Mizuki (SCON4)

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

Mizuki is thought of as a fundamentals character with above average HP and high damage. He shares many animations and characteristics with Iruka, while nominally having a greater focus on projectiles, as inspired by his use of giant shurikens ("fuma shuriken") in the first story arc of Naruto. He overall plays a strong defense-centered gameplan emphasized by low-risk and high-safety options. Several changes in super have further differentiated Mizuki from Iruka as compared to Vanilla GNT4.[1]

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Frame 14 high jab. Quick recovery.
Low crush. Sends the opponent flying at a low trajectory or pushes on block.
Down Hits low and high crushes. Turns opponent towards Mizuki on hit. Slow attack with good high crush frames.
Away from opponent The punch. One of the best 4B's in the game in terms of startup and coverage. Sends the opponent flying at a low trajectory.
Towards opponent Hits mid, staggers. Towards opponent is teleport.
Running Staggers on hit. Low amount of recovery means Mizuki can follow-up with a mix between jab, throw, and
Dive kick. Staggers on hit. High damage.
Special Moves
Throw a fuma shuriken. Slower than most projectiles, but can link to almost any button on a grounded hit. Charged throws multiple shurikens which continually push the target on block dealing significant chip damage or carrying them across the stage on a hit.
Throw multiple fuma shuriken up. One of the best "up-shuriken" attacks in the game and can serve as combo filler with low recovery, meter build, or as a super confirm to or /Down directly.
Down Hits mid. Links to . Down is teleport. Down hits twice on-the-ground (OTG).
Away from opponent Counter. Works on projectiles. On activation, Mizuki teleports behind and above the opponent and does a descending spin kick.
Towards opponent Short range teleport forward that crosses up the opponent. Slower than Iruka's in recovery, with and followups as his launching midstring kick and , respectively.
Running Upwards kunai slash. Spinning launch. High range but slow and punishable on block.
Mizuki's signature version of "air shanks". Throws a fuma shuriken downwards at a 45 degree angle. Has much higher hitstun than standard shurikens, allowing followups. can also be looped infinitely (see: Strategy).
Throws
Normal overhead throw. 20 damage.
Down Hard knockdown throw. Does 40 damage. Good option when the opponent has enough chakra to KNJ.
Super Moves
One of the fastest-activating as well as one of the few two-hit supers in the game.
Down Slower than , but Mizuki advances further- one of the highest damage supers. One of the better wake up supers in the game due to 5 active frames on each punch.
Away from opponent Reversal for 75% chakra. Mizuki leaps backwards during the super-freeze, and then throws an unblockable fuma shuriken. Can be charged to throw an additional shuriken for more damage. Allows followups but is the only super that allows KNJ's on hit.

Strategy

is one of the best projectiles in the game, serving double duty as a standard "air shank" as well as a reliable combo starter. Its lengthy hitstun combos into nearly any button, including Down. As in Vanilla, can be looped indefinitely in a fashion similar to a simplified Haku Needle Loop. At mid-stage, Mizuki must Running > to perform the infinite. On square stages with his back to a corner, Mizuki can simply repeatedly, with the added benefit of the loop automatically catching substitutions.

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Mizuki's infinite loop

Mizuki can perform other grounded loops as well. Down links to (as well as Down on counter-hit) and the Down shuriken throw links to other buttons, including a second Down for another psuedo-infinite.
Mizuki has an anti-KNJ game stemming from his teleport strings such as Down and Towards opponent, which teleport him backwards. The teleport can be executed on whiff, is extremely safe by itself, and followed with either for his 4B punch or for his running kunai slash that starts a combo. The followup is slow and opponents can easily avoid it unless its functioning as an air RKNJ or whiff punish.
Away from opponent is notable for its quick start up and large amount of guard frames. Mizuki gets extremely reliable defense and anti-string from it, and it has solid reward into mizuki's strong okizeme. It is safe on block by itself but is minus, so Mizuki can't take his turn unless he does a second Away from opponent, which the opponent can either throw or time a move to hit between the guard frames.
Although Mizuki's ability to play offensively is generally weaker, he shares Iruka's extremely good frame data on Jab 1 and 2, allowing him really strong stagger pressure. His midstring teleports allow him to stay extremely safe on hit, block, AND on whiff, so his offense is the lowest risk in the game when he gets to enforce it. Down is a rather good blockstring, as it is completely true by itself. The followup lifts on block and puts the opponent in a bad spot, but if they jump forward to avoid it, Mizuki has a mixup on not doing the followup and turning to threaten their landing instead. He has some of the stronger okizeme of the cast due to these aspects.
Away from opponent is a strong reversal as it leads to a full combo, though Mizuki must beware that the victim can substitute after the initial hit. If the opponent jumps (including as part of the incoming string) before the shuriken hits, they will be knocked to the ground, removing all opportunity for a combo. The distance of Mizuki's backwards leap means Away from opponent protects him from most attacks, but it becomes unusable when his back is against the wall.

Combos

Combos Notes
> > Meterless super confirm off of up-shuriken
Down > Down > Meterless super confirm off of up-shuriken
Down > Down > Down > Down Meterless super combo that deals ~70-80% HP
DownY-Cancel > ( Down )Y-Cancel > Y-Cancel > Down > Optimal damage and his coolest combo route; purposefully miss the second Down for the followup on whiff

Extra Combo Notes

- Delay Towards opponent on backturn for it to connect.
- Midstring 's don't connect near walls; Y-cancel the move before and combo with normals instead.

Changes from Vanilla

  • 2Y: added as a knockdown throw for 40 damage
  • Grabbable Moves: 6B(A), 6BB(B), 6A, 8A, JA
  • 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2
  • 6B: now staggers
  • 6B(B): has one more frame of hitbox
  • 6BB(B): Y cancels properly now
  • 6BB(A): is now 8A; transition is later
  • 2B: made strong, change to hit direction (normally causes the opponent to face Mizuki)
  • 2B(B): made a mid
  • 2BBA(B): hitbox disappears three frames sooner
  • 8B: pushes back on block
  • RB: starts a frame later; move ends sooner
  • 5A: charge time decreased from 13f to 8f
  • 6A: when used in string teleport backwards; faster action after; unique follow ups for string or raw (A and B)
  • 6A(B): changed to be 2BA(B)
  • 6AB(B): removed
  • 4A: window improved; can activate on projectiles
  • A4A: teleports up and behind the opponent
  • 8A: projectiles have an additional frame gap between their spawn
  • JA: now throws two shurikens
  • 5X: is GNT4 activator into 2X animation with less damage; first hitbox turns backturned opponents around; does less hits on the dance
  • 2X: is GNT4 2X activator with large size and better duration on hitboxes; first hitbox turns backturned opponents around; activation does more damage than 5X; slightly less super freeze timing
  • 4X: is a super projectile that begins with a jump backward; unblockable; requires and uses 75% meter; can be charged with X for more damage
  • GRKnJ: made into 4B; hand is now closed; travel time is faster


Resources

Guides and Info

Gameplay footage

Cyber at the September 2022 Juicy Monthly

Super Naruto: Clash of Ninja! 4
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  1. Thank you Paradise for tips and tricks