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. | ||
[[Image:color_gnt4_ten_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | |||
[[Image:color_gnt4_ten_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']] | |||
==Gameplay== | ==Gameplay== | ||
Latest revision as of 16:09, 29 June 2023
| Tenten | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 210 |
| Guard Gauge | 1600 |
| Jab Speed | Frame 14 |
| Jab Height | High |
| Backdash Type | Quick |
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.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| 15 frame high jab. | |
| Good launcher, decent on backturn, and also a decent anti-air. Can combo into itself. | |
| Tenten’s best high crush and combo filler. Sweeps. | |
| Mediocre guard frame attack. High crush frames(?) | |
| Lunging mid that is good at stuffing run-ins, but is unsafe on block. | |
| 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 | |
| Throw shuriken diagonally up. Good anti-air or for catching backturned, jumping opponents. | |
| Tenten sets a trap that lingers for a few seconds. The startup high crushes. Hold | |
| 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. | |
| 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 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. | |
| 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 |
Strategy
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| 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
- FlareHazard's run in the SCON4 NA Biweekly #30
- Snover's run at the March 2022 Juicy monthly
- Snover (Tenten) vs. HebrewHammer (Ino) casuals