CS2 Sasuke (SCON4)

From Naruto: Wiki of Ninja
Jump to navigation Jump to search
 Error creating thumbnail: Unable to save thumbnail to destination Bear with us! This article is a work in progress.

We're currently gathering more information for this article. Stay tuned!

CS2 Sasuke
Error creating thumbnail: Unable to save thumbnail to destination
HP 210
Guard Gauge 1760
Jab Speed Frame 15
Jab Height High
Backdash Type Normal
class="gnt4_nav" colspan="13"
Random


Summary

Like in Vanilla, Curse Seal level 2 (CS2) Sasuke is an agile, offensive beast who demolishes the enemy with his cross-up teleport kick, guard break Chidori, heat-seeking fireballs, signature piledriver, and high damage . His reduced HP in comparison to Vanilla, combined with a lack of a traditional, guard-frame Away from opponent attack emphasizes the "claw first, ask questions later" nature of this edgier, giant bat-hand-wing-baseball mitts version of Sasuke.[1]

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
A basic jab that hits high. BBBB can be a decent meterless combo filler. Can be pressed up to 7 times(99% bad idea).
Hard knockdown with high damage. Used as a meterless combo ender.
Down High crushes. 2BABY is a solid combo filler.
Away from opponent Teleports behind the opponent and hits them with a wheel kick and is the only 4B in the game without guard frames. Great at punishing jump back, closing distance against zoners, and beating subs.
Towards opponent Longer range normal. 6BBBBB leads into a kick that sends the opponent into a wall.
Running Committal move that guardbreaks the opponent. Leads into a combo if not shaked properly.
An air dive. Leads to a strike throw mixup on block. Can be repeated on hit with sufficient height.
Special Moves
A claw attack. Optimal damage in combos. Has HORRENDOUS ENDLAG(LIKE HOW IS IT SO SLOW WTF) if whiffed. Hits OTG.
Absolutely cheats neutral. Frame 14 loop de loop that low profiles highs and goes across almost half of the stage. Also a multi-hit that beats most 4B. Punishable on block by everyone, with a kunai JA or a non-divekick attack (jump forward before your attack).
Down Chakra burst that hits 360 degrees. Can be charged up to 2 times, which increases its size and damage. Spinning launch and y-cancellable.
Away from opponent A counter that can be y canceled to start a combo.
Towards opponent Slow firebreath. Usable almost exclusively as OTG on a missed tech. Consumes more chakra the longer it’s held.
Running Teleports behind the opponent. Press A again in a short period to teleport again.
An arcing fireball barrage that has longer range the higher CS2 is in the air. Above average damage for a projectile.
Super Moves
Chidori cutscene. 7 hits max before super(except for wall jank). The starting crouch can low profile highs. Above average damage for a super.
Down A giant leap into a large fireball. Can be used to punish WUK and as a 3 bar super. Can catch subs. Does decent damage.

Strategy

You have a strong neutral with BBBA as a safe on block option. Mix in RA teleports to try and open up your opponent. Try to gauge your opponent’s general habits, as you heavily punish any slight missteps with 4B and 8A. It’s important to not commit hard until you’re sure that you won’t be punished. Learning how to sidestep properly is also very important as you don’t have a defensive 4B.

Combos

Combos Notes
Away from opponent > > Meterless combo off of 4B punish. Builds 4 bars.
> Down Basic super combo off of 5B.
Down > Meterless combo off of 2B that builds slightly under 2 bars for the opponent. Builds almost full chakra for CS2.
> Y-Cancel > Y-Cancel > The TOD combo. Kills anyone 210 or below health. 5Y into 5A is more consistent with a quick dash.
> A tight version of the basic combo that works with 0 starting chakra and optimizes damage. Pressing 5A too early will cause 6A to come out.

Changes from Vanilla

  • Health: decreased from 220 to 200
  • Grabbable Moves: 6A, 2A, JA, 8B landing
  • 5B: hitbox appears one frame later, elbow hitbox does not appear on frame 1
  • 5B(B): hitbox appears one frame later; slightly less lift
  • 4B: hitbox appears one frame later to better match the animation, can be grabbed on startup; moves and appears 3 frames sooner; same strike timing
  • 2B(B): launches higher, launches on block, mid instead of high, hitbox appears later
  • 8B: cannot be subbed until later
  • A8B: is hittable after releasing the opponent
  • 5A: hitbox appears two frames later
  • 5A(A): adjusted high crush frames to make more sense
  • 6A: animation adjusted to not look so jumpy; strings into this new timing adjusted
  • 4A: activation window improved
  • A4A: is unblockable
  • 2A: Damages adjusted: 0C (15 to 11); 1C (15 to 13); 2C: (15)
  • 8A: damage and block damage reduced from 14,10,10,10 to 9,6,6,6
  • RA, RA(A): given three grabbable frames at the startup before the teleport
  • JA: now builds meter and lifts airborne opponents; can be subbed and teched
  • 2X: comes out faster, requires and uses 75%; damage reduced from 80 to 60
  • GRKnJ: moved backwards

Resources

Guides and Info

GUIDES AND INFO

Gameplay footage

Super Naruto: Clash of Ninja! 4
Random
  1. Thank you to Astral for filling out this article