Uchiha Sasuke

From Narutimate Wiki

Jump to: navigation, search
File:TSsasuke.jpg

Contents

TS Uchiha Sasuke

Move list

(With the character facing right)

GROUND STRINGS

file:o.png - Single Slash

file:o.png file:o.png - Second slash & a kick

file:o.png file:o.png file:o.png - An upward slash

file:o.png file:o.png file:o.png file:right.png file:o.png - Rapid slashes

file:o.png file:o.png file:o.png file:down.png file:o.png - Sasuke kicks low & comes down from above with a chidori

file:o.png file:o.png file:o.png file:left.png file:o.png - A three kick combo that leaves Sasuke in the air (Nicknamed new SSR)

file:o.png file:o.png file:o.png file:up.png file:o.png - Sasuke launches the enemy & flips up in the air (Untechable)


file:right.png file:o.png - Sasuke dashes forward stabbing.

file:right.png file:o.png file:o.png - Flips forward & blows 3 fireballs behind him

file:down.png file:o.png - Guard breaking slash

file:down.png file:o.png file:o.png - A low kick

file:down.png file:o.png file:o.png file:o.png - A forward flip & cut

file:up.png file:o.png - Sasuke launches the opponent with a slash (Untechable)

file:up.png file:o.png file:o.png (rapid hits) - Swings upwards. If it lands, Sasuke dashes for extra hits

file:left.png file:o.png - Sasuke grabs the enemy, then shunpos to the other side & slashes.


AERIAL STRINGS

A. file:o.png - An elbow hit

A. file:o.png file:o.png - Followed by a simple kick

A. file:o.png file:o.png file:o.png - And finishes with an air Chidori

A. file:up.png file:o.png - An upward punch

A. file:up.png file:o.png file:o.png - A kick. If landed, Sasuke will shunpo to the otherside & launch his foe with his sword

A. file:down.png file:o.png - A downward kick

A. file:down.png file:o.png file:o.png - A punch

A. file:down.png file:o.png file:o.png file:o.png - Sasuke blows a fireball down at an 85 degree angle.

A. file:left.png file:o.png - Similar to his ground grab except he launche his opponent towards the ground.


SPECIALS

file:up.png file:up.png file:o.png Cutscene jutsu: spins forward & slashes. If it hits, Sasuke will pummel his foe with his sword at lightning speed and finish the cutscene by putting his sword in it's cover.

file:down.png file:down.png file:o.png Chidori. Deflects shuriken & tracks somewhat. Hits twice when not charged, 3 times & breaks guard when charged a level. Hits 8 times & breaks guard when max. All the hits come in a zigzag pattern & can be teched and/or KnJ'd.

file:up.png file:up.png file:o.png (Team jutsu w/ Naruto) - Same spinning slash move as the last cutscene jutsu. When it hits, Naruto will appear beside Sasuke and they will combine both the Chidori and Rasengan to hit the opponent and send him flying across the screen.

file:tri.png file:o.png (Level 1) - Sasuke dashes forward very quickly & slashes.

file:tri.png file:o.png (Level 2) - Sasuke dashes forward further & does a turnaround kick

file:tri.png file:o.png (Awakening) - A very fast chidori that goes toward. Multiple hits.


Awekening - Swift Blade Mode

Activated By: Level 1 Ougi (w/o Orochimaru as an assist)

Duration: 20 Seconds

Effect: 130% Attack, 80% Defense, Speed Up.


Awakening - Swift Lightning Mode

Activated By: Level 2 Ougi

Duration: 20 Seconds

Effect: 150% Attack, 60% Defense, Speed up


Special Item - Positive Buff - Defense Up, Speed Up. Lasts around 8 seconds


Damage Chart


Strategy & Gameplan

OVERVIEW

Pros

- Has one of the best OTG in term of damage

- Great early ougi game

- Very fast and agile character


Cons

- Low Damage output character

- Most of his moves are easy to knj

- Very technical character to use


Alright, I'll run through pretty much everything important. The File:O.png File:O.png File:O.png square cancel is VERY key, as it opens up Sasuke's options for the guard break chain & square cancel ougis(SCO). However, Sasuke's chain is very (read:VERY) easy to KnJ. Because of this, don't expect to be landing SCO's left & right.

The neutral File:O.png is particularly slow, and won't beat a lot of other characters to the punch. Because of this, Sasuke's other directional moves become much more important. File:Down.png File:O.png File:O.png File:O.png isn't much slower than just File:O.png, and decently safe when KnJ'd, thanks to the forward motion. In addition, File:Down.png File:O.png File:O.png File:O.png does big time OTG damage, and can tag on 7.1% on any knockdown. This is very important, because Sasuke has problems dealing consistant damge. 7% unknjable damage is a big deal.

File:Up.png File:O.png can be used to punish blocked x-dashes, as well as catch people in the middle of short hop aerials. The full File:Up.png File:O.png File:O.png is untechable, and gives you a chance at some OTG damage. Even if they tech the fall, File:Up.png File:O.png File:O.png File:O.png will catch them. Mashing the File:Up.png File:O.png File:O.png doesn't add much damage, and really only makes it easier to KnJ, so I advise against it. It's also an infinite.

Sasuke's grab is pretty lame, in the sense that the opponent is totally invulnerable after the launch. It's pretty hard to tech though, so you make sure to try & follow up for more OTG. File:Right.png File:O.png is a key move for positioning, but not so much for damage. All of Sasuke's fireballs are considered projectiles, and can be x-dashed, so be careful about it. While moving into the corner, Sasuke becomes a lot more vulnerable, since he's stuck in the same spot while shooting the fire. Item deflection modes make this move pretty much useless. It does solid guard damage though, so it's decent to chip away with while trying to evade.

His aerials are all pretty bad, no hawk, low damage, & the fireball from File:Down.png File:O.png File:O.png File:O.pngdoesn't floor bounce. Off an x-dash, you should go for File:Up.png File:O.png File:O.png & follow with OTG, or buffer File:Up.png File:O.png into File:Up.png File:O.png File:O.png.

The File:Up.png File:Up.png File:O.png is a player preference, when it comes to choosing between Sasuke's normal cutscene jutsu & the one with Naruto. The Naruto jutsu does 2% extra damage from the untechable wall slam, but the normal cutscene jutsu creates "Cutscene Fall Stun (CFS)", which allows you to fully charge & land Chidori. While the damage from the chidori is good, it requires precise timing, and even then, it can be KnJ'd & or teched. It's potentially quite heartbreaking, since messing up means you missed out on what could've been solid OTG. Because of this, it's a toss up on which to choose.

Along the same lines, Sasuke's level 1 ougi is player preference. The ougi with Orochimaru does 5% more base damage, but the normal level 1 puts Sasuke in his first awakening. In truth, the damage is rather similar, because:


Orochimaru Team Ougi = 29.9% + 7.1% OTG afterwards = 37%

Normal Level 1 Ougi = 24.9% + 9.2% (OTG in awakening) = 34.1%


The main difference is that, choosing the Orochimaru ougi will allow Sasuke to keep his level 1 animation right afterwards, meaning he can catch it again quickly. With the normal ougi, you don't have that option, but instead get the awakening stat ups, which gives a decent boost in damage. Like I said, personal choice.

The level 1 is a god send. The animation is quick, has invincibility frames, & the slash has a wide range. In addition, if the opponent blocks the level 1, it will put them in enough guard stun for a free guard break. It's also very effective for catching people jumping & throwing shuriken or short hop aerials, and catching people during their backdash. The only downside is that it can only be chained off a bounce in the corner.

The level 2 on the other hand.. is not as good. It's a LONG animation, both in range, and the time it takes for the actual kick to come out. Sasuke can only combo into it with speed up on. On the other hand, if you do hit it, that's pretty much the game. If someone told me they landed Sasuke level 2, I'd already know that they won the match. The level 2 alone does 45%, + 10.7% OTG, then you've got the awakening that gives 50% attack up, and the speed up that Sasuke always wants. Not to mention that, if you're at low enough health to land the level 2, your opponent probably won't have 100%, meaning that 55.7% will almost always put you in the lead.

The level 3 is everything you'd ever hope for in an ougi animation. Too bad it's level 3, and it does less damage than the level 2. Still, if you land it, you'll pretty much win, so long as you don't get put in an infinite. Both the level 1 & level 2 ougis can be chained from jumping shuriken, provided you're at the right range, so there's something else to aim for.


24.9% Level 1 + 9.2% OTG + 34.9% Level 3 + 7.1% OTG = 76.1%

44.9% Level 2 + 10.7% OTG + 34.9% Level 3 + 7.1% OTG = The End of the Game


Ougis are important for Sasuke, because his normal attacks don't do much damage. Like I said in the video, he's a hard character to play. He's not as fast as he looks, his attacks are relatively slow, and he's pretty easy to KnJ. Don't expect to pick him up & start winning immediately. It takes time, practice & experience to use Sasuke at his best.


Tips/Tricks & Extra Notes


Specific Matchups

Against...


Chakra Denial -


Bulldogging -


Ranged Attackers -


Rushdown -


Media

TUTORIAL VIDEOS

A Basic Guide to Sasuke


GAMEPLAY VIDEOS


PTS Sasuke

PTS Uchiha Sasuke

Move list


Damage Chart


Strategy & Gameplan


Tips/Tricks & Extra Notes


Specific Matchups

Against...


Chakra Denial -


Bulldogging -


Ranged Attackers -


Rushdown -


Media

TUTORIAL VIDEOS


GAMEPLAY VIDEOS