Summary
The menace of Vanilla GNT4 is still a force to be reckoned with in Super Clash of Ninja 4. "OTK" (One-Tailed Kyuubi) Naruto is an aggressive character with high damage, fast movement and threatening okizeme whose powerful block string loops can easily break the opponent's guard if they are slow to react. His most significant nerf from the base game is a smaller health bar, but who needs HP when your opponents are being torn apart in seconds?
Character Traits
- Short stature and low profile run lets OTK naturally low profile some moves
- Some of the highest damage combo filler and ender attacks in the game (8A, 8B, 5X)
- Strong offense with a mid jab, B buttons that chip on block and looping blockstrings that can force strike/throw while also dealing great guard and chip damage
- One of the best ranged attacks in the game with 6A that eats most other projectiles for breakfast and can convert into combos from almost anywhere.
- Opponent always needs to be on the lookout for his great burst options with 6B, 6A and 5X
- Low HP. Having no bar with OTK is precarious as there are characters that can outright TOD him if his KnJ gets baited or he messes up a wake-up super.
OTK Naruto
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Health:
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200
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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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String List
Weak Attacks
5B
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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15
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Mid
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15
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2
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29
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225
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-
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-
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-10
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- Primary Jab.
- Can go into () on whiff.
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6B
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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17
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Mid
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22
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3
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36
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255
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23
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-
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-14
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6B is OTK's infamous lunging claw slash jumpscare. Great burst option as it reaches as far as 1/3rd to 1/2 of most stages' diameter and is surprisingly good at clipping opponents who are airborne close to the ground, such as if they're trying to instant jump kunai in neutral or out of a scramble. He can follow up into either another that launches upwards or his strings.
When spaced, OTK can also high profile wake up kicks if timed right.
Flag Data
Low Crush
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frames 10~25
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2B
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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18
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Low
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17
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3
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32
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270
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18
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-
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-15
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- Low sweep.
- Can follow up into , , etc.
Flag Data
High Crush
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frames 12~39
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4B
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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28
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Mid
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31
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3
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28
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420
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28
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-
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-1
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Guard frame attack. Techable bounce on hit. OTK should be able to enforce oki if the bounce is teched. 4BA string can cover situations 4B clashes with the incoming attack.
Flag Data
Autoguard
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frames 2~17
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8B
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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20
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Mid
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18
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3
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33
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300
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12
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-
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-
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Upwards, launching swipe which lifts on block. Fantastic single-button combo filler when Y-cancelled and good for guard pressure as well due to the 8BA loop.
Flag Data
Low Crush
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frames 20~40
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Running B
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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22
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Mid
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22
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4
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33
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330
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28
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-
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-7
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OTK's sliding, upwards scoop that sends the opponent flying on hit and can be Y-cancelled to chase afterward. It is NOT hard-coded to high crush, however OTK's hurtboxes pancake to an incredible degree during the start-up of this move to where he can slide under numerous jabs and other attacks that strike above waist height.
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j.B
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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25
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Mid
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25
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-
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-
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375
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-
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-
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-
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High damage air dive and good combo filler. Unique to other divekicks, OTK does a backflip after landing.
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Strong Attacks
5A
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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18
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Mid
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18
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3
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29
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270
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14
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-
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-16
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Basic claw attack; slower than 5B, but less minus on block.
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6A
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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10x3
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Mid
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26
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6
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-
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150×3
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28×3
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Launch
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-
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2A
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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20
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Mid
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58
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-
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-
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300
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12
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-
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-
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OTK dives underground and then appears with an uppercut under the opponent. Lifts on block. Has two string follow-ups: for the air dive or for the slam throw.
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4A
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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-
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-
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10
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26
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-
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-
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-
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-
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-
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- Taijutsu counter.
- Can be .
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8A
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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5, 40
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High
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14
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11
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lots
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75
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-
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-
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-
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Incredibly high damage (probably the highest in the game) hitgrab slam that also gives a hard knockdown and a chunk of meter, so it's perfect for ending combos. Doesn't have hard-coded crush frames, but OTK ducks down so low during frames 3~9 of the startup that he can go under jabs and other high-hitting moves. If the opponent substitutes off the ground after this move, OTK has enough time to Billy no Jutsu the opponent before they can act, even if they do it on the first possible frame.
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Running A
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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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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j.A
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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18
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Mid
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19
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4
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Until Landing
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270
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28
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-
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plus!
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Quick aerial downwards swipe. Pushes on block or a techable bounce on hit.
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j.2A
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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15
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-
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18
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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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OTK's projectile chakra blast from Vanilla. Bounces on hit or crumples on block.
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Throws
5Y
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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20
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-
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1
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1
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48
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-
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-
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-
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-
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j.Y
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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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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Special
5X
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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10, 85
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Mid
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22
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4
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33
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-
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-
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-
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-
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- One of the highest damaging supers in the game.
- OTK does a big lunge similar to but does not high profile wake up kicks.
- The furthest reaching in the game.
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2X
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Damage
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Hit Level
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Startup
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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
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Advantage on Block
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80
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-
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28
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-
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-
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-
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23
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-
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-32
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OTK shoots out a wide, horizontal chakra beam which goes across the screen. Costs 100% chakra. Blockable. Deals a single, damage hit. Can connect from short combos. On hit, grounded opponents slowly collapse allowing follow-ups (especially good in crisis mode due to the extra meter build).
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Strategy
Colors
Changes from Vanilla
List may be outdated, feel free to update
- Health: decreased from 220 to 200
- Grabbable Moves: 6A, JA, 2B(A), 8A landing
- 5B: has more blockstun
- 5B(B): hitbox appears one frame later
- 4B: no longer pushes on block
- 4B2A: is 2BA with 6 additional startup frames
- 2B(A): changed to be 6A, 2B2A added as old 2BA
- 8B(A): has 8 frames less blockstun; cannot be transferred into after hitting the ground; does not bounce
- 8BB(B): damage reduced from 18 to 16
- 8BBBB; 8BBBA: added as new strings to match 5BBBBBB and 5BBBBBA
- 4A: increased activation window
- A4A: has a slightly smaller hitbox and made to do more damage and be unsubbable and untechable
- 2A: hitbox appears one frame later
- 8A: on block or OTG "lands" 11 frames later; has two more frames endlag; actually low crushes the frame before the hitbox appears
- A8A: victim transitions to get up 14 frames faster; OTK is hittable and grabbable shortly after he does damage
- RA, 6BAA(A) given three grabbable frames before the teleport
- 2X: high crush frames removed
- GRKnJ: no longer intangible anymore
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