Mizuki (SCON4): Difference between revisions

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Mizuki can perform other grounded loops as well. {{2}}{{A}} links to {{B}}, and the {{2}}{{B}}{{A}} shuriken throw can also link to other buttons, including another {{2}}{{B}}{{A}} making another psuedo-infinite possible.<br />
Mizuki can perform other grounded loops as well. {{2}}{{A}} links to {{B}}, and the {{2}}{{B}}{{A}} shuriken throw can also link to other buttons, including another {{2}}{{B}}{{A}} making another psuedo-infinite possible.<br />
Mizuki has an anti-KNJ game stemming from his teleport strings such as {{2}}{{A}}{{A}}, which teleport him backwards. The teleport can be executed on whiff and followed with either {{B}} for his punch or {{A}} for his run kunai slash which can be cancelled ({{YCancel}}). The KNJ punish is somewhat slow, however, and opponents may be able to turn and block or sidestep the {{A}} follow-up.<br />
Mizuki has an anti-KNJ game stemming from his teleport strings such as {{2}}{{A}}{{A}}, which teleport him backwards. The teleport can be executed on whiff and followed with either {{B}} for his punch or {{A}} for his run kunai slash which can be cancelled ({{YCancel}}). The KNJ punish is somewhat slow, however, and opponents may be able to turn and block or sidestep the {{A}} follow-up.<br />
{{4}}{{B}} is notable as one of the strongest 4B's in the game due to its quick start up and large amount of guard frames. <br />
{{4}}{{B}} is notable for its quick start up and large amount of guard frames. <br />
{{4}}{{X}} can serve as one of the best reversals in the game 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's backwards leap means {{4}}{{X}} protects him from most attacks, but the reversal avoid the attack if Mizuki has his back to the wall.
{{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's backwards leap means {{4}}{{X}} protects him from most attacks, but the reversal avoid the attack if Mizuki has his back to the wall.


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

Revision as of 16:16, 28 June 2022

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CHARACTER NAME
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HP 999
Guard Gauge 9999
Jab Speed Frame xx
Jab Height xx
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
Frame 14 high jab. Quick recovery.
Low crush. Sends the opponent flying at a low trajectory or pushes on block.
Down Low, high crush. Turns opponent towards Mizuki on hit. Slow attack with good high crush frames.
Away from opponent The punch. One of the best 4B's in the game in terms of startup and coverage. Sends the opponent flying at a low trajectory.
Towards opponent Hits mid, staggers. Towards opponent is teleport.
Running Staggers on hit. Low amount of recovery means Mizuki can follow-up with a mix between jab, throw, and
Slow dive kick. Staggers on hit. High damage.
Special Moves
Throw a fuma shuriken. Slower than most projectiles, but can link to almost any button on a grounded hit. Charged throws multiple shurikens which continually push the target on block dealing significant chip damage or carrying them across the stage on a hit.
Throw multiple fuma shuriken up. One of the best "up-shuriken" attacks in the game and can serve as combo filler with low recovery, meter build, or as a super confirm to or /Down directly.
Down Hits mid. Links to . Down is teleport. Down hits twice on-the-ground (OTG).
Away from opponent Counter. Works on projectiles. On activation, Mizuki teleports behind and above the opponent and does a descending spin kick.
Towards opponent Teleport backwards. Can be held to increase the distance of the teleport.
Running Upwards kunai slash. Spinning launch.
Mizuki's signature version of "air shanks". Throws a fuma shuriken downwards at a 45 degree angle. Its large amount of hitstun can link to most buttons, including Down. can also be looped infinitely (see: Strategy).
Throws
Normal overhead throw. 20 damage.
Down Hard knockdown throw. Does 40 damage. Good option when the opponent has enough chakra to KNJ.
Super Moves
One of the fastest-activating as well as one of the few two-hit supers in the game
Down Slower than , but Mizuki advances further, hitboxes have more active frames and the it deals more damage. One of the better wake up supers in the game due to the large amount of active frames.
Away from opponent Reversal, requires and uses 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. The shuriken hit has enough hitstun to combo at any realistic distance though the hit is subbable.

Strategy

is one of the best projectiles in the game, serving double duty as a standard "air shank", but unlike other characters, a reliable combo starter due to its large amount of hitstun, comboing into nearly any button, including Down. As in Vanilla, can be looped indefinitely in a fashion similar to a simplified Haku [Needle Loop]. At mid-stage, Mizuki must Running > . On square stages with his back to a corner, Mizuki can simply repeatedly, with the added benefit of the loop automatically catching substitutions.
Mizuki can perform other grounded loops as well. Down links to , and the Down shuriken throw can also link to other buttons, including another Down making another psuedo-infinite possible.
Mizuki has an anti-KNJ game stemming from his teleport strings such as Down, which teleport him backwards. The teleport can be executed on whiff and followed with either for his punch or for his run kunai slash which can be cancelled (Y-Cancel). The KNJ punish is somewhat slow, however, and opponents may be able to turn and block or sidestep the follow-up.
Away from opponent is notable for its quick start up and large amount of guard frames.
Away from opponent 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's backwards leap means Away from opponent protects him from most attacks, but the reversal avoid the attack if Mizuki has his back to the wall.

Combos

Combos Notes
> > Meterless super confirm off of up-shuriken
Down > Down > Meterless super confirm off of up-shuriken
Down > Down > Down > Down Meterless super combo that deals ~70-80% HP

Changes from Vanilla

  • 2Y: added as a knockdown throw for 40 damage
  • Grabbable Moves: 6B(A), 6BB(B), 6A, 8A, JA
  • 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2
  • 6B: now staggers
  • 6B(B): has one more frame of hitbox
  • 6BB(B): Y cancels properly now
  • 6BB(A): is now 8A; transition is later
  • 2B: made strong, change to hit direction (normally causes the opponent to face Mizuki)
  • 2B(B): made a mid
  • 2BBA(B): hitbox disappears three frames sooner
  • 8B: pushes back on block
  • RB: starts a frame later; move ends sooner
  • 5A: charge time decreased from 13f to 8f
  • 6A: when used in string teleport backwards; faster action after; unique follow ups for string or raw (A and B)
  • 6A(B): changed to be 2BA(B)
  • 6AB(B): removed
  • 4A: window improved; can activate on projectiles
  • A4A: teleports up and behind the opponent
  • 8A: projectiles have an additional frame gap between their spawn
  • JA: now throws two shurikens
  • 5X: is GNT4 activator into 2X animation with less damage; first hitbox turns backturned opponents around; does less hits on the dance
  • 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
  • 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
  • GRKnJ: made into 4B; hand is now closed; travel time is faster


Resources

Guides and Info

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
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