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 Ziiko's How 2 Play guides: Tsunade

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PostSubject: Ziiko's How 2 Play guides: Tsunade   Ziiko's How 2 Play guides: Tsunade Clock14Thu Mar 10, 2011 7:41 pm

Big boobs on heels! Konoha's sex symbol and the 5th Hokage...
Gamer slang: http://www.arashiboards.com/t30-general-terminology


Lady Tsunade: "Got milk?"
Ziiko's How 2 Play guides: Tsunade Normal_20050615_496_1116466723638

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index:

1......................intro

2......................Pros/cons

3......................Moveset

4......................items

5......................Support

6......................awakening

7......................Counter-picks

8......................Conclusion

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I. Intro:

One of the legendary Sannin, one of the strogest female characters in the anime Tsunade! She was chosen as the 5th hokage after Sarutobi's death she is the 1st hokage's grand daughter and she's pretty mean. Her moveset is very similar to Sakura's I might as well do Tsunade also. In this guide I will post her basic info and some tips to use this sexy woman as a deadly tigress.

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II. Pros/cons:

Pros:

1. Her U1 can also be done in the air.
2. Good supporter.
3. Her U2 is good against c.dash and rush jutsus.
4. Good movement.
5. Great items! Has ball bombs! SB!
6. Can tilt cancel into grab. SB!
7. Grab and tilt cause SB!
8. Good close ranged fighter.
9. Can link air U1's.
10. C. kunai connects with shikamaru (balance)

Cons:

1. U1 doesn't cause SB.
2. Strictly close ranged.
3. Combos are easy to KNJ.
4. Generic awakening.

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III. Moveset:

vid Tsunade @ 2:12 : (ignore review)


Combos:

Neutral- 9 hits, SB, easy to KNJ.
Side- 8 hits, SB, easy to KNJ.
Down- 7 hits, opp ends on ground and loses chakra. Easy to KNJ.
Up- 8 hits, upper cuts opp in the air, can link with air dash>U1/air combo/ball bomb. Easy to KNJ.
Air- 3 hits, opp ends on ground harder to KNJ.
* These combos are pretty strong but are easy to KNJ, so if your opp is out of chakra use the neutral it makes the most damage and causes SB. The safest you can use is the Air. But the tilt-grab are much more useful than all of these.

Specials:

U1- Heaven kick of pain. She kicks and breaks the ground leaving opponent in the air. Tracks after opponent, lands on top of them, good against puppet masters. The air jutsu comes out much faster can link with airdash>U1>air dash>U1>air dash>bomb>SB >air dash>bomb>SB>air dash> air combo lol. Has shorter range than Sakura.

U2- She punches the ground causing some waves around her if anyone is close, dashes or rush jutsus towards it, they will get caught. Use it against Tobi's U1 and Kabuto's tilt.

Grab- decent range and cool down. SB. Can cancel tilt.

Tilt- Dashes, punches and kicks opponent, 3 hits, SB. Can cancel into grab, hard to KNJ. Can connect after c. dash. Best melee attack she has.

Kunai- 3 hits. C. kunai- 8 hits. Generic.

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IV. items:

^ - Attack up
< - Attack down tag.
> - 2 ball bombs, SB!
v - 3 guard breaker boosts.

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V. Supports:

-As a support she's pretty good (not as balance). With Kakashi, Yamato or Kirin you can connect their U2 off her U1 (if they don't tech.)
-As main character you'll need a good rusher like Naruto, Kakashi, Taka, Minato, etc. and a good projectile like Kakuzu, Dei, Itachi, etc. That way you'll have good close, mid and long range.
-She teams up with, Orochimaru & Jirayia. Also with Sakura. And the ppl from Konoha.

- I won't go into deeper detail because their already are some threads about advanced combos, check them out!
From Infrenis: http://www.arashiboards.com/t470-tsunade-advanced-combos

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VI. Awakening:

-Generic level 1 stats-up A-mode.
-Activates @ 50% damage and less.
-She has inmense strength!
-Abuse tilt-grab, air combo and air U1.
-Same moveset. Combos become harder to KNJ (look back at the combos descriptions) so have at it!
-Lasts around 15 counts (30 seconds)
-Better in singles, use it to run out the timer.
-Just like Sakura's lol.

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VII. Counter-picks:

Use U2 against rasengan spammers, C. dashers, etc. Also against Tobi's U1 and Kabuto's tilt.

She counters Guy, because you can easily land a U2 if you block his U1/U2. NM when he awakens and use a forcefield support.

If you stay close, to long ranged characters you'll have the upper hand. When they spam kcombos, c.dash>tilt>grab. If they're too far to c. dash, NM and kunai sideways and towards them.

Against puppet masters I recommmend Pain and Hidan as supports. Pain will knock the puppet off. C.dash > tilt-grab, but if they block, release Hidan. If they get comboed by Hidan, U2, if they block, grab. Air jutsu with v item to eat up their guard. Stay close, you would be in disadvantage if you stay away.

She has a hard time against Pain, Hinata and Neji because they are better close ranged and their U1 over prioritize all of her moves, so try to turtle and punish after their attacks.

Try a small stage like Konoha to keep them close. Pretty much like Sakura lol.

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VIII. Conclusion:

Lady Tsunade is pretty much an alternate version of Sakura. With better grab and U2. It'll be weird to have made a Sakura guide without making Tsunade's lol. She does better in singles IMO. Well there you have it, Sakura's clone for my 7th guide. Will update anytime necesarry.
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