Orochimaru (SCON4)
| Orochimaru | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 220 |
| Guard Gauge | 1760 |
| Jab Speed | Frame 13 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
At first glance Orochimaru is built like a fundamentals character- good, basic
buttons, above-average kunai projectiles, a ![]()
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.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Frame 13 high jab | |
| Guard frame attack- unusual for an | |
| Low sweep. High crush. | |
| Guard frame attack. Launches on hit. Second attack lifts on block. | |
| Downwards claw swipe. Staggers on hit. | |
| Upwards claw swipe. Launches on hit. | |
| Overhead slash. Bounces on hit. | |
| Special Moves | |
| Projectile- Throw multiple kunai. | |
| DESCRIPTION | |
| DESCRIPTION | |
| Teleport. Vanishes f16, reappears f36. Actionable f10 after reappearance (f15 if reversed). Reappearance can be delayed by holding | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| Super Moves | |
| DESCRIPTION | |
| DESCRIPTION |
Strategy
Strengths
- Chakra-seal
with lots of active frames - Fast

low - Sudden, long sliding

dash attack 
is one of the better throws in the game, leaving the opponent standing in front of Orochimaru
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
, 
fireball, snake attacks and various claw and kunai string attacks

with hold and reverse options
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:

, meaning he can run directly under the opponent after a throw and easily catch them as they fall




> 




> 



> 



> 


- Both
and 
> 

or directly to 
Five active frames make it un-sidesteppable during the victim's wake-up. Generally, Orochimaru will ![]()
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 ![]()
and mid-attacks ![]()
and ![]()
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 | |
| 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