Sakon and Ukon (SCON4)

From Naruto: Wiki of Ninja
Revision as of 20:09, 2 June 2023 by Cyberfl (talk | contribs)
Jump to navigation Jump to search
Sakon and Ukon
Error creating thumbnail: Unable to save thumbnail to destination
HP 220
Guard Gauge 1680
Jab Speed Frame 14
Jab Height High
Backdash Type Normal
class="gnt4_nav" colspan="13"
Random


Summary

Sakon and Ukon are the closest thing GNT4 and SCON4 have to a traditional stance character. Sakon is more or less a standard, close-combat fighter, and is able to be one of the most aggressive characters in the game. The dynamic shifts once transformed into Ukon, who has passive super armor, a state in which he still takes damage but can tank many attacks without interruption- but he loses out on Sakon's pressure. Ukon's unique traits emphasize the importance of matchups as some foes may find themselves without good options against this two-in-one fighter, especially when played hyper-defensively.

Costumes

Gameplay

Moveset

Basic Moves Notes
Frame 14 high jab, into a unique second jab kick (a mid, despite looking a low). Sakon is true on block. is true on block for both forms.
Jump kick. Launches and lifts the opponent on block.
Down Low kick. Does not sweep or turn the opponent. Down is the knee followup instead of going into like jab string.
Away from opponent A reel back palm strike- a decent guard frame attack in terms of speed, similar to Kimi. Staggers on hit. Ukon's has a string followup into Running.
Towards opponent An ungraceful full-body arm slam. Causes a low spinning launch on hit. Crushes early in startup, but is his worst normal overall.
Running A running punch which does flying launch on hit.
An overhead elbow strike that does ground-bounce on hit. Is decently fast and does not push on block, leading to very strong strike throw mix.
Special Moves
A snarky kunai toss, throwing 2 uncharged and 4 charged in a tight-knit group. One of the better basic projectiles due to decent startup and recovery.
Multiple legs barrage. Sakon/Ukon ascends with the attack at a 45 degree angle. Very good for getting meter due to high damage multi-hits. Ukon's has extra recovery on landing.
Down A fast, low swipe which high crushes (late, on 18) but low profiles most options. The main defining move of the two characters, allowing strong aggro turn-taking, and Down is usable on whiff. Sakon and Ukon have different followups.
Away from opponent Counter. At startup, immediately swaps between Sakon and Ukon. Upon activation, knocks the opponent away. Not sped up like many other Away from opponent's in Super.
Towards opponent Multiple fists barrage. Super cancel point. If is held, pushes on block or sends flying on hit instead of leaving the opponent in place.
Running An uppercut slash which lifts on block and launches on hit. Generally inferior to Down, unless you are looking for a 1-hit y-cancel.
Multiple legs barrage. A divekick which hits multiple times and can be Y-Cancel-cancelled upon touching the ground
Super Moves
Sakon and Ukon use their multiple strike attacks and pummel their foe.
Down Kuchiyose: Rashomon! Sakon/Ukon summons a giant wall at the location of their opponent. Very fast, hard to avoid and great for punishing substitutions. Costs 75% chakra.
Away from opponent Switches between Sakon and Ukon heads at the cost of 25% chakra. Faster than Away from opponent but does not have a counter.
Towards opponent Same as but switches between Sakon and Ukon heads.

Strategy

  • This character has two forms. The round always begins as Sakon. Major differences include:
    • Sakon form Sakon has longer strings, better meterless combos, an air throw and more health.
    • Ukon form Ukon has continuous super armor as long as he's not airborne and individual attacks do more damage.
    • Sakon form Sakon has a normal backdash, whereas Ukon form Ukon has a short backdash.
  • There are three ways to swap between Sakon and Ukon:
    • Away from opponent - Immediately swaps the current character regardless of whether the counter is activated
    • Away from opponent - At the cost of 25% chakra
    • Towards opponent - Switches between heads. Ukon's version transforms instantly, but Sakon's transforms when the hitbox is active.

Strengths

  • Ukon form Ukon's super armor allows him to interrupt his opponent's strings and take back his turn if they are not careful with their string or move selection. When Ukon has the health lead, he can repeatedly trade hits to close out rounds.
  • Ukon form Ukon can block all supers in the game.
  • Down() is one of the best lows in the game and staggers on hit.
  • Sakon form Sakon has one of the longer meterless loops in the game ( > ) and can get 10 or 11 hits including a finishing .
  • Raw and in-string versions of Towards opponent are super cancel points.
  • Down is one of the better alternate supers in the game, quickly summoning a large wall at the location of the opponent. Sakon/Ukon can checkmate opponents by looping and waiting until a substitution to perform Down. Down can also punish projectiles or whiffs from anywhere on the screen.

Weaknesses

  • Ukon form Super armor can be broken by sweeps and all launchers
  • Ukon form Players who over-rely on super armor will see their low health quickly depleted as opponents take advantage of a mashing Ukon by choosing moves which break super armor. Ukon may also struggle to mount a comeback from low health as trading hits becomes a losing proposition.
  • Ukon form Multihit moves will do unscaled damage, dealing a lot more damage to Ukon. Fire attacks such as Sasuke Towards opponent will be a death sentence if Ukon is caught by it, as the hitstun in super armor is unsubbable.
  • Sakon form Many of Sakon's strings and combo options involve aerial juggles which can't be Y-Cancel-cancelled or may drop at the wall without proper adjustment.
  • Aside from Down, extremely limited options at long range (basic projectile, poor run attacks and no teleport).

Other Notes

  • DownY-Cancel is the highest damage combo filler. DownY-Cancel does less damage per hit but has higher meter build and is easier to execute
  • The triple punch (, Towards opponent and Down) is a super cancel point.
  • does high amounts of damage and builds lots of meter due to it being a multi-hit attack. It also can easily break guards.
  • Down hits twice OTG. can hit three times OTG.
  • Near walls, Sakon should use instead of , since combos near walls with the latter are near impossible.
  • Down has two large hitboxes; one centered at the top of wall and one at the bottom. The hitboxes are also disjointed- especially the upper hitbox which hits far above the model of the wall. In total, the attack is active for 15 frames. For characters with standard air R-KNJ, the attack can be avoided with an air R-KNJ used during any of the three frames preceding the attack connecting. The first active frame is the frame after the dust clouds appear, or two frames after Sakon's hands touch the ground. Because L-KNJ has fewer invulnerable frames, it can't be used to avoid the attack. The attack does have a blind spot, in the middle of the wall (just below the "roof"). If the victim is further away from Sakon (for example, after a throw), the blind spot contributes to a slightly larger air R-KNJ escape window- about five frames instead of three because they will reappear in the blind spot.

Combos

Head Combos Notes
25% Chakra Opponent
Sakon form > DownY-Cancel >
Sakon form > Down > > Or Down > (less damage, shorter)
Ukon form DownY-Cancel > >
Ukon form > > >
Ukon form > DownY-Cancel > Short combos can use the super-cancel point
0% Chakra Opponent
Sakon form Down > >
Sakon form > DownY-Cancel > DownY-Cancel > DownY-Cancel > DownY-Cancel > 181 damage.
Ukon form DownY-Cancel > DownY-Cancel > DownY-Cancel > DownY-Cancel > DownY-Cancel > 199 damage. DownY-Cancel can replace DownY-Cancel > DownY-Cancel (-5 damage)
Ukon form > DownY-Cancel > > >

Changes from Vanilla

  • Sakon (but not Ukon) has a new idle
  • 5B: more stun on hit and block; elbow hitbox doesn't appear until the third active frame
  • 5B(B): hitbox appears and disappears one frame sooner; better stun on hit and block; move ends sooner
  • 5BB(B): hits mid
  • 5BBA(A): transition adjusted to be quicker
  • 6B(B): replaced with 8B with follow ups
  • 4B: doesn't push on block
  • 8B: has slightly more lift on hit
  • 8B(B): has slightly more lift
  • 8BB(B): hitbox appears one frame sooner
  • 8BB(A): has slightly more lift; string added for Ukon
  • 5A: charge changed from 11f to 8f
  • 6A: done as Sakon doesn't launch, super cancel, pushes on block
  • 4A: window for counter improved; swaps the brothers when the activation window starts
  • Sakon Act4A: is unblockable and unsubbable
  • Ukon Act4A: does 2A(B)
  • 2A: stagger removed
  • 2A(B): has more lift and ends earlier; transition slowed down
  • 2AB(A): does 8BB(A)
  • 2A(A): staggers and has increased lift
  • 8A: hitbox appears one frame sooner
  • RA: has less lift, 3 more frames duration, lifts on block
  • RA(A): does spinning knockdown, less lift, ends sooner; transitions later
  • JA, 8BB(A): hits 3 times instead of 4, more damage, stun, and guard damage
  • JY: Sakon (but not Ukon) has an air throw
  • 5X: starts moving 4 frames sooner during super freeze
  • 4X: swaps Sakon to Ukon the first active frame of the hitbox and swaps Ukon to Sakon on frame 2 of the activator. Goes into 5X on activation
  • 2X: now a mid instead of a high
  • GRKnJ: hitboxes changed to properly match RB

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
Random