Third Hokage (SCON4)

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

Coming Soon

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Low crush
Down High crush, goes into main damage loop
Away from opponent Auto-guards
Towards opponent Far reaching normal; String leads into teleport
Running Trips the opponent
Special Moves
Chargeable;
Water jet
Down Stones, does a lot of damage, hits on the ground
Away from opponent Counter
Towards opponent Horizontal kunai slash
Running Teleport
Super Moves
Standard Super, deals massive damage, can combo into at a high combo counter
Down Big fireball technique, deals scaled damage, hits on the ground

Strategy

Coming soon

Combos

Combos Notes
Down > Down > Down > High damage super combo
Down >

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List may be outdated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

Super Naruto: Clash of Ninja! 4
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