Tenten (SCON4): Difference between revisions

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Acrobatic, annoying and armed to the brim with knives and all kinds of sharp goodies, Tenten is one of the more dedicated zoners in ''SCON4''. Tenten puts a clock on her opponents with constant chip damage from her multi-part {{Air}}{{A}} or leaves them swinging in the air by dancing away with her flips and {{Air}}{{B}} cross-ups.
Acrobatic, annoying and armed to the brim with knives and all kinds of sharp goodies, Tenten is one of the more dedicated zoners in ''SCON4''. Tenten puts a clock on her opponents with constant chip damage from her multi-part {{Air}}{{A}} or leaves them swinging in the air by dancing away with her flips and {{Air}}{{B}} cross-ups.


===Costumes===
[[Image:color_gnt4_ten_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]
<gallery heights="200" widths="200">
[[Image:color_gnt4_ten_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']]
color_gnt4_iru_p1.png|'''Press {{A}} at Character Select.'''
color_gnt4_iru_p2.png|'''Press {{Y}} at Character Select.'''
color_gnt4_iru_p1.png|'''Press {{X}} at Character Select.'''
color_gnt4_iru_p2.png|'''Press {{Z}} at Character Select.'''
</gallery>


==Gameplay==
==Gameplay==

Latest revision as of 16:09, 29 June 2023

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Tenten
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HP 210
Guard Gauge 1600
Jab Speed Frame 14
Jab Height High
Backdash Type Quick
class="gnt4_nav" colspan="13"
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Summary

Acrobatic, annoying and armed to the brim with knives and all kinds of sharp goodies, Tenten is one of the more dedicated zoners in SCON4. Tenten puts a clock on her opponents with constant chip damage from her multi-part or leaves them swinging in the air by dancing away with her flips and cross-ups.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
15 frame high jab. , , and lead into flip with , with the second and third having shuriken throws.
Good launcher, decent on backturn, and also a decent anti-air. Can combo into itself.
Down Tenten’s best high crush and combo filler. Sweeps. Down links to , and DownY-Cancel can be looped for up to 21-26 hits.
Away from opponent Mediocre guard frame attack. High crush frames(?)
Towards opponent Lunging mid that is good at stuffing run-ins, but is unsafe on block.
Running Flying fick. Knocks down.
Spinning kick and Tenten’s best launcher. Use this after a grab or to whiff punish and link to a combo. The only limit in using this attack is your imagination.
Special Moves
Shuriken throw. Charge it halfway to get a wave of knives that cover sidestep, charge it completely to get a longer string with a second projectile followed by a teleport and the last attacks of her string.
Throw shuriken diagonally up. Good anti-air or for catching backturned, jumping opponents.
Down Tenten sets a trap that lingers for a few seconds. The startup high crushes. Hold to flip forward afterwards. An activated trap shoots multiple knives into the opponent knocking them into the air. Traps can be destroyed by special attacks.
Away from opponent Shotgun blast. Tenten quickly darts back and launches knives forward. Use this versus strings where the opponent does not step forward much or to evade approaches.
Towards opponent Tenten flips forward and slashes with a kunai. Tenten can use this to get out of backturn. Use this sparingly as it can be punished if read properly. Also leads into a string, but it’s unsafe on block.
Running Running shuriken throw. Tenten can get plus frames if the opponent blocks the projectile as she runs in, giving her an opportunity to perform a strike/throw mix.
Air shuriken throws and one Tenten's most important zoning and whiff punish tools. has a five-part string and Tenten can directionally influence her drift at each toss with Away from opponent or Towards opponent. Can loop into itself or combo into or a grounded . Vulnerable to a punish if the opponent manages to sidestep out of the line of fire after Tenten jumps.
Super Moves
Twin Rising Dragons. Has a far-reaching lunge as the activator which can be used as a whiff punish tool against laggy moves.
Tenten's alternate super. Tenten spins in the air shooting knives in a cone in front of her. Accessible from the string . Can catch approaches because it covers sidestep or be used to punish strings which Tenten can jump out of. Short-range and somewhat inconsistent on hit. Mostly used as a combo ender. Costs 75% chakra.

Strategy

CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)

Combos

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

Changes from Vanilla

List may be outdated.

  • New idle animation added
  • Health: increased from 185 to 205
  • Guard: increased from 1480 to 1640
  • Grabbable Moves: 5BB(A), 5BBB(A), 5AC(A), 5A2CA(A), 4A, 8A, RA, JA, JA(A), JAA(A), JAAA(A), JX, 8X
  • 5B: hand hitbox does not appear on the first frame; better advantage on block, more lift
  • 5B(B): appears and disappears a frame later, better advantage on block, more lift
  • 5BB(A): and 5BBB(A) are both 5BB(A), but 2A does 5BBB(A)
  • 5BBB(B): more lift
  • 6BB(B): does the spinning knockdown
  • 2B: sweeps
  • 2B(B): has more lift on hit
  • 2B(A): has less hitbox duration
  • 2BB(B): is an untechable bounce, pushes on block
  • 2BA(B): transition with B changed to be frames 32 (vanilla start) - 35 (when the second foot makes a dust cloud)
  • 8B: ends sooner and has more lift on hit
  • RB: made strong and pushes on block
  • JB: has one more frame active hitbox
  • 6A: Made a techable bounce and a high on the first frame only; the hitbox appears one frame sooner with slightly smaller hitboxes; stuns longer on non bounce hit
  • 6A(B): does 6B
  • 4A: activates automatically
  • A4A: does not high crush, can be grabbed
  • RA: can now be done at anytime during run and does not have to wait for a loop of the animation
  • JA: can transition faster; has forward or backwards momentum with 6 or 4
  • JA(A): can transition faster; has forward or backwards momentum with 6 or 4; knives do more damage
  • JAA(A): can transition faster; has forward or backwards momentum with 6 or 4; claws do more damage
  • JAAA(A): can transition faster; has forward or backwards momentum with 6 or 4; sickles do more damage
  • JAAAA(X): added as JX when having 75% meter
  • 5X: hitbox comes out two frames later and disappears one frame later, starts moving two frames earlier, bigger hitbox
  • 8X: does JX from the ground with modified momentum; requires and costs 75%
  • J6X: added where TenTen hops slightly forward before doing the super instead of slightly back
  • GRKnJ: moved further back; made a mid instead of a high

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

Super Naruto: Clash of Ninja! 4
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