Uchiha Sasuke
From Narutimate Wiki
Contents |
TS Uchiha Sasuke
Move list
(With the character facing right)
GROUND STRINGS
- Sasuke kicks low & comes down from above with a chidori
- A three kick combo that leaves Sasuke in the air (Nicknamed new SSR)
- Sasuke launches the enemy & flips up in the air (Untechable)
- Sasuke dashes forward stabbing.
- Flips forward & blows 3 fireballs behind him
- Sasuke launches the opponent with a slash (Untechable)
(rapid hits) - Swings upwards. If it lands, Sasuke dashes for extra hits
- Sasuke grabs the enemy, then shunpos to the other side & slashes.
AERIAL STRINGS
A.
- Followed by a simple kick
A.
- And finishes with an air Chidori
A.
- A kick. If landed, Sasuke will shunpo to the otherside & launch his foe with his sword
A.
- Sasuke blows a fireball down at an 85 degree angle.
A.
- Similar to his ground grab except he launche his opponent towards the ground.
SPECIALS
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.
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.
(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.
(Level 1) - Sasuke dashes forward very quickly & slashes.
(Level 2) - Sasuke dashes forward further & does a turnaround kick
(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
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
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.
isn't much slower than just
, and decently safe when KnJ'd, thanks to the forward motion. In addition,
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.
can be used to punish blocked x-dashes, as well as catch people in the middle of short hop aerials. The full
is untechable, and gives you a chance at some OTG damage. Even if they tech the fall,
will catch them. Mashing the
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.
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
doesn't floor bounce. Off an x-dash, you should go for
& follow with OTG, or buffer
into
.
The
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
GAMEPLAY VIDEOS
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

