Temari (SCON4): Difference between revisions

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(Created page with "{{WIP}} {{SCON4_profile |name=Temari |image=Image:char_gnt4_tem.png |HP=200 |Guard=1600 |Jab Speed=Frame 15 |Jab Height=Low |Tier=x |Backdash=Long }} {{SCON4 MiniNav}} ==Summary== Temari is an aerial centric fighter who is able to threaten guards like almost no other character in the game using her swooping {{Air}}{{B}}, and offensively and defensively dole out punishes with one of the best supers in the game, {{Air}}{{X}}. Image:color_gnt4_tem_p1.png|thumb|255px...")
 
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==Summary==
==Summary==
Temari is an aerial centric fighter who is able to threaten guards like almost no other character in the game using her swooping {{Air}}{{B}}, and offensively and defensively dole out punishes with one of the best supers in the game, {{Air}}{{X}}.
Temari is an aerial centric fighter who is able to threaten guards like almost no other character in the game using her swooping {{Air}}{{B}} which auto-cancels when angled into the ground. She also has one of the best supers in the game, summoning multiple whirlwinds with {{Air}}{{X}} which allow her to dole out massive punishes both offensively and defensively.


[[Image:color_gnt4_tem_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]  
[[Image:color_gnt4_tem_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]  
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|{{B}}
|{{B}}
|DESCRIPTION
|15 frame jab, but the only one in the game that hits low. Great against high crush attempts, but beware against characters with good low crushes like Swordsmen or Kabuto {{8}}{{B}}.
|-
|-
|{{8}}{{B}}
|{{8}}{{B}}
|DESCRIPTION
|Lifts on block. {{B}} string continuation crosses up on block.
|-
|-
|{{2}}{{B}}
|{{2}}{{B}}
|DESCRIPTION
|High crush, sweep
|-
|-
|{{4}}{{B}}
|{{4}}{{B}}
|DESCRIPTION
|Guard frame attack, links with {{B}}.
|-
|-
|{{6}}{{B}}
|{{6}}{{B}}
|DESCRIPTION
|Staggers
|-
|-
|{{Run}}{{B}}
|{{Run}}{{B}}
|DESCRIPTION
|Lifts and can link with a well-timed {{B}} to lead to a full combo.
|-
|-
|{{Air}}{{B}}
|{{Air}}{{B}}
|DESCRIPTION
|Temari's do-everything move.  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.
|-
|{{Air}}{{2}}{{B}}
|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}}
|-
|-
!Special Moves
!Special Moves
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===Strategy===
===Strategy===
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)
Temari'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'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.<br />
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}}'s into the opponent'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.<br />
 
Temari has an aerial string with up to three parts, making 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.<br />
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}}.<br />
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's meter. If she doesn't have enough time for the full A string, Temari can hit with {{Run}}{{A}} or {{B}}.


===Combos===
===Combos===

Revision as of 01:55, 15 June 2022

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Temari
Error creating thumbnail: Unable to save thumbnail to destination
HP 200
Guard Gauge 1600
Jab Speed Frame 15
Jab Height Low
Backdash Type Long
class="gnt4_nav" colspan="13"
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Summary

Temari is an aerial centric fighter who is able to threaten guards like almost no other character in the game using her swooping which auto-cancels when angled into the ground. She also has one of the best supers in the game, summoning multiple whirlwinds with which allow her to dole out massive punishes both offensively and defensively.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
15 frame jab, but the only one in the game that hits low. Great against high crush attempts, but beware against characters with good low crushes like Swordsmen or Kabuto .
Lifts on block. string continuation crosses up on block.
Down High crush, sweep
Away from opponent Guard frame attack, links with .
Towards opponent Staggers
Running Lifts and can link with a well-timed to lead to a full combo.
Temari's do-everything move. 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.
Down Temari glides at a slight downward angle. Canceling with turns Temari around which can then be followed with , , or
Special Moves
DESCRIPTION
DESCRIPTION
Down DESCRIPTION
Away from opponent DESCRIPTION
Towards opponent DESCRIPTION
Running DESCRIPTION
DESCRIPTION
Super Moves
DESCRIPTION
Down DESCRIPTION

Strategy

Temari's neutral largely revolves around use of her . 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'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 , another , Down to catch a substitution, or for a big punish.
The frame advantage from a blocked leads to a strike/throw mix, with Temari threatening both another attack or a grab. Repeated 's into the opponent's guard recreate this mix every time one is blocked. Counterplay to an impending includes air throw, anti-airs, or sidestepping after Temari jumps to put her angle of attack off axis.

Temari has an aerial string with up to three parts, making it difficult for the defender to react to her in the air. always completes the string, but can be continued off of any combination of her glide (Down) or projectile (). All three moves adjust her positioning in the air, the glide can be cancelled with at any point turning Temari around (or not at all), and different heights for will affect how far she flies.
In addition to plainly being able to run away using Down, Temari has some of the best defensive options in the game. interrupts almost every block string that lifts her into the air, as does .
Not only does 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 , all hitting as on-the-ground (OTG) hits. This usually builds back most if not all of Temari's meter. If she doesn't have enough time for the full A string, Temari can hit with Running or .

Combos

Combos Notes
High meter build ground-hit super confirm
> Y-Cancel > Y-Cancel > > Running > Temari's signature punish: cancel a combo into an , and then hit the victim with the entire string, dealing large amounts of damage and building back much of Temari's meter. If the victim will fall out of early, Running can be used to hit instead.
> Y-Cancel > DownY-Cancel > Down Another common combo route involves a y-cancel or followed by Down, which has high damage and catches substitutions

Changes from Vanilla

  • LIST
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  • IMPORTANT
  • DIFFERENCES

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

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