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	<title>Naruto: Wiki of Ninja - User contributions [en]</title>
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	<updated>2026-10-12T18:28:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4581</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4581"/>
		<updated>2023-10-28T07:43:05Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: /* 2X Usage and Counterplay */&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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -&amp;gt; BBX is guaranteed on all chars, 6 hits -&amp;gt; BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall.&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 consistently due to 2 active frames; projectiles deal chip damage; guarantees a {{2}}{{A}} OTG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Haku is an all-around dominating character but suffers from low HP, making him a neutral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins.&lt;br /&gt;
&lt;br /&gt;
On top of Haku’s ability to play proactive and win from pressure, he has some of the most amazing defense options in the entire game. {{4}}{{B}} is by and large arguably the best back B in the game, consistently usable on reaction to beat a majority of attacks heading your way, and is generally applicable against strings as well. It’s easier than in vanilla for the opponent to bait it out with a delayed attack or string, and if Haku does a particularly auto-pilot 4B, they can block and get a high damage divekick combo starter.&lt;br /&gt;
Haku’s {{2}}{{X}} is an interesting teleporting reversal that leads to decent damage and a {{2}}{{A}} OTG for some meter to start needle-play with. Easily applicable to beat fullscreen options and chip outs, and it can beat wake up supers except the most active ones (Kabuto, or Tayuya’s genjutsu) or multihits (Neji, Woke Hinata, Iruka and Mizuki). If your opponent baits it, properly punishes, or scares Haku into doing a badly timed 2X, he certainly loses the round and gets TOD’d by the next conversion.&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, walk back inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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 for a move of its type, and the kick lunges far in front of Haku (much longer than the faster 4B’s). It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to its property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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. Just like normal needles though, they can lead to a plus-on-block run up throw attempt.&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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4580</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4580"/>
		<updated>2023-10-28T07:41:31Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: /* Strengths */&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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -&amp;gt; BBX is guaranteed on all chars, 6 hits -&amp;gt; BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall.&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 consistently due to 2 active frames; projectiles deal chip damage; guarantees a {{2}}{{A}} OTG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Haku is an all-around dominating character but suffers from low HP, making him a neutral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins.&lt;br /&gt;
&lt;br /&gt;
On top of Haku’s ability to play proactive and win from pressure, he has some of the most amazing defense options in the entire game. {{4}}{{B}} is by and large arguably the best back B in the game, consistently usable on reaction to beat a majority of attacks heading your way, and is generally applicable against strings as well. It’s easier than in vanilla for the opponent to bait it out with a delayed attack or string, and if Haku does a particularly auto-pilot 4B, they can block and get a high damage divekick combo starter.&lt;br /&gt;
Haku’s {{2}}{{X}} is an interesting teleporting reversal that leads to decent damage and a {{2}}{{A}} OTG for some meter to start needle-play with. Easily applicable to beat fullscreen options and chip outs, and it can beat wake up supers except the most active ones (Kabuto, or Tayuya’s genjutsu) or multihits (Neji, Woke Hinata, Iruka and Mizuki). If your opponent baits it, properly punishes, or scares Haku into doing a badly timed 2X, he certainly loses the round and gets TOD’d by the next conversion.&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, walk back inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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 for a move of its type, and the kick lunges far in front of Haku (much longer than the faster 4B’s). It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to its property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4579</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4579"/>
		<updated>2023-10-28T07:41:00Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: /* Strengths */&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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -&amp;gt; BBX is guaranteed on all chars, 6 hits -&amp;gt; BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall.&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 consistently due to 2 active frames; projectiles deal chip damage; guarantees a {{2}}{{A}} OTG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Haku is an all-around dominating character but suffers from low HP, making him a neutral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins.&lt;br /&gt;
&lt;br /&gt;
On top of Haku’s ability to play proactive and win from pressure, he has some of the most amazing defense options in the entire game. {{4}}{{B}} is by and large arguably the best back B in the game, consistently usable on reaction to beat a majority of attacks heading your way, and is generally applicable against strings as well. It’s easier than in vanilla for the opponent to bait it out with a delayed attack or string, and if Haku does a particularly auto-pilot 4B, they can block and get a high damage divekick combo starter.&lt;br /&gt;
Haku’s {{2}}{{X}} is an interesting teleporting reversal that leads to decent damage and a {{2}}{{A}} OTG for some meter to start needle-play with. Easily applicable to beat fullscreen options and chip outs, and it can beat wake up supers except the most active ones (Kabuto, or Tayuya’s genjutsu) or multihits (Neji, Woke Hinata, Iruka and Mizuki). If your opponent baits it, properly punishes, or scares Haku into doing a badly timed 2X, he certainly loses the round and gets TOD’d by the next conversion.&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, walk back inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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 for a move of its type, and the kick lunges far in front of Haku (much longer than the faster 4B’s&amp;gt;. It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to its property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4578</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4578"/>
		<updated>2023-10-28T07:38:51Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: /* Strengths */&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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -&amp;gt; BBX is guaranteed on all chars, 6 hits -&amp;gt; BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall.&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 consistently due to 2 active frames; projectiles deal chip damage; guarantees a {{2}}{{A}} OTG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Haku is an all-around dominating character but suffers from low HP, making him a neutral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins.&lt;br /&gt;
&lt;br /&gt;
On top of Haku’s ability to play proactive and win from pressure, he has some of the most amazing defense options in the entire game. {{4}}{{B}} is by and large arguably the best back B in the game, consistently usable on reaction to beat a majority of attacks heading your way, and is generally applicable against strings as well. It’s easier than in vanilla for the opponent to bait it out with a delayed attack or string, and if Haku does a particularly auto-pilot 4B, they can block and get a high damage divekick combo starter.&lt;br /&gt;
Haku’s {{2}}{{X}} is an interesting teleporting reversal that leads to decent damage and a {{2}}{{A}} OTG for some meter to start needle-play with. Easily applicable to beat fullscreen options and chip outs, and it can beat wake up supers except the most active ones (Kabuto, or Tayuya’s genjutsu) or multihits (Neji, Woke Hinata, Iruka and Mizuki). If your opponent baits it, properly punishes, or scares Haku into doing a badly timed 2X, he certainly loses the round and gets TOD’d by the next conversion.&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, walk back inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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. It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to it’s property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4577</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4577"/>
		<updated>2023-10-28T07:35:52Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: /* Strategy */&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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -&amp;gt; BBX is guaranteed on all chars, 6 hits -&amp;gt; BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall.&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 consistently due to 2 active frames; projectiles deal chip damage; guarantees a {{2}}{{A}} OTG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Haku is an all-around dominating character but suffers from low HP, making him a neutral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins.&lt;br /&gt;
&lt;br /&gt;
On top of Haku’s ability to play proactive and win from pressure, he has some of the most amazing defense options in the entire game. {{4}}{{B}} is by and large arguably the best back B in the game, consistently usable on reaction to beat a majority of attacks heading your way, and is generally applicable against strings as well. It’s easier than in vanilla for the opponent to bait it out with a delayed attack or string, and if Haku does a particularly auto-pilot 4B, they can block and get a high damage divekick combo starter.&lt;br /&gt;
Haku’s {{2}}{{X}} is an interesting teleporting reversal that leads to decent damage and a {{2}}{{A}} OTG for some meter to start needle-play with. Easily applicable to beat fullscreen options and chip outs, and it can beat wake up supers except the most active ones (Kabuto, or Tayuya’s genjutsu) or multihits (Neji, Woke Hinata, Iruka and Mizuki). If your opponent baits it, properly punishes, or scares Haku into doing a badly timed 2X, he certainly loses the round and gets TOD’d by the next conversion.&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, walk balk inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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. It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to it’s property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4576</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4576"/>
		<updated>2023-10-28T07:35:17Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: /* Strategy */&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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -&amp;gt; BBX is guaranteed on all chars, 6 hits -&amp;gt; BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall.&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 consistently due to 2 active frames; projectiles deal chip damage; guarantees a {{2}}{{A}} OTG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Haku is an all-around dominating character but suffers from low HP, making him a neutral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins.&lt;br /&gt;
On top of Haku’s ability to play proactive and win from pressure, he has some of the most amazing defense options in the entire game. {{4}}{{B}} is by and large arguably the best back B in the game, consistently usable on reaction to beat a majority of attacks heading your way, and is generally applicable against strings as well. It’s easier than in vanilla for the opponent to bait it out with a delayed attack or string, and if Haku does a particularly auto-pilot 4B, they can block and get a high damage divekick combo starter.&lt;br /&gt;
Haku’s {{2}}{{X}} is an interesting teleporting reversal that leads to decent damage and a {{2}}{{A}} OTG for some meter to start needle-play with. Easily applicable to beat fullscreen options and chip outs, and it can beat wake up supers except the most active ones (Kabuto, or Tayuya’s genjutsu) or multihits (Neji, Woke Hinata, Iruka and Mizuki). If your opponent baits it, properly punishes, or scares Haku into doing a badly timed 2X, he certainly loses the round and gets TOD’d by the next conversion.&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, walk balk inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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. It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to it’s property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4575</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4575"/>
		<updated>2023-10-28T07:21:44Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: /* Strategy */&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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -&amp;gt; BBX is guaranteed on all chars, 6 hits -&amp;gt; BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall.&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 consistently due to 2 active frames; projectiles deal chip damage; guarantees a {{2}}{{A}} OTG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Haku is an all-around dominating character but suffers from low HP, making him a neutral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins.&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, walk balk inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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. It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to it’s property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4574</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4574"/>
		<updated>2023-10-28T07:21:19Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -&amp;gt; BBX is guaranteed on all chars, 6 hits -&amp;gt; BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall.&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 consistently due to 2 active frames; projectiles deal chip damage; guarantees a {{2}}{{A}} OTG&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Haku is an all-around dominating character but suffers from low HP, making him a nuetral-focused glass cannon. He boasts greatly above average normals and boxing tools, multi-hits, fast string followups, on whiff strings, and low recovery moves that make him fairly more equipped than most characters are to deal with KNJ’s inherently, and easy ways to threaten an opponent to be vulnerable to throws. All of this is stacked by the strength of needles, a high-versatility projectile that gets set up in the air, leading to infinites on hit, pressure on block, and further development of his pressure layers to get throws, build a huge HP lead, or blow up subs into clean and structural round wins.&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, walk balk inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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. It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to it’s property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4573</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4573"/>
		<updated>2023-10-28T07:13:51Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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. Airborne confirms tend to drop lower in the combo counter than most characters in Super. 5 hits -&amp;gt; BBX is guaranteed on all chars, 6 hits -&amp;gt; BBX is guaranteed on most characters, and 7+ hits is char-dependent or needs the opponent against a wall.&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 consistently due to 2 active frames; 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, walk balk inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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. It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to it’s property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4572</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4572"/>
		<updated>2023-10-28T07:09:20Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
[[Image:color_gnt4_hak_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_hak_p2b.png|thumb|255px|&#039;&#039;&#039;Press {{Z}} at Character Select.&#039;&#039;&#039;]]&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 but has low on-hit recovery&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|19f 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, stronger in-tandem with needle use&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 and chips, worse than comparable run kunais like Kabuto’s&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 consistently due to 2 active frames; 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, walk balk inbetween for consistency&lt;br /&gt;
* {{8}}{{B}} is a double-hit mid attack with startup comparable to jabs and very low 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. It also wins clash moments and fares significantly better vs 4B and defensive tools than Haku’s jab.&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. Threaten high reward Anti-KNJ with 2X after the slam.&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. It beats backdashes due to it’s range, giving it power as an offensive and defensive option select, but can be baited out quite hard, and has a unique weakness to lows or strings with high crushes due to it’s property as a High.&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, {{B}}{{B}}{{A}} can be dodged with a stricter sidestep timing.&lt;br /&gt;
** {{2}}{{A}}{{B}} can be avoided with a back-walk, a step, or punished with a jump attack. {{2}}{{B}}{{B}} is also avoided with backwalk, unless the opponent is agaisnt a wall.&lt;br /&gt;
** Haku is minus after {{2}}{{A}}{{B}}{{B}} (the overhead slam) and can be throw punished. Haku can high-crush here but will consistently lose to mid jabs.&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 hard punished with a jump attack (divekicks) 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, or if he presses {{4}}{{B}}, 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 (guaranteed 2 frame window) 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 (spin launch on first hit) 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. One of the more notable buffs especially with its midstring appearance&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(8): Vanilla 2B(A) (flip) with follow ups; RA still does running needles&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Playstyles_(SCON4)&amp;diff=4122</id>
		<title>Playstyles (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Playstyles_(SCON4)&amp;diff=4122"/>
		<updated>2022-11-13T02:43:26Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://www.youtube.com/watch?v=ErosKhcxOBo Picking a Starter Character]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anyone labeled &amp;quot;Easy&amp;quot; is also a good beginner character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Character&lt;br /&gt;
!Playstyle&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Videos&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|nrt|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*All-around character with good HP and versatile moveset&lt;br /&gt;
*&#039;&#039;Kage bunshin no jutsu!&#039;&#039; {{4}}{{A}} summons a computer-controlled clone to create a 2-on-1&lt;br /&gt;
*{{4}}{{X}} Transformation to {{kyuubi}} zero-tailed Kyuubi (ZTK) exchanges utility and ranged attacks for powerful close-combat strings and chip damage&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|[https://www.youtube.com/watch?v=q1kVEUFjBso Overview]&lt;br /&gt;
[https://www.youtube.com/watch?v=H3cQecEq2zw Guide]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|ssk|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Close-combat fighter with a strong {{B}} string and pile-driver combo finisher {{8}}{{B}}&lt;br /&gt;
*{{Sharingan}} Activated Sharingan {{4}}{{X}} alters moveset, changes {{X}} super to Chidori and unlocks {{Air}}{{X}} Phoenix Flower jutsu&lt;br /&gt;
*&amp;quot;Sharingan cancel&amp;quot; gives access to a strong mix-up on block&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|[https://www.youtube.com/watch?v=WBeAfyEqzGg Guide]&lt;br /&gt;
[https://www.youtube.com/watch?v=CaysV3Thyn8 Combos]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|skr|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Utility character with numerous projectiles, teleports and defensive options&lt;br /&gt;
*Fast movement but limited close-range strings&lt;br /&gt;
*Double charge {{A}} to throw homing shuriken&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|[https://www.youtube.com/watch?v=A_0P5UA9my8 Guide]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|kks|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*High HP, close-combat fighter&lt;br /&gt;
*{{Sharingan}} Activated Sharingan gives access to altered moveset, powerful super and lightning-fast {{4}}{{A}} counter&lt;br /&gt;
*Makes extensive use of super-cancel points and Sharingan cancels for block mix-ups and KNJ punishes&lt;br /&gt;
|style=&amp;quot;background-color:orange&amp;quot;|Hard&lt;br /&gt;
|[https://www.youtube.com/watch?v=3uxZgHkkBVE Guide]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|nej|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Taijutsu rushdown character with feints to mix-up block strings&lt;br /&gt;
*Demoralize opponents with Neji&#039;s signature chakra-draining pokes&lt;br /&gt;
*Limited options at long range&lt;br /&gt;
|style=&amp;quot;background-color:yellow&amp;quot;|Medium&lt;br /&gt;
|[https://www.youtube.com/watch?v=E6ygqgoENW4 Overview]&lt;br /&gt;
[https://www.youtube.com/watch?v=08PbW6SSl-o Guide]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|lee|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Taijutsu character with high HP and a fast jab&lt;br /&gt;
*{{4}}{{X}} Gate releases level-up damage and moveset and also serve as invincible reversals&lt;br /&gt;
*Gate of Life (&amp;quot;2G&amp;quot;) gives access to the most powerful super in the game and other goodies&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|[https://www.youtube.com/watch?v=Q62gyTcXwMM Guide 1]&lt;br /&gt;
[https://www.youtube.com/watch?v=5l0Gu2HT18w Guide 2]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|ten|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Mobile weapons-specialist who makes it rain with countless bladed projectiles&lt;br /&gt;
*Frustrate opponents with keep-away play and movement options&lt;br /&gt;
*Control space with {{2}}{{A}} floor kunai traps&lt;br /&gt;
|style=&amp;quot;background-color:yellow&amp;quot;|Medium&lt;br /&gt;
|[https://www.youtube.com/watch?v=Irgv4wU_CB0 Guide 1]&lt;br /&gt;
[https://www.youtube.com/watch?v=f0q8g0_P4tw Guide 2]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|gai|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Beefy taijutsu character with fast jab&lt;br /&gt;
*Similar moveset to Lee, with a single gate release reversal to increase damage&lt;br /&gt;
*Charge {{4}}{{B}} is an auto-guard break&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|[https://www.youtube.com/watch?v=3Dd12JLYwU8 Guide 1]&lt;br /&gt;
[https://www.youtube.com/watch?v=dN2IhUYzvd4 Guide 2]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|sik|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Off-beat character with rangy normals and a unique dodge mechanic&lt;br /&gt;
*{{4}}{{A}} Wisdom stance leads to several teleport options &lt;br /&gt;
*Unblockable oki jutsu {{2}}{{X}} is also a powerful combo starter&lt;br /&gt;
|style=&amp;quot;background-color:orange&amp;quot;|Medium&lt;br /&gt;
|[https://www.youtube.com/watch?v=jSauSad9KkY Guide]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|cho|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Tanky grappler with unblockable command grabs&lt;br /&gt;
*Grab a quick bite to eat with {{2}}{{A}} to increase the power of ensuing attacks&lt;br /&gt;
*Superarmor on {{A}} and {{8}}{{A}} command grabs&lt;br /&gt;
|style=&amp;quot;background-color:yellow&amp;quot;|Medium&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|ino|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Acrobatic pressure menace with block string mix-ups&lt;br /&gt;
*Ring jutsu makes Ino unpredictable and leads to intricate sequences&lt;br /&gt;
*Chase down opponents as they try to escape guard pressure and combos&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;background-color:yellow&amp;quot;|Medium&lt;br /&gt;
|[https://www.youtube.com/watch?v=n7bhsk-ACPI Guide]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|sin|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Setup character with chakra drain&lt;br /&gt;
*{{A}} releases bugs which approach the opponent&lt;br /&gt;
*Snowball your advantage and make use of bugs for great oki game&lt;br /&gt;
|style=&amp;quot;background-color:orange&amp;quot;|Hard&lt;br /&gt;
|[https://www.youtube.com/watch?v=lRuMZlMnjxs Overview]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|kib|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Team up with Akamaru to cross-up and counterattack the opponent&lt;br /&gt;
*Covers ground quickly with sudden spin attacks&lt;br /&gt;
*High crushes and low profiles make Kiba hard to hit&lt;br /&gt;
|style=&amp;quot;background-color:orange&amp;quot;|Hard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|hin|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Taijutsu character with explosive damage output&lt;br /&gt;
*&amp;quot;Hyuuga cancel&amp;quot; feints lead to guard mix-ups&lt;br /&gt;
*Surprise your opponent with her lethal {{2}}{{X}} counter super&lt;br /&gt;
|style=&amp;quot;background-color:yellow&amp;quot;|Hard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|gar|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Fundamentals, high HP, and strong guard with difficult-to-escape combo loops&lt;br /&gt;
*Uses sand for tracking and area attacks&lt;br /&gt;
*Unleash Shukaku with Gaara&#039;s high damage {{2}}{{X}} reversal super&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|kan|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Squishy puppet character who keeps the enemy at bay with Karasu&lt;br /&gt;
*Trap the enemy with smoke bomb and puppet setups&lt;br /&gt;
*Karasu can be used to counterattack and turn the opponent&#039;s opening into your own&lt;br /&gt;
|style=&amp;quot;background-color:red&amp;quot;|Very Hard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|tem|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Aerial combatant with {{Air}}{{2}}{{B}} glide mechanic &lt;br /&gt;
*Swoop in with {{Air}}{{B}} to close space quickly and create guard mix-ups&lt;br /&gt;
*Slice and dice with wind attacks- spinning {{2}}{{A}} and cyclonic {{Air}}{{X}} super&lt;br /&gt;
|style=&amp;quot;background-color:red&amp;quot;|Very Hard&lt;br /&gt;
|[https://www.youtube.com/watch?v=vYxitLWia3k Overview]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|kar|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Bonus character: Control Karasu directly without Kankuro on the battlefield&lt;br /&gt;
*Continuous super armor and limited moveset&lt;br /&gt;
*Currently no ground throw and not tournament legal&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|hak|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Low HP character with ability to use technically demanding &amp;quot;needle loops&amp;quot; which can repeat indefinitely&lt;br /&gt;
*One of the most versatile movesets, with good defense options, several good high crushes, and low recovery on his second jab and {{8}}{{B}}&lt;br /&gt;
*Held {{air}}{{A}} summons tracking needles used for tick throws and to force the opponent to approach&lt;br /&gt;
*{{2}}{{X}} Teleport super with invulnerable frames&lt;br /&gt;
|style=&amp;quot;background-color:red&amp;quot;|Very Hard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|zab|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Big man with a big sword&lt;br /&gt;
*Utilize a versatile {{Air}}{{A}} slash for defense and to create openings&lt;br /&gt;
*High damage output includes {{2}}{{Y}} slam throw&lt;br /&gt;
|style=&amp;quot;background-color:yellow&amp;quot;|Medium&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|iru|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Tank character with high HP, good defensive options and strong attacks&lt;br /&gt;
*A good teleport and better offensive strings than Mizuki, as well as an air throw&lt;br /&gt;
*Very fast super activation&lt;br /&gt;
*Giant shuriken projectiles, and {{Air}}{{6}}{{A}} that forces the opponent to move or get setup into an unblockable {{6}}{{A}}{{B}}&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|miz|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Semiclone of Iruka with alternate combo routes, more projectile focus, and a nasty knockdown throw&lt;br /&gt;
*More defense-and-safety centered than Iruka, with a better {{4}}{{B}} and different midstring teleports; although his {{Run}}{{B}} is better on block for mixups&lt;br /&gt;
*{{Air}}{{A}} has high hitstun to start ground combos or a loop&lt;br /&gt;
*Can counter projectiles with {{4}}{{A}} and has a projectile-based reversal; {{8}}{{A}} is better than all other anti air projectiles as it lifts on block&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|[https://www.youtube.com/watch?v=P0C9R0_cozU Guide]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|ank|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Offensive character with pummeling combos and chip damage, and some of the strongest whiff punish options&lt;br /&gt;
*Access to several command grabs and unique throws&lt;br /&gt;
*Floor stance with grab and teleport options&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|sar|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Utility character with varied elemental jutsu controlled with &amp;quot;ring&amp;quot; combos&lt;br /&gt;
*Spry for an old man- Quick teleports and crushes make him hard to catch&lt;br /&gt;
*Devastating combo finishers: {{2}}{{X}}, {{X}}, and OTG {{2}}{{A}}&lt;br /&gt;
|style=&amp;quot;background-color:Yellow&amp;quot;|Medium&lt;br /&gt;
|[https://www.youtube.com/watch?v=xpfMASPxCR8 Overview]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|jir|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Big, beefy and strong&lt;br /&gt;
*Suck opponents into the mud with {{2}}{{A}} swamp jutsu&lt;br /&gt;
*Drop the {{2}}{{X}} toad on your foe, made unescapable by linking after the swamp jutsu&lt;br /&gt;
|style=&amp;quot;background-color:Yellow&amp;quot;|Medium&lt;br /&gt;
|[https://www.youtube.com/watch?v=AaQkMjQ9T9Q Overview]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|tsu|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Taijutsu character with multiple grabs and feints&lt;br /&gt;
*Strong grappler-style oki&lt;br /&gt;
*Inflict the confusion status effect with charge {{A}} attacks&lt;br /&gt;
*Recover half your health bar using Tsunade&#039;s {{2}}{{X}} super&lt;br /&gt;
|style=&amp;quot;background-color:Orange&amp;quot;|Hard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|oro|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*All-around fighter with a game-warping super&lt;br /&gt;
*{{X}} super zero&#039;s and seals the victim&#039;s chakra for 10 seconds&lt;br /&gt;
*Kunai attacks deal lots of chip damage and lead to combos&lt;br /&gt;
|style=&amp;quot;background-color:Orange&amp;quot;|Hard&lt;br /&gt;
|[https://www.youtube.com/watch?v=ZQcYX7RlkYw Overview]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|bou|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;quot;Grappler&amp;quot; with {{8}}{{A}} hyperarmor command grab and backturn unblockables&lt;br /&gt;
*Slow but has high HP and damage output&lt;br /&gt;
*{{2}}{{X}} super steals all meter from the victim&lt;br /&gt;
|style=&amp;quot;background-color:Orange&amp;quot;|Hard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|kid|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;quot;Ring jutsu&amp;quot; character with command grabs and defensive options&lt;br /&gt;
*Unblockable oki setups with {{6}}{{a}} web&lt;br /&gt;
*Spider man-swing {{air}}{{B}} packs a wallop and creates combo openings&lt;br /&gt;
|style=&amp;quot;background-color:orange&amp;quot;|Hard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|skn|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*{{4}}{{A}} Transformation character: Sakon has better strings, Ukon has persistent super-armor&lt;br /&gt;
*Close-range fighter that limits your opponent&#039;s options when fighting as Ukon; some of the stronger offensive normals in the game&lt;br /&gt;
*Blot out the sun with massive &amp;quot;Kuchiyose: Rashomon!&amp;quot; {{2}}{{X}} jutsu&lt;br /&gt;
|style=&amp;quot;background-color:Yellow&amp;quot;|Medium&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|tay|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Zone out enemies with sound waves and doki-demon summons&lt;br /&gt;
*No escape: Area-of-effect, unblockable flute {{2}}{{X}} super; Itachi-style unblockables&lt;br /&gt;
*Ring-combo options with {{A}} attacks&lt;br /&gt;
|style=&amp;quot;background-color:orange&amp;quot;|Hard&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|kim|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Bring the hurt with powerful buttons and high guard damage&lt;br /&gt;
*Big tail hitboxes and lots of chip damage with multi-hit bone attacks&lt;br /&gt;
*Massive, variable-damage {{2}}{{X}} super with unblockable setups &lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|kab|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Fundamentals character with a quick jab&lt;br /&gt;
*This medical-nin has a smaller health bar but passively recovers &amp;quot;red&amp;quot; HP&lt;br /&gt;
*Grounded combo loops and put the enemy to sleep with {{2}}{{X}} super&lt;br /&gt;
|style=&amp;quot;background-color:Lime&amp;quot;|Easy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|ita|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Projectile character who frustrates the opponent with clone summons (see: {{air}}{{A}})&lt;br /&gt;
*Tsukuyomi {{X}} super drains half the victim&#039;s chakra&lt;br /&gt;
*Cover your own back with teleports and clones&lt;br /&gt;
*Sets up backturn unblockables and scary mixups with several options&lt;br /&gt;
|style=&amp;quot;background-color:yellow&amp;quot;|Medium&lt;br /&gt;
|[https://www.youtube.com/watch?v=Yg0GZlDJoGA Overview]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|kis|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Similar moveset to Zabuza but trades versatility for the chakra-sapping sword, Samehada &lt;br /&gt;
*Only ranged option is {{2}}{{X}} Water Shark Cannon&lt;br /&gt;
*{{air}}{{A}}{{B}}{{B}}{{A}}{{A}}{{B}}{{YCancel}}{{B}}{{B}}{{X}}&lt;br /&gt;
|style=&amp;quot;background-color:Yellow&amp;quot;|Medium&lt;br /&gt;
|[https://www.youtube.com/watch?v=qHxtny4frGw Overview]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|sa2|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Offense-first character with high damage, teleports and {{2}}{{a}} chakra burst&lt;br /&gt;
*Take to the skies with aerial strings and tracking {{air}}{{a}} fireball jutsu&lt;br /&gt;
*Has no guard frame attack but gets a cross-up teleport kick in return&lt;br /&gt;
*Good jab strings and a very low recovery second jab&lt;br /&gt;
|style=&amp;quot;background-color:Lime&amp;quot;|Easy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|nr2|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Glass cannon with punishing block strings and quick lunging attacks&lt;br /&gt;
*Leave an impression with the low-profiling, spinning {{8}}{{A}} slam, also a fantastic combo finisher&lt;br /&gt;
*Leap across the screen with {{6}}{{B}} or {{X}} super activator&lt;br /&gt;
|style=&amp;quot;background-color:lime&amp;quot;|Easy&lt;br /&gt;
|[https://www.youtube.com/watch?v=R4W5No0ITzc Overview]&lt;br /&gt;
|-&lt;br /&gt;
|{{SCON4CharLink|hi2|24|.}}&lt;br /&gt;
|&lt;br /&gt;
*Hybrid character who mixes the movesets of Shy Hinata and Neji&lt;br /&gt;
*Borrows Neji&#039;s string starters, {{X}} super, and {{4}}{{A}} counter...&lt;br /&gt;
*... and Shy&#039;s {{2}}{{X}} counter-special, string finishers, and {{air}}{{b}}&lt;br /&gt;
|style=&amp;quot;background-color:Yellow&amp;quot;|Medium&lt;br /&gt;
|[https://www.youtube.com/watch?v=KwHC1sqjVrk Guide]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4121</id>
		<title>Haku (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Haku_(SCON4)&amp;diff=4121"/>
		<updated>2022-11-13T01:57:00Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCON4Infobox&lt;br /&gt;
|name=Haku Yuki&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;
&lt;br /&gt;
Haku is considered by many as one of the most technically challenging characters SGNT has to offer, due to to his subpar HP and high skill ceiling. Hakus&#039; playstyle revolves around the use of his trademark needles, {{Air}}{{A}}. Whether it&#039;s setting up strong oki with tick throws, creating frame traps, or [[Needle Loop]] infinites, almost everything Haku does is tied to this move. Haku also possess very strong normals, such as {{8}}{{B}}, and {{2}}{{A}}, allowing for both defensive and offense 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;
&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;
|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;
Starting off, the first thing to consider when formulating a game plan is how to utilize {{Air}} {{A}}. There are three main facets to the move:&lt;br /&gt;
* Oki &lt;br /&gt;
* Frame traps&lt;br /&gt;
* Haku 50/50&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;
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:Haku guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Temari_(SCON4)&amp;diff=4120</id>
		<title>Temari (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Temari_(SCON4)&amp;diff=4120"/>
		<updated>2022-11-13T01:52:45Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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 much 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 highly 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 {{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, 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}} at any point turning Temari around  (or not at all), 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 plainly being able to run away 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;
Not only does {{Air}}{{X}} cost only 75% meter and deal out a significant amount of damage itself, the duration of the move allow 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 if not 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}} or {{B}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
Timing {{Air}}{{B}} loops: 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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Shino_(SCON4)&amp;diff=4119</id>
		<title>Shino (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Shino_(SCON4)&amp;diff=4119"/>
		<updated>2022-11-13T01:47:51Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
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;! Known as a setup character who relies on summoning bugs to disrupt his opponent, Shino is capable of truly disgusting traps during which he can completely take control of a round. In &#039;&#039;Super&#039;&#039;, Shino benefits from revamped combo routes and a unique {{air}}{{Y}} capable of punishing opponents who take the sky to avoid his creepy crawlies.&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;
|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 shin kick- a decent crush, 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.&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;
!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 which move faster and stay out longer.&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;
|Counter. Shino disintegrates into a bug clone, leaving behind {{2}}{{A}} bugs where he previously stood and reappears behind the foe.&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;
* Fittingly, Shino&#039;s general gameplan revolves around his use of bugs, specifically {{A}}. After a knockdown Shino can lay bugs on the ground giving him a massive advantage. Shino can tick throw after the opponent is forced to block bugs or strike if he predicts a throw break. He can then snowball his advantage, getting another knockdown and laying more bugs. Bugs can be destroyed by being hit with a special attack, most often opposing air projectiles. All bugs also disappear if Shino is hit with an attack, making it risky for Shino to attempt to lay bugs while the opponent is in striking distance, though previously summoned bugs may protect him (including from wake-up-kick).&lt;br /&gt;
* {{B}}{{B}}{{B}}{{A}} gives Shino enough time to fully charge {{A}}. Fully charged bugs move faster and stay on the stage longer than normal bugs.&lt;br /&gt;
* {{8}}{{B}} is a hard knockdown which gives Shino enough time for an uncharged {{A}}. &lt;br /&gt;
* With bugs on the ground {{Run}}{{A}} can be used to get behind the opponent and set up unblockables.&lt;br /&gt;
* {{2}}{{A}} is a restand move, after which Shino can lay bugs or start a combo. Due to its slow speed, it&#039;s normally only effective off of an {{A}} bug setup, a {{Y}} throw, or by mixing up the opponent&#039;s wakeup after {{X}}. The bugs which appear after {{4}}{{A}}, which function similarly to the {{2}}{{A}} bugs, are unblockable.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{Run}}{{B}}{{A}} is fast, hard to sidestep and the bugs push Shino away keeping him safe. Spam this string.&lt;br /&gt;
* {{2}}{{Y}} drains chakra and sets up a grounded strike/throw mix.&lt;br /&gt;
* {{Air}}{{Y}} helps Shino counter foes who attempt to jump over his grounded bugs.&lt;br /&gt;
* {{4}}{{B}} has both high and low crushes&lt;br /&gt;
* {{2}}{{B}}{{B}} combos meterlessly into {{X}} or {{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;
|{{2}}{{B}}{{B}} &amp;gt; {{2}}{{B}}{{B}} &amp;gt; {{2}}{{B}}{{B}} &amp;gt; {{X}}&lt;br /&gt;
|{{2}}{{B}}{{B}} meterlessly combos into {{X}} or {{2}}{{X}}&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;
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;
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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Ino_(SCON4)&amp;diff=4118</id>
		<title>Ino (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Ino_(SCON4)&amp;diff=4118"/>
		<updated>2022-11-13T01:45:26Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
[[Image:color_gnt4_ino_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_ino_p1b.png|thumb|255px|&#039;&#039;&#039;Press {{X}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_ino_p2a.png|thumb|255px|&#039;&#039;&#039;Press {{Y}} at Character Select.&#039;&#039;&#039;]]&lt;br /&gt;
[[Image:color_gnt4_ino_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;
|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, JA&lt;br /&gt;
* 5B: shoulder hitbox does not appear on the first active frame&lt;br /&gt;
* 5B(B): hitbox appears and disappears one frame later; can do 8B instead&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;
* 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&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 a close range attack with less recovery on miss&lt;br /&gt;
* 2X: does vanilla 5X animation activation into GNT4 2X activated super; starts moving slightly sooner; slightly less damage&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&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 (Ino) vs. Snover (Tenten) netplay 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:Ino guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Choji_(SCON4)&amp;diff=4117</id>
		<title>Choji (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Choji_(SCON4)&amp;diff=4117"/>
		<updated>2022-11-13T01:38:34Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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 grappliest 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_cho_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_cho_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 !! 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 {{5}}{{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;Swordsman&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, quick attack. 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 Chouji physical size for the duration of the move), Chouji 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;
* 2A: chips increase Chouji&#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&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&lt;br /&gt;
* 6B(B): is the strong uppercut (8B(B))&lt;br /&gt;
* 6B(A): is a small bounce instead of stagger; can be done on whiff; transitions two frames slower; duration on the attack is increased by 2&lt;br /&gt;
* 4B: is untechable and high for the first two frames of the hitbox, then mid and techable; 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;
* RB: ends sooner&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&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;
* 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 immunity to highs and mids on startup; requires and uses 75%&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=4116</id>
		<title>Sakura (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=4116"/>
		<updated>2022-11-13T01:29:35Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
&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;
- She has multiple combo loop options with various different application:&amp;lt;br /&amp;gt;&lt;br /&gt;
- {{6}}{{A}}{{A}}{{YCancel}} is her highest damage 2-hit loop, and can be done 3 times in a row reliably.&amp;lt;br /&amp;gt;&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.&amp;lt;br /&amp;gt;&lt;br /&gt;
- {{8}}{{B}}{{B}} functions similarly to {{2}}{{A}}{{B}}. The former does a bit more damage but needs to y-cancel in situations where the latter does not.&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;
&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Naruto_(SCON4)&amp;diff=4115</id>
		<title>Naruto (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Naruto_(SCON4)&amp;diff=4115"/>
		<updated>2022-11-13T01:28:16Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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 Super as a well-rounded character without big weaknesses, and the option to turn into a hybrid Naruto-OTK with his ZTK transformation (as well as having unique options from vanilla, with ZTK&#039;s {{2}}{{A}} being reminiscent of CS2 Sasuke&#039;s chakra burst). An airthrow, a 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. His {{6}}{{A}} also gives him impressive oki, giving him a level of scary offense when he gets a lead.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_nar_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_nar_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;
|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 {{5}}{{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. However, 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;
&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;
* Takes 1.25x as much damage (instead of 1.5x); no passive health drain and passive meter gain reduced to 2 units per frame (from 40)&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;
LINKS TO INFO AND GUIDES&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;
&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=OTK_Naruto_(SCON4)&amp;diff=4114</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=4114"/>
		<updated>2022-11-13T01:19:19Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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_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=x&lt;br /&gt;
}}&lt;br /&gt;
{{SCON4 MiniNav}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
OTK is an aggressive character with high damaging combos, solid okizeme, great wiff punish tools and block stings that can easily break the opponent&#039;s guard if they&#039;re not careful.&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_na2_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_na2_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;
|FRAME 15 MID BUT ITS MORE MINUS ON BLOCK THAN {{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{B}}&lt;br /&gt;
|UPWARD SWIPE&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|FAST LOW, CRUSHES ON FRAME 12, CAN FOLLOW UP WITH {{A}} , {{B}}{{A}} , {{B}}{{B}}{{B}}{{B}} , ETC.&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{B}}&lt;br /&gt;
|DOWNWARD SWIPE, COMBOS INTO {{A}} , ITS TECHABLE BUT YOU GET MEATIES FOR FREE&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|BIG LUNGE, GOOD WIFF PUNISHER, GREAT FOR FOLLOWING UP A FULLSCREEN LAUNCHED OPPONENT, COMBO IT INTO {{B}} OR {{A}}{{B}}{{A}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|BIG SCOOP, LAUNCHES, CAN BE {{YCancel}} (OTK GOES SO LOW TO THE GROUD HE PASSES THROUGH SOME CHARACTERS)&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|BIG DIVE, BIG DAMAGE COMBO FILLER (LAB IT)&lt;br /&gt;
|-&lt;br /&gt;
!Special Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{A}}&lt;br /&gt;
|FRAME 18 MID BUT ITS LESS MINUS ON BLOCK THAN {{B}}&lt;br /&gt;
|-&lt;br /&gt;
|{{8}}{{A}}&lt;br /&gt;
|SLAM THROW; CAN BE USED AS A DEFENSIVE LOW PROFILE, BUT NOT AS FREELY AS VANILLA &lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|YOU GO UNDERGROUND AND APPEAR WHERE THE OPPONENT IS ON SCREEN (PRESS {{A}} FOR SLAM THROW, PRESS {{B}} FOR JUMPING{{B}})&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|COUNTER, MOVE IS SIMILAR TO CS2 {{2}}{{A}} IT CAN {{YCancel}} AS WELL&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{A}}&lt;br /&gt;
|EXTENDS HIS CHAKRA INTO A FAR-REACH HAND SLAM (CAN BE {{YCancel}}); FLYING LAUNCH MAKES IT AN INFINITE, VERY STRONG ON KANKURO&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|RUNNING TELEPORT&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|DOWNWARD SWIPE BUT IN THE AIR (HOLD {{2}}{{A}} TO DO AN ENERGY BLAST)&lt;br /&gt;
|-&lt;br /&gt;
!Super Moves&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|{{X}}&lt;br /&gt;
|BIG LUNGE BIG DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{X}}&lt;br /&gt;
|WIDE FULLSCREEN BIG DAMAGE PROJECTILE, CRUMPLES GROUNDED OPPONENTS AND ALLOWS FOLLOWUPS, GREAT FOR COMBOS IN CRISIS MODE; COSTS 100%&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 (hard to escape block string that 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 the last {{B}}{{B}}{{B}}{{A}} (like bbba without the easy window to air shank or jump out; {{8}}{{B}}{{A}} leads to a strike/throw mix after hitting them back to the ground)&lt;br /&gt;
&lt;br /&gt;
•{{6}}{{B}} closes the distance fast, great for wiff punishing at mid range.&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 {{B}}{{B}}{{B}}{{A}} again and it&#039;ll possibly guard break (Or just mix BB and BBA only). 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;
&lt;br /&gt;
•For basic combos you can basically get a launch -&amp;gt; ycancel -&amp;gt; {{8}}{{B}}{{B}}{{YCancel}} -&amp;gt; loop until {{8}}{{A}} as soon as they are just under 75% chakra&lt;br /&gt;
&lt;br /&gt;
•If the opponent leaves themselves open, get a good whiff punish with a launcher or sweep ({{6}}{{B}}{{B}} is a strong whiff punish)&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sidestep&amp;diff=4113</id>
		<title>Sidestep</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sidestep&amp;diff=4113"/>
		<updated>2022-11-13T01:01:19Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sidesteps are performed by pressing the {{L}} or {{R}} buttons and allow the player to circle the opponent, moving in the z-axis of the game. In addition to the basic standing sidestep, starting in &#039;&#039;GNT4&#039;&#039; and all future games, running sidesteps can be performed while in the run animation. In the GameCube GNT games, {{L}} steps towards the camera and {{R}} steps away. In all Wii games, {{L}} steps to the character&#039;s left and {{R}} steps to the right.&lt;br /&gt;
=Usage=&lt;br /&gt;
The exact properties of sidesteps change game to game, though in general there are about three frames of startup followed by a rapid repositioning in the z-axis which lasts a few frames, followed by a longer period of recovery. Sidesteps have utility in a number of ways:&lt;br /&gt;
* To escape from certain block strings&lt;br /&gt;
* To turn around safely while being attacked or hit from behind&lt;br /&gt;
* Used after the opponent jumps, a sidestep will move the player out of the line of attack and re-align to face their opponent&lt;br /&gt;
** This counterplay is important for punishing jump back and jump attacks&lt;br /&gt;
* In GNT4 forward, the starting invincibility frames of sidesteps can be used to avoid an otherwise unblockable wake-up-super (WUS).&lt;br /&gt;
In general, when backturned to the opponent, two sidesteps will turn the character around. In &#039;&#039;CON/GNT1-4&#039;&#039; pressing the same direction twice will reverse the character&#039;s orientation relative to the camera and result in a second step back into the original position, turned around. Using one {{L}} press and one {{R}} press will result in the character stepping in the same direction twice in a row and is usually preferable as it is more likely to keep the player out of the line of the attack of their opponent.&lt;br /&gt;
&lt;br /&gt;
=Differences between games=&lt;br /&gt;
==Naruto: Clash of Ninja! 1==&lt;br /&gt;
* Sidesteps are 20 frames total&lt;br /&gt;
* Characters can block for the entire sidestep (DEFOK flag active)&lt;br /&gt;
* Characters can be thrown for the entire sidestep (THROWOK flag active)&lt;br /&gt;
* {{L}} steps towards the camera, {{R}} steps away from the camera when facing the opponent&lt;br /&gt;
==Naruto: Clash of Ninja! 2==&lt;br /&gt;
* Characters cannot block for frames 2-20 of the sidestep (DEFOK flag removed)&lt;br /&gt;
&lt;br /&gt;
==Naruto: Gekitou Ninja Taisen! 3==&lt;br /&gt;
* No changes from &#039;&#039;CON2&#039;&#039;&lt;br /&gt;
==Naruto: Gekitou Ninja Taisen! 4==&lt;br /&gt;
* Frames 1-3 now have total invincibility (TDMG flag)&lt;br /&gt;
* Sidestep is no longer throwable (frames 1-3 are invincible, THROWOK flag removed frames 2-20)&lt;br /&gt;
* Running sidestep added: {{L}} or {{R}} pressed during the run state now performs a sidestep with a different animation&lt;br /&gt;
** Running sidesteps have the same properties as standing sidesteps&lt;br /&gt;
* If you have distance from your opponent and are holding forward by frame 11, your sidestep will cancel into a run forward on frame 12.&lt;br /&gt;
&lt;br /&gt;
==Super Naruto: Clash of Ninja! 4 (fan mod)==&lt;br /&gt;
* Sidesteps are once again throwable for the entire duration (THROWOK flag restored)&lt;br /&gt;
* Frames 1-3 of the sidestep are now only invincible to attacks and not throws&lt;br /&gt;
* Sidesteps have been slightly edited in their movement, to start moving on frame 4 when invuln ends, instead of on frame 5 like vanilla.&lt;br /&gt;
* Running sidestep has been altered to be more like Rev 3, where you face your opponent immediately (for example, backturn running sidestep allows you to run back towards the opponent). This also makes them better for threatening and closing the distance on jump back and retreating air options.&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakon_and_Ukon_(SCON4)&amp;diff=4080</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=4080"/>
		<updated>2022-11-05T20:25:52Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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=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;
[[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;
|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 four 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;
&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; {{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 guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakon_and_Ukon_(SCON4)&amp;diff=4075</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=4075"/>
		<updated>2022-11-05T18:50:56Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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=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;
[[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;
|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 four 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.&lt;br /&gt;
* Aside form {{2}}{{X}}, extremely limited options at long range (slow/weak 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;
&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; {{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 guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakon_and_Ukon_(SCON4)&amp;diff=4074</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=4074"/>
		<updated>2022-11-05T18:46:11Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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=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;
[[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;
|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 four 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.&lt;br /&gt;
* Aside form {{2}}{{X}}, extremely limited options at long range (slow/weak 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;
&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; {{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;
* Pressing (or holding) Z on the first frame of back dash switches the brothers; can be done on match startup&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 guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Rock_Lee_(SCON4)&amp;diff=3622</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=3622"/>
		<updated>2022-07-24T20:27:28Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_roc_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_roc_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;
|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;
|Leans back, then steps into a gutpunch. Can be charged, and has extra guard frames when released.&lt;br /&gt;
|-&lt;br /&gt;
|{{6}}{{B}}&lt;br /&gt;
|DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|A flying kick with very high range; great as a whiff punish option.&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|A basic divekick.&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&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Leaf whirlwind; a sweep that becomes remarkably better in gates; gates allow it to followup into {{B}} and it becomes plus on block&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|One of the best counters in the game, as it&#039;s 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&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{A}}&lt;br /&gt;
|A running slam; in gates, turns into a running teleport; in last gate, the running teleport tracks fullscreen&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{A}}&lt;br /&gt;
|An overhead slam.&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 is 50% meter and second is 75%; the activation is a reversal.&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;
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;
|0G&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;
|1G or 2G&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;
|1G&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;
|2G&lt;br /&gt;
|{{B}}{{B}}{{B}}{{B}}{{A}} &amp;gt; {{X}}&lt;br /&gt;
|Falling against wall&lt;br /&gt;
|-&lt;br /&gt;
|2G&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;
|2G&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;
|0G or 1G&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;
|1G or 2G&lt;br /&gt;
|{{B}}{{B}}{{A}}{{YCancel}} &amp;gt; {{A}}{{B}}{{X}}&lt;br /&gt;
|&lt;br /&gt;
|-&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:Rock Lee guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Tayuya_(SCON4)&amp;diff=3621</id>
		<title>Tayuya (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Tayuya_(SCON4)&amp;diff=3621"/>
		<updated>2022-07-24T20:13:54Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
[[Image:color_gnt4_tay_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_tay_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;
===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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=3620</id>
		<title>Sakura (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=3620"/>
		<updated>2022-07-24T20:10:40Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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.&lt;br /&gt;
&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&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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Sakura has a flexible toolkit allowing her to be approached as you best see fit. Her myriad ninja tools allow her to play the projectile zoner game- 5AAA, JAAA, 8A, and 5A2C force opponents without a good long-range option to approach Sakura. If the opponent commits at the wrong time, Sakura can intercept their run-in with 5B, 6B, 2B, and JB. She can perform BAAA and BBA on whiff adding another layer of zoning mix-ups. A well timed 4A can leave Sakura in an advantageous position behind a whiffing opponent.&amp;lt;br /&amp;gt;&lt;br /&gt;
2B is perhaps her greatest &amp;quot;cheat&amp;quot; button, being a fast high crush which can meterless-ly convert into a combo with 2BBB.&amp;lt;br /&amp;gt;&lt;br /&gt;
Her 4B is the second fastest guard frame attack in the game and can get her out of many a sticky situation, but beware because both 4B and 4BB are jab punishable. With only 7 frames of auto-guard, 4B should be pressed right before the incoming attack connects with Sakura.&amp;lt;br /&amp;gt;&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. Sakura can convert into a combo after throw with {{B}}, {{2}}{{B}}, {{8}}{{B}}, {{6}}{{B}}, or {{6}}{{A}}. Some of these options have strict timings.&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}} &amp;gt; {{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
|Straight forward super confirm; 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}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}} &amp;gt; {{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
|Damaging super confirm with no just frame required&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{6}}{{B}}{{A}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}} &amp;gt; {{2}}{{A}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{B}}&lt;br /&gt;
|An example of a combo off of a throw&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Extra Combo Notes====&lt;br /&gt;
- She has multiple combo loop options with various different application:&amp;lt;br /&amp;gt;&lt;br /&gt;
- {{6}}{{A}}{{A}}{{YCancel}} is her highest damage 2-hit loop, and can be done 3 times in a row reliably.&amp;lt;br /&amp;gt;&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.&amp;lt;br /&amp;gt;&lt;br /&gt;
- {{8}}{{B}}{{B}} functions similarly to {{2}}{{A}}{{B}}, with a bit more damage, but needs to y-cancel in situations where the above doesn&#039;t.&amp;lt;br /&amp;gt;&lt;br /&gt;
&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;
&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=3619</id>
		<title>Sakura (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sakura_(SCON4)&amp;diff=3619"/>
		<updated>2022-07-24T20:04:06Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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.&lt;br /&gt;
&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;
|Staggers. Good combo filler and super confirm&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{B}}&lt;br /&gt;
|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;
|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;
|Staggers. Relatively fast mid.&lt;br /&gt;
|-&lt;br /&gt;
|{{Run}}{{B}}&lt;br /&gt;
|Knocks down&lt;br /&gt;
|-&lt;br /&gt;
|{{Air}}{{B}}&lt;br /&gt;
|Instant overhead kick which autocancels and can lead to plus frames if performed while landing&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}} 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&lt;br /&gt;
|-&lt;br /&gt;
|{{2}}{{A}}&lt;br /&gt;
|Launches&lt;br /&gt;
|-&lt;br /&gt;
|{{4}}{{A}}&lt;br /&gt;
|Back teleport&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&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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Sakura has a flexible toolkit allowing her to be approached as you best see fit. Her myriad ninja tools allow her to play the projectile zoner game- 5AAA, JAAA, 8A, and 5A2C force opponents without a good long-range option to approach Sakura. If the opponent commits at the wrong time, Sakura can intercept their run-in with 5B, 6B, 2B, and JB. She can perform BAAA and BBA on whiff adding another layer of zoning mix-ups. A well timed 4A can leave Sakura in an advantageous position behind a whiffing opponent.&amp;lt;br /&amp;gt;&lt;br /&gt;
2B is perhaps her greatest &amp;quot;cheat&amp;quot; button, being a fast high crush which can meterless-ly convert into a combo with 2BBB.&amp;lt;br /&amp;gt;&lt;br /&gt;
Her 4B is the second fastest guard frame attack in the game and can get her out of many a sticky situation, but beware because both 4B and 4BB are jab punishable. With only 7 frames of auto-guard, 4B should be pressed right before the incoming attack connects with Sakura.&amp;lt;br /&amp;gt;&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. Sakura can convert into a combo after throw with {{B}}, {{2}}{{B}}, {{8}}{{B}}, {{6}}{{B}}, or {{6}}{{A}}. Some of these options have strict timings.&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}} &amp;gt; {{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
|Straight forward super confirm; 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}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}} &amp;gt; {{B}}{{B}}{{2}}{{X}}&lt;br /&gt;
|Damaging super confirm with no just frame required&lt;br /&gt;
|-&lt;br /&gt;
|{{Y}} &amp;gt; {{6}}{{B}}{{A}}{{B}}{{YCancel}} &amp;gt; {{8}}{{B}} &amp;gt; {{2}}{{A}}{{B}} &amp;gt; {{B}}{{B}}{{B}}{{B}}&lt;br /&gt;
|An example of a combo off of a throw&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Extra Combo Notes====&lt;br /&gt;
- She has multiple combo loop options with various different application:&amp;lt;br /&amp;gt;&lt;br /&gt;
- {{6}}{{A}}{{A}}{{YCancel}} is her highest damage 2-hit loop, and can be done 3 times in a row reliably.&amp;lt;br /&amp;gt;&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.&amp;lt;br /&amp;gt;&lt;br /&gt;
- {{8}}{{B}}{{B}} functions similarly to {{2}}{{A}}{{B}}, with a bit more damage, but needs to y-cancel in situations where the above doesn&#039;t.&amp;lt;br /&amp;gt;&lt;br /&gt;
&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;
&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=CS2_Sasuke_(SCON4)&amp;diff=3618</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=3618"/>
		<updated>2022-07-24T19:54:28Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
[[Image:color_gnt4_sa2_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_sa2_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;
|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://www.twitch.tv/videos/1311511512 Top 4 CB by Ricky Ant vs Lemo (timestamp 11:51:30)] *UPDATE WITH YOUTUBE VOD&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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sasuke_(SCON4)&amp;diff=3617</id>
		<title>Sasuke (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sasuke_(SCON4)&amp;diff=3617"/>
		<updated>2022-07-24T19:41:57Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
[[Image:color_gnt4_sas_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_sas_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;
|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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Sasuke_(SCON4)&amp;diff=3616</id>
		<title>Sasuke (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Sasuke_(SCON4)&amp;diff=3616"/>
		<updated>2022-07-24T19:41:31Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
[[Image:color_gnt4_sas_p1a.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_sas_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;
|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 turn 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>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Naruto_(SCON4)&amp;diff=3615</id>
		<title>Naruto (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Naruto_(SCON4)&amp;diff=3615"/>
		<updated>2022-07-24T19:30:19Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_nar_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_nar_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;
|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.&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. However, 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;
&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&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:Naruto guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Naruto_(SCON4)&amp;diff=3614</id>
		<title>Naruto (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Naruto_(SCON4)&amp;diff=3614"/>
		<updated>2022-07-24T19:28:59Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &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;
CHARACTER SUMMARY HERE (2-3 sentences)&lt;br /&gt;
&lt;br /&gt;
[[Image:color_gnt4_nar_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_nar_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;
|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.&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.&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. However, his {{Air}}{{B}} being faster than normal divekicks makes it more reliable as an anti-string option, and just overall a stand-out move.&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}}{{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).&lt;br /&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).&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:Naruto guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3613</id>
		<title>Mizuki (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3613"/>
		<updated>2022-07-24T18:55:20Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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;
[[Image:color_gnt4_miz_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_miz_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;
|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;
Mizuki can perform other grounded loops as well. {{2}}{{A}} and 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;
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:Mizuki guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3612</id>
		<title>Mizuki (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3612"/>
		<updated>2022-07-24T18:51:03Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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. 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;
[[Image:color_gnt4_miz_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_miz_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;
|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;
Mizuki can perform other grounded loops as well. {{2}}{{A}} and 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;
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:Mizuki guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3611</id>
		<title>Mizuki (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3611"/>
		<updated>2022-07-24T18:49:23Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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. 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;
[[Image:color_gnt4_miz_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_miz_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;
|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;
Mizuki can perform other grounded loops as well. {{2}}{{A}} and 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.&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.&lt;br /&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.&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;
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:Mizuki guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3610</id>
		<title>Mizuki (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3610"/>
		<updated>2022-07-24T18:38:24Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: /* Extra Combo Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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. 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;
[[Image:color_gnt4_miz_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_miz_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;
|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;
Mizuki can perform other grounded loops as well. {{2}}{{A}} and 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;
{{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.&lt;br /&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.&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;
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:Mizuki guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3609</id>
		<title>Mizuki (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3609"/>
		<updated>2022-07-24T18:37:48Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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. 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;
[[Image:color_gnt4_miz_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_miz_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;
|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;
Mizuki can perform other grounded loops as well. {{2}}{{A}} and 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;
{{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.&lt;br /&gt;
- Midstring {{8}}{{A}}&#039;s don&#039;t connect near walls; Y-cancel the move before and combo with normals instead.&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;
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:Mizuki guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3608</id>
		<title>Mizuki (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3608"/>
		<updated>2022-07-24T18:34:43Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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. 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;
[[Image:color_gnt4_miz_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_miz_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;
|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;
Mizuki can perform other grounded loops as well. {{2}}{{A}} and 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;
{{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;
==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;
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:Mizuki guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3607</id>
		<title>Mizuki (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3607"/>
		<updated>2022-07-24T18:33:52Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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. 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;
[[Image:color_gnt4_miz_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_miz_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;
|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;
|Slow 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;
Mizuki can perform other grounded loops as well. {{2}}{{A}} and 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;
{{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;
==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;
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:Mizuki guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3606</id>
		<title>Mizuki (SCON4)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/ninja/index.php?title=Mizuki_(SCON4)&amp;diff=3606"/>
		<updated>2022-07-24T18:26:48Z</updated>

		<summary type="html">&lt;p&gt;LilyHV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&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. 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;
[[Image:color_gnt4_miz_p1.png|thumb|255px|&#039;&#039;&#039;Press {{A}} at Character Select.&#039;&#039;&#039;]] &lt;br /&gt;
[[Image:color_gnt4_miz_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;
|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;
|Slow 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 {{6B}}({{B}}) and {{8}}{{A}}.&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;
Mizuki can perform other grounded loops as well. {{2}}{{A}} and 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;
{{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;
|}&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;
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:Mizuki guides|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>LilyHV</name></author>
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