Naruto Shippuden: Clash of Ninja Revolution 3/System

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General Movement

Walking

Pressing or holding left or right on the Control Stick or D-pad will make your character walk forwards towards the opponent, or backwards away from them. This is the slowest and most basic form of movement in Rev3, but also presents the least risk.

Dashing and Running

To dash towards the opponent, double tap forward towards the opponent (ForwardCONR3 STRING BREAK.pngForward), and the direction can be held to keep running forward. A dash cannot be cancelled into any other actions except for jump until the animation completes, but a run can be cancelled into jump, a unique sidestep, or one of two unique attacks that are only available while running.

Backdash

To perform a backdash, quickly double tap backwards away from the opponent (BackCONR3 STRING BREAK.pngBack). The character will do a backwards somersault and have invincibility on frames 1-7 of the animation, making it useful for dodging attacks if timed properly. Unlike forward dashes or runs, backdashes cannot be cancelled into anything; your character cannot act at all until the animation ends. This means that while backdashes can be effective at dodging a single attack, it can be punished by whiff cancellable strings, long lingering attacks, or an opponent waiting for you to use that option and attacking you during your recovery instead.

Backdash frame data
  • Vulnerable start-up from frames 1~3
  • Invincible from frames 4~10
  • Vulnerable recovery from frames 11~34
  • Can block on frame 35, can move on frame 36

Sidestep

Pressing either the L or R Trigger / Bumper will make your character perform a sidestep in the respective direction relative to them. For example, pressing L will sidestep to their left, and pressing R will sidestep to their right. Similar to backdashes, sidesteps are also evasive maneuvers as they move the character out of the way of attacks and have invincibility in the middle. They can also be used to get behind the opponent to hit them with unguardable attacks, or throw them with unbreakable throws.

Explicit Frame Data

An uninterrupted running sidestep:

  • Can still block during start-up frames 1~2
  • Vulnerable on frame 3
  • Invincible on frames 4~11
  • Vulnerable recovery on frames 12~15; can move and block on frame 16

Additional frame data quirks include:

  • If backturned, sidestep auto-turns to face the opponent on frame 2
  • Can buffer sidestep out of blockstun to make it come out during what should be the last frame of blockstun
  • Immediately after sidestep recovery, there are some restrictions:
    • Locked out of sidestepping again in the same direction for 4 frames (Can sidestep the same direction a second time on frame 19)
    • Locked out of using throws for 1 frame (Can throw on frame 17)
    • Holding Forward after a sidestep will skip the remaining recovery and instead initiate a run starting on frame 13.

Running Sidestep

Inputting a sidestep while running will perform a special sidestep called a running sidestep (running SS), which allows the character to sidestep while approaching and also has a much stronger rotation effect to where a running sidestep can make the character end up behind the opponent's back. It's very useful for gaining ground while still dodging the opponent's long-range attacks or projectiles, or also has a niche use when backturned to where you can run from their attacks, and then immediately running SS to autocorrect to face them and whiff punish their attempted backturned attacks.

Explicit Frame Data

An uninterrupted running sidestep:

  • Vulnerable startup on frame 1
  • Invincible from frames 2~11 (10F total)
  • Vulnerable recovery from frames 12~14 (3F total)
  • Can both move and block on frame 15

Additional frame data quirks include:

  • Holding Forward during a running SS continues running on frame 12
  • Can buffer attacks from running SS 2 frames sooner (attack will start on frame 13)
  • Sidestepping again is locked out for 10 frames after a running SS
  • Throws are locked out for 1 frame after a running SS (throw comes out on frame 16)
  • Autocorrects to face the opponent on frame 1

Health

Only two characters in the game do not have 10,000 health. Kankuro has 9,000 and Chiyo has 8,000. Anbu Kakashi has 10,000 health but takes more damage from attacks, effectively giving him less health as well.

Chakra

Building Chakra

Spending Chakra

Chakra Drain

Attacking and Hitstun

Weak & Strong Attacks

There are two primary attack buttons in CONR3: Weak Attacks, performed by pressing Weak Attack, and Strong Attacks, performed by pressing Strong Attack.

Weak attacks are mostly standard, fast physical attacks such as punches and kicks, while Strong attacks are much more similar in nature to what you would call a "special attack" in other fighting games, as they can greatly between characters to either make unique use of weapons like kunais or by using the character's various jutsu abilities from the series.

Throws

Pressing Throw when very close to an opponent will perform a Throw on them. Your character will grab the opponent, hop over them and launch them sky-high with a neck throw, dealing a little damage on its own but most importantly providing you with a lot of time to run up and follow up with just about any combo. Throws are frame 1, so they can be a great option at point-blank range to either open up a guarding player as a mix-up, or to punish even some of the least punishable recovery moves (if the opponent is in range to get grabbed).

Beware that if there is no opponent nearby to be thrown or the opponent is in an unthrowable state, your character will do a 48-frame long throw whiff animation that is easily punishable. Opponents also cannot be thrown while they are in blockstun.

Extra quirky throw data
  • Throws are locked out for 1 frame after exiting blockstun.

Air Throws

Air throws follow basically all the same conventions as ground throws except for the fact that they typically don't allow for a combo afterward (they dunk the opponent straight to the ground), and also have a difference in their recovery; the recovery on an air throw is until the character lands + a 9-frame landing recovery animation (which can be PBSC'd).

Throw Break

Inputting any face button (Weak Attack,Strong Attack,Throw, or Special Jutsu) within 4 frames of being grabbed by an opponent's throw will perform a Throw Break, breaking yourself free from their grab without taking damage and also separating the two characters. In the event of a throw break, the character who defended against the throw is at a 5 frame advantage over the attacker.

Uniquely, throws can still be broken by opponents who are in hitstun, in recovery frames, and in a thrown state already. However, a key fact is that no matter what, throws are completely unbreakable when they are performed on a character from behind. This is often referred to as a "back-throw".

It should also be noted that some characters have alternate throw attacks that are always unbreakable no matter what, regardless of if they connect from in front or from behind.

Unthrowable State

Many attacks and some other actions in this game put acting character in an unthrowable state for a part of their duration, where the acting character cannot be attacked with throws from the front. Most attacks are front-throw invulnerable starting on frame 2 until 1 frame after the latest active frame ends. Despite this, a successful back-throw is still effective and will connect on an unthrowable opponent.

Extended Throw Range

During the jumpsquat animation (lasts four frames) you can perform a ground throw with the range of an air throw. Most characters get a 30% increase from doing this (~1.0 units to ~1.3 units) but some characters like Bando have larger throw ranges which makes the grab range extension even larger (~1.6 to ~2.08). You perform this by pressing Up followed by pressing Throw before you become airborn. You can also use this to extend the range of DownThrow throws by inputting UpDownThrow

Special

  • Alternate names: Super, Jutsu

Pressing Special Jutsu while at 50~100% (2~4 bars) chakra will perform a special "Jutsu" attack, which are this game's equivalent of supers. They are typically stronger than Strong Attack attacks or provide much more utility, at hefty costs of chakra. Every character has at least one super and some characters have multiple, with many of them varying in usage. There are many different kinds of supers as well:

Cinematic

Cinematic supers consist of an initial unblockable hit, that then proceeds into the cinematic if it connects with the opponent. Every character has one of these, and they typically cost a full chakra gauge and are uncomboable afterward without any special gimmicks like having a paper bomb placed beforehand.

Counter

Counter supers are supers that only activate their effect when they are triggered by the opponent, either by attacks or by projectiles; in some cases it's only one or the other, in some cases the counter can counter against both.

Transformation

  • Alternate names: Install

Transformation Supers are supers that only affect the character that inputs it. Transformations adjust the properties of moves or give completely new movesets. Transformation supers are input with 4X, except for Bando, who's transformation is 2X.

An important note about the attack-type supers are that on hit, they disable the use of KnJ for one hit. This is only really relevant with Naruto's OTK transformation.

Y Cancel

  • In Game Name: Combo Cancel

Pressing Throw after certain moves while the opponent is airborne and in hitstun will make your character perform a Combo Cancel, or more commonly known as a Y-Cancel, where they will completely stop the action they are doing and assume a cancellable counter stance at the cost of 25% (1 bar) chakra. The counter stance is a real counter that has a counterattack on catch, but the stance can also be immediately cancellable into any action as long as it hasn't been triggered yet. This means that Y-cancels can also be used to string together continuous juggle combos for bigger damage, or to dodge KnJs to follow up with even stronger punishes than the counterattack. Do note that attacking immediately out of Y-cancel stance incurs a damage penalty on the following attacks, however this can be circumvented by a simple technique known as Stance Breaking.

Most characters will utilize their 4A counter for the animation and counterattack if the attack is struck, while others who have slow or non-traditional 4As may have a completely unique set of animations for their Y-cancel stance (i.e Kakashi).

Y-Cancels are typically infinitely bufferable (similar to buffering Strong Attack and Weak Attack in strings), but there are some characters who cannot buffer their Y-cancels. These characters are Anbu Kakashi, Anko, Jiraiya, Kagura, Komachi, Kurenai, Sai, Sasori, Sasuke, Shino, Towa, Tsunade, and Yugao.

Special Hitstun States

Stagger

Launch

Trapped

Defense

Guarding

Pressing nothing in a neutral state when about to get hit by an attack will have your character guard against the attack instead. Guarding can also be manually input by holding Back when about to get hit.

Guard Gauge

  • Alternate names: Guard Bar

At the top of the screen, just above each character's health bar is a special gauge made up of 5 icons, called the Guard Gauge. As each character blocks attacks, their Guard Gauge is depleted a tiny bit at a time, which is represented by the icons disappearing. This is also reflected by the color of the guarding visual effect going from blue, to yellow, to red.

Characters take 20% more guard damage when guarding attacks while airborne.

Guard Break

If a character's Guard Gauge is fully depleted while blocking, they will suffer a Guard Break, which will force the opponent out of blocking and into a vulnerable stagger animation. They will temporarily be completely open to attacks, and also be additionally punished with all except for half a bar of chakra being drained from their meter bar.

Knockdown

OTG State

The OTG State in CONR3 is the short amount of time that a character can still be hit by attacks that can reach them on the ground before they go invincible for wake-up. OTG damage against opponents is massively scaled down however, and 5X supers will not continue into their cinematic if they somehow hit OTG or close to OTG (such as on the last airborne frame before the opponent lands).

Tech Roll

Pressing Weak Attack or Strong Attack while holding no directional input, Up, or Down the moment you hit the ground will make your character perform a tech roll, in which they will roll either away from the opponent, or into the foreground / background (dictated by the direction held) and also gain a little bit of chakra.

Wakeup Options

When knocked down, there are multiple wake-up options possible to defend oneself against the opponent's advantage state. These options include:


Neutral Wakeup

Tech Roll & Wakeup Roll

Wakeup Attack

Wakeup Teleport

Wakeup Options Frame Data

Wake-up Options
Neutral Getup

No input

  • 1~35F fully invincible, can act on frame 36
  • 36~45F fully invincible IF and ONLY IF no action is input after getup
Wakeup Attack

Weak Attack

  • 1~27F Fully invincible
  • Hits on frame 33, universally -13 on block
  • Punishable recovery until frame 64
Wakeup Roll

Any directional input

  • 1~48F Fully invincible, can act on frame 49
Wakeup Teleport

Strong Attack

  • 1~15F Fully invincible
  • 16~36F punishable recovery, can act on frame 37
  • Costs 50% (2 bars) chakra

Substitution Jutsu

Pressing Sidestep (Left) or Sidestep (Right) while in hitstun or knocked down with 75% or more chakra will cause your character to perform Substitution Jutsu (aka "Sub" or "KnJ"), an escape technique where the character goes invincible and teleports out of the combo they're stuck in and reappears behind the back of the attacker (with nothing personnel involved). Substitution is this game's equivalent of a combo-breaker mechanic such as "Burst" in Arc System Works' games, or "Circuit Spark" in MBAACC. Unlike those games, however, chakra gain is incredibly fast in this game and so Substitutions are much more prevalent in almost every situation imaginable. There are two KnJ's that are possible:

  • Neutral Substitution: Pressing Sidestep (Left) performs a KnJ that will make your character reappear on the ground behind the attacker and in a neutral state. This carries less risk than the other KnJ and allows flexibility in what you can follow up with afterwards. Neutral Substitution is also colloquially known as "LSub" or "LKnJ" due to the button used.
  • Offensive Substitution: Pressing Sidestep (Right) while getting combo'd performs a KnJ (RSub, RKnJ) that will make your character reappear behind the opponent as well, and immediately launch a counterattack on them. This attack is able to kill the opponent if it will do enough damage to do so
    • RKnJ varies based on whether or not it is used in grounded hitstun or airborne hitstun. Airborne hitstun RKnJ ("ARKnJ") will make the character reappear in the air behind the opponent and perform a falling hammer punch attack, while grounded hitstun RKnJ ("GRKnJ") will perform a grounded attack from behind.
    • Airborne RKnJ only suffers a 9-frame landing recovery, unlike grounded which has an extended recovery, so it can be a combo starter and combos starting from RKnJ can still kill as well.

Finally, there exist certain attacks in this game that can disable the ability to use KnJ upon hit, either for the hit or for an extended period of time. Some examples include all Special Jutsu attacks, Kagura's string attacks and Choji's grabs.

Explicit Frame Data
  • LKnJ and RKnJ are invincible frames 1~15
  • LKnJ is in recovery on frames 16~38 (can move on frame 39)
  • GRKnJ start-up varies based on character
  • ARKnJ hits on frames 36~38
  • ARKnJ suffers 9 frames landing recovery (can be PBSC'd)

Deflect

Flicking the Right stick in any direction up to 6 frames before a kunai projectile hits your character will perform a Deflect, which will cause the character to reflect the projectile back at the opponent. This is typically the best way counter reactable projectiles in an attempt to start a counter-offense on the opponent while trying to approach.

There are two different deflects, grounded and airborne. They are similar in function for the most part, only having minor differences in that grounded deflects allow for movement immediately after, while airborne deflects have a recovery until landing and also have a special landing recovery on top.

It should be noted that deflect is specifically only possible on kunai projectiles, so that means it works on thrown paper bombs since they are kunai-propelled, but many other unique chakra-based projectiles like Sasuke j.A and Neji's 5A cannot be reflected. The only exception to this is Hiruko's kunai attacks, which are specifically hard coded to be undeflectable.

Explicit Frame Data
  • Deflect buffer is 6 frames before contact
  • Can move on frame 1 after a grounded deflect
  • Air deflects have 9 frames of recovery (that can be PBSC'd)

Additional data:

  • Deflect is possible during most actions (generic moves, throw whiffs, sidestep, jump, install animations, and air deflect possible even post-throw)
    • Deflect is still possible while backturned
    • However, deflect is not possible in blockstun, hitstun, during throw animation or during attacking super recovery
  • Deflecting a deflected projectile deletes the projectile

Latent Ninja Power

Latent Ninja Power state ("LNP") is a state that every character gets once per round when they are low on HP that gives them bonus buffs as a sort of comeback mechanic, and is indicated when their gauges UI turns from blue to orange. The health threshold for LNP is different for every character (but is typically always between 10-30%), and the buffs given are just as character-dependent as well. They can range very greatly in benefit; some characters get a full itinerary of buffs from LNP such as new moves or removing chakra restrictions, while others hardly gain anything special.

An important thing to note is that characters do not enter LNP until they return to a neutral state in. Because of this, a common tactic is to do a high damage combo or super when the opponent is near their LNP health threshold so the opponent will have as little life as possible when they reach their LNP state. You can even prevent the opponent from going into LNP at all in the round by doing a combo that outright kills them before the health condition is met.

Paper Bombs & Paper Bomb Stance

Paper Bomb Stance is CONR3's most unique mechanic, and probably the most important mechanic of the game to be played around due to the utility and technique that comes out of it.

Pressing and holding both sidestep buttons at the same time (Sidestep (Left)+Sidestep (Right)) puts the character into a special stance called the Paper Bomb Stance ("PBS"). This stance automatically turns the character to face the opponent, disables blocking for as long as its held, and most importantly allows for the use of explosive-tagged kunais dubbed Paper Bombs. Entering and exiting the stance is both near-instant and free, but actually throwing and manipulating paper bombs costs chakra. Once the character is in this stance, they have many options of paper bombs that can be thrown. The paper bomb projectiles themselves have at myriad of usages in the game; space control, zoning, corner pressure, mix-ups, okizeme, combo starters/extensions, you name it, a paper bomb can probably do it.

In addition to being a method of quickly turning around, the Paper Bomb Stance itself is also often used for a technique called Paper Bomb Stance Cancelling ("PBSC") to cut the recovery of some actions by entering and leaving PBS.

While in Paper Bomb Stance, these are your options:

Paper Bomb Throw

Pressing Strong Attack will spend 25% chakra (1 bar) to throw a paper bomb straight forward towards the opponent. This paper bomb is unblockable, but deflectable and can be neutralized by other projectiles. On hit, it launches, and on block it staggers, in either situation allowing a combo or extension. This is very useful at close range to punish opponents who either block too much, or are being forced to block by other things. It's also a universal projectile option for characters who otherwise wouldn't have any projectile attacks.

Paper Bomb Plant

Pressing Down+Strong Attack will spend 25% chakra (1 bar) to throw a paper bomb down at your character's feet, planting it into the ground like a land mine and marking it with an aura. Players 1-4's planted paper bombs all have a different colored aura per player (Red-Blue-Yellow-Green) to differentiate from one another in case there are multiple placed. Planted bombs are similarly breakable via other projectiles (if the projectiles hit close enough to the ground), but are blockable, however they must be blocked by holding [4] because auto guard will not work against it.

Advantages of planted paper bombs over thrown ones are that they can section off space to keep the opponent at bay unless they want to risk stepping on it and being blown up while trying to approach or dodge attacks, and another is that they can OTG opponents that are knocked down for a combo extension.

Paper Bomb Detonation

Pressing Weak Attack with planted paper bombs on the playing field will spend some chakra to detonate all of that player's planted paper bombs all at once. The explosion radius of manually detonated paper bomb is slightly larger than that of a regular paper bomb explosion, but the animation has a decent recovery.

Inputting any of these paper bomb commands without sufficient chakra will cause the character to go into a short defeated animation with an equally silly voice line to go along with it, leaving them vulnerable. For this reason, players should ensure that they have enough chakra to expend for their actions before they attempt to use them.

Paper Bomb Traits

Despite not doing much damage on their own, paper bombs have some specific traits that make them very valuable as combo tools. The launch on hit is very high and allows for many follow-ups that normally wouldn't be possible, but the other important trait is that when they connect with an opponent that's being combo'd, it will reset the combo's gravity scaling. This allows most characters to use paper bombs as a highly effective combo extender to perform long juggles or even "paper bomb loops" that continue until the character runs out of chakra. In extreme cases, some characters have combo strings that build more than enough meter for another paper bomb even after expending chakra on one earlier, which leads to creating paper bomb infinites that can only be escaped with KnJ.

Explicit Frame Data
  • Thrown paper bombs spawn / start travelling on frame 14 and hit at point blank on frame 18 (can trade with attacks on frames 14~18)
  • Planted paper bombs spawn / start travelling on frame 11 and hit at point blank on frame 16 (can trade wit attacks on frame 11~16)
    • Planted paper bombs have 21 frames of blockstun

Partner Mechanics

Disabled Mechanics

DISCLAIMER: All content discussed in this section below is agreed upon to be disabled from serious play by most of the community.

Obstacles

Stage Transitions

Navigation

General
Controls
HUD
FAQ
System
Esoterica
Technical Data
Stages
Strategy
Characters
Anbu Kakashi
Anko
Asuma
Baki
Bando
Choji
Deidara
Gaara
Granny Chiyo
Hidan
Hinata
Hiruko
Itachi
Jiraiya
Kabuto
Kagura
Kakashi
Kakuzu
Kankuro
Kiba
Kisame
Komachi
Kurenai
Lee
Might Guy
Naruto
Neji
Orochimaru
Sai
Sakura
Sasori
Sasuke
Shikamaru
Shino
Temari
Tenten
Towa
Tsunade
Yamato
Yugao
Unplayable Characters
Test Kakashi
Rogue Ninja
Archived Information
Glossary
Netplay
Resources