Sasuke (SCON4)
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| Sasuke Uchiha | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 210 |
| Guard Gauge | 1680 |
| Jab Speed | Frame 14 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
A great choice for beginners and veterans alike, Sasuke showcases a focused set of quality options, which includes a straight-forward punish game punctuated by his ![]()
piledriver, one of the fastest ![]()
guard-frame attacks in the game and guard mix-ups using Sharingan-cancels from his ![]()
transformation. In Super, a handful of touch-ups have turned a previously solid, but middling character into perhaps one of the strongest in the game.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Good reaching | |
| Hit grab piledriver into hard knockdown, sets up for activating Sharingan | |
| A mediocre leg sweep; has slow startup and crushes late; launches and can be y-canceled | |
| Great guard frames that lead into a three hit string that knocks the opponent down on hit, or push them away on block | |
| Good reach high damage attack that turns the opponent around on backturn; can link into | |
| A stylish punch that knocks the opponent down; can convert near walls with a y-cancel; very unsafe on block | |
| High damage divekick; Sasuke moves backwards considerably after landing | |
| Special Moves | |
| Throws shuriken and can charge twice. | |
| Standard anti-air- shuriken. | |
| Teleport behind the opponent and does a somersault kick that knocks them down | |
| An overhead kunai slash- High crushes, but otherwise inferior to | |
| Teleport in front of the opponent into a somersault kick; staggers on hit and is plus on block. | |
| Counter that teleports behind the opponent on activation, allows for a guaranteed uncharged Chidori after. | |
| Flame breath; does good chip damage to close out rounds. | |
| Running shuriken throw. | |
| Air shuriken (standard air shanks). | |
| Super Moves | |
| Lion barrage | |
| Chidori, can be charged to increase damage | |
| Activates your Sharingan; when in sharingan, allows sharingan cancel. | |
| Dubbed "Sharingan Cancel" deactivates your Sharingan, this action has no duration and will cancel the recovery of | |
| Phoenix sage fire technique. |
Strategy
Combos
| Combos | Notes |
|---|---|
| Good combo that allow you to activate Sharingan safely | |
| A reliable super confirm | |
| High damaging link combo, good against backturned opponents | |
| Conversion off of | |
| High damage combo into lion barrage available when he has Sharingan activated |
Extra Combo Notes
- ![]()
drops earlier than ![]()
![]()
does.
Changes from Vanilla
(List may be outdated, please let editors know about further changes)

directional throw added, this leaves the opponent grounded and allow for 
follow up- 2Y throw added that knocks down
- Grabbable Moves: JA, RA, 8A, 6A, 8B landing, SJX, S8X
- 5B: has a super cancel; elbow hitbox removed; fist hitbox made larger on second active frame
- 5B(B): hitbox appears and disappears one frame later
- 5BBBB(B): has more lift
- 5BBBBB(B): appears one frame sooner and disappears 3 frames sooner, bounces closer
- 6B: hand hitbox does not appear on the first frame
- 2B(B): launches higher, launches on block, mid instead of high, comes out two frames later
- 8B: cannot be subbed until later
- A8B: is hittable after releasing the opponent
- 5A: charge changed from 10f to 8f
- 6A: is grabbable until release
- 4A: hitbox starts up much later to match the animation, staggers, ends earlier
- 2A: hitbox appears three frames later
- 2A(A): staggers
- 2AA(A): does 6A
- RA: can now be done at any time during run and does not have to wait for a looped animation to begin
- GRKnJ: travels one frame slower; appears slightly further back
Sharingan Sasuke:
- 4A: counter window sped up
- A4A: can only be subbed on the first frame
- RA: has three grabbable startup frames
- 5X: adjustments to duration, sizes, and damage is applied on the cinematic portion; does 10+65 from 10+50
- 5X8: added with anti air chidori that does 10+60
- SJX: fireballs have slightly more lift and stagger
- S8X: added doing a modified SJX
Resources
Guides and Info
Boocock's Sasuke fundies introduction