CS2 Sasuke (SCON4)
| CS2 Sasuke | |
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| HP | 210 |
| Guard Gauge | 1760 |
| Jab Speed | Frame 15 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
The edgier version of Sasuke. Heavily nerfed from Vanilla to Super, but still one of the most agile characters in the game. Can swing games in an instant with his unique 4B and high damage 5X.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| A basic jab that hits high. BBBB can be a decent meterless combo filler. Can be pressed up to 7 times(99% bad idea). | |
| Hard knockdown with high damage. Used as a meterless combo ender. | |
| High crushes. 2BABY is a solid combo filler. | |
| Teleports behind the opponent and hits them with a wheel kick and is the only 4B in the game without guard frames. Great at punishing jump back, closing distance against zoners, and beating subs. | |
| Longer range normal. 6BBBBB leads into a kick that sends the opponent into a wall. | |
| Committal move that guardbreaks the opponent. Leads into a combo if not shaked properly. | |
| An air dive. Leads to a strike throw mixup on block. Can be repeated on hit with sufficient height. | |
| Special Moves | |
| A claw attack. Optimal damage in combos. Has HORRENDOUS ENDLAG(LIKE HOW IS IT SO SLOW WTF) if whiffed. Hits OTG. | |
| Absolutely cheats neutral. Frame 14 loop de loop that low profiles highs and goes across almost half of the stage. Also a multi-hit that beats most 4B. Punishable on block bby anyone with a kunai JA. | |
| Chargable chakra pillar(?) that hits 360 degrees. Can be held to charge up to 2 times, which increases the size of the pillar. Can be looped as 2AY for a hard to sub string. | |
| A counter that can be y canceled to start a combo. | |
| Slow firebreath. Usable almost exclusively as OTG on a missed tech. Consumes more chakra the longer it’s held. | |
| Teleports behind the opponent. Press A again in a short period to teleport again. | |
| An arcing fireball barrage that has longer range the higher CS2 is in the air. Above average damage for a projectile. | |
| Super Moves | |
| Chidori cutscene. 7 hits max before super(except for wall jank). The starting crouch can low profile highs. Above average damage for a super. | |
| A giant leap into a large fireball. Can be used to punish WUK and as a 3 bar super. Can catch subs. Does decent damage. |
Strategy
You have a strong neutral with BBBA as a safe on block option. Mix in RA teleports to try and open up your opponent. Try to gauge your opponent’s general habits, as you heavily punish any slight missteps with 4B and 8A. It’s important to not commit hard until you’re sure that you won’t be punished. Learning how to sidestep properly is also very important as you don’t have a defensive 4B.
Combos
| Combos | Notes |
|---|---|
| Meterless combo off of 4B punish. Builds 4 bars. | |
| Basic super combo off of 5B. | |
| Meterless combo off of 2B that builds slightly under 2 bars for the opponent. Builds almost full chakra for CS2. | |
| Template:5Y > |
The TOD combo. Kills anyone 210 or below health. 5Y into 5A is more consistent with a quick dash. |
| A tight version of the basic combo that works with 0 starting chakra and optimizes damage. Pressing 5A too early will cause 6A to come out. |
Changes from Vanilla
- list
- of
- changes
Resources
Guides and Info
GUIDES AND INFO
Gameplay footage
Top 4 CB by Ricky Ant vs Lemo (timestamp 11:51:30) *UPDATE WITH YOUTUBE VOD