|
|
Line 50: |
Line 50: |
| Naruto's basic B string(s) that all of this other string starters will lead back into. | | Naruto's basic B string(s) that all of this other string starters will lead back into. |
| * 5BB is a 1F gap; any 4B will get CH, can't jump, sidestep can escape but must be frame perfect. | | * 5BB is a 1F gap; any 4B will get CH, can't jump, sidestep can escape but must be frame perfect. |
| * 5BB(B) is a mid, briefly high crushes on frames 6~12, goes active on frame 16, launches on hit. If the opponent holds 7 to try to jump out of an immediate string, they will get hit. 4B can have enough time to autoguard this, but the lift will become a push which can make its attack whiff. Immediate string can be stepped but requires late timing else the opponent gets CH. | | * 5BB(B) is a mid, briefly high crushes on frames 6~12, active on frame 16, launches on hit. If the opponent holds 7 to try to jump out of an immediate string, they will get hit. 4B can have enough time to autoguard this, but the lift will become a push which can make its attack whiff. Immediate string can be stepped but requires late timing else the opponent gets CH. |
| ** 5BB(8B) does upkicks early in the string. Can be dodged with backdash at midscreen, or with sidestep and 4B anywhere. | | ** 5BB(8B) does upkicks early in the string. Can be dodged with backdash at midscreen, or with sidestep and 4B anywhere. |
| * 5BBB(B) has Naruto high crush on frame 1 and for the entire duration as an assist clone jumps over his head and launches for him. The opponent can dodge the clone with a jump after being lifted by 5BB(B), or kill it with an immediate air shank j.A. | | * 5BBB(B) has Naruto high crush on frame 1 and for the entire duration as an assist clone jumps over his head and launches for him. The opponent can dodge the clone with a jump after being lifted by 5BB(B), or kill it with an immediate air shank j.A. |
Revision as of 19:24, 19 December 2023
Naruto
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|
Health:
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220
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Guard Gauge:
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1760
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Backdash Type:
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Normal
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Install (Nine-Tails)
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Install Damage Modifier:
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1x
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Install Backdash Type:
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Long
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String List
String #
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Inputs
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Notes
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01
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Naruto's basic B string(s) that all of this other string starters will lead back into.
- 5BB is a 1F gap; any 4B will get CH, can't jump, sidestep can escape but must be frame perfect.
- 5BB(B) is a mid, briefly high crushes on frames 6~12, active on frame 16, launches on hit. If the opponent holds 7 to try to jump out of an immediate string, they will get hit. 4B can have enough time to autoguard this, but the lift will become a push which can make its attack whiff. Immediate string can be stepped but requires late timing else the opponent gets CH.
- 5BB(8B) does upkicks early in the string. Can be dodged with backdash at midscreen, or with sidestep and 4B anywhere.
- 5BBB(B) has Naruto high crush on frame 1 and for the entire duration as an assist clone jumps over his head and launches for him. The opponent can dodge the clone with a jump after being lifted by 5BB(B), or kill it with an immediate air shank j.A.
- 5BBB(8B) has Naruto do the upkick instead of a shadow clone. Comes out faster than the regular B followup, so there's no time to jump out and it will punish attempts to j.A the regular 5BBB(B).
- 5BBBB(A) throws anti-air kunai. String is possible even if 5BBB(B) whiffed. The counterplay to 5BBB(B) will also avoid this if Naruto is autopiloting.
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02
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03
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04
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05
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06
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07
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08
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|
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09
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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20
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21
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22
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23
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24
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25
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26
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27
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28
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29
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30
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31
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32
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33
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34
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35
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36
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37
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String #
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Inputs
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Notes
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01
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02
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03
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04
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05
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06
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07
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08
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09
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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20
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21
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22
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23
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24
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25
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26
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27
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28
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29
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30
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31
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Weak Attacks
5B
|
Damage
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Hit Level
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Startup
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Active Frames
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Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
13
|
Mid
|
14
|
3
|
29
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195
|
20
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-
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-9
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- Primary Jab.
- Can go into () on whiff.
5BB has 14f blockstun and is -10 on block
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Toggle Hitboxes Toggle Hitboxes
|
6B
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Damage
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Hit Level
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Startup
|
Active Frames
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Recovery
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Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
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15
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High
|
25
|
4
|
30
|
225
|
23
|
-
|
-9
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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.
The ground bounce on hit is only untechable if it hits late into its active frames; it'll basically always be untechable if it hits a grounded opponent, but when used in juggles it'll be techable most of the time. Fortunately, there are combo routes that guarantee untechable 6B juggles such as 5BAAB > 6BAY xN and 2BABY > 6BAY xN .
String options: for j.B, for 6A
Flag Data
High Crush
|
frames 37~48
|
Low Crush
|
frames 8~34
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|
|
Toggle Hitboxes Toggle Hitboxes
|
ZTK 6B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
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Recovery
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Guard Damage
|
Blockstun
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Advantage on Hit
|
Advantage on Block
|
17
|
Mid
|
22
|
4
|
35
|
255
|
23
|
-
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-14
|
While in ZTK, Naruto's 6B becomes a lunging claw attack, basically identical to OTK Naruto's 6B. Has VERY far range, being able to jump all the way across most of the length if not the entirety of smaller stages very quickly, and since it can string into a super cancel it can be deadly in such a situation. Also the main way to combo after a 2A if the opponent isn't already walled/cornered.
6B(B) performs Naruto's 5B(B) (super cancel point), and 6BA goes into 8A to catch & deflect defensive jump kunais.
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|
Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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Startup
|
Active Frames
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Recovery
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Guard Damage
|
Blockstun
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Advantage on Hit
|
Advantage on Block
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13
|
Low
|
18
|
4
|
29
|
195
|
18
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-
|
-13
|
Standard sweep, but lacks a little bit of range since Naruto is short.
2B(A) uses the same animation at 6A but does not lift on block.
2BA(B) is Naruto's 5B(B), so he has both a super cancel and safe string ender from 2B.
Flag Data
High Crush
|
frames 15~34
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
4B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
20
|
Mid
|
29
|
5
|
23
|
300
|
29
|
-
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+2
|
Somewhat average 4B. Notably plus on block, but that's only useful with the opponent at walls/corners.
Flag Data
Autoguard
|
frames 2~15
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
ZTK 4B
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
28
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Mid
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31
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4
|
28
|
420
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23
|
-
|
-6
|
Flag Data
Autoguard
|
frames 2~17
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|
|
Toggle Hitboxes Toggle Hitboxes
|
8B
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Damage
|
Hit Level
|
Startup
|
Active Frames
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Recovery
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Guard Damage
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Blockstun
|
Advantage on Hit
|
Advantage on Block
|
12
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Mid
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20
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4
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29
|
180
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18
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-
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-13
|
Upkicks. Low crush starts quickly
Flag Data
Low Crush
|
frames 10~38
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|
|
Toggle Hitboxes Toggle Hitboxes
|
Running B
|
Damage
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Hit Level
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Startup
|
Active Frames
|
Recovery
|
Guard Damage
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Blockstun
|
Advantage on Hit
|
Advantage on Block
|
17
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Mid
|
13
|
12
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34
|
255
|
41
|
-
|
-3
|
Flag Data
Low Crush
|
frames 17~37
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.B
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Damage
|
Hit Level
|
Startup
|
Active Frames
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Recovery
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Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
20
|
Mid
|
25
|
Until L + 1
|
30
|
300
|
23
|
-
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-11
|
|
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Toggle Hitboxes Toggle Hitboxes
|
Strong Attacks
5A
|
Version
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Damage
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Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Normal
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-
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-
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28
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Until Hit
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Total 59
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-
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-
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-
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-
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Partial Charge
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Full Charge
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
|
ZTK 5A
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Damage
|
Hit Level
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Startup
|
Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
|
Advantage on Block
|
15
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Mid
|
17
|
3
|
27
|
225
|
19
|
-
|
-9
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
6A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
18
|
Mid
|
16
|
5
|
25
|
270
|
13
|
-
|
-16
|
- Lifts on block
- +14 if the opponent lands after lift
|
|
Toggle Hitboxes Toggle Hitboxes
|
ZTK 6A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
220
|
14
|
-
|
-15
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
2A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
300
|
-
|
-
|
-
|
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 dive in the ways it can punish some neutral and KnJs with the tracking, but unlike his, it's not a combo ender.
|
|
Toggle Hitboxes Toggle Hitboxes
|
ZTK 2A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
19
|
Mid
|
15
|
10
|
47
|
285
|
28
|
-
|
-27
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
4A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
Total 23
|
-
|
-
|
-
|
-
|
- Clone drains chakra and Naruto cannot gain chakra while clone is active
- Clone disappears when hit or when Naruto runs out of chakra
Kage bunshin no jutsu! Naruto summons a CPU-controlled shadow clone in front of himself to fight alongside him at the cost of slowly draining his chakra while active. The clone is capable of doing a variety of moves that Naruto can do; he uses B attacks and can do strings, can run, sidestep, throw kunais, even throw the opponent, etc. Fighting alongside the clone is very unpredictable and unreliable as it's randomly controlled and can be dissipated in one hit, but in good situations it can be used to deal massive guard damage to the opponent with tandem strings or go for extremely tight strike/throw/back hit unblockable mixups.
The animation itself has relatively short startup and recovery, letting Naruto pull it out as a decent surprise at close range. When used at point blank, the shadow clone can spawn behind the opponent, leading to sandwich pressure and unblockable back hits as well.
Inputting again will despawn the clone on command, no matter what it's doing.
|
|
Toggle Hitboxes Toggle Hitboxes
|
ZTK 4A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Traditional counter, can catch everything except for supers.
|
|
Toggle Hitboxes Toggle Hitboxes
|
8A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
10, 12, 14
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
ZTK 8A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
26
|
Mid
|
18
|
5
|
31
|
390
|
12
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Running A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
High
|
18
|
7
|
26
|
270
|
14
|
-
|
-17
|
Spinning back kunai slash, a standalone version of his 5B(A) and goes into the same numerous followups.
|
|
Toggle Hitboxes Toggle Hitboxes
|
ZTK Running A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
ZTK j.A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
345
|
28
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Throws
5Y
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
20
|
-
|
1
|
1
|
48
|
-
|
-
|
-
|
-
|
|
|
j.Y
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Special
5X
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
10, 55
|
Mid
|
24
|
7
|
32
|
-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
2X
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
10, 72
|
Mid
|
31
|
14
|
25
|
-
|
-
|
-
|
-
|
Shoulder charge into rasengan cinematic. Slower startup than 5X to where it doesn't combo from strings that are as long, but incredibly long active frames make this great as a wake-up super.
|
|
Toggle Hitboxes Toggle Hitboxes
|
4X & 4X
|
Version
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
4X
|
5
|
Mid
|
20
|
3
|
26
|
-
|
-
|
-
|
-
|
4X
|
-
|
-
|
-
|
-
|
29 Total
|
-
|
-
|
-
|
-
|
- Costs 50% (2 bars) chakra
- Transformation blast launches on hit
Naruto transforms into ZTK form, changing the way most of his attacks work including his 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.
- Costs 50% (2 bars) chakra
Naruto returns to his base form. The transformation back has no hitbox.
Activation flag data:
Flag Data
High Crush
|
frames 1~19
|
Low Crush
|
frames 1~19
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
ZTK 5X/6X
|
Version
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
5X
|
81
|
Mid
|
24
|
7
|
32
|
-
|
-
|
-
|
-
|
6X
|
81
|
Mid
|
23
|
3
|
33
|
-
|
-
|
-
|
-
|
Tailed Fox ranbu super. Same activator as no install 5X, but the super is a real-time super that scales in combos. Inputting this as 6X will make Naruto do his 6B as the activator instead, which has just as much range but lacks active frames.
|
|
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
- /: 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
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