Ino (SCON4): Difference between revisions
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|Jab Height=High | |Jab Height=High | ||
|Backdash=Quick | |Backdash=Quick | ||
|Tier= | |Tier=S | ||
}} | }} | ||
{{SCON4 MiniNav}} | {{SCON4 MiniNav}} | ||
==Summary== | ==Summary== | ||
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. | |||
[[Image:color_gnt4_ino_p1a.png|thumb|255px|'''Press {{A}} at Character Select.''']] | [[Image:color_gnt4_ino_p1a.png|thumb|255px|'''Press {{A}} at Character Select.''']] | ||
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|- | |- | ||
|{{B}} | |{{B}} | ||
| | |Frame 15 high jab; one of the jab strings that can get 4B'd between second jab. | ||
|- | |- | ||
|{{8}}{{B}} | |{{8}}{{B}} | ||
| | |Backflip, spinning launch; a strong combo tool and a very strong backturn option | ||
|- | |- | ||
|{{2}}{{B}} | |{{2}}{{B}} | ||
| | |Basic sweep; the {{B}} followup is on whiff; {{2}}{{B}}{{A}} is a 2-hit OTG | ||
|- | |- | ||
|{{4}}{{B}} | |{{4}}{{B}} | ||
| | |A Jab speed guard frame attack; knocks down and pushes on block | ||
|- | |- | ||
|{{6}}{{B}} | |{{6}}{{B}} | ||
| | |A frame 14 elbow strike; Hits mid, high crushes, spinning launch on hit; extra lag on whiff and is -21 on block by itself | ||
|- | |- | ||
|{{Run}}{{B}} | |{{Run}}{{B}} | ||
| | |A leaping kick; Spinning launch, lifts on block. Leads into {{Air}}{{B}} and ring strings | ||
|- | |- | ||
|{{Air}}{{B}} | |{{Air}}{{B}} | ||
| | |One of the best air moves in the game; a backflip kick that hits in front and behind, and launches for a combo | ||
|- | |- | ||
!Special Moves | !Special Moves | ||
| Line 53: | Line 53: | ||
|- | |- | ||
|{{A}} | |{{A}} | ||
| | |Kunai projectile, chargeable; one of the faster projectile throws; the charged variant can link into {{Run}}{{B}} | ||
|- | |- | ||
|{{8}}{{A}} | |{{8}}{{A}} | ||
| | |Anti air kunai | ||
|- | |- | ||
|{{2}}{{A}} | |{{2}}{{A}} | ||
| | |A kunai twirl- hits as a mid | ||
|- | |- | ||
|{{4}}{{A}} | |{{4}}{{A}} | ||
| | |Counter | ||
|- | |- | ||
|{{6}}{{A}} | |{{6}}{{A}} | ||
| | |Sliding sweep. Fastest grounded button in the game, active at frame 8. | ||
|- | |- | ||
|{{Run}}{{A}} | |{{Run}}{{A}} | ||
| | |Kunai slash | ||
|- | |- | ||
|{{Air}}{{A}} | |{{Air}}{{A}} | ||
| | |Jump kunai | ||
|- | |- | ||
!Super Moves | !Super Moves | ||
| Line 77: | Line 77: | ||
|- | |- | ||
|{{X}} | |{{X}} | ||
| | |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 "ora ora" | ||
|- | |- | ||
|{{2}}{{X}} | |{{2}}{{X}} | ||
| | |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 "ninpo" | ||
|} | |} | ||
====5X hitbox==== | |||
<gallery> | |||
File:Ino5x 1f.png | First active frame | |||
File:Ino 5x 26f.png | Last active frame | |||
File:Ino 5x 26f ino.png | Seen from Ino's perspective | |||
File:Ino 5x 26f inozoomed.png | Seen from Ino's perspective, zoomed in | |||
File:Ino 5x 26f nart.png | Seen from the target's perspective | |||
</gallery> | |||
====2X hitbox==== | |||
<gallery> | |||
File:ino2x 1f.png | First active frame | |||
File:ino2x lastframe.png | Last active frame | |||
File:Ino2x ino.png | Seen from Ino's perspective | |||
File:Ino2x victim.png | Seen from the target's perspective | |||
</gallery> | |||
===Strategy=== | ===Strategy=== | ||
| Line 97: | Line 112: | ||
!Notes | !Notes | ||
|- | |- | ||
|{{B | |{{B}} | ||
|DESCRIPTION | |DESCRIPTION | ||
|- | |- | ||
|{{B}} | |{{B}}}} | ||
|DESCRIPTION | |DESCRIPTION | ||
|- | |- | ||
|{{6}}{{B | |{{6}}{{B}} | ||
|DESCRIPTION | |DESCRIPTION | ||
|- | |- | ||
| Line 111: | Line 126: | ||
==Changes from Vanilla== | ==Changes from Vanilla== | ||
* | * Air Throw added | ||
* | * Win pose against Sakura properly closes both hands | ||
* | * JB(B) and JB(2B) are string added | ||
* | * Health: increased from 185 to 210 | ||
* Guard: increased from 1480 to 1640 | |||
* Grabbable Moves: 8A, JB, JA | |||
* 5B: shoulder hitbox does not appear on the first active frame; lift increased by one | |||
* 5B(B): hitbox appears and disappears one frame later; can do 8B instead; lift increased by two | |||
* 5BB(A): does a delayed 6A | |||
* 5BB(B): launches on hit and block, lift and direction adjusted; can do 8B instead | |||
* 5BBB(A): has three grabbable frames at the startup; can press 4 before the teleport stay on the same side | |||
* 5BBBB2B: does 4BB(B) | |||
* 5BBBBB(B): has more lift on hit | |||
* 6B: increased lift on hit, ends quicker, does not lift on block; has more lift when not in a string | |||
* 6B(B): has three grabbable frames at the startup before the teleport; can change direction with 4B | |||
* 6B(A): added as jump kunai | |||
* 2B(A): transitions 2 frames faster, string connects OTG; can't be jumped on block | |||
* 4B: bounces closer to Ino | |||
* 4BB(B): adjustments to hitbox timing, landing, and crush. High crushes on landing | |||
* 8B: is a backflip with strings followed up from it | |||
* JB: hitbox appears 1 frame later and disappeares 3 frames later; hitbox size decreased from 179 to 150 | |||
* 5A: charge time decreased to 7 frames from 11 | |||
* 4A: has an improved window | |||
* 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 | |||
* 2AB(B): transition timing adjusted to match 6B(B); cannot transition upon landing | |||
* RA: hit sizes increased with more stun on hit | |||
* JA: in combos teleports with 6 or 4 | |||
* 5Y: has a new animation; does 20 damage | |||
* 2Y: throw has a new animation; does 20 damage and side switches | |||
* 5X: is Vanilla 2X; starts moving slightly sooner; slightly less damage | |||
* 2X: is Vanilla 5X, with a large hitbox (size 128) in front of Ino that does not shoot forward; less recovery on miss, 6 active frames, 1 fewer frame super freeze | |||
* GRKnJ: travels one frame slower; transitioned to be further from the opponent on reappearance, more lift on hit; changed to be a mid from a high; bigger hitboxes | |||
==Resources== | ==Resources== | ||
===Guides and Info=== | ===Guides and Info=== | ||
* [https://www.youtube.com/watch?v=hofxv3XHxBA Combo video by HebrewHammer] | |||
* [https://youtu.be/fjS5bECJ4R8 An explanation of how Ino's 8B may hit an opponent behind her by HebrewHammer] | * [https://youtu.be/fjS5bECJ4R8 An explanation of how Ino's 8B may hit an opponent behind her by HebrewHammer] | ||
===Gameplay footage=== | ===Gameplay footage=== | ||
* [https://youtu.be/STMAnK1LFS4 Meowmix's run at Juicy SCON4 Monthly in Orlando, FL (April 2022)] | |||
* [https://youtu.be/oc6IKZxr-ZA Meowmix's run at Juicy SCON4 Monthly in Orlando, FL (September 2022)] | |||
* [https://youtu.be/YkAFz8LHazI HebrewHammer vs Snover, netplay casuals]{{SCON4CharLink|ten|24}} | |||
* [https://youtu.be/vYeWxum05_w HebrewHammer vs LilyHV, Fall Clash]{{SCON4CharLink|hak|24}} | |||
{{SCON4 Nav}} | {{SCON4 Nav}} | ||
Latest revision as of 16:12, 29 June 2023
| Yamanaka Ino | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 210 |
| Guard Gauge | 1640 |
| Jab Speed | 15 |
| Jab Height | High |
| Backdash Type | Quick |
Summary
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.

at Character Select.
at Character Select.
at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Frame 15 high jab; one of the jab strings that can get 4B'd between second jab. | |
| Backflip, spinning launch; a strong combo tool and a very strong backturn option | |
| Basic sweep; the | |
| A Jab speed guard frame attack; knocks down and pushes on block | |
| A frame 14 elbow strike; Hits mid, high crushes, spinning launch on hit; extra lag on whiff and is -21 on block by itself | |
| A leaping kick; Spinning launch, lifts on block. Leads into | |
| One of the best air moves in the game; a backflip kick that hits in front and behind, and launches for a combo | |
| Special Moves | |
| Kunai projectile, chargeable; one of the faster projectile throws; the charged variant can link into | |
| Anti air kunai | |
| A kunai twirl- hits as a mid | |
| Counter | |
| Sliding sweep. Fastest grounded button in the game, active at frame 8. | |
| Kunai slash | |
| Jump kunai | |
| Super Moves | |
| 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 "ora ora" | |
| 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 "ninpo" |
5X hitbox
-
First active frame
-
Last active frame
-
Seen from Ino's perspective
-
Seen from Ino's perspective, zoomed in
-
Seen from the target's perspective
2X hitbox
-
First active frame
-
Last active frame
-
Seen from Ino's perspective
-
Seen from the target's perspective
Strategy
Notes:
- 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.
- Average life (210 vs rest of cast)
- In the 3rd lowest group for guard gauge
- 5B (jab) is in the slowest group.
- 6A is the fastest attack
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| COMBO 4 | ETC |
Changes from Vanilla
- Air Throw added
- Win pose against Sakura properly closes both hands
- JB(B) and JB(2B) are string added
- Health: increased from 185 to 210
- Guard: increased from 1480 to 1640
- Grabbable Moves: 8A, JB, JA
- 5B: shoulder hitbox does not appear on the first active frame; lift increased by one
- 5B(B): hitbox appears and disappears one frame later; can do 8B instead; lift increased by two
- 5BB(A): does a delayed 6A
- 5BB(B): launches on hit and block, lift and direction adjusted; can do 8B instead
- 5BBB(A): has three grabbable frames at the startup; can press 4 before the teleport stay on the same side
- 5BBBB2B: does 4BB(B)
- 5BBBBB(B): has more lift on hit
- 6B: increased lift on hit, ends quicker, does not lift on block; has more lift when not in a string
- 6B(B): has three grabbable frames at the startup before the teleport; can change direction with 4B
- 6B(A): added as jump kunai
- 2B(A): transitions 2 frames faster, string connects OTG; can't be jumped on block
- 4B: bounces closer to Ino
- 4BB(B): adjustments to hitbox timing, landing, and crush. High crushes on landing
- 8B: is a backflip with strings followed up from it
- JB: hitbox appears 1 frame later and disappeares 3 frames later; hitbox size decreased from 179 to 150
- 5A: charge time decreased to 7 frames from 11
- 4A: has an improved window
- 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
- 2AB(B): transition timing adjusted to match 6B(B); cannot transition upon landing
- RA: hit sizes increased with more stun on hit
- JA: in combos teleports with 6 or 4
- 5Y: has a new animation; does 20 damage
- 2Y: throw has a new animation; does 20 damage and side switches
- 5X: is Vanilla 2X; starts moving slightly sooner; slightly less damage
- 2X: is Vanilla 5X, with a large hitbox (size 128) in front of Ino that does not shoot forward; less recovery on miss, 6 active frames, 1 fewer frame super freeze
- GRKnJ: travels one frame slower; transitioned to be further from the opponent on reappearance, more lift on hit; changed to be a mid from a high; bigger hitboxes
Resources
Guides and Info
- Combo video by HebrewHammer
- An explanation of how Ino's 8B may hit an opponent behind her by HebrewHammer
Gameplay footage
- Meowmix's run at Juicy SCON4 Monthly in Orlando, FL (April 2022)
- Meowmix's run at Juicy SCON4 Monthly in Orlando, FL (September 2022)
- HebrewHammer vs Snover, netplay casuals

- HebrewHammer vs LilyHV, Fall Clash
