Orochimaru (SCON4)

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Orochimaru
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HP 220
Guard Gauge 1760
Jab Speed Frame 13
Jab Height High
Backdash Type Normal
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Summary

At first glance Orochimaru is built like a fundamentals character- good, basic buttons, above-average kunai projectiles, a Away from opponent teleport and useful but not busted jump attacks. His super is, however, a game-changer. The snake Sanin's Five-Pronged Seal jutsu takes away all of his victim's chakra and prevents them from gaining back their meter for 10 seconds, leaving them completely at Orochimaru's mercy.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Frame 13 high jab
Guard frame attack- unusual for an . Low crush.
Down Low sweep. High crush.
Away from opponent Guard frame attack. Launches on hit. Second attack lifts on block.
Towards opponent Downwards claw swipe. Staggers on hit.
Running Upwards claw swipe. Launches on hit.
Overhead slash. Bounces on hit.
Special Moves
Projectile- Throw multiple kunai. string follows up with Oro's snakes.
DESCRIPTION
Down DESCRIPTION
Away from opponent Teleport. Vanishes f16, reappears f36. Actionable f10 after reappearance (f15 if reversed). Reappearance can be delayed by holding at the cost of chakra or reversed with Towards opponent.
Towards opponent DESCRIPTION
Running DESCRIPTION
DESCRIPTION
Super Moves
DESCRIPTION
Down DESCRIPTION

Strategy

Strengths

  • Chakra-seal with lots of active frames
  • Fast Down low
  • Sudden, long sliding Running dash attack
  • Down is one of the better throws in the game, leaving the opponent standing in front of Orochimaru
  • Away from opponent is the third-quickest in the game and the lean back at startup can avoid incoming attacks
  • Orochimaru throws a large number of kunai for his and projectiles
    • is a low committal throw follow-up that the opponent may need to respect with a KNJ
    • Lots of chip-out options between , Towards opponent fireball, snake attacks and various claw and kunai string attacks
  • Away from opponent with hold and reverse options
  • Down as the alternate, high damage super when Orochimaru wants to end the round

Weaknesses

  • Neutral may feel too "fair" at times; Oro may have trouble breaking down zoners
  • Block strings are predictable with clear escape or punish points
  • If Orochimaru wins the round with damage, the victim can skip the super cinematic by pressing Start before Orochimaru takes away their chakra (the 10-second chakra seal will not happen regardless of whether the cinematic is skipped)

5X Usage

Orochimaru's strongest tool is his signature Five-Prong Seal. While the super deals less damage than others, it both takes away the victim's chakra and prevents them from gaining chakra for 10 seconds- which can feel like an eternity considering it may only take a single opening and a few seconds for Orochimaru to deplete the rest of their lifebar. The chakra advantage is game-warping enough that much of Orochimaru's approach to the game can resolve around finding openings to land the super.

Orochimaru can combo into directly or use it as an unblockable wake-up-super (WUS). Super confirms include:

Oro has a hitbox covering his entire body during , meaning he can run directly under the opponent after a throw and easily catch them as they fall
  • >
  • Down >
  • Away from opponent >
  • >
  • Both and Down > or directly to

Five active frames make it un-sidesteppable during the victim's wake-up. Generally, Orochimaru will Away from opponent teleport during the wake-up kick (WUK) window, dodging behind WUK if used, and then close distance and . This technique is unavoidable with perfect reactions from the Orochimaru player and foes must therefore mix up their wake-up options and conserve chakra for KNJ to keep Orochimaru guessing and mess up his timing. Once in a combo or knocked down, the defender's options include:

  • KNJ before the knockdown
  • or KNJ from the ground after being knocked down
  • 4-way roll
  • Neutral get-up with or without the "do-nothing" invincibility (three extra frames of invulnerability)
  • Wake-up backdash is often the best option when facing a late (jump instead when at the wall)
  • Wake-up sidestep's three frames of invulnerability is the best option against an early
  • Tech roll recovery is in general very weak to wake-up super due to its predictability and should be avoided when Orochimaru has 100% chakra

On top of sealing away the victim's chakra, Orochimaru will have a hard knockdown with an opportunity to enforce an okizeme mix after the super. A strike/throw mix is the most basic approach, with Down and mid-attacks Towards opponent and Down covering high crush attempts. By making the most of his chakra advantage, Oro can chain together neutral wins with finishers and landslide his opponent while denying them the chakra needed to threaten KNJ.

Combos

PLACEHOLDER

Combos Notes
DESCRIPTION
> DESCRIPTION
Towards opponentY-Cancel > DownY-Cancel > DESCRIPTION
COMBO 4 ETC

Changes from Vanilla

List may be outdated

  • Grabbable Moves: JA, 8A, 2A(A), 2AA(A), 6A, 2B(A)
  • 5B: has slightly more stun on block and more lift on hit
  • 5B(B): improved advantage on hit and block; move ends four frames sooner; can follow up on whiff
  • 6B: can do A follow up on whiff
  • 6B(B): added as 2BBB(B) with follow ups
  • 2B: can follow up on whiff
  • 2BBB(B): has more lift
  • 2BBB(A): changed from RA to 4A
  • 2BBBB(B): bounces closer on hit
  • 8B: has guard frames until Oro jumps; done in string replaced with 2BBB(B) with follow ups
  • RB: lifts on block
  • RB(B): added as 2BBBB(B)
  • JB: can be DIed in the air with 6 or 4
  • 5A: charge time changed from 11 frames to 8
  • 5A(A): added as 2AA(A)
  • 4A: "attachment" window changed from 10 frames to 14
  • 2A: has more stun on the second hit, less hitbox duration
  • 2AB(B): added as 2BBBB(B)
  • 2A(A): has slightly more stun
  • RA: is an untechable sweep
  • 2BBBB(A): and 2AA(A) snakes do chip
  • 2Y: staggers on hit, opponent cannot be grabbed, opponent cannot shake the stagger
  • 5X: damage reduced 65 to 50
  • 2X: hits better on both hits; damage on the activated portion, first hit lifts on block and is blockable; ends sooner. Damage is spread between the two hits: 84 (SCON4) instead of 85 (Vanilla).

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
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