Temari (SCON4)

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Temari
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HP 200
Guard Gauge 1600
Jab Speed Frame 15
Jab Height Low
Backdash Type Long
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Summary

Temari is an aerial combatant who makes use of her swooping , which auto-cancels when angled into the ground. She has one of the best supers in the game, summoning multiple whirlwinds with , used to dole out massive punishes both offensively and defensively. Compared to Vanilla GNT4, has been nerfed in Super, making repeated hits more difficult and less rewarding, though it remains effective for finding openings and when used defensively. Temari has also received a handful of buffs to grounded strings which were forgettable in the base game.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
15 frame jab, but the only one in the game that hits low. While safe from opposing high crush frames, Temari must beware against characters with good low crushes like Swordsmen or Kabuto .
Lifts on block and high crushes. crosses up on block.
Down Low, high crush
Away from opponent Guard frame attack, links with .
Towards opponent A forward leaning kick that staggers. Has value as offense because the Template:NotationIcon-SCON4 followup beats 4B's and counters, and can be used on reaction for such.
Running A backflip kick that lifts, and can link with a well-timed to lead to a full combo.
Temari's do-everything fan divekick. Spinning launch. Auto-cancels into the ground when used low to the ground, giving frame advantage depending on technique. Angle and spacing can be played with by using neutral, backward, forward, or running jump. Can be used defensively to interrupt strings which lift Temari into the air.
Down Temari glides at a slight downward angle. Canceling with turns Temari around which can then be followed with , , or
Special Moves
Slowly fan out a wind gust. Has string. Does lots of damage if it hits or chip damage if it is blocked.
Charge One, larger wind gust that moves faster, deals more damage and more chip damage.
Temari fans wind gusts up and has string.
Down Spinning whirlwind attack. Deals a lot of damage and catches most substitutions. Unblockable if Temari is backturned.
Away from opponent Counter
Towards opponent Slow overhead. Generally unsafe and easy to avoid. Causes a hard knockdown and deals a lot of damage.
Running Running slide, sweeps
Aerial wind gust which pushes Temari back.
Super Moves
Projectile super
Summon several large cyclones which slowly move forward. Deals lots of chip damage if blocked. Temari can combo off of the super with a dash forward followed by . Can be used to interrupt opponent block strings which lift Temari into the air.

Strategy

Temari's neutral largely revolves around use of her . When used low to the ground, Temari will land early in the animation after the hitbox appears, canceling the laggy ending of the move. If she hits the opponent's guard, she is likely to have frame advantage, with the amount of advantage depending on the height at which the attack connects and assuming she does manage to cancel the endlag of the move. If she scores a hit, the move leads to a combo, usually either , another , Down to catch a substitution, or for a big punish.
The frame advantage from a blocked leads to a strike/throw mix, with Temari threatening both another attack or a grab. Repeated 's into the opponent's guard recreate this mix every time one is blocked. Counterplay to an impending includes air throw, anti-airs, or sidestepping after Temari jumps to put her angle of attack off axis.

While grounded, Temari's attacks are generally slow or situational. Her backdash is one of the farthest in the game, allowing her to quickly retreat from the opponent. Temari can use to cross-up the opponent on block and, as with Towards opponent, the teleport finisher punishes substitutions and 4B attempts.

Temari has a multi-part aerial string which makes it difficult for the defender to react to her in the air. always completes the string but can be continued off of any combination of her glide (Down) or projectile (). All three moves adjust her positioning in the air, the glide can be cancelled with (which also turns Temari to face the opponent) and different heights for will affect how far she flies. She can also double jump before starting her aerial string.

In addition to being able to run away by using Down, Temari has some of the best defensive options in the game. interrupts almost every block string that lifts her into the air, as does .

cost only 75% meter and, not only does the attack deal out a significant amount of damage itself, but the duration of the move allows Temari to follow-up with attacks to deal more damage and build meter. If the opponent does not fall out early, Temari can dash forward and connect with the entirety of , all hitting as on-the-ground (OTG) hits. This usually builds back most or all of Temari's meter. If she doesn't have enough time for the full A string, Temari can hit with Running, or .
Timing loops: After a spinning launch, a second spinning launch will instead cause a normal launch. Spinning launches send the victim higher. Thus, loops will have a "two, one-two, one-two" rhythm (every "two" launches higher and is then followed by a longer pause before repeating ).

Combos

Combos Notes
High meter build ground-hit super confirm
> Y-Cancel > Y-Cancel > > Running > Temari's signature punish: cancel a combo into an , and then hit the victim with the entire string, dealing large amounts of damage and building back much of Temari's meter. If the victim will fall out of early, Running can be used to hit instead.
> Y-Cancel > DownY-Cancel > Down Another common combo route involves a y-cancel or followed by Down, which has high damage and catches substitutions. Down is the same whirlwind attack. Down can also be preceded with an

Changes from Vanilla

(Note: Changelist may be outdated)

  • Grabbable Moves: 5A(A), 5AA(A), 2A, 8A, 8A(A), 8AA(A), JA
  • 5B: hitbox appears for 1 more frame; two frames more blockstun
  • 5BB(A): Does chip damage
  • 5BBA(A): Does chip damage
  • 5BBAA(A): is 2B(A); can hold 6 at startup to do 6A
  • 6B: given stagger, made weak on block from strong; ends 5 frames sooner; more lift
  • 6B(B): changes to 8B(B); 3 grabbable frames on the startup; made strong
  • 4B: guard frames extended from 1-18 to -22, ends earlier, more lift, grabbable; 7 frames less blockstun
  • 2B(A): replaced with 2A; follow ups adjusted to be in line with raw 2A
  • 2BB(A): increased in damage by 7
  • 8B(B): replaced by Act4A; has three grabbable frames at the startup; made strong
  • RB: ends about 12 frames sooner
  • JB: does 10 damage (from 16) and 11 block damage (from 16) but has the same guard stun; hitbox removed from head and butt; less lift
  • J2B: added with as a glide that can be cancelled early with Y which has A and B follow ups and always faces the opponent
  • 5AAX: is a new string
  • 6A: is an untechable bounce; does 7 more damage
  • 4A: window improved
  • A4A: is unblockable, can't be subbed or teched; made strong
  • 2A: in string ends sooner; transitions to A follow ups slower (same as raw 2A)
  • 8AAX: is a new string
  • JAX: is a new string
  • RA: hitbox duration increased by 1 frame, last three active frames are untechable, move is no longer immune to highs as she stands up
  • 5X: starts moving three frames sooner; drains all meter on miss or hit from Temari
  • GRKnJ: hitbox duration increased by one frame, travel time is one frame longer

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

Lemo vs Abbock (Combo Breaker 2022 Grand Finals)

Super Naruto: Clash of Ninja! 4
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