Super Naruto: Clash of Ninja 4/Glossary

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Terms unique to SCON4

  • JCP - Shorthand for Jump Cancel Pivot, a technique from GNT4 in which a run is cancelled into a jump, and then the jump startup is cancelled into a back walk to start blocking immediately during a run instead of having to wait for the run's recovery to end. Irrelevant in SCON4 due to the removal of runstop.
  • GNTbag - Similar to JCP, except the jump is cancelled into a forward or back input and then repeated resulting in a rapid-fire jump squat motion. Significantly funnier.
  • KnJ / Sub - Shorthand for Kawarimi no Jutsu, or better known as Substitution Jutsu. KNJ can be performed while in hitstun to escape a combo or when knocked down (before the character starts getting up) to teleport the fighter behind the foe. Costs 75% chakra.
    • LKnJ / RKnJ - The prefixes are the button on a GameCube Controller used to perform them (L Trigger and R Trigger) and refer to Neutral Subtitution and Offensive Substitution, respectively.
  • Front Sub - An exploit in most Clash of Ninja games (including SCON4) where the victim's attempt at substituting out of a combo brings them in front of the attacker instead of behind, resulting in an easier or even autopiloted KnJ punish.
  • WUK - Shorthand for Wake-Up Kick, performed by holding A or B while doing a neutral get-up after being knocked down. Invulnerable to mids and highs.
  • WUS - Shorthand for Wake-Up Super, in GNT circles this actually refers to when an attacker uses an unblockable super against an opponent who is waking up.
  • Y-Cancel (common name) / Combo Cancel (in-game name) - Cancelling a move that launches an opponent or is hitting an airborne opponent by pressing Y Button. Costs 25% chakra. Symbolized in combos by Y-Cancel.
    • Stance Break - How the community refers to walking or jumping shortly after Y-Cancel to remove some damage scaling, so the follow-ups can deal more damage.
  • Hyuuga Cancel - A special feint cancel that some characters can do during the start-up of certain moves. Derived from Neji and Hinata's original ability to feint their moves.
  • Sharingan Cancel - Deactivating an install after a super cancellable move to instantly return to a neutral state. Derived from Sasuke and Kakashi's ability to do so when they are in Sharingan state.
  • SS - Shorthand for Sidestep. If something "can be SS'd", it means the combo string has a window for a blocking defender to escape the string using a sidestep.
  • Activator - What the community calls the initial hit before the cinematic of a 5X, since it connecting on the opponent "activates" the cinematic that plays after.
  • Backturn(ed) - Used to refer to when a character isn't facing the opponent (showing their back to them)
    • Backturn unblockable - Refers to a phenomena where the opponent cannot neutral block certain attacks specifically when they are facing a character who is backturned to them.
  • Unthrowable - Refers to attacks that cannot be grabbed by a throw during their startup and active frames.

General Fighting Game Terms

  • Chip - Amount of damage suffered by the opponent when the attack is blocked
  • Startup - The range of frames between a move's ability to hurt and frame of activation.
  • Active - he duration in frames where the attack has a hitbox.
  • Recovery - Amount of vulnerable frames after the attack's active frames are over.
  • Advantage - Amount of frames a player can move after an opponent blocks or gets hit by an attack..
  • Invinciblity/Invulnerability - Range of frames during the entire duration of the move that a player will not take damage from or suffer the effects of a move.
  • Hitstun - Period of time where a player cannot act after being hit.
  • Blockstun - Period of time where a player cannot act after being hit.
  • Tech - Quick Recover.
    • Tech - Can also mean technical findings.
  • Cancel - Ability to cancel the recovery of the last move into another or nothing.
  • OTG - On the ground.
  • Backturn - Back toward player or opponent
  • HKD - Hard Knockdown, a knockdown that cannot be tech rolled.
  • SKD - Soft Knockdown, a knockdown that can be tech rolled.
  • Scaling - The decrease of damage or chakra gain over time due to one or more active factors.
  • String - Chain of pre-determined attacks
  • Stagger - Hitstun that can be reduced by mashing buttons or wiggling the stick.
  • Hitbox - Area that can do damage.
  • Hurtbox - Area that can take damage.
  • Collision - Area that interacts with other boxes.
  • Anti-Air - Punishes airborne advances.
  • Air-to-air - Good for situations where both players are airborne.

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