Anko (SCON4)

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Anko
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HP 220
Guard Gauge 1760
Jab Speed Frame 15
Jab Height Mid
Backdash Type Normal
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Summary

Anko Miterashi, your proctor for the second exam, is here! The Konoha special jounin is a powerful rushdown character with a number of tools to break down opposing defenses and deplete health bars. A beneficiary of the jump from Vanilla, Anko enjoys buffs and new moves in Super, including hit-grabs from , Away from opponent, her brutal Away from opponent reversal and a strong air throw. Combine hard knockdowns with high damage, chip damage and offensive teleports and your opponents may find themselves wishing they were with the giant snakes in the Forest of Death instead of the exam proctor herself.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Hits mid. is -17 on block, is -6 on block.
Front flip thigh grab. Blockable. Low crushes frame 7. On a hit, Anko throws the victim down from the air, untechable bouncing them and dealing damage. Very un-safe on block. Can cross-up, especially on shorter characters.
Down Sliding leg sweep. Low crushes on frame 11. Has Down} and Down on sweep.
Away from opponent Guard frame attack- jumping scissor kick which launches the opponent. Low crush frame 18. Anko lands in her floor stance. On a hit, Away from opponent is a sliding, unblockable hit grab and Away from opponent keeps Anko in her floor stance, else she will immediately stand.
Towards opponent Downwards claw swipe. Hits mid and is active frame 13. Turns the opponent towards Anko on a backturned hit.
Running Running slide. High crushes frame 4. Active frames 13-16. Sweeps on hit.
Divekick-style, headfirst dive. Spin launches and high damage.
Special Moves
Kunai projectile. Throws two knives or four when charged.
Throws kunai up at a 45-degree angle.
Down Up snakes anti-air: Anko crouches and shoots snakes out of her sleeve at a 45-degree angle. High crush frame 16, active frame 19. Hits multiple times and deals chip damage.
Away from opponent Teleport. Vanishes f16, reappears f38, actionable f11 post-teleport (or f15 when reversed). Can be delayed by holding at the cost of chakra. Side can be reversed by holding Towards opponent.
Towards opponent Slow, upwards kunai slash. High crush frame 23. Launches on hit or lifts on block.
Running Running teleport which puts Anko in the air. Has and string follow-ups as her air attacks.
Air snakes. Anko shoots out Snakes at a downwards 45-degree angle.
Super Moves
Cinematic super. Anko does a flying, spinning body slam. 10+80 damage and requires 100% chakra.
Down Real-time super in which Anko slashes her opponent apart. Deals 10+53 damage but suffers from damage scaling. Only costs 75% chakra.
Away from opponent Neck snap, hit-grab reversal. Invulnerable to highs and mids f1-9 and to highs only f10-13. Hitbox is active f19-21 and hits mid. Blockable. Deals 5+25 damage and leaves the opponent grounded in front of Anko.

Strategy

General Notes

Anko lands in her floor stance following Away from opponent. On a hit, she has the follow-ups listed below:

  • Away from opponent an unblockable, sliding hit-grab
  • Away from opponent Anko remains in stance
    • Away from opponent: The sliding hit-grab
    • Away from opponent: Teleport in the air behind the opponent
    • Away from opponent: Stance cancel

and Down are swapped compared to Vanilla; in Super, is the higher damage, cinematic flying suplex; Down is the real-time super

Strengths

  • High damage in general and lots of chip damage
  • Mid jab and above average range
  • on block is Anko's best blockstring
    • Deals chip damage
    • Quick recovery after the fourth hit, combined with the or (teleport) continuations make it effective for guard pressure and mix-ups
  • Can throw out Down in neutral safely due to having Down and Down on whiff
  • Her speedy slide, high crushing Running is one of the best running attacks in the game
    • RunningY-Cancel converts to a full combo
    • Anko occasionally slides under the opponent, swapping sides on both hit or block
  • Faster than average Away from opponent; Away from opponent capture state is a large amount of unsubbable damage and gives a hard knockdown
  • Good Away from opponent teleport which can be delayed with or reversed with Towards opponent
  • Towards opponentY-Cancel loop is a high damage, meter positive loop
    • Can continue deep into higher combo counts
    • Meterlessly confirms to or directly to Down
  • Good enemy back turn game
    • Decent Down sweep
    • Towards opponent turns around on hit and starts combos
    • Running is extremely fast and, for all intents and purposes, is impossible to run away from or sidestep due to its range and active frames.
  • Air throw compliments Anko's scary string by punishing jump outs
  • Down is one of the better cinematic supers in the game
    • Long range, lunging activator
    • The pop up at the end low crushes and catch jumps
    • High damage
  • Availability of her Away from opponent reversal to get out of sticky situations and beat wake-up-supers

Weaknesses

  • Large amounts of recovery time on whiffed attacks
    • Includes , Away from opponent, Towards opponent, , , Running, , Towards opponent and
  • is slow and unreliable in neutral or for catching jumps and should mostly be restricted to combos or for situational cross-ups
  • Higher than average recovery on reduces her ability to bait and punish KNJ
  • is slower compared to many characters
  • Aerial strings such as Towards opponent (air snakes) are easy to sidestep and punish
  • The attack portion of Away from opponent has short range and may whiff or be low profiled

Combos

Combos Notes
DESCRIPTION
DESCRIPTION
Towards opponent DESCRIPTION
COMBO 4 ETC

Changes from Vanilla

List may be outdated

  • Walking animation reworked
  • Air Throw added
  • Health: increased from 200 to 220
  • Guard: increased from 1600 to 1760
  • Grabbable moves: 2A, 8A, JA, JB startup, 8B landing
  • 5B: Hitbox lasts one frame longer, elbow hitbox does not appear on the first frame
  • 5B(B): changed to be old GNT4 6B animation with 14 frames blockstun (-8) and old 5B(B) damage
  • 5BB(A) and 6B(A) added as 6A with follow-ups
  • 5BBBB(B): 2 active frames (from 5)
  • 5BBBB(A) is 4A, identical to the Orochimaru version in terms of string transition
  • 6B: uses an animation similar to Orochimaru; active frame 13; range reduced 20%, 17 damage (from 18), turns around on back turn hit; has more stun and it is slightly later on transition to follow ups
  • 6B(B) is 5BBBB(B); 6BB(A) is 5BBBBB(A) (does not have 6BBB)
  • 4B: does 2 more damage; hitbox appears one frame sooner; guard frames 2-15
  • 4B and 4BA(Y): have improved windows on states as well as ending sooner and can be grabbed during their "sit" frames
  • 4B(B): is an unblockable hitgrab; hitbox appears one frame sooner
  • 4B(A): transitions 8 frames faster
  • 4BA(A) changed from a counter which teleports upon activation to be an on-demand teleport into the air RKnJ position into normal fall; A and B strings added
  • 2B(B): has more lift
  • 2BBB(B): hitbox appears one frame later
  • 8B: is a blockable hitgrab that is untechable
  • JB: does chip damage and 4 more damage on hit
  • RB: replaced with RA, lift increased
  • 5A: charge time decreased from 10f to 8f; startup decreased 7 frames, recovery decreased 9 frames; allows follow-ups depending on spacing comparable to Orochimaru 5A
  • 5A and 8A medium power instead of weak; now plus on hit
  • 6A: lifts higher on hit and now lifts on block; damage 20->17
  • 2A: Changed to up-snakes; snakes do chip damage
  • 4A: changed to be a teleport that can teleport to either side
  • JA: momentum applies sooner
  • JA and 6AA(A): snakes adjusted to do chip damage and lift; damage 3->4
  • RA: Same as 4BA(A)
  • RA and 6AA(A): have three grabbable frames before the teleport
  • 5Y: is a side switch throw
  • 2Y: is a new throw that bounces the opponent
  • 5X: is Vanilla 2X; starts moving five frames sooner in super freeze and has an extended activator hitbox
  • 2X: is Vanilla 5X; has an improved launch angle to stop resetting the combo against high up opponents; costs 75% meter; three less frames of super freeze; hitbox starts and ends one frame later; elbow hitbox smaller
  • 4X: is a command grab that puts opponent into an untechable, unsubbable state; immune to highs and mids frames 1-9 after super freeze then immune to highs until after the hitbox disappears; requires and costs 75%; does 10+30 damage
  • GRKnJ: appears slightly further behind the opponent

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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