on hit and  damage increased from 18 to 23&lt;br /&gt;
* RA: lifts on block&lt;br /&gt;
* 5X: first hit turns around back turned people&lt;br /&gt;
* 2X: does 2X activator that goes into 5X super, it starts two frames sooner the hitboxes are bigger, first hit turns around back turned people, activated super does more damage; activated hits four additional times when the shurikens hit the opponent&lt;br /&gt;
* 4X: is a real time super with start immunity to highs and mids that does Kabuto&#039;s 5X animation; has a unique super freeze animation; cannot be Y cancelled&lt;br /&gt;
* GRKnJ: hitbox appears one frame later; appears much further back&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Iruka guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Kisame_(SCON4)&amp;diff=4503</id>
		<title>Kisame (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Kisame_(SCON4)&amp;diff=4503"/>
		<updated>2023-06-02T19:11:24Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Kisame Hoshigaki&lt;br /&gt;
|image=[[Image:char_gnt4_kis.png]]&lt;br /&gt;
|HP=230&lt;br /&gt;
|Guard=1840&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Kisame trades away some of the agility of his swordsman brethren, Zabuza, for the chakra-sapping sword Samehada. Similar to in Vanilla, Kisame emphasizes a simple gameplan with the undeniable power of meter drain.&amp;lt;ref&amp;gt;Thanks to Paradise for advising on this article.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 15 high jab&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Techable bounce. Hits low.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Staggers&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Hits mid, staggers&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|High crush 6-14f, low crush 15-35f, staggers&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Knocks down&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Spinning Launch&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Normal Throw. 20 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|Slam or &amp;quot;Swordsmen&amp;quot; throw. Does 40 damage and untechable bounces the opponent.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Vertical sword slash. Seldom used in neutral due to being an easy sidestep. Can combo after {{Y}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Spinning launch, high crush 11-31f. Steals just under 2 bars of chakra. Can link with {{2}}{{X}} or {{B}} in some scenarios&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter, launches and steals chakra. Activated {{4}}{{A}} can be y-cancelled ({{YCancel}}).&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Drains 25% chakra. Uncharged staggers. One charge drains about 45% chakra and sweeps. Two charges is unblockable, drains about 65% chakra and sweeps, though is unlikely to ever connect. Hits OTG and can {{YCancel}} if opponent is in the air. Uncharged {{6}}{{A}} unavoidably hits OTG after {{2}}{{Y}} and is good option.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Sends opponent flying away, pushes on block, and turns around Kisame&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Staggers&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Super with long range vertically and ahead of Kisame, steals around 2 bars of chakra&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Shark Bomb jutsu. 75% chakra. Kisame&#039;s only ranged attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Like Zabuza, Kisame opens the opponent frequently using his overhead aerial slash, {{Air}}{{A}}. The attack auto-cancels on landing, resulting in plus frames (approximately between 6 and 17 depending on how far Kisame is from the ground when the attack is blocked) and leading to a strike/throw mix. The quickness and range of {{Air}}{{A}} can punish opponents for recklessly mashing in neutral or attempting to take their turn back after a Kisame string. {{Air}}{{A}} can also be used defensively to punish blockstrings which lift Kisame into the air.&amp;lt;br /&amp;gt;&lt;br /&gt;
As counterplay, once Kisame jumps, the opponent can sidestep to put Kisame off-axis and avoid and punish {{Air}}{{A}}. While {{Air}}{{A}} gives Kisame a powerful mix on block, the vast majority of Kisame&#039;s strings past {{B}}{{B}} are slow and allow the opponent to 4B or sidestep to punish Kisame for over-committing. As such, much of Kisame&#039;s guard pressure will rely on {{Air}}{{A}}, {{B}}, and {{B}}{{B}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
There is a one-frame window just before Kisame lands in which the hitbox of {{Air}}{{A}} will be displaced resulting in an unblockable attack that also hits to the sides of Kisame, known as the Phantom Sword glitch.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kisame&#039;s signature punish, {{B}}{{B}}{{A}}{{A}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}} drains chakra both mid-combo and during the super, making it one of the most devastating combos in the game. Kisame can then press his advantage due to his opponent likely being left with little or no meter. The combo requires a just-frame input for {{X}}. Kisame&#039;s just-frame window is 2 frames due to the amount of active frames on his {{B}}{{B}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{8}}{{B}} is a deceptively fast high crush and is a good option against characters with fast high jabs such as Lee or Gai. {{8}}{{A}} also high crushes. Activated {{4}}{{A}} saps chakra and can be {{YCancel}} leading to his BnB. Kisame&#039;s {{4}}{{B}} is poor and should be used sparingly.&amp;lt;br /&amp;gt;&lt;br /&gt;
Zabuza and Kisame&#039;s backwalks are faster than most other characters and are able to walk backwards out of some blockstrings.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{2}}{{X}}, Kisame&#039;s only ranged attack, beats projectiles and can be used to whiff punish or punish charged attacks at range. It also hits on-the-ground (OTG) and can finish combos or rounds.&lt;br /&gt;
Against Kankuro, Kisame may have trouble cancelling his {{Air}}{{B}} due to the shockwave hitting Karasu. Kisame can instead combo with {{B}}{{B}}{{A}}{{A}}{{YCancel}}.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|BnB super combo, steals chakra mid combo&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{A}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|More damaging variation&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{A}}{{B}}{{YCancel}} &amp;gt; {{Air}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Longer variation at the wall&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{6}}{{6}} &amp;gt; {{Air}}{{B}}{{YCancel}} &amp;gt; {{8}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Difficult combo that links {{8}}{{A}} with {{B}} for a short super confirm with chakra drain. Must walk back a little before {{8}}{{A}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{A}}{{B}}{{YCancel}} &amp;gt; {{Air}}{{B}}{{YCancel}} &amp;gt; {{A}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Optimal damage for opponent at 25% from a throw&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}} &amp;gt; {{B}}{{B}}{{A}}{{A}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Possibly his highest damage combo into super but it only works in the corner and is character dependent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
(May be outdated. Please contact an editor with further updates.)&lt;br /&gt;
* Health: decreased from 240 to 230&lt;br /&gt;
* Guard: decreased from 1920 to 1840&lt;br /&gt;
* 5Y: does normal overhead throw&lt;br /&gt;
* 2Y: is slam throw&lt;br /&gt;
* Grabbable Move: JB Ground Hit&lt;br /&gt;
* All non sword moves: do -2 damage (except 5B and 5B(B))&lt;br /&gt;
* 5B: elbow hitbox appears on active frame 2&lt;br /&gt;
* 5BBB(B): can now be delayed&lt;br /&gt;
* 6B: staggers&lt;br /&gt;
* 2B: ends sooner&lt;br /&gt;
* 2B(A): changed to be 6A&lt;br /&gt;
* 8B: high crushes on frame 6&lt;br /&gt;
* 8B(B): added as 6B with follow ups&lt;br /&gt;
* JB: shockwave hitbox is now -1 on hit (was -8)&lt;br /&gt;
* 5A: +5 damage and block damage, more lift on hit&lt;br /&gt;
* 5A(A): has more lift on hit&lt;br /&gt;
* 6A: uncharged juggles better, hitbox appears one frame sooner, hilt hitbox is larger; final hit on 1 and 2 charges is a sweep&lt;br /&gt;
* 6A2C: is unblockable; sweep ender is untechable&lt;br /&gt;
* 4A: Window for activation improved&lt;br /&gt;
* A4A: is unblockable and drains chakra&lt;br /&gt;
* 8A: high crush changed from 1-end to 11-32 to match the animation better&lt;br /&gt;
* JA: phantom sword glitch applies to both players; hitbox is active for one more frame&lt;br /&gt;
* 5X: hitbox appears one frame sooner; drains 50% meter (GNT4 is 47.8%)&lt;br /&gt;
* 2X: requires and costs 75%; changed to a single hit from a multi-hit move&lt;br /&gt;
* GRKnJ: changed to a custom 6B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/srxXuNqh_dE Kandle vs Abbock and Lemo, Combo Breaker 2022 top 4] {{SCON4CharLink|kib|24}}{{SCON4CharLink|kan|24}}&lt;br /&gt;
* [https://youtu.be/CR92BOGPRZ4 Kandle vs Ricky Ant and IceBro, CEOtaku 2022 top 4] {{SCON4CharLink|kim|24}}{{SCON4CharLink|kan|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Kisame guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Itachi_(SCON4)&amp;diff=4502</id>
		<title>Itachi (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Itachi_(SCON4)&amp;diff=4502"/>
		<updated>2023-06-02T19:10:50Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4_profile&lt;br /&gt;
|name=Itachi&lt;br /&gt;
|image=[[Image:char_gnt4_ita.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1680&lt;br /&gt;
|Jab Speed=14&lt;br /&gt;
|Jab Height=High &lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Itachi is a strong defensive character with multiple full screen tracking moves, a super counter and a meter drain super. While he excels at punishing opponents for committing to options, he also relies on jumping to really open up his gameplan. While thought of as one of the more powerful characters in the game, Itachi requires good movement, knowledge of the opponent&#039;s options, and selective use of ranged options to be played at a high level.&amp;lt;ref&amp;gt;Special thank you to GreyAlice for writing this article&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Short range jab&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Field goal kick. Spinning launch.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Spinning sweep kick. High crush that sweeps opponent and leads into high damage combos.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Spinning jump kick guard frame attack. Absolute trash, pretend it doesn&#039;t exist.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Back handed fist to the face. Hits mid. Combos on grounded opponents easily, has a teleport follow up.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Think it&#039;s supposed to be a butterfly kick. Surprisingly consistent OTG after knockdowns. Can be hard to tech.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Spinning drill downwards. Drop it like it&#039;s &#039;&#039;haaaaaah&#039;&#039;. Spinning launch. Useful after throw in corner, catching people directly below you pressing a button and for style points. &lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Throws some kunai. Charged throws the stockpile. Can be used as a chip-out option on oki for opponents with low health.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Summons a clone that appears above the opponents head with an axe kick downward. Always appears going the same direction that Itachi is facing. Can do the follow up strings on whiff.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Kunai slash at their ankles. Fast high crush with good follow up options.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Teleports behind the opponent. Vanishes f16, reappears f36, actionable f15 after reappearance. Reappearance can be delayed by holding {{A}} at the cost of chakra. Holding {{6}} after inputting {{4}}{{A}} reverses the side that Itachi will appear on. &#039;&#039;Orokana&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Summons a clone that lunges forward with a kunai slash. Great ranged check, good follow ups. Always summons from Itachi, going forward. Can perform follow up strings on whiff.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Appears in the air above the opponent and slashes downward with a kunai. Always tracks to the opponent in the same direction Itachi is facing.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Summons a clone that appears above the opponents head that drills downward. Always appears facing the same direction as Itachi. The other &#039;&#039;haaaaah&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Tsukuyomi. A nightmare dreamworld where the opponent is crucified and stabbed. Drains 50% of the opponents meter.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Itachi enters a counter state. If hit during this state he appears behind the opponent and his original position becomes an exploding bunshin. Great damage and can score an on-the-ground (OTG) hit afterwards depending on positioning. If the counter is not activated, costs 25% chakra.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
* Three full screen tracking moves, all of which are unblockable while backturned ({{8}}{{a}}, {{6}}{{a}}{{B}} and {{Air}}{{a}}).&lt;br /&gt;
* Two high crushes with unique uses. {{2}}{{B}} functions as a combo starter while {{2}}{{A}} can be a reliable callout allowing you to teleport away with {{2}}{{a}}{{A}} if they block instead of committing to a button. &lt;br /&gt;
* Great damage with built in sub baits that require proper step timing to avoid.&lt;br /&gt;
* Incredible oki given good reaction speed. {{X}} if they techroll to deal a large amount of damage and steal 50% of their meter. {{2}}{{X}} on reaction to wake up kick if they fear the incoming {{X}} wake-up-super (WUS).&lt;br /&gt;
* Unblockable {{8}}{{a}} on backturned oki that can only be avoided with perfect step timing (which means if your time varies, your opponent must vary their timing as well).&lt;br /&gt;
* Several options that beat wake up kick, some leading into full combos ({{6}}{{a}}{{B}}, {{Air}}{{a}} and {{Air}}{{b}}).&lt;br /&gt;
* Has the freedom to spend meter since {{X}} has such a high value return for its cost.&lt;br /&gt;
* {{2}}{{X}} lasts a long time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
* {{Air}}{{a}} is an extremely important part of your toolkit, requiring you to commit to jump often. Air throws, long active frames on oki, properly staggered strings, and throw on oki will all stop you from being able to use this tool. &lt;br /&gt;
* You must pick your spots to jump and must make crucial decisions about when to {{air}}{{a}} and when to simply empty land.&lt;br /&gt;
* Many of your far range moves leave you open to punish for a lengthy amount of time.&lt;br /&gt;
* Blockstrings have some stagger points, but these are gimmicky and can be punished.&lt;br /&gt;
* A lack of solid defensive options means you have to hold a lot of pressure (especially if it doesn’t consist of many high moves).&lt;br /&gt;
* Optimal play means campy play (not necessarily a weakness, but some players may not prefer this style of play).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Gameplan&#039;&#039;&#039;&lt;br /&gt;
* Put space between you and your opponent. Mastering movement is vital to achieving this.&lt;br /&gt;
* Use {{Air}}{{a}} when your opponent commits to a button or approach. &lt;br /&gt;
* {{6}}{{a}} to catch opponents trying to dash straight in. {{6}}{{a}}{{B}} to follow up for a combo if they have low or no meter, {{6}}{{a}}{{a}} to tack on extra damage if they have meter or keep them in blockstun if they’re blocking.&lt;br /&gt;
* {{8}}{{a}}{{A}} when blocked gives Itachi a 50/50 on the opponent. Run up and choose throw, {{B}}, {{2}}{{A}} or {{air}}{{a}}/{{b}}. Throw beats defending, the other options punish the opponent for trying to mash and your choice of move will depend on the current game state. {{B}} is easiest and safest option.&lt;br /&gt;
* {{8}}{{a}} is your bread-and-butter sub bait. {{2}}{{b}}{{b}}{{A}} is the same move done during a string/combo and so it has the same application. If your opponent subs to avoid the {{8}}{{a}}, follow up with {{B}} to appear behind them and start a combo. &lt;br /&gt;
* {{Run}}{{A}} has less utility as a sub bait but can still be a reliable way to punish other options such as opponent’s running moves or commitment to other high recovery options. Is unblockable when backturned.&lt;br /&gt;
* {{2}}{{A}} is a great high crush. Use it to force your opponent to use mids/lows on oki, or to commit less to jabs in neutral.&lt;br /&gt;
* {{2}}{{a}}{{A}} and {{4}}{{A}} are great movement tools. Knowing when to teleport and run with your life lead is important to good Itachi play, as well as recognizing opportunities to use {{4}}{{A}} and land a punish.&lt;br /&gt;
* {{X}} a lot. {{Air}}{{a}} and reacting to tech roll with WUS is very strong. Closing out a round with {{X}} either in combo or WUS is extremely good as it will leave them with 50% less meter going into the next round.&lt;br /&gt;
* Focus on defensive play in general. Your strings are mediocre, and you lack solid answers to good pressure. {{2}}{{X}} works in some situations, so be sure to knowledge check your opponent, same with {{2}}{{A}}. Overall though, because of this, you will need to have solid defensive play at all times to avoid being put in situations where you are guard broken or baited into using your {{4}}{{B}} which is really bad in most scenarios.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}} &amp;gt; {{B}}{{B}}{{X}}    &lt;br /&gt;
|The bread-and-butter classic super confirm.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; …         &lt;br /&gt;
|For when your opponent just refuses to sub. Take the damage and force them to burn the meter. &lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}} &amp;gt; {{2}}{{A}}{{B}}{{YCancel}}    &lt;br /&gt;
|{{YCancel}} canceling the end allows you to set up with the space you gain. Performing {{4}}{{A}} immediately after the {{YCancel}} will allow you to take wall which can be useful for unblockable shenanigans.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}} &amp;gt; {{2}}{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|{{B}}{{B}}{{X}} combo with an {{Air}}{{A}} starter on the bread-and-butter super confirm.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}} &amp;gt; {{2}}{{A}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{B}}{{YCancel}}  &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|A just frame is required to land the super. This is an incredibly potent conversion from {{Air}}{{A}}. Hard to master due to the {{2}}{{A}}{{YCancel}} and the just frame, but definitely worth the effort.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
Note: List may be outdated&lt;br /&gt;
&lt;br /&gt;
* Health: decreased from  230 to 210&lt;br /&gt;
* Guard: decreased from 1840 to 1680&lt;br /&gt;
* RA, 6A(B), 8A(B), 6AA(A), 5BBBBA(A), 6BBA(A): 3 grabbable frames added before teleporting&lt;br /&gt;
* 5B: elbow hitbox doesn&#039;t appear on the first active frame; given slightly more stun and blockstun&lt;br /&gt;
* 5B(B): first active frame is a high, elbow hitbox is slightly bigger, hand hitbox is slightly smaller, hitbox disappears one frame sooner; animation moves forward slightly more&lt;br /&gt;
* 5BB(B): ends four frames earlier&lt;br /&gt;
* 6B: ends 3 frames earlier&lt;br /&gt;
* 4B: animation replaced with 5BBBBB(B) and added more block stun.&lt;br /&gt;
* JB: hitbox improved&lt;br /&gt;
* 6A(B): has more lift on hit and has had its hitbox improved&lt;br /&gt;
* 8A: hitbox disappears one frame sooner&lt;br /&gt;
* JA: has changed momentum; clone appears higher&lt;br /&gt;
* 5X; damage reduced from 85 to 70 and starts moving 2 frames sooner in super freeze; damage is applied on the stab and meter drain still applied at the end&lt;br /&gt;
* 2X: defends back; missed 2X drains just over 12.5% meter at the end of the move; requires 75%; can be grabbed&lt;br /&gt;
* GRKnJ: appears further back&lt;br /&gt;
* ARKnJ: has 12 frames less endlag to match the others; lift reduced on hit.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://www.youtube.com/watch?v=jYdMnMKjlB8&amp;amp;ab_channel=tbcboocock Boocock&#039;s Vanilla GNT4 Itachi counterplay guide]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* Dark Tournament 2: [https://youtu.be/G_TI1YYV9_E?t=4180 Kandle vs Dope]{{SCON4CharLink|kab|24}} and [https://youtu.be/G_TI1YYV9_E?t=5136 Hebrew vs Skeet]{{SCON4CharLink|skn|24}}{{SCON4CharLink|sa2|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Itachi guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Kimimaro_(SCON4)&amp;diff=4501</id>
		<title>Kimimaro (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Kimimaro_(SCON4)&amp;diff=4501"/>
		<updated>2023-06-02T19:10:24Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Kimimaro&lt;br /&gt;
|image=[[Image:char_gnt4_kim.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1680&lt;br /&gt;
|Jab Speed=Frame 13&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;I&#039;m a big scary dinosaur&amp;quot; - &#039;&#039;Translation of Kimimaro&#039;s round win quote&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Largely unchanged from his Vanilla counterpart, Kimimaro does not have access to much in the way of unique mechanics or tricks. Rather, he is a  physical combatant who hits hard with slicing bone attacks and giant dinosaur tail. The leader of the sound five has made many a ninja, genin and jounin alike, cry foul of his sheer efficiency grounding their health bar to zero.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 13 jab. -11 with 2 active frames. {{B}}{{B}} is -9 with 2 active frames. Double hits on-the-ground (OTG).&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|A back flip kick which spinning launches. Seldom used due to its recovery. Can link to {{B}} at low combo counts.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Double hits OTG. Notably does not sweep or turn the opponent, nor does it high crush.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|One of the more notorious 4B&#039;s of the game. Massive upwards tail swipe that spinning launches the victim and links to combos. Lifts on block. High crushes during the wind up and low crushes during the little hop after the attack.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Quick kick mid with tail swipe string follow ups. Notably does not stagger or turn the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Jumping run attack with a upwards tail swipe string.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|One of Kimi&#039;s best moves. Quick overhead tail swipe which bounces the opponent or pushes on block. Recovery is cancelled if Kimi lands on the ground. Has a tendency to hit behind as well as in front of him.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Kimi&#039;s 10-finger drilling bullets justu. Charge {{A}} launches a large number of bones which deals significant chip damage and can leave Kimi in frame advantage when blocked.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Kimi&#039;s &amp;quot;dancing&amp;quot; spin into the air. Carries the opponent with him inflicting lots of chip damage when blocked. Can also be used as a janky substitution punish.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Low lunging bone slash. Sweeps the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Dance of the Larch. Counter. Upon activation, Kimi spins and slashes with bones and knocks away the opponent. &lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|A lunging overhead slash. Rarely used.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Dino tackle! Sudden and far-reaching. Knocks the opponent down on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Kimi throws a few bone bullets down at a 45 degree angle. Slightly slower than standard &amp;quot;air shanks&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Standard throw&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{Y}}&lt;br /&gt;
|Air throw&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Dance of the Clematis. Kimi brandishes a giant bone construct and spears the opponent. The activator has Kimi lunge forward with seven active frames making it effective as a wake-up-super (WUS) or to whiff punish an unsuspecting foe.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Kimi&#039;s Dance of the Seedling Fern jutsu. He summons a field of bone trees completely surrounding him. Hits multiple times and, due to how inconsistently the bone trees hit, behaves like a variable damage attack. Tends to hit more times when Kimi has open space in front of him; generally, Kimi wants to be far from the wall for higher amounts of damage. Can be used as a sub punish or a &amp;quot;checkmate&amp;quot; move when the opponent is at low health and will die regardless of whether they choose to substitute or not. This attack hits in the same direction Kimi is facing regardless of his location in relation to the opponent so it is unblockable if Kimi gets in front of the opponent, with his back to their face. The attack can be 4B&#039;d irrespective of positioning, though the victim will still take chip damage.&lt;br /&gt;
|}&lt;br /&gt;
====Frame data====&lt;br /&gt;
Blocked frame advantage&lt;br /&gt;
* B -11&lt;br /&gt;
* BB -9&lt;br /&gt;
* BBA -18&lt;br /&gt;
* 6B -18&lt;br /&gt;
* 6BB -9&lt;br /&gt;
* 2B -14&lt;br /&gt;
* 2A -19&lt;br /&gt;
* 2AA -26&lt;br /&gt;
* 6A -10&lt;br /&gt;
* 6AA -18&lt;br /&gt;
* wrA -25&lt;br /&gt;
* jB +11 to +19 (approximately)&lt;br /&gt;
&lt;br /&gt;
Active frames&lt;br /&gt;
* B 2&lt;br /&gt;
* BB 2&lt;br /&gt;
* 4B 5&lt;br /&gt;
* X 7&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
While he lacks any true tick throws or teleport cross-ups, Kimi deals lots of guard damage and has a number of viable options and whiff strings which keep opponents guessing.&lt;br /&gt;
* {{b}}, {{b}}{{b}}, {{6}}{{b}}{{b}}, {{6}}{{a}}, and {{2}}{{b}} (depending on opponent) are safe strings&lt;br /&gt;
* {{B}}{{B}}{{B}}, {{B}}{{B}}{{A}}, {{B}}{{B}}{{A}}{{A}} on whiff&lt;br /&gt;
* {{Air}}{{B}} as a low committal poke&lt;br /&gt;
* Some characters without standard air shanks struggle to punish Kimi&#039;s {{B}}{{B}}{{B}} or {{B}}{{B}}{{B}}{{B}}&lt;br /&gt;
{{4}}{{B}} is a high damage launcher with guard frames&lt;br /&gt;
* Large hitbox&lt;br /&gt;
* Five active frames&lt;br /&gt;
* High crushes at the startup, ducking down which may also low profile incoming attacks&lt;br /&gt;
* Jumps during the attack with low crush frames&lt;br /&gt;
* Functions as an effective anti-air option&lt;br /&gt;
* Highly rewarding to land due to its damage and link to {{B}} while building chakra&lt;br /&gt;
{{8}}{{B}}{{A}} can be done on whiff and high and low crushes at several points.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kimimaro has several strong punishes for missed ground techs&lt;br /&gt;
* {{2}}{{B}} hits twice OTG, as does {{B}}{{B}}&lt;br /&gt;
* {{B}}{{B}}{{2}}{{X}} combos OTG, making Kimi capable of closing rounds suddenly after a missed tech&lt;br /&gt;
* {{Air}}{{B}} is quick enough to hit OTG from the air when the opportunity arises&lt;br /&gt;
At the wall, a blocked {{Air}}{{B}} can lead to an unavoidable {{X}} due to the push on block.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||Easy, meterless super confirm&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{A}}{{YCancel}} &amp;gt; {{6}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{6}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}||Walk forward after the throw.&lt;br /&gt;
|}&lt;br /&gt;
Additional notes:&lt;br /&gt;
* {{2}}{{X}} can confirm most places {{X}} can and is unavoidable in many situations, though its damage suffers from damage scaling making it less effective with larger combo counts.&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
This list may be outdated.&lt;br /&gt;
* WUK: uses the 2A(A) animation&lt;br /&gt;
* Grabbable Moves: JA&lt;br /&gt;
* 5B: elbow hitbox removed; hand hitbox made smaller for first frame only&lt;br /&gt;
* 5B(B): improved by 6 frames on hit and block&lt;br /&gt;
* 5BBB(B): has more lift on the second hit; does not lift on block&lt;br /&gt;
* 6B: turns back turned people around on hit, more lift&lt;br /&gt;
* 6B(B): more stun&lt;br /&gt;
* 6BB(B): replaced with 4B&lt;br /&gt;
* 6BAA(A): added as 6AAA(A)&lt;br /&gt;
* 2B(B): now launches&lt;br /&gt;
* 8B: has spinning knockback and ends sooner, more lift on hit&lt;br /&gt;
* 6A: more hitstun, more lift on hit, swapped with 6A(A); hitbox appears one frame sooner&lt;br /&gt;
* 6A(B): increased hit stun&lt;br /&gt;
* 6A(A): made a strong hit, swapped with 6A&lt;br /&gt;
* 6AA(A): made a strong hit, launches&lt;br /&gt;
* 6AAA(A): does one more damage on each hit with less lift and better connection in the air&lt;br /&gt;
* 8A(B): less lift on hit&lt;br /&gt;
* 8A(A): less lift on hit&lt;br /&gt;
* 4A: window for activation increased&lt;br /&gt;
* A4A: all hits are unblockable except the last, links better on airborne&lt;br /&gt;
* 2A(A): has more lift on hit&lt;br /&gt;
* 2AA(A): added as 6AAA(A)&lt;br /&gt;
* 5X: hitbox appears 5 frames sooner with adjusted hitbox&lt;br /&gt;
* 2X: bones that did 6 damage now do 5 damage&lt;br /&gt;
* GRKnJ: intangibility removed; made a mid from a high&lt;br /&gt;
* ARKnJ: intangibility removed&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://www.youtube.com/watch?v=XYSGUzim6Iw Combo video by PizzaMonkey]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLS4vclGVtsKN6OsWMbYtvhFIC6Pxju0B3 Ricky Ant vs Skeet, Magikarpino and Semreh at Sweatfest Vol. 1] {{SCON4CharLink|gai|24}}{{SCON4CharLink|ita|24}}{{SCON4CharLink|gar|24}}&lt;br /&gt;
* [https://youtu.be/RgUgyBcjCi0 Ricky Ant vs cjmarrz, Paradise and Dope at TPK Esports #2] {{SCON4CharLink|ita|24}}{{SCON4CharLink|jir|24}}{{SCON4CharLink|gai|24}}&lt;br /&gt;
* [https://youtu.be/CR92BOGPRZ4 Ricky Ant vs Kandle, CEOtaku 2022 Winner&#039;s Finals] {{SCON4CharLink|kis|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Kimimaro guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Tayuya_(SCON4)&amp;diff=4500</id>
		<title>Tayuya (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Tayuya_(SCON4)&amp;diff=4500"/>
		<updated>2023-06-02T19:10:09Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4Infobox&lt;br /&gt;
|name=Tayuya&lt;br /&gt;
|image=[[Image:char_gnt4_tay.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=B&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Overall, Tayuya is seriously revamped from Vanilla GNT4. Tayuya has a gameplan that mixes strong defensive options and keep-out (her very good 4B and high crushes, spherical flute hitboxes that control space all around her, and long range whiff punishes and space control with giants) with oki setups that give her unblockables when she gets advantage. She can&#039;t force her offense or pressure with strings in the way other characters excel at, and her space control is based on moves with higher startup, but she has reliable anti-KNJ and rewarding supers that make her very threatening as she steals the momentum of the match.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|A 15 frame high jab with decent range. {{B}}{{B}} has good range and greatly reduced recovery from vanilla, making it safe to stop blockstrings on. Ring options can be used after {{B}}{{B}}, even on whiff.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Tayuya&#039;s best normal, a flip kick with the same startup as {{B}}. Extremely good anti-air ability, and allows {{8}}{{B}} loops or links into {{B}}. Has extra recovery on whiff. Has {{2}}{{A}} as a followup option.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|A low-to-the-ground sweep with long range that crushes on frame 11 and hits on frame 19. Leaves her open on whiff. {{2}}{{B}}{{A}} string is faster and more reliable anti-knj than other strings into {{A}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|A reelback elbow slam. One of the better 4B&#039;s in the game. Hits on frame 27 and has Guard on frames 2-15, and groundbounces on hit. Recovers the fastest on hit, slower on block, and is very bad on whiff.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|A quick lunge into a pseudo-jab string, which is overall weaker than {{B}} strings despite similar functionality. High crushes on frame 7 and hits as a Middle on frame 18, making it very good in close range scrambles.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A 20-frames leaping kick that knocks down. Reaches pretty high into the air, making it a pretty good anti air  (a unique attribute for a running attack).&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|A divekick knee attack, much like Shikamaru&#039;s. Usually needs to {{YCancel}} to combo.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|A 5-hit sound blast with her flute. Staggers on grounded and can y-cancel on airborne hits. The charged version is not punishable on block and hits 7 times.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|A tracking attack that summons a downward-slashing demon. Staggers on hit. Anti-airs well. Becomes unblockable on backturn.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Summons an uppercut demon slash that does spinning launch. Has a string into 2X, but it can link into 5X as well.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|A simple counter leading to a 5-hit sound blast with her flute. Counter activates on frame 11 and causes a stagger.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Summons a demon slash. Has strings of its own, and has enough hitstun to link run up {{B}} or {{2}}{{B}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|A leaping slam with her flute hand; hits on 24 does large groundbounce that starts a combo; this move has guard frames that make it strong to approach with&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|An airborne 5-hit sound blast with her flute. One of the better jump moves in the game; last hit causes a stagger.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Activated by a spinning strike with her flute arm. Acts as a reliable WUS and, despite its low damage, brings great utility due to draining 100% meter and leaving Tayuya backturned.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Activated with a huge flute hitbox (based on {{A}}). One of the best super activators in the game on top of being a high-damage super, but can be thrown on startup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Overall, Tayuya has much stronger defense and keep-out potential compared to her weaker offense. She has reliable whiff punishes off of her rather long normals and very far reaching giant moves, and her {{Air}}{{A}} will basically hit anyone doing anything anywhere near her. Her {{4}}{{B}} is decently fast and has pretty good reward in a knockdown that either leads to an OTG (the best of which is charged {{A}}) or a wake-up-super on a techroll, and is safe against KNJ as well. The speed of her {{4}}{{B}} can make it win in situations where she&#039;s otherwise a little minus, like after the opponent blocks charged {{A}} and starts pressing. {{8}}{{A}}{{B}} and {{6}}{{A}}{{B}} give her an extra layer of defense if people step around the giant or hit through it as it appears, and {{8}}{{A}}{{A}} is a lower-risk retreating backflip that pairs well with {{8}}{{A}}. And of course, her good crushes in {{2}}{{B}} and {{6}}{{B}} give her good reward as they beat out highs. {{Air}}{{B}} is a serviceable divekick that allows her to convert off of hard reads or get high damage punishes.&lt;br /&gt;
&lt;br /&gt;
In terms of offense, she has some interesting tools that set her out from other characters: her {{Run}}{{A}} has Guard frames which can barrel through hitboxes or projectiles that would otherwise keep other characters out, taking a place in her kit as an anti-zoning tool. Her {{Run}}{{B}} is sped up from vanilla (though with somewhat reduced range in exchange) and serves as a tool that catches backdashes, whiff punishes well, and slams people out of the air reliably due to how high she jumps. Her {{6}}{{B}} string can lead to a bit of a hitstun loop, as hitting {{6}}{{B}}{{B}} or {{6}}{{B}}{{B}}{{B}}, stopping, and repeating it will allow her to box out the opponent if they try to press anything. She can link charge {{A}} on {{B}}{{B}}{{B}}{{B}} and {{{6}}{{B}}{{B}}{{B}}. {{6}}{{A}} and {{2}}{{A}} cover large areas in front of her, but giant moves are overall weak to being stepped due to having a lot of startup. {{A}} and {{Air}}{{A}} will catch steps and almost always beat out the opponent&#039;s {{4}}{{B}}, and {{Air}}{{A}} will crossup if she gets behind the opponent, which is easiest with a running jump. She also has a very unique callout tool in {{2}}{{X}}-the giant unblockable hitbox means it&#039;s easy to whiff punish missed moves and bad movement, and she can use it offensively against scared opponents with running sidesteps into {{2}}{{X}}. Additionally, {{A}} (and its charged variant) deal slightly more Guard Damage than normal moves, making it good to break the Guards of opponents who are scared to interrupt the startup.&lt;br /&gt;
&lt;br /&gt;
Otherwise, her strings are rather weak and very punishable when the opponent counterplays correctly (stepping giants into {{B}}, stepping or backwalking {{2}}{{B}}{{B}}, punching her out of {{A}} startup or punishing uncharged {{A}} on block). {{Air}}{{A}} is slightly minus on block. {{B}}{{B}}{{B}} is weak to jumpback, although {{B}}{{B}}{{4}}{{B}} forces block on it, and all of her string ending kicks are unsafe on block (though they do push, meaning they&#039;re much less safe against walls). {{6}}{{B}} string gets Autoguarded with {{4}}{{B}} rather easily. {{B}}{{B}}{{B}}, {{6}}{{B}}, {{6}}{{B}}{{B}}, {{6}}{{B}}{{B}}{{B}}{{B}}, {{2}}{{B}}, and uncharged {{A}} are all punishable on block while not pushing on block. Ring {{8}}{{A}}{{B}} (like {{B}}{{B}}{{8}}{{A}}{{B}}) is easy to step and punish. Stepping {{B}}{{B}}{{B}}{{B}} and {{6}}{{B}}{{B}}{{B}} nets a punish.&lt;br /&gt;
&lt;br /&gt;
The most unique part of Tayuya&#039;s gameplay is her oki + backturn gameplan: her tracking {{8}}{{A}} becomes unblockable when she&#039;s turned around, much like Itachi&#039;s. This leads to a very pressuring situation for the opponent that she can easily take advantage of with her other moves. She can stop the opponent from running directly at her with {{A}} or {{Air}}{{A}}, the latter becoming easy to crossup with when the opponent tries to move and respect the space the former covers (on top of its anti-air potential). All in all, this gameplan is very accessible to her, as she can very easily setup backturn from her neutral wins and oki, and even {{X}} leaves her backturned ({{X}} into buffer jumpback {{8}}{{A}} on landing is a reliable setup). She can also completely destroy neutral getup and wake-up-kick by doing a jump over jump-back {{Air}}{{A}} to force turnaround and make it unblockable.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{6}}{{A}}{{A}}{{A}} &amp;gt; {{6}}{{A}}{{A}}{{A}} &amp;gt; {{2}}{{A}}{{X}}&lt;br /&gt;
|Wall Dependent&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{6}}{{A}}{{A}}{{A}} &amp;gt; {{2}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Wall Dependent&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{2}}{{A}} &amp;gt; {{2}}{{A}} &amp;gt; {{6}}{{B}}{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Only the second hit of {{8}}{{B}} must connect&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}} &amp;gt; {{8}}{{B}} &amp;gt; {{6}}{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}} &amp;gt; {{6}}{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Extra Combo Notes====&lt;br /&gt;
*The first launcher available in {{B}} strings is {{B}}{{B}}{{6}}{{A}}{{2}}{{A}}, which can be combo&#039;d after with run up {{6}}{{B}}{{B}}{{B}}{{YCancel}}.&lt;br /&gt;
*{{8}}{{B}} can link into all {{B}} moves (including itself) besides {{4}}{{B}}.&lt;br /&gt;
*{{8}}{{B}} and {{8}}{{B}}{{B}}{{YCancel}} are incredibly good at walls and corners.&lt;br /&gt;
*{{6}}{{B}}{{B}}{{A}} does not link unless the slap gets counter hit, while {{B}}{{B}}{{A}} does link.&lt;br /&gt;
*Open space throw pickups are instant {{2}}{{A}}, run up {{8}}{{B}}, buffered {{B}}{{B}}, walk up {{6}}{{B}}, and walk up {{2}}{{B}}.&lt;br /&gt;
*Wall throw pickups are delay {{Air}}{{B}}{{YCancel}} {{Air}}{{B}}{{YCancel}} {{8}}{{B}}, instant {{Air}}{{A}} into {{B}}{{B}}, and walk back (or step) {{8}}{{B}}.&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
*Health increased to 210 (up from 180).&lt;br /&gt;
*A majority of her moveset has increased damage. She can actually do just-frame supers, for example, that she couldn’t in vanilla due to her {{B}}{{B}} damage being too low. Just-frame supers start being an option at 6 hits -&amp;gt;BBX.&lt;br /&gt;
*All flute moves stagger on the last hit (did hitstun in vanilla, except charged {{A}} which would launch). {{A}} and its charged variant do extra Guard Damage.&lt;br /&gt;
*{{4}}{{B}} has much less recovery on hit, less recovery on block, vanilla recovery on whiff, and knocks down instead of staggering. Adjusted Guard to be present on frames 2-15 instead of 2-24. Does not crush during recovery frames.&lt;br /&gt;
*She has redesigned ring strings that give her more options on {{B}}{{B}}{{A}}, {{B}}{{B}}{{B}}{{A}}, and {{6}}{{B}}{{B}}{{A}}, with {{A}}, {{6}}{{A}} and {{8}}A as options. {{8}}{{B}}{{A}} and {{2}}{{B}}{{B}}{{A}} also have ring followups, with the added option of {{2}}{{A}}.&lt;br /&gt;
*Added {{6}}{{A}}{{2}}{{A}} and {{6}}{{A}}{{A}}{{2}}{{A}} strings.&lt;br /&gt;
*{{2}}{{A}} now chains into {{2}}{{X}} as a string.&lt;br /&gt;
*Reduced recovery on {{B}}{{B}}, {{2}}{{B}}, {{8}}{{B}}, and all giant moves.&lt;br /&gt;
*{{B}}{{B}}{{B}}{{B}} and {{6}}{{B}}{{B}}{{B}} have increased hitstun and blockstun. Added weak attack voice clips.&lt;br /&gt;
*{{8}}{{A}}{{B}} and {{6}}{{A}}{{B}} added as modified versions of {{B}}{{B}}{{B}}{{B}}. Unsafe on block. Deals 16 damage and causes a stagger on hit.&lt;br /&gt;
*{{8}}{{A}}{{A}} is replaced with a retreating backflip.&lt;br /&gt;
*{{8}}{{B}} is practically redesigned as a normal: the first hit lifts on block and the second gains some space. A strong combo tool that can loop into itself due to increased lift and adjusted hitboxes; the 2nd hit can be isolated from the first in combos.&lt;br /&gt;
*{{8}}{{B}}{{B}} pushes on block, but is still unsafe. Does not high crush the whole recovery, unlike vanilla. Increased Guard Damage. Added strong attack voice clips. Adjusted the angle the opponent is sent at to be more consistent in wall combos or corner combos.&lt;br /&gt;
*{{Run}}{{B}} starts up 2 frames faster, but range is reduced by 15%. Uses weak attack voice clips instead of strong ones.&lt;br /&gt;
*Added Guard frames to {{Run}}{{A}}.&lt;br /&gt;
*{{Air}}{{B}} has a modified descent angle. Plays the {{Y}} voice clip when the move starts.&lt;br /&gt;
*{{Air}}{{A}} has less blockstun on the last hit.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
[https://youtu.be/STMAnK1LFS4?t=3636 Malex at the Juicy SCON4 Monthly, April 2022 (Orlando, FL)]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Tayuya guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakon_and_Ukon_(SCON4)&amp;diff=4499</id>
		<title>Sakon and Ukon (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sakon_and_Ukon_(SCON4)&amp;diff=4499"/>
		<updated>2023-06-02T19:09:52Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4_profile&lt;br /&gt;
|name=Sakon and Ukon&lt;br /&gt;
|image=[[Image:char_gnt4_skn.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1680&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Sakon and Ukon are the closest thing &#039;&#039;GNT4&#039;&#039; and &#039;&#039;SCON4&#039;&#039; have to a traditional stance character. Sakon is more or less a standard, close-combat fighter, and is able to be one of the most aggressive characters in the game. The dynamic shifts once transformed into Ukon, who has passive super armor, a state in which he still takes damage but can tank many attacks without interruption- but he loses out on Sakon&#039;s pressure. Ukon&#039;s unique traits emphasize the importance of matchups as some foes may find themselves without good options against this two-in-one fighter, especially when played hyper-defensively.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 14 high jab, into a unique second jab kick (a mid, despite looking a low). Sakon {{B}}{{B}}{{B}} is true on block. {{B}}{{B}}{{A}} is true on block for both forms.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Jump kick. Launches and lifts the opponent on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low kick. Does not sweep or turn the opponent. {{2}}{{B}}{{B}} is the knee followup instead of going into {{8}}{{B}} like jab string.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|A reel back palm strike- a decent guard frame attack in terms of speed, similar to Kimi. Staggers on hit. Ukon&#039;s has a {{B}} string followup into {{Run}}{{B}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|An ungraceful full-body arm slam. Causes a low spinning launch on hit. Crushes early in startup, but is his worst normal overall.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A running punch which does flying launch on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|An overhead elbow strike that does ground-bounce on hit. Is decently fast and does not push on block, leading to very strong strike throw mix.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|A snarky kunai toss, throwing 2 uncharged and 4 charged in a tight-knit group. One of the better basic projectiles due to decent startup and recovery. &lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|&#039;&#039;Multiple legs barrage&#039;&#039;. Sakon/Ukon ascends with the attack at a 45 degree angle. Very good for getting meter due to high damage multi-hits. Ukon&#039;s has extra recovery on landing.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|A fast, low swipe which high crushes (late, on 18) but low profiles most options. The main defining move of the two characters, allowing strong aggro turn-taking, and {{2}}{{A}}{{B}} is usable on whiff. Sakon and Ukon have different {{B}} followups.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter. At startup, immediately swaps between Sakon and Ukon. Upon activation, knocks the opponent away. Not sped up like many other {{4}}{{A}}&#039;s in Super.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|&#039;&#039;Multiple fists barrage&#039;&#039;. Super cancel point. If {{A}} is held, pushes on block or sends flying on hit instead of leaving the opponent in place.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|An uppercut slash which lifts on block and launches on hit. Generally inferior to {{2}}{{A}}, unless you are looking for a 1-hit y-cancel.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|&#039;&#039;Multiple legs barrage&#039;&#039;. A divekick which hits multiple times and can be {{YC}}-cancelled upon touching the ground&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Sakon and Ukon use their multiple strike attacks and pummel their foe.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&#039;&#039;Kuchiyose: Rashomon!&#039;&#039; Sakon/Ukon summons a giant wall at the location of their opponent. Very fast, hard to avoid and great for punishing substitutions. Costs 75% chakra.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{X}}&lt;br /&gt;
|Switches between Sakon and Ukon heads at the cost of 25% chakra. Faster than {{4}}{{A}} but does not have a counter.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{X}}&lt;br /&gt;
|Same as {{X}} but switches between Sakon and Ukon heads.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
* This character has two forms. The round always begins as Sakon. Major differences include:&lt;br /&gt;
** {{SakonForm}} Sakon has longer strings, better meterless combos, an air throw and more health.&lt;br /&gt;
** {{UkonForm}} Ukon has continuous super armor as long as he&#039;s not airborne and individual attacks do more damage.&lt;br /&gt;
** {{SakonForm}} Sakon has a normal backdash, whereas {{UkonForm}} Ukon has a short backdash.&lt;br /&gt;
* There are three ways to swap between Sakon and Ukon:&lt;br /&gt;
** {{4}}{{A}} - Immediately swaps the current character regardless of whether the counter is activated&lt;br /&gt;
** {{4}}{{X}} - At the cost of 25% chakra&lt;br /&gt;
** {{6}}{{X}} - Switches between heads. Ukon&#039;s version transforms instantly, but Sakon&#039;s transforms when the hitbox is active.&lt;br /&gt;
&lt;br /&gt;
====Strengths====&lt;br /&gt;
* {{UkonForm}} Ukon&#039;s super armor allows him to interrupt his opponent&#039;s strings and take back his turn if they are not careful with their string or move selection. When Ukon has the health lead, he can repeatedly trade hits to close out rounds.&lt;br /&gt;
* {{UkonForm}} Ukon can block all supers in the game.&lt;br /&gt;
* {{2}}{{A}}({{A}}) is one of the best lows in the game and staggers on hit.&lt;br /&gt;
* {{SakonForm}} Sakon has one of the longer meterless loops in the game ({{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}) and can get 10 or 11 hits including a finishing {{B}}{{B}}{{X}}.&lt;br /&gt;
* Raw and in-string versions of {{6}}{{A}} are super cancel points. &lt;br /&gt;
* {{2}}{{X}} is one of the better alternate supers in the game, quickly summoning a large wall at the location of the opponent. Sakon/Ukon can checkmate opponents by looping {{B}}{{B}} and waiting until a substitution to perform {{B}}{{B}}{{2}}{{X}}. {{2}}{{X}} can also punish projectiles or whiffs from anywhere on the screen.&lt;br /&gt;
&lt;br /&gt;
====Weaknesses====&lt;br /&gt;
* {{UkonForm}} Super armor can be broken by sweeps and all launchers&lt;br /&gt;
* {{UkonForm}} Players who over-rely on super armor will see their low health quickly depleted as opponents take advantage of a mashing Ukon by choosing moves which break super armor. Ukon may also struggle to mount a comeback from low health as trading hits becomes a losing proposition.&lt;br /&gt;
* {{UkonForm}} Multihit moves will do unscaled damage, dealing a lot more damage to Ukon. Fire attacks such as Sasuke {{6}}{{A}} will be a death sentence if Ukon is caught by it, as the hitstun in super armor is unsubbable.&lt;br /&gt;
* {{SakonForm}} Many of Sakon&#039;s strings and combo options involve aerial juggles which can&#039;t be {{YC}}-cancelled or may drop at the wall without proper adjustment.&lt;br /&gt;
* Aside from {{2}}{{X}}, extremely limited options at long range (basic projectile, poor run attacks and no teleport).&lt;br /&gt;
&lt;br /&gt;
====Other Notes====&lt;br /&gt;
* {{2}}{{A}}{{YC}} is the highest damage combo filler. {{2}}{{A}}{{A}}{{YC}} does less damage per hit but has higher meter build and is easier to execute&lt;br /&gt;
* The triple punch ({{B}}{{B}}{{A}}{{A}}{{X}}, {{6}}{{A}} and {{2}}{{B}}{{A}}) is a super cancel point.&lt;br /&gt;
* {{8}}{{A}} does high amounts of damage and builds lots of meter due to it being a multi-hit attack. It also can easily break guards.&lt;br /&gt;
* {{2}}{{A}}{{A}} hits twice OTG. {{B}}{{B}}{{A}} can hit three times OTG.&lt;br /&gt;
* Near walls, Sakon should use {{8}}{{B}}{{A}} instead of {{8}}{{B}}{{B}}, since combos near walls with the latter are near impossible.&lt;br /&gt;
* {{2}}{{X}} has two large hitboxes; one centered at the top of wall and one at the bottom. The hitboxes are also disjointed- especially the upper hitbox which hits far above the model of the wall. In total, the attack is active for 15 frames. For characters with standard air R-KNJ, the attack can be avoided with an air R-KNJ used during any of the three frames preceding the attack connecting. The first active frame is the frame after the dust clouds appear, or two frames after Sakon&#039;s hands touch the ground. Because L-KNJ has fewer invulnerable frames, it can&#039;t be used to avoid the attack. The attack does have a blind spot, in the middle of the wall (just below the &amp;quot;roof&amp;quot;). If the victim is further away from Sakon (for example, after a throw), the blind spot contributes to a slightly larger air R-KNJ escape window- about five frames instead of three because they will reappear in the blind spot.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Head!!Combos!!Notes&lt;br /&gt;
|-&lt;br /&gt;
!!!25% Chakra Opponent!!&lt;br /&gt;
|-&lt;br /&gt;
|{{SakonForm}}||{{B}}{{B}}{{B}}{{A}} &amp;gt; {{2}}{{A}}{{A}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{SakonForm}}||{{Y}} &amp;gt; {{2}}{{A}}{{B}}{{B}} &amp;gt; {{8}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||Or {{2}}{{A}}{{A}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}} (less damage, shorter)&lt;br /&gt;
|-&lt;br /&gt;
|{{UkonForm}}||{{2}}{{A}}{{B}}{{YC}} &amp;gt; {{8}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{UkonForm}}||{{Y}} &amp;gt; {{8}}{{B}}{{B}} &amp;gt; {{8}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{UkonForm}}||{{Y}} &amp;gt; {{2}}{{A}}{{YC}} &amp;gt; {{B}}{{B}}{{A}}{{A}}{{X}}||Short combos can use the {{B}}{{B}}{{A}}{{A}}{{X}} super-cancel point&lt;br /&gt;
|-&lt;br /&gt;
!!!0% Chakra Opponent!!&lt;br /&gt;
|-&lt;br /&gt;
|{{SakonForm}}||{{2}}{{A}}{{A}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{SakonForm}}||{{B}}{{B}}{{B}}{{A}} &amp;gt; {{2}}{{A}}{{YC}} &amp;gt; {{2}}{{A}}{{YC}} &amp;gt; {{2}}{{A}}{{YC}} &amp;gt; {{2}}{{A}}{{A}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||181 damage. &lt;br /&gt;
|-&lt;br /&gt;
|{{UkonForm}}||{{2}}{{A}}{{B}}{{YC}} &amp;gt; {{2}}{{A}}{{YC}} &amp;gt; {{2}}{{A}}{{YC}} &amp;gt; {{2}}{{A}}{{YC}} &amp;gt; {{2}}{{A}}{{A}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||199 damage. {{2}}{{A}}{{A}}{{YC}} can replace {{2}}{{A}}{{YC}} &amp;gt; {{2}}{{A}}{{YC}} (-5 damage)&lt;br /&gt;
|-&lt;br /&gt;
|{{UkonForm}}||{{Y}} &amp;gt; {{2}}{{A}}{{B}}{{YC}} &amp;gt; {{8}}{{B}}{{B}} &amp;gt; {{8}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* Sakon (but not Ukon) has a new idle&lt;br /&gt;
* 5B: more stun on hit and block; elbow hitbox doesn&#039;t appear until the third active frame&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame sooner; better stun on hit and block; move ends sooner&lt;br /&gt;
* 5BB(B): hits mid&lt;br /&gt;
* 5BBA(A): transition adjusted to be quicker&lt;br /&gt;
* 6B(B): replaced with 8B with follow ups&lt;br /&gt;
* 4B: doesn&#039;t push on block&lt;br /&gt;
* 8B: has slightly more lift on hit&lt;br /&gt;
* 8B(B): has slightly more lift&lt;br /&gt;
* 8BB(B): hitbox appears one frame sooner&lt;br /&gt;
* 8BB(A): has slightly more lift; string added for Ukon&lt;br /&gt;
* 5A: charge changed from 11f to 8f&lt;br /&gt;
* 6A: done as Sakon doesn&#039;t launch, super cancel, pushes on block&lt;br /&gt;
* 4A: window for counter improved; swaps the brothers when the activation window starts&lt;br /&gt;
* Sakon Act4A: is unblockable and unsubbable&lt;br /&gt;
* Ukon Act4A: does 2A(B)&lt;br /&gt;
* 2A: stagger removed&lt;br /&gt;
* 2A(B): has more lift and ends earlier; transition slowed down&lt;br /&gt;
* 2AB(A): does 8BB(A)&lt;br /&gt;
* 2A(A): staggers and has increased lift&lt;br /&gt;
* 8A: hitbox appears one frame sooner&lt;br /&gt;
* RA: has less lift, 3 more frames duration, lifts on block&lt;br /&gt;
* RA(A): does spinning knockdown, less lift, ends sooner; transitions later&lt;br /&gt;
* JA, 8BB(A): hits 3 times instead of 4, more damage, stun, and guard damage&lt;br /&gt;
* JY: Sakon (but not Ukon) has an air throw&lt;br /&gt;
* 5X: starts moving 4 frames sooner during super freeze&lt;br /&gt;
* 4X: swaps Sakon to Ukon the first active frame of the hitbox and swaps Ukon to Sakon on frame 2 of the activator. Goes into 5X on activation&lt;br /&gt;
* 2X: now a mid instead of a high&lt;br /&gt;
* GRKnJ: hitboxes changed to properly match RB&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Sakon and Ukon guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Kidomaru_(SCON4)&amp;diff=4498</id>
		<title>Kidomaru (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Kidomaru_(SCON4)&amp;diff=4498"/>
		<updated>2023-06-02T19:09:36Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Kidomaru&lt;br /&gt;
|image=[[Image:char_gnt4_kid.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The web-spitting, Sound Four Kidomaru is one of the more unique fighters in &#039;&#039;SCON4&#039;&#039;. His Spider-Man {{Air}}{{B}}, reminiscent of Temari and CS2, allows him to safely poke in neutral. The fun really begins once you start to master his {{A}} special attacks and ring combo jutsu which features hit-grabs, unblockables, KNJ web traps, super confirms and one of the better counters in the cast. If you like making the most of an off-beat, varied moveset full of situational but powerful attacks, Kidomaru might just be the ninja for you. &lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
====Ring Jutsu====&lt;br /&gt;
Kidomaru has a few strings which allow him to use any of his four directional special attacks.&lt;br /&gt;
* {{B}}{{B}}{{A}} - RING&lt;br /&gt;
* {{6}}{{B}} - RING&lt;br /&gt;
* {{6}}{{B}}{{B}} - RING&lt;br /&gt;
* {{8}}{{B}} - RING&lt;br /&gt;
* {{Run}}{{A}}{{A}} - RING&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
&#039;&#039;List may be outdated&#039;&#039;&lt;br /&gt;
* Air Throw added&lt;br /&gt;
* Ring Combo: 8A is 8A; 6A is 6A; 2A is 2A; 4A is 4A; 5A is 5BBB(A)&lt;br /&gt;
* WUK animation: is 2B(B); has one additional frame of intangibility before fuse and the hitbox starts and ends one frame later&lt;br /&gt;
* 3MC: 6A and 8A killing in no longer locks out the use of the same moves&lt;br /&gt;
* Grabbable Moves: 6A, 2A, JA, 8A, 5BBBB(A), 2BBB(A), 5BBAB(A), 2BBAB(A)&lt;br /&gt;
* 5B: has more lift on hit&lt;br /&gt;
* 5B(B): stuns longer by 2 frames on hit and 3 frames on block&lt;br /&gt;
* 5BB(B): hitbox adjusted slightly, hitbox active one more frame, animation ends 5 frames earlier; can delay into A follow up longer&lt;br /&gt;
* 5BBA(R): ring transition made one frame later&lt;br /&gt;
* 5BBB(B): flags cleaned up; recovers faster&lt;br /&gt;
* 5BBB(A): is now ring combo&lt;br /&gt;
* 5BBBB(B): increased damage&lt;br /&gt;
* 5BBAB(B): has no knockback on the first two hits and none of the hits pushes block&lt;br /&gt;
* 5BBAB(A), 5BBBB(A): now sends opponent flying across the screen instead of bouncing&lt;br /&gt;
* 5BBAB(A): follow up does not last as long; changed to match others&lt;br /&gt;
* 6B(B): has one more frame duration and slightly more lift on hit&lt;br /&gt;
* 6B(A): added as ring&lt;br /&gt;
* 6BB(B): does more damage; 3 frames before the teleport that are grabbable added; can be delayed 14 frames longer&lt;br /&gt;
* 6BB(A): now leads to ring&lt;br /&gt;
* 4B: first two hits link into the third better&lt;br /&gt;
* 2B: has sweep added with less lift&lt;br /&gt;
* 2BB(B): has more lift; flags adjusted; ends earlier&lt;br /&gt;
* 2BBB(B): flags adjusted&lt;br /&gt;
* 2BBAB(B): does more damage&lt;br /&gt;
* 8B(R): ring added&lt;br /&gt;
* JB: hitbox appears a frame earlier&lt;br /&gt;
* RB: flags adjusted to better fit the move; ends 9 frames earlier&lt;br /&gt;
* 5A: has no charges but releases the charged projectile&lt;br /&gt;
* 4A: def starts frame 12, loop that drains chakra starts at frame 2 (from 20), drains 190 units per frame (from 180)&lt;br /&gt;
* A4A: activates into a single frame of blocking if needed&lt;br /&gt;
* 6A: does 1+10 damage instead of 5 damage&lt;br /&gt;
* RAA(B): transition much faster with an end window&lt;br /&gt;
* RAA(A): now leads to ring combo&lt;br /&gt;
* JA: staggers&lt;br /&gt;
* 5X: transfers into the activated animation quicker; hitboxes appear one frame sooner, all hitboxes made slightly bigger; middle arm hitbox moved to waist&lt;br /&gt;
* 2X: is immune to mids and highs until he begins to lower his hands; spider hitbox is bigger&lt;br /&gt;
* GRKnJ: changed to a custom animation using the 5X activator; moved back a bit&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* Dark Tournament 2: [https://youtu.be/G_TI1YYV9_E?t=1526 Hebrew vs Taelon]{{SCON4CharLink|bou|24}}, [https://youtu.be/G_TI1YYV9_E?t=3150 Dope vs Taelon]{{SCON4CharLink|bou|24}}, [https://youtu.be/G_TI1YYV9_E?t=3721 Hebrew vs Leeshmow]{{SCON4CharLink|miz|24}}{{SCON4CharLink|skn|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Kidomaru guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Jirobo_(SCON4)&amp;diff=4497</id>
		<title>Jirobo (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Jirobo_(SCON4)&amp;diff=4497"/>
		<updated>2023-06-02T19:09:08Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4_profile&lt;br /&gt;
|name=Jirobo&lt;br /&gt;
|image=[[Image:char_gnt4_bou.png]]&lt;br /&gt;
|HP=240&lt;br /&gt;
|Guard=1920&lt;br /&gt;
|Jab Speed= 15&lt;br /&gt;
|Jab Height=Mid&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Short&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Though he&#039;s one of the slower characters in the game, the mighty Jirobo is capable making the most of small openings and snow-balling his advantage through the use of his armored, unblockable hitgrab {{8}}{{A}}, chakra-steal {{2}}{{X}}, KNJ punishes and unblockable setups. Sometimes referred to as &#039;&#039;Big John&#039;&#039; for an unknown reason.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 15 mid jab.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Upwards palm strike. Launcher and lifts on block. Mostly used as combo filler.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|A stomp which creates a shockwave around Jirobo. Low crush f7-28. Meterlessly links to {{B}} or {{2}}{{X}} on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Staggers on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Elbow strike. Launches on hit. Good for attacking backturned opponents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A diving head bash which sends the opponent flying or pushes on block. &lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|A descending headbutt which bounces the opponent or pushes on block.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Stone throw. Slower than most other {{A}} projectiles but staggers on hit. Charge {{A}} sends a larger boulder which knocks the opponent down or pushes on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Piledriver with hyperarmor (can only be interrupted by spinning launchers and supers; still takes damage from other attacks). High crush f12-25, active f27. Jirobo leaps upwards, grabbing the opponent and then slams them into the ground. Unblockable.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Teleport. Vanishes f24, reappears f36, actionable f11 after reappearance. Reappearance can be delayed by holding {{A}} at the cost of chakra and the side can be reversed by holding {{6}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter. Activated counter is a launcher which can be continued into a {{B}} or {{A}} string.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Stone pillar. High crush f10-55. Active f39-49, 67 frames total. Jirobo summons a pillar to erupt from the ground at the opponent&#039;s position causing a spinning launch on hit or a lift on block. Unblockable backturned. &lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|A running two-hit attack in which first Jirobo lifts a blocking opponent and then knocks them into the ground. {{Run}}{{A}}{{A}} leads to his piledriver, though this string can be sidestepped. Bounces on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Throws a large boulder downwards at a 45 degree angle. Pushes on block or knocks down on hit.&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Standard overhead throw, 20 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|Slam throw, 40 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{Y}}&lt;br /&gt;
|Piledriver air throw, 20 damage. Hard knockdown.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&#039;&#039;Earth Mausoleum Dumpling&#039;&#039;. Jirobo drops a boulder roughly the size and shape of the state of Montana on the opponent. High damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|&#039;&#039;Earth Prison Dome&#039;&#039;. At the cost of 75% chakra, Jirobo summons an Earth dome which can hit opponents close to the ground. Post-super freeze: invincible f1-5, high crush f13-108, active 27-38, 127 frames total. Does a small amount of damage but traps the opponent and causes them to collapse, sapping all of their chakra and adding it to Jirobo&#039;s own. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
====Strengths====&lt;br /&gt;
* {{B}}{{B}}{{6}}{{A}} on whiff allows Jirobo to punish substitutions and the launch gives him enough time to turn and connect with {{B}}&lt;br /&gt;
* {{YC}}{{2}}{{X}} is perhaps the best combo finisher in the game, completely draining the victim&#039;s chakra and adding it to Jirobo&#039;s own&lt;br /&gt;
* Mid jab means Jirobo rarely needs to worry about being high crushed and can use his {{B}} jab worry free&lt;br /&gt;
* {{8}}{{A}} piledriver&lt;br /&gt;
** Functions as a reversal due to its armor&lt;br /&gt;
** Attrition: Jirobo can trade damage when he has the life lead&lt;br /&gt;
** Catches jumps and can work as an anti-air&lt;br /&gt;
** Unblockable okizeme especially with the opponent in the corner&lt;br /&gt;
** {{YC}}{{8}}{{A}} provides unscaled, unsubbable damage and a hard knockdown as a combo finisher&lt;br /&gt;
* Further unblockable setups: If Jirobo gets his back to his opponent after a knockdown, {{6}}{{A}} and {{2}}{{X}} become unblockable&lt;br /&gt;
&lt;br /&gt;
====Weaknesses====&lt;br /&gt;
* Generally slow with punishable blockstrings due to their lengthy recoveries&lt;br /&gt;
** Stone pillar can be punished with air projectiles or dive kicks&lt;br /&gt;
* {{8}}{{A}} counterplay&lt;br /&gt;
** Hyperarmor losses to spinning launch and spikes&lt;br /&gt;
** Has five active frames but the three sidestep invulnerable frames can be used to shift out of the attack&#039;s hitbox&lt;br /&gt;
** Mix-up wake up options to make timing the unblockable difficult&lt;br /&gt;
** The movement of certain strings will naturally avoid the grab&lt;br /&gt;
* {{6}}{{A}} is slow to start up making it hard to react to certain get-up options, especially 4-way roll&lt;br /&gt;
* Guard frame 4B&#039;s can be used to block backturned {{6}}{{A}} if the defender has at least 1 frame to begin {{4}}{{B}}&lt;br /&gt;
* A KNJ can be used on reaction to punish a combo stone pillar with good timing (substitute after the stone pillar is locked in place)&lt;br /&gt;
&lt;br /&gt;
====2X Usage====&lt;br /&gt;
Undoubtedly one of the strongest buttons in the game, {{2}}{{X}} allows Jirobo to maintain a massive chakra advantage over his opponent.&lt;br /&gt;
&amp;lt;br /&amp;gt;As a combo finisher, the attack has 10 active frames and, depending on the combo, needs to be timed to hit just before the opponent lands. Common combo routes include:&lt;br /&gt;
* {{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
* {{B}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{X}}&lt;br /&gt;
* {{B}}{{B}}{{B}}{{A}}{{B}}{{YC}} &amp;gt; {{2}}{{X}}&lt;br /&gt;
Five invulnerable frames at startup and high crush frames allow the super to function as a reversal as well. Characters with a gap between {{B}} and {{B}}{{B}} can be interrupted with {{2}}{{X}}. Jirobo can also use the reduced hitstun of backturned hits to find an opening to fire off {{2}}{{X}}.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{6}}{{A}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{6}}{{A}} &amp;gt; {{2}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{b}} &amp;gt; {{2}}{{x}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{YC}} &amp;gt; {{6}}{{b}}(delay){{b}}{{x}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{y}} &amp;gt; {{b}}{{b}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Extra Combo Notes====&lt;br /&gt;
* {{2}}{{B}} links meterlessly to {{B}} or {{2}}{{x}}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* Throw damage reduced from 22 to 20&lt;br /&gt;
* 2Y throw added (slam throw)&lt;br /&gt;
* Air Throw added&lt;br /&gt;
* Health: increased from  230 to 240&lt;br /&gt;
* Guard:  increased 1840 to 1920&lt;br /&gt;
* Grabbable moves: JA, 6A, 5BBBA(A)&lt;br /&gt;
* 5B(B): has better advantage on hit and block, ends sooner. Can continue to 5BB(A) on whiff.&lt;br /&gt;
* 5BB(B): does 10 less block damage&lt;br /&gt;
* 5BBB(B): has 9 less endlag frames&lt;br /&gt;
* 5BBBA(B): does 1 more damage; pushes on block; does not high crush&lt;br /&gt;
* 5BBBA(A): does 1 less damage, grab follow ups removed, but makes an unsubbable knockdown; knockdown starts getting up faster&lt;br /&gt;
* 6B: Delaying 6B(B) 8 frames or more after hitting results in 5B(B) instead&lt;br /&gt;
* 2B: has more stun on hit and block &lt;br /&gt;
* 8B: has more lift on block &lt;br /&gt;
* 8B(B): starts up one frame later; transitions 3 frames later&lt;br /&gt;
* RB: ends 12 frames earlier&lt;br /&gt;
* 5A charge changed from 9 frames to 6 frames&lt;br /&gt;
* 5A1C: single charge of 5A is a hard knockdown; less lift on hit&lt;br /&gt;
* 6A: has slightly more lift on hit, comes out one frame earlier when done in a string&lt;br /&gt;
* 4A: window improved&lt;br /&gt;
* A4A: hit into a spinning launch that is unblockable; has an A and B follow ups&lt;br /&gt;
* 2A: has endlag on both sides, reduced from 25 to 10 on behind (same for front)&lt;br /&gt;
* 8A: super armor ends when Jirobo leaves the ground&lt;br /&gt;
* A8A: ends three frames sooner when the animation ends and is hittable after he gets off the opponent&lt;br /&gt;
* RA: Jirobo can be thrown while in the air; hits twice; high crush on landing&lt;br /&gt;
* 5X: has two less frames super freeze&lt;br /&gt;
* 2X: Intangible 1-5 after super freeze, high crush 13-108 instead of intangible 1-2, 42-end&lt;br /&gt;
* ARKnJ: intangibility removed&lt;br /&gt;
* GRKnJ: has faster englag to match RB, flags fixed from vanilla&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
*[https://youtu.be/G_TI1YYV9_E?t=61 Taelon and Dope&#039;s runs at Dark Tournament 2] {{SCON4CharLink|kid|24}}{{SCON4CharLink|kis|24}}{{SCON4CharLink|zab|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Jirobo guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Kabuto_(SCON4)&amp;diff=4496</id>
		<title>Kabuto (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Kabuto_(SCON4)&amp;diff=4496"/>
		<updated>2023-06-02T19:08:53Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Kabuto Yakushi&lt;br /&gt;
|image=[[Image:char_gnt4_kab.png]]&lt;br /&gt;
|HP=190&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 13&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Kabuto was often considered a sleeper character in Vanilla GNT4. In Super, he augments his great jab, low sweep, and {{2}}{{A}} combo finisher with improvements to some of his lesser-used buttons and strings. Kabuto is a character who leverages his user&#039;s fundamentals via his above-average close-quarter attacks and strong punish game. The main gimmick of the character is continual health regeneration making Kabuto a pesky foe to defeat.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 13 jab (tied for third quickest in game)&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Jumping low crush attack. Good frame data (-2) and leaves Kabuto with time to {{2}}{{B}} or {{6}}{{A}} afterwards to beat a jab.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low, high crush sweep and also low profiles incoming attacks. Good at round start.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Staggers, leading to a strike/throw mix. &lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Hits mid&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Pushes on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Dive kick&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Kunai throw, chargeable&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Up kunai&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Powerful capture state move and combo-finisher. Hold {{A}} at the cost of meter to delay the grab.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter. Teleports Kabuto behind the enemy.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|High crushes frame 9. Good whiff punish and can catch back dash. Good round starter. {{6}}{{A}}{{A}} is a super cancel point.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunai throw and can set up tick throw scenarios based on spacing. Can also be followed by {{2}}{{B}} to beat a counter-jab attempt.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air kunai&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&amp;quot;Taijutsu isn&#039;t my specialty&amp;quot;. &lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Area-of-effect attack around Kabuto that inflicts the sleep state and drains a small amount of chakra. Is blockable if Kabuto and the opponent are facing opposite directions, and is unblockable if they are facing the same direction, regardless of positioning (whether Kabuto or the opponent is in front). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Kabuto is a fundamentals heavy character who relies on a straight-forward yet strong selection of buttons and strings. His low HP, which is the smallest in the game, is made up for by continual regeneration after taking damage, and as such zoners like Haku or Sakura will be limited in their ability to threaten Kabuto with chip damage. On the other hand Kabuto must be wary of being on the receiving end of touch-of-death combos that would not be able to finish the round against a character with a normally sized health bar.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kabuto&#039;s block strings apply good pressure and tend to leave him in an advantageous position. {{B}}{{B}}{{B}}{{B}} or {{2}}{{B}}{{B}} lifts the opponent in the air, giving Kabuto an opportunity to air throw or mix their landing. If the opponent uses jump kunai or a swordsmen {{Air}}{{A}}, Kabuto&#039;s {{A}} string finisher has guard frames and will punish the attack, though this finisher will whiff if the opponent double jumps first.&amp;lt;br /&amp;gt; &lt;br /&gt;
{{2}}{{A}} is an extremely strong capture state combo-ender, often accessed with {{2}}{{B}}{{B}}{{A}}{{YCancel}}{{2}}{{A}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kabuto has a grounded infinite, {{B}}{{B}}{{A}}{{B}}{{A}} &amp;gt; {{B}}{{B}}, which combines the hitstun of his horizontal kunai slash and the speed of his quick jab. This loop can also be started with {{Run}}{{A}} or {{6}}{{B}}{{A}}. Kabuto can kill opponents caught grounded with low meter by linking the loop with {{B}}{{B}}{{2}}{{X}}, which drains meter and starts a new combo. The A+B tech can be used to make the link from the kunai slash to jab easier. {{B}}{{B}}{{A}}{{B}}{{B}} can also link with {{B}} if the opponent does not mash out of stagger state.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Grounded super confirm&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{2}}{{A}}&lt;br /&gt;
|Short combo into {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{2}}{{X}} &amp;gt; {{6}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{A}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{2}}{{X}} &amp;gt; {{2}}{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{2}}{{A}}&lt;br /&gt;
|Touch of death using {{2}}{{X}} meter drain. Can also begin with {{6}}{{A}}{{A}}{{2}}{{X}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
(May be outdated. Please let an editor know about further changes.)&lt;br /&gt;
* Health: increased from 180 to 190&lt;br /&gt;
* Grabbable moves: RA, JA, 8A, 2A landing&lt;br /&gt;
* 5B: hitbox appears two frames later, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2; one more frame blockstun&lt;br /&gt;
* 5B(B): has slightly more stun; hitbox appears and disappears a frame later; slightly more lift on hit&lt;br /&gt;
* 5BBAB(B): transition time adjusted to match 6B(B); slightly more lift on hit (not on 6B(B))&lt;br /&gt;
* 5BBAA(A): guard frames changed to be start to 22 instead of the entire move; pushes on block&lt;br /&gt;
* 6B(B): has four frames less endlag&lt;br /&gt;
* 6BA(B): high crush added to frame 18-21&lt;br /&gt;
* 2B: high crush from 11-31; transition to 2B(B) window increased by 10 frames&lt;br /&gt;
* 2BB(B): replaced with a custom 6BA(B) that knocks away on hit and block; hitbox appears one frame later&lt;br /&gt;
* 2BB(A): has guard frames from 1-22&lt;br /&gt;
* 8B: high crushes on landing; 4 less recovery frames&lt;br /&gt;
* RB: changed to strong and pushes on block, bigger hitbox&lt;br /&gt;
* JB: launches instead of staggers&lt;br /&gt;
* 6A: has high crush on frames 9-21&lt;br /&gt;
* 6A(A): has more stun&lt;br /&gt;
* 6AA(A): now also lifts on block&lt;br /&gt;
* 4A: window improved&lt;br /&gt;
* A4A: comes out quicker and ends quicker&lt;br /&gt;
* 2A: flags adjusted to match the animation better, cannot sub during the animation, unscaled damage applies to both players&lt;br /&gt;
* A2A: can be hit at the peak of his jump&lt;br /&gt;
* 5X: activator has the hitbox appear 4 frames sooner and begins moving 3 frames sooner&lt;br /&gt;
* 2X: does slightly more damage, drains chakra, second frame to end is unblockable; hit airborne launches higher; stuns much longer when not putting into sleep&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/7rMnSh11Ajs?t=6786 Paradise vs LilyHV (Temari) and Ricky Ant (Naruto/Guy), Biweekly 26 (5/17/2020)] &lt;br /&gt;
* Dark Tournament 2: [https://youtu.be/G_TI1YYV9_E?t=1988 Dope vs Jerry]{{SCON4CharLink|kim|24}} and [https://youtu.be/G_TI1YYV9_E?t=4181 vs Kandle]{{SCON4CharLink|ita|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Kabuto guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Orochimaru_(SCON4)&amp;diff=4495</id>
		<title>Orochimaru (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Orochimaru_(SCON4)&amp;diff=4495"/>
		<updated>2023-06-02T19:08:28Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Orochimaru &lt;br /&gt;
|image=[[Image:char_gnt4_oro.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 13&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
At first glance Orochimaru is built like a fundamentals character- good, basic {{B}} buttons, above-average kunai projectiles, a {{4}}{{A}} teleport and useful but not busted jump attacks. His {{X}} super is, however, a game-changer. The snake Sanin&#039;s &#039;&#039;Five-Pronged Seal&#039;&#039; jutsu takes away all of his victim&#039;s chakra and prevents them from gaining back their meter for 10 seconds, leaving them completely at Orochimaru&#039;s mercy. &lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 13 high jab&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Guard frame attack- unusual for an {{8}}{{B}}. Low crush.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low sweep. High crush.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Launches on hit. Second attack lifts on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Downwards claw swipe. Staggers on hit. &lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Upwards claw swipe. Launches on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Overhead slash. Bounces on hit.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Projectile- Throw multiple kunai. {{A}}{{A}} string follows up with Oro&#039;s snakes.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Teleport. Vanishes f16, reappears f36. Actionable f10 after reappearance (f15 if reversed). Reappearance can be delayed by holding {{A}} at the cost of chakra or reversed with {{6}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
====Strengths====&lt;br /&gt;
* Chakra-seal {{X}} with lots of active frames&lt;br /&gt;
* Fast {{2}}{{B}} low&lt;br /&gt;
* Sudden, long sliding {{Run}}{{A}} dash attack&lt;br /&gt;
* {{2}}{{Y}} is one of the better throws in the game, leaving the opponent standing in front of Orochimaru&lt;br /&gt;
* {{4}}{{B}} is the third-quickest in the game and the lean back at startup can avoid incoming attacks&lt;br /&gt;
* Orochimaru throws a large number of kunai for his {{A}} and {{8}}{{A}} projectiles&lt;br /&gt;
** {{8}}{{A}} is a low committal throw follow-up that the opponent may need to respect with a KNJ&lt;br /&gt;
** Lots of chip-out options between {{A}}, {{6}}{{A}} fireball, snake attacks and various claw and kunai string attacks&lt;br /&gt;
* {{4}}{{A}} with hold and reverse options&lt;br /&gt;
* {{2}}{{X}} as the alternate, high damage super when Orochimaru wants to end the round&lt;br /&gt;
&lt;br /&gt;
====Weaknesses====&lt;br /&gt;
* Neutral may feel too &amp;quot;fair&amp;quot; at times; Oro may have trouble breaking down zoners&lt;br /&gt;
* Block strings are predictable with clear escape or punish points&lt;br /&gt;
* If Orochimaru wins the round with {{X}} damage, the victim can skip the super cinematic by pressing Start before Orochimaru takes away their chakra (the 10-second chakra seal will not happen regardless of whether the cinematic is skipped)&lt;br /&gt;
====5X Usage====&lt;br /&gt;
Orochimaru&#039;s strongest tool is his signature &#039;&#039;Five-Prong Seal&#039;&#039;. While the super deals less damage than others, it both takes away the victim&#039;s chakra and prevents them from &#039;&#039;gaining&#039;&#039; chakra for 10 seconds- which can feel like an eternity considering it may only take a single opening and a few seconds for Orochimaru to deplete the rest of their lifebar. The chakra advantage is game-warping enough that much of Orochimaru&#039;s approach to the game can resolve around finding openings to land the super.&amp;lt;br /&amp;gt;&lt;br /&gt;
Orochimaru can combo into {{X}} directly or use it as an unblockable wake-up-super (WUS). Super confirms include:[[Image:Oro5x.png|thumb|255px|Oro has a hitbox covering his entire body during {{X}}, meaning he can run directly under the opponent after a throw and easily catch them as they fall]] &lt;br /&gt;
* {{B}}{{B}}{{X}}&lt;br /&gt;
* {{B}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
* {{2}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
* {{4}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
* {{Air}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
* Both {{Y}} and {{2}}{{Y}} &amp;gt; {{B}}{{B}}{{X}} or directly to {{X}}&lt;br /&gt;
Five active frames make it un-sidesteppable during the victim&#039;s wake-up. Generally, Orochimaru will {{4}}{{A}} teleport during the wake-up kick (WUK) window, dodging behind WUK if used, and then close distance and {{X}}. This technique is unavoidable with perfect reactions from the Orochimaru player and foes must therefore mix up their wake-up options and conserve chakra for KNJ to keep Orochimaru guessing and mess up his timing. Once in a combo or knocked down, the defender&#039;s options include:&lt;br /&gt;
* KNJ before the knockdown&lt;br /&gt;
* {{L}} or {{R}} KNJ from the ground after being knocked down&lt;br /&gt;
* 4-way roll&lt;br /&gt;
* Neutral get-up with or without the &amp;quot;do-nothing&amp;quot; invincibility (three extra frames of invulnerability)&lt;br /&gt;
* Wake-up backdash is often the best option when facing a late {{X}} (jump instead when at the wall)&lt;br /&gt;
* Wake-up sidestep&#039;s three frames of invulnerability is the best option against an early {{X}}&lt;br /&gt;
* Tech roll recovery is in general very weak to wake-up super due to its predictability and should be avoided when Orochimaru has 100% chakra&lt;br /&gt;
On top of sealing away the victim&#039;s chakra, Orochimaru will have a hard knockdown with an opportunity to enforce an okizeme mix after the super. A {{B}} strike/throw mix is the most basic approach, with {{2}}{{B}} and mid-attacks {{6}}{{B}} and {{2}}{{A}} covering high crush attempts. By making the most of his chakra advantage, Oro can chain together neutral wins with {{X}} finishers and landslide his opponent while denying them the chakra needed to threaten KNJ.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
PLACEHOLDER&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
&#039;&#039;List may be outdated&#039;&#039;&lt;br /&gt;
* Grabbable Moves: JA, 8A, 2A(A), 2AA(A), 6A, 2B(A)&lt;br /&gt;
* 5B: has slightly more stun on block and more lift on hit&lt;br /&gt;
* 5B(B): improved advantage on hit and block; move ends four frames sooner; can follow up on whiff&lt;br /&gt;
* 6B: can do A follow up on whiff&lt;br /&gt;
* 6B(B): added as 2BBB(B) with follow ups&lt;br /&gt;
* 2B: can follow up on whiff&lt;br /&gt;
* 2BBB(B): has more lift&lt;br /&gt;
* 2BBB(A): changed from RA to 4A&lt;br /&gt;
* 2BBBB(B): bounces closer on hit&lt;br /&gt;
* 8B: has guard frames until Oro jumps; done in string replaced with 2BBB(B) with follow ups&lt;br /&gt;
* RB: lifts on block&lt;br /&gt;
* RB(B): added as 2BBBB(B)&lt;br /&gt;
* JB: can be DIed in the air with 6 or 4&lt;br /&gt;
* 5A: charge time changed from 11 frames to 8&lt;br /&gt;
* 5A(A): added as 2AA(A)&lt;br /&gt;
* 4A: &amp;quot;attachment&amp;quot; window changed from 10 frames to 14&lt;br /&gt;
* 2A: has more stun on the second hit, less hitbox duration&lt;br /&gt;
* 2AB(B): added as 2BBBB(B)&lt;br /&gt;
* 2A(A): has slightly more stun&lt;br /&gt;
* RA: is an untechable sweep&lt;br /&gt;
* 2BBBB(A): and 2AA(A) snakes do chip&lt;br /&gt;
* 2Y: staggers on hit, opponent cannot be grabbed, opponent cannot shake the stagger&lt;br /&gt;
* 5X: damage reduced 65 to 50&lt;br /&gt;
* 2X: hits better on both hits; damage on the activated portion, first hit lifts on block and is blockable; ends sooner&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Orochimaru guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Tsunade_(SCON4)&amp;diff=4494</id>
		<title>Tsunade (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Tsunade_(SCON4)&amp;diff=4494"/>
		<updated>2023-06-02T19:07:53Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Tsunade&lt;br /&gt;
|image=[[Image:char_gnt4_tsu.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Tsunade reflects her status as one of the strongest characters in the &#039;&#039;Naruto&#039;&#039; 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 Tsunade with some unique mechanics- certain {{A}} attacks cause the confusion status effect when charged and her {{2}}{{X}} 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.&amp;lt;ref&amp;gt;Thank you to Malex for advising on this article&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
[[File:Tsu2ac.png|thumb|255px|The fissure hitboxes on Tsunade&#039;s 2A]]&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 14 jab, high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Blockable hit-grab when close, spinning launch on hit with the &amp;quot;sour spot&amp;quot;, when further from the opponent&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Pushes on block or sends the opponent flying on a hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Hits mid&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Bounces and has a follow-up string&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Descending strike which causes a shockwave around Tsunade. The strike launches the opponent spinning while the shockwave does not if the attack hits on the ground.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Hits mid. An alternate &amp;quot;jab&amp;quot; for Tsunade&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Lunging kick. Knocks down.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|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&#039;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.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter. Teleports Tsunade behind the opponent with her back turned and she strikes behind her causing a knockdown. Works on projectiles.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|High. 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.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Big wind up punch. &lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Unblockable command grab with hyper armor&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Standard overhead throw, 20 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|Slam throw, 30 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{Y}}&lt;br /&gt;
|Unique air throw which results in a hard knockdown directly behind Tsunade&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|High damage super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Tsuande&#039;s Mitotic Regeneration Jutsu. Requires a full bar of chakra to heal 100 HP (just under half Tsunade&#039;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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Tsunade can feint or &amp;quot;Hyuuga-cancel&amp;quot; ({{HCancel}}) certain attacks during startup. {{A}} attacks which can be feinted can also be charged to inflict Tsunade&#039;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).&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Tsunade-HC-Chart.png|thumb|Tsunade has several strings which can Hyuga-cancelled by pressing {{Y}} during the startup or charge of the attack|350px]]&lt;br /&gt;
Her {{B}}{{B}}{{B}}{{B}} string is one of the strongest in the game and is close to a true blockstring, depending on the speed of the opponent&#039;s 4B. The {{B}}{{B}}{{HCancel}} is likely Tsunade&#039;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.&amp;lt;br /&amp;gt;&lt;br /&gt;
Tsunade&#039;s big punch ending the {{A}}{{B}}{{A}}{{A}} 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{2}}{{B}}{{A}}{{A}}{{B}} sends the victim flying allowing Tsunade to meterlessly link combos, including to {{2}}{{A}}. Tsunade may also predict and punish substitution using the {{2}}{{B}}{{A}}{{A}}{{HCancel}} Hyuuga-cancel.&lt;br /&gt;
* {{6}}{{B}}{{B}} is a short punish which launches the opponent.&lt;br /&gt;
* {{6}}{{B}}{{A}}{{A}} is another short string with multiple applications as a block string or punish.&lt;br /&gt;
** The first A can be charged, cancelled, or continued to the last A for Tsunade&#039;s finger-flick capture-state, resulting in a hard knockdown.&lt;br /&gt;
* The {{8}}{{B}} 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.&lt;br /&gt;
* Tsunade can {{X}} directly following {{2}}{{Y}} with proper timing.&lt;br /&gt;
* {{2}}{{X}} can be used to recover from life deficits that may otherwise be difficult to overcome. Tsunade can find time to {{2}}{{X}} after launching the opponent or when she has enough distance to keep her safe from having the startup interrupted.&lt;br /&gt;
&lt;br /&gt;
[[File:Tsu 2yx.gif|right|frame|Tsunade can {{X}} directly following {{2}}{{Y}} with proper timing]]&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{8}}{{B}} OR {{Air}}{{Y}} OR {{B}}{{B}}{{X}}&lt;br /&gt;
|Basic bread &amp;amp; butter combo&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{A}}{{A}}{{B}}{{YCancel}} &amp;gt; {{2}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|25% meter opponent super confirm using a flying screen launch linked to a {{2}}{{A}} re-stand.&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}{{B}}{{B}}{{A}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Tsunade&#039;s longest string, ends with a launcher. Combos into {{B}}{{B}}{{X}} or at the wall can {{X}}, Charge {{6}}{{A}} to inflict confusion, or {{8}}{{B}}/{{Air}}{{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* Air Throw added; does modified activated JA&lt;br /&gt;
* New walking animation added&lt;br /&gt;
* Health: increased from 210 to 220&lt;br /&gt;
* Guard:  increased 1680 to 1760&lt;br /&gt;
* Grabbable moves: 2A&lt;br /&gt;
* 5B: hitbox appears one frame sooner, elbow hitbox removed; hand hitbox larger on frame 2&lt;br /&gt;
* 5B(B): can be hyuuga-cancelled&lt;br /&gt;
* 5BB(A): charge time reduced by 2; ends two frames sooner to match animation&lt;br /&gt;
* 6B: stuns longer; hitboxes slightly larger&lt;br /&gt;
* 2B(B): pushes back on block&lt;br /&gt;
* 2BA(A): charge time reduced by 1&lt;br /&gt;
* 8B: The first hitbox frame is an untechable hitgrab which performs Tsunade&#039;s air throw. The remainder of the attack is unchanged from Vanilla&lt;br /&gt;
* RB: first hitbox frame is a high, untechable bounce and second frame is a mid techable bounce; hitbox disappears one frame earlier&lt;br /&gt;
* RB(A): has more lift on hit hitbox adjusted to not hit OTG&lt;br /&gt;
* JB: landing hit has one more frame duration; grabbable; more stun&lt;br /&gt;
* JA: is unblockable; has 10 frames super armor on startup, has forward or backwards momentum with 6 or 4; three frames less landing lag&lt;br /&gt;
* 5A: hand hitbox does not appear on the first frame; slightly more lift&lt;br /&gt;
* 5A(B): stuns longer; knee hitbox does not appear on the first frame; slightly more lift&lt;br /&gt;
* 6A: Instead performs the chargeable confusion attack 2BA(A)&lt;br /&gt;
* 4A: window improved; works against projectiles&lt;br /&gt;
* Act4A: comes out faster, unblockable, untechable, and unsubbable, teleports closer to opponent&lt;br /&gt;
* 2A: cannot be teched&lt;br /&gt;
* 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&lt;br /&gt;
* ActJA: can be subbed later&lt;br /&gt;
* 2Y: is a slam throw&lt;br /&gt;
* 2X: Kick replaced with Tsunade&#039;s Y-cancel stance with no attack. Activates without hitting someone.&lt;br /&gt;
* GRKnJ: replaced with 8A animation&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
[[File:Tsunade 2A Chip Dmgc.gif|frame|Tsunade&#039;s {{2}}{{A}} has two fissure hitboxes; only the further hitbox deals chip damage. Tsunade also creates a shockwave around her which may protect her from a counterattack]]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Tsunade guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Jiraiya_(SCON4)&amp;diff=4493</id>
		<title>Jiraiya (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Jiraiya_(SCON4)&amp;diff=4493"/>
		<updated>2023-06-02T18:52:01Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Jiraiya&lt;br /&gt;
|image=[[Image:char_gnt4_jir.png]]&lt;br /&gt;
|HP=240&lt;br /&gt;
|Guard=1920&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
As one of the heavies of SCON4, Jiraiya is known for lethal combos and his signature {{2}}{{A}} swamp jutsu used to create openings and catch substitutions. In Super, the toad sannin has received better access to {{2}}{{A}} and his hit-grab has been made unblockable to help his guard pressure be formidable as befits a character of his style and power.&amp;lt;ref&amp;gt;Thanks to Paradise for advising on this article.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 15 jab&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Knocks down and hits twice on-the-ground (OTG)&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Knocks down&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Launches and links to {{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Hits mid&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Pushes on block and launches. On smaller stages, {{Run}}{{B}}{{YCancel}} into {{2}}{{A}} can serve as a pseudo infinite (most notable on Academy Rooftop, small octagons, and Hospital Rooftop).&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Overhead strike. Pushes on block and bounces on hit.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Throw multiple kunai. Chargeable.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Up kunai throw&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|High crush. Capture state attack which drags opponent down into mud and then pops them up. Connects after throw. Opponent cannot sub while being held by the mud, but can hit out of it. 36f startup. On block (earliest possible): 52f total, 16f recovery (-3), high crush 27-36f. On whiff: 100f total, 64f recovery, high crush 27-100f.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Hair Needle Senbon. Hold {{A}} to prolong the move at the cost of chakra. Protects Jiraiya, deflects projectiles, hits on-the-ground and can punish substitutions and teleports.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Firebreath. Can hold {{A}} to prolong move at the cost of chakra.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Same as {{B}}{{B}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Jump kunai &lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Normal throw. Links with {{2}}{{A}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|Side-switch throw. Does not link with {{2}}{{A}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{Y}}&lt;br /&gt;
|Air throw&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|One of the better supers in the game in terms of damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|75% meter. Summons a toad above the opponent which then falls to the ground. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Much of Jiraiya&#039;s gameplay revolves around the threat of {{2}}{{A}} (commonly referred to as &amp;quot;puddle&amp;quot;) as a whiff punish, combo extender, or KNJ punish. Regardless of positioning, Jiraiya can {{2}}{{A}} after normal throws to connect a combo. {{2}}{{X}} is guaranteed after {{2}}{{A}} with proper timing- a slight delay between the two moves. {{X}} also has a shorter, 1 frame unsubbable window. Jiraiya&#039;s damage output is known as one of the best in the game and he can combo into his {{X}} super without a just frame using {{2}}{{A}}{{B}}{{B}}{{X}} or {{4}}{{B}}{{B}}{{B}}{{X}}. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{B}}{{B}}{{B}} is Jiraiya&#039;s best string on block. His high guard damage forces opponents to attempt block string escapes which Jiraiya can bait to find openings. If the opponent anticipates a continued string after blocking {{B}}{{B}}{{B}} and sidesteps, Jiraiya can repeat his {{B}} string to conclusion to attempt a guard break. {{B}}{{B}}{{A}}{{B}}{{A}}, {{B}}{{B}}{{B}}{{A}}{{B}}{{A}}, {{2}}{{B}}{{B}}{{A}} and {{6}}{{B}}{{A}}{{B}}{{A}} give access to puddle mid-string which may catch sidestep, 4B, or jump-out attempts. Because of his small number of useful block strings, he should take advantage of delayed string continuations to keep defenders guessing. Air throw can be used to punish opponents who try to jump out of his pressure. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Jiraiya has an unblockable hit grab found in several strings: {{B}}{{B}}{{A}}{{A}}, {{B}}{{B}}{{B}}{{A}}{{A}} and {{6}}{{B}}{{A}}{{A}}. The hitgrab beats guard frame attacks but can be avoided using sidestep intangible frames, timed in the two frames before the move connects. Early sidesteps will be caught by the grab.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
For backturn scenarios, Jiraiya must usually choose between throw, {{B}}, {{6}}{{B}} and {{2}}{{A}}, all to be used situationally as he does not have a traditional sweep, stagger, or launch from a single button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Jiraiya&#039;s high HP pool can make it advantageous for him to trade hits, especially using {{2}}{{A}}. Even when knocked down in a trade (for example,  from an attacking substitution), he should have enough time to combo off of puddle.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* Grabbable Moves: 2A, 6A, 8A&lt;br /&gt;
* 5B(B): stun on block and hit improved; move recovers earlier&lt;br /&gt;
* 5BB(A): increased block stun and hitbox disappears one frame sooner&lt;br /&gt;
* 5BBA(A): is unblockable&lt;br /&gt;
* 5BBAB(A): replaced with 2A&lt;br /&gt;
* 6B: has slightly less lift; has more stun when done raw; ends slightly sooner&lt;br /&gt;
* 2B: hitbox appears 4 frames earlier, first frame is an untechable bounce, then stagger; elbow hitbox appears on frame 2; hand hitbox smaller; bounces further from Jiraiya&lt;br /&gt;
* 2B(B): hitbox appears one frame earlier without the elbow, first frame is a bounce, then normal hit&lt;br /&gt;
* 2BB(B): bounces closer to Jiraiya, recovers sooner; done with 6 will do RAB(B)&lt;br /&gt;
* JB: hitbox appears and disappears one frame sooner&lt;br /&gt;
* RB: pushes on block and ends sooner; slightly more lift&lt;br /&gt;
* 5A: charge time decreased from 11 frames to 9; when done in a string it does 5BBA(A)&lt;br /&gt;
* RA: has more lift on hit&lt;br /&gt;
* RA(B): replaced with 2B(B) with follow ups intact&lt;br /&gt;
* RAB(B): replaced with 2BB(B); done with 6 does vanilla. Foot &amp;quot;lands&amp;quot; two frames earlier, hard knockdown, cannot Y cancel, hitboxes slightly bigger&lt;br /&gt;
* RAB(2B): longer duration, lower angles, hard knockdown&lt;br /&gt;
* RAB(A): added as 2A&lt;br /&gt;
* 4A: has more stun and the looping of the animation is adjusted to 14 frames from 20; aerial hit lift adjusted to be lower with less hits&lt;br /&gt;
* 2A: (not in a string) has less recovery for Jiraiya; opponent can sub if hit out of puddle&lt;br /&gt;
* 2Y: added as a sideswitch throw&lt;br /&gt;
* 2X: is immune to highs and mids until Jiraiya begins to lower his hands, immune to highs only when his hands touch the ground; frog hitbox duration reduced from 60 frames to 38&lt;br /&gt;
* GRKnJ: has the reduced endlag of RB; changed to a mid from a high&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Jiraiya guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Third_Hokage_(SCON4)&amp;diff=4492</id>
		<title>Third Hokage (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Third_Hokage_(SCON4)&amp;diff=4492"/>
		<updated>2023-06-02T18:51:06Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4Infobox&lt;br /&gt;
|name=Sarutobi Hiruzen&lt;br /&gt;
|image=[[Image:char_gnt4_sar.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=A&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Coming Soon&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Low crush&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|High crush, goes into main damage loop&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Auto-guards&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Far reaching normal; String leads into teleport&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Trips the opponent&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Chargeable;&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Water jet&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Stones, does a lot of damage, hits on the ground&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Horizontal kunai slash&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Teleport&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Standard Super, deals massive damage, can combo into at a high combo counter&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Big fireball technique, deals scaled damage, hits on the ground&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{A}}{{B}} &amp;gt; {{2}}{{B}}{{A}}{{B}} &amp;gt; {{2}}{{B}}{{A}}{{B}} &amp;gt; {{X}}&lt;br /&gt;
|High damage super combo&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
&#039;&#039;List may be outdated&#039;&#039;&lt;br /&gt;
* Air Throw added&lt;br /&gt;
* Ring Combo: 5A = 5BB(A); 8A = 8A; 6A = Flames; 2A = 2A; 4A = 4A&lt;br /&gt;
* Health: increased from 200 to 220&lt;br /&gt;
* Guard: increased from 1600 to 1760&lt;br /&gt;
* Grabbable Moves: 6A(A), 8A, 2A, JA&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame later; better advantage on block&lt;br /&gt;
* 6B: can follow up on whiff&lt;br /&gt;
* 6B(B): has less endlag; can follow up into A on whiff&lt;br /&gt;
* 2B: can continue to 2B(A) on whiff; does one more damage; last active frame has less lift&lt;br /&gt;
* 2B(B): is now spinning knockback, less lift; A transition made later&lt;br /&gt;
* 2BB(B): ends sooner; transitions to B follow up quicker&lt;br /&gt;
* 2BB(A): comes out later; does ring combo&lt;br /&gt;
* 2BBB(B): links into the second hit better&lt;br /&gt;
* 2B(A): damage increased by 2&lt;br /&gt;
* 2BA(B): has more lift on hit, hitbox duration adjusted to juggle better, ends much sooner&lt;br /&gt;
* 2BAB(B): damage increased from 23 to 25&lt;br /&gt;
* 8B: more blockstun; hitbox stays out one more frame; transition to A made 8 frames slower&lt;br /&gt;
* RB: made untechable frame 22 to the end&lt;br /&gt;
* 5A: charged time reduced from 10f to 8f&lt;br /&gt;
* 6A: damage decreased by one damage&lt;br /&gt;
* 6A(A): goes to ring combo&lt;br /&gt;
* 4A: acts like a normal counter, still works against projectiles&lt;br /&gt;
* Act4A: cannot be subbed, teched, or blocked, high crushes on frame 14, hitbox comes out one frame later&lt;br /&gt;
* 2A: hits 8 times instead of 3 per rock; damage per hit reduced from 8 to 3; when done in a string goes to ring combo; pushes on block&lt;br /&gt;
* 8A: does chip damage, made strong, lifts on block; when done in a string goes to ring combo&lt;br /&gt;
* RA(A): is ring combo&lt;br /&gt;
* JA: staggers on hit and damage adjusted, appears one frame sooner; lift slightly increased&lt;br /&gt;
* 5X: hitboxes appear sooner, last one more frame&lt;br /&gt;
* GRKnJ: travels one frame slower; appears further back&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Third Hokage guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Anko_(SCON4)&amp;diff=4491</id>
		<title>Anko (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Anko_(SCON4)&amp;diff=4491"/>
		<updated>2023-06-02T18:50:25Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4_profile&lt;br /&gt;
|name=Anko&lt;br /&gt;
|image=[[Image:char_gnt4_ank.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=Mid&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Anko Miterashi, your proctor for the second exam, is here! The Konoha special jounin is a powerful rushdown character with a number of tools to break down opposing defenses and deplete health bars. A beneficiary of the jump from &#039;&#039;Vanilla&#039;&#039;, Anko enjoys buffs and new moves in &#039;&#039;Super&#039;&#039;, including hit-grabs from {{8}}{{B}}, {{4}}{{B}}{{B}}, her brutal {{4}}{{X}} reversal and a strong air throw. Combine hard knockdowns with high damage, chip damage and offensive teleports and your opponents may find themselves wishing they were with the giant snakes in the Forest of Death instead of the exam proctor herself.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Hits mid. {{B}} is -17 on block, {{B}}{{B}} is -6 on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Front flip thigh grab. Blockable. Low crushes frame 7. On a hit, Anko throws the victim down from the air, untechable bouncing them and dealing damage. Very un-safe on block. Can cross-up, especially on shorter characters.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Sliding leg sweep. Low crushes on frame 11. Has {{2}}}{{B}}{{B}} and {{2}}{{B}}{{A}} on sweep.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack- jumping scissor kick which launches the opponent. Low crush frame 18. Anko lands in her floor stance. On a hit, {{4}}{{B}}{{B}} is a sliding, unblockable hit grab and {{4}}{{B}}{{A}} keeps Anko in her floor stance, else she will immediately stand.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Downwards claw swipe. Hits mid and is active frame 13. Turns the opponent towards Anko on a backturned hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Running slide. High crushes frame 4. Active frames 13-16. Sweeps on hit. &lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Divekick-style, headfirst dive. Spin launches and high damage.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Kunai projectile. Throws two knives or four when charged.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Throws kunai up at a 45-degree angle.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Up snakes anti-air: Anko crouches and shoots snakes out of her sleeve at a 45-degree angle. High crush frame 16, active frame 19. Hits multiple times and deals chip damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Teleport. Vanishes f16, reappears f38, actionable f11 post-teleport (or f15 when reversed). Can be delayed by holding {{A}} at the cost of chakra. Side can be reversed by holding {{6}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Slow, upwards kunai slash. High crush frame 23. Launches on hit or lifts on block. &lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running teleport which puts Anko in the air. Has {{B}} and {{A}} string follow-ups as her air attacks.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air snakes. Anko shoots out Snakes at a downwards 45-degree angle.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Cinematic super. Anko does a flying, spinning body slam. 10+80 damage and requires 100% chakra.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Real-time super in which Anko slashes her opponent apart. Deals 10+53 damage but suffers from damage scaling. Only costs 75% chakra.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{X}}&lt;br /&gt;
|Neck snap, hit-grab reversal. Invulnerable to highs and mids f1-9 and to highs only f10-13. Hitbox is active f19-21 and hits mid. Blockable. Deals 5+25 damage and leaves the opponent grounded in front of Anko.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
====General Notes====&lt;br /&gt;
Anko lands in her floor stance following {{4}}{{B}}. On a hit, she has the follow-ups listed below:&lt;br /&gt;
* {{4}}{{B}}{{B}} an unblockable, sliding hit-grab&lt;br /&gt;
* {{4}}{{B}}{{A}} Anko remains in stance&lt;br /&gt;
** {{4}}{{B}}{{A}}{{B}}: The sliding hit-grab&lt;br /&gt;
** {{4}}{{B}}{{A}}{{A}}: Teleport in the air behind the opponent&lt;br /&gt;
** {{4}}{{B}}{{A}}{{Y}}: Stance cancel&lt;br /&gt;
{{X}} and {{2}}{{X}} are swapped compared to Vanilla; in Super, {{X}} is the higher damage, cinematic flying suplex; {{2}}{{X}} is the real-time super&lt;br /&gt;
&lt;br /&gt;
====Strengths====&lt;br /&gt;
* High damage in general and lots of chip damage&lt;br /&gt;
* Mid {{B}} jab and above average {{B}}{{B}} range&lt;br /&gt;
* {{B}}{{B}}{{B}}{{B}} on block is Anko&#039;s best blockstring&lt;br /&gt;
** Deals chip damage&lt;br /&gt;
** Quick recovery after the fourth hit, combined with the {{B}} or {{A}} (teleport) continuations make it effective for guard pressure and mix-ups&lt;br /&gt;
* Can throw out {{2}}{{B}} in neutral safely due to having {{2}}{{B}}{{B}} and {{2}}{{B}}{{A}} on whiff&lt;br /&gt;
* Her speedy slide, high crushing {{Run}}{{B}} is one of the best running attacks in the game&lt;br /&gt;
** {{Run}}{{B}}{{B}}{{YC}} converts to a full combo&lt;br /&gt;
** Anko occasionally slides under the opponent, swapping sides on both hit or block&lt;br /&gt;
* Faster than average {{4}}{{B}}; {{4}}{{B}}{{B}} capture state is a large amount of unsubbable damage and gives a hard knockdown&lt;br /&gt;
* Good {{4}}{{A}} teleport which can be delayed with {{A}} or reversed with {{6}}&lt;br /&gt;
* {{6}}{{A}}{{YC}}{{8}}{{B}} loop is a high damage, meter positive loop&lt;br /&gt;
** Can continue deep into higher combo counts&lt;br /&gt;
** Meterlessly confirms to {{B}}{{B}}{{X}} or directly to {{2}}{{X}}&lt;br /&gt;
* Good enemy back turn game&lt;br /&gt;
** Decent {{2}}{{B}} sweep&lt;br /&gt;
** {{6}}{{B}} turns around on hit and starts combos&lt;br /&gt;
** {{Run}}{{B}} is extremely fast and, for all intents and purposes, is impossible to run away from or sidestep due to its range and active frames.&lt;br /&gt;
* Air throw compliments Anko&#039;s scary {{B}} string by punishing jump outs&lt;br /&gt;
* {{2}}{{X}} is one of the better cinematic supers in the game&lt;br /&gt;
** Long range, lunging activator&lt;br /&gt;
** The pop up at the end low crushes and catch jumps&lt;br /&gt;
** High damage&lt;br /&gt;
* Availability of her {{4}}{{X}} reversal to get out of sticky situations and beat wake-up-supers&lt;br /&gt;
&lt;br /&gt;
====Weaknesses====&lt;br /&gt;
* Large amounts of recovery time on whiffed attacks&lt;br /&gt;
** Includes {{B}}, {{4}}{{B}}, {{6}}{{B}}, {{8}}{{B}}, {{Air}}{{B}}, {{Run}}{{B}}, {{A}}, {{6}}{{A}} and {{Air}}{{A}}&lt;br /&gt;
* {{8}}{{B}} is slow and unreliable in neutral or for catching jumps and should mostly be restricted to combos or for situational cross-ups&lt;br /&gt;
* Higher than average recovery on {{B}} reduces her ability to bait and punish KNJ&lt;br /&gt;
* {{Air}}{{A}} is slower compared to many characters&lt;br /&gt;
* Aerial strings such as {{6}}{{A}}{{A}}{{A}}{{A}} (air snakes) are easy to sidestep and punish&lt;br /&gt;
* The attack portion of {{4}}{{X}} has short range and may whiff or be low profiled&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
&#039;&#039;List may be outdated&#039;&#039;&lt;br /&gt;
* Walking animation reworked&lt;br /&gt;
* Air Throw added&lt;br /&gt;
* Health: increased from 200 to 220&lt;br /&gt;
* Guard: increased from 1600 to 1760&lt;br /&gt;
* Grabbable moves: 2A, 8A, JA, JB startup, 8B landing&lt;br /&gt;
* 5B: Hitbox lasts one frame longer, elbow hitbox does not appear on the first frame&lt;br /&gt;
* 5B(B): changed to be old GNT4 6B animation with 14 frames blockstun (-8) and old 5B(B) damage&lt;br /&gt;
* 5BB(A) and 6B(A) added as 6A with follow-ups&lt;br /&gt;
* 5BBBB(B): 2 active frames (from 5)&lt;br /&gt;
* 5BBBB(A) is 4A, identical to the Orochimaru version in terms of string transition&lt;br /&gt;
* 6B: uses an animation similar to Orochimaru; active frame 13; range reduced 20%, 17 damage (from 18), turns around on back turn hit; has more stun and it is slightly later on transition to follow ups&lt;br /&gt;
* 6B(B) is 5BBBB(B); 6BB(A) is 5BBBBB(A) (does not have 6BBB)&lt;br /&gt;
* 4B: does 2 more damage; hitbox appears one frame sooner; guard frames 2-15&lt;br /&gt;
* 4B and 4BA(Y): have improved windows on states as well as ending sooner and can be grabbed during their &amp;quot;sit&amp;quot; frames&lt;br /&gt;
* 4B(B): is an unblockable hitgrab; hitbox appears one frame sooner&lt;br /&gt;
* 4B(A): transitions 8 frames faster&lt;br /&gt;
* 4BA(A) changed from a counter which teleports upon activation to be an on-demand teleport into the air RKnJ position into normal fall; A and B strings added&lt;br /&gt;
* 2B(B): has more lift&lt;br /&gt;
* 2BBB(B): hitbox appears one frame later&lt;br /&gt;
* 8B: is a blockable hitgrab that is untechable&lt;br /&gt;
* JB: does chip damage and 4 more damage on hit&lt;br /&gt;
* RB: replaced with RA, lift increased&lt;br /&gt;
* 5A: charge time decreased from 10f to 8f; startup decreased 7 frames, recovery decreased 9 frames; allows follow-ups depending on spacing comparable to Orochimaru 5A&lt;br /&gt;
* 5A and 8A medium power instead of weak; now plus on hit&lt;br /&gt;
* 6A: lifts higher on hit and now lifts on block; damage 20-&amp;gt;17&lt;br /&gt;
* 2A: Changed to up-snakes; snakes do chip damage&lt;br /&gt;
* 4A: changed to be a teleport that can teleport to either side&lt;br /&gt;
* JA: momentum applies sooner&lt;br /&gt;
* JA and 6AA(A): snakes adjusted to do chip damage and lift; damage 3-&amp;gt;4&lt;br /&gt;
* RA: Same as 4BA(A)&lt;br /&gt;
* RA and 6AA(A): have three grabbable frames before the teleport&lt;br /&gt;
* 5Y: is a side switch throw&lt;br /&gt;
* 2Y: is a new throw that bounces the opponent&lt;br /&gt;
* 5X: is Vanilla 2X; starts moving five frames sooner in super freeze and has an extended activator hitbox&lt;br /&gt;
* 2X: is Vanilla 5X; has an improved launch angle to stop resetting the combo against high up opponents; requires 75% meter, but costs 100%; three less frames of super freeze; hitbox starts and ends one frame later; elbow hitbox smaller&lt;br /&gt;
* 4X: is a command grab that puts opponent into an untechable, unsubbable state; immune to highs and mids frames 1-9 after super freeze then immune to highs until after the hitbox disappears; requires and costs 75%; does 10+30 damage&lt;br /&gt;
* GRKnJ: appears slightly further behind the opponent&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Anko guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=4490</id>
		<title>Mizuki (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=4490"/>
		<updated>2023-06-02T18:47:23Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4_profile&lt;br /&gt;
|name=Mizuki&lt;br /&gt;
|image=[[Image:char_gnt4_miz.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Mizuki is thought of as a fundamentals character with above average HP and high damage. He shares many animations and characteristics with [[Iruka (SCON4)|Iruka]], while nominally having a greater focus on projectiles, as inspired by his use of giant shurikens (&amp;quot;fuma shuriken&amp;quot;) in the first story arc of Naruto. He overall plays a strong defense-centered gameplan emphasized by low-risk and high-safety options. Several changes in super have further differentiated Mizuki from Iruka as compared to Vanilla GNT4.&amp;lt;ref&amp;gt;Thank you Paradise for tips and tricks&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 14 high jab. Quick recovery.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Low crush. Sends the opponent flying at a low trajectory or pushes on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Hits low and high crushes. Turns opponent towards Mizuki on hit. Slow attack with good high crush frames.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|The punch. One of the best 4B&#039;s in the game in terms of startup and coverage. Sends the opponent flying at a low trajectory.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Hits mid, staggers. {{6}}{{B}}{{A}} is teleport.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Staggers on hit. Low amount of recovery means Mizuki can follow-up with a mix between jab, throw, and {{Air}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Dive kick. Staggers on hit. High damage.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Throw a fuma shuriken. Slower than most {{A}} projectiles, but can link to almost any button on a grounded hit. Charged {{A}} throws multiple shurikens which continually push the target on block dealing significant chip damage or carrying them across the stage on a hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Throw multiple fuma shuriken up. One of the best &amp;quot;up-shuriken&amp;quot; attacks in the game and can serve as combo filler with low recovery, meter build, or as a super confirm to {{B}}{{B}}{{X}} or {{X}}/{{2}}{{X}} directly.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Hits mid. Links to {{B}}. {{2}}{{A}}{{A}} is teleport. {{2}}{{A}}{{B}} hits twice on-the-ground (OTG).&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter. Works on projectiles. On activation, Mizuki teleports behind and above the opponent and does a descending spin kick.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Short range teleport forward that crosses up the opponent. Slower than Iruka&#039;s in recovery, with {{B}} and {{A}} followups as his launching midstring kick and {{8}}{{A}}, respectively.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Upwards kunai slash. Spinning launch. High range but slow and punishable on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Mizuki&#039;s signature version of &amp;quot;air shanks&amp;quot;. Throws a fuma shuriken downwards at a 45 degree angle. Has much higher hitstun than standard shurikens, allowing followups. {{Air}}{{A}} can also be looped infinitely (see: Strategy).&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Normal overhead throw. 20 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|Hard knockdown throw. Does 40 damage. Good option when the opponent has enough chakra to KNJ.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|One of the fastest-activating as well as one of the few two-hit supers in the game.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Slower than {{X}}, but Mizuki advances further- one of the highest damage supers. One of the better wake up supers in the game due to 5 active frames on each punch.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{X}}&lt;br /&gt;
|Reversal for 75% chakra. Mizuki leaps backwards during the super-freeze, and then throws an unblockable fuma shuriken. Can be charged to throw an additional shuriken for more damage. Allows followups but is the only super that allows KNJ&#039;s on hit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
{{Air}}{{A}} is one of the best projectiles in the game, serving double duty as a standard &amp;quot;air shank&amp;quot; as well as a reliable combo starter. Its lengthy hitstun combos into nearly any button, including {{2}}{{X}}. As in Vanilla, {{Air}}{{A}} can be [https://youtu.be/06iHT4XLl7U?t=75 looped indefinitely] in a fashion similar to a simplified Haku [[Needle Loop]]. At mid-stage, Mizuki must {{Run}} &amp;gt; {{Air}}{{A}} to perform the infinite. On square stages with his back to a corner, Mizuki can simply {{Air}}{{A}} repeatedly, with the added benefit of the loop automatically [https://youtu.be/RXB8ncYELMo catching substitutions]. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MizJAloop.gif|Mizuki&#039;s {{Air}}{{A}} infinite loop|thumb]]&lt;br /&gt;
Mizuki can perform other grounded loops as well. {{2}}{{A}} links to {{B}} (as well as {{2}}{{B}} on counter-hit) and the {{2}}{{B}}{{A}} shuriken throw links to other buttons, including a second {{2}}{{B}}{{A}} for another psuedo-infinite.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mizuki has an anti-KNJ game stemming from his teleport strings such as {{2}}{{A}}{{A}} and {{6}}{{B}}{{A}}, which teleport him backwards. The teleport can be executed on whiff, is extremely safe by itself, and followed with either {{B}} for his 4B punch or {{A}} for his running kunai slash that starts a combo. The {{A}} followup is slow and opponents can easily avoid it unless its functioning as an air RKNJ or whiff punish.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{4}}{{B}} is notable for its quick start up and large amount of guard frames. Mizuki gets extremely reliable defense and anti-string from it, and it has solid reward into mizuki&#039;s strong okizeme. It is safe on block by itself but is minus, so Mizuki can&#039;t take his turn unless he does a second {{4}}{{B}}, which the opponent can either throw or time a move to hit between the guard frames.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although Mizuki&#039;s ability to play offensively is generally weaker, he shares Iruka&#039;s extremely good frame data on Jab 1 and 2, allowing him really strong stagger pressure. His midstring teleports allow him to stay extremely safe on hit, block, AND on whiff, so his offense is the lowest risk in the game when he gets to enforce it. {{2}}{{A}}{{B}} is a rather good blockstring, as it is completely true by itself. The {{A}} followup lifts on block and puts the opponent in a bad spot, but if they jump forward to avoid it, Mizuki has a mixup on not doing the followup and turning to threaten their landing instead. He has some of the stronger okizeme of the cast due to these aspects.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{4}}{{X}} is a strong reversal as it leads to a full combo, though Mizuki must beware that the victim can substitute after the initial hit. If the opponent jumps (including as part of the incoming string) before the shuriken hits, they will be knocked to the ground, removing all opportunity for a combo. The distance of Mizuki&#039;s backwards leap means {{4}}{{X}} protects him from most attacks, but it becomes unusable when his back is against the wall.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Meterless super confirm off of up-shuriken&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}{{B}}{{A}} &amp;gt; {{2}}{{A}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Meterless super confirm off of up-shuriken&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{A}} &amp;gt; {{2}}{{B}}{{A}} &amp;gt; {{2}}{{A}} &amp;gt; {{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
|Meterless super combo that deals ~70-80% HP&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}}{{YCancel}} &amp;gt; ( {{2}}{{B}} ){{B}}{{YCancel}} &amp;gt; {{Air}}{{B}}{{YCancel}} &amp;gt; {{2}}{{A}}{{B}}{{A}} &amp;gt; {{X}}&lt;br /&gt;
|Optimal damage and his coolest combo route; purposefully miss the second {{2}}{{B}} for the followup on whiff&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Extra Combo Notes====&lt;br /&gt;
- Delay {{6}}{{B}}{{B}} on backturn for it to connect. &amp;lt;br /&amp;gt;&lt;br /&gt;
- Midstring {{8}}{{A}}&#039;s don&#039;t connect near walls; Y-cancel the move before and combo with normals instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* 2Y: added as a knockdown throw for 40 damage&lt;br /&gt;
* Grabbable Moves: 6B(A), 6BB(B), 6A, 8A, JA&lt;br /&gt;
* 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2&lt;br /&gt;
* 6B: now staggers&lt;br /&gt;
* 6B(B): has one more frame of hitbox&lt;br /&gt;
* 6BB(B): Y cancels properly now&lt;br /&gt;
* 6BB(A): is now  8A; transition is later&lt;br /&gt;
* 2B: made strong, change to hit direction (normally causes the opponent to face Mizuki)&lt;br /&gt;
* 2B(B): made a mid&lt;br /&gt;
* 2BBA(B): hitbox disappears three frames sooner&lt;br /&gt;
* 8B: pushes back on block&lt;br /&gt;
* RB: starts a frame later; move ends sooner&lt;br /&gt;
* 5A: charge time decreased from 13f to 8f&lt;br /&gt;
* 6A: when used in string teleport backwards; faster action after; unique follow ups for string or raw (A and B)&lt;br /&gt;
* 6A(B): changed to be 2BA(B)&lt;br /&gt;
* 6AB(B): removed&lt;br /&gt;
* 4A: window improved; can activate on projectiles&lt;br /&gt;
* A4A: teleports up and behind the opponent&lt;br /&gt;
* 8A: projectiles have an additional frame gap between their spawn&lt;br /&gt;
* JA: now throws two shurikens&lt;br /&gt;
* 5X: is GNT4 activator into 2X animation with less damage; first hitbox turns backturned opponents around; does less hits on the dance&lt;br /&gt;
* 2X: is GNT4 2X activator with large size and better duration on hitboxes; first hitbox turns backturned opponents around; activation does more damage than 5X; slightly less super freeze timing&lt;br /&gt;
* 4X: is a super projectile that begins with a jump backward; unblockable; requires and uses 75% meter; can be charged with X for more damage&lt;br /&gt;
* GRKnJ: made into 4B; hand is now closed; travel time is faster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://youtu.be/06iHT4XLl7U Mizuki combo/tech video (Youtube)] for Vanilla GNT4 by Hippo (most combos still function in Super as well as {{Air}}{{A}} loops)&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
[https://youtu.be/oc6IKZxr-ZA Cyber at the September 2022 Juicy Monthly]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Mizuki guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Iruka_(SCON4)&amp;diff=4489</id>
		<title>Iruka (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Iruka_(SCON4)&amp;diff=4489"/>
		<updated>2023-06-02T18:45:31Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Iruka&lt;br /&gt;
|image=[[Image:char_gnt4_iru.png]]&lt;br /&gt;
|HP=230&lt;br /&gt;
|Guard=1840&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* Scar added to model&#039;s face&lt;br /&gt;
* Air Throw added&lt;br /&gt;
* Grabbable moves: 6B(A), 6A, 8A, JA&lt;br /&gt;
* 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2&lt;br /&gt;
* 5BB(A): changed to be a modified RA with 6A(A) follow up&lt;br /&gt;
* 6B: has more stun, more lift, and turns back turned people around&lt;br /&gt;
* 6B(B): made a mid from a high, replaced with 2B(B)&lt;br /&gt;
* 6BB(B): replaced with 6B(B); does 22 damage from 20; transition on the follow up made until the move ends instead of only 10 frames&lt;br /&gt;
* 6BB(A): replaced with 6A(A)&lt;br /&gt;
* 6BBB(A): with follow ups exists&lt;br /&gt;
* 4B: has more lift on hit&lt;br /&gt;
* 2B: has stronger hit and block stun&lt;br /&gt;
* 2B(B): had spinning knockback removed, made mid instead of high, and has less lift; replaced with 6B(B); comes out one frame slower&lt;br /&gt;
* 8B: replaced with 2B(B); does 20 damage from 26; transition is faster&lt;br /&gt;
* JB: made to launch with spinning knockback instead of stagger&lt;br /&gt;
* RB: hitbox appears one frame later, move recovers earlier; first frame of the hitbox is techable, the rest are untechable&lt;br /&gt;
* 5A: charge time reduced from 13f to 10f; done with 8 does 8A; has slightly more lift on uncharged when used in a string&lt;br /&gt;
* 4A: has a better window&lt;br /&gt;
* A4A: is unblockable and comes out faster&lt;br /&gt;
* 6A: teleports behind the opponent no matter the range, when done in a string it does normal teleport with quicker action&lt;br /&gt;
* 6A(A): hitbox disappears three frames sooner&lt;br /&gt;
* 2A: has slightly more lift on hit and  damage increased from 18 to 23&lt;br /&gt;
* RA: lifts on block&lt;br /&gt;
* 5X: first hit turns around back turned people&lt;br /&gt;
* 2X: does 2X activator that goes into 5X super, it starts two frames sooner the hitboxes are bigger, first hit turns around back turned people, activated super does more damage; activated hits four additional times when the shurikens hit the opponent&lt;br /&gt;
* 4X: is a real time super with start immunity to highs and mids that does Kabuto&#039;s 5X animation; has a unique super freeze animation; cannot be Y cancelled&lt;br /&gt;
* GRKnJ: hitbox appears one frame later; appears much further back&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Iruka guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Zabuza_(SCON4)&amp;diff=4488</id>
		<title>Zabuza (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Zabuza_(SCON4)&amp;diff=4488"/>
		<updated>2023-06-02T18:44:19Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Zabuza Momochi&lt;br /&gt;
|image=[[Image:zabcircle.png]]&lt;br /&gt;
|HP=230&lt;br /&gt;
|Guard=1840&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;quot;The demon of the hidden mist&amp;quot; felt like an afterthought in Vanilla GNT4 due to being generally inferior to his fellow swordsmen, Kisame. Both were characterized by their big hitboxes, big damage, and slow attacks, though Zabuza lacked his counterpart&#039;s crucial chakra drain. In Super, Zabuza is one of the more dramatically re-worked characters. Compared to Kisame, Zabuza benefits from better movement options, such as {{4}}{{A}} and {{Run}}{{A}} teleports, superior strings on block, his {{8}}{{A}} anti-KNJ, and a {{4}}{{X}} reversal. A moveset befitting a master of stealth and murder.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15 frame high jab&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Low crush &lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low sweep with follow-up strings&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Slow and mediocre compared to other 4B&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Sliding elbow high crush&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Launches and pushes on block. Turns Zabuza around.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Descends straight down and creates a shockwave around Zabuza. Spinning launch and good combo filler.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Overhead sword slash&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Arcing sword slash from front to back. High crush and spinning launch. Catches both {{L}} and {{R}} KNJ. Hits on-the ground (OTG) following {{2}}{{Y}}, which may also catch a substitution. May whiff on short/child characters.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Sword sweep&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}||Teleports behind the opponent. Vanishes f19, reappears f43, actionable f55 post-reappearance. Can be delayed at the cost of chakra by holding {{A}}. Can change side by holding {{6}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Horizontal sword slash. Chargeable. 1 charge deals massive guard damage. Later charges deal massive amounts of damage. 3C is a hard knockdown.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running teleport&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Swordsmen jump slash. Staggers on hit. Hitting just before or as Zabuza lands will result in frame advantage due to the attack auto-cancelling from landing. There is a one-frame window to &amp;quot;phantom sword&amp;quot; and results in an unblockable attack.&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Normal overhead throw. 20 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|Slam throw. 40 damage.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|One of the rangiest supers in the game and good active frames.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Spinning multi-hit attack. Requires 75% but uses all available chakra. Can punish substitutions but loses to &amp;quot;baseball slide&amp;quot; {{R}} KNJ&#039;s. Will also lose out top an early {{Air}}{{R}} KNJ.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{X}}&lt;br /&gt;
|Reversal hit-grab. Has invulnerable frames to highs and mids. Can be followed by {{6}}{{B}}{{B}} OTG hits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
* {{Air}}{{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&#039;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&#039;s high damage {{2}}{{Y}} slam throw.&lt;br /&gt;
* On hit, {{Air}}{{A}} staggers, also resulting in a strike/throw mix, though Zabuza can combo with an attack if he desires.&lt;br /&gt;
* The phantom sword glitch gives Zabuza access to an unblockable aerial attack if the user has good timing.&lt;br /&gt;
* Defensively, {{Air}}{{A}} is one of the strongest counters in the game to opposing strings which lift Zabuza into the air.&lt;br /&gt;
* Zabuza can jump back and {{Air}}{{A}} to punish opponents attempting to take back their turn following a Zabuza blockstring.&lt;br /&gt;
* 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 {{Air}}{{A}}, crossing up their guard or punishing WUK.&lt;br /&gt;
* Both swordsmen have a faster backwalk than most other characters. This allows them to walk backwards out of some strings where other characters cannot.&lt;br /&gt;
* Zabuza&#039;s combo game has some advantages by walls, corners or on small stages, gaining access to combos which utilize {{B}}{{6}}{{B}}, {{2}}{{B}}{{B}}, {{2}}{{A}}{{A}}, and {{8}}{{A}}.&lt;br /&gt;
* {{2}}{{X}} can be used during guard pressure to threaten a guard break.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{A}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}}{{A}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{A}}{{YCancel}} &amp;gt; {{8}}{{A}}{{YCancel}} &amp;gt; {{8}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{A}}{{YCancel}} &amp;gt; {{Air}}{{B}}{{YCancel}} &amp;gt; {{2}}{{A}}{{A}}{{YCancel}} &amp;gt; {{Air}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
(May be outdated, please let wiki editors know if there are further updates)&lt;br /&gt;
* All non sword attacks do -2 damage (except 5B and 5B(B))&lt;br /&gt;
* 5B: elbow hitbox does not show up on the first frame&lt;br /&gt;
* 5B(B): appears and disappears one frame later&lt;br /&gt;
* 5B(A): changed to be RA&lt;br /&gt;
* 6B: turns back turned opponents around on hit&lt;br /&gt;
* 5BBB(B): can be delayed&lt;br /&gt;
* 2B: Now does a custom animation, taken from &#039;&#039;Bloody Roar: Extreme&#039;&#039;. Hits as a low sweep with string follow-ups&lt;br /&gt;
* 8B: has less endlag; transitions to A faster; more lift; can transition on whiff&lt;br /&gt;
* JB: ground hit stuns longer; grabbable&lt;br /&gt;
* 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&lt;br /&gt;
* 5AAA follow ups changed:&lt;br /&gt;
** A does vanilla; is a hard knockdown&lt;br /&gt;
** 2A does vanilla B follow up&lt;br /&gt;
** B follow up changed to be a custom 8A teleport&lt;br /&gt;
* 6A: charge is faster, 1C breaks guard easier, other charges do less guard damage; 3C is a hard knockdown&lt;br /&gt;
* 4A: window improved&lt;br /&gt;
* A4A: teleports and recovers quicker&lt;br /&gt;
* 2A: Lift reduced&lt;br /&gt;
* 2AA: Added with B follow up&lt;br /&gt;
* 8A: Instead performs Kisame&#039;s A4A attack, a big, arcing flash from front to back. High crush and spinning launch.&lt;br /&gt;
* JA: phantom sword works with both players; has one more active frame&lt;br /&gt;
* J6A: added as a new move&lt;br /&gt;
* 5Y: made overhead throw&lt;br /&gt;
* 2Y: is slam throw&lt;br /&gt;
* 4X: Reversal hit-grab with high and  mid crush frames&lt;br /&gt;
* 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&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://youtu.be/YtYnE99AJTY Zabuza video guide]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/ZMKy-moB-E4?t=1685 Paradise&#039;s run in BlueMageWhen&#039;s SCON #2 Online Weekly (10/4/22)]&lt;br /&gt;
* Dark Tournament 2: [https://youtu.be/G_TI1YYV9_E?t=1728 Hebrew vs Taleon]{{SCON4CharLink|bou|24}}, [https://youtu.be/G_TI1YYV9_E?t=4841 Kandle vs Dope]{{SCON4CharLink|bou|24}}, [https://youtu.be/G_TI1YYV9_E?t=5869 Hebrew vs LilyHV]{{SCON4CharLink|hak|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Zabuza guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4487</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4487"/>
		<updated>2023-06-02T18:42:53Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku&lt;br /&gt;
|image=[[Image:char_gnt4_hak.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SCON has to offer, due to to his subpar HP and high skill ceiling. Haku&#039;s playstyle revolves around the use of his trademark {{Air}}{{A}} needle projectiles, used to threaten tick throws, create frame traps, or for his [[Needle Loop]] infinite. Haku also possesses strong normals, such as {{8}}{{B}} and {{2}}{{A}}, allowing for both defensive and offensive game plans to shine. Utilizing the many applications of needles in tandem with the swiss army knife that is Haku&#039;s normals is essential to mastering the character.&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15f startup, very average jab with decent reach, hits high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|16f startup, hits mid 2 times, tracking properties&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|23f startup, high crushes on frame 7, on the slower end for sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|16f startup, 10 guard frames, making it one of the fastest and best 4bs in the game, can be low profiled&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|21f startup, high crushes on frame 7, advances very far making it good for whiff punishing or escaping backturn&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|19f startup, unsafe on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|16f startup, very fast for a airborne move, small hitbox&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|10f startup, throws one needle, has a follow-up (throws another 2), can be charged for extra damage (+4) and stagger, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|10f startup, throws a wide spread of 5 needles, great anti air, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|14f startup, advancing high crush (frame 8), leads to max damage routes, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|11f startup, counter, bad tracking and hitbox&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|17f startup, very active, deals chip damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunais, plus on block, deals chip&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Slower startup than standard air kunai; releases 5 needles upon pressing {{A}} while airborne, however, any number of needles can also be &amp;quot;held&amp;quot; by pressing and holding {{A}} within a certain period after the initial press. Haku&#039;s gameplan is centered around oppressive use of needles in neutral, on offense, as a high reward punish on defense, and for infinites.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|21f startup, costs 100% meter, standard cinematic super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|17f startup, costs 100% meter, high and mid invulnerability for 6 frames, teleports to opponent on activation, stomp activator can be jumped or stepped, projectiles deal chip damage; guarantees a {{2}}{{A}} OTG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
===Strengths===&lt;br /&gt;
* Haku leverages his {{Air}}{{A}} needles in many areas of his gameplan, discussed in [[#Needle Usage|Needle Usage]]&lt;br /&gt;
* Like many characters, {{Air}}{{A}} can be used defensively against strings which lift Haku in the air&lt;br /&gt;
* {{2}}{{A}} is a fast high crush with reach and good for quickly capitalizing on openings&lt;br /&gt;
* {{2}}{{A}}{{B}} &amp;gt; {{2}}{{A}}{{B}} &amp;gt; {{2}}{{A}}{{B}} combos meterlessly&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and good recovery&lt;br /&gt;
** This makes the attack frequently preferable to his jab because of its extra active frames (to catch 4B&#039;s and sidesteps) and lack of vulnerability to high crushes &lt;br /&gt;
** {{8}}{{B}}{{A}} can be performed on whiff making it relatively safe to throw out in neutral&lt;br /&gt;
* Haku prefers to end combos with a knockdown before the opponent substitutes so he can build chakra and set up needles&lt;br /&gt;
** The overhead slam ({{2}}{{A}}{{B}}{{B}}) has high damage and chakra build, but does not leave Haku time to safely set up needles if the opponent tech rolls&lt;br /&gt;
** Other combo finishers including {{2}}{{A}}{{B}}{{YC}}, {{6}}{{A}}{{A}}{{YC}} and {{Air}}{{B}}{{A}} may be preferable so Haku has time to set up needles.&lt;br /&gt;
* {{4}}{{B}} is one of the stronger guard frame attacks in the game- it is fast and lunges far in front of Haku&lt;br /&gt;
* {{2}}{{X}} has uses as a reversal, full screen teleport punish (including when Haku is backturned) and a finisher, discussed in [[#2X Usage and Counterplay|2X Usage and Counterplay]]&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
* Low HP&lt;br /&gt;
* Holding needles drains chakra potentially leaving Haku vulnerable to punishes without the ability to KNJ&lt;br /&gt;
* Haku relies on the threat of needles to make his guard pressure threatening and his strings safe; without chakra, Haku&#039;s options are significantly limited&lt;br /&gt;
* The need to reserve chakra for needles also discourages the use of his {{X}} and {{2}}{{X}} supers as their use effectively weakens Haku himself&lt;br /&gt;
* Without the threat of needles, Haku&#039;s blockstrings leave him fairly vulnerable&lt;br /&gt;
** {{B}}{{B}}{{B}} can be sidestepped or jumped&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back walk or punished with a jump attack&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished&lt;br /&gt;
** The {{6}}{{A}}{{B}}{{A}} sequence is severely minus on block and punishable; Haku will rely on mixing up the ending of his string to keep the opponent guessing&lt;br /&gt;
** {{4}}{{B}} can be punished with a jump attack or throw punished&lt;br /&gt;
* [[Sidestep#Sidestep-cancel_run|Sidestep-cancel run]] can quickly punish attempts to set needles&lt;br /&gt;
* Combo needle loops can be punished with a KNJ timed just as Haku goes to jump -&amp;gt; {{Air}}{{A}}&lt;br /&gt;
&lt;br /&gt;
===Needle Usage===&lt;br /&gt;
* All movement, {{B}} attacks and throw are available while holding needles&lt;br /&gt;
* [[Needle Loop|Needle loops]] serve as a subbable infinite combo&lt;br /&gt;
* Standing needle loops can be converted into a ground combo to build chakra or lead to an {{B}}{{B}}{{X}} or {{B}}{{B}}{{2}}{{X}} confirm&lt;br /&gt;
* Grounded {{B}} combos with needles held can be converted to needle loops; this method is one of the more reliable ways to start a needle loop&lt;br /&gt;
* Needle loops can combo infinitely as on-the-ground (OTG) hits, though the timing is tighter than as in standing loops&lt;br /&gt;
* Needle loops can effectively zone in neutral dealing chip damage on block and to force an approach from the opponent, which can be punished with Haku&#039;s normals&lt;br /&gt;
* Landing held needles on block gives an opportunity for a strike/throw mix or to continue pressuring and dealing chip damage with needle loops&lt;br /&gt;
* Haku can set up unblockable cross-ups by positioning on the opposite side of the opponent before launching needles and attacking from both sides in sequence&lt;br /&gt;
** Note: Once blocking, characters can block from either side, so the attacks must be alternated rather than hit simultaneously.&lt;br /&gt;
* Haku can make unsafe block strings safe by releasing needles&lt;br /&gt;
* Haku can punish incoming attacks by releasing needles&lt;br /&gt;
** Held needles drop if Haku is hit or blocks an attack thus Haku should release A before an incoming attack comes into contact with him&lt;br /&gt;
&lt;br /&gt;
====Okizeme====&lt;br /&gt;
Haku is theoretically guaranteed a combo, strike/throw mix or needle loop on block if he has time to set needles and get close to his opponent after a knockdown&lt;br /&gt;
* If the opponent uses neutral get up, Haku can stand by the opponent holding needles&lt;br /&gt;
* If they wake-up-kick (WUK), Haku can release needles to punish and start a combo (including a needle loop) or block the WUK, causing the needles to drop, and punish with a normal&lt;br /&gt;
* If they stand without WUK or directional roll, Haku can chase and most reliably enforce okizeme with a normal attack followed by releasing needles to cover his attack recovery leading to his strike/throw/needle loop mix on block&lt;br /&gt;
* If they KNJ, Haku can punish by releasing needles and combo&lt;br /&gt;
&lt;br /&gt;
===2X Usage and Counterplay===&lt;br /&gt;
* {{2}}{{X}} has six frames of invincibility at startup so it may serve as a reversal&lt;br /&gt;
* The stomp is unblockable and can be used to whiff punish, jump landing punish, or WUS&lt;br /&gt;
** However, the needles are blockable if the stomp misses&lt;br /&gt;
* Haku can hit OTG with {{2}}{{A}} after {{2}}{{X}}, building back 25% chakra, as compared to {{X}} which will consume all chakra&lt;br /&gt;
* Teleports to the opponent and can punish at long rang, including back turn situations&lt;br /&gt;
** Haku can {{B}}{{B}}{{2}}{{X}} on whiff&lt;br /&gt;
* The stomp is avoidable with the invincibility frames of a sidestep and will whiff if the opponent is airborne&lt;br /&gt;
** A missed {{2}}{{X}} can be punished with jab or a divekick (if in the air)- at which point the needles will not launch&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combo&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
!Short Super Confirms&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}{{A}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
!25% Chakra Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}{{B}} &amp;gt; {{B}}{{YC}} &amp;gt; {{2}}{{A}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}{{A}}{{B}} &amp;gt; {{2}}{{A}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
!0% Chakra Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{x}}||text here&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
(Needs further updates. Please let wiki editors know details)&lt;br /&gt;
* 5B: made high&lt;br /&gt;
* 5BB(A) (flip): Replaced with 6A and its follow-ups.&lt;br /&gt;
* 2B: hitbox appears one frame sooner; hit direction changed slightly to assist follow ups&lt;br /&gt;
* 2B(B): launch height and type adjusted for more consistency on characters it used to drop on&lt;br /&gt;
* 2B(A) (flip): replaced with 6A(A)&lt;br /&gt;
* 5BB(8A) and 6B(8A) added: Performs flip; properly low crushes&lt;br /&gt;
* 2BA(A) (flip slash): is unblockable&lt;br /&gt;
* JB(A): Added as JA&lt;br /&gt;
* 6A: hits twice; damage is distributed between the two hits&lt;br /&gt;
* 4A: window improved&lt;br /&gt;
* A4A: appears above 14 frames faster, activation is unblockable and unsubbable; hitboxes are bigger and better placed; moves quicker&lt;br /&gt;
* 8A: needles have slightly more lift on hit&lt;br /&gt;
* RA: replaced with 2B(A) and follow ups&lt;br /&gt;
* JA: spawns 5 needles instead of 10, holding each needle drains 6 chakra per frame instead of 3 (was pairs before)&lt;br /&gt;
* 5X: hitbox appears 4 frames earlier&lt;br /&gt;
* 2X: Stomp hitbox changed to be a shockwave hitbox instead of on his shin; needles knock down&lt;br /&gt;
* GRKnJ: Made a mid instead of a high&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* Dark Tournament 2: [https://youtu.be/G_TI1YYV9_E?t=400 LilyHV&#039;s run]{{SCON4CharLink|kab|24}}{{SCON4CharLink|sa2|24}}{{SCON4CharLink|zab|24}} and [https://youtu.be/G_TI1YYV9_E?t=3501 Kandle vs Skeet]{{SCON4CharLink|kab|24}}&lt;br /&gt;
* [https://www.youtube.com/watch?v=g9p0nVpZp00 Fall Clash swiss ft4, LilyHV vs Clemente]{{SCON4CharLink|hak|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Temari_(SCON4)&amp;diff=4486</id>
		<title>Temari (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Temari_(SCON4)&amp;diff=4486"/>
		<updated>2023-06-02T18:42:22Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Temari&lt;br /&gt;
|image=[[Image:char_gnt4_tem.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=Low&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Long&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Temari is an aerial combatant who makes use of her swooping {{Air}}{{B}}, which auto-cancels when angled into the ground. She has one of the best supers in the game, summoning multiple whirlwinds with {{Air}}{{X}}, used to dole out massive punishes both offensively and defensively. Compared to Vanilla GNT4, {{Air}}{{B}} has been nerfed in &#039;&#039;Super&#039;&#039;, making repeated {{Air}}{{B}} 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.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15 frame jab, but the only one 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 {{8}}{{B}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Lifts on block and high crushes. {{8}}{{B}}{{B}} crosses up on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low, high crush&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack, links with {{B}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|A forward leaning kick that staggers. Has value as offense because the {{B}} followup beats 4B&#039;s and counters, and can be used on reaction for such.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A backflip kick that lifts, and can link with a well-timed {{B}} to lead to a full combo.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Temari&#039;s do-everything fan divekick.  Spinning launch. Auto-cancels into the ground when used low to the ground, giving frame advantage depending on technique. Angle and spacing can be played with by using neutral, backward, forward, or running jump. Can be used defensively to interrupt strings which lift Temari into the air.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{2}}{{B}}&lt;br /&gt;
|Temari glides at a slight downward angle. Canceling with {{Y}} turns Temari around which can then be followed with {{Air}}{{B}}, {{Air}}{{A}}, or {{Air}}{{A}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Slowly fan out a wind gust. Has {{A}}{{A}}{{A}} string. Does lots of damage if it hits or chip damage if it is blocked.&lt;br /&gt;
|-&lt;br /&gt;
|Charge {{A}}&lt;br /&gt;
|One, larger wind gust that moves faster, deals more damage and more chip damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Temari fans wind gusts up and has {{8}}{{A}}{{A}}{{A}} string.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Spinning whirlwind attack. Deals a lot of damage and catches most substitutions. Unblockable if Temari is backturned.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Slow overhead. Generally unsafe and easy to avoid. Causes a hard knockdown and deals a lot of damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running slide, sweeps&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Aerial wind gust which pushes Temari back.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Projectile super&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{X}}&lt;br /&gt;
|Summon several large cyclones which slowly move forward. Deals lots of chip damage if blocked. Temari can combo off of the super with a dash forward followed by {{A}}{{A}}{{A}}. Can be used to interrupt opponent block strings which lift Temari into the air.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Temari&#039;s neutral largely revolves around use of her {{Air}}{{B}}. 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&#039;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}}, another {{Air}}{{B}}, {{2}}{{A}} to catch a substitution, or {{Air}}{{X}} for a big punish.&amp;lt;br /&amp;gt;&lt;br /&gt;
The frame advantage from a blocked {{Air}}{{B}} leads to a strike/throw mix, with Temari threatening both another attack or a grab. Repeated {{Air}}{{B}}&#039;s into the opponent&#039;s guard recreate this mix every time one is blocked. Counterplay to an impending {{Air}}{{B}} includes air throw, anti-airs, or sidestepping after Temari jumps to put her angle of attack off axis.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While grounded, Temari&#039;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 {{8}}{{B}}{{B}} to cross-up the opponent on block and, as with {{6}}{{B}}{{B}}, the teleport finisher punishes substitutions and 4B attempts.&lt;br /&gt;
&lt;br /&gt;
Temari has a multi-part aerial string which makes it difficult for the defender to react to her in the air. {{Air}}{{B}} always completes the string but can be continued off of any combination of her glide ({{Air}}{{2}}{{B}}) or projectile ({{Air}}{{A}}). All three moves adjust her positioning in the air, the glide can be cancelled with {{Y}} (which also turns Temari to face the opponent) and different heights for {{Air}}{{B}} will affect how far she flies. She can also double jump before starting her aerial string.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to being able to run away by using {{Air}}{{2}}{{B}}, Temari has some of the best defensive options in the game. {{Air}}{{B}} interrupts almost every block string that lifts her into the air, as does {{Air}}{{X}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Air}}{{X}} 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}}{{A}}{{A}}, all hitting as on-the-ground (OTG) hits. This usually builds back most or all of Temari&#039;s meter. If she doesn&#039;t have enough time for the full A string, Temari can hit with {{Run}}{{A}}, {{Air}}{{B}} or {{B}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Timing {{Air}}{{B}} loops:&#039;&#039;&#039; After a spinning launch, a second spinning launch will instead cause a normal launch. Spinning launches send the victim higher. Thus, {{Air}}{{B}} loops will have a &amp;quot;two, one-two, one-two&amp;quot; rhythm (every &amp;quot;two&amp;quot; launches higher and is then followed by a longer pause before repeating {{Air}}{{B}}).&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{A}}{{X}}&lt;br /&gt;
|High meter build ground-hit super confirm &lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{Air}}{{X}} &amp;gt; {{Run}} &amp;gt; {{A}}{{A}}{{A}}&lt;br /&gt;
|Temari&#039;s signature punish: cancel a combo into an {{Air}}{{X}}, and then hit the victim with the entire {{A}}{{A}}{{A}} string, dealing large amounts of damage and building back much of Temari&#039;s meter. If the victim will fall out of {{Air}}{{X}} early, {{Run}}{{A}} can be used to hit instead.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{A}}&lt;br /&gt;
|Another common combo route involves a y-cancel or {{Air}}{{B}} followed by {{2}}{{A}}, which has high damage and catches substitutions. {{2}}{{B}}{{A}} is the same whirlwind attack. {{2}}{{A}} can also be preceded with an {{Air}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
(Note: Changelist may be outdated)&lt;br /&gt;
* Grabbable Moves: 5A(A), 5AA(A), 2A, 8A, 8A(A), 8AA(A), JA&lt;br /&gt;
* 5B: hitbox appears for 1 more frame; two frames more blockstun&lt;br /&gt;
* 5BB(A): Does chip damage&lt;br /&gt;
* 5BBA(A): Does chip damage&lt;br /&gt;
* 5BBAA(A): is 2B(A); can hold 6 at startup to do 6A&lt;br /&gt;
* 6B: given stagger, made weak on block from strong; ends 5 frames sooner; more lift&lt;br /&gt;
* 6B(B): changes to 8B(B); 3 grabbable frames on the startup; made strong&lt;br /&gt;
* 4B: guard frames extended from 1-18 to -22, ends earlier, more lift, grabbable; 7 frames less blockstun&lt;br /&gt;
* 2B(A): replaced with 2A; follow ups adjusted to be in line with raw 2A&lt;br /&gt;
* 2BB(A): increased in damage by 7&lt;br /&gt;
* 8B(B): replaced by Act4A; has three grabbable frames at the startup; made strong&lt;br /&gt;
* RB: ends about 12 frames sooner&lt;br /&gt;
* 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&lt;br /&gt;
* 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&lt;br /&gt;
* 5AAX: is a new string&lt;br /&gt;
* 6A: is an untechable bounce; does 7 more damage&lt;br /&gt;
* 4A: window improved&lt;br /&gt;
* A4A: is unblockable, can&#039;t be subbed or teched; made strong&lt;br /&gt;
* 2A: in string ends sooner; transitions to A follow ups slower (same as raw 2A)&lt;br /&gt;
* 8AAX: is a new string&lt;br /&gt;
* JAX: is a new string&lt;br /&gt;
* RA: hitbox duration increased by 1 frame, last three active frames are untechable, move is no longer immune to highs as she stands up&lt;br /&gt;
* 5X: starts moving three frames sooner; drains all meter on miss or hit from Temari&lt;br /&gt;
* GRKnJ: hitbox duration increased by one frame, travel time is one frame longer&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
[https://youtu.be/srxXuNqh_dE?t=3064 Lemo vs Abbock (Combo Breaker 2022 Grand Finals)]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Temari guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Kankuro_(SCON4)&amp;diff=4485</id>
		<title>Kankuro (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Kankuro_(SCON4)&amp;diff=4485"/>
		<updated>2023-06-02T18:40:19Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Kankuro&lt;br /&gt;
|image=[[Image:char_gnt4_kan.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Long but slow&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Puppet user Kankuro received some major nerfs from &#039;&#039;Vanilla&#039;&#039; to &#039;&#039;Super&#039;&#039;, yet he remains a strong, versatile pick. He has an adaptive defense which ranges from impenetrability (without trading hits with his puppet, Crow) to completely ineffective against even basic strings. A Kankuro with strong awareness of Crow&#039;s positioning can quickly snowball even small advantages into round wins. Despite his low health and slow, high jab, he boasts extremely punishing combos, both on standing opponents and juggled ones, and a pair of some of the strongest supers to combo into, his {{Air}}{{X}} and {{2}}{{X}}.&amp;lt;ref&amp;gt;Special thank you to Lemo for writing the bulk of this article.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Despite its poor frame data and high property, it has usable range and incredibly safe follow ups.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|An unusual flip move, causing Kankuro to vault forward and turn around. Can be used as an unsafe escape tool or crossup option.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|A sweep that high crushes on frame 15. It can beat wake up kicks and follow up into further strings even on whiff, making it a good option when pressuring wakeups.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|One of the worst Back B moves. While it has above average guard frames, the move is extremely long and will lose even to extremely slow strings.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|A mid-hitting move that moves Kankuro forward. It&#039;s very effective at punishing your opponent&#039;s landing after an avoided jump attack.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A sliding kick that has long range, decent blockstun, yet is still highly punishable. It shines when you pair the high blockstun with an incoming charged smokebomb to pressure cornered opponents with low risk.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|An overhead slam&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|The cornerstone of Kankuro&#039;s offense and defense. A smokebomb projectile that explodes on walls or on hit, leaving a very active cloud in its wake. The charged version&#039;s cloud is extremely large, allowing you to defend yourself in the corner or pressure cornered opponents with a bit of prediction, though it&#039;s highly unreliable midscreen without Crow being perfectly lined up with the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|A barrage of kunai launched forward and upward by Crow. Your go-to midscreen trade option when Crow is aligned, and a low-risk check to opponents jumping too recklessly.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|A spinning attack from Crow that lifts the opponent on block, and leads into decent damage on hit even at extreme ranges away from Kankuro. Can be combo&#039;d into itself, either by looping the first hit or through the first four hits comboing into the first four hits again. Also acts as an effective high-speed close range trade option if the opponent is not lined up for an Up A, but is next to Crow.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Kankuro pulls Crow back to his position. Can be useful to realign Crow with the opponent, but carries high risk given how devastating punishes or block pressure on both Crow and Kankuro at the same time can be.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Crow lunges forward for a mid-hitting move that tracks its opponent. A useful tool for positioning the puppet in front of your opponent, and farther away from Kank, its ideal range. It can also combo into Down A loops on hit for decent reward. Extremely unreliable as a trading tool, as its tracking is only accurate at longer ranges, and even at close range it may be clipped by the same attack you were hoping to trade with given its slow startup.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Similar to Forward A. It&#039;s his fastest poke, hits high, and leaves Kankuro running forward during the move. Depending on spacing, you can combo the first hit of Running A directly into your jab. It&#039;s useful as a panic option while running from an opponent, but is highly unsafe. Show restraint in using this move against sidestep-happy opponents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|A multi-kunai attack from Crow in the air. Unlike most Air A kunai attacks, this move is extremely ineffective at relieving pressure during air blockstrings, and it may not control the space in front of you very well depending on Crow&#039;s positioning. It covers a wide range and is a strong meterless combo ender, due to its high damage if all kunai connect, and extreme meter gain. Extremely punishable if your opponent sidesteps it at mid range.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|The neck breaker. Slow startup and medium damage, but there&#039;s many opportunities to route Kank&#039;s BNBs into this. Often inferior to his other two supers, but has utility as an unblockable option on wakeups.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Costs 75% chakra. Crow launches a stream of kunai from behind Kankuro with deceptively poor spread. Only use this move if your opponent is directly lined up with crow, otherwise you will be caught without meter and stuck in high lag.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{X}}&lt;br /&gt;
|Costs 75% chakra. The meat of Kankuro&#039;s punish game. You can combo into this after BBBA loops, dealing high damage and allowing a Running B or Forward B to hit your opponent on the ground to regain more meter. This super has extremely high value for minimal risk, use it as much as possible in your juggles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Kankuro is a defensive monster, as long as the puppet isn&#039;t out of position. An experienced opponent will sidestep frequently at midrange before engaging, trying to get into the puppet&#039;s blind spots before approaching to take advantage of Kankuro&#039;s abysmal defense and health without Crow to cover him. As Kankuro, your gameplan will heavily revolve around forcing those sidesteps and punishing with your jab, stacking your health lead further and further and stealing the health lead with his incredible punish options such as {{B}}{{B}}{{B}}{{A}} {{Air}}{{X}} or his grounded {{B}}{{B}}{{A}}{{B}}{{A}}, {{B}}{{B}}{{A}}{{B}}{{A}} infinite. &amp;lt;br /&amp;gt;&lt;br /&gt;
Due to Kankuro&#039;s low health and low guard, an opponent can easily shred his health should they whiff punish his jab or other trade options. Notably, attackers can {{YCancel}} off attacks which launch Crow even while Kankuro is blocking allowing for guard pressure strings only performable against Kankuro. However, due to his high damage and excellent aerial {{R}} substitution Kankuro is always able to make a comeback, though he may lose access to his trades at low health. &amp;lt;br /&amp;gt;&lt;br /&gt;
Despite his strong punish game, it&#039;s not advised to rush in and try to mix your opponent at close range with Kankuro himself unless you have to, such as when he has a large health deficit. Kankuro is at his most deadly when he forces his opponent into approaching him in specific ways while controlling the positioning of the two fighters. A patient Kankuro can quickly become a nuisance to play against and in his strongest matchups it can feel like the health lead is all it takes for a game to spiral completely out of his opponent&#039;s control.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
PLACEHOLDER&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
List may be outdated&lt;br /&gt;
&lt;br /&gt;
Kankuro:&lt;br /&gt;
* 3ME entrances are modified: airborne option is the same air sub as everyone else, grounded version is RB&lt;br /&gt;
* Health:  decreased from 185 to 180&lt;br /&gt;
* Grabbable moves: 6B(A), 8B, 5A, 6A, 6A(A), 4A, 2A, 2A(A), 2AA(A), 2AAA(A), 2AAAA(A), RA, RA(A), 8A, JA&lt;br /&gt;
* Health: 185 to 180&lt;br /&gt;
* 5B: elbow hitbox appears on the second active frame; two less damage; more float&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame later&lt;br /&gt;
* 6B: hitbox disappears one frame sooner&lt;br /&gt;
* 6B(A): has six more frames endlag; staggers on hit&lt;br /&gt;
* 6BA(B): transition made to end at the normal timing&lt;br /&gt;
* 8B strings removed; duration changed from 49 frames to 44 frames (lands on 40)&lt;br /&gt;
* 6A: when done in strings has five more frames of endlag&lt;br /&gt;
* 5X: starts moving two frames sooner in super freeze&lt;br /&gt;
&lt;br /&gt;
Karasu (&amp;quot;K&amp;quot; affects Kankuro&#039;s puppet usage):&lt;br /&gt;
* (K) Backdash ends 5 frames sooner&lt;br /&gt;
* (K) Sleep stun lasts significantly longer&lt;br /&gt;
* (K) Grabbable moves: 8B, 8A, JA&lt;br /&gt;
* 5B: strong on block, staggers; elbow hitbox appears on the second active frame&lt;br /&gt;
* 6BAAA(A) added by changing 6BAA(A) to RA&lt;br /&gt;
* 2B(B) added as 8B&lt;br /&gt;
* 8B(B) removed&lt;br /&gt;
* (K) 2A, 2A(A), 2AA(A), 2AAA(A) have 4 more damage each&lt;br /&gt;
* (K) 5Y grounded throw removed&lt;br /&gt;
* (K) Air throw added&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/srxXuNqh_dE?t=1514 Lemo vs Ricky Ant and Kandle; Combo Breaker 2022 top 4] {{SCON4CharLink|sa2|24}}{{SCON4CharLink|kis|24}}{{SCON4CharLink|zab|24}}&lt;br /&gt;
* [https://youtu.be/oc6IKZxr-ZA Icebro&#039;s run at Juicy&#039;s SCON4 September 2022 Monthly in Orlando, FL] &lt;br /&gt;
* [https://youtu.be/CR92BOGPRZ4 Icebro&#039;s top 4 run at CEOtaku 2022] {{SCON4CharLink|hi2|24}}{{SCON4CharLink|gai|24}}{{SCON4CharLink|zab|24}}{{SCON4CharLink|kis|24}}{{SCON4CharLink|sa2|24}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Kankuro guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Gaara_(SCON4)&amp;diff=4484</id>
		<title>Gaara (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Gaara_(SCON4)&amp;diff=4484"/>
		<updated>2023-06-02T18:40:00Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Gaara&lt;br /&gt;
|image=[[Image:char_gnt4_gar.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=2000&lt;br /&gt;
|Jab Speed=14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
With high health and the sturdiest guard in the game, the Sand Village&#039;s jinchuriki is a defensive powerhouse. Gaara punishes poor KNJ&#039;s hard with tracking sand pillars which reset his long combo loops. Once his victim is weakened, he can easily finish them off with his {{X}} &#039;&#039;Sand Coffin&#039;&#039; or chip damage with his various sand attacks.&amp;lt;ref&amp;gt;Thanks to Wahu for contributions to this page!&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|14 frame high jab.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Jumping knee kick. Lifts the opponent on block or causes a spinning launch on hit. High crush during the startup. High damage combo filler. {{air}}{{A}} is a decent blockstring.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low, sweeping kick. High crush. One of Gaara&#039;s most commonly used neutral pokes. Slower than his jab but leads to his main sand pillar combos. Be careful on block, as characters with air kunai attacks can punish {{A}} follow-ups.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Slow relative to other character&#039;s 4B&#039;s but, lacking other defensive abilities aside from his sturdy guard, sometimes a necessary evil. On offense can link into a full combo but the string is punishable on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Lunging back hand. High crushes and hits mid making it useful for okizeme.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Backflip kick. Not all too useful on block as the follow-up is punishable. Niche uses in combos.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Divekick which causes a spinning launch. Great combo filler due to its high damage and big launch. Its slow startup makes it risky and seldom-used in neutral.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Fires two slow moving sand projectiles. Full charge makes them space out and multi-hit, allowing Gaara to combo depending on the spacing. Not great in neutral as opponent can move around them easily, but great on block due to the multi-hit nature of the attack locking down the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Sand pillar. Gaara makes sand erupt at his opponent&#039;s location, launching them in the air. Good anti-air and Gaara can start his combo loop with {{8}}{{A}}{{B}}{{A}}{{YC}}. Don&#039;t use in neutral, as the move comes out slowly and can be easily punished if it doesn&#039;t connect on the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Gaara causes an eruption of sand completely surrounding himself. On hit, sends the victim flying across the screen. Serves as a combo ender since it will catch KNJ&#039;s. Sometimes able to combo afterwards this is dependent on positioning with the wall. Unblockable when Gaara is backturned to the opponend and nd thus has utility in certain okizeme situations.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter. Activated counter is Gaara&#039;s teleport sand dive. Works on projectiles.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Gaara&#039;s round ender. Can finish off opponents by dealing tons of chip damage. {{A}} follow-up allows for extra damage and help keep Gaara safe after the attack.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Sand car. Sweeps on hit but easily punishable on block. Generally serves as a combo ender for a little extra damage, like after a charged {{A}}, or as a seldom used &lt;br /&gt;
burst option to catch the opponent off guard.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Gaara launches sand projectiles at a downwards angle, similar to standard air kunai.&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Standard throw&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|Side switch throw. Gaara launches the opponent behind himself with a sand pillar.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&#039;&#039;Sand Binding Coffin&#039;&#039; and &#039;&#039;Sand Funeral&#039;&#039;. Gaara sends out a wave of grasping sand-hands which slowly move forward, making it the longest active super in the game and good for catching rolling opponents or connecting after sand pillars. High damage and if it doesn&#039;t kill, Gaara can go for a chip-damage kill with {{6}}{{A}}{{A}}. One of the better BM supers to hit after round end because the cutscene is long and brutal.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Gaara protects himself in a sphere of sand and then Shukaku&#039;s arm shoots out towards the opponent. Gaara is fully invincible during the move. The attack is blockable. Not very useful unless you&#039;re catching your opponent pressing a very laggy move, due to its slow startup. The arm can be directed straight upwards by holding {{8}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Gaara&#039;s main gameplan is to keep the opponent guessing, both on block and hit, with his sand pillars. Given that the sand attacks of {{2}}{{B}}{{A}}{{A}}{{A}} track the enemy, it can be hard for the opponent to KNJ out. Gaara&#039;s combo loop lasts so long that a mistimed KNJ can easily link into a death combo, even without a hard call out from Gaara. Gaara should mix up the number of pillars he uses and their timing following a {{2}}{{B}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{B}}{{B}}{{B}}{{B}}{{A}} (sand dive) crosses up on block, though the defender can avoid this attack with a sidestep or movement.&amp;lt;br /&amp;gt;&lt;br /&gt;
The {{8}}{{A}}{{B}}{{A}} string threatens a teleport attack (sand dive) at the end, which can be performed on whiff. {{Air}}{{A}} string enders can help make the opponent scared to take back their turn.&lt;br /&gt;
It&#039;s okay if you don&#039;t outright kill your opponent after a combo or super, as Gaara is the king of chipping out opponents remaining health with moves like {{6}}{{A}}.&amp;lt;br &amp;gt;&lt;br /&gt;
Gaara may struggle against characters with good block strings and fast buttons, leaving him doing nothing but blocking helplessly. Ensure to keep a good defensive wall, snuffing out approaches and always making sure you&#039;re in control of the match.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|TEMPLATE NOT A REAL COMBO&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|TEMPLATE NOT A REAL COMBO&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|TEMPLATE NOT A REAL COMBO&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
&#039;&#039;List may be outdated&#039;&#039;&lt;br /&gt;
* Guard: increased from 1760 to 2000&lt;br /&gt;
* 5B: elbow hitbox removed; hitbox made smaller; active frame 2,  hitbox size increase&lt;br /&gt;
* 5B(B): hitbox disappears two frames earlier&lt;br /&gt;
* 5BB(B): turns back turned opponents around&lt;br /&gt;
* 5BBA(A): has three grabbable frames at the startup, doesn&#039;t teleport as high&lt;br /&gt;
* 5BBBB(A): hitbox appears two frames earlier; teleports a frame later when coming from B moves (ex: 6BB(A) instead of 8AB(A))&lt;br /&gt;
* 6B: turns back turned opponents around&lt;br /&gt;
* 6B(B): (taijutsu flip kick) blockstun increased, start up is 4 frames later, toe hitboxes slightly bigger; &amp;quot;lands&amp;quot; 2 frames later; recovers 10 frames faster on landing&lt;br /&gt;
* 4BB(B): increased duration, lower angle, hand knockdown&lt;br /&gt;
* 2B: lift increased&lt;br /&gt;
* 2BA(A) and 2BAA(A): adjusted hand to clasp on Gaara&#039;s arm properly&lt;br /&gt;
* 8B: ends significantly sooner, cannot do A or B follow ups after Gaara lands&lt;br /&gt;
* 5A: charge time decreased from 11f to 9f&lt;br /&gt;
* 6A: appears 12 frames sooner; can be grabbed for the whole duration&lt;br /&gt;
* 4A: counter window improved&lt;br /&gt;
* A4A: appears behind opponent into custom RA that is an unblockable sweep&lt;br /&gt;
* 2A: comes out faster, can be grabbed&lt;br /&gt;
* 8A: is immune to high attacks on frames 9-20, cannot be thrown 15-until the pillar appears, then can be grabbed after; hands curl around the arm properly&lt;br /&gt;
* 8A(B): (sand flip kick) &amp;quot;lands&amp;quot; two frames later; recovers 8 frames faster&lt;br /&gt;
* JA: projectile has more stun; air momentum only affects his upwards lift&lt;br /&gt;
* 5X: hitbox appears 5 frames sooner&lt;br /&gt;
* 2X: comes out faster, recovers quicker, requires and costs 75% meter, blocks everything while the orb is active, safe(r) on hit; grabbable until frame 30 on startup (13 frames after super freeze ends for the opponent) and as the sphere disappears; does 40 damage&lt;br /&gt;
* GRKnJ: is RA; teleports 1 frame faster&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Gaara guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Awakened_Hinata_(SCON4)&amp;diff=4483</id>
		<title>Awakened Hinata (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Awakened_Hinata_(SCON4)&amp;diff=4483"/>
		<updated>2023-06-02T18:37:56Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Awakened Hinata&lt;br /&gt;
|image=[[Image:char_gnt4_hi2.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1840&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
&#039;&#039;List may be outdated&#039;&#039;&lt;br /&gt;
* Air Throw added&lt;br /&gt;
* Guard: increased from 1760 to 1800&lt;br /&gt;
* Grabbable Moves: 8A, JA, 2X&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame later&lt;br /&gt;
* 5BB(A): turns better on hit; given same stun as 6A&lt;br /&gt;
* 5BBBB(A): damage increased from 12 to 20&lt;br /&gt;
* 4B: remove stagger and push on block&lt;br /&gt;
* 8B: hitboxes for the second hit appear one frame later, slightly bigger hitboxes on the second hit&lt;br /&gt;
* RB: given Hyuuga Cancel&lt;br /&gt;
* JB: can be adjusted to go further or shorter by holding 4 or 6&lt;br /&gt;
* 5A: charge changed from 11f to 8f&lt;br /&gt;
* 6A: Turns better on hit; intangible on the first three frames; not intangible in strings&lt;br /&gt;
* 6A(A): damage increased from 15 to 20&lt;br /&gt;
* 4A: drains meter at a rate of 120 units per frame instead of 180&lt;br /&gt;
* A4A: is unsubbable and untechable and does 10 more damage&lt;br /&gt;
* 2A(A): added as 6A(A)&lt;br /&gt;
* 5X: activates if only hitting the second hit, damage reduced from 75 to 70; first hit turns back turned opponents around; hitboxes and lift adjusted for consistency&lt;br /&gt;
* 2X: starts 3 frames faster and ends 8 frames later; drains slightly more than 12.5% meter on a miss at the end of the move; activation gives opponent no chakra on hit&lt;br /&gt;
* GRKnJ: appears closer to the opponent&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://youtu.be/KwHC1sqjVrk Heartnana&#039;s Awakened Hinata guide]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Hinata_(SCON4)&amp;diff=4482</id>
		<title>Hinata (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Hinata_(SCON4)&amp;diff=4482"/>
		<updated>2023-06-02T18:36:58Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Hinata Hyuuga&lt;br /&gt;
|image=[[Image:char_gnt4_hin.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 13&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Quick&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Hinata (referred to as &amp;quot;Shy&amp;quot; Hinata to differentiate from Awakened Hinata) is a close combat specialist who makes use of feints (Hyuuga cancels) and strong counters. Deadly super confirms allow her to capitalize on any opening and make her an explosive character offensively. In Super, Hinata has benefitted from quality-of-life changes, such as better combo routes after her {{2}}{{A}} kunai swipe, better frame data on several important moves including her jab (one frame faster), {{6}}{{B}}, and {{6}}{{A}}{{A}}, a new {{6}}{{B}}{{B}} super-cancel point and the ability to “fastfall” {{Air}}{{B}}.&lt;br /&gt;
&amp;lt;ref&amp;gt;Thank you to Bimbs for writing the bulk of this article.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Fast jab (frame 13) which hits high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Spinning launcher, decent anti-air callout with many actives, good bar-builder for 5bbx. Unsafe on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Sweep, OK high crush (frame 14) leading to a full combo on hit, and offers one follow-up on whiff, either 2bb, 2b6b or 2b8b&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Can lead to super with {{4}}{{B}}{{6}}{{B}}{{B}}{{X}}, or a full combo. Mediocre guard frames (guard frames 2-19, hitbox comes out frame 30)&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Long-reaching double palm strike which hits mid and high crushes (frame 15). Good in neutral or as a whiff punish. &lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Somewhat fast, reaching, and damaging palm strike. Pushes the enemy back on block. Used to catch the enemy off guard in neutral.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Horizontal air dash. Can be used to punish strings which lift Hinata on block. The dash distance and quick recovery allow Hinata to escape pressure when airborne. Unsafe on block. Can link to a combo if the opponent is hit at the end of the dash, or can be used as a quick and relatively safe combo finisher.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Throw shuriken with a slow windup. Charge A throws shurikens spread vertically, potentially catching jumps&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Standard up-shuriken. Crucial anti-air tool, with supers’ added lift “on hit”, and paired with Hinata’s increased reach on 6b allowing for full conversion into combo. &lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Staggering kunai swipe. Has a bit better range than 2b but is slower (high crush frame 19). Does chip damage on block. &lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter that works on most non-projectile attacks aside from cinematic supers. Comes out on frame 8, which is very fast. Leads to a full punish. &lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Slow rotational attack. Hits mid. High and mid crush 1-3f. {{6}}{{A}} and {{6}}{{A}}{{A}} can be used as unreliable cross-ups. &lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Hits mid, launcher. Only one frame slower than {{Run}}{{B}} but has a shorter reach, and less active frames. Can be hyuuga cancelled.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air shuriken (standard air shanks)&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Cinematic super dealing 85 damage. Has decent forward momentum and active frames, making it good for wake-up-supers. 5bb5x “just-frame” is a two-frame window. &lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Counter that works on most non-projectile attacks as well as cinematic supers. Unlike 4a, it will also activate no matter the direction you’re attacked from. Comes out on frame 11.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&#039;&#039;&#039;In Neutral&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Hinata lacks obvious buttons to “cheat” neutral and threaten from long distances, she relies on basic movement and evasion, such as jumps or sidesteps to create openings and force a committal option from her opponent. Once Hinata finds herself at close range with the opponent, her options include:&lt;br /&gt;
* {{6}}{{b}}{{b}}{{HCancel}} (longer reaching) or {{b}}{{b}}{{HCancel}} (faster and catches sidesteps) can be Hyuuga cancelled, leaving Hinata only momentarily vulnerable to whiff punishes.&lt;br /&gt;
* Jump back, and if the opponent attempts a move, punish with {{air}}{{B}}- an effective punish against characters that continue strings on whiff as they approach you.&lt;br /&gt;
* Pre-emptive use of {{4}}{{A}} or {{4}}{{B}}, if you anticipate them pressing buttons. Useful against characters that use fast high crushes frequently.&lt;br /&gt;
* {{2}}{{B}}{{6}}{{B}}, Hinata’s high crush into her lunging palm strike ({{Run}}{{B}}), to catch an incoming high or an opponent moving linearly. The string is safe on block due to pushing on block unless the opponent has their back to a wall. The {{6}}{{B}} input can be delayed or replaced with {{2}}{{B}} instead.&lt;br /&gt;
* {{Run}}{{A}}{{HCancel}} can be Hyuuga-cancelled, leading to a mix-up between jab, grab, and {{4}}{{A}}.  {{Run}}{{B}} can be used to catch responses to your run-in due to its seven active frames (compared to three for {{Run}}{{A}}). &lt;br /&gt;
* {{Run}}{{A}} is good against back-turned opponents because it launches and closes distance quickly. If Hinata suspects that the attack will come out too late, she can Hyuuga-cancel and follow with {{6}}{{B}} or {{2}}{{B}} now that she is within range. &lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
* While defending, Hinata utilizes sidesteps, jump out points and {{Air}}{{A}}, {{4}}{{B}} or {{4}}{{A}} to punish unsafe blockstrings.&lt;br /&gt;
* {{4}}{{B}} and {{4}}{{A}} yield Hinata a full punish.&lt;br /&gt;
* Sidestep into {{6}}{{B}} (her go-to on back-turned opponents) or {{B}} are also options.&lt;br /&gt;
* Some blockstrings that lift Shy allow her to punish with {{Air}}{{B}} as well.&lt;br /&gt;
* On her own wake-up, Shy can terrorize the opponent with {{4}}{{B}} and her fast {{4}}{{A}}. If the opponent becomes hesitant during her wake-up, Hinata may be able to grab or jab them herself instead.&lt;br /&gt;
&#039;&#039;&#039;Guard Pressure&#039;&#039;&#039;	&lt;br /&gt;
* While attacking the enemy’s guard, Hinata should be aware that {{B}}{{B}}{{B}}{{A}} can be 4b’d by nearly the entire cast or be jumped out of. Tall characters can jump out of {{B}}{{B}}{{B}}.&lt;br /&gt;
* In &#039;&#039;Super&#039;&#039;, Hinata has been given the {{B}}{{B}}{{6}}{{B}} and {{B}}{{B}}{{8}}{{B}} string variations which come out faster than {{B}}{{B}}{{B}} or {{B}}{{B}}{{A}} which can catch both 4b’s and jump outs after {{B}}{{B}}.&lt;br /&gt;
* If the opponent lets Hinata go deeper into strings, she may need to apply delays to her strings to hit during the vulnerable frames of her opponent’s 4B’s.&lt;br /&gt;
* {{B}}{{B}}{{B}}{{B}} can punish a jump out meant to avoid  {{B}}{{B}}{{B}}{{A}}.&lt;br /&gt;
* Hinata can apply Hyuuga cancels for guard pressure and mixes. The {{B}}{{B}}{{HCancel}} and {{6}}{{B}}{{B}}{{HCancel}} Hyuuga cancels lead to a rewarding strike/throw mix, though a trained eye may be able to react to the feint. For this reason, it may be unwise to overuse Hyuuga cancels against opponents who react well to them.&lt;br /&gt;
* If the opponent  does not jump after {{B}}{{B}}, {{B}}{{B}}{{A}}{{A}} is one of Shy’s safer guard mix-ups because {{6}}{{A}}{{A}} pushes on block. &amp;lt;br /&amp;gt;&lt;br /&gt;
* In some matchups {{B}}{{B}}{{B}}{{B}} leads to one of the stronger guard mixes in the game.&lt;br /&gt;
** The {{A}} string finisher slides Hinata forward, under most aerial counterattacks and can be Hyuuga cancelled giving her plus frames with the opponent landing, at which point she can mix their landing with a strike or throw or otherwise chase them as try to come down from the air.&lt;br /&gt;
** Hinata can punish button presses in the air by finishing the string without a feint, or using the feint to slide under the incoming attack.&lt;br /&gt;
** Hinata should use this string cautiously against opponent&#039;s with fast aerial attacks such as Swordsmen {{Air}}{{A}} or Ino, Tenten, Kidomaru and Temari {{Air}}{{B}}.&lt;br /&gt;
&#039;&#039;&#039;Punishes&#039;&#039;&#039;&lt;br /&gt;
* Once Hinata has her foe in a combo, Hyuuga cancels are helpful for keeping her safe from opposing substitutions.&lt;br /&gt;
* Hyuuga cancels help mask her substitution reads as well, which she may follow with traditional sub-punishes.&lt;br /&gt;
* Shy can {{HCancel}}-turn-{{4}}{{A}} vs. air KNJ, giving her a full combo.&lt;br /&gt;
* Variations of {{6}}{{A}}{{A}} can be used in spots where the opponent may KNJ allowing Hinata to escape or potentially punish the substitution with the correct timing.&lt;br /&gt;
&#039;&#039;&#039;Okizeme&#039;&#039;&#039;&lt;br /&gt;
* Hinata has a strong okizeme game with the ability to beat wake up kicks (WUK) with {{2}}{{A}} and continue her pressure with {{2}}{{A}}{{B}}{{B}} onwards.&lt;br /&gt;
&lt;br /&gt;
List of Hyuuga-cancellable strings:&lt;br /&gt;
* {{B}}{{B}}{{HCancel}}&lt;br /&gt;
* {{B}}{{B}}{{B}}{{B}}{{A}}{{HCancel}}&lt;br /&gt;
* {{Run}}{{A}}{{HCancel}}&lt;br /&gt;
* {{B}}{{B}}{{B}}{{A}}{{B}}{{B}}{{HCancel}}&lt;br /&gt;
* {{2}}{{A}}{{B}}{{B}}{{HCancel}}&lt;br /&gt;
* {{B}}{{B}}{{B}}{{A}}{{B}}{{B}}{{A}}{{A}}{{HCancel}}&lt;br /&gt;
* {{2}}{{A}}{{B}}{{B}}{{A}}{{A}}{{HCancel}}&lt;br /&gt;
* {{6}}{{A}}{{A}}{{HCancel}}&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{a}}{{b}}{{b}}{{x}}&lt;br /&gt;
|Standard bar-building into super route.&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{b}}{{a}} &amp;gt; {{b}}{{b}}{{x}}&lt;br /&gt;
|Great combo that supers without just frame.&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{b}}{{a}}{{YCancel}} &amp;gt; {{6}}{{b}}{{b}}{{x}}&lt;br /&gt;
|The {{6}}{{b}}{{b}}{{x}} just frame is easier than {{B}}{{B}}{{X}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{b}}{{a}}{{YCancel}} &amp;gt; {{Air}}{{B}}&lt;br /&gt;
|Good damaging combo, which they might be inclined to sub after the palm animation, however {{Air}}{{B}} escapes and potentially sets up a decent situation if they sub.&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{a}}{{b}}{{b}}{{b}}{{YCancel}} &amp;gt; {{6}}{{b}}{{b}}{{x}}&lt;br /&gt;
|Longer bar-building into super route. Be mindful that it will drop on a handful characters if they are not walled.&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{8}}{{b}} &amp;gt; {{b}}{{b}}{{x}}&lt;br /&gt;
|Shorter route into super, useful for confirming before the opponent gets meter to sub. {{6}}{{b}}{{b}}{{x}} works too.&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{2}}{{a}}{{YCancel}} &amp;gt; {{2}}{{a}}{{YCancel}} &amp;gt; {{2}}{{a}}{{b}}{{b}}{{b}}{{a}} &amp;gt; {{b}}{{b}}{{x}}&lt;br /&gt;
|Nasty “TOD” without just frame for an opponent at 0% chakra. Mash the 5B for it to be consistent.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{b}}{{6}}{{b}}{{b}}{{b}}{{YCancel}} &amp;gt; {{6}}{{b}}{{b}}{{x}}&lt;br /&gt;
|Only true combo if {{4}}{{b}} counter-hits; important confirm after {{4}}{{b}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{b}}{{b}}{{a}}{{b}}{{b}}{{b}}{{a}}{{YCancel}} &amp;gt; {{6}}{{b}}{{b}}{{x}} &lt;br /&gt;
|Important high damage route off {{2}}{{b}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{b}}{{a}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{x}}&lt;br /&gt;
|good alternative route which is less optimal, but safer.&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{b}}{{y}} &amp;gt; {{6}}{{b}}{{b}}{{x}}&lt;br /&gt;
|Kick {{YCancel}} into {{6}}{{b}}{{b}}{{x}} works from other starters too.&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{2}}{{a}}{{b}}{{b}}{{x}} &lt;br /&gt;
|Throw in {{8}}{{b}} after a throw for extra damage or meter if needed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* Health: Increased from 185 to 210&lt;br /&gt;
* Guard: increased 1480 to 1520&lt;br /&gt;
* Combo list updated:&lt;br /&gt;
* 5BBA(A), 6A(A) added to the combo strings&lt;br /&gt;
* Grabbable moves: 8A, JB, JA, 2X&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame later&lt;br /&gt;
* 5BB(A): has stagger, has one more frame blockstun, turns better on hit&lt;br /&gt;
* 5BBBB(6B): Added- same as wRB animation and properties&lt;br /&gt;
* 6B: has one more frame blockstun, increased range, smaller hitbox&lt;br /&gt;
* 6B(B): has one more frame blockstun and can be super canceled; Hyuuga Cancel is four frames sooner&lt;br /&gt;
* 6BB(B): RB attack replaced with Vanilla 5BBB(B) with its B and A follow-ups&lt;br /&gt;
* 6BBB(6B): Added as Vanilla 6BB(B)&lt;br /&gt;
* 4B: no longer staggers or pushes block, significantly stronger on hit and block stun&lt;br /&gt;
* 2B: has slightly less lift on hit and high crushes from 14-40 to better match the visuals&lt;br /&gt;
* 2B(B): changed to be 5BB(B) with A follow up still intact&lt;br /&gt;
* 8B: Both hitboxes appear one frame later, slightly bigger hitboxes on the second hit; recovers slightly faster&lt;br /&gt;
* wRB: 2 more lift (applies to the attack&#039;s mid-string appearances as well)&lt;br /&gt;
* 5A: charge time decreased from 11f to 8f&lt;br /&gt;
* 4A: Starts up 4 frames sooner, ends 8 frames later&lt;br /&gt;
* A4A: can only be subbed on the first frame&lt;br /&gt;
* 6A: stagger added, turns better on hit, more lift, first three frames are intangible&lt;br /&gt;
* 2A(A): added as 6A(A)&lt;br /&gt;
* 5X: damage increased from 65 to 85, starts moving in super freeze three frames sooner; two more active hitbox frames&lt;br /&gt;
* 2X: requires 75% meter to use, window starts up 3 frames faster and ends when the animation starts to change like other counters; drains slightly more than 12.5% meter on a miss at the end of the move; activation gives opponent no chakra on hit. Costs 12.5% meter if the counter ends without being triggered.&lt;br /&gt;
* GRKnJ: Appears closer to the opponent&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Hinata guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Kiba_(SCON4)&amp;diff=4481</id>
		<title>Kiba (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Kiba_(SCON4)&amp;diff=4481"/>
		<updated>2023-06-02T18:36:38Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Kiba Inuzuka&lt;br /&gt;
|image=[[Image:char_gnt4_kib.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=A-&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
From Vanilla to Super, this character has recieved nothing but quality of life improvements to his setplay style. With the help of his dog Akamaru, you can now&lt;br /&gt;
pull off some nasty crossups into long, meterless combos using both characters and good spacing. The best example of his improvement was the increased window in pulling off the now-developer-celebrated &amp;quot;Dog Glitch&amp;quot;, where Kiba puts Akamaru in a state where he is both charging and left alone, allowing for insane pressure  from all sides. Kiba has also recieved improved frame data across the board and has a new move that commands Akamaru to perform a sand-kick.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|An average high jab &lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|A crescent-moon style kick. Respectable on block, good juggle tool and leads into {{B}}&amp;quot;{{B}}&amp;quot; for a super-cancel. Surprisingly good at catching air-KnJ since it hits backwards too.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|A breakdance move. Possibly the fastest high-crush in the game attached to a normal. {{2}}{{B}}{{A}} is a fantastic option select that summons Akamaru to do a slide attack while ignoring any animation from Kiba.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|A slow overhead kick that has OK guard frames. Leads into stagger and deals respectable damage, making it good for followups to Akamaru&#039;s bite. Also has low crush frames at the startup.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|A crouching slash launcher with high crush properties. Good for damage and KnJ bait since the followup summons Akamaru to lunge at the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|An incredibly fast roll attack that goes above lows and can be tilted in 5 different directions after landing. Roll back to punish KnJ, roll forward to walls for juggle combos. Insane whiff punish move and hits OTG the second time.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Divekick style roll attack, the followups are the same as {{Run}}{{B}}&amp;quot;{{B}}&amp;quot;. Respectable 360 hitbox and can crossup cornered opponents.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Summon Akamaru for a high lunge attack. If charged, Akamaru will go for an unsubbable bite attack that lasts for about 2 seconds, and has them stunned for about 4. Performing {{A}} - release - hold {{A}} will trigger the Dog Glitch, which lets Kiba move freely as Akamaru awaits his command to bite (Release {{A}}).&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Standard up-shuriken&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Holding this will command Akamaru to sit. Awww! Let go and he performs an area-of-effect sand kick attack that heavily push-backs on block, and staggers on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Standard counter move that staggers on activation hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|2-stage slash attack ({{B}}{{B}}{{B}}&amp;quot;{{A}}{{A}}&amp;quot;) with amazing speed and mid properties for a damaging combo starter/filler/block-string tool.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|A sliding elbow jab straight from the anime. Amazing for tick throws on characters with low or normal walk speed. The {{A}} followup is pretty bad.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air shuriken (standard air shanks)&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|This super high crushes on the very first frame all the way to the last. Very poor damage but good for when you don&#039;t have Akamaru set up during a combo and you need some form of a finisher. Useful against characters with high jabs.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|High crushes at later frames and holding {{2}}{{X}} will summon Akamaru to give a damage bonus. Insane damage output considering the many ways you can set the opponent to get hit by it. Usually done without a {{B}}{{B}} outside of Bite setups.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
What Kiba desires the most is to constantly trick the opponent like slap-stick in the battle field. Meaning you&#039;ll want to be as unpredictable as possible, which isn&#039;t that hard when abusing delay on his (throwable) {{2}}{{B}}{{A}}, or camping close to his companion when performing the &amp;quot;Dog Glitch&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
His {{B}}{{B}}{{B}}{{A}}{{A}} and {{6}}{{A}}{{A}} are amazing block and sidestep pressure tools with thick and lingering hitboxes which often are responsible for guard breaks, but watch out for air-shanks. If an opponent tries to outsmart you and delay the shank, simply finish the string off (press {{B}}) to perform Kiba&#039;s upwards roll attack.&lt;br /&gt;
&lt;br /&gt;
There is one godlike tool in Kiba&#039;s kit involving {{B}}{{B}}{{A}}. It can be done on whiff, and what it does is summon Akamaru to perform a flip-combo. The trick to this move is how it tracks from anywhere, meaning you can use it to cover your back, or a sidestepping opponent. It leads into anything you want as long as the angle is acceptable for Kiba to combo off it. The stun that the first doggy flipkick does is so powerful that Kiba can actually stop the string and go for another jab.&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{A}}{{A}}{{2}}{{X}}&lt;br /&gt;
|A 360 juggle-into-super.&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{A}}{{YCancel}} &amp;gt; {{6}}{{B}}{{A}}{{2}}{{X}}&lt;br /&gt;
|Basic BnB off a jab confirm that gives you easy damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}{{A}} &amp;gt; {{6}}{{A}}{{A}}{{YCancel}} {{6}}{{B}}{{A}}{{2}}{{X}}&lt;br /&gt;
|Yet another basic BnB that Kiba can go for off a respectable mid normal.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{A}} &amp;gt; {{6}}{{A}}{{A}}{{YCancel}} &amp;gt; {{8}}{{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
|BnB off a low. Doesn&#039;t matter if Kiba lands his low or not; as long as Akamaru lands his, it works.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}} &amp;gt; {{8}}{{B}}{{B}}{{X}}&lt;br /&gt;
|Small BnB off an anti-air. Depending on the juggle height you can actually go for {{2}}{{X}}&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}} &amp;gt; {{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
|Super confirm off of {{4}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}} delay {{A}} &amp;gt; {{X}} &lt;br /&gt;
|This is not a combo. This is a hilarious block string into super due to Kiba not suffering animations during {{2}}{{B}}{{A}}. Alternatively, use this as a tick-throw setup if you don&#039;t have the meter for it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
&lt;br /&gt;
* Health: increased from 200 to 205&lt;br /&gt;
* Guard: increased from 1600 to 1640&lt;br /&gt;
* Grabbable moves: 8A, JA, JB(B) ending&lt;br /&gt;
* 5B: hitbox appears and disappears one frame later; shoulder hitbox does not appear on the first frame&lt;br /&gt;
* 5B(B): hitbox appears one frame later and disappears one frame sooner, improved disadvantage on block, move ends sooner&lt;br /&gt;
* 5BBB(A): hitbox appears one frame sooner and disappears two frames sooner, more lift on block &lt;br /&gt;
* 6B(B): bounces closer, ends sooner, does more damage&lt;br /&gt;
* 6B(2A): added as 5A&lt;br /&gt;
* 4B: staggers instead of bounces&lt;br /&gt;
* 2B: has more lift on hit&lt;br /&gt;
* 5A: can be grabbed during the entire animation&lt;br /&gt;
* 5A: Kunai cannot be charged by holding down the A button &lt;br /&gt;
* 4A: better activation window&lt;br /&gt;
* A4A: ends a bit faster, unblockable, does more damage&lt;br /&gt;
* 2A: 2A, when released, now performs Akamaru&#039;s 6A; a sand-kick move&lt;br /&gt;
* RA(B): changed to be 6B with follow ups&lt;br /&gt;
* 5X6: does Kidomaru&#039;s 5X activator into vanilla 5X, low crushes; has a unique super freeze animation&lt;br /&gt;
* GRKnJ: travels two frames slower&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
[https://www.youtube.com/watch?v=yXy681kbBq8 Brutalmoon&#039;s combo and tech exhibition for Kiba&#039;s more notable SCON4 changes]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=NeGZJ5Nnbxg Brutalmoon&#039;s special Kiba combo exhibition, also showcases some interesting interactions]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
[https://youtu.be/srxXuNqh_dE Abbock&#039;s top 4 run at Combo Breaker 2022]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Kiba guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Shino_(SCON4)&amp;diff=4480</id>
		<title>Shino (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Shino_(SCON4)&amp;diff=4480"/>
		<updated>2023-06-02T18:36:20Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4_profile&lt;br /&gt;
|name=Shino&lt;br /&gt;
|image=[[Image:char_gnt4_sin.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Not everyone can be a hero; the only Konoha boy left behind for the Sasuke retrieval mission gets his revenge in &#039;&#039;Super Clash of Ninja 4&#039;&#039;. Shino is known as a setup character who summons bugs to control space, enforce one of the stronger okizeme games in the cast and create tick throws and unblockables. Compared to &#039;&#039;Vanilla&#039;&#039;, Shino benefits from revamped combo routes, a unique {{Air}}{{Y}} throw, and importantly a quicker charge {{A}}, allowing him to utilize the bigger, badder version of his bugs summon in more situations.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 14 high jab. His second jab can get 4B&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Slow overhead. Hard knockdown, and plus on block by 1. Guarantees an uncharged bug setup on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|A crouching kick that crushes but is not a sweep.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Handstand guard frame attack. Has both high and low crush frames. High crushes on frame 12-19 and low crushes on frame 20-34&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Mid fist strike. Gives Shino quicker access to his string teleport, even on whiff&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Jumping knee. {{Run}}{{B}}{{A}} is a great string for annoying opponents at mid-range.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Divekick. Spinning launch.&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|A standard throw.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|A grounded throw that drains some chakra and gives Shino plus frames (3).&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{Y}}&lt;br /&gt;
|An air throw. This throw also drains some chakra&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Lay bugs. Charged {{A}} lays a bigger group of bugs that remains on the field longer and has 3 additional hits.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Shino summons bugs above the enemy. Good anti-air and is back-turned unblockable.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Shino crouches down, high crushing, and summons bugs below the opponent which capture them and put them into the &amp;quot;feet stuck&amp;quot; state. The victim can mash out but Shino is able to get a combo in most circumstances. Can connect after {{Y}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|A Counter. Shino disintegrates into a bug clone, leaving behind unblockable bugs that track the enemy for a brief amount of time and traps them in the &amp;quot;feet stuck&amp;quot; animation if caught (similar to {{2}}{{A}}). Shino reappears behind the foe after the bugs are created.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Shino shoots out bugs in front of him, sapping chakra. Short range projectile which can deal chip damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running, set distance teleport.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Shino shoots a cloud of bugs down at an angle in front of him. Rounder than most {{Air}}{{A}} attacks and hard to avoid. Spammable.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Shino backhands the enemy to the ground and his bugs go to town. Drains 50% chakra from the victim. Large amount of active frames on the activator.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Shino crouches down, high crushing, then bugs shoot up wherever the opponent is. Can deal significant amounts of damage. Costs 75% chakra.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Shino is a setplay based character that revolves around his {{A}}, charge {{A}} and other bug attacks. Due to the commitment required to start his setplay, Shino must adjust how he uses his bugs depending on the opposing character. Bugs used at the wrong time in neutral can leave him wide open to a punish, so Shino players must have a general understanding of the other characters in the cast in order to fully utilize his kit. {{4}}{{A}} and {{8}}{{B}} are notable as important tools to create openings for Shino to start his unique brand of pressure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Things to know about certain Basic Moves&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Shino&#039;s {{b}}{{b}} is not something to use too much in neutral without bugs. Unfortunately Shino having the worst &amp;quot;{{b}}-{{b}}&amp;quot; string gap tier ({{b}}-{{b}} has larger then one frame gap and allows {{4}}{{b}}), most of the cast can punish him for doing so. Using {{b}}{{b}}{{a}} gives Shino enough time to {{a}}(charged too), however you must immediately run in front of the bugs to protect it or else the opponent can just tech roll into {{Air}}{{a}}(Kunai) to remove the bugs. Also it&#039;s better to use {{b}}{{b}}{{a}} near walls/corners and {{b}}{{b}}{{a}} charged in bigger stages/positions further from the wall to prevent Shino from being punished on tech roll.&lt;br /&gt;
&lt;br /&gt;
*Shino&#039;s {{2}}{{b}} while good for punishing highs is not something you want to whiff. On whiff it has a decent amount of end lag, which in results in Shino being punished.&lt;br /&gt;
&lt;br /&gt;
*Shino&#039;s {{6}}{{b}} is not used very often but it has a special use. {{6}}{{b}}{{a}} can used anywhere on stage that allows you to teleport directly behind the opponent.&lt;br /&gt;
 &lt;br /&gt;
*Shino&#039;s {{8}}{{b}} is a very important move in his kit to start his pressure. It&#039;s used to get bugs ({{a}}), start setups (if bugs are already present) or even reset neutral. Back turned {{8}}{{b}}{{YCancel}} is a guaranteed {{a}} charged, if timed correctly the opponent will be punished for trying to WuK&lt;br /&gt;
&lt;br /&gt;
*Shino&#039;s {{Run}}{{B}} is safe on block when using {{Run}}{{B}}{{A}} which not only allows clip damage but also space between Shino and his opponent and on hit allows Shino to use {{a}} and some cases {{a}} charged (depends on how big/small the stage is). Be careful when using it while the opponent is jumping or pressing it too early, as on whiff has long end lag, which results in Shino being punished.&lt;br /&gt;
&lt;br /&gt;
*{{2}}{{y}} is a very interesting move. You drain some chakra and Shino has 3 positive frames (you act 3 frames before your opponent), normally this would be fine but due to Shino&#039;s {{b}}{{b}} being very lackluster on block, Shino&#039;s options are very limited after the {{2}}{{y}}. It is recommended you only use this move when bugs are present (for pressure for {{a}} or combos for {{a}} charged).&lt;br /&gt;
&lt;br /&gt;
*{{Air}}{{Y}} helps Shino counter foes who attempt to jump over his grounded bugs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Things to know about certain Special Moves&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{2}}{{a}} is a re-stand move (feet stuck animation), after which Shino can lay bugs or start a combo. {{2}}{{a}} can be used to catch someone on whiff, someone running or even someone sidestepping, however it is not recommended to use this move during short distance interactions due to Shino having higher odds of being punished on block. {{Y}}{{2}}{{a}} is a normal setup to getting your re-stand into whatever you need at the time (For example: {{Y}} &amp;gt; {{2}}{{a}} &amp;gt;{{8}}{{b}} &amp;gt; {{a}}).&lt;br /&gt;
&lt;br /&gt;
*{{4}}{{a}} should be used not only to create more pressure (counter move), but it also works well with bugs as a bait punish for those who chose to {{4}}{{B}} the bugs Shino placed.&lt;br /&gt;
&lt;br /&gt;
*{{6}}{{a}} is one of his main combo enders as it not only drains some chakra but also converts into {{a}} when doing {{6}}{{a}}{{a}}, which allows Shino more bugs and more pressure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advice with bugs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
*Bugs can be destroyed by being hit, kunai and most projectiles. There are some projectiles that don&#039;t work for destroying bugs, for example: {{GNT4CharLink|tem|24|.}} {{a}}(charged), {{GNT4CharLink|ita|24|.}} {{Air}}{{a}}, and {{GNT4CharLink|tay|24|.}} puppet based moves.&lt;br /&gt;
&lt;br /&gt;
*Shino can tick throw after the opponent is currently blocking bugs or setup an unblockable {{8}}{{B}} depending on how many more hits remain in the {{a}} charged ({{Run}}{{a}}{{8}}{{B}}). &lt;br /&gt;
 &lt;br /&gt;
*Shino can use his bugs as bait on block for the enemy to spam/attempt {{4}}{{b}} on bugs, this can allow you to get {{4}}{{a}} and continue his pressure or as an alternative, depending on who&#039;s {{4}}{{b}} it is, Shino can instead do his own {{4}}{{b}} and start a combo.&lt;br /&gt;
&lt;br /&gt;
*Shino has the option to trap opponents into a guarantee {{x}} when having bugs present. Use this to drain their chakra or finish a round&lt;br /&gt;
&lt;br /&gt;
*In neutral, characters that lack a normal {{Air}}{{a}} (kunai) Shino can risk more {{a}} charged instead of {{a}} from a distance on tech roll such as {{GNT4CharLink|lee|24|.}} and {{GNT4CharLink|nr2|24|.}}, but in most cases you must play safe and do normal {{a}} on tech roll for characters with quick teleport attacks or fast {{Run}}{{B}}{{Run}}{{a}} or else you will be punished (example being {{GNT4CharLink|ino|24|.}}, {{GNT4CharLink|kib|24|.}}).&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{a}}{{B}}{{YCancel}} &amp;gt; {{6}}{{A}}{{A}} &lt;br /&gt;
|Standard BnB that allows Shino to place bugs. It is optional to not use {{YCancel}} and just delay your next {{B}} to save chakra usage, however if done too early the final {{B}} in the normal combo string ({{B}}{{B}}{{B}}{{B}}) with come out instead.&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}}&lt;br /&gt;
|Standard BnB that gives Shino a hard knockdown. You can remove {{B}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Basic {{B}} combo into super. Bare in mind the final {{B}}{{B}} you must just frame super or else the combo will drop.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}} &amp;gt; {{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{a}}{{B}}{{YCancel}} &amp;gt; {{6}}{{A}}{{A}} &lt;br /&gt;
|{{2}}{{B}} Variant of the standard BnB combo. You can remove {{6}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}} &amp;gt; {{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}}&lt;br /&gt;
|{{2}}{{B}} Variant of the standard BnB hard knockdown. You can remove {{6}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}} &amp;gt; {{run}} {{2}}{{B}}{{B}} &amp;gt; {{run}}{{B}}{{B}}{{X}}&lt;br /&gt;
|Basic {{2}}{{B}} combo into super. You must do two slight dashes to consistency combo into super&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}{{B}}{{YCancel}} &amp;gt; {{6}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{a}}{{B}}{{YCancel}} &amp;gt; {{6}}{{A}}{{A}} &lt;br /&gt;
|{{4}}{{B}} Variant of the standard BnB combo. You can remove {{6}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}}&lt;br /&gt;
|{{4}}{{B}} Variant of the standard BnB hard knockdown. You can remove {{2}}{{B}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}} &amp;gt; {{run}}{{B}}{{B}}{{X}}&lt;br /&gt;
|Basic {{4}}{{B}} combo into super. You must do a slight dash after {{2}}{{B}}{{B}} in order to combo into super.&lt;br /&gt;
|-&lt;br /&gt;
|{{run}}{{B}}{{B}}{{YCancel}} &amp;gt; {{air}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{a}}{{B}}{{YCancel}} &amp;gt; {{6}}{{A}}{{A}} &lt;br /&gt;
|{{run}}{{B}}{{B}} Variant of the standard BnB combo. You can remove {{air}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{run}}{{B}}{{B}}{{YCancel}} &amp;gt; {{air}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}}&lt;br /&gt;
|{{run}}{{B}}{{B}} Variant of the standard BnB hard knockdown. You can remove {{air}}{{B}} for less damage/ more consistency and it gives less chakra gained by the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{run}}{{B}}{{B}}{{YCancel}} &amp;gt; {{air}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}} &amp;gt; {{run}}{{B}}{{B}}{{X}}&lt;br /&gt;
|This is a go to {{run}}{{B}}{{B}} combo into super. After {{2}}{{B}}{{B}} you must do a slight dash in order to hit the {{B}}{{B}}{{X}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{2}}{{a}}&lt;br /&gt;
|This is normal throw combo starter. Do whatever is needed in the situation (whether it be {{8}}{{B}}, a combo, super or even setups with bugs around)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
Note: List may be outdated.&lt;br /&gt;
* Health: increased from 195 to 205&lt;br /&gt;
* Guard: increased from 1560 to 1640&lt;br /&gt;
* Air throw added&lt;br /&gt;
* Grabbable Moves: 5BB(A), 6A, JA&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame later&lt;br /&gt;
* 5BB(B): lifts on hit and block, ends sooner&lt;br /&gt;
* 6B(B): now staggers&lt;br /&gt;
* 6BB(B): has one less active hitbox frame and has slightly more lift on hit&lt;br /&gt;
* 6BBA(B): has two more frames duration on the hitbox; can be transitioned into quickly&lt;br /&gt;
* 6BBA(8B): added as 8B&lt;br /&gt;
* 4B: hitbox appears 1 frame sooner&lt;br /&gt;
* 4B(B): launches on hit, ends sooner&lt;br /&gt;
* 4B(A): changed to be 6A&lt;br /&gt;
* 2B: made strong&lt;br /&gt;
* 2B(B): has more lift and ends sooner; hitbox appears and disappears one frame later&lt;br /&gt;
* 8B: does 1 more damage; ends sooner; hitbox appears one frame later and disappears one frame earlier; hard knockdown&lt;br /&gt;
* RB: duration changed, ends sooner&lt;br /&gt;
* JB: given a better decent angle; more lift&lt;br /&gt;
* 5A; charges in 14 frames from 27&lt;br /&gt;
* 6A: releases bugs slightly sooner, hits 5 times instead of 3, more range&lt;br /&gt;
* 4A: better counter window&lt;br /&gt;
* A4A: recovers significantly faster, walking bugs are unblockable&lt;br /&gt;
* 2A: comes out faster&lt;br /&gt;
* 8A: comes out faster&lt;br /&gt;
* RA: replaced with a set distance teleport&lt;br /&gt;
* JA: has bugs come out one frame sooner and hits 5 times instead of 3&lt;br /&gt;
* 5Y: victim is immune to mids and highs during the startup&lt;br /&gt;
* 2Y: added; victim is immune to mids and highs until they are released&lt;br /&gt;
* 5X: hitbox appears one frame sooner; one less frame of super freeze&lt;br /&gt;
* 2X: bugs spawn faster, each hit does 1 more damage; slightly less lift&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
[https://youtu.be/8DxPbjCqj9A Jerry&#039;s run at Biweekly 36]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Shino guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Ino_(SCON4)&amp;diff=4479</id>
		<title>Ino (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Ino_(SCON4)&amp;diff=4479"/>
		<updated>2023-06-02T18:36:00Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Yamanaka Ino&lt;br /&gt;
|image=[[Image:char_gnt4_ino.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Backdash=Quick&lt;br /&gt;
|Tier=S&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Ino is one of the more drastically changed and improved characters going from Vanilla to Super. The acrobatic, mind-transfer jutsu-user has transformed into a rush down powerhouse with a toolkit that empowers the player to constantly keep pressure on their opponent. With more unique movement options due to her Ring mechanic, she can keep her prey in a mix with multiple layers, allowing her to continue an offense while still retaining options to remain safe. As another way to put it, she is playing DBFZ while everyone else is stuck in GNT. &lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 15 high jab; one of the jab strings that can get 4B&#039;d between second jab.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Backflip, spinning launch; a strong combo tool and a very strong backturn option&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Basic sweep; the {{B}} followup is on whiff; {{2}}{{B}}{{A}} is a 2-hit OTG&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|A Jab speed guard frame attack; knocks down and pushes on block&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|A frame 14 elbow strike; Hits mid, high crushes, spinning launch on hit; extra lag on whiff and is -21 on block by itself&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A leaping kick; Spinning launch, lifts on block. Leads into {{Air}}{{B}} and ring strings&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|One of the best air moves in the game; a backflip kick that hits in front and behind, and launches for a combo&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Kunai projectile, chargeable; one of the faster projectile throws; the charged variant can link into {{Run}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Anti air kunai&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|A kunai twirl- hits as a mid&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Sliding sweep. Fastest grounded button in the game, active at frame 8.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Kunai slash&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Jump kunai&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|85 dmg (86 with knockdown), active on frame 14, 26 active frames, long travel distance, small hitbox compared to 2X, not grabbable, different voice line opener &amp;quot;ora ora&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|75 dmg, active on frame 24, 6 active frames, short travel distance, large hitbox both veritically and horizontally, grabbable, can be identified by different voice line opener &amp;quot;ninpo&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
====5X hitbox====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ino5x 1f.png | First active frame&lt;br /&gt;
File:Ino 5x 26f.png | Last active frame&lt;br /&gt;
File:Ino 5x 26f ino.png | Seen from Ino&#039;s perspective&lt;br /&gt;
File:Ino 5x 26f inozoomed.png | Seen from Ino&#039;s perspective, zoomed in&lt;br /&gt;
File:Ino 5x 26f nart.png | Seen from the target&#039;s perspective&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
====2X hitbox====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ino2x 1f.png | First active frame&lt;br /&gt;
File:ino2x lastframe.png | Last active frame&lt;br /&gt;
File:Ino2x ino.png | Seen from Ino&#039;s perspective &lt;br /&gt;
File:Ino2x victim.png | Seen from the target&#039;s perspective&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Notes:&lt;br /&gt;
* Easily seen as a “rushdown” character but she can still be played defensively if desired. She can quite easily whiff punish and confirm into big dmg and mixups. &lt;br /&gt;
* Average life (210 vs rest of cast)&lt;br /&gt;
* In the 3rd lowest group for guard gauge&lt;br /&gt;
* 5B (jab) is in the slowest group. &lt;br /&gt;
* 6A is the fastest attack&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* Air Throw added&lt;br /&gt;
* Win pose against Sakura properly closes both hands&lt;br /&gt;
* JB(B) and JB(2B) are string added&lt;br /&gt;
* Health: increased from 185 to 210&lt;br /&gt;
* Guard: increased from 1480 to 1640&lt;br /&gt;
* Grabbable Moves: 8A, JB, JA&lt;br /&gt;
* 5B: shoulder hitbox does not appear on the first active frame; lift increased by one&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame later; can do 8B instead; lift increased by two&lt;br /&gt;
* 5BB(A): does a delayed 6A&lt;br /&gt;
* 5BB(B): launches on hit and block, lift and direction adjusted; can do 8B instead&lt;br /&gt;
* 5BBB(A): has three grabbable frames at the startup; can press 4 before the teleport stay on the same side&lt;br /&gt;
* 5BBBB2B: does 4BB(B)&lt;br /&gt;
* 5BBBBB(B): has more lift on hit&lt;br /&gt;
* 6B: increased lift on hit, ends quicker, does not lift on block; has more lift when not in a string&lt;br /&gt;
* 6B(B): has three grabbable frames at the startup before the teleport; can change direction with 4B&lt;br /&gt;
* 6B(A): added as jump kunai&lt;br /&gt;
* 2B(A): transitions 2 frames faster, string connects OTG; can&#039;t be jumped on block&lt;br /&gt;
* 4B: bounces closer to Ino&lt;br /&gt;
* 4BB(B): adjustments to hitbox timing, landing, and crush. High crushes on landing&lt;br /&gt;
* 8B: is a backflip with strings followed up from it&lt;br /&gt;
* JB: hitbox appears 1 frame later and disappeares 3 frames later; hitbox size decreased from 179 to 150&lt;br /&gt;
* 5A: charge time decreased to 7 frames from 11&lt;br /&gt;
* 4A: has an improved window&lt;br /&gt;
* A4A: is unblockable, hard knockdown, and is sped up with the hitboxes increased in size and damage (15 to 20); teleports slightly more behind the opponent&lt;br /&gt;
* 2AB(B): transition timing adjusted to match 6B(B); cannot transition upon landing&lt;br /&gt;
* RA: hit sizes increased with more stun on hit&lt;br /&gt;
* JA: in combos teleports with 6 or 4&lt;br /&gt;
* 5Y: has a new animation; does 20 damage&lt;br /&gt;
* 2Y: throw has a new animation; does 20 damage and side switches&lt;br /&gt;
* 5X: is Vanilla 2X; starts moving slightly sooner; slightly less damage&lt;br /&gt;
* 2X: is Vanilla 5X, with a large hitbox (size 128) in front of Ino that does not shoot forward; less recovery on miss, 6 active frames, 1 fewer frame super freeze&lt;br /&gt;
* GRKnJ: travels one frame slower; transitioned to be further from the opponent on reappearance, more lift on hit; changed to be a mid from a high; bigger hitboxes&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://www.youtube.com/watch?v=hofxv3XHxBA Combo video by HebrewHammer]&lt;br /&gt;
* [https://youtu.be/fjS5bECJ4R8 An explanation of how Ino&#039;s 8B may hit an opponent behind her by HebrewHammer]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/STMAnK1LFS4 Meowmix&#039;s run at Juicy SCON4 Monthly in Orlando, FL (April 2022)]&lt;br /&gt;
* [https://youtu.be/oc6IKZxr-ZA Meowmix&#039;s run at Juicy SCON4 Monthly in Orlando, FL (September 2022)]&lt;br /&gt;
* [https://youtu.be/YkAFz8LHazI HebrewHammer vs Snover, netplay casuals]{{SCON4CharLink|ten|24}}&lt;br /&gt;
* [https://youtu.be/vYeWxum05_w HebrewHammer vs LilyHV, Fall Clash]{{SCON4CharLink|hak|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Ino guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Choji_(SCON4)&amp;diff=4478</id>
		<title>Choji (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Choji_(SCON4)&amp;diff=4478"/>
		<updated>2023-06-02T18:34:48Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4Infobox&lt;br /&gt;
|name=Choji Akimichi&lt;br /&gt;
|image=[[Image:char_gnt4_chj.png]]&lt;br /&gt;
|HP=240&lt;br /&gt;
|Guard=1920&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=Mid&lt;br /&gt;
|Tier=B&lt;br /&gt;
|Backdash=Short&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Choji is the proto-typical grappler of the game. While he lacks speed and long-range options, his unblockable, super-armor command grabs {{A}} and {{8}}{{A}} allow him to wrestle the enemy into submission, and his body expansion specials take precedence over most other attacks. The always hungry Choji also has a unique mechanic- he can consume chips with {{2}}{{A}} to power up his ensuing attacks.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Basic Moves !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}} || 15 frame mid jab; his second jab is less laggy than you might expect. &lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}} || An upwards arm slam; strong combo tool as a launcher. Raw 8B does 15 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}} || Fast poke in neutral, relatively safe. Sets up for {{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}} || A bull-charge headbutt; extremely long guard frames and leads to full combo, but is the slowest 4B in the game&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}} || Highest damage normal, high stun allows a {{B}} link or {{6}}{{B}} again on counter hit; can follow up with {{A}} on whiff&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}} || A leaping kick; Staggers the opponent, high blockstun, full combo on hit&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}} || Hammer punch, techable bounce&lt;br /&gt;
|-&lt;br /&gt;
! Special Moves !!&lt;br /&gt;
|- &lt;br /&gt;
|{{A}} || Command grab with super armor, this is your main game plan as a strong defensive tool and his main form of oki&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}} || Anti air command grab with hard knockdown. Often whiffs against grounded opponents&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}} || Eat chips, each chip eaten increases attack damage by 6.25% and gives some chakra. Attack damage increase stays through rounds, and can be stacked up to 8 times for a 50% damage boost. Ground {{R}} KNJ removes 1 stack&lt;br /&gt;
|- &lt;br /&gt;
|{{4}}{{A}} || Counter, pretty quick and gives hard knockdown. Removes 2 stacks of chips upon activation&lt;br /&gt;
|- &lt;br /&gt;
|{{6}}{{A}} || Meatball tank, does a ton of guard damage. Removes 2 stacks of chips upon activation&lt;br /&gt;
|- &lt;br /&gt;
|{{Run}}{{A}} || Quick attack with good range and hitbox. Removes 2 stacks of chips upon activation&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}} || Armored meatball, hard knockdown that is good against strings that launch him. Removes 2 stacks of chips upon activation&lt;br /&gt;
|-&lt;br /&gt;
! Throws !!&lt;br /&gt;
|- &lt;br /&gt;
|{{Y}} || Normal throw&lt;br /&gt;
|- &lt;br /&gt;
|{{2}}{{Y}} || &amp;quot;Swordsmen&amp;quot; throw, slams the opponent into the ground for high damage, can follow up with {{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{Y}} || Slams the opponent into the ground, hard knockdown&lt;br /&gt;
|-&lt;br /&gt;
! Super Moves !!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}} || Meatball tank, quick activation. Can combo into straight from throw. Removes 4 stacks of chips upon activation&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} || Bouncing meatball tank, slow activation, a lot of active frames. Does a lot of damage. Removes 4 stacks of chips upon activation&lt;br /&gt;
|- &lt;br /&gt;
|{{4}}{{X}} || Reversal. Invulnerable to all attacks f1-10, hitbox f14-16, 74 frames total. Removes 2 stacks of chips upon activation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
You generally want to get people down on the ground and follow up with {{A}} when they stand up.&amp;lt;br /&amp;gt;&lt;br /&gt;
Since {{A}} has super armor, it beats WUK attempts from the opponent. Use this to make the opponent fear doing WUK, and go for your high damaging {{2}}{{X}} super.&amp;lt;br /&amp;gt;&lt;br /&gt;
Don&#039;t be afraid to take some damage, hp is a resource so use it. {{A}} beat a lot of other characters strings while setting up for okizeme.&amp;lt;br /&amp;gt;&lt;br /&gt;
Try to eat some chips whenever you have the chance, and try to not use up more chips than necessary. A Choji with a full stomach instills fear into his opponents.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}} || Easy combo into hard knockdown&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{A}} || Quick combo into hard knockdown&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{6}}{{B}}{{B}}{{A}} || Extended combo into hard knockdown&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}} || Easy combo into super&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}{{B}}{{B}}{{B}}{{A}} || Easy combo into hard knockdown from throw&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}{{B}}{{YCancel}} &amp;gt; {{6}}{{B}}{{B}}{{A}} || High damage combo into hard knockdown from throw when the chip stack is high&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}{{YC}} &amp;gt; {{B}}{{B}}{{B}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||Builds about 45% chakra for the opponent. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
&#039;&#039;&#039;List may be outdated&#039;&#039;&#039;&lt;br /&gt;
* Overall: When large (moves that increase Choji physical size for the duration of the move), Choji has guard frames and is grabbable&lt;br /&gt;
* Air Throw added, does a modified A8A animation&lt;br /&gt;
* Health: increased from 225 to 240&lt;br /&gt;
* Guard: increased from 1800 to 1920&lt;br /&gt;
* Run speed increased (from 4.5 units per 20 frames to 4.5 units per 17 frames)&lt;br /&gt;
* 2A: chips increase Choji&#039;s strength. He requires 8 chips to get to his maximum strength. When he is at maximum chips, he gets a 1.5X damage multiplier. 2A maxes out strength (1.5x) at 8 chips from 13. Builds 1/16th of a bar of meter. Each chip adds .5X damage multiplier&lt;br /&gt;
* He also loses chip gains for certain moves which are:&lt;br /&gt;
** 1 chip lost: GRKnJ&lt;br /&gt;
** 2 chips lost: 6A, Act4A, RA, JA&lt;br /&gt;
** 4 chips lost: 5X, 2X, 4X&lt;br /&gt;
* 2A maxes out strength (1.5x) at 6 chips from 13. Builds 1/16th of a bar of meter&lt;br /&gt;
* 5B: has slightly more stun on hit and block; transition to 5B(A) is one frame faster&lt;br /&gt;
* 5B(B): has slightly more lift, shoulder hitbox does not appear on the first frame, SFX comes out one frame later, 3 frames less disadvantage on block&lt;br /&gt;
* 5B(A): hitbox appears one frame sooner; transitions one frame faster&lt;br /&gt;
* 5BA(A): added as 2A&lt;br /&gt;
**	Holding A allows you to keep eating chips&lt;br /&gt;
* 5BB(A) can be performed on whiff; 5BB(6A) reverses direction&lt;br /&gt;
* 5BB(B) and 8B: is an uppercut&lt;br /&gt;
* 5BBB(B) and 8B(B): is also an uppercut, but has spinning knockback and hits higher&lt;br /&gt;
* 6B: damage (+3) and stun increased; increased hitstun (links to 5B); turns on back hit&lt;br /&gt;
* 6B(B): is the strong uppercut (8B(B))&lt;br /&gt;
* 6B(A): can be done on whiff; transitions two frames slower; duration on the attack is increased by 2; if holding down on the first active frame the attack bounces instead of staggers; 8 frames less endlag&lt;br /&gt;
* 6BA(A) added as 5B(A); 6BAA(A) as 2A as well&lt;br /&gt;
* 4B: hits mid and is untechable; hitbox appears and disappears one frame later; hitboxes are slightly larger&lt;br /&gt;
* 8B to 8B(B): transition is slightly slower&lt;br /&gt;
* 8B(A): is 8A&lt;br /&gt;
* 2B faster; recovers faster; high crushes faster; no string follow-up&lt;br /&gt;
* wRB: faster; shorter lunge; ends sooner&lt;br /&gt;
* JB: Can be directionally influenced left and right each frame of the attack; bounces cloer to Choji&lt;br /&gt;
* 5A: has one more frame on the end for grab, super armor ends on frame 30 down from from 55, damage increased from 25 to 30, thrown trajectory changed, can tech roll and sub right before landing. Removed flicker cancel infinite.&lt;br /&gt;
* A5A: is hittable after Chouji throws the opponent&lt;br /&gt;
* Added ability to redirect ground command grab with {{4}}&lt;br /&gt;
* 6A: links into the final hit better, ending hits twice, the first is a bounce and second hit is a hard knockdown; deflects projectiles and updates direction more often, startup sped up 4 frames, damage +1 for each hit&lt;br /&gt;
* 4A: counter window improved, can be activated from all sides&lt;br /&gt;
* A4A: is unblockable and unsubbable, slight adjustment to size, damage increased to 25 from 20&lt;br /&gt;
* 8A: Hitboxes adjusted to not grab behind as easily, super armor ends when Chouji leaves the ground, hitboxes appear 4 frames earlier, damage increased from 40 to 30 and opponent can sub after Chouji removes his hands from the opponent&lt;br /&gt;
* A8A: is hittable after Chouji gets off the opponent&lt;br /&gt;
* RA: size adjusted, hitbox duration better matches animation, pushes on block&lt;br /&gt;
* JA: does increased guard damage, falls faster, hard knockdown, pushes on block, size adjusted&lt;br /&gt;
* JA and wRA: deflect projectiles&lt;br /&gt;
* GRKnJ: size adjusted to match RA&lt;br /&gt;
* Added {{2}}{{Y}}&lt;br /&gt;
* Added {{Air}}{{Y}}&lt;br /&gt;
* 5X: starts moving 4 frames sooner during super freeze&lt;br /&gt;
* 4X: is a real time super similar to Act4A with 10 frames of immunity to highs and mids on startup; requires and uses 75%; 14 frames blockstun; does not push on block&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
[https://www.youtube.com/watch?v=uyf0MRoMY8w&amp;amp;t=1580s Athkore vs Nywen (Ino) Sakura Cup Europe 5]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=uyf0MRoMY8w&amp;amp;t=3477s Athkore vs Hamadarody (Naruto, Kankuro) Sakura Cup Europe 5]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Choji guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Shikamaru_(SCON4)&amp;diff=4477</id>
		<title>Shikamaru (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Shikamaru_(SCON4)&amp;diff=4477"/>
		<updated>2023-06-02T18:30:06Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Shikamaru Nara&lt;br /&gt;
|image=[[Image:char_gnt4_sik.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1520&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=Mid&lt;br /&gt;
|Tier=A-&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
One of the most improved characters in the jump from Vanilla to Super, Shikamaru now augments his rangy normals and high damage with a variety of quality-of-life improvements, quicker super activations and more versatile and effective wisdom stance ({{Shika}}). Shikamaru is known for his teleport attacks and one of the strongest oki tools in the game- his unblockable {{2}}{{X}} shadow jutsu.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Furthest reaching {{B}} in the game and hits mid. Long recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Shikamaru leaps upwards striking with his arm. Fast high crush (frame 8), causes the spinning launch effect and combos into {{B}} and {{2}}{{B}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|High crushes and sweeps with his foot.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Rears back and kicks. Mediocre guard frames but has a high crush right before the hitbox comes out. Staggers on hit and leads to {{Shika}} stance.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Sliding kick which high crushes and sweeps. Can be used defensively to escape from attackers behind Shikamaru.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Running overhead kick. Leads to {{Shika}} stance. Staggers on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Slow but damaging divekick. Spinning launch.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Throw shuriken. Charge {{A}} throws shurikens spread horizontally, potentially catching sidesteps&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Standard up-shuriken throw.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Ankle shank. High crushes and sweeps but inferior to {{8}}{{B}}, {{2}}{{B}} and {{6}}{{B}} in almost every way&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|{{Shika}} Enters stance (see more below).&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Kunai skull crusher. Groundbounces. Too slow to use in most scenarios.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running kunai slash. Launches on hit and leads to {{Shika}} stance.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air shuriken (standard air shanks)&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&#039;&#039;Kage Mane no Jutsu&#039;&#039;. {{Shika}} Can be done from stance. 5+70 damage (average among cinematic supers).&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|{{Shika}} Can be done from stance. 32 damage. Unblockable, resets the combo counter and disables KNJ until the victim lands or is hit. Shikamaru recovers more quickly when further from the opponent.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
===={{Shika}}Wisdom Stance====&lt;br /&gt;
&lt;br /&gt;
Shikamaru is known for his wisdom stance which gives him several options. From stance:&lt;br /&gt;
* {{Shika}}{{B}} teleports behind the enemy with a descending aerial dive&lt;br /&gt;
* {{Shika}}{{A}} teleports behind the enemy on the ground with a running kunai slash&lt;br /&gt;
* {{6}} can be held to reverse the direction of a teleport attack&lt;br /&gt;
* {{Shika}}{{2}}{{B}} teleports in front of the enemy with no attack&lt;br /&gt;
* {{Shika}}{{2}}{{A}} teleports behind the enemy with no attack&lt;br /&gt;
* {{Shika}} is super-cancellable with {{X}} or {{2}}{{X}}, allowing Shikamaru to combo into supers&lt;br /&gt;
* {{Y}} cancels the stance&lt;br /&gt;
Shikamaru&#039;s teleport attacks are powerful as they lead to combos, though he can be punished if the opponent avoids the attack by sidestepping or otherwise moving out of the way. If the enemy is avoiding teleport attacks, Shikamaru can mix them up by using his &amp;quot;empty&amp;quot; teleport, {{Shika}}{{2}}{{A}}. If he has his back to the enemy, he can use {{Shika}}{{2}}{{B}} instead.&lt;br /&gt;
&lt;br /&gt;
====2X Usage====&lt;br /&gt;
&lt;br /&gt;
[[File:Shika2XSubTierlist.png|thumb|Chart showing which opponents can ground KNJ out of Shikamaru&#039;s {{B}}{{B}}{{2}}{{X}}, assuming their KNJ starts after 2X starts|450px]]&lt;br /&gt;
{{2}}{{X}} is a powerful oki option. While it loses to wake-up-kick (WUK), when properly spaced it is unavoidable and leads to a combo.&lt;br /&gt;
* Common ways to land the super include:&lt;br /&gt;
** Combos: {{B}}{{B}}{{2}}{{X}} or {{B}}{{B}}{{A}}{{A}}{{2}}{{X}} up to about 7 or 8 hits.&lt;br /&gt;
** {{YC}} directly into {{2}}{{X}} (at the total cost of 100% chakra) to access {{2}}{{X}} from other combo points or at higher combo counts.&lt;br /&gt;
** Throw &amp;gt; {{2}}{{X}} is guaranteed&lt;br /&gt;
** Backdash or walk backwards at the end of a combo to space outside of WUK range.&lt;br /&gt;
** {{4}}{{A}}{{2}}{{A}} to avoid a WUK- an immediate {{2}}{{X}} should catch the opponent before they can jump.&lt;br /&gt;
** If a recovery roll is predicted, Shikamaru can run forward to chase the roll and {{2}}{{X}}. &lt;br /&gt;
** In some situations close to the wall, Shikamaru can move backwards while staying close enough to {{2}}{{X}} regardless of whether the opponent tech rolls or not.&lt;br /&gt;
* After being captured by {{2}}{{X}}, the victim cannot KNJ until landing or being hit.&lt;br /&gt;
* {{2}}{{X}} resets the combo counter. Landing a {{2}}{{X}} leads to a punish mix as the opponent will need to sub if Shikamaru commits to a combo.&lt;br /&gt;
* The opponent will very often have enough chakra to KNJ after a {{2}}{{X}} so Shikamaru should put thought into his follow-up as to not be punished with a KNJ at low chakra.&lt;br /&gt;
* Shikamaru has several options for his follow-up attack to {{2}}{{X}}:&lt;br /&gt;
** {{8}}{{B}}: The most common follow-up at short range. Decent damage, quick recovery and threatens a combo.&lt;br /&gt;
** {{B}}: The easiest button to time and can be {{YC}}-cancelled. {{B}}{{B}} has a quick recovery.&lt;br /&gt;
** {{6}}{{B}}{{B}}{{A}}: On the safer side for a Shikamaru string. Can be used as a lower committal way to score extra damage and build chakra.&lt;br /&gt;
** {{6}}{{A}}: Most damage in a single hit and can potentially combo to {{B}}, but the opponent can tech roll recovery the bounce.&lt;br /&gt;
* The amount of time Shikamaru has between the {{2}}{{X}} animation and the victim reappearing will depend on the distance from the opponent. If Shikamaru is farther away, he may have time for one of:&lt;br /&gt;
** {{Shika}}{{A}}, {{Shika}}{{B}} and {{Run}}{{A}}: Strong attacks which threaten an extended combo.&lt;br /&gt;
** {{Air}}{{B}}: If the opponent does not have enough chakra to KNJ&lt;br /&gt;
&lt;br /&gt;
====Strengths====&lt;br /&gt;
&lt;br /&gt;
Between his rangy normals, mid jab and high crushes, Shikamaru is highly effective at mid-range and can be difficult to approach.&lt;br /&gt;
* Some of the longest ranging normal attacks in the game (notably {{B}} and {{6}}{{B}}).&lt;br /&gt;
* {{B}} is a mid and hits close to the ground, snuffing out high crushes and low profiles.&lt;br /&gt;
* Several good high crushes:&lt;br /&gt;
** {{8}}{{B}}: Quickest (crushes on frame 8) and can be used to break up slow strings or delayed string pressure.&lt;br /&gt;
** {{2}}{{B}}: Lower commitment because Shikamaru sweeps his foot away from his body. Used as a poke in neutral.&lt;br /&gt;
** {{6}}{{B}}: Long range attack which can whiff punish or surprise an unsuspecting opponent.&lt;br /&gt;
* {{6}}{{B}} can also be used when Shikamaru is backturned to quickly slide away from the opponent. Be aware that many characters can punish this if they anticipate it.&lt;br /&gt;
* Shikamaru hits hard. {{2}}{{B}}{{B}}{{B}}{{YC}} is one of the better combo filler loops in the game and {{4}}{{A}}{{A}}{{B}}{{B}}{{YC}} is a great whiff punish starter.&lt;br /&gt;
* Stance teleports, most often {{Shika}}{{6}}{{B}}, can be used to punish substitutions.&lt;br /&gt;
* {{Shika}}{{B}} punishes jump back.&lt;br /&gt;
* Grounded {{B}}{{B}}{{2}}{{X}} and {{B}}{{B}}{{B}}{{2}}{{X}} can &amp;quot;checkmate&amp;quot; the opponent, catching them even if they ground KNJ (see the chart to the side for which characters can substitute against {{2}}{{X}}).&lt;br /&gt;
* {{8}}{{B}} links to combos, primarily with {{B}} and {{2}}{{B}}. It can also cross-up if Shikamaru manages to get under a jumping opponent.&lt;br /&gt;
* Shikamaru has a unique mechanic when blocking. He will dodge physical attacks when on the ground and not next to the wall and not take guard damage, though he still takes chip damage.&lt;br /&gt;
** Shikamaru can dodge auto-guard breaks such as Gai {{4}}{{B}}, CS2 {{Run}}{{B}} and Zabuza {{6}}{{A}}.&lt;br /&gt;
&lt;br /&gt;
====Weaknesses====&lt;br /&gt;
&lt;br /&gt;
* Shikamaru does not threaten opponents on block due to low guard damage and the escapability of his strings.&lt;br /&gt;
** {{B}}{{B}} (-6) is his only safe blockstring. {{2}}{{B}} (-13) and {{6}}{{B}} (-12) may be safe depending on the opposing character.&lt;br /&gt;
** Poor continuations make Shikamaru&#039;s block strings predictable and easy for the opponent to take back their turn or punish.&lt;br /&gt;
* A near-complete lack of strings which can be performed on whiff make his buttons high commitment and his whiffs easier to punish as compared to characters which can continue strings on whiff.&lt;br /&gt;
* Teleport attacks can be sidestepped, jumped or otherwise avoided and punished.&lt;br /&gt;
* Shikamaru is a low health, low guard character. His dodge mechanic does not work when he is in the vicinity of the wall, so his guard may be broken easily.&lt;br /&gt;
* His slow {{4}}{{B}}, slow {{Air}}{{B}} and lack of a true reversal make him vulnerable to guard pressure from certain characters, especially when {{Air}}{{A}} is ineffective.&lt;br /&gt;
* His only button/string starters which can be {{YC}}-cancelled in combos are {{B}} and the very situational {{4}}{{B}}.&lt;br /&gt;
&lt;br /&gt;
====Other Notes====&lt;br /&gt;
* {{8}}{{B}} punishes all of Sasuke&#039;s options after blocking his {{B}}{{B}}{{B}}. This can also work against CS2, though loses to CS2&#039;s {{B}}{{B}}{{B}}{{A}}.&lt;br /&gt;
* {{6}}{{B}} low profiles Shino&#039;s {{B}}{{B}}{{B}}&lt;br /&gt;
* {{B}} covers Itachi&#039;s strike/throw mix after {{Air}}{{A}} and beats {{2}}{{B}}{{B}}{{A}}.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos||Notes&lt;br /&gt;
|-&lt;br /&gt;
!Short super confirms †||&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{X}}||Basic super confirm using wisdom stance&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{A}}{{X}}||A reliable super confirm for combos up to ~8 hits&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{X}}||The shuriken toss can be omitted&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||Connects when hitting the opponent directly into the wall or a corner&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}{{A}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}{{B}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||&lt;br /&gt;
|-&lt;br /&gt;
!25% chakra opponent||&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{2}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{a}}{{a}}{{x}}‡||{{b}}{{b}}{{a}}{{a}}{{x}} can be swapped with {{8}}{{b}} &amp;gt; {{b}}{{b}}{{x}}&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{b}}{{b}}{{a}}{{YC}} &amp;gt; {{b}}{{b}}{{a}}{{a}}{{x}}‡||Shikamaru only needs to walk forward to get into range of {{b}} after throw&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{b}}{{b}} &amp;gt; {{b}}{{b}}{{a}}{{a}}{{x}}‡ or {{2}}{{x}} &amp;gt; {{6}}{{a}}||Must juggle high with first {{B}}{{B}}. Shika can convert this combo to {{x}} if he starts with at least 30% chakra. He can combo to {{2}}{{X}} from 5% chakra&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{a}}{{a}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||Just frame combo&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{a}}{{YC}} &amp;gt; {{8}}{{b}}{{a}} &amp;gt; {{b}}{{b}}{{x}}||The shuriken throw can be omitted&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{a}}{{b}}{{b}}{{YC}} &amp;gt; {{2}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{a}}{{a}}{{x}}‡||&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{b}}{{b}}{{YC}} &amp;gt; {{6}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{a}}{{a}}{{x}}‡||&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{a}}{{a}}{{b}}{{YC}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{a}}{{a}}{{x}}||Alternate: {{8}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{b}}{{b}}{{YC}} &amp;gt; {{2}}{{b}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||Alternate: {{2}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{a}}{{a}}{{x}}&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{b}}{{a}}{{a}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||Just frame combo&lt;br /&gt;
|-&lt;br /&gt;
!0% chakra opponent||&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{2}}{{B}}{{B}}{{b}}{{YC}} &amp;gt; {{2}}{{B}}{{b}}{{YC}} &amp;gt; {{6}}{{B}}{{B}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||204 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{4}}{{a}}{{6}}{{a}}{{b}}{{b}}{{b}} &amp;gt; {{b}}{{b}}{{a}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||201 damage. Requires a wall.&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{2}}{{X}} &amp;gt; {{4}}{{A}}{{A}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{A}}{{A}}{{X}}||The &amp;quot;qbtod&amp;quot; off of a throw. 204 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{A}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||191 damage. If the teleport attack is delayed, the slash may still connect while starting a new combo.&amp;lt;br /&amp;gt;In this case, the combo deals a total of 210 damage because damage scaling is reset.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{B}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||191 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}}{{B}}{{YC}} &amp;gt; {{Air}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{B}}{{YC}} &amp;gt; {{8}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||195 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||195 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}{{A}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||194 damage combo with high chakra build. Only works going into the wall; Shikamaru can direct {{shika}}{{a}} to orient correctly.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{B}}{{YC}} &amp;gt; {{B}}{{B}}{{X}}||194 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{B}}{{YC}} &amp;gt; {{2}}{{B}}{{B}}{{YC}} &amp;gt; {{B}}{{B}} &amp;gt; DROP &amp;gt; {{2}}{{X}} &amp;gt; {{6}}{{A}}||172 damage, but leaves Shikamaru with over 25% chakra.&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{2}}{{X}} &amp;gt; On the bounce &amp;gt; {{4}}{{A}}{{A}}{{B}}{{B}}{{YC}} &amp;gt; {{B}}{{B}}{{B}}{{A}}{{Y}} &amp;gt; (tech chase) &amp;gt; {{2}}{{X}} &amp;gt; {{6}}{{A}}||189 damage. Shika must follow if the opponent tech rolls, or backdash if the opponent does not tech roll.&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{2}}{{X}} &amp;gt; On the bounce &amp;gt; {{4}}{{A}}{{A}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||211 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{8}}{{B}} &amp;gt; {{2}}{{X}} &amp;gt; On the bounce &amp;gt; {{4}}{{A}}{{A}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}||Clem tod. 226 damage.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional combo notes&#039;&#039;&#039;&lt;br /&gt;
* †Shikamaru has several ways to combo into supers at low combo counts, which grants the ability to finish rounds with a large chunk of damage before the opponent builds enough chakra to KNJ.&lt;br /&gt;
* ‡{{8}}{{b}} &amp;gt; {{b}}{{b}}{{x}} does the same amount of damage as {{b}}{{b}}{{a}}{{a}}{{x}}. {{8}}{{b}} &amp;gt; {{b}}{{b}}{{x}} may connect to {{x}} at higher combo counts, but in general {{B}}{{B}}{{A}}{{A}}{{X}} is more reliable; {{8}}{{B}} combos can be disrupted by the wall.&lt;br /&gt;
* {{8}}{{B}}{{A}} &amp;gt; {{B}} is inconsistent at higher combo counts because it depends on the number of shuriken which connect.&lt;br /&gt;
* {{2}}{{B}}{{B}} or {{2}}{{B}}{{B}}{{B}} (particularly the second hit- the knee) is high damage filler.  When in doubt, use this string to get close to optimal damage.&lt;br /&gt;
* Chakra can be conserved by intentionally dropping the combo early and going for an oki {{2}}{{X}}. The sequence of 2X + 8B deals 48 damage, compared to 75 for 5X, but can leave Shikamaru with over 25% chakra making it preferable in many situations.&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* HP increased from 200 to 210&lt;br /&gt;
* Grabbable Moves: 8A, JA&lt;br /&gt;
* 5BB(A): launches with more lift, one frame less on the hitbox&lt;br /&gt;
* {{4}}{{A}} has faster action and high crushes at frame 6; can super cancel into 5X and 2X&lt;br /&gt;
* {{Shika}}{{B}} now teleports Shikamaru behind the enemy, instead of in front&lt;br /&gt;
* SB(B) more lift on hit&lt;br /&gt;
* SBB(B) replaced with SABB(B)&lt;br /&gt;
* SABB(B) deals more damage&lt;br /&gt;
* SA(A) now staggers&lt;br /&gt;
* SAA(A) replaced with 8A&lt;br /&gt;
* {{6}} can be held to reverse teleport attack directions&lt;br /&gt;
* {{Shika}}{{2}}{{A}} added&lt;br /&gt;
* {{Shika}}{{2}}{{B}} added&lt;br /&gt;
* {{Shika}}{{Y}} sped up&lt;br /&gt;
* {{Shika}} Teleport strings are now true combos, instead of being side-steppable with a fast mash on hit (due to the stagger effect)&lt;br /&gt;
* Some teleport attacks have been replaced with moves that combo reliably&lt;br /&gt;
* {{8}}{{B}} replaced with modified {{Shika}}{{B}}{{B}}{{B}} from Vanilla; 8BA follow up after landing&lt;br /&gt;
* {{6}}{{B}} sweeps instead of a grounded hit; less lift&lt;br /&gt;
* 6B(B) has more lift&lt;br /&gt;
* 2BBB(B) ends sooner and has more lift&lt;br /&gt;
* RB: starts up three frames later&lt;br /&gt;
* {{X}} sped up by four frames&lt;br /&gt;
* {{2}}{{X}} has less super freeze and comes out faster, can move faster when hitting from further away than right next to the opponent, opponent falls slower, opponent cannot sub until they hit the ground or are hit; resets combo counter&lt;br /&gt;
* {{Shika}}{{2}}{{X}} is now possible&lt;br /&gt;
* {{2}}{{X}} is now subbable after the enemy hits the ground or is hit&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://www.youtube.com/watch?v=jSauSad9KkY Boocock&#039;s Shikamaru fundies introduction]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [https://docs.google.com/document/d/1tRH9o0bxxbaJ4yVM2vNt6c7J8p--2Bg7CDQ8H94Xy8o/edit Clemente&#039;s written Shikamaru guide]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [https://www.youtube.com/watch?v=knfy6d87Jxg Shikamaru defensive tech in SCON4]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/QYCSX9O6Kaw Clemente vs FlareHazard (2x), CopyCatNinja, &amp;amp; Paradise 12/28/20]‎ {{SCON4CharLink|ten|24}}{{SCON4CharLink|iru|24}}{{SCON4CharLink|kks|24}}{{SCON4CharLink|jir|24}}&lt;br /&gt;
* [https://youtu.be/Bdjv5-nxLeU Clemente vs HebrewHammer (Bi-weekly 6 GF)] {{SCON4CharLink|ino|24}}‎&lt;br /&gt;
* [https://youtu.be/JV6P88YZQaI?t=72 Clemente vs HebrewHammer 4/27/21 (Casuals)] {{SCON4CharLink|nej|24}}{{SCON4CharLink|ank|24}}{{SCON4CharLink|ino|24}}&lt;br /&gt;
* [https://youtu.be/Z1FsIiq1vbI Clemente vs Hebrew Hammer 5/15/21 (Casuals)] {{SCON4CharLink|tsu|24}}{{SCON4CharLink|ino|24}}{{SCON4CharLink|nej|24}}&lt;br /&gt;
* [https://www.youtube.com/watch?v=ESOQlm2V3eg Clemente vs Underscore 6/17/21 (Casuals)] {{SCON4CharLink|ten|24}}&lt;br /&gt;
* [https://youtu.be/7rMnSh11Ajs?t=807 NA Biweekly 26: Kyuubi vs Cozy] {{SCON4CharLink|nr2|24}}{{SCON4CharLink|hak|24}}&lt;br /&gt;
* [https://youtu.be/vjjtV0il96s NA Biweekly 28]: [https://youtu.be/vjjtV0il96s?t=400 Kyuubi vs. Jakyi2x] {{SCON4CharLink|skr|24}}, [https://youtu.be/vjjtV0il96s?t=755 Clemente vs. Ninshi] {{SCON4CharLink|kks|24}} and [https://youtu.be/vjjtV0il96s Clemente vs. HebrewHammer] {{SCON4CharLink|kid|24}}&lt;br /&gt;
* [https://www.youtube.com/watch?v=Pegylvv9PqM NA Biweekly 30]: [https://youtu.be/Pegylvv9PqM?t=2343 Clemente vs Renz0] {{SCON4CharLink|ank|24}}, [https://youtu.be/Pegylvv9PqM vs HebrewHammer]  {{SCON4CharLink|kid|24}}{{SCON4CharLink|ino|24}}, [https://www.youtube.com/watch?v=Pegylvv9PqM vs FlareHazard I] {{SCON4CharLink|ten|24}}, [https://www.youtube.com/watch?v=Pegylvv9PqM vs Ricky Ant] {{SCON4CharLink|kim|24}}{{SCON4CharLink|ita|24}} and [https://youtu.be/Pegylvv9PqM vs FlareHazard II] {{SCON4CharLink|ten|24}}&lt;br /&gt;
* [https://youtu.be/DHfg2aTzf6U Clemente vs Snover (Summer Clash)] {{SCON4CharLink|ten|24}}&lt;br /&gt;
* [https://youtu.be/ZMKy-moB-E4?t=5244 Clemente vs Malex BlueMageWhen SCON Weekly #2 (10/4/22)] {{SCON4CharLink|kis|24}}{{SCON4CharLink|tsu|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Shikamaru guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Might_Guy_(SCON4)&amp;diff=4476</id>
		<title>Might Guy (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Might_Guy_(SCON4)&amp;diff=4476"/>
		<updated>2023-06-02T18:29:15Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4Infobox&lt;br /&gt;
|name=Might Guy&lt;br /&gt;
|image=[[Image:char_gnt4_gai.png]]&lt;br /&gt;
|HP=230&lt;br /&gt;
|Guard=1840&lt;br /&gt;
|Jab Speed=Frame 11&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=A&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Konoha&#039;s Sublime Green Beast of Prey, Might Gai, is one of the more explosive fighters in &#039;&#039;SCON4&#039;&#039;. He boasts the fastest {{B}} jab in the game (tied with his protege, Lee, but with better range), numerous flying screen combos, and the invincible gate-release reversal, all of which help Guy to mash to his heart&#039;s content and keep the enemy on the defensive. His charge {{4}}{{B}} guard breaks instantly, giving him a uniquely strong okizeme game. While he gained a slower, tracking {{8}}{{A}} overhead teleport kick in &#039;&#039;Super&#039;&#039;, he lacks projectiles or any great &amp;quot;cheap&amp;quot; options at range. Still, his high HP and damage give him a youthful leg up as he rushes down the competition.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Basic Moves !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}} || Fastest jab in the game tied with lee. One of the furthest reaching normals in the game&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}} || Launcher, low crush&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}} || Big stomp, ground slam&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}} || Auto-Guards, can be charged to guard break the opponent in one hit&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}} || Mid attack, decent damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}} || Launches the opponent into the air, low crushes&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}} || Dive kick&lt;br /&gt;
|-&lt;br /&gt;
! Special Moves !!&lt;br /&gt;
|- &lt;br /&gt;
|{{A}} || Mid jab that is slower than the normal jab&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}} || Teleport to the opponent and do a somersault kick&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}} || Konoha reppu, can be {{YCancel}} for a combo follow up&lt;br /&gt;
|- &lt;br /&gt;
|{{4}}{{A}} || Counter, teleport behind the opponent&lt;br /&gt;
|- &lt;br /&gt;
|{{6}}{{A}} || Leaf whirlwind, can combo into itself close to the wall&lt;br /&gt;
|- &lt;br /&gt;
|{{Run}}{{A}} || Good combo ender at a range&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}} || Hammer swing&lt;br /&gt;
|-&lt;br /&gt;
! Throws !!&lt;br /&gt;
|- &lt;br /&gt;
|{{Y}} || Normal throw&lt;br /&gt;
|- &lt;br /&gt;
|{{2}}{{Y}} || Hard knockdown throw&lt;br /&gt;
|-&lt;br /&gt;
! Super Moves !!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}} || Big hug, really good range&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}} || Primary lotus, less range than the hug for more damage&lt;br /&gt;
|- &lt;br /&gt;
|{{4}}{{X}} || Reversal, opens a gate. All damage is increased after activating&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
5B and 5BB: Great for stagger pressure and tick throw but loses to fast high crush moves, and the second jab has really poor range that it’s almost never going to win after a clash and it’ll even sometimes whiff after the first jab is blocked.&amp;lt;br /&amp;gt;&lt;br /&gt;
5BBB and its follow ups: The safer and faster follow up after the second jab.  It is punishable on block, but continuing the string can beat the punish attempt.  Great for adding in your 5BB stagger pressure.  However, delaying it too much will lose to the opponent’s immediate fast high crush moves after 5BB is blocked.  The only follow up you should consider on block is 5BBBB, which is Guy’s 8B.  It launches on normal hit, and on block you can continue with both B and A to try to escape, but can both be punished.&amp;lt;br /&amp;gt;&lt;br /&gt;
5BBA and its follow ups: Extremely unsafe on block by itself, and anything after that can be punished accordingly if the opponent is looking at the screen.  If Guy doesn’t continue the string, the opponent still has plenty of time to recognize that and punish it because the recovery is way too long.  The saving grace for doing this after blocked 5BB is that it’s a mid and doing 5BBAY will launch the opponent immediately if the opponent tries to do fast high crush moves.  5ABAY is your main combo filler, but if the opponent KNJs after 5AB you can be stuck in the kick animation that has really long recovery and Guy doesn’t have Hyuuga cancel to save him.  The A follow up, which is an uppercut, has a hitbox in the back so it can catch the opponent off guard when they KNJ and try to punish your whiffed combo.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unique anti-KNJ tech:&amp;lt;br /&amp;gt;&lt;br /&gt;
8A: A tracking teleport kick that gives a combo if the opponent fails to tech roll.  It hits the opponent’s back when both characters are facing the same direction, making it a great anti-KNJ tool that covers both RKNJ and LKNJ and potentially gives a combo.  If the opponent tech rolls, immediately do a charged 4B can guard break the opponent and get a huge reward.&amp;lt;br /&amp;gt;&lt;br /&gt;
5B: One of the only jabs that can truly punish LKNJ when done immediately after turning around, but it has a strict timing and can be hard to pull off online.&amp;lt;br /&amp;gt;&lt;br /&gt;
Punish game: &amp;lt;br /&amp;gt;&lt;br /&gt;
5B is i11, which is the fastest jab in the game, can punish a lot of stuff that other characters can’t, but the move has a really high hitbox.  5A is a i15 mid jab that will cover punishable moves and landing that low profile 5B, but it’s slower and has worse range.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Gate&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Basic Combos&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{Run}}{{A}} || Easy combo mid stage&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{2}}{{X}} || Easy combo into high damaging super when close to walls&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{A}}{{A}}{{A}} &amp;gt; {{2}}{{X}} || Combo requiring meter into super&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}} || Easy combo into super&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Meterless Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{nogate}} || {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{8}}{{B}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{nogate}} || {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{8}}{{B}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{nogate}} || Single hit* &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{8}}{{B}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{nogate}} || Single hit* &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{Air}}{{B}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{8}}{{B}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{nogate}} || Two hits** &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{8}}{{B}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{nogate}} || {{B}}{{B}}{{B}}{{B}} OR {{A}}{{B}}{{B}}{{B}} &amp;gt; {{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{8}}{{B}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{gate}} || {{B}}{{B}}{{A}}{{YCancel}} OR {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{6}}{{B}}{{6}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{gate}} || Single hit* &amp;gt; {{A}}{{B}}{{A}}{{A}}{{A}} &amp;gt; {{A}}{{B}}{{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{gate}} || Single hit* &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{A}}{{A}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{gate}} || Single hit* &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{B}}{{6}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{gate}} || Two hits** &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{6}}{{B}}{{6}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{gate}} || {{B}}{{B}}{{B}}{{B}}{{A}} OR {{A}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{8}}{{B}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!25% Meter Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{nogate}} || {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{B}}{{6}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|- &lt;br /&gt;
|{{nogate}} || {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|- &lt;br /&gt;
|{{nogate}} || Single hit* &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} {{6}}{{B}}{{6}}{{A}} &amp;gt; {{2}}{{X}} OR {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{6}}{{B}}{{6}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|- &lt;br /&gt;
|{{nogate}} || Two hits** &amp;gt; {{A}}{{B}}{{B}}{{6}}{{A}} &amp;gt; {{2}}{{X}} ||&lt;br /&gt;
|- &lt;br /&gt;
|{{nogate}} || {{B}}{{B}}{{B}}{{B}}{{A}} OR {{A}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{A}}{{B}}{{2}}{{X}} ||&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
{{nogate}}=No gate released; {{gate}}=After gate release&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Single hit starters: {{Y}}, {{8}}{{B}}, {{2}}{{A}}, {{Air}}{{B}}, {{Air}}{{A}} (no tech), {{Run}}{{B}}{{YCancel}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Two hit starters: {{4}}{{B}}{{B}}{{YCancel}}, {{2}}{{B}}{{B}}{{YCancel}}, {{6}}{{B}}{{B}}, {{8}}{{A}}{{B}}{{YCancel}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* 5B: has more lift on hit&lt;br /&gt;
* 5B(B): has an additional endlag frame&lt;br /&gt;
* 5BBA(A): has more lift on hit&lt;br /&gt;
* 6B: animation changed to be the 4B(B) animation and staggers, when done in string it is vanilla&lt;br /&gt;
* 6B(A): has more lift on hit can be super canceled has less blockstun; if holding 6 when it comes out does 6A&lt;br /&gt;
* 2B: hitbox duration increased by 1 frame, launches, lift adjusted&lt;br /&gt;
* 8B: both hits have slightly more lift on hit&lt;br /&gt;
* 8B(B): added as JB&lt;br /&gt;
* RB: Changed to be plus frame on block, launches upwards, hitbox duration increased by 8 frames&lt;br /&gt;
* JB: doesn&#039;t float as high in the startup; has slightly more height and launch angle change&lt;br /&gt;
* 5A: Super cancel added, turns back turned opponents around; slightly more lift&lt;br /&gt;
* 6A: Second hit launches far and away, Y cancel removed&lt;br /&gt;
* 4A: window improved, can move immediately on appearance&lt;br /&gt;
* 2A: launches instead of sweeps with more lift on hit&lt;br /&gt;
* 8A: teleports in front of the opponent; can be grabbed; cannot do follow ups on whiff&lt;br /&gt;
* 5Y: does 20 damage with no gate or 1 gate open&lt;br /&gt;
* 2Y: does a knockdown throw that does 30 damage&lt;br /&gt;
* 5X: slightly bigger shoulder hitbox, more duration, begins moving 2 frames sooner, activator does 10 damage in both gated form; damage on activation changed from 71 to 66 and 76&lt;br /&gt;
* 2X: can be done with no gates open, activator does 10 damage in both gate forms; activated does 80 and 90 damage from 90&lt;br /&gt;
* GRKnJ: made to work like RB, but is a mid instead of a high&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
[https://youtu.be/sMqKj-Q_QVI Might Guy Guide by TOMxLEON]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://www.youtube.com/watch?v=OE2xmaprw_Q Netplay Casuals, TOMxLEON (Guy) vs. Ahare (Kakashi)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=g5z2VCJm3j0 Netplay Casuals, TOMxLEON (Guy} vs. TheDukeOfBC (Itachi)]&lt;br /&gt;
* [https://youtu.be/ZMKy-moB-E4?t=3364 Ricky Ant&#039;s run in the BlueMageWhen SCON Weekly #2 (10/8/22)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Guy guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Tenten_(SCON4)&amp;diff=4475</id>
		<title>Tenten (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Tenten_(SCON4)&amp;diff=4475"/>
		<updated>2023-06-02T18:28:17Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Tenten&lt;br /&gt;
|image=[[Image:char_gnt4_ten.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Quick&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Acrobatic, annoying and armed to the brim with knives and all kinds of sharp goodies, Tenten is one of the more dedicated zoners in &#039;&#039;SCON4&#039;&#039;. Tenten puts a clock on her opponents with constant chip damage from her multi-part {{Air}}{{A}} or leaves them swinging in the air by dancing away with her flips and {{Air}}{{B}} cross-ups.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|15 frame high jab. {{B}}{{B}}, {{B}}{{B}}{{B}}, and {{B}}{{B}}{{B}}{{B}} lead into flip with {{A}}, with the second and third having shuriken throws.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Good launcher, decent on backturn, and also a decent anti-air. Can combo into itself.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Tenten’s best high crush and combo filler. Sweeps. {{2}}{{B}}{{A}}{{A}} links to {{B}}, and {{2}}{{b}}{{a}}{{YC}} can be looped for up to 21-26 hits.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Mediocre guard frame attack. High crush frames(?)&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Lunging mid that is good at stuffing run-ins, but is unsafe on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Flying fick. Knocks down.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Shuriken throw. Charge it halfway to get a wave of knives that cover sidestep, charge it completely to get a longer {{A}} string with a second projectile followed by a teleport and the last attacks of her {{Air}}{{A}} string.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Throw shuriken diagonally up. Good anti-air or for catching backturned, jumping opponents.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running shuriken 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.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air shuriken throws and one Tenten&#039;s most important zoning and whiff punish tools. {{Air}}{{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 {{B}} or a grounded {{B}}{{B}}{{X}}. Vulnerable to a punish if the opponent manages to sidestep out of the line of fire after Tenten jumps.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&#039;&#039;Twin Rising Dragons&#039;&#039;. Has a far-reaching lunge as the activator which can be used as a whiff punish tool against laggy moves.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{X}}&lt;br /&gt;
|Tenten&#039;s alternate super. Tenten spins in the air shooting knives in a cone in front of her. Accessible from the string {{B}}{{B}}{{8}}{{X}}. 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. Costs 75% chakra.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
List may be outdated.&lt;br /&gt;
* New idle animation added&lt;br /&gt;
* Health: increased from 185 to 205&lt;br /&gt;
* Guard: increased from 1480 to 1640&lt;br /&gt;
* Grabbable Moves: 5BB(A), 5BBB(A), 5AC(A), 5A2CA(A), 4A, 8A, RA, JA, JA(A), JAA(A), JAAA(A), JX, 8X&lt;br /&gt;
* 5B: hand hitbox does not appear on the first frame; better advantage on block, more lift&lt;br /&gt;
* 5B(B): appears and disappears a frame later, better advantage on block, more lift&lt;br /&gt;
* 5BB(A): and 5BBB(A) are both 5BB(A), but 2A does 5BBB(A)&lt;br /&gt;
* 5BBB(B): more lift&lt;br /&gt;
* 6BB(B): does the spinning knockdown&lt;br /&gt;
* 2B: sweeps&lt;br /&gt;
* 2B(B): has more lift on hit&lt;br /&gt;
* 2B(A): has less hitbox duration&lt;br /&gt;
* 2BB(B): is an untechable bounce, pushes on block&lt;br /&gt;
* 2BA(B): transition with B changed to be frames 32 (vanilla start) - 35 (when the second foot makes a dust cloud)&lt;br /&gt;
* 8B: ends sooner and has more lift on hit&lt;br /&gt;
* RB: made strong and pushes on block&lt;br /&gt;
* JB: has one more frame active hitbox&lt;br /&gt;
* 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&lt;br /&gt;
* 6A(B): does 6B&lt;br /&gt;
* 4A: activates automatically&lt;br /&gt;
* A4A: does not high crush, can be grabbed&lt;br /&gt;
* RA: can now be done at anytime during run and does not have to wait for a loop of the animation&lt;br /&gt;
* JA: can transition faster; has forward or backwards momentum with 6 or 4&lt;br /&gt;
* JA(A): can transition faster; has forward or backwards momentum with 6 or 4; knives do more damage&lt;br /&gt;
* JAA(A): can transition faster; has forward or backwards momentum with 6 or 4; claws do more damage&lt;br /&gt;
* JAAA(A): can transition faster; has forward or backwards momentum with 6 or 4; sickles do more damage&lt;br /&gt;
* JAAAA(X): added as JX when having 75% meter&lt;br /&gt;
* 5X: hitbox comes out two frames later and disappears one frame later, starts moving two frames earlier, bigger hitbox&lt;br /&gt;
* 8X: does JX from the ground with modified momentum; requires and costs 75%&lt;br /&gt;
* J6X: added where TenTen hops slightly forward before doing the super instead of slightly back&lt;br /&gt;
* GRKnJ: moved further back; made a mid instead of a high&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/Pegylvv9PqM FlareHazard&#039;s run in the SCON4 NA Biweekly #30]&lt;br /&gt;
* [https://youtu.be/cwFjyK4Bvj4 Snover&#039;s run at the March 2022 Juicy monthly]&lt;br /&gt;
* [https://youtu.be/YkAFz8LHazI Snover (Tenten) vs. HebrewHammer (Ino) casuals]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Tenten guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Rock_Lee_(SCON4)&amp;diff=4474</id>
		<title>Rock Lee (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Rock_Lee_(SCON4)&amp;diff=4474"/>
		<updated>2023-06-02T18:27:47Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4_profile&lt;br /&gt;
|name=Rock Lee&lt;br /&gt;
|image=[[Image:char_gnt4_roc.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 11&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
|Tier=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Taijutsu specialist Rock Lee focuses on overwhelming the opponent with his fast, safe buttons, block pressure mixups and lengthy, flying-screen combos. While he can be walled by zoners due to his limited options at range, he packs a punch once he is in his opponent&#039;s face. His two {{4}}{{X}} chakra gate-releases serve as invincible reversals which also level up Lee&#039;s damage and give him access to new abilities, including his {{gate2}}{{X}}, Ura Renge, a devastating, full screen teleport super.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|11f jab- one of the best in the game due to the speed. Additionally has very fast recovery.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Lifting double kicks. His most consistent combo pickup on flying launch near walls.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|A stomping ground shockwave.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Leans back then steps into a gutpunch. Can be charged and has extra guard frames when released. {{Gate}} charged deals about half the opponent&#039;s guard meter; {{Gate2}} charged is an automatic guard break.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Lunging strike.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A flying kick with very high range; great as a whiff punish option. Can be Y-cancelled into a combo.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|A basic divekick. Good combo filler due to its high damage.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|A palm strike; Lee&#039;s palm behind him also has a hitbox; functions like a mid jab since it has similar strings to {{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|His signature overhead kick first performed on Gaara; when in gates, a rising hitbox appears on frame 8. Ground bounces the opponent. &lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Leaf whirlwind; a sweep that becomes remarkably better in gates; after gate release(s) is plus on block and combos into {{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|One of the best counters in the game (active frame 8); allows an unsub {{X}} if desired&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Leaf hurricane; starts up faster than Guy&#039;s version, but doesn&#039;t allow combos after. Good damage and useful as a combo finisher.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|{{nogate}} A running slam that pushes on block; {{gate}} turns into a running teleport; {{gate2}} the running teleport tracks fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|An overhead slam. Ground bounces on hit and crumples and pushes on block. Good air-to-air option.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Primary lotus; damage and animation changes through gates&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{X}}&lt;br /&gt;
|Gate activation- first gate ({{gate}}) is 50% meter and second ({{gate2}}) is 75%; the activation is a reversal. Pushes on block. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
In addition to increased damage, many of Lee&#039;s move properties change as he releases gates with {{4}}{{X}}. &lt;br /&gt;
* {{Gate}}{{2}}{{A}}: Less recovery making the attack plus on block. Mix opponent by going for grab, jab, or even another 2A. Becomes a combo starter as it links to {{B}}.&lt;br /&gt;
* {{Gate}}{{4}}{{B}}: Now does half guard damage! Obviously good for guard breaking.&lt;br /&gt;
* {{Gate2}}{{4}}{{B}}: Now breaks complete guard! Self explanatory why that is good.&lt;br /&gt;
* {{Gate2}}{{6}}{{A}}: Becomes neutral on block. Still not the best option to do on blocking opponent.&lt;br /&gt;
* {{Gate}} or {{Gate2}}{{Run}}{{A}}: Changes running fist into teleport. Great for approaching when difficult to otherwise, can also reposition yourself when knocking down the opponent. {{Gate}} is a set-distance teleport, {{Gate2}} tracks to the back of the opponent.&lt;br /&gt;
* {{Gate}} or {{Gate2}}{{Air}}{{Y}}: {{Gate}} unlocks Lee&#039;s air throw. Good pressure tool combined with 5BBAA. {{Gate2}}{{Air}}{{Y}} has a shorter window to tech than any other techable grab in the game, does more damage, leaves the opponent next to Lee and has a special animation.&lt;br /&gt;
* {{Gate}}{{X}}: Increased damage&lt;br /&gt;
* {{Gate2}}{{X}}: Highest damaging super in the game outside of Sasuke and Kakashi&#039;s full chidori charge. Lee can super cancel off of every grounded move while in {{gate2}}. {{B}}{{B}}{{B}}{{A}}{{X}} is unavoidable after the final backfist due the push on block leaving the victim stuck in their guarding animation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Hyuugas and Tsunade, Lee can feint or &amp;quot;Hyuuga-cancel&amp;quot; certain moves by pressing {{HCancel}} during the start up of the attack, improving Lee&#039;s guard pressure and allowing him to perform strike/throw mixes.&lt;br /&gt;
&lt;br /&gt;
Hyuuga-cancelable Strings:&lt;br /&gt;
* {{B}}{{B}}{{B}}{{A}}{{HCancel}}&lt;br /&gt;
* {{B}}{{B}}{{A}}{{A}}{{HCancel}}&lt;br /&gt;
* {{A}}{{B}}{{B}}{{A}}{{HCancel}}&lt;br /&gt;
* {{A}}{{B}}{{A}}{{A}}{{HCancel}}&lt;br /&gt;
* {{6}}{{B}}{{A}}{{HCancel}}&lt;br /&gt;
* {{4}}{{B}}{{B}}{{A}}{{HCancel}}&lt;br /&gt;
* {{2}}{{B}}{{B}}{{A}}{{HCancel}}&lt;br /&gt;
* {{8}}{{A}}{{B}}{{A}}{{HCancel}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref&amp;gt;Thank you to Wahu for contributions to this article&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
Because Lee&#039;s damage output changes as he opens gates, his combo structure needs to be adjusted to prevent the opponent from building enough meter to KNJ before a finisher.&amp;lt;ref&amp;gt;Special thank you to Hadoking for supplying this list of combos.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Gate&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Meterless Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|All&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{Run}}{{B}}&lt;br /&gt;
|Far from wall&lt;br /&gt;
|-&lt;br /&gt;
|All&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{6}}{{A}}&lt;br /&gt;
|At wall&lt;br /&gt;
|-&lt;br /&gt;
|{{nogate}}&lt;br /&gt;
|{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{6}}{{A}} or {{X}}&lt;br /&gt;
|Both finishers require the wall&lt;br /&gt;
|-&lt;br /&gt;
|{{Gate}} or {{Gate2}}&lt;br /&gt;
|{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Gate}}&lt;br /&gt;
|{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Gate2}}&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{X}}&lt;br /&gt;
|Falling against wall&lt;br /&gt;
|-&lt;br /&gt;
|{{Gate2}}&lt;br /&gt;
|{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{8}}{{A}}{{B}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Gate2}}&lt;br /&gt;
|{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{4}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{4}}{{B}}{{A}}{{X}}&lt;br /&gt;
|240 Health ToD&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! 1 Bar Chakra Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|All&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|All&lt;br /&gt;
|{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{6}}{{A}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{nogate}} or {{Gate}}&lt;br /&gt;
|{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{8}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Gate}} or {{Gate2}}&lt;br /&gt;
|{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{nogate}}=No gates released; {{gate}}=First gate released; {{gate2}}=Second gate released&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* List may be outdated&lt;br /&gt;
* Works like a level up character with 2G mode having no passive life or meter drain&lt;br /&gt;
* Damages adjusted between all forms:&lt;br /&gt;
** 5B:  9,13,17 &amp;gt; 9,12,15&lt;br /&gt;
** 6B: 11, 17, 22 &amp;gt; 11,15,19&lt;br /&gt;
** 4B: 12,18,23 &amp;gt; 12,16,20&lt;br /&gt;
** 4B1C: 18, 27, 35 &amp;gt; 18,26,34&lt;br /&gt;
** 2B: 10,15,19 &amp;gt; 10,14,18&lt;br /&gt;
** RB: 15,22,28 &amp;gt; 15,21,27&lt;br /&gt;
** 5A: 11,17,22 &amp;gt; 11,15,19&lt;br /&gt;
** 6A: 9,14,18; 18, 24, 30 &amp;gt; 9,13,17 &amp;gt; 18,22,26&lt;br /&gt;
** 2A: 11,17,22 &amp;gt; 11,15,19&lt;br /&gt;
** JB: 21,28,34 &amp;gt; 21,25,29&lt;br /&gt;
** JA: 13,19,24 &amp;gt; 13,17,21&lt;br /&gt;
** 8B: 0,7,9; 10,13,17 &amp;gt; 0,7,9; 10,12,14&lt;br /&gt;
** 8A: 8,12,15&lt;br /&gt;
** 5BB: 8,12,15&lt;br /&gt;
** 6BA: 18,26,30 &amp;gt; 18,22,26&lt;br /&gt;
** 4BB: 12,18,23 &amp;gt; 12,16,20&lt;br /&gt;
** 5BBAA: 15,22,28 &amp;gt; 15,19,23&lt;br /&gt;
** 8BA: 15,22,28 &amp;gt; 15,19,23&lt;br /&gt;
** 5BBA: 12,22,28 &amp;gt; 12,16,20&lt;br /&gt;
* 6B(A):, JB, 6A second hit, 8A, Throw damage adjusted across the three states&lt;br /&gt;
* 5B: has more lift&lt;br /&gt;
* 5B(B): recovers one frame slower&lt;br /&gt;
* 5BBA(A): has more lift and a hyuuga cancel before he leaves the ground&lt;br /&gt;
* 6B: replaced with 4B(B) animation, no launch, when done in a string does vanilla 6B that ends 6 frames sooner&lt;br /&gt;
* 6B(A): Hyuuga cancel added&lt;br /&gt;
** 1G: Untechable knockdown&lt;br /&gt;
** 2G: Untechable bounce&lt;br /&gt;
* 4B: charged:&lt;br /&gt;
** 1G: 3x guard damage&lt;br /&gt;
** 2G: Instant guard break&lt;br /&gt;
* 4B(B): high crush from 13-36&lt;br /&gt;
* 2B: changed to have better hit and block stun&lt;br /&gt;
* 8B: first hit lifts on block&lt;br /&gt;
* JB: has slighty adjusted launch direction and slightly more lift&lt;br /&gt;
* 5A: has more lift, turns the opponent around on back turned&lt;br /&gt;
** 1G: Deflects projectiles&lt;br /&gt;
** 2G: Staggers on hit&lt;br /&gt;
* 6A: first hit has increased hitstun , lifts higher on block, direction of hit changed; second hit size increased&lt;br /&gt;
** 1G: First hit lifts on block, second hit pushes on block&lt;br /&gt;
** 2G: Second hit hard knockdown&lt;br /&gt;
* 4A:  active window is increased&lt;br /&gt;
* A4A; can only be subbed the first frame&lt;br /&gt;
* 2A has more lift on hit&lt;br /&gt;
** 1G: Ends sooner&lt;br /&gt;
** 2G: Lifts instead of sweeps&lt;br /&gt;
* 8A: has more block damage, made strong on block&lt;br /&gt;
** 1G: Has an initial hit on the way up&lt;br /&gt;
** 2G: Untechable bounce on the second hit&lt;br /&gt;
* RA: is unchanged in no gates, is a set distance teleport with 1G open, is a set distance appearance teleport with 2G open and less startup than 1G&lt;br /&gt;
* JY:&lt;br /&gt;
** 0G: Nothing&lt;br /&gt;
** 1G: Normal Air throw&lt;br /&gt;
** 2G: Special lotus air throw&lt;br /&gt;
* 5X: does Gaara version of the super on everyone, damage is 55; activator does 10 damage&lt;br /&gt;
* 1G5X: does 65 damage with the vanilla version; activator does 10 damage&lt;br /&gt;
* 2G5X: does 110 damage from 146&lt;br /&gt;
* 4X: requires 50% and takes 50%&lt;br /&gt;
* 1G4X: requires 75% and takes 100%; hard knockdown&lt;br /&gt;
* GRKnJ: moved further back on appearance; made a mid from a high&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://www.youtube.com/watch?v=Lhemachf0Q0 Rock Lee guide by Spicy Nipples]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://www.youtube.com/watch?v=-kV1fg9jNpY OMJ and Noot&#039;s runs in TPK eSports #4]&lt;br /&gt;
* [https://youtu.be/f0nQibwXc5E Leeshmow vs Victor, Summer Clash]&lt;br /&gt;
* [https://youtu.be/6KYliTpXyWk Leeshmow vs Paradise, Fall Clash]{{SCON4CharLink|sa2|24}}&lt;br /&gt;
* [https://youtu.be/8DxPbjCqj9A OMJ&#039;s run in Biweekly 36]&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Rock Lee guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Neji_(SCON4)&amp;diff=4473</id>
		<title>Neji (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Neji_(SCON4)&amp;diff=4473"/>
		<updated>2023-06-02T18:27:00Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Neji&lt;br /&gt;
|image=[[Image:char_gnt4_nej.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=Neji&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
&#039;&#039;List may be outdated&#039;&#039;&lt;br /&gt;
* Grabbable Moves: 8A, JA&lt;br /&gt;
* 5B: elbow hitbox appears on frame 2; slightly smaller&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame later&lt;br /&gt;
* 5BBB(A): is a custom capture state move&lt;br /&gt;
* 5BBBB(A): damage increased from 14 to 20&lt;br /&gt;
* 4B: remove stagger, made strong, more stun&lt;br /&gt;
* 2B(B): changed with 5BBB(B) with A follow up&lt;br /&gt;
* 8B: more lift on hit, hitbox appears later, no Y cancel&lt;br /&gt;
* RB: replaced with RA with B follow ups&lt;br /&gt;
* RB(B): can be done on whiff; transition is 5 frames slower&lt;br /&gt;
* 5A: charge time reduced from 11 frames to 8&lt;br /&gt;
* 6A: launches on the last hit, damage and lift on hit adjusted; first two hits juggle slightly better without a wall&lt;br /&gt;
* A4A: unblockable and unsubbable&lt;br /&gt;
* 2A(A): added as 6A&lt;br /&gt;
* RA: is a custom poke&lt;br /&gt;
* 5X: starts moving 3 frames sooner, activates if only hitting the second hit; first hit turns back turned opponents around; hitboxes and lift adjusted for more consistency&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://youtu.be/VDRvBXoH21A Neji guide by OMJ]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
[https://youtu.be/oc6IKZxr-ZA Ninshi at the September 2022 Juicy Monthly]&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Neji guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Kakashi_(SCON4)&amp;diff=4472</id>
		<title>Kakashi (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Kakashi_(SCON4)&amp;diff=4472"/>
		<updated>2023-06-02T18:25:53Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Hatake Kakashi&lt;br /&gt;
|image=[[Image:char_gnt4_kks.png]]&lt;br /&gt;
|HP=230&lt;br /&gt;
|Guard=1840&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Backdash=Normal (base) or long (Sharingan)&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Having two forms, numerous super-cancel points and directional inputs, &amp;quot;Copy-cat ninja&amp;quot; Kakashi can be one of the more intricate characters in the game to play. While his base form is somewhat slow and limited, Sharingan grants access to several exceptional buttons, one of the most damaging supers in the game, and Sharingan cancels. Kakashi&#039;s high damage output, varied options, and HP can truly make him feel like a Jounin in a game full of Genin.&amp;lt;ref&amp;gt;Thanks to Paradise for move usage, Ninshi for the cancel chart and Bimbs for additional screenshots.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 14 high jab&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Upwards kick which launches and links with {{B}}. Can be a decent anti-air call out&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|A slow, low sweep&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{2}}{{B}}&lt;br /&gt;
|A quicker low kick with high crush frames&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Deceptively large amount of guard frames for a medium speed {{4}}{{B}}. Can convert to longer combos with {{4}}{{B}}{{B}}{{YCancel}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Big kick which launches into flying screen, combos into {{2}}{{A}} if Y Cancelled ({{YCancel}}). Low crush and beats wake-up-kick (WUK). Good whiff punish. &lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{6}}{{B}}&lt;br /&gt;
|Similar to {{6}}{{B}} but does a double kick instead. Serves as an option select against WUK. Kakashi is plus after the opponent blocks the second kick. Great for okizeme when timed to hit meaty (as the opponent wakes up after a knockdown).&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Running slide, high crushes and sweeps. Can be super/Sharingan cancelled or used as an OTG hit followed by a Sharingan activation. If the enemy subs during the {{Run}}{{B}}, the Sharingan cancel will give Kakashi plus frames giving Kakashi a 50/50 strike/throw mix.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Divekick - strong combo filler&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{6}}{{B}}&lt;br /&gt;
|Overhead kick which bounces the victim and pushes on block. Can be used to cross up the opponent on oki by jumping overhead and then double jumping back to the original position. Strong when landed but can be punished with a sidestep.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Throw shuriken&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Standard up-shuriken&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Goes underground and grabs the opponent by the feet. Can be delayed by holding {{A}} at the cost of chakra. Can punish laggy projectile moves or combo off of {{6}}{{B}}{{YCancel}}. Delaying {{2}}{{A}} can be used to catch a victim who attempts to KNJ.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter, can be held at the cost of chakra (up to two bars). Hard knockdown.&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{4}}{{A}}&lt;br /&gt;
|Frame 3 counter which teleports Kakashi behind the opponent. Works on supers. For a small number of characters, Kakashi will copy the super and turn it on the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Mid, staggers and continues into Kakashi&#039;s {{B}}{{B}} string. Good for catching run step or high crush attempts.&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{6}}{{A}}&lt;br /&gt;
|Double kunai slash, launches. Compared to base form, is quicker, deals more damage, and is also a highly effective as a super confirm due to its meter build and launch height.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running shuriken throw. Staggers and has string follow-ups.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air shuriken (standard air shanks)&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Standard throw&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{Y}}&lt;br /&gt;
|Standard air throw&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{2}}{{Y}}&lt;br /&gt;
|Kakashi pulls the victim into the Kamui dimension, dealing damage and activating sharingan at the cost of 25% chakra. Can punish a missed tech roll with {{Air}}{{B}} or {{Air}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Chidori, can be charged to increase damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{X}}&lt;br /&gt;
|Activates sharingan&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{X}}&lt;br /&gt;
|Chidori, costs 3 bars, can be charged to increase damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{2}}{{X}}&lt;br /&gt;
|One of the highest damaging supers in the game&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{4}}{{X}}&lt;br /&gt;
|Dubbed &amp;quot;Sharingan Cancel&amp;quot; deactivates your Sharingan, this action has no duration and you can take any action directly after deactivating Sharingan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
Kakashi should enter Sharingan mode whenever he has a chance, most often after scoring a knockdown, since it gives him access to several of his best moves as well as Sharingan cancels. While attacking the opponent&#039;s guard in Sharingan mode, every super-cancel point becomes a mix-up as Kakashi can either continue his string or disable Sharingan, allowing him to either start a new block string or attempt a throw. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The combination of Sharingan-cancel based block string mix-ups and heavy guard damage means that Kakashi can often threaten guard breaks. {{B}}{{B}}{{A}} and {{6}}{{A}}{{B}}{{A}} (both base and {{Sharingan}}) in particular are strong and low commitment.&amp;lt;br /&amp;gt; {{Sharingan}}{{6}}{{B}} is plus for Kakashi and results in a 50/50 scenario. Following with a {{6}}{{A}}, which hits mid, beats most options. If the opponent jumps back after {{Sharingan}}{{6}}{{B}}, Kakashi can check with an air throw. If the opponent holds block, Kakashi can throw.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Run}}{{B}} and {{Run}}{{A}} give Kakashi two of the best approach options in the game and allow him to close distance fast, which he will need to do against projectile zoners. Both have a continuation string with {{B}}, the same punch as {{B}}{{B}}, allowing Kakashi to activate or deactivate Sharingan after his running attacks or combo into a super.&lt;br /&gt;
&lt;br /&gt;
[[File:Kaka_super_cancels.png|thumb|Kakashi&#039;s numerous super-cancel points allow him to utilize Sharingan-cancels in many of his strings|650px]]&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{A}}{{B}}{{YCancel}} &amp;gt; {{2}}{{A}}&lt;br /&gt;
|Basic, short combo into {{2}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}{{B}}{{A}}{{YCancel}} &amp;gt; {{6}}{{A}}{{B}}{{2}}{{X}}&lt;br /&gt;
|{{Sharingan}}{{6}}{{A}} used as a super confirm&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{6}}{{A}}{{YCancel}} &amp;gt; {{6}}{{A}}{{YCancel}} &amp;gt; {{8}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{6}}{{A}}{{X}}&lt;br /&gt;
|Lily Combo (swagged out its mind)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
(Some of these changes may be outdated, please let us know which ones are)&lt;br /&gt;
* Alternate costume changed to be ANBU Kakashi&lt;br /&gt;
* J2Y: Air Throw is custom; non sharingan version puts Kakashi in sharingan mode and does not build meter, requires and costs 25% meter; in sharigan it does more damage and builds meter&lt;br /&gt;
* Sharingan health drain removed&lt;br /&gt;
* Grabbable moves: 8A, JA, RA, 5A, 2A landing&lt;br /&gt;
* 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2; Sharingan mode has 2 more frames of block stun&lt;br /&gt;
* 5B(B): has increased stun, hitbox appears and disappears one frame later&lt;br /&gt;
* SBB(B): has super cancel and staggers; hitbox appears one frame sooner with one more frame of block stun; B follow up transition timing made slightly longer&lt;br /&gt;
* 5BBA: Changed to 6A with roundhouse follow up 5BBA(B)&lt;br /&gt;
* 5BB(6A): is a custom kunai slash forward that lifts on hit and block, super cancelable; sharingan version does not lift on block&lt;br /&gt;
* 5BBB(B): does 5 more damage and is a hard knockdown&lt;br /&gt;
* S5BBB(B): comes out one frame slower&lt;br /&gt;
* 5BBB(A): hitbox added to knee and size adjusted, doesn&#039;t lift on block, more lift on hit&lt;br /&gt;
* 6B: hitbox appears one frame earlier, more lift to match S6B&#039;s second hit&lt;br /&gt;
* S6B: first hit has slightly more blockstun; second hit pushes on block with a slightly bigger knee hitbox and the hitbox disappears one frame earlier&lt;br /&gt;
* 4B: floats higher&lt;br /&gt;
* 8B: hitbox appears two frames later&lt;br /&gt;
* RB: add super cancel&lt;br /&gt;
* JB: add super cancel, better descent angle&lt;br /&gt;
* 6A: has more lift&lt;br /&gt;
* S6A: first hit has more lift on hit, 2 more frames on duration&lt;br /&gt;
* 4A: uses animation from stance cancel&lt;br /&gt;
* S4A: has 9 additional frames added to the activator to better match the animation&lt;br /&gt;
* A4A: moves into launch hit faster, unblockable&lt;br /&gt;
* S4A: changed Mizuki 5X properly copied&lt;br /&gt;
* Act2A: is hittable at the peak of the jump; adds hits to the combo meter: +1 damage&lt;br /&gt;
* 5X; duration improved from 1 frame to 7, fully charged from 1 to 8; damage adjusted to the cinematic portion of the attack&lt;br /&gt;
* S5X: is 5X; on transition to capture state leaves sharingan mode; requires 75%and costs all remaining meter&lt;br /&gt;
* S2X: is GNT4 S5X, activator duration increased by 2 frames; damage reduced; on transition to capture state leaves sharingan mode&lt;br /&gt;
* 4X: requires and costs 25%&lt;br /&gt;
* GRKnJ: travels two frames slower; appears further back&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
A visual reference for Kakashi&#039;s super cancel points while Sharingan is activated&lt;br /&gt;
&amp;lt;gallery&amp;gt;File:kaka_cancel_1_bb.PNG|{{B}}{{B}}&lt;br /&gt;
File:kaka_cancel_2_sbbb.PNG|{{B}}{{B}}{{B}}&lt;br /&gt;
File:kaka_cancel_3_jb.PNG|{{Air}}{{B}}&lt;br /&gt;
File:kaka_cancel_4_bb6a.PNG|{{B}}{{B}}{{6}}{{A}}&lt;br /&gt;
File:kaka_cancel_5_4bb.png|{{4}}{{B}}{{B}}&lt;br /&gt;
File:kaka_cancel_6_rb.png|{{Run}}{{B}}&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* [https://youtu.be/3uxZgHkkBVE Fundies guide] by Boocock&lt;br /&gt;
* [https://youtu.be/93wc-gmR4uU Let the Games Begin] - Combo video by Boocock&lt;br /&gt;
* [https://youtu.be/puB5BLRGxDo Slowing Down Kakashi] - Boocock vod review of Ahare vs. Heartnana&amp;lt;ref&amp;gt;Unfortunately the companion video, focusing more on Ahare&#039;s Kakashi is missing&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/STMAnK1LFS4 Ninshi&#039;s run at Juicy SCON4 Monthly, April 2022]&lt;br /&gt;
* [https://youtu.be/oc6IKZxr-ZA Ninshi&#039;s run at Juicy SCON4 Monthly, September 2022]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Kakashi guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=4471</id>
		<title>Sakura (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=4471"/>
		<updated>2023-06-02T18:25:21Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4_profile&lt;br /&gt;
|name=Haruno Sakura&lt;br /&gt;
|image=[[Image:char_gnt4_sak.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=A&lt;br /&gt;
|Backdash=Quick&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Sakura didn&#039;t exactly &#039;&#039;do&#039;&#039; much during part 1 of the anime. So what did we wind up with in Eighting&#039;s &#039;&#039;Clash of Ninja&#039;&#039;? Hard-hitting, &amp;quot;Inner Sakura&amp;quot; style normals and a plethora of shuriken projectiles. In &#039;&#039;Super&#039;&#039;, she receives a revamped combo game that can put the fear into the eyes of any opponent, and a more well-rounded kit with some very strong tools, defensively and offensively.&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Basic frame 15 jab.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|A jumping kick that staggers. Good combo filler and super confirm&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low arm strike that launches. One of the better 2B&#039;s in the game. Quick, cancellable, and leads to a strong block string&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Double slap; Extremely fast guard frame attack. Only 7 guard frames so must be pressed immediately before the incoming attack connects.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|An approaching hook-punch that staggers. Relatively fast mid. Delay the string followup on hit for consistency.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A running punch that starts a combo; very high range.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Fast overhead kick that bounces the opponent, and can lead to plus frames on block.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Shuriken throw with an {{A}}{{A}}{{A}} string. dealing lots of chip damage&lt;br /&gt;
|-&lt;br /&gt;
|Double charge {{A}}&lt;br /&gt;
|Sakura will throw a group of slower shurikens which home in on the enemy&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|An array of shurikens which cover all vertical space in front of her; slower than average anti-air projectiles, but much more coverage and reliably starts a combo.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|A spinning kunai slash that launches and lifts on block; the {{A}}{{A}} followup is a safe teleport&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|A teleport behind the opponent; has slower recovery and cannot appear in front or mix up the timing.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|A lunging kunai slash. Good for okizeme&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running shuriken toss&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Jump shuriken. Can throw multiple groups with the string {{Air}}{{A}}{{A}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Unique throw animation which leaves the victim standing in front of Sakura and vulnerable to all of Sakura&#039;s buttons (20 damage). Not shakeable.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|Another unique throw which deals more damage and causes a hard knockdown (30 damage)&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Inner Sakura takes it to the opponent. Fast startup. 10+60+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Inner Sakura REALLY takes it to the opponent. Slower than 5X but has more active frames and does more damage. 10+69 damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;Sakura has a flexible toolkit allowing her to be approached as the player best see fit.&lt;br /&gt;
* Myriad ninja tools allow her to play the projectile zoner game- {{A}}{{A}}{{A}}, {{Air}}{{A}}{{A}}{{A}}, {{8}}{{A}}, and {{A}}-2C force opponents without a good long-range option to approach Sakura.&lt;br /&gt;
* If the opponent commits at the wrong time, Sakura can intercept their run-in with {{B}}, {{6}}{{B}}, {{2}}{{B}}, and {{Air}}{{B}}.&lt;br /&gt;
* She can perform {{B}}{{A}}{{A}}{{A}} and {{B}}{{B}}{{A}} on whiff adding another layer of zoning mix-ups.&lt;br /&gt;
* A well timed {{4}}{{A}} can leave Sakura in an advantageous position behind a whiffing opponent.&lt;br /&gt;
* {{2}}{{B}} is perhaps her greatest &amp;quot;cheat&amp;quot; button- being a fast high crush which can convert into a combo with {{2}}{{B}}{{B}}{{B}} without expending chakra.&lt;br /&gt;
* Her {{4}}{{B}} is the second fastest guard frame attack in the game and can get her out of many a sticky situation.&lt;br /&gt;
** Beware because both 4B and 4BB are jab punishable.&lt;br /&gt;
** With only 7 frames of auto-guard, 4B should be pressed right before the incoming attack connects with Sakura.&lt;br /&gt;
* Sakura&#039;s {{Y}} throw is one of the most reliable in the game because it leaves the victim standing in front of her.&lt;br /&gt;
** Convert into a combo with {{B}}, {{2}}{{B}}, {{8}}{{B}}, {{6}}{{B}}, or {{6}}{{A}}.&lt;br /&gt;
** Some of these options have strict timings.&lt;br /&gt;
* Between her projectiles, {{B}}{{B}}{{A}}, {{B}}{{A}}{{A}}{{A}}, {{6}}{{A}}{{4}}{{A}} and {{2}}{{A}}{{A}}{{A}}, Sakura inflicts lots of chip damage and can close out rounds without needing an actual neutral win.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
* Sakura does not have an obvious answer to an opponent&#039;s jump back aside from basic counterplay such as sidesteps.&lt;br /&gt;
** {{8}}{{A}} will cover all vertical space but is slow and potentially leaves Sakura vulnerable. She may be able to combo off of a hit.&lt;br /&gt;
** {{4}}{{A}} will teleport Sakura behind the opponent&lt;br /&gt;
* Her backturn options are not particularly reliable, causing her to rely on throw which, when predictable, can be broken.&lt;br /&gt;
** {{2}}{{B}} is the quickest and most rewarding option, but it can be sidestepped or jumped. &lt;br /&gt;
** {{6}}{{B}} or {{8}}{{B}} staggers the opponent leading to a strike/throw mix between {{2}}{{B}} and {{Y}}.&lt;br /&gt;
** {{A}}-2C: Backturn situations may give Sakura ample time to charge her homing shuriken.&lt;br /&gt;
* Her combos are finnicky at the wall as she may pop her opponent over her head and behind her.&lt;br /&gt;
** {{2}}{{A}}{{YC}} -&amp;gt; {{4}} can be used to catch a combo victim directly above her and reset spacing for the combo.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combo&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
!25% Chakra Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}} &amp;gt; {{B}}{{B}}{{2}}{{X}}||Meterless super confirm from {{B}}; note that the {{A}} may need to be delayed slightly to connect with the staggering victim&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{b}}{{b}}{{b}} &amp;gt; {{2}}{{a}}{{YC}} &amp;gt; {{2}}{{a}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||159 damage. First {{2}}{{A}} can be omitted, in which case {{2}}{{A}}{{B}} does not need to be {{YC}}-cancelled (151 damage).&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{b}}{{b}}{{b}} &amp;gt; {{4}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||156 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{b}}{{b}}{{YCancel}} &amp;gt; {{2}}{{a}}{{b}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||152 damage. {{2}}{{B}}{{B}}{{B}}  (158 damage; may drop at the wall) or {{6}}{{A}}{{A}}{{YC}} (156 damage; requires a just frame) can replace {{2}}{{A}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}} &amp;gt; {{2}}{{b}}{{b}}{{b}} &amp;gt; {{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||160 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{2}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{B}}{{YC}} &amp;gt; {{8}}{{B}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||169 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{b}}{{a}}{{b}}{{YC}} &amp;gt; {{8}}{{A}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||164 damage. {{YC}} &amp;gt; {{8}}{{A}} can be omitted (159 damage).&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||162 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{8}}{{b}}{{b}} &amp;gt; {{2}}{{a}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||169 damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!0% Chakra Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{6}}{{b}}{{a}}{{b}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||196 damage- most damage with a throw.&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{4}}{{b}}{{b}}{{YCancel}} &amp;gt; {{2}}{{a}}{{b}}{{YCancel}} &amp;gt; {{b}}{{b}}{{x}}||186 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{2}}{{b}}{{b}}{{b}} &amp;gt; {{2}}{{a}}{{b}}{{YCancel}} &amp;gt; {{2}}{{a}}{{b}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{x}}||189 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{8}}{{b}}{{b}}{{YCancel}} &amp;gt; {{8}}{{A}} &amp;gt; {{b}}{{b}}{{x}}||191 damage. 8A can be omitted (-2 damage).&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{a}}{{b}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{6}}{{b}}{{a}}{{b}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{x}}||185 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{a}}{{b}} &amp;gt; {{6}}{{a}}{{a}}{{YC}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{6}}{{b}}{{a}}{{YCancel}} &amp;gt; {{b}}{{b}}{{x}}||187 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{b}}{{b}} &amp;gt; {{6}}{{a}}{{a}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||187 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}{{B}}{{B}} &amp;gt; {{2}}{{a}}{{b}}{{YC}} &amp;gt; {{8}}{{B}} &amp;gt; {{2}}{{A}}{{B}}{{YC}} &amp;gt; {{8}}{{B}} &amp;gt; {{b}}{{b}}{{x}}||189 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{b}}{{b}}{{b}} &amp;gt; {{2}}{{a}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||183 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{a}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{2}}{{a}}{{b}}{{YC}} &amp;gt;  {{b}}{{b}}{{x}}||183 damage&lt;br /&gt;
|}&lt;br /&gt;
Credits&amp;lt;ref&amp;gt;Special thank you to Jakyi for contributing to the combo list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Extra Combo Notes====&lt;br /&gt;
* {{6}}{{A}}{{A}}{{YCancel}} is her highest damage 2-hit loop and can be done 3 times in a row from a 0 combo count.&lt;br /&gt;
* {{2}}{{A}}{{B}} is her best 2-hit loop for meterless damage. Can lead into no-y-cancel {{B}}{{B}}{{X}} or even into her supers directly, depending on combo structure.&lt;br /&gt;
* {{8}}{{B}}{{B}} functions similarly to {{2}}{{A}}{{B}}. The former does a bit more damage but needs to {{YC}}-cancel in situations where the latter does not.&lt;br /&gt;
* {{8}}{{B}} is a meterless super confirm to {{B}}{{B}}{{X}} or {{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* HP increased from 185 to 210&lt;br /&gt;
* Guard increased from 1480 to 1640&lt;br /&gt;
* Shuriken throws are grabbable&lt;br /&gt;
* {{2}}{{A}}{{B}}, {{8}}{{B}}{{B}}, and {{4}}{{B}}{{B}} cause spinning launches instead of flying screen.&lt;br /&gt;
* {{B}} string has been adjusted. She now has an adding lunging punch as BBB(B) with both an A and B follow-up, and no longer has the air shuriken at the end of the string&lt;br /&gt;
* 5B(B): shoulder hitbox slightly smaller, hitbox appears and disappears one frame later&lt;br /&gt;
* 5BB(B): &amp;quot;lands&amp;quot; two frames sooner; ends 9 frames sooner&lt;br /&gt;
* {{2}}{{B}} launches instead of sweeps&lt;br /&gt;
* {{4}}{{B}} cannot be continued on whiff&lt;br /&gt;
* {{6}}{{B}} uppercut replaced with a lunging punch&lt;br /&gt;
* {{8}}{{B}} ends sooner&lt;br /&gt;
* Kick at the end of RBBB and 2BBB has more lift&lt;br /&gt;
* {{R}}{{B}} is now an untechable bounce and a high for the first two frames; techable and mid after the first two frames; hitbox disappears two frames sooner&lt;br /&gt;
* {{4}}{{A}} counter replaced with a back teleport&lt;br /&gt;
* {{Run}}{{A}} teleport replaced with running shuriken&lt;br /&gt;
* {{6}}{{A}} short teleport replaced with an attack taken from her activated counter animation and given string follow-ups&lt;br /&gt;
* {{8}}{{A}} throws an array of shuriken covering all vertical space instead of a packed group&lt;br /&gt;
* 5A2C now staggers&lt;br /&gt;
* {{2}}{{A}} cannot be followed up on on whiff&lt;br /&gt;
* Added 2A(B)&lt;br /&gt;
* 2AA(A) replaced with Vanilla wrA&lt;br /&gt;
* {{X}} one more frame duration on hitbox&lt;br /&gt;
* {{2}}{{X}} has better super freeze, hitbox appears one frame sooner and disappears two frames later&lt;br /&gt;
* GRKnJ: bounce changed to be closer; travels one frame faster&lt;br /&gt;
* {{Y}} replaced with an animation from &#039;&#039;Bloody Roar: Extreme&#039;&#039; and now does damage&lt;br /&gt;
* {{2}}{{Y}} added&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://youtu.be/5BJ-J16J-BE Meterless 2X super confirms]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/krniDXpy6fU?t=1717 Hadoking and Jakyi2x&#039;s runs at SCON4 Biweekly 24 (1/9/22)]&lt;br /&gt;
* [https://youtu.be/uT1Av2a6_QQ Clemente vs OMJ, Fall Clash (Nov 2022)]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Sakura guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=4470</id>
		<title>Sakura (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=4470"/>
		<updated>2023-06-02T18:23:20Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4_profile&lt;br /&gt;
|name=Haruno Sakura&lt;br /&gt;
|image=[[Image:char_gnt4_sak.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=A&lt;br /&gt;
|Backdash=Quick&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Sakura didn&#039;t exactly &#039;&#039;do&#039;&#039; much during part 1 of the anime. So what did we wind up with in Eighting&#039;s &#039;&#039;Clash of Ninja&#039;&#039;? Hard-hitting, &amp;quot;Inner Sakura&amp;quot; style normals and a plethora of shuriken projectiles. In &#039;&#039;Super&#039;&#039;, she receives a revamped combo game that can put the fear into the eyes of any opponent, and a more well-rounded kit with some very strong tools, defensively and offensively.&lt;br /&gt;
===Costumes===&lt;br /&gt;
[[Image:color_gnt4_sak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_sak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_sak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_sak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Basic frame 15 jab.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|A jumping kick that staggers. Good combo filler and super confirm&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low arm strike that launches. One of the better 2B&#039;s in the game. Quick, cancellable, and leads to a strong block string&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Double slap; Extremely fast guard frame attack. Only 7 guard frames so must be pressed immediately before the incoming attack connects.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|An approaching hook-punch that staggers. Relatively fast mid. Delay the string followup on hit for consistency.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A running punch that starts a combo; very high range.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Fast overhead kick that bounces the opponent, and can lead to plus frames on block.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Shuriken throw with an {{A}}{{A}}{{A}} string. dealing lots of chip damage&lt;br /&gt;
|-&lt;br /&gt;
|Double charge {{A}}&lt;br /&gt;
|Sakura will throw a group of slower shurikens which home in on the enemy&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|An array of shurikens which cover all vertical space in front of her; slower than average anti-air projectiles, but much more coverage and reliably starts a combo.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|A spinning kunai slash that launches and lifts on block; the {{A}}{{A}} followup is a safe teleport&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|A teleport behind the opponent; has slower recovery and cannot appear in front or mix up the timing.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|A lunging kunai slash. Good for okizeme&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running shuriken toss&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Jump shuriken. Can throw multiple groups with the string {{Air}}{{A}}{{A}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
!Throws&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}}&lt;br /&gt;
|Unique throw animation which leaves the victim standing in front of Sakura and vulnerable to all of Sakura&#039;s buttons (20 damage). Not shakeable.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{Y}}&lt;br /&gt;
|Another unique throw which deals more damage and causes a hard knockdown (30 damage)&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Inner Sakura takes it to the opponent. Fast startup. 10+60+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Inner Sakura REALLY takes it to the opponent. Slower than 5X but has more active frames and does more damage. 10+69 damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;Sakura has a flexible toolkit allowing her to be approached as the player best see fit.&lt;br /&gt;
* Myriad ninja tools allow her to play the projectile zoner game- {{A}}{{A}}{{A}}, {{Air}}{{A}}{{A}}{{A}}, {{8}}{{A}}, and {{A}}-2C force opponents without a good long-range option to approach Sakura.&lt;br /&gt;
* If the opponent commits at the wrong time, Sakura can intercept their run-in with {{B}}, {{6}}{{B}}, {{2}}{{B}}, and {{Air}}{{B}}.&lt;br /&gt;
* She can perform {{B}}{{A}}{{A}}{{A}} and {{B}}{{B}}{{A}} on whiff adding another layer of zoning mix-ups.&lt;br /&gt;
* A well timed {{4}}{{A}} can leave Sakura in an advantageous position behind a whiffing opponent.&lt;br /&gt;
* {{2}}{{B}} is perhaps her greatest &amp;quot;cheat&amp;quot; button- being a fast high crush which can convert into a combo with {{2}}{{B}}{{B}}{{B}} without expending chakra.&lt;br /&gt;
* Her {{4}}{{B}} is the second fastest guard frame attack in the game and can get her out of many a sticky situation.&lt;br /&gt;
** Beware because both 4B and 4BB are jab punishable.&lt;br /&gt;
** With only 7 frames of auto-guard, 4B should be pressed right before the incoming attack connects with Sakura.&lt;br /&gt;
* Sakura&#039;s {{Y}} throw is one of the most reliable in the game because it leaves the victim standing in front of her.&lt;br /&gt;
** Convert into a combo with {{B}}, {{2}}{{B}}, {{8}}{{B}}, {{6}}{{B}}, or {{6}}{{A}}.&lt;br /&gt;
** Some of these options have strict timings.&lt;br /&gt;
* Between her projectiles, {{B}}{{B}}{{A}}, {{B}}{{A}}{{A}}{{A}}, {{6}}{{A}}{{4}}{{A}} and {{2}}{{A}}{{A}}{{A}}, Sakura inflicts lots of chip damage and can close out rounds without needing an actual neutral win.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
* Sakura does not have an obvious answer to an opponent&#039;s jump back aside from basic counterplay such as sidesteps.&lt;br /&gt;
** {{8}}{{A}} will cover all vertical space but is slow and potentially leaves Sakura vulnerable. She may be able to combo off of a hit.&lt;br /&gt;
** {{4}}{{A}} will teleport Sakura behind the opponent&lt;br /&gt;
* Her backturn options are not particularly reliable, causing her to rely on throw which, when predictable, can be broken.&lt;br /&gt;
** {{2}}{{B}} is the quickest and most rewarding option, but it can be sidestepped or jumped. &lt;br /&gt;
** {{6}}{{B}} or {{8}}{{B}} staggers the opponent leading to a strike/throw mix between {{2}}{{B}} and {{Y}}.&lt;br /&gt;
** {{A}}-2C: Backturn situations may give Sakura ample time to charge her homing shuriken.&lt;br /&gt;
* Her combos are finnicky at the wall as she may pop her opponent over her head and behind her.&lt;br /&gt;
** {{2}}{{A}}{{YC}} -&amp;gt; {{4}} can be used to catch a combo victim directly above her and reset spacing for the combo.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combo&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
!25% Chakra Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{A}}{{B}} &amp;gt; {{B}}{{B}}{{2}}{{X}}||Meterless super confirm from {{B}}; note that the {{A}} may need to be delayed slightly to connect with the staggering victim&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{b}}{{b}}{{b}} &amp;gt; {{2}}{{a}}{{YC}} &amp;gt; {{2}}{{a}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||159 damage. First {{2}}{{A}} can be omitted, in which case {{2}}{{A}}{{B}} does not need to be {{YC}}-cancelled (151 damage).&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{b}}{{b}}{{b}} &amp;gt; {{4}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||156 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{b}}{{b}}{{YCancel}} &amp;gt; {{2}}{{a}}{{b}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||152 damage. {{2}}{{B}}{{B}}{{B}}  (158 damage; may drop at the wall) or {{6}}{{A}}{{A}}{{YC}} (156 damage; requires a just frame) can replace {{2}}{{A}}{{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}} &amp;gt; {{2}}{{b}}{{b}}{{b}} &amp;gt; {{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||160 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{2}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{B}}{{YC}} &amp;gt; {{8}}{{B}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||169 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{b}}{{a}}{{b}}{{YC}} &amp;gt; {{8}}{{A}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||164 damage. {{YC}} &amp;gt; {{8}}{{A}} can be omitted (159 damage).&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||162 damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{8}}{{b}}{{b}} &amp;gt; {{2}}{{a}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||169 damage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!0% Chakra Opponent&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{6}}{{b}}{{a}}{{b}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{2}}{{x}}||196 damage- most damage with a throw.&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{4}}{{b}}{{b}}{{YCancel}} &amp;gt; {{2}}{{a}}{{b}}{{YCancel}} &amp;gt; {{b}}{{b}}{{x}}||186 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{2}}{{b}}{{b}}{{b}} &amp;gt; {{2}}{{a}}{{b}}{{YCancel}} &amp;gt; {{2}}{{a}}{{b}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{x}}||189 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{y}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{8}}{{b}}{{b}}{{YCancel}} &amp;gt; {{8}}{{A}} &amp;gt; {{b}}{{b}}{{x}}||191 damage. 8A can be omitted (-2 damage).&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{a}}{{b}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{6}}{{b}}{{a}}{{b}}{{YCancel}} &amp;gt; {{8}}{{b}} &amp;gt; {{b}}{{b}}{{x}}||185 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{a}}{{b}} &amp;gt; {{6}}{{a}}{{a}}{{YC}} &amp;gt; {{6}}{{a}}{{a}}{{YCancel}} &amp;gt; {{6}}{{b}}{{a}}{{YCancel}} &amp;gt; {{b}}{{b}}{{x}}||187 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{b}}{{b}} &amp;gt; {{6}}{{a}}{{a}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||187 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}{{B}}{{B}} &amp;gt; {{2}}{{a}}{{b}}{{YC}} &amp;gt; {{8}}{{B}} &amp;gt; {{2}}{{A}}{{B}}{{YC}} &amp;gt; {{8}}{{B}} &amp;gt; {{b}}{{b}}{{x}}||189 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{b}}{{b}}{{b}} &amp;gt; {{2}}{{a}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{b}}{{b}}{{x}}||183 damage&lt;br /&gt;
|-&lt;br /&gt;
|{{b}}{{b}}{{b}}{{a}}{{b}}{{YC}} &amp;gt; {{8}}{{b}}{{b}}{{YC}} &amp;gt; {{2}}{{a}}{{b}}{{YC}} &amp;gt;  {{b}}{{b}}{{x}}||183 damage&lt;br /&gt;
|}&lt;br /&gt;
Credits&amp;lt;ref&amp;gt;Special thank you to Jakyi for contributing to the combo list.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Extra Combo Notes====&lt;br /&gt;
* {{6}}{{A}}{{A}}{{YCancel}} is her highest damage 2-hit loop and can be done 3 times in a row from a 0 combo count.&lt;br /&gt;
* {{2}}{{A}}{{B}} is her best 2-hit loop for meterless damage. Can lead into no-y-cancel {{B}}{{B}}{{X}} or even into her supers directly, depending on combo structure.&lt;br /&gt;
* {{8}}{{B}}{{B}} functions similarly to {{2}}{{A}}{{B}}. The former does a bit more damage but needs to {{YC}}-cancel in situations where the latter does not.&lt;br /&gt;
* {{8}}{{B}} is a meterless super confirm to {{B}}{{B}}{{X}} or {{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* HP increased from 185 to 210&lt;br /&gt;
* Guard increased from 1480 to 1640&lt;br /&gt;
* Shuriken throws are grabbable&lt;br /&gt;
* {{2}}{{A}}{{B}}, {{8}}{{B}}{{B}}, and {{4}}{{B}}{{B}} cause spinning launches instead of flying screen.&lt;br /&gt;
* {{B}} string has been adjusted. She now has an adding lunging punch as BBB(B) with both an A and B follow-up, and no longer has the air shuriken at the end of the string&lt;br /&gt;
* 5B(B): shoulder hitbox slightly smaller, hitbox appears and disappears one frame later&lt;br /&gt;
* 5BB(B): &amp;quot;lands&amp;quot; two frames sooner; ends 9 frames sooner&lt;br /&gt;
* {{2}}{{B}} launches instead of sweeps&lt;br /&gt;
* {{4}}{{B}} cannot be continued on whiff&lt;br /&gt;
* {{6}}{{B}} uppercut replaced with a lunging punch&lt;br /&gt;
* {{8}}{{B}} ends sooner&lt;br /&gt;
* Kick at the end of RBBB and 2BBB has more lift&lt;br /&gt;
* {{R}}{{B}} is now an untechable bounce and a high for the first two frames; techable and mid after the first two frames; hitbox disappears two frames sooner&lt;br /&gt;
* {{4}}{{A}} counter replaced with a back teleport&lt;br /&gt;
* {{Run}}{{A}} teleport replaced with running shuriken&lt;br /&gt;
* {{6}}{{A}} short teleport replaced with an attack taken from her activated counter animation and given string follow-ups&lt;br /&gt;
* {{8}}{{A}} throws an array of shuriken covering all vertical space instead of a packed group&lt;br /&gt;
* 5A2C now staggers&lt;br /&gt;
* {{2}}{{A}} cannot be followed up on on whiff&lt;br /&gt;
* Added 2A(B)&lt;br /&gt;
* 2AA(A) replaced with Vanilla wrA&lt;br /&gt;
* {{X}} one more frame duration on hitbox&lt;br /&gt;
* {{2}}{{X}} has better super freeze, hitbox appears one frame sooner and disappears two frames later&lt;br /&gt;
* GRKnJ: bounce changed to be closer; travels one frame faster&lt;br /&gt;
* {{Y}} replaced with an animation from &#039;&#039;Bloody Roar: Extreme&#039;&#039; and now does damage&lt;br /&gt;
* {{2}}{{Y}} added&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://youtu.be/5BJ-J16J-BE Meterless 2X super confirms]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/krniDXpy6fU?t=1717 Hadoking and Jakyi2x&#039;s runs at SCON4 Biweekly 24 (1/9/22)]&lt;br /&gt;
* [https://youtu.be/uT1Av2a6_QQ Clemente vs OMJ, Fall Clash (Nov 2022)]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Sakura guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=CS2_Sasuke_(SCON4)&amp;diff=4469</id>
		<title>CS2 Sasuke (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=CS2_Sasuke_(SCON4)&amp;diff=4469"/>
		<updated>2023-06-02T18:21:15Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=CS2 Sasuke&lt;br /&gt;
|image=[[Image:char_gnt4_sa2.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
|Tier=S&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Like in Vanilla, Curse Seal level 2 (CS2) Sasuke is an agile, offensive beast who demolishes the enemy with his cross-up teleport kick, guard break Chidori, heat-seeking fireballs, signature piledriver, and high damage {{X}}. His reduced HP in comparison to Vanilla, combined with a lack of a traditional, guard-frame {{4}}{{B}} attack emphasizes the &amp;quot;claw first, ask questions later&amp;quot; nature of this edgier, giant bat-hand-wing-baseball mitts version of Sasuke.&amp;lt;ref&amp;gt;Thank you to Astral for filling out this article&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|A basic jab that hits high. BBBB can be a decent meterless combo filler. Can be pressed up to 7 times(99% bad idea).&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Hard knockdown with high damage. Used as a meterless combo ender.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|High crushes. 2BABY is a solid combo filler.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Teleports behind the opponent and hits them with a wheel kick and is the only 4B in the game without guard frames. Great at punishing jump back, closing distance against zoners, and beating subs.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Longer range normal. 6BBBBB leads into a kick that sends the opponent into a wall.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Committal move that guardbreaks the opponent. Leads into a combo if not shaked properly.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|An air dive. Leads to a strike throw mixup on block. Can be repeated on hit with sufficient height.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|A claw attack. Optimal damage in combos. Has HORRENDOUS ENDLAG(LIKE HOW IS IT SO SLOW WTF) if whiffed. Hits OTG.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Absolutely cheats neutral. Frame 14 loop de loop that low profiles highs and goes across almost half of the stage. Also a multi-hit that beats most 4B. Punishable on block by everyone, with a kunai JA or a non-divekick attack (jump forward before your attack).&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Chakra burst that hits 360 degrees. Can be charged up to 2 times, which increases its size and damage. Spinning launch and y-cancellable.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|A counter that can be y canceled to start a combo.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}} &lt;br /&gt;
|Slow firebreath. Usable almost exclusively as OTG on a missed tech. Consumes more chakra the longer it’s held.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Teleports behind the opponent. Press A again in a short period to teleport again.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|An arcing fireball barrage that has longer range the higher CS2 is in the air. Above average damage for a projectile.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Chidori cutscene. 7 hits max before super(except for wall jank). The starting crouch can low profile highs. Above average damage for a super.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|A giant leap into a large fireball. Can be used to punish WUK and as a 3 bar super. Can catch subs. Does decent damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
You have a strong neutral with BBBA as a safe on block option. Mix in RA teleports to try and open up your opponent. Try to gauge your opponent’s general habits, as you heavily punish any slight missteps with 4B and 8A. It’s important to not commit hard until you’re sure that you won’t be punished. Learning how to sidestep properly is also very important as you don’t have a defensive 4B. &lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{B}}{{B}}{{B}} &amp;gt; {{8}}{{B}}&lt;br /&gt;
|Meterless combo off of 4B punish. Builds 4 bars.&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{2}}{{B}}{{A}}{{B}}{{X}}&lt;br /&gt;
|Basic super combo off of 5B.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}{{A}}{{B}}{{B}}{{B}} &amp;gt; {{8}}{{B}}&lt;br /&gt;
|Meterless combo off of 2B that builds slightly under 2 bars for the opponent. Builds almost full chakra for CS2.&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{A}}{{A}}{{YCancel}} &amp;gt; {{A}}{{A}}{{YCancel}} &amp;gt; {{A}}{{A}}{{B}}{{X}}&lt;br /&gt;
|The TOD combo. Kills anyone 210 or below health. 5Y into 5A is more consistent with a quick dash.&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{A}}{{A}}{{B}}{{X}}&lt;br /&gt;
|A tight version of the basic combo that works with 0 starting chakra and optimizes damage. Pressing 5A too early will cause 6A to come out.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* Health: decreased from  220 to 200&lt;br /&gt;
* Grabbable Moves: 6A, 2A, JA, 8B landing&lt;br /&gt;
* 5B: hitbox appears one frame later, elbow hitbox does not appear on frame 1&lt;br /&gt;
* 5B(B): hitbox appears one frame later; slightly less lift&lt;br /&gt;
* 4B: hitbox appears one frame later to better match the animation, can be grabbed on startup; moves and appears 3 frames sooner; same strike timing&lt;br /&gt;
* 2B(B): launches higher, launches on block, mid instead of high, hitbox appears later&lt;br /&gt;
* 8B: cannot be subbed until later&lt;br /&gt;
* A8B: is hittable after releasing the opponent&lt;br /&gt;
* 5A: hitbox appears two frames later&lt;br /&gt;
* 5A(A): adjusted high crush frames to make more sense&lt;br /&gt;
* 6A: animation adjusted to not look so jumpy; strings into this new timing adjusted&lt;br /&gt;
* 4A: activation window improved&lt;br /&gt;
* A4A: is unblockable&lt;br /&gt;
* 2A: Damages adjusted: 0C (15 to 11); 1C (15 to 13); 2C: (15)&lt;br /&gt;
* 8A: damage and block damage reduced from 14,10,10,10 to 9,6,6,6 &lt;br /&gt;
* RA, RA(A): given three grabbable frames at the startup before the teleport&lt;br /&gt;
* JA: now builds meter and lifts airborne opponents; can be subbed and teched&lt;br /&gt;
* 2X: comes out faster, requires and uses 75%; damage reduced from 80 to 60&lt;br /&gt;
* GRKnJ: moved backwards&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
GUIDES AND INFO&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/srxXuNqh_dE?t=1514 Ricky Ant vs Lemo, Combo Breaker 2022 loser&#039;s semis] {{SCON4CharLink|kan|24}}&lt;br /&gt;
* [https://youtu.be/CR92BOGPRZ4 Ricky Ant vs IceBro, CEOtaku 2022 grand finals] {{SCON4CharLink|kan|24}}&lt;br /&gt;
* [https://youtu.be/G_TI1YYV9_E?t=2357 Kandle vs LilyHV, Dark Tournament 2] {{SCON4CharLink|hak|24}}&lt;br /&gt;
* [https://youtu.be/6KYliTpXyWk Paradise vs Leeshmow, Fall Clash] {{SCON4CharLink|tem|24}}{{SCON4CharLink|lee|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CS2 Sasuke guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sasuke_(SCON4)&amp;diff=4468</id>
		<title>Sasuke (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sasuke_(SCON4)&amp;diff=4468"/>
		<updated>2023-06-02T18:20:49Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Sasuke Uchiha&lt;br /&gt;
|image=[[Image:char_gnt4_sas.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1680&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=S&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A great choice for beginners and veterans alike, Sasuke brings a varied pool of quality options to his game: a straight-forward punish game punctuated by a {{8}}{{B}} piledriver, one of the fastest {{4}}{{B}} guard-frame attacks in the game and guard mix-ups using Sharingan-cancels from his transformation, to name a few. In Super, a handful of touch-ups have turned a previously solid, but middling character into perhaps one of the strongest in the game.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Good reaching {{B}}, one of the few first attacks that can be cancelled into a super&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Hit grab piledriver into hard knockdown, sets up for activating Sharingan&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|A mediocre leg sweep; has slow startup and crushes late; launches and can be y-canceled&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Great guard frames that lead into a three hit string that knocks the opponent down on hit, or push them away on block&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Good reach high damage attack that turns the opponent around on backturn; can link into {{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A stylish punch that knocks the opponent down; can convert near walls with a y-cancel; very unsafe on block&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|High damage divekick; Sasuke moves backwards considerably after landing&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Throws shuriken and can charge twice.&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Standard anti-air- shuriken.&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{8}}{{A}}&lt;br /&gt;
|Teleport behind the opponent and does a somersault kick that knocks them down&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|An overhead kunai slash- High crushes, but otherwise inferior to {{8}}{{B}}, {{2}}{{B}} and {{6}}{{B}} in almost every way; {{2}}{{A}}{{A}} is Sasuke&#039;s best option for hitting OTG; can link into {{B}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Teleport in front of the opponent into a somersault kick; staggers on hit and is plus on block.&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{4}}{{A}}&lt;br /&gt;
|Counter that teleports behind the opponent on activation, allows for a guaranteed uncharged Chidori after.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Flame breath; does good chip damage to close out rounds.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running shuriken throw.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Air shuriken (standard air shanks).&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Lion barrage&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{X}}&lt;br /&gt;
|Chidori, can be charged to increase damage&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{X}}&lt;br /&gt;
|Activates your Sharingan; when in sharingan, allows sharingan cancel.&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{4}}{{X}}&lt;br /&gt;
|Dubbed &amp;quot;Sharingan Cancel&amp;quot; deactivates your Sharingan, this action has no duration and will cancel the recovery of {{B}} or {{B}}{{B}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{Air}}{{X}}&lt;br /&gt;
|Phoenix sage fire technique.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}}&lt;br /&gt;
|Good combo that allow you to activate Sharingan safely&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|A reliable super confirm&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{A}} &amp;gt; {{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|High damaging link combo, good against backturned opponents&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{B}} &amp;gt; {{6}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|Conversion off of {{6}}{{B}} ending with easier execution than above&lt;br /&gt;
|-&lt;br /&gt;
|{{Sharingan}}{{B}}{{B}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{4}}{{X}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|High damage combo into lion barrage available when he has Sharingan activated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Extra Combo Notes====&lt;br /&gt;
- {{B}}{{X}} drops earlier than {{B}}{{B}}{{X}} does.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
(List may be outdated, please let editors know about further changes)&lt;br /&gt;
* {{2}}{{Y}} directional throw added, this leaves the opponent grounded and allow for {{Air}}{{X}} follow up&lt;br /&gt;
* 2Y throw added that knocks down&lt;br /&gt;
* Grabbable Moves: JA, RA, 8A, 6A, 8B landing, SJX, S8X&lt;br /&gt;
* 5B: has a super cancel; elbow hitbox removed; fist hitbox made larger on second active frame&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame later&lt;br /&gt;
* 5BBBB(B): has more lift&lt;br /&gt;
* 5BBBBB(B): appears one frame sooner and disappears 3 frames sooner, bounces closer&lt;br /&gt;
* 6B: hand hitbox does not appear on the first frame&lt;br /&gt;
* 2B(B): launches higher, launches on block, mid instead of high, comes out two frames later&lt;br /&gt;
* 8B: cannot be subbed until later&lt;br /&gt;
* A8B: is hittable after releasing the opponent&lt;br /&gt;
* 5A: charge changed from 10f to 8f&lt;br /&gt;
* 6A: is grabbable until release&lt;br /&gt;
* 4A: hitbox starts up much later to match the animation, staggers, ends earlier&lt;br /&gt;
* 2A: hitbox appears three frames later&lt;br /&gt;
* 2A(A): staggers&lt;br /&gt;
* 2AA(A): does 6A&lt;br /&gt;
* RA: can now be done at any time during run and does not have to wait for a looped animation to begin&lt;br /&gt;
* GRKnJ: travels one frame slower; appears slightly further back&lt;br /&gt;
Sharingan Sasuke:&lt;br /&gt;
* 4A: counter window sped up&lt;br /&gt;
* A4A: can only be subbed on the first frame&lt;br /&gt;
* RA: has three grabbable startup frames&lt;br /&gt;
* 5X: adjustments to duration, sizes, and damage is applied on the cinematic portion; does 10+65 from 10+50&lt;br /&gt;
* 5X8: added with anti air chidori that does 10+60&lt;br /&gt;
* SJX: fireballs have slightly more lift and stagger&lt;br /&gt;
* S8X: added doing a modified SJX&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
[https://www.youtube.com/watch?v=WBeAfyEqzGg Boocock&#039;s Sasuke fundies introduction]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Sasuke guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=OTK_Naruto_(SCON4)&amp;diff=4467</id>
		<title>OTK Naruto (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=OTK_Naruto_(SCON4)&amp;diff=4467"/>
		<updated>2023-06-02T18:20:19Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=OTK Naruto&lt;br /&gt;
|image=[[Image:char_gnt4_na2.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=Mid&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The menace of &#039;&#039;Vanilla GNT4&#039;&#039; is still a force to be reckoned with in &#039;&#039;Super Clash of Ninja 4&#039;&#039;. &amp;quot;OTK&amp;quot; (One-tailed Kyuubi) Naruto is an aggressive character with high damage, fast movement and threatening okizeme whose powerful block string loops can easily break the opponent&#039;s guard if they are slow to react. His most significant nerf from the base game is a smaller health bar, but who needs HP when your opponents are being torn apart in seconds?&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Frame 15 mid jab&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|Upwards, launching swipe which lifts on block. Fantastic single-button combo filler when {{YC}}-cancelled and good for guard pressure as well due to the {{8}}{{B}}{{A}} loop.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|Low sweep. High crush on frame 12. Has several follow up swings- {{A}} , {{B}}{{A}} , {{B}}{{B}}{{B}}{{B}}, etc.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|Guard frame attack. Techable bounce on hit. OTK should be able to enforce oki if the bounce is teched. {{4}}{{B}}{{A}} string can cover situations where {{4}}{{B}} clashes with the incoming attack.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|Big, lunging attack capable of chasing down opponents or as a long-range whiff punish. Can also catch opponents launched across the screen.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|OTK&#039;s sliding, upwards scoop. Sends the opponent flying and can be {{YC}}-cancelled. May slide under some characters such as Zabuza.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|High damage air dive and good combo filler. Unique to other divekicks, OTK does a backflip after landing.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Frame 18 mid; less minus on block than {{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Hit-grab slam throw. Great combo finisher due to its high damage, meter build and hard knockdown. Low profiles many attacks on startup, though not as freely as in &#039;&#039;Vanilla&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|OTK dives underground and then appears with an uppercut under the opponent. Lifts on block. Has two string follow-ups: {{B}} for the air dive or {{A}} for the slam throw.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Counter. Activated counter is a chakra burst which sends the opponent flying and can be {{YC}}-cancelled.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|Talk to the hand. OTK shoots out his chakra in the form of a giant claw. Pushes on block and sends flying on hit. Can be {{YC}}-cancelled for a combo or repeated for a psuedo-infinite. Hits three times making it beat out most incoming attacks and projectiles. Long recovery leaving OTK vulnerable if it whiffs.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|Running teleport.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Quick aerial downwards swipe. Pushes on block or a techable bounce on hit.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{2}}{{A}}&lt;br /&gt;
|OTK&#039;s projectile chakra blast from &#039;&#039;Vanilla&#039;&#039;. Bounces on hit or crumples on block.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|&#039;&#039;Rasengan&#039;&#039;. One of the highest damaging supers in the game. The super activator is a big lunge and the furthest reaching in the game.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|OTK shoots out a wide, horizontal chakra beam which goes across the screen. Costs 100% chakra. Blockable. Deals a single, damage hit. Can connect from short combos. Hit, grounded opponents slowly collapse allowing follow-ups (especially good in crisis mode due to the extra meter build).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
* {{8}}{{A}} is a lot of unscaled, unsubbable damage that can end combos and sets up oki. It&#039;s also a fast low profile so pretty cheap against tall characters.&lt;br /&gt;
&lt;br /&gt;
* {{B}}{{B}}{{B}}{{A}} is a good block string (loops to itself by knocking the opponent back to the ground and breaks guards after 6-8 hits). Opponent can do a hard step on {{B}}{{B}}{{B}} for a full punish, some 4B&#039;s works between {{B}}{{B}} and {{B}}{{B}}{{B}}. An escape route exists by jumping before blocking {{B}}{{B}}{{B}} and then jumping forward on {{B}}{{B}}{{B}}{{A}}&lt;br /&gt;
&lt;br /&gt;
* {{8}}{{B}}{{A}} is perhaps OTK&#039;s best option for okizeme, leading to a strike/throw mix after hitting them back to the ground.&lt;br /&gt;
&lt;br /&gt;
* {{6}}{{B}} closes distance fast, great for whiff punishing at long range and chasing down the enemy.&lt;br /&gt;
&lt;br /&gt;
* {{B}}{{B}}{{A}} is the mixup if your opponent starts defending against {{B}}{{B}}{{B}}{{A}}. {{B}}{{B}} no follow up is also a mixup- if they step it and you can {{B}}{{B}}{{B}}{{A}} again and it may guard break. Your jabs also do chip, so it works out to keep attacking.&lt;br /&gt;
&lt;br /&gt;
* You can y-cancel {{6}}{{A}} and combo off of it&lt;br /&gt;
** {{6}}{{A}} is highly effective against Kankuro because it hits both him and Karasu, draining the victim&#039;s chakra&lt;br /&gt;
&lt;br /&gt;
* OTK&#039;s classic combo is any launch into repeated {{8}}{{B}}{{YC}}, concluding with an {{8}}{{A}} as soon as they are just under 75% chakra&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
List may be outdated.&lt;br /&gt;
* Health: decreased from 220 to 200&lt;br /&gt;
* Grabbable Moves: 6A, JA, 2B(A), 8A landing&lt;br /&gt;
* 5B: has more blockstun&lt;br /&gt;
* 5B(B): hitbox appears one frame later&lt;br /&gt;
* 4B: no longer pushes on block&lt;br /&gt;
* 4B2A: is 2BA with 6 additional startup frames&lt;br /&gt;
* 2B(A): changed to be 6A, 2B2A added as old 2BA&lt;br /&gt;
* 8B(A): has 8 frames less blockstun; cannot be transferred into after hitting the ground; does not bounce&lt;br /&gt;
* 8BB(B): damage reduced from 18 to 16&lt;br /&gt;
* 8BBBB; 8BBBA: added as new strings to match 5BBBBBB and 5BBBBBA&lt;br /&gt;
* 4A: increased activation window&lt;br /&gt;
* A4A: has a slightly smaller hitbox and made to do more damage and be unsubbable and untechable&lt;br /&gt;
* 2A: hitbox appears one frame later&lt;br /&gt;
* 8A: on block or OTG &amp;quot;lands&amp;quot; 11 frames later; has two more frames endlag; actually low crushes the frame before the hitbox appears&lt;br /&gt;
* A8A: victim transitions to get up 14 frames faster; OTK is hittable and grabbable shortly after he does damage&lt;br /&gt;
* RA, 6BAA(A) given three grabbable frames before the teleport&lt;br /&gt;
* 2X: high crush frames removed&lt;br /&gt;
* GRKnJ: no longer intangible anymore&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
*[https://youtu.be/5FIisG7Na_o?t=919 Snoogans vs. Cyber (JRBG 48 Losers Quarters)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:OTK guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Naruto_(SCON4)&amp;diff=4466</id>
		<title>Naruto (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Naruto_(SCON4)&amp;diff=4466"/>
		<updated>2023-06-02T18:18:51Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4Infobox&lt;br /&gt;
|name=Naruto Uzumaki&lt;br /&gt;
|image=[[Image:char_gnt4_nar.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=B-&lt;br /&gt;
|Backdash=Normal&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Naruto takes his place in &#039;&#039;Super&#039;&#039; as a well-rounded character with the ability to transform into his feral {{Kyuubi}} Zero-tailed Kyuubi (ZTK) form. Naruto&#039;s air throw, decent sweep, good running attacks, a long range button and a 14-frame jab leave him ready to face the entire cast without having big exploitable weaknesses of his own. {{6}}{{A}} gives him impressive okizeme, contributing to a scary offense, and Naruto also has a few new toys to play with- such as ZTK&#039;s {{Kyuubi}}{{2}}{{A}} chakra burst.&lt;br /&gt;
&lt;br /&gt;
===Costumes===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p1.png|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
color_gnt4_iru_p2.png|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
==Moveset==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|Basic 14f jab. Notably has an {{A}} followup as his wrA (only on hit).&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|A leaping kick that does spin launch.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|A decent sweep with lower range. Has strings into super cancel.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|A fist slam into large groundbounce, sped up in super. Starts a combo on no tech or allows {{2}}{{X}} as a WUS if they techroll.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|A High range overhead slam. Techable, but can be a valuable whiff punish&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|An extremely good rolling tackle- starts combos if Naruto ends up by a wall, and has high blockstun.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|A diving punch- faster startup than average divekicks.&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|Chargeable kunai toss, only throws a single kunai; uncharged and 1st charge stagger; 2nd charge knocks down the opponent and flies notably faster&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|Basic anti-air kunai, throws 3.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Summons a clone to uppercut from under the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Summons a Naruto clone; can unsummon by doing {{4}}{{A}} again; {{Kyuubi}} Counters non-super Taijutsu&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|A kunai slash- his most notable normal; lifts on block making it good on okizeme, and is his most reliable combo extender. Has {{A}} and {{8}}{{A}} followups.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|An approaching backhand kunai slash with followups.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|Standard air shanks.&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|Standard Super- low damage but connects high in the combo counter.&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|Rasengan, his higher damage super; can&#039;t combo into it after 7 hits, unless you use {{B}}{{A}}{{A}}{{B}} to squeeze in an extra hit without dropping.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{X}}&lt;br /&gt;
|Goes into {{Kyuubi}}ZTK; changes moveset a lot&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{X}}&lt;br /&gt;
|Same as {{X}} with a lunge forward before it hits&lt;br /&gt;
|-&lt;br /&gt;
|{{Kyuubi}}{{X}}&lt;br /&gt;
|Real time super, can do at 3 bars but takes all your chakra&lt;br /&gt;
|-&lt;br /&gt;
|{{Kyuubi}}{{4}}{{X}}&lt;br /&gt;
|Deactivates ZTK, costs 2 bars&lt;br /&gt;
|-&lt;br /&gt;
|{{Kyuubi}}{{6}}{{X}}&lt;br /&gt;
|Same as {{Kyuubi}}{{X}} with a lunge forward at first&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Naruto has a simpler toolset than some of the cast, but has a toolset more geared towards offense and threatening okizeme, as {{6}}{{A}} and {{2}}{{A}} both set up air-throw attempts. {{Run}}{{B}} and {{Run}}{{A}} both allow him to approach reliably from a run, and {{6}}{{B}} gives him a high range option from idle.&amp;lt;br /&amp;gt;&lt;br /&gt;
Naruto&#039;s defense is not extraordinary- {{4}}{{B}} is sped up from vanilla but still not amazing and 2B is an average high crush with low range. His {{Air}}{{B}} being faster than normal divekicks makes it more reliable as an anti-string option, and just overall a stand-out move.&amp;lt;br /&amp;gt;&lt;br /&gt;
Naruto has a few directional string options in his base form:&lt;br /&gt;
* {{B}}{{B}}{{8}}{{B}}&lt;br /&gt;
* {{B}}{{B}}{{B}}{{8}}{{B}}&lt;br /&gt;
* {{6}}{{A}}{{8}}{{A}}&lt;br /&gt;
Barreling into action: {{Run}}{{B}} has a large hitbox covering Naruto&#039;s body and active for 14 frames&lt;br /&gt;
* Frame advantage varies based on spacing but it&#039;s always safe on block&lt;br /&gt;
* Can connect with {{B}} at the wall&lt;br /&gt;
* Good for chasing down opponents in backturn situations&lt;br /&gt;
* High crushes&lt;br /&gt;
&lt;br /&gt;
====Base form====&lt;br /&gt;
* {{6}}{{A}} is one of Naruto&#039;s most important moves, hitting mid and lifting on block&lt;br /&gt;
** Quick recovery and string follow-up provide a guard mix-up between {{6}}{{A}} &amp;gt; {{air}}{{y}} and {{6}}{{A}}{{8}}{{A}}&lt;br /&gt;
** Acts as a high damage, single button, {{YC}}-cancellable launcher for combo filler&lt;br /&gt;
** {{6}}{{A}}{{A}} string for punishing KnJs&lt;br /&gt;
&lt;br /&gt;
* {{B}}{{B}}{{B}}{{B}}: Good string for guard pressure and is hard to beat with a 4B, though it is escapable with normal air kunai after the 5BBB lift&lt;br /&gt;
* {{B}}{{B}}{{B}}{{B}}{{A}}: Useful mix-up after 5BBBB to punish air kunai attempts&lt;br /&gt;
* {{B}}{{B}}{{B}}{{8}}{{B}}: Faster than 5BBBB, making it harder to punish and sometimes impossible depending on the opponent&#039;s {{air}}{{A}}&lt;br /&gt;
** Does more damage than 5BBBB&lt;br /&gt;
* {{8}}{{B}}/{{B}}{{B}}{{8}}{{B}}/{{B}}{{B}}{{B}}{{8}}{{B}} is a spin launcher; useful for breaking Choji or Jirobo&#039;s hyper armor&lt;br /&gt;
* String options above apply to {{B}}{{A}}{{A}}{{B}} follow-ups, though {{B}}{{A}} can be 4B&#039;d&lt;br /&gt;
** {{B}}{{A}}{{A}} can be done on whiff&lt;br /&gt;
* {{B}}{{A}}{{A}}{{A}}{{A}}/{{2}}{{B}}{{A}}{{A}}{{A}}: Plus on block, which provides a tick throw mix up by the wall&lt;br /&gt;
** The final punch can be 4B&#039;d, but BAAA&#039;s low recovery can be used to punish a pre-emptive 4B&lt;br /&gt;
* {{2}}{{A}}: Can be useful for okizeme since Naruto will be fully actionable by the time the clone appears resulting in plus frames&lt;br /&gt;
** Can punish KnJ&#039;s and meterlessly start combos&lt;br /&gt;
** Connect with jab at short range or {{run}}{{B}} and  {{run}}{{A}} at long range&lt;br /&gt;
&lt;br /&gt;
====ZTK form====&lt;br /&gt;
* {{Kyuubi}}{{A}}: Hits mid, trumping high crush attempts.&lt;br /&gt;
** Same attack as {{B}}{{A}}&lt;br /&gt;
* {{Kyuubi}}{{B}}{{A}}{{A}}{{A}}{{A}}: ZTK Naruto&#039;s main string for pressure from jab, ends in 8AA which provides great frame advantage.&lt;br /&gt;
* {{Kyuubi}}{{B}}{{A}}{{B}}{{A}}: Similar to 5BAAAA but ends in 8BA. Great mix-up as it has onee hit less before the lift.&lt;br /&gt;
* {{Kyuubi}}{{6}}{{B}}{{A}}{{A}} / {{Kyuubi}}{{2}}{{B}}{{A}}{{A}}: Having only a single hit before 8AA makes these strings hard to punish with 4B, making them consistent options for okizeme.&lt;br /&gt;
** The 8AA lift portion of the string is punishable with normal air kunai.&lt;br /&gt;
* {{Kyuubi}}{{2}}{{A}} can function as a KnJ or backturned punish or be incorporated into swaggy combos&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{2}}{{B}}{{A}}{{B}}{{2}}{{X}}&lt;br /&gt;
|High damage super combo&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Extra Combo Notes====&lt;br /&gt;
- {{B}}{{A}} tends to drop on airborne; lower in the combo counter it should be delayed, and if done higher in the combo counter, you should wait to hit {{B}} when the opponent is lower in the air (like after a y-cancel).&amp;lt;br /&amp;gt;&lt;br /&gt;
- Throw into {{Air}}{{B}} or run-up {{6}}{{A}} allows a meterless {{6}}{{A}} after (this leads into his most optimal throw combo).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
List may be outdated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naruto (Base from):&#039;&#039;&#039;&lt;br /&gt;
* Grabbable Moves: JA, 8A, &lt;br /&gt;
* 5B: elbow hitbox appears on frame 2&lt;br /&gt;
* 5B(B): hand hitbox does not appear until frame 2&lt;br /&gt;
* 5BBB(B): can be replaced with the clone active version with 8B&lt;br /&gt;
* 5BBBB(B): does slightly more damage, pushes further away, and doesn&#039;t teleport as far&lt;br /&gt;
* 5BAA(A): starts up and ends one frame later; staggers&lt;br /&gt;
* 6B: has an untechable bounce after the first active frame; first frame is a high; properly low and high crushes&lt;br /&gt;
* 4B: bounces closer on hit&lt;br /&gt;
* 8B: hitbox appears one frame later, more lift&lt;br /&gt;
* 6A(A),  6A(8A): added as 2A and 8A&lt;br /&gt;
* 2A: has a new animation&lt;br /&gt;
* RA: has more lift on hit&lt;br /&gt;
* 5X6: activates into 5X and uses 6B attack; has a different super freeze animation; low and high crushes&lt;br /&gt;
* 2X: has less super freeze and more duration&lt;br /&gt;
* 4X: requires 50% meter; has more lift on hit. Invincibility removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naruto (ZTK):&#039;&#039;&#039;&lt;br /&gt;
* Grabbable Moves: 2A&lt;br /&gt;
* 5BBBB(B): bounces closer on hit&lt;br /&gt;
* 5BA(B): has more lift on hit, hitbox appears three frames later, made normal lift instead of spinning&lt;br /&gt;
* 5BAA(A): replaced with 8A&lt;br /&gt;
* 5BAAA(A): replaced with 8A(A)&lt;br /&gt;
* 6B: low crushes&lt;br /&gt;
* 8B: lifts on block&lt;br /&gt;
* 8B(B): has more lift on hit&lt;br /&gt;
* 8B(A): added as 8A(A)&lt;br /&gt;
* 5A: given more float&lt;br /&gt;
* 5A(A): given more float and super cancel&lt;br /&gt;
* 6A: given more float and super cancel&lt;br /&gt;
* 4A:  activation window improved&lt;br /&gt;
* A4A: goes into RA&lt;br /&gt;
* 2A: does activated 4A, adjustments to size; duration; and hitbox&lt;br /&gt;
* 8A: has slightly more vertical range on the bottom&lt;br /&gt;
* 8A(A): does slightly more damage and doesn&#039;t bounce&lt;br /&gt;
* RA: ends 4 frames sooner; has three grabbable frames at the beginning&lt;br /&gt;
* 5X: third to last hit staggers; second to last hit doesn&#039;t jump as far forward, fixed animation glitch (added one hit); first hit lift adjusted to not sometimes reset the combo&lt;br /&gt;
* 5X6: uses 6B attack into Z5X; has a different super freeze animation&lt;br /&gt;
* 4X: Can now revert to base form at the cost of 50% chakra&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
* [https://www.youtube.com/watch?v=oGCcfQRfbP0 Hamadarody&#039;s Naruto guide]&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://www.youtube.com/watch?v=7rMnSh11Ajs Ricky Ant&#039;s run at NA Biweekly 26]&lt;br /&gt;
* [https://youtu.be/vYeWxum05_w HebrewHammer vs LilyHV, Fall Clash]{{SCON4CharLink|hak|24}}&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Naruto guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Tenten_(SCON4)&amp;diff=3683</id>
		<title>Tenten (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Tenten_(SCON4)&amp;diff=3683"/>
		<updated>2022-09-20T00:30:58Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Tenten&lt;br /&gt;
|image=[[Image:char_gnt4_ten.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1600&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_ten_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_ten_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
* [https://youtu.be/Pegylvv9PqM FlareHazard&#039;s run in the SCON4 NA Biweekly #30]&lt;br /&gt;
* [https://youtu.be/cwFjyK4Bvj4 Snover&#039;s run at the March 2022 Juicy monthly]&lt;br /&gt;
* [https://youtu.be/YkAFz8LHazI Snover (Tenten) vs. HebrewHammer (Ino) casuals]&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Tenten guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Shino_(SCON4)&amp;diff=3682</id>
		<title>Shino (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Shino_(SCON4)&amp;diff=3682"/>
		<updated>2022-09-20T00:29:28Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: Created page with &amp;quot;{{WIP}} {{SCON4_profile |name=Shino |image=Image:char_gnt4_sin.png |HP=210 |Guard=1640 |Jab Speed=Frame 14 |Jab Height=High |Tier=x |Backdash=x }} {{SCON4 MiniNav}}  ==Summary== CHARACTER SUMMARY HERE (2-3 sentences)  &amp;#039;&amp;#039;&amp;#039;Press {{A}} at Character Select.&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Press {{Y}} at Character Select.&amp;#039;&amp;#039;&amp;#039;   ==Gameplay==  ===Moveset=== {|class=&amp;quot;wikitable&amp;quot; |- !Basic Moves !Notes |- |{{B}} |DE...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Shino&lt;br /&gt;
|image=[[Image:char_gnt4_sin.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_sin_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_sin_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakon_and_Ukon_(SCON4)&amp;diff=3681</id>
		<title>Sakon and Ukon (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sakon_and_Ukon_(SCON4)&amp;diff=3681"/>
		<updated>2022-09-20T00:27:35Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: Created page with &amp;quot;{{WIP}} {{SCON4_profile |name=Sakon Ukon |image=Image:char_gnt4_skn.png |HP=220 |Guard=1680 |Jab Speed=Frame 14 |Jab Height=High |Tier=x |Backdash=x }} {{SCON4 MiniNav}}  ==Summary== CHARACTER SUMMARY HERE (2-3 sentences)  &amp;#039;&amp;#039;&amp;#039;Press {{A}} at Character Select.&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Press {{Y}} at Character Select.&amp;#039;&amp;#039;&amp;#039;   ==Gameplay==  ===Moveset=== {|class=&amp;quot;wikitable&amp;quot; |- !Basic Moves !Notes |- |{{B}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Sakon Ukon&lt;br /&gt;
|image=[[Image:char_gnt4_skn.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1680&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_skn_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_skn_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Neji_(SCON4)&amp;diff=3680</id>
		<title>Neji (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Neji_(SCON4)&amp;diff=3680"/>
		<updated>2022-09-20T00:25:02Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: Created page with &amp;quot;{{WIP}} {{SCON4_profile |name=Neji |image=Image:char_gnt4_nej.png |HP=210 |Guard=1640 |Jab Speed=Frame 14 |Jab Height=Neji |Tier=x |Backdash=x }} {{SCON4 MiniNav}}  ==Summary== CHARACTER SUMMARY HERE (2-3 sentences)  &amp;#039;&amp;#039;&amp;#039;Press {{A}} at Character Select.&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Press {{Y}} at Character Select.&amp;#039;&amp;#039;&amp;#039;   ==Gameplay==  ===Moveset=== {|class=&amp;quot;wikitable&amp;quot; |- !Basic Moves !Notes |- |{{B}} |DES...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Neji&lt;br /&gt;
|image=[[Image:char_gnt4_nej.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1640&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=Neji&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_nej_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_nej_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=OTK_Naruto_(SCON4)&amp;diff=3679</id>
		<title>OTK Naruto (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=OTK_Naruto_(SCON4)&amp;diff=3679"/>
		<updated>2022-09-20T00:20:10Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Naruto OTK&lt;br /&gt;
|image=[[Image:char_gnt4_nrt.png]]&lt;br /&gt;
|HP=200&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=MID&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_nrt_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_nrt_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Anko_(SCON4)&amp;diff=3678</id>
		<title>Anko (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Anko_(SCON4)&amp;diff=3678"/>
		<updated>2022-09-20T00:16:50Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: Created page with &amp;quot;{{WIP}} {{SCON4_profile |name=Anko |image=Image:char_gnt4_ank.png |HP=220 |Guard=1760 |Jab Speed=Frame 15 |Jab Height=Mid |Tier=x |Backdash=x }} {{SCON4 MiniNav}}  ==Summary== CHARACTER SUMMARY HERE (2-3 sentences)  &amp;#039;&amp;#039;&amp;#039;Press {{A}} at Character Select.&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Press {{Y}} at Character Select.&amp;#039;&amp;#039;&amp;#039;   ==Gameplay==  ===Moveset=== {|class=&amp;quot;wikitable&amp;quot; |- !Basic Moves !Notes |- |{{B}} |DESC...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Anko&lt;br /&gt;
|image=[[Image:char_gnt4_ank.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 15&lt;br /&gt;
|Jab Height=Mid&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_ank_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_ank_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Awakened_Hinata_(SCON4)&amp;diff=3677</id>
		<title>Awakened Hinata (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Awakened_Hinata_(SCON4)&amp;diff=3677"/>
		<updated>2022-09-20T00:13:00Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: Created page with &amp;quot;{{WIP}} {{SCON4_profile |name=Awakened Hinata |image=Image:char_gnt4_hi2.png |HP=220 |Guard=1840 |Jab Speed=Frame 14 |Jab Height=High |Tier=x |Backdash=x }} {{SCON4 MiniNav}}  ==Summary== CHARACTER SUMMARY HERE (2-3 sentences)  &amp;#039;&amp;#039;&amp;#039;Press {{A}} at Character Select.&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Press {{Y}} at Character Select.&amp;#039;&amp;#039;&amp;#039;   ==Gameplay==  ===Moveset=== {|class=&amp;quot;wikitable&amp;quot; |- !Basic Moves !Notes |-...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Awakened Hinata&lt;br /&gt;
|image=[[Image:char_gnt4_hi2.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1840&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_hi2_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_hi2_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Iruka_(SCON4)&amp;diff=3676</id>
		<title>Iruka (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Iruka_(SCON4)&amp;diff=3676"/>
		<updated>2022-09-20T00:09:03Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: Created page with &amp;quot;{{WIP}} {{SCON4_profile |name=Iruka |image=Image:char_gnt4_iru.png |HP=230 |Guard=1840 |Jab Speed=Frame 14 |Jab Height=High |Tier=x |Backdash=x }} {{SCON4 MiniNav}}  ==Summary== CHARACTER SUMMARY HERE (2-3 sentences)  &amp;#039;&amp;#039;&amp;#039;Press {{A}} at Character Select.&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Press {{Y}} at Character Select.&amp;#039;&amp;#039;&amp;#039;   ==Gameplay==  ===Moveset=== {|class=&amp;quot;wikitable&amp;quot; |- !Basic Moves !Notes |- |{{B}} |DE...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Iruka&lt;br /&gt;
|image=[[Image:char_gnt4_iru.png]]&lt;br /&gt;
|HP=230&lt;br /&gt;
|Guard=1840&lt;br /&gt;
|Jab Speed=Frame 14&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_iru_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_iru_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Orochimaru_(SCON4)&amp;diff=3675</id>
		<title>Orochimaru (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Orochimaru_(SCON4)&amp;diff=3675"/>
		<updated>2022-09-20T00:06:00Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: Created page with &amp;quot;{{WIP}} {{SCON4_profile |name=Orochimaru  |image=Image:char_gnt4_oro.png |HP=220 |Guard=1760 |Jab Speed=Frame 13 |Jab Height=High |Tier=x |Backdash=x }} {{SCON4 MiniNav}}  ==Summary== CHARACTER SUMMARY HERE (2-3 sentences)  &amp;#039;&amp;#039;&amp;#039;Press {{A}} at Character Select.&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Press {{Y}} at Character Select.&amp;#039;&amp;#039;&amp;#039;   ==Gameplay==  ===Moveset=== {|class=&amp;quot;wikitable&amp;quot; |- !Basic Moves !Notes |- |{{B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Orochimaru &lt;br /&gt;
|image=[[Image:char_gnt4_oro.png]]&lt;br /&gt;
|HP=220&lt;br /&gt;
|Guard=1760&lt;br /&gt;
|Jab Speed=Frame 13&lt;br /&gt;
|Jab Height=High&lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_oro_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_oro_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
&lt;br /&gt;
===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
&lt;br /&gt;
{{SCON4 Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Itachi_(SCON4)&amp;diff=3674</id>
		<title>Itachi (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Itachi_(SCON4)&amp;diff=3674"/>
		<updated>2022-09-20T00:03:04Z</updated>

		<summary type="html">&lt;p&gt;Cyberfl: Created page with &amp;quot;{{WIP}} {{SCON4_profile |name=Itachi |image=Image:char_gnt4_ita.png |HP=210 |Guard=1680 |Jab Speed= 14 |Jab Heigh= High  |Tier=x |Backdash=x }} {{SCON4 MiniNav}}  ==Summary== CHARACTER SUMMARY HERE (2-3 sentences)  &amp;#039;&amp;#039;&amp;#039;Press {{A}} at Character Select.&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Press {{Y}} at Character Select.&amp;#039;&amp;#039;&amp;#039;   ==Gameplay==  ===Moveset=== {|class=&amp;quot;wikitable&amp;quot; |- !Basic Moves !Notes |- |{{B}} |DESCR...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{SCON4_profile&lt;br /&gt;
|name=Itachi&lt;br /&gt;
|image=[[Image:char_gnt4_ita.png]]&lt;br /&gt;
|HP=210&lt;br /&gt;
|Guard=1680&lt;br /&gt;
|Jab Speed= 14&lt;br /&gt;
|Jab Heigh= High &lt;br /&gt;
|Tier=x&lt;br /&gt;
|Backdash=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
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[[Image:color_gnt4_ita_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_ita_p2.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
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==Gameplay==&lt;br /&gt;
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===Moveset===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Basic Moves&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|}&lt;br /&gt;
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===Strategy===&lt;br /&gt;
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)&lt;br /&gt;
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===Combos===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Combos&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}{{B}}{{YCancel}} &amp;gt; {{2}}{{B}}{{B}}{{YCancel}} &amp;gt; {{B}}{{B}}{{X}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|COMBO 4&lt;br /&gt;
|ETC&lt;br /&gt;
|}&lt;br /&gt;
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==Changes from Vanilla==&lt;br /&gt;
* LIST&lt;br /&gt;
* OF&lt;br /&gt;
* IMPORTANT&lt;br /&gt;
* DIFFERENCES&lt;br /&gt;
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==Resources==&lt;br /&gt;
===Guides and Info===&lt;br /&gt;
LINKS TO INFO AND GUIDES&lt;br /&gt;
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===Gameplay footage===&lt;br /&gt;
LINKS TO TOURNAMENT OR CASUALS VODS&lt;br /&gt;
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{{SCON4 Nav}}&lt;br /&gt;
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[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]&lt;br /&gt;
[[Category:CHARACTER guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Cyberfl</name></author>
	</entry>
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