Third Hokage (SCON4)
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| Sarutobi Hiruzen | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 220 |
| Guard Gauge | 1760 |
| Jab Speed | Frame 14 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
Coming Soon

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Low crush | |
| High crush, goes into main damage loop | |
| Auto-guards | |
| Far reaching normal; String leads into teleport | |
| Trips the opponent | |
| Special Moves | |
| Chargeable; | |
| Water jet | |
| Stones, does a lot of damage, hits on the ground | |
| Counter | |
| Horizontal kunai slash | |
| Teleport | |
| Super Moves | |
| Standard Super, deals massive damage, can combo into at a high combo counter | |
| Big fireball technique, deals scaled damage, hits on the ground |
Strategy
Coming soon
Combos
| Combos | Notes |
|---|---|
| High damage super combo | |
Changes from Vanilla
List may be outdated
- Air Throw added
- Ring Combo: 5A = 5BB(A); 8A = 8A; 6A = Flames; 2A = 2A; 4A = 4A
- Health: increased from 200 to 220
- Guard: increased from 1600 to 1760
- Grabbable Moves: 6A(A), 8A, 2A, JA
- 5B(B): hitbox appears and disappears one frame later; better advantage on block
- 6B: can follow up on whiff
- 6B(B): has less endlag; can follow up into A on whiff
- 2B: can continue to 2B(A) on whiff; does one more damage; last active frame has less lift
- 2B(B): is now spinning knockback, less lift; A transition made later
- 2BB(B): ends sooner; transitions to B follow up quicker
- 2BB(A): comes out later; does ring combo
- 2BBB(B): links into the second hit better
- 2B(A): damage increased by 2
- 2BA(B): has more lift on hit, hitbox duration adjusted to juggle better, ends much sooner
- 2BAB(B): damage increased from 23 to 25
- 8B: more blockstun; hitbox stays out one more frame; transition to A made 8 frames slower
- RB: made untechable frame 22 to the end
- 5A: charged time reduced from 10f to 8f
- 6A: damage decreased by one damage
- 6A(A): goes to ring combo
- 4A: acts like a normal counter, still works against projectiles
- Act4A: cannot be subbed, teched, or blocked, high crushes on frame 14, hitbox comes out one frame later
- 2A: hits 8 times instead of 3 per rock; damage per hit reduced from 8 to 3; when done in a string goes to ring combo; pushes on block
- 8A: does chip damage, made strong, lifts on block; when done in a string goes to ring combo
- RA(A): is ring combo
- JA: staggers on hit and damage adjusted, appears one frame sooner; lift slightly increased
- 5X: hitboxes appear sooner, last one more frame
- GRKnJ: travels one frame slower; appears further back
Resources
Guides and Info
Coming soon
Gameplay footage
Coming soon