Super Naruto: Clash of Ninja 4/Training Modes

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Overview

1P Training

1P Training Mode in SCON4 loads both characters with full chakra and a couple of options available in the training mode menu (accessible by pressing START). These options are:

  • 2P Action: Chooses the action the Training Mode Dummy will perform from the following: 2P Control (default), Approach and Throw, Substitution Jutsu, Tech Roll Recovery, Quick Stun Recovery, COMP Difficulty X (1-4), Record and Record Counter.
  • Counter Hit: Allows for setting forced Counter Hits ON or OFF.
  • HP Recovery: Allows for setting automatic HP Gauge refill ON or OFF.
  • Chakra Recovery: Allows for setting automatic Chakra Gauge refill ON or OFF.
  • Guard: Allows setting the Dummy's ability to block ON or OFF.
  • Show Gauges: Determines if the Health Bars are present (ON) or hidden (OFF).
  • Show Inputs: Determines if Input History is set to ON or OFF
  • Strings: Shows the list of strings accessible to the selected character.
  • Character Select: Sends players back to the Character Select Screen. Does not require confirmation.
  • Quit: Sends players back to the Main Menu. Requires confirmation.

Debug Training

Through the research of dataminers for GNT4, the entire Debug Menu that the developers used for debugging the game was found left in the game files, just inaccessible via normal means. In SCON4, you are able to select "Debug Training" to initialize a version of training mode where you are able to access the Debug Menu and take a closer look at the inner workings of the game in real time such as hitboxes, priority flags, animation timings, character states and more.

Navigating Menus

Pressing the START button while in Debug Training will pull up the Debug menu instead of the regular Training Mode menu. From here, you can use the Control Stick to navigate the list of menus that appear on the screen, and press START on any of them to enter the sub-menu for that item; once there, moving the Control Stick Left or Right changes the value on-screen for that specific field.

The listed items are:

CONTINUE - returns back to the game.
SCREEN - opens up technical display settings.
GAME - opens up technical game and graphical settings.
MEMORY - non-functional
TASK - non-functional
GOBJ - non-functional

Pressing Z + START while highlighting CONTINUE will force quit the game and return to the Title Screen.

SCREEN

The following options are present in this menu:

  • RESOLUTION
    • NTSC_480_INT_DF
    • NTSC_480_INT
    • NTSC_480_INT_AA
    • NTSC_480_PROG
    • NTSC_480_PROG_AA
    • NTSC_240_DS
    • NTSC_240_DS_AA
    • NTSC_240_DS_INT
    • NTSC_240_DS_INT_AA
  • BUFFER
    • SINGLE BUFFER
    • DOUBLE BUFFER
    • TRIPLE BUFFER
  • GAMMA
    • 1.0
    • 1.7
    • 2.2
  • Z LIST
    • ON
    • OFF
  • Z SORT
    • ON
    • OFF
  • SNAPSHOT (cycles between 0-255)

GAME

The following options are present in this menu:

PLAYER

The options will cycle between 0~11. Values between 0~3 represent the playable ports, and each change to a character-specific GAME function below will affect the corresponding character (if applicable).

DISP

Toggles the display of the character model of the port selected in PLAYER.

  • MODEL
  • PIVOT
  • MODEL PIVOT
  • OFF
MESS

Toggles between multiple different displays of various properties of attacks on the character in the port selected in PLAYER. Each display has a lot of information for each, so buckle up.

----

Disables any of the parameters explained below.

GAME

Shows conditions on the match (rounds, timer, etc.) on the PLAYER port character.

POS

Shows the PLAYER port character's X, Y, and Z coordinates.

PAD

Displays the inputs being read from the PLAYER port's input device.

MOVE
SPATK
COMBO

Displays current combo count.

FLAG

Displays property flags that the character and their current action currently have enabled/disabled. Most effectively used with frame advance, as flags can rapidly change from frame to frame of the move.

Flag categories

  • AF: Action State flags
    • STAND - This action is in the default stance on this frame (No crush)
    • SIT - This action is invulnerable to "High" attacks on this frame (High Crush)
    • FUSE - This action is invulnerable to "High" and "Middle" attacks on this frame (Middle Crush)
    • SMALL - This action is invulnerable to "Low" attacks on this frame (Low Crush)
    • FLOAT - This action is considered to not be grounded (not to be confused with AIR flag)
    • THROW - This attack is considered a throw (substitution is not possible)
  • PF: Animation-related flags
    • AIR - This action is considered airborne on this frame (getting hit will result in a juggle)
    • THROWOK - The character is in a throwable state
    • DEFOK - The character's attack will have Auto Guard (in conjunction with DEF flag)
  • NF: Direction/Generic flags
    • AUTODIR - The "tracking" flag; during this move, the character will automatically pivot towards the opponent in an attempt to align their attack with them if they are off-axis. Specifics of "tracking" can be read more about here.
    • TDMG - The character is invincible in their current state
    • TDOWN - If not present, the attack will not allow Throws to be used until the flag dissapears (regardless of distance with the opponent)
  • N2F: Don't remember
  • KF: Attack flags
    • BDRIVE - This attack is considered a super (substitution is not possible)
    • SHOT - This attack is considered a projectile (almost always seen combined with REACH_L flag)
    • REACH_L - The projectile's hitboxes will refresh as it travels
    • POW_W - This attack is considered to be "weak" (affects blockstun and hitstun)
    • POW_M - This attack is considered to be "medium" (affects blockstun and hitstun)
    • POW_S - This attack is considered to be "strong" (affects blockstun and hitstun)
    • HIGH - This attack hits High (will not hit moves that currently have SIT flag active)
    • MIDDLE - This attack hits Mid (will still hit moves that currently have either SIT and SMALL flag active, but not FUSE)
    • LOW - This attack hits Low (will not hit moves that currently have SMALL flag active)
    • PUNCH - This attack is considered a punch (enables Y-Cancels for the attack)
    • KICK - This attack is considered a kick (enables Y-Cancels for the attack)
    • BREAK - This attack pushes the opponent on block (the direction of the push depends on the attack's inherent angle value)
    • DOWN - This attack causes a spinning launch on hit
    • SPECIAL - This attack will not build any meter (most commonly seen on supers)
    • NOGUARD - This attack is unblockable
    • COMBO - This action is considered a part of a string
    • BUTT - This attack causes heavy knockback (when combined with BREAK flag, triggers flying screen)
    • FREEZE - This attack does not have pushback on hit or block
    • UKI - This attack launches the opponent on hit
    • HAZIKI - This attack can repel projectiles
    • YORO - This attack staggers the opponent on hit
    • BEAST - This attack deals chip damage
    • ATKCAN - This attack can be canceled into supers
    • TATA - This attack causes a small groundbounce on hit (cannot be Y-Canceled)
    • SPTATA - This attack causes a large groundbounce on hit (cannot be Y-Canceled)
    • KORO - This attack trips the opponent on hit (cannot be Y-Canceled)
    • OIUCHI - This attack can bypass a tech roll's invincibility (unused)
    • FURI - On hit, this attack causes opponents to forcefully turn their back towards the attacker (unused)
  • RF: Status Flags
    • KAWARIMI - This character is currently performing a "Kawarimi-no-Jutsu"
    • TYAKURASUB - This attack subtracts chakra from the opponent
    • GCANCELCHK - This move is Hyuuga-cancellable and will be checking for a Hyuuga-cancel input before active frames.
    • GCANCELOK - A Hyuuga-cancel animation can initiate as soon as the frame after this flag appears.
    • GCANCEL - The game puts this flag down if a Hyuuga-cancel has been input while GCANCELCHK is active. Initiates a Hyuuga-cancel when paired with flag GCANCELOK.
  • K2F: Special Attack flags
  • N2F: Special State Flags
  • EF: Flags associated with teleports
ACT

Shows PLAYER port character's current action state.

ATK

Shows information about the attack performed by the PLAYER port character (such as damage, angle, guard damage, etc.)

LIFE

Shows PLAYER port character's total (and current) health, guard bar, and meter.

HIT

Similar to ATK, but in regards to the attack's victim.

CPU
MOT

Shows information about the animation currently being performed by the PLAYER port character.

ATK2

Displays precise frame data i.e. startup/active/recovery frames, blockstun. A Gecko code is required to view the frame advantage as well.

  • H = Number of True Startup frames (number of frames before the hitbox appears, important to note as pages on this wiki utilize FAF)
  • J = Number of Active Frames (number of frames where a hitbox is active)
  • K = Number of Recovery Frames (number of frames left after hitbox disappears before the character returns to neutral)
  • PW = Damage

The following numbers were programmed by Eighting for Bloody Roar, and may not be accurate for GNT.

  • PW( ) = Counterhit Damage
    • Gecko code turns this number into frame advantage
  • NG = Light Guard blockstun (most blocking in GNT)
  • (BG) = Heavy Guard blockstun (autoguard attacks in GNT use Heavy Guard)
  • DM = Hitstun
  • CT = Counterhit Hitstun
  • [Last character] = Attribute
    • H = High
    • M = Middle
    • L = Low
MTX
CHK
TOUCH (character)

Not to be confused with the TOUCH that affects the stage debugging. Toggles hitboxes/hurtboxes/orientation display(?) of the character; the various options are permutations of the three displays.

  • ---
  • --A
  • -D-
  • -DA
  • B--
  • B-A
  • BD-
  • BDA
STAGE

Toggles the display of the stage. Resets every match/when resetting Training Mode.

  • MODEL
  • PIVOT
  • MODEL PIVOT
  • OFF
TOUCH (stage)

Not to be confused with the other TOUCH that affects the character debugging. Toggles the display of the walls and play area display of the stage; the various options are permutations of the three displays.

  • ---
  • --R
  • -W-
  • -WR
  • O--
  • O-R
  • OW-
  • OWR
GAUGE

Toggles the display of the life/chakra/guard gauges at the top of the screen.

  • ON
  • OFF
EFFECT

Toggles VFX on moves (such as the chakra glow present in SCON4 AW Hinata Icon.png Awakened Hinata & SCON4 Kankuro Icon.png Kankuro).

  • ON
  • OFF
MOJI
  • ON
  • OFF
SHADOW

Toggles the game engine's shadows.

  • ON
  • OFF
LIGHT

Toggles the game engine's lighting.

  • ON
  • OFF
FOG

Toggles the game engine's fog.

  • ON
  • OFF
HIRA
  • ON
  • OFF
CPU

Toggles the game's CPU readings at the bottom of the screen.

  • ON
  • OFF

Viewing Hitboxes

Viewing Frame Data

Viewing Attack Flags

Navigation

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