Yamanaka Ino
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Contents |
TS Yamanaka Ino
Move list
(With the character facing right)
GROUND STRINGS
- A simple slap with Ino’s backhand - 1 hit
- Ino turns around and hit her foe with her elbow – 2 hits
- Ino does a backflip and kick the opponent while recovering from it - 4 hits
- She jumps toward the opponent while doing a neck kick and then continues with a rapid hit of kicks in the air - 11 hits
- She jumps on the enemy’s face and kick him toward the ground. - 5 hits
- Ino advances towards her opponent while doing rapid punches that launches her opponent in the air - 7 hits
- Arc kick followed by a strong front flip kick that bounces the opponent off the ground - 7 hits
- She does a punch while advancing toward the opponent – 1 hit
- Drill kick in the air - 7 hits
- Ino jumps, slides on the ground and does some kind of trip kick – 1 hit
- Ino does a frontflip and kick her foe with the side of her foot – 2 hits
- Followed by an uppercut - 2 hits
- Ino grabs her opponent's shoulders with her feet and throws him the other side of where she was facing. - 2 hits
AERIAL STRINGS
A.
- Followed by an slap with her backhand – 2 hits
A.
- And ends the combo with another kick – 3 hits
A.
- Some sort of uppercut - 1 hit
A.
- Followed by a backflip kick - 3 hits
A.
- And another backflip kick that launches her foe in the air - 5 hits
A.
- Punch on the opponent's head - 2 hits
A.
- Drill kick that slams on the floor - 7 hits
A.
- She grabs her opponent, spins behind him and kick him in the back - 2 hits
SPECIALS
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- Ino's cutscene jutsu. Throws a couple of explosive bombs on the ground and paralyze her foe with her mind possessing jutsu. The animation for it is a simple jab.
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- Ino throws a whole bunch of flowers that gives slow status after a certain number of hits. The more you press the button, the more flower she will throw - 33 hits
(Level 1) - She turns around and hit her opponent with her elbow.
(Reversal) - Makes a big jump toward the enemy with a kick
(Awakening) - Makes backflip kick while making a big jump in the air
Hold
- Awakening - Blooming Flowers Mode
Activation Condition: Provoke Type (2 seconds taunt)
Duration: 20 seconds
Effect: Attack up, Defense up, Speed up, attacks bounce higher, Awakening ougi available
Special Item - Positive Buff - Defense up. Lasts 10 seconds
Damage Chart
Was done on Sai (C-Class Defence)
Note: Add an additional 2% if you want to count splat damage.
Strategy & Gameplan
OVERVIEW
Pros
- Has one of the best guard break move in the game
- Has a pretty good ougi/jutsu game
- Can easily handle difficult matchups
Cons
- Straightforward and linear character
- Average defence makes her fragile
- Most of her moves are useless
Many people overestimate TS Ino because of her ‘’Easy-to-land’’ guard break which can lead to a high damaging ougi or cutscene jutsu. However, in competitive play, TS Ino is considered as a Mid-Low tier character for the sole reason that when the person you play against finds a way around the guard break, TS Ino has to rely on her few other offensive tools to deal damage and win a match.
TS Ino is a very straightforward character. For her to be able to deal stable damage and win a match, she will have to rely only on those following five moves:
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;
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; [Aerial] ![]()
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; her Ougi’s and her cutscene jutsu. All her other moves are either too weak or too unsafe to use, and with a C-class defence character, you’ll want to avoid taking too much damage from bulldogging and rushdown characters because of an unsafe move.
When playing with TS Ino, waiting for your opponents to make mistakes will be your principal way to deal damage as, in most case, you will be able to punish them by doing setups into an ougi or a cutscene jutsu.
BAITING X-DASHES
TS Ino’s shuriken throwing speed is pretty good and the use of her safe moves mixed with well timed SHC’s will often make your opponents want to X-Dash through your shurikens so they can get in after a knj’d move. This is where Ino’s
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comes into play. By baiting and blocking careless X-Dashes, you will be able to punish them with your
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which, if not knj’d or air tech’d, leaves your opponent in a juggle state. This means that any attack (including the ougi and cutscene jutsu) you try do after will most likely hit. If you see them air tech the
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, take the time to charge your chakra while they are falling down.
SETTING UP THE GUARD BREAK
Ino’s guard break is amazing. It has a lot of range, priority and the start-up frames are invincible. Those are the reasons why so many people think this guard break move is overpowered. A lot of people, though, don’t know that because of the long start-up of the move, if your opponent is blocking on the ground, he can option select on reaction the jump + guard by tapping the jump button so that Ino’s guard break doesn’t guard break and leaves her open to an attack. For that not to happen, you’ll need to properly set up her guard break.
First setup is to, basically, catch them while they are doing something else than blocking. For example, if you are having a shuriken war from afar with your opponent and you see that you are in range for your guard break to hit and you predict that they will throw random shurikens, catch them with the guard break while they are recovering from the shuriken throwing animation. Your invincible frames will protect you from the shurikens and you will be able to reach him with the move.
Second setup is to guard break them while they are stuck in blockstun. Because of Ino’s shitty normals, setting up blockstun locks with strings and such won’t be possible. For that setup to work, you’ll need to create a blockstun lock with shurikens or burst shuriken. Jump in the air and throw them. If they block it and you see that you are in range for a guard break, do the guard break as you land on the ground and you will most likely hit them while they are still blocking and can’t do anything. Situational? Yes. But it can work a lot of time if your opponent isn’t aware of the guard break possibility when you are that far away.
OUGI OR JUTSU?
Ino’s main game relies around her ougi and her cutscene jutsu. Indeed, those two moves are her only good damage dealer moves that are guaranteed. However, those two moves rely on the same exact setups for them to hit. So, which one to do in which situation? This really depends on the player’s playstyle and abilities.
A) Ougi
Doing an ougi after a successful setup offers a little more advantage in term of damage compare to the cutscene jutsu. The ougi, whether it is reduced or not, will deal more damage than the cutscene jutsu and landing the ougi requires less precision and timing from the player because of TS Ino’s level 1 ougi animation. However, after landing the ougi, whether it got cancelled or not, you will still lose one or more bar of chakra and in both cases, you will be put in a position where you won’t be able to charge your chakra back. Choosing to have an ougi playstyle only depends on the player. [Personally, I only do ougi’s if it will end the game or if I’m losing badly and I need that to get me back in the game simply because I am not consistent with my seals.]If you feel confident with seals and your chakra game, the ougi playstyle is best suited for you.
B) Jutsu
The cutscene jutsu playstyle is a little more complex, but when mastered, it is bit more effective and advantageous than always going for the ougi. First of all, the cutscene jutsu is guaranteed damage. This means that once your opponent gets hit by the animation, you won’t have to worry about missing seals and whatnot. Second, TS Ino’s cutscene jutsu animation is very fast thus, connects to a lot of her normals. Last but not least, after landing it, it leaves you in a really great position where you have a lot of options. Indeed, after landing that jutsu, you will have many options depending on how your opponent reacts and the situation in which you are in. If they don’t air tech nor ground tech, you can either charge your chakra back so that your jutsu cost nothing, go for OTG damage with the guard break, taunt so you get in your awakening state, run off and get items or, if they wall splat, go for OTG damage while getting your chakra back by taking dropped chakra balls. If they tech, well, you only few options left, but it’s not that bad because you did the damage you wanted to deal. Here are some setups for the cutscene jutsu.
Good damage dealer combo and easy to hit confirm the first hit because of the guard break freeze
Does a little more damage than the previous setup but you give your opponent more chances to knj and tech.
This combo is kind of hard to do because you have to walk forward for the jutsu to hit properly, but it is fundamental to learn if you plan on going for the jutsu playstyle.
Great for getting damage from afar but kind of hard to pull off and hit confirm the first hit. Jumping and throwing shurikens before doing it can help pulling it off as it will combo if the shurikens hits.
Tips/Tricks & Extra Notes
INFINITE
Kiba found an infinite for TS Ino. Even though it will rarely occur that you actually land it, I still think it is worth mentionning in this section.
Rinse and repeat. Be aware that this infinite can only be made when in awakening state.
WHAT NOT TO DO
TS Ino can be a tricky character to play with. She has a lot of different moves, but most of them are really shitty and not worth ever doing them. So, knowing what not to do is part of how to play well with TS Ino.
Ground Strings – TS Ino’s ground strings are horrible and you should never try doing them. They are easy to knj and aren’t SHC-able which puts you in a bad position when your opponent knj them. Also, if you ever land a hit with her string starter, the rest of her strings are too slow for them to hit a opponent who knows that they can walk out of the combo.
Flower Jutsu – Really easy to knj and can’t SHC the jutsu which lets you open to almost anything. Besides, the last batch of flowers she throws doesn’t even connect with the previous hits. It’s just an awful jutsu, don’t use it.
Grabs – Her aerial one is all right, but her ground one has so much recovery frames that it leaves you open to any attack. If you ever want to crack your opponent’s shell, just use the guard break.
Aerial String – Except for her A. ![]()
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all her other aerial strings are pretty useless. Her hawk would've been a little better if it didn't rapid hit and her
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is just not worth it compare to her A. ![]()
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.
Specific Matchups
Against...
Chakra Denial - You have a slight advantage over these type of characters. Why? Because Chakra Denial characters' goal is to make you waste all your chakra and then, pin you down with an infinite to end the game. Where it is difficult for Chakra Denial characters, is the part where they have to actually catch you to do the infinite. Ino's
is an incredibly great tool to escape tight situations because of the invincible startup of the move. When out of chakra, use this move to escape and get your chakra back. If used well, most people will give up on chasing you because they'll see it's useless and let you charge your chakra back. Try to use the move inteligently though, because Ino's guard break is bait-able and if you do get bait while you have no chakra, it probably means end of the game for you. Also, against chakra denial characters, I guess you can go blow for blow with them. Their damage output are usually not that great so you can take a few hits from them.
Bulldogging - Really hard matchup for TS Ino as she can't really take hits and bulldog characters are beatsticks. You will want to avoid them as much as possible when playing against them. Try getting your big damage from items and from really safe setups. Don't try anything silly and always play conservative. Also, the stage you are in plays a big role in whether you will be able to pull out a victory or not. So, choose your stage wisely when playing against them. Always go for stages with a lot of crates and dummies like the Great Naruto Bridge or the Entrance to Orochimaru's Hideout and avoid stages like The Forest of Death where there is only one dummy and nothing else.
Ranged Attackers - Advantageous matchup because, again, of Ino's guard break invinvible frames. Though, instead of using this move as a defensive tool, against these type of characters, you will use it to get in on your opponent that tries to stay far from you. Other than that, the matchup is pretty self-explanatory : Use your guard break move to hit your opponent while they are recovering from the shuriken they threw or another projectile move. Again, try not to be too predictable with your guard break.
Rushdown - This matchup is kind of the same thing as the Bulldog matchup except thay it can be a little more worse since rushdown will try KO you with jutsus instead of melee damage which, of course, does more damage. Also, unlike Bulldogs characters (TS Lee, Asuma, Kakashi), Rushdown characters, like TS Temari, TS Hinata and TS Shikamaru, have a taunt awakening under their belt so, playing defensivly and leaving them alone for few seconds can put you in a worst situation than you were before. You will still need to get damage from items and such except that, in this matchup, you will need to alternate between offense and defense a lot more than when playing against Bulldogging characters. It's really risky, but you don't really have choice. Really tough match for TS Ino.
Media
TUTORIAL VIDEOS
NA2: Few tricks, new infinites
GAMEPLAY VIDEOS
Rockman (TS Ino) VS. Forte (Kabuto)
Kazuhiro (TS Ino) VS. Forte (Kabuto)
Hinatapwns (PTS Hinata) VS. Kazuhiro (TS Ino)
Kazuhiro (TS Ino) VS. SSJay (Kakashi)
Forte (KK Sasori) VS. Kazuhiro (TS Ino)
Rockman (Kurenai) VS. Kazuhiro (TS Ino)


