Anko (SCON4)
| Anko | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 220 |
| Guard Gauge | 1760 |
| Jab Speed | Frame 15 |
| Jab Height | Mid |
| Backdash Type | Normal |
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 ![]()
, ![]()
![]()
, her brutal ![]()
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.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Hits mid. | |
| 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. | |
| Sliding leg sweep. Low crushes on frame 11. Has | |
| Guard frame attack- jumping scissor kick which launches the opponent. Low crush frame 18. Anko lands in her floor stance. On a hit, | |
| Downwards claw swipe. Hits mid and is active frame 13. Turns the opponent towards Anko on a backturned hit. | |
| 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. | |
| 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. | |
| Teleport. Vanishes f16, reappears f38, actionable f11 post-teleport (or f15 when reversed). Can be delayed by holding | |
| Slow, upwards kunai slash. High crush frame 23. Launches on hit or lifts on block. | |
| Running teleport which puts Anko in the air. Has | |
| 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. | |
| Real-time super in which Anko slashes her opponent apart. Deals 10+53 damage but suffers from damage scaling. Only costs 75% chakra. | |
| 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 ![]()
. On a hit, she has the follow-ups listed below:


an unblockable, sliding hit-grab

Anko remains in stance



: The sliding hit-grab


: Teleport in the air behind the opponent


: Stance cancel
and ![]()
are swapped compared to Vanilla; in Super,
is the higher damage, cinematic flying suplex; ![]()
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

in neutral safely due to having 

and 

on whiff - Her speedy slide, high crushing

is one of the best running attacks in the game



converts to a full combo- Anko occasionally slides under the opponent, swapping sides on both hit or block
- Faster than average

; 

capture state is a large amount of unsubbable damage and gives a hard knockdown - Good

teleport which can be delayed with
or reversed with 




loop is a high damage, meter positive loop
- Can continue deep into higher combo counts
- Meterlessly confirms to


or directly to 

- Good enemy back turn game
- Decent

sweep 
turns around on hit and starts combos
is extremely fast and, for all intents and purposes, is impossible to run away from or sidestep due to its range and active frames.
- Decent
- Air throw compliments Anko's scary
string by punishing jump outs 
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

reversal to get out of sticky situations and beat wake-up-supers
Weaknesses
- Large amounts of recovery time on whiffed attacks
- Includes
, 
, 
, 
, 
, 
,
, 
and 

- Includes

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




(air snakes) are easy to sidestep and punish - The attack portion of

has short range and may whiff or be low profiled
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| 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