Anko (SCON4): Difference between revisions

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* Faster than average {{4}}{{B}}; {{4}}{{B}}{{B}} capture state is a large amount of unsubbable damage and gives a hard knockdown
* Faster than average {{4}}{{B}}; {{4}}{{B}}{{B}} capture state is a large amount of unsubbable damage and gives a hard knockdown
* {{8}}{{B}} can cross-up, especially on short characters
* {{8}}{{B}} can cross-up, especially on short characters
* Good teleport which can be delayed with {{A}} or reversed with {{6}}
* Good {{4}}{{A}} teleport which can be delayed with {{A}} or reversed with {{6}}
* {{6}}{{A}}{{YC}}{{8}}{{B}} loop is a high damage, meter positive loop
* {{6}}{{A}}{{YC}}{{8}}{{B}} loop is a high damage, meter positive loop
** Can continue deep into higher combo counts
** Can continue deep into higher combo counts

Revision as of 23:55, 4 December 2022

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Anko
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HP 220
Guard Gauge 1760
Jab Speed Frame 15
Jab Height Mid
Backdash Type x
class="gnt4_nav" colspan="13"
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Summary

CHARACTER SUMMARY HERE (2-3 sentences)

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
DESCRIPTION
DESCRIPTION
Down DESCRIPTION
Away from opponent DESCRIPTION
Towards opponent DESCRIPTION
Running DESCRIPTION
DESCRIPTION
Special Moves
DESCRIPTION
DESCRIPTION
Down DESCRIPTION
Away from opponent DESCRIPTION
Towards opponent DESCRIPTION
Running DESCRIPTION
DESCRIPTION
Super Moves
DESCRIPTION
Down DESCRIPTION

Strategy

General Notes

  • Away from opponent is an unblockable hit-grab
  • Away from opponent (on hit) puts Anko in her ground stance with the following options:
    • : A sliding, unblockable hit-grab
    • : Teleport in the air behind the opponent
    • : Stance cancel
  • and Down are swapped compared to Vanilla; in Super, is the higher damage, cinematic flying suplex

Strengths

  • High damage in general and lots of chip damage
  • Mid jab and above average range
  • on block is Anko's best blockstring
    • Deals chip damage
    • Quick recovery after the fourth hit, combined with the or (teleport) continuations make it effective for guard pressure and mix-ups
  • Can throw out Down in neutral safely due to having Down on whiff
  • Good enemy back turn game
    • Decent Down sweep
    • Towards opponent turns around on hit giving Anko a guaranteed combo
    • Running is extremely fast and, for all intents and purposes due to its range and active frames, impossible to run away from or sidestep
  • Her speedy slide, high crushing Running is one of the best running attacks in the game
    • RunningY-Cancel converts to a full combo
    • Anko occasionally slides under the opponent, swapping sides on both hit and block
    • Running jumping snake attack is available as a mix-up on block
  • Faster than average Away from opponent; Away from opponent capture state is a large amount of unsubbable damage and gives a hard knockdown
  • can cross-up, especially on short characters
  • Good Away from opponent teleport which can be delayed with or reversed with Towards opponent
  • Towards opponentY-Cancel loop is a high damage, meter positive loop
    • Can continue deep into higher combo counts
    • Meterlessly confirm to
    • Meterlessly confirm directly to Down
  • Air throw compliments Anko's other tools
    • Has the dangerous combination of a lift on block (up snakes) and air throw
    • Punish opponents who try to escape Anko's guard pressure
    • Running teleport puts Anko in the air behind the opponent
  • Down is one of the better cinematic supers in the game
    • Long range, lunging activator
    • Pops up, low crushing, and can catch jumps
    • High damage
  • Availability of her Away from opponent reversal

Weaknesses

  • Large amounts of recovery time on whiffed attacks
    • Includes , , Towards opponent, , Running, , Towards opponent and
  • is unreliable in neutral or for catching jumps and should mostly be restricted to combos or for situational cross-ups
  • Higher than average recovery on and reduces their ability to bait and punish KNJ
  • is slower compared to many characters
  • Aerial strings such as Towards opponent (air snakes) are easy to sidestep and punish

Combos

Combos Notes
DESCRIPTION
> DESCRIPTION
Towards opponentY-Cancel > DownY-Cancel > DESCRIPTION
COMBO 4 ETC

Changes from Vanilla

List may be outdated

  • Walking animation reworked
  • Air Throw added
  • Health: increased from 200 to 210
  • Guard: increased from 1600 to 1680
  • Grabbable moves: The following moves can be grabbed before the snake projectiles come out 2A, JA, 2BBB(A), and 8B landing
  • 5B: Hitbox lasts one frame longer, elbow hitbox does not appear on the first frame
  • 5B(B): changed to be old GNT4 6B animation with old 5B(B) damage Move ends quicker
  • 6B: uses an animation similar to Orochimaru; turns around back turned people has more stun and it is slightly later on transition to follow ups
  • 4B: does 2 more damage; hitbox appears one frame sooner
  • 4B and 4BA(Y): have improved windows on states as well as ending sooner and can be grabbed during their "sit" frames
  • 4B(B): is an unblockable hitgrab that also hits OTG; hitbox appears one frame sooner
  • 4B(A): transitions 8 frames faster
  • 4BA(Y): can be subbed in the first few frames
  • 2B(B): has more lift
  • JB: does chip damage and does 4 more damage
  • RB: replaced with RA, lift increased
  • 2BBB(B): hitbox appears one frame later
  • 2BBB(A): snakes lift and do chip; does 2A in string; ends 5 frames sooner
  • 8B: is a blockable hitgrab that is untechable
  • 5A: charge time decreased from 10f to 8f
  • 6A: lifts higher on hit and now lifts on block
  • 2A: snakes do chip damage, animation changed to be the finisher of 5X
  • 4A: changed to be a teleport that can teleport to either side
  • JA: momentum applies sooner
  • JA and 6AA(A): snakes adjusted to do chip damage and lift
  • RA: 4BA(A) changed to be a teleport into the air RKnJ position into normal fall; A and B strings added
  • RA and 6AA(A): have three grabbable frames before the teleport
  • 5Y: is a side switch throw
  • 2Y: is a new throw that bounces the opponent
  • 5X: has an improved launch angle to stop resetting the combo against high up opponents; requires 75% meter, but costs 100%; three less frames of super freeze; hitbox starts and ends one frame later; elbow hitbox smaller
  • 2X: starts moving five frames sooner in super freeze and has an extended activator hitbox
  • 4X: is a command grab that puts opponent into an untechable, unsubbable state; immune to highs and mids frames 1-9 after super freeze then immune to highs until after the hitbox disappears; requires and costs 75%l does 10+30 damage
  • GRKnJ: appears slightly further behind the opponent

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
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