Super Naruto: Clash of Ninja 4/OTK Naruto

From Mizuumi Wiki
Jump to navigation Jump to search

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 Y-Cancel 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.

String List

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

BB string notes

  • 5BB is a true blockstring.
  • 5BB(B) is an upward claw swipe similar to 8B. Can be escaped by a backdash at midscreen or sidestepping anywhere, easier to sidestep if done to the opposite side that OTK is clawing from. Slow 4Bs tend to get beaten by 5BBB(A), but some can win.
    • 5BB(A) is 0 on hit.
  • 5BBB(A) is a claw swipe that dunks the opponent back down and can loop back into another 5BBBA string. Can be dodged to escape the string by holding [7] or [8] to air block 5BB(B), and then double jump backwards with a specific timing to avoid the 5BBB(A). Video Example
    • 5BBBA does insane guard damage, being able to guard break most characters in 2 reps or less.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonA Button
CONR3 STRING.png 06 B ButtonA ButtonA ButtonA ButtonB Button
CONR3 STRING.png 07 B ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 08 B ButtonA ButtonA ButtonB Button
CONR3 STRING.png 09 B ButtonA ButtonB ButtonB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 10 B ButtonA ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 11 B ButtonA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 12 B ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 13 B ButtonA ButtonB ButtonA Button
CONR3 STRING.png 14 B ButtonA ButtonB ButtonDownA Button
CONR3 STRING.png 15 ForwardB ButtonB Button
CONR3 STRING.png 16 ForwardB ButtonA ButtonA ButtonA ButtonB Button
CONR3 STRING.png 17 ForwardB ButtonA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 18 ForwardB ButtonA ButtonA ButtonB Button
CONR3 STRING.png 19 ForwardB ButtonA ButtonB ButtonB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 20 ForwardB ButtonA ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 21 ForwardB ButtonA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 22 ForwardB ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 23 ForwardB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 24 ForwardB ButtonA ButtonB ButtonDownA Button
CONR3 STRING.png 25 BackB ButtonA Button
CONR3 STRING.png 26 BackB ButtonDownA Button
CONR3 STRING.png 27 DownB ButtonB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 28 DownB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 29 DownB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 30 DownB ButtonB ButtonA Button
CONR3 STRING.png 31 DownB ButtonA Button
CONR3 STRING.png 32 DownB ButtonDownA Button
CONR3 STRING.png 33 UpB ButtonB ButtonB ButtonB Button

BB string notes

  • 8B can be punished with air throw, but its string followups (8BA/8BB) will punish air throw due to being throw invuln.
  • 8BA has a 9 frame landing recovery for OTK, 5 frame landing recovery for the opponent. The opponent can't do anything in the air after blocking 8B(A), and OTK lands so early before the opponent that even with the landing recovery he is plus on block (recorded to be +6 vs another OTK)
CONR3 STRING.png 34 UpB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 35 UpB ButtonB ButtonA Button
CONR3 STRING.png 36 UpB ButtonA Button
CONR3 STRING.png 37 A ButtonB ButtonB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 38 A ButtonB ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 39 A ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 40 A ButtonB ButtonB ButtonA Button
CONR3 STRING.png 41 A ButtonB ButtonA Button
CONR3 STRING.png 42 A ButtonB ButtonDownA Button
CONR3 STRING.png 43 A ButtonA ButtonB Button
CONR3 STRING.png 44 A ButtonA ButtonA ButtonB Button
CONR3 STRING.png 45 A ButtonA ButtonA ButtonA Button
CONR3 STRING.png 46 DownA ButtonB Button
CONR3 STRING.png 47 DownA ButtonA Button

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 15 2 29 225 - - -10
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Mid 22 3 36 255 23 - -14

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 B Button that launches upwards or his A Button strings.

When spaced, OTK can also high profile wake up kicks if timed right.

Flag Data
Low Crush frames 10~25

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Low 17 3 32 270 18 - -15
  • Low sweep.
  • Can follow up into A Button, B ButtonB Button , etc.
Flag Data
High Crush frames 12~39

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
28 Mid 31 3 28 420 28 - -1

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 frames 2~17

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Mid 18 3 33 300 12 - -

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 frames 20~40

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
22 Mid 22 4 33 330 28 - -7

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.

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
25 Mid 25 - - 375 - - -

High damage air dive and good combo filler. Unique to other divekicks, OTK does a backflip after landing.

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 18 3 29 270 14 - -16

Basic claw attack; slower than 5B, but less minus on block.

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10x3 Mid 26 6 - 150×3 28×3 Launch -
  • Flying screen launch on hit

OTK launches a giant Snap Hand at the opponent that does a massive launch on hit and pushes them back far on block. It can be Y-Cancel for combo follow-ups anytime and anywhere, most of the time into itself until reaching a wall where OTK can combo into stronger attacks that don't use up as many hits. The number of hits makes it beat out most incoming attacks and projectiles very easily, but it has long recovery that leaves OTK vulnerable to punishes if it whiffs.

The trajectory of the move when seen in strings can be changed by holding Down, although this mostly comes into play during strings due to the minimal time the input is detected for. However, due to a recently discovered technique, if you press ForwardForward and DownA Button at a precise timing, you can do the upwards launching version of 6A without relying on the strings to do so (Video Example). This standalone "Kclaw" is capable of linking into itself indefinitely at walls, however can be a little difficult to pull off without practice and OTK is easy to punish if the opponent KnJs.

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 Mid 58 - - 300 12 - -

OTK dives underground and then appears with an uppercut under the opponent. Lifts on block. Has two string follow-ups: B Button for the air dive or A Button for the slam throw.

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 10 26 - - - - -
  • Taijutsu counter.
  • Can be Y-Cancel.

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5, 40 High 14 11 lots 75 - - -

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.

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Running Teleport.

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Mid 19 4 Until Landing 270 28 - plus!

Quick aerial downwards swipe. Pushes on block or a techable bounce on hit.

j.2A

Air AttackDownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 - 18 - - - - - -

OTK's projectile chakra blast from Vanilla. Bounces on hit or crumples on block.

Throws

5Y

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

j.Y

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

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 85 Mid 22 4 33 - - - -
  • One of the highest damaging supers in the game.
  • OTK does a big lunge similar to ForwardB Button but does not high profile wake up kicks.
  • The furthest reaching X Button in the game.

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
80 - 28 - - - 23 - -32

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).

Strategy

Colors

Default ()
Color 2 ()
Four-Tails ()
Shippuden ()

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

Resources

Gameplay Footage

Navigation

General
Controls
HUD
FAQ
System
Esoterica
Technical Data
Stages
Strategy
Characters
Anko
Choji
Gaara
Haku
Hinata
Awakened Hinata
Ino
Iruka
Itachi
Jiraiya
Jirobo
Kabuto
Kakashi
Kankuro
Kiba
Kidomaru
Kimimaro
Kisame
Might Guy
Mizuki
Naruto
OTK Naruto
Neji
Orochimaru
Rock Lee
Sakura
Sasuke
CS2 Sasuke
Shikamaru
Sakon & Ukon
Shino
Tayuya
Temari
Tenten
Third Hokage
Tsunade
Zabuza
Archived Information
Glossary
Training Modes
Netplay
Changelog
Resources