Tsunade (SCON4)

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Tsunade
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HP 220
Guard Gauge 1760
Jab Speed Frame 14
Jab Height High
Backdash Type Normal
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Summary

Tsunade reflects her status as one of the strongest characters in the Naruto canon with high damage, guard breaks and attacks which literally send the victim flying across the screen. Primarily a close-range brawler, Tsunade utilizes mix-ups stemming from her feints, unblockable charge attacks, and grabs. In addition, her medical ninjutsu supplies Tsunade with some unique mechanics- certain attacks cause the confusion status effect when charged and her Down is her Mitotic Regeneration Jutsu, a once-a-round HP recovery. If you like punching holes through your enemies, the Godaime might be the character for you.[1]

Press at Character Select.
Press at Character Select.

Gameplay

The fissure hitboxes on Tsunade's 2A

Moveset

Basic Moves Notes
Frame 14 jab, high
Blockable hit-grab when close, spinning launch on hit with the "sour spot", when further from the opponent
Down Sweeps
Away from opponent Guard frame attack. Pushes on block or sends the opponent flying on a hit.
Towards opponent Hits mid
Running Bounces and has a follow-up string
Descending strike which causes a shockwave around Tsunade. The strike launches the opponent spinning while the shockwave does not if the attack hits on the ground.
Special Moves
Hits mid. An alternate "jab" for Tsunade
Lunging kick. Knocks down.
Down Tsunade creates a fissure in the ground. The outer hitbox does very little damage but restands the victim on hit with the feet stuck animation. This tip hitbox is Tsunade's only attack that deals chip damage. The inner fissure hitbox sweeps the opponent. There is also a shockwave around Tsunade which sweeps the opponent.
Away from opponent Counter. Teleports Tsunade behind the opponent with her back turned and she strikes behind her causing a knockdown. Works on projectiles.
Towards opponent High. Chargeable and can be Hyuuga cancelled. 1C inflicts a confusion status effect on the opponent which swaps their directional inputs. 2C is unblockable and swaps A and B instead of directional inputs.
Running Big wind up punch.
Unblockable command grab with hyper armor
Throws
Standard overhead throw, 20 damage
Down Slam throw, 30 damage
Unique air throw which results in a hard knockdown directly behind Tsunade
Super Moves
High damage super
Down Tsuande's Mitotic Regeneration Jutsu. Requires a full bar of chakra to heal 100 HP (just under half Tsunade's healthbar. Can only be activated once a round. After a short cutscene, Tsunade will slowly begin regaining up to 100 HP, (just under half her max life bar). This jutsu does not require a super activator to hit the opponent; it activates at the end of her stance, though she uses her chakra immediately.

Strategy

Tsunade can feint or "Hyuuga-cancel" (Hyuuga Cancel) certain attacks during startup. attacks which can be feinted can also be charged to inflict Tsunade's confusion status effect with their second level charges being unblockable, creating a threatening mixup between straight forward attacks, grabs, and unblockable attacks. A single charge (1C) swaps the victims directional inputs (both left/right and up/down) and two charges (2C) swaps button presses (A/B and Y/X).

Tsunade has several strings which can Hyuga-cancelled by pressing during the startup or charge of the attack

Her string is one of the strongest in the game and is close to a true blockstring, depending on the speed of the opponent's 4B. The Hyuuga Cancel is likely Tsunade's best feint as well due to its placement at the start of the string where the defender may not have good options aside from blocking.
Tsunade's big punch ending the string is an auto-shield break, making it a high-reward mix-up which can be used occasionally to break down an overly defensive opponent. However, it can be avoided and punished on reaction.

  • Down sends the victim flying allowing Tsunade to meterlessly link combos, including to Down. Tsunade may also predict and punish substitution using the DownHyuuga Cancel Hyuuga-cancel.
  • Towards opponent is a short punish which launches the opponent.
  • Towards opponent is another short string with multiple applications as a block string or punish.
    • The first A can be charged, cancelled, or continued to the last A for Tsunade's finger-flick capture-state, resulting in a hard knockdown.
  • The hit-grab deals a high amount of unnscaled, unsubbable damage and is a good combo finisher. Used on an opponent below KNJ chakra, it results in a hard knockdown.
  • Tsunade can directly following Down with proper timing.
  • Down can be used to recover from life deficits that may otherwise be difficult to overcome. Tsunade can find time to Down after launching the opponent or when she has enough distance to keep her safe from having the startup interrupted.
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Tsunade can directly following Down with proper timing

Combos

Combos Notes
> OR OR Basic bread & butter combo
DownY-Cancel > Down > 25% meter opponent super confirm using a flying screen launch linked to a Down re-stand.
> Tsunade's longest string, ends with a launcher. Combos into or at the wall can , Charge Towards opponent to inflict confusion, or /

Changes from Vanilla

  • Air Throw added; does modified activated JA
  • New walking animation added
  • Health: increased from 210 to 220
  • Guard: increased 1680 to 1760
  • Grabbable moves: 2A
  • 5B: hitbox appears one frame sooner, elbow hitbox removed; hand hitbox larger on frame 2
  • 5B(B): can be hyuuga-cancelled
  • 5BB(A): charge time reduced by 2; ends two frames sooner to match animation
  • 6B: stuns longer; hitboxes slightly larger
  • 2B(B): pushes back on block
  • 2BA(A): charge time reduced by 1
  • 8B: The first hitbox frame is an untechable hitgrab which performs Tsunade's air throw. The remainder of the attack is unchanged from Vanilla
  • RB: first hitbox frame is a high, untechable bounce and second frame is a mid techable bounce; hitbox disappears one frame earlier
  • RB(A): has more lift on hit hitbox adjusted to not hit OTG
  • JB: landing hit has one more frame duration; grabbable; more stun
  • JA: is unblockable; has 10 frames super armor on startup, has forward or backwards momentum with 6 or 4; three frames less landing lag
  • 5A: hand hitbox does not appear on the first frame; slightly more lift
  • 5A(B): stuns longer; knee hitbox does not appear on the first frame; slightly more lift
  • 6A: Instead performs the chargeable confusion attack 2BA(A)
  • 4A: window improved; works against projectiles
  • Act4A: comes out faster, unblockable, untechable, and unsubbable, teleports closer to opponent
  • 2A: cannot be teched
  • RA: made a hard knockdown; hitbox appears one frame later; elbow hitbox moved to waist; done in a combo is not a hard knockdown and is an instant guard break
  • ActJA: can be subbed later
  • 2Y: is a slam throw
  • 2X: Kick replaced with Tsunade's Y-cancel stance with no attack. Activates without hitting someone.
  • GRKnJ: replaced with 8A animation

Resources

Guides and Info

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Tsunade's Down has two fissure hitboxes; only the further hitbox deals chip damage. Tsunade also creates a shockwave around her which may protect her from a counterattack

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
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  1. Thank you to Malex for advising on this article