Anko (SCON4): Difference between revisions

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* Her speedy slide, high crushing {{Run}}{{B}} is one of the best running attacks in the game
* Her speedy slide, high crushing {{Run}}{{B}} is one of the best running attacks in the game
** {{Run}}{{B}}{{B}}{{YC}} converts to a full combo
** {{Run}}{{B}}{{B}}{{YC}} converts to a full combo
** Anko occasionally slides under the opponent, swapping sides on both hit and block
** Anko occasionally slides under the opponent, swapping sides on both hit or block
** {{Run}}{{B}}{{A}} jumping snake attack is available as a mix-up on block
** {{Run}}{{B}}{{A}} jumping snake attack is available as a mix-up on block
* 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

Revision as of 07:22, 30 December 2022

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

Anko Miterashi, your proctor for the second exam, is here! The Konoha special jounin is a powerful rushdown character with a number of tools to break down opposing defenses and deplete health bars. A beneficiary of the jump from Vanilla, Anko enjoys buffs and new moves in Super, including hit-grabs from , Away from opponent, her brutal Away from opponent reversal and a strong air throw. Combine hard knockdowns with high damage, chip damage and offensive teleports and your opponents may find themselves wishing they were with the giant snakes in the Forest of Death instead of the exam proctor herself.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Hits mid. is -17 on block, is -6 on block.
Front flip thigh grab. Blockable. Low crushes frame 7. On a hit, Anko throws the victim down from the air, untechable bouncing them and dealing damage. Very un-safe on block.
Down Sliding leg sweep. Low crushes on frame 11. Has Down} and Down on sweep.
Away from opponent Guard frame attack- jumping scissor kick which launches the opponent. Low crush frame 18. Anko lands in her floor stance. On a hit, Away from opponent is a sliding, unblockable hit grab and Away from opponent keeps Anko in her floor stance, else she will immediately stand.
Towards opponent Downwards claw swipe. Hits mid and is active frame 13. Turns the opponent towards Anko on a backturned hit.
Running Running slide. High crushes frame 4. Active frames 13-16. Sweeps on hit.
Divekick-style, headfirst dive. Spin launches and high damage.
Special Moves
Kunai projectile. Throws two knives or four when charged.
Throws kunai up at a 45-degree angle.
Down Up snakes anti-air: Anko crouches and shoots snakes out of her sleeve at a 45-degree angle. High crush frame 16, active frame 19. Hits multiple times and deals chip damage.
Away from opponent Teleport. Vanishes f16, reappears f38, actionable f11 post-teleport (or f15 when reversed). Can be delayed by holding at the cost of chakra. Side can be reversed by holding Towards opponent.
Towards opponent Slow, upwards kunai slash. High crush frame 23. Launches on hit or lifts on block.
Running Running teleport which puts Anko in the air. Has and string follow-ups as her air attacks.
Air snakes. Anko shoots out Snakes at a downwards 45-degree angle.
Super Moves
Cinematic super. Anko does a flying, spinning body slam. 10+80 damage and requires 100% chakra.
Down Real-time super in which Anko slashes her opponent apart. Deals 10+53 damage but suffers from damage scaling. Only costs 75% chakra.
Away from opponent Neck snap, hit-grab reversal. Invulnerable to highs and mids f1-9 and to highs only f10-13. Hitbox is active f19-21 and hits mid. Blockable. Deals 5+25 damage and leaves the opponent grounded in front of Anko.

Strategy

General Notes

Anko lands in her floor stance following Away from opponent. On a hit, she has the follow-ups listed below:

  • Away from opponent an unblockable, sliding hit-grab
  • Away from opponent Anko remains in stance
    • Away from opponent: The sliding hit-grab
    • Away from opponent: Teleport in the air behind the opponent
    • Away from opponent: Stance cancel

and Down are swapped compared to Vanilla; in Super, is the higher damage, cinematic flying suplex; Down is the real-time super

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 and Down on whiff
  • 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 or 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 confirms to or directly to Down
  • Good enemy back turn game
    • Decent Down sweep
    • Towards opponent turns around on hit and starts combos
    • Running is extremely fast and, for all intents and purposes, is impossible to run away from or sidestep due to its range and active frames.
  • Air throw compliments Anko's scary string by punishing jump outs
  • Down is one of the better cinematic supers in the game
    • Long range, lunging activator
    • The pop up at the end low crushes and catch jumps
    • High damage
  • Availability of her Away from opponent reversal to get out of sticky situations and beat wake-up-supers

Weaknesses

  • Large amounts of recovery time on whiffed attacks
    • Includes , Away from opponent, Towards opponent, , , Running, , Towards opponent and
  • is slow and unreliable in neutral or for catching jumps and should mostly be restricted to combos or for situational cross-ups
  • Higher than average recovery on reduces her 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
  • The attack portion of Away from opponent has short range and may whiff or be low profiled

Combos

Combos Notes
DESCRIPTION
DESCRIPTION
Towards opponent 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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