Naruto Shippuden: Clash of Ninja Revolution 3/Esoterica
Disabled Throws
Just-Frame Specials
When cancelling a super-cancellable attack into a super, if the attacking character didn't have enough chakra for the super before the attack but the attack will give them enough chakra to super once it connects, the super cannot be buffered. Instead, the input must be manually timed specifically during the remainder of the active frames after the attack connects. This is typically referred to as a "just-frame super" and is essential for many optimal combos.
Most characters experience this when using 5BBX as a combo ender immediately after a , in which case it's typically a 2-frame window to input the X.
Gravity Scaling
Button Priority
Neutral Wakeup Extra Invuln Frames
In CONR3, neutral wakeups have a phenomena where if the player doesn't make any input on their controller at all after their wakeup animation, any opponent's attacks on the defending player will have their hitboxes disabled for up to 10 frames after the wakeup. This effectively means that the defending player gets up to 10 bonus frames of invincibility on wakeup. If any input is made at all during this period, the bonus invincibility is cancelled and the character immediately becomes vulnerable again.
This only happens with NEUTRAL WAKEUPS in particular, any other wakeup (wake-up kick, tech/wakeup roll) do not get these extra invuln frames.