Super Naruto: Clash of Ninja 4/Naruto: Difference between revisions
Scatteraxis (talk | contribs) (→ZTK 8A) |
(→5B) |
||
(6 intermediate revisions by 2 users not shown) | |||
Line 19: | Line 19: | ||
* '''Invincible reversal''' available in the form of {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|X}} install activation | * '''Invincible reversal''' available in the form of {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|X}} install activation | ||
* '''ZTK form''' - Turns Naruto's close-range pressure into a diet OTK on command | * '''ZTK form''' - Turns Naruto's close-range pressure into a diet OTK on command | ||
* '''Lots of super | * '''Lots of super cancel strings''' to optimize combos | ||
==Notes== | ==Notes== | ||
Line 322: | Line 322: | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 13 | |damage = 13 | ||
|hitlevel = | |hitlevel = High | ||
|startup = 14 | |startup = 14 | ||
|active = 3 | |active = 3 | ||
Line 361: | Line 361: | ||
Naruto leaps forward and hammer punches the opponent. Travels very far distance and also low crushes pretty early on its startup, but Naruto leaps so high in the air and swings so late that most of the time he goes clean over the opponent as they do their sweep or other low instead of hitting them. He's mostly safe if this happens, but it also means that it's unreliable for hard punishing high crushes aside from at walls. String-wise, 6BA either gives a launch in 2 hits for combos on hit, or a lift mix on block. | Naruto leaps forward and hammer punches the opponent. Travels very far distance and also low crushes pretty early on its startup, but Naruto leaps so high in the air and swings so late that most of the time he goes clean over the opponent as they do their sweep or other low instead of hitting them. He's mostly safe if this happens, but it also means that it's unreliable for hard punishing high crushes aside from at walls. String-wise, 6BA either gives a launch in 2 hits for combos on hit, or a lift mix on block. | ||
If 6B hits on its first active frame, the ground bounce is techable, however if it hits with any of its later active frames it will be untechable. For this reason, it tends to hit techable on grounded opponents but frequently hits untechable on airborne opponents, and there are combo routes that basically guarantee untechable 6B juggles such as <code>5BAAB > 6BAY xN</code> and <code>2BABY > 6BAY xN</code>. | |||
''String options: {{NotationIcon-SCON4|B}} for j.B, {{NotationIcon-SCON4|A}} for 6A'' | ''String options: {{NotationIcon-SCON4|B}} for j.B, {{NotationIcon-SCON4|A}} for 6A'' | ||
Line 739: | Line 739: | ||
|description = | |description = | ||
* Lifts on block | * Lifts on block | ||
Naruto punches the ground to send a shadow clone that bursts out of the ground at the opponent's position. The clone is guaranteed to come out after he finishes the ground punch, even if he is hit by or blocks an attack, so by the time the opponent reacts to the startup they'll probably just have to hold it, giving Naruto advantage and initiative on block. It's a little similar in concept to Kakashi's {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}} dive in the ways it can punish some neutral and KnJs with the tracking, but unlike his, it's not a combo ender. | Naruto punches the ground to send a shadow clone that bursts out of the ground at the opponent's position. The clone is guaranteed to come out after he finishes the ground punch, even if he is hit by or blocks an attack, so by the time the opponent reacts to the startup they'll probably just have to hold it, giving Naruto advantage and initiative on block. It's a little similar in concept to Kakashi's {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}} dive in the ways it can punish some neutral and KnJs with the tracking, but unlike his, it's not a combo ender. | ||
Sometimes is also unblockable to opponents who are holding [4] to block it, but is not an issue to autoblock. Very odd, needs more investigation. | |||
}} | }} | ||
}} | }} | ||
Line 960: | Line 962: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
OTK's {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}}. | |||
}} | }} | ||
}} | }} | ||
Line 1,098: | Line 1,100: | ||
* Costs 50% (2 bars) chakra | * Costs 50% (2 bars) chakra | ||
* Transformation blast launches on hit | * Transformation blast launches on hit | ||
Naruto transforms into ZTK form, changing the way most of his attacks work including his {{NotationIcon-SCON4|X}} super. He is invincible to highs and mids on all startup frames before the actives and releases a chakra blast attack as he transforms, allowing it to also function as a reversal. | Naruto transforms into ZTK form, changing the way most of his attacks work including his {{NotationIcon-SCON4|X}} super. He is invincible to highs and mids on all startup frames before the actives and releases a chakra blast attack as he transforms, allowing it to also function as a reversal, however it loses to lows and even throws. | ||
---- | ---- | ||
* Costs 50% (2 bars) chakra | * Costs 50% (2 bars) chakra | ||
Line 1,254: | Line 1,256: | ||
=== Gameplay footage === | === Gameplay footage === | ||
* [https:// | * [https://replaytheater.app/?game=scon4&c1=Naruto Naruto ReplayTheater] | ||
== Navigation == | == Navigation == |
Latest revision as of 12:15, 25 May 2024
Summary
Naruto takes his place in Super as a well-rounded character with the ability to transform into his feral Zero-tailed Kyuubi (ZTK) form. Naruto's air throw, decent sweep, good running attacks, a long range button and a 14-frame jab leave him ready to face the entire cast without having big exploitable weaknesses of his own. 6A gives him impressive okizeme, contributing to a scary offense, and Naruto also has a few new toys to play with- such as ZTK's 2A chakra burst.
Main Strengths
- Invincible reversal available in the form of install activation
- ZTK form - Turns Naruto's close-range pressure into a diet OTK on command
- Lots of super cancel strings to optimize combos
Notes
Super Cancel Points:
- ()
- ()
- ()
- ()
- ()
- ()
- ()
String List
String # | Inputs | Notes |
---|---|---|
01 |
Naruto's basic B string(s) that all of this other string starters will lead back into.
| |
02 | ||
03 | ||
04 | ||
05 | ||
06 | ||
07 | ||
08 |
| |
09 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 | ||
16 | ||
17 | ||
18 | ||
19 | ||
20 | ||
21 |
| |
22 | ||
23 | ||
24 | ||
25 | ||
26 | ||
27 | ||
28 | ||
29 |
| |
30 | ||
31 | ||
32 | ||
33 | ||
34 | ||
35 | ||
36 | ||
37 |
String # | Inputs | Notes |
---|---|---|
01 |
| |
02 | ||
03 | ||
04 |
| |
05 | ||
06 | ||
07 |
| |
08 | ||
09 | ||
10 |
| |
11 | ||
12 | ||
13 | ||
14 | ||
15 | ||
16 |
| |
17 | ||
18 | ||
19 | ||
20 |
| |
21 | ||
22 | ||
23 | ||
24 | ||
25 | ||
26 | ||
27 |
| |
28 | ||
29 | ||
30 | ||
31 |
Weak Attacks
5B
Toggle Hitboxes Toggle Hitboxes
|
---|
6B
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK 6B
Toggle Hitboxes Toggle Hitboxes
|
---|
2B
Toggle Hitboxes Toggle Hitboxes
|
---|
4B
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK 4B
Toggle Hitboxes Toggle Hitboxes
|
---|
8B
Toggle Hitboxes Toggle Hitboxes
|
---|
Running B
Toggle Hitboxes Toggle Hitboxes
|
---|
j.B
Toggle Hitboxes Toggle Hitboxes
|
---|
Strong Attacks
5A
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK 5A
Toggle Hitboxes Toggle Hitboxes
|
---|
6A
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK 6A
Toggle Hitboxes Toggle Hitboxes
|
---|
2A
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK 2A
Toggle Hitboxes Toggle Hitboxes
|
---|
4A
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK 4A
Toggle Hitboxes Toggle Hitboxes
|
---|
8A
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK 8A
Toggle Hitboxes Toggle Hitboxes
|
---|
Running A
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK Running A
Toggle Hitboxes Toggle Hitboxes
|
---|
j.A
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK j.A
Toggle Hitboxes Toggle Hitboxes
|
---|
Throws
5Y
j.Y
Special
5X
Toggle Hitboxes Toggle Hitboxes
|
---|
2X
Toggle Hitboxes Toggle Hitboxes
|
---|
4X & 4X
Toggle Hitboxes Toggle Hitboxes
|
---|
ZTK 5X/6X
Toggle Hitboxes Toggle Hitboxes
|
---|
Strategy
Naruto has a simpler toolset than some of the cast, but has a toolset more geared towards offense and threatening okizeme, as and both set up air-throw attempts. and both allow him to approach reliably from a run, and gives him a high range option from idle.
Naruto's defense is not extraordinary- is sped up from vanilla but still not amazing and 2B is an average high crush with low range. His being faster than normal divekicks makes it more reliable as an anti-string option, and just overall a stand-out move.
Naruto has a few directional string options in his base form:
Barreling into action: has a large hitbox covering Naruto's body and active for 14 frames
- Frame advantage varies based on spacing but it's always safe on block
- Can connect with at the wall
- Good for chasing down opponents in backturn situations
- High crushes
Base Form
- is one of Naruto's most important moves, hitting mid and lifting on block
- Quick recovery and string follow-up provide a guard mix-up between > and
- Acts as a high damage, single button, -cancellable launcher for combo filler
- string for punishing KnJs
- : Good string for guard pressure and is hard to beat with a 4B, though it is escapable with normal air kunai after the 5BBB lift
- : Useful mix-up after 5BBBB to punish air kunai attempts
- : Faster than 5BBBB, making it harder to punish and sometimes impossible depending on the opponent's
- Does more damage than 5BBBB
- // is a spin launcher; useful for breaking Choji or Jirobo's hyper armor
- String options above apply to follow-ups, though can be 4B'd
- can be done on whiff
- /: Plus on block, which provides a tick throw mix up by the wall
- The final punch can be 4B'd, but BAAA's low recovery can be used to punish a pre-emptive 4B
- : Can be useful for okizeme since Naruto will be fully actionable by the time the clone appears resulting in plus frames
- Can punish KnJ's and meterlessly start combos
- Connect with jab at short range or and at long range
ZTK Form
- : Hits mid, trumping high crush attempts.
- Same attack as
- : ZTK Naruto's main string for pressure from jab, ends in 8AA which provides great frame advantage.
- : Similar to 5BAAAA but ends in 8BA. Great mix-up as it has onee hit less before the lift.
- / : Having only a single hit before 8AA makes these strings hard to punish with 4B, making them consistent options for okizeme.
- The 8AA lift portion of the string is punishable with normal air kunai.
- can function as a KnJ or backturned punish or be incorporated into swaggy combos
Colors
Changes from Vanilla
List may be outdated, feel free to update
Base form:
- Grabbable Moves: JA, 8A,
- 5B: elbow hitbox appears on frame 2
- 5B(B): hand hitbox does not appear until frame 2
- 5BBB(B): can be replaced with the clone active version with 8B
- 5BBBB(B): does slightly more damage, pushes further away, and doesn't teleport as far
- 5BAA(A): starts up and ends one frame later; staggers
- 6B: has an untechable bounce after the first active frame; first frame is a high; properly low and high crushes
- 4B: bounces closer on hit
- 8B: hitbox appears one frame later, more lift
- 6A(A), 6A(8A): added as 2A and 8A
- 2A: has a new animation
- RA: has more lift on hit
- 5X6: activates into 5X and uses 6B attack; has a different super freeze animation; low and high crushes
- 2X: has less super freeze and more duration
- 4X: requires 50% meter; has more lift on hit. Invincibility removed.
ZTK:
- Grabbable Moves: 2A
- 5BBBB(B): bounces closer on hit
- 5BA(B): has more lift on hit, hitbox appears three frames later, made normal lift instead of spinning
- 5BAA(A): replaced with 8A
- 5BAAA(A): replaced with 8A(A)
- 6B: low crushes
- 8B: lifts on block
- 8B(B): has more lift on hit
- 8B(A): added as 8A(A)
- 5A: given more float
- 5A(A): given more float and super cancel
- 6A: given more float and super cancel
- 4A: activation window improved
- A4A: goes into RA
- 2A: does activated 4A, adjustments to size; duration; and hitbox
- 8A: has slightly more vertical range on the bottom
- 8A(A): does slightly more damage and doesn't bounce
- RA: ends 4 frames sooner; has three grabbable frames at the beginning
- 5X: third to last hit staggers; second to last hit doesn't jump as far forward, fixed animation glitch (added one hit); first hit lift adjusted to not sometimes reset the combo
- 5X6: uses 6B attack into Z5X; has a different super freeze animation
- 4X: Can now revert to base form at the cost of 50% chakra