Super Naruto: Clash of Ninja 4/Naruto

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Summary

Naruto takes his place in Super as a well-rounded character with the ability to transform into his feral Nine-Tails 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 Nine-Tails2A chakra burst.

Main Strengths

  • Invincible reversal available in the form of BackX Button 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:

  • B Button(B Button)
  • DownB ButtonA Button(B Button)
  • B ButtonA ButtonA Button(B Button)
  • RunA ButtonA Button(B Button)
  • Nine-TailsB Button(B Button)
  • Nine-TailsForwardB Button(B Button)
  • Nine-TailsDownB Button(B Button)

String List

CONR3 STRING.png
Nine-Tails
String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)

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.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonUpB ButtonB ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonUpB ButtonB ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 06 B ButtonB ButtonUpB Button
CONR3 STRING.png 07 B ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 08 B ButtonA ButtonA ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B ButtonA ButtonA Button(B Button)
CONR3 STRING.png 09 B ButtonA ButtonA ButtonB ButtonB ButtonUpB ButtonB ButtonB Button
CONR3 STRING.png 10 B ButtonA ButtonA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 11 B ButtonA ButtonA ButtonB ButtonUpB Button
CONR3 STRING.png 12 B ButtonA ButtonA ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 13 B ButtonA ButtonA ButtonB ButtonB ButtonUpB ButtonB ButtonA Button
CONR3 STRING.png 14 B ButtonA ButtonB ButtonB Button
CONR3 STRING.png 15 B ButtonA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 16 B ButtonA ButtonB ButtonA ButtonUpA Button
CONR3 STRING.png 17 ForwardB ButtonB Button
CONR3 STRING.png 18 ForwardB ButtonA ButtonA Button
CONR3 STRING.png 19 ForwardB ButtonA ButtonUpA Button
CONR3 STRING.png 20 DownB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 21 DownB ButtonA ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at DownB ButtonA Button(B Button)
CONR3 STRING.png 22 DownB ButtonA ButtonB ButtonB ButtonUpB ButtonB ButtonB Button
CONR3 STRING.png 23 DownB ButtonA ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 24 DownB ButtonA ButtonB ButtonB ButtonUpB ButtonB ButtonA Button
CONR3 STRING.png 25 DownB ButtonA ButtonB ButtonUpB Button
CONR3 STRING.png 26 ForwardA ButtonA Button
CONR3 STRING.png 27 ForwardA ButtonUpA Button
CONR3 STRING.png 28 RunA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 29 RunA ButtonA ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at RunA ButtonA Button(B Button)
CONR3 STRING.png 30 RunA ButtonA ButtonB ButtonB ButtonUpB ButtonB ButtonB Button
CONR3 STRING.png 31 RunA ButtonA ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 32 RunA ButtonA ButtonB ButtonB ButtonUpB ButtonB ButtonA Button
CONR3 STRING.png 33 RunA ButtonA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 34 RunA ButtonA ButtonB ButtonUpB Button
CONR3 STRING.png 35 RunA ButtonB ButtonB Button
CONR3 STRING.png 36 RunA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 37 RunA ButtonB ButtonA ButtonUpA Button
String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonA ButtonA ButtonA ButtonA Button
  • X ButtonCancellable at B ButtonA Button(A Button)
CONR3 STRING.png 05 B ButtonA ButtonB ButtonB Button
CONR3 STRING.png 06 B ButtonA ButtonB ButtonA Button
CONR3 STRING.png 07 B ButtonA ButtonA ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B ButtonA Button(A Button)
CONR3 STRING.png 08 B ButtonA ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 09 B ButtonA ButtonA ButtonB ButtonA Button
CONR3 STRING.png 10 A ButtonA ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at A Button(A Button)
CONR3 STRING.png 11 A ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 12 A ButtonA ButtonB ButtonA Button
CONR3 STRING.png 13 A ButtonA ButtonA ButtonA Button
CONR3 STRING.png 14 A ButtonB ButtonB Button
CONR3 STRING.png 15 A ButtonB ButtonA Button
CONR3 STRING.png 16 ForwardB ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at ForwardB Button(B Button)
CONR3 STRING.png 17 ForwardB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 18 ForwardB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 19 ForwardB ButtonA ButtonA Button
CONR3 STRING.png 20 DownB ButtonB ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at DownB Button(B Button)
CONR3 STRING.png 21 DownB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 22 DownB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 23 DownB ButtonA ButtonA Button
CONR3 STRING.png 24 UpB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 25 UpB ButtonB ButtonA Button
CONR3 STRING.png 26 UpB ButtonA Button
CONR3 STRING.png 27 ForwardA ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at ForwardA Button
CONR3 STRING.png 28 ForwardA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 29 ForwardA ButtonB ButtonA Button
CONR3 STRING.png 30 ForwardA ButtonA ButtonA Button
CONR3 STRING.png 31 UpA ButtonA Button

Weak Attacks

5B

B Button
SCON4 Naruto 5B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Mid 14 3 29 195 20 - -9
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.

5BB has 14f blockstun and is -10 on block

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Naruto 6B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 High 25 4 30 225 23 - -9
  • Ground bounce on hit

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 5BAAB > 6BAY xN and 2BABY > 6BAY xN.

String options: B Button for j.B, A Button for 6A

Flag Data
High Crush frames 37~48
Low Crush frames 8~34
Toggle Hitboxes
Toggle Hitboxes

ZTK 6B

Nine-TailsForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Mid 22 4 35 255 23 - -14

While in ZTK, Naruto's 6B becomes a lunging claw attack, basically identical to SCON4 OTK Naruto Icon.png 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 2AY-Cancel 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.

Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Low 18 4 29 195 18 - -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

BackB Button
SCON4 Naruto 4B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Mid 29 5 23 300 29 - +2
  • Pushes on block

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

Nine-TailsBackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
28 Mid 31 4 28 420 23 - -6
  • Description
Flag Data
Autoguard frames 2~17
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Mid 20 4 29 180 18 - -13
  • Spinning launch on hit

Upkicks. Low crush starts quickly

Flag Data
Low Crush frames 10~38
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Mid 13 12 34 255 41 - -3
  • Description
Flag Data
Low Crush frames 17~37
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Mid 25 Until L + 1 30 300 23 - -11
  • Description
Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal - - 28 Until Hit Total 59 - - - -
Partial Charge - - - - - - - - -
Full Charge - - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

ZTK 5A

Nine-TailsA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 17 3 27 225 19 - -9
  • Description
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
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

Nine-TailsForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - 220 14 - -15
  • Description
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - 300 - - -
  • 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 DownA Button 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.

Toggle Hitboxes
Toggle Hitboxes

ZTK 2A

Nine-TailsDownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
19 Mid 15 10 47 285 28 - -27
  • Horizontal launch on hit

360-degree chakra blast, similar to SCON4 CS2 Sasuke Icon.png CS2 Sasuke's DownA Button but smaller, unchargeable, and launches the opponent horizontally instead of vertically. This move doesn't see much use outside of smaller stages where it's easy and reliable to combo out of, but on the stages where it is such as Konoha Shrine, ZTK can make use of it as a potential anti-KnJ combo part.

Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
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 BackA Button again will despawn the clone on command, no matter what it's doing.

Toggle Hitboxes
Toggle Hitboxes

ZTK 4A

Nine-TailsBackA Button
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

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 10, 12, 14 - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

ZTK 8A

Nine-TailsUpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
26 Mid 18 5 31 390 12 - -
  • Hitboxes can deflect projectiles

High damage upward claw similar to SCON4 OTK Naruto Icon.png OTK Naruto's UpB Button, however cannot be Y-Cancel on hit, so it ends the combo when used.

Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
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

Nine-TailsRunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

ZTK j.A

Nine-TailsAir AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - 345 28 - -

OTK's Air AttackA Button.

Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Description

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 55 Mid 24 7 32 - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
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 most long strings at all, but incredibly long active frames and better damage make this great as a wake-up super.

Toggle Hitboxes
Toggle Hitboxes

4X & Nine-Tails4X

BackX Button
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
4X 5 Mid 20 3 26 - - - -
Nine-Tails4X - - - - 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 X Button 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

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

Nine-TailsX Button
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Nine-Tails5X 81 Mid 24 7 32 - - - -
Nine-Tails6X 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 ForwardA Button and DownA Button both set up air-throw attempts. RunB Button and RunA Button both allow him to approach reliably from a run, and ForwardB Button gives him a high range option from idle.
Naruto's defense is not extraordinary- BackB Button is sped up from vanilla but still not amazing and 2B is an average high crush with low range. His Air AttackB Button 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:

  • B ButtonB ButtonUpB Button
  • B ButtonB ButtonB ButtonUpB Button
  • ForwardA ButtonUpA Button

Barreling into action: RunB Button 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 B Button at the wall
  • Good for chasing down opponents in backturn situations
  • High crushes

Base Form

  • ForwardA Button 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 ForwardA Button > Air AttackY Button and ForwardA ButtonUpA Button
    • Acts as a high damage, single button, Y-Cancel-cancellable launcher for combo filler
    • ForwardA ButtonA Button string for punishing KnJs
  • B ButtonB ButtonB ButtonB Button: 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
  • B ButtonB ButtonB ButtonB ButtonA Button: Useful mix-up after 5BBBB to punish air kunai attempts
  • B ButtonB ButtonB ButtonUpB Button: Faster than 5BBBB, making it harder to punish and sometimes impossible depending on the opponent's Air AttackA Button
    • Does more damage than 5BBBB
  • UpB Button/B ButtonB ButtonUpB Button/B ButtonB ButtonB ButtonUpB Button is a spin launcher; useful for breaking Choji or Jirobo's hyper armor
  • String options above apply to B ButtonA ButtonA ButtonB Button follow-ups, though B ButtonA Button can be 4B'd
    • B ButtonA ButtonA Button can be done on whiff
  • B ButtonA ButtonA ButtonA ButtonA Button/DownB ButtonA ButtonA ButtonA Button: 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
  • DownA Button: 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 RunB Button and RunA Button at long range

ZTK Form

  • Nine-TailsA Button: Hits mid, trumping high crush attempts.
    • Same attack as B ButtonA Button
  • Nine-TailsB ButtonA ButtonA ButtonA ButtonA Button: ZTK Naruto's main string for pressure from jab, ends in 8AA which provides great frame advantage.
  • Nine-TailsB ButtonA ButtonB ButtonA Button: Similar to 5BAAAA but ends in 8BA. Great mix-up as it has onee hit less before the lift.
  • Nine-TailsForwardB ButtonA ButtonA Button / Nine-TailsDownB ButtonA ButtonA Button: 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.
  • Nine-TailsDownA Button can function as a KnJ or backturned punish or be incorporated into swaggy combos

Colors

Default ()
Color 2 ()

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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