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''For a list of notations used within the wiki, please refer to [[Guide/Notation|the notation guide]].''
''For a list of symbols used within the wiki, please refer to [[Guide/Notation|the notation guide]].''
 
[[File:Notation.png|frame|500px]]
=Notation=
Outside of the wiki, the community as of 2018 tends to use Arcsys style notations.<br>
Outside of the wiki, the community as of 2018 tends to use Arcsys style notations.<br>
In other words: Imagine an 8-way joystick. The bottom left is "1" and the top right is "9". "5" would be the stick is supposed at neutral - but in this instance, you can just type the button used for the attack.<br>
In other words: Imagine an 8-way joystick. The bottom left is "1" and the top right is "9". "5" would be the stick is supposed at neutral - but in this instance, you can just type the button used for the attack.<br>
Line 8: Line 9:
* For a combo involving Y-cancels ({{YCancel}}) or multiple strings, put a space between them. For example, 4AABBB 2BAY 6AY j.Y
* For a combo involving Y-cancels ({{YCancel}}) or multiple strings, put a space between them. For example, 4AABBB 2BAY 6AY j.Y


===KnJ===
=Game Mechanics=
==KnJ==
'''Kawarimi no Jutsu''', known in English as a '''Substitution'''. Newer players or those familiar with the Western releases will often call them ''subs''.<br> This is the bread and butter of the GNT games: when you're locked in a combo, you can perform a KnJ at the cost of meter in an attempt to re-position yourself defensively behind the opponent.
'''Kawarimi no Jutsu''', known in English as a '''Substitution'''. Newer players or those familiar with the Western releases will often call them ''subs''.<br> This is the bread and butter of the GNT games: when you're locked in a combo, you can perform a KnJ at the cost of meter in an attempt to re-position yourself defensively behind the opponent.


===LKnJ, RKnJ===  
===LKnJ, RKnJ===  
A KnJ performed with {{L}} or {{R}}, respectively. In GNT4 onward, LKnJ simply has the player reappear behind the opponent, whereas the RKnJ is an "offensive" type KnJ where the player will attack as they reappear behind the opponent.  
A KnJ performed with {{L}} or {{R}}, respectively. In GNT4 onward, LKnJ simply has the player reappear behind the opponent, whereas the RKnJ is an "offensive" type KnJ where the player will attack as they reappear behind the opponent.  
===BT===
'''Back turned''' - when your character is facing away from the opponent.
===BTU===
'''Back turned unblockable.''' This is an attack that hits the opponent’s back when the attacker is back turned. (BTUs are blockable if both players are back turned.)


===BnJ===  
===BnJ===  
Line 26: Line 22:
'''Rob no Jutsu'''. This is when the player turns around and sidesteps an aerial RKnJ and throws the opponent as they land. Named after a player named Rob (Heartnana), who pioneered the technique.
'''Rob no Jutsu'''. This is when the player turns around and sidesteps an aerial RKnJ and throws the opponent as they land. Named after a player named Rob (Heartnana), who pioneered the technique.


==[[ Tech#Tech_Roll_/_Ground_Tech | Tech roll]]==
Often just called a tech, or an ''ukemi'' in other fighting games. Pressing {{A}} or {{B}} just before hitting the ground initiates a recovery roll (which is the term the Western ''Clash of Ninja'' titles use).
==[[ Tech#Throw_Tech_/_Throw_Break | Throw tech]]==
Often just called a tech, and also known as a throw break. Pressing {{A}}, {{B}}, {{Y}}, or {{X}} right after an opponent attempts a throw to escape the throw. An unique animation occurs when this is correctly performed.
==SS==
'''[[Sidestep]]'''. The basic game action for moving left or right.
==Y-Cancel==
A mechanic found in ''GNT4'' and onwards. While comboing a launched opponent, the player can press {{YC}} to immediately return to a neutral, actionable state at the cost of 25% chakra. This allows the user to continue combos, stay safe from a KNJ or gives time to set up attacks while the opponent recovers. Sweeps cannot be {{YC}}-cancelled. Puts the user into a special {{YC}}-cancel stance, which is usually borrowed from their counter pose.
==[[Damage Calculation and Chakra Gain|Damage scaling]]==
A game mechanic in which attacks deal less damage the higher the combo counter gets.
==Stance Break==
Damage scaling increases at twice the rate after a {{YC}}-cancel. The act of using any game action to leave the pose and therefore avoid the damage penalty is referred to as '''Stance Break'''. This is normally performed by pressing or holding {{4}} or {{6}} during or after a {{YC}}-cancel.
==WuK==
'''Wake-up kick'''. A mechanic in all Wii games in the series and ''SCON4''. By pressing or holding {{A}} or {{B}} during wake up, the user performs an unsafe-on-block sweep attack. Helps protect the user from okizeme and "Wake-up Super".
==High crush==
An attribute of some attacks which, while the crush is active, makes the move invulnerable to high attacks, including most jabs. In debug mode, the corresponding flag is named "SIT".
==Low crush==
An attribute of some attacks which, while the crush is active, makes the move invulnerable to low attacks, including most sweeps. In debug mode, the corresponding flag is named "FLOAT".
==Buffer==
A game mechanic (found in most games) which allows the player to input an action before the character is able to perform it and then have the action occur once able. For example, most continued string attacks can be "buffered" during the previous attack in the string.<br />
May also refer to netplay "buffer", which is additional delay added to all inputs for netplay to avoid lag and reduce the effect of lag spikes on play over the internet.
=Character specific terminology=
===CS2===
===CS2===
Sasuke '''Curse Seal Level 2'''. Refers to the playable character in GNT4 {{GNT4CharLink|sa2|24|.}}.
Sasuke '''Curse Seal Level 2'''. Refers to the playable character in GNT4 {{GNT4CharLink|sa2|24|.}}.
Line 32: Line 60:
'''One Tailed Kyuubi'''. Refers to {{GNT4CharLink|nr2|24|.}}, playable in GNT4. Amusingly shares initials with the card game term One Turn Kill. Not to be confused with Naruto's {{Kyuubi}} Form.
'''One Tailed Kyuubi'''. Refers to {{GNT4CharLink|nr2|24|.}}, playable in GNT4. Amusingly shares initials with the card game term One Turn Kill. Not to be confused with Naruto's {{Kyuubi}} Form.


===[[ Tech#Tech_Roll_/_Ground_Tech | Tech roll]]===  
=Gameplay=
Often just called a tech, or an ''ukemi'' in other fighting games. Pressing {{A}} or {{B}} just before hitting the ground initiates a recovery roll (which is the term the Western ''Clash of Ninja'' titles use).
==BT==
'''Back turned''' - when your character is facing away from the opponent.


===[[ Tech#Throw_Tech_/_Throw_Break | Throw tech]]===  
===BTU===  
Often just called a tech, and also known as a throw break. Pressing {{A}}, {{B}}, {{Y}}, or {{X}} right after an opponent attempts a throw to escape the throw. An unique animation occurs when this is correctly performed.
'''Back turned unblockable.''' This is an attack that hits the opponent’s back when the attacker is back turned. (BTUs are blockable if both players are back turned.)
===Y-Cancel===
A mechanic found in ''GNT4'' and onwards. While comboing a launched opponent, the player can press {{YC}} to immediately return to a neutral, actionable state at the cost of 25% chakra. This allows the user to continue combos, stay safe from a KNJ or gives time to set up attacks while the opponent recovers. Sweeps cannot be {{YC}}-cancelled. Puts the user into a special {{YC}}-cancel stance, which is usually borrowed from their counter pose.


===Stance Break===
==4B==
Damage output receives a 10% penalty while done from the {{YC}}-cancel stance. The act of using any game action to leave the pose and therefore avoid the damage penalty is referred to as '''Stance Break'''. This is normally performed by pressing or holding {{4}} or {{6}} during or after a {{YC}}-cancel.
Most characters have a {{4}}{{B}} attack with guards during part of the start-up of the attack, potentially used as a reversal against the opponent's guard pressure.


===OTG===  
==OTG==  
'''On the ground'''. This refers to when a character is laying on the ground. It also refers to when attacks hit a grounded character.
'''On the ground'''. This refers to when a character is laying on the ground. It also refers to when attacks hit a grounded character.


===WuK===
==WuS==  
'''Wake-up kick'''. A mechanic in all Wii games in the series and ''SCON4''. By pressing or holding {{A}} or {{B}} during wake up, the user performs an unsafe-on-block sweep attack. Helps protect the user from okizeme and "Wake-up Super".
 
===WuS===  
'''Wake-up Super'''. This is when a player performs a Super ({{X}}) move on a character that is standing up so the defending player cannot avoid the (usually) unblockable attack.
'''Wake-up Super'''. This is when a player performs a Super ({{X}}) move on a character that is standing up so the defending player cannot avoid the (usually) unblockable attack.


===Buffer===
==Just frame==
A game mechanic (found in most games) which allows the player to input an action before the character is able to perform it and then have the action occur once able. For example, most continued string attacks can be "buffered" during the previous attack in the string.<br />
May also refer to netplay "buffer", which is additional delay added to all inputs for netplay to avoid lag and reduce the effect of lag spikes on play over the internet.
 
===Just frame===
Refers to the small window to combo a super-cancellable attack into {{X}} if the user has just built enough chakra to super. Normally, attacks may be buffered at any point during the preceding attack. If the player will only build enough chakra for the super from the final preceding attack, they must press {{X}} during the attack's active frames, which commonly lasts for about 2-4 frames.
Refers to the small window to combo a super-cancellable attack into {{X}} if the user has just built enough chakra to super. Normally, attacks may be buffered at any point during the preceding attack. If the player will only build enough chakra for the super from the final preceding attack, they must press {{X}} during the attack's active frames, which commonly lasts for about 2-4 frames.


===Crouch tech===  
==Crouch tech==  
Using the jump landing animation or certain attacks to crouch under jabs and other high attacks.
Using the jump landing animation or certain attacks to crouch under jabs and other high attacks.


===Debug mode===
==FGC==
A special game mode, accessible only with cheats, which allows the user to see game information normally hidden from players, such as hit and hurtboxes, move attributes, collision boxes, as well as use frame-by-frame advances.
 
===High crush===
An attribute of some attacks which, while the crush is active, makes the move invulnerable to high attacks, including most jabs. In debug mode, the corresponding flag is named "SIT".
 
===Low crush===
An attribute of some attacks which, while the crush is active, makes the move invulnerable to low attacks, including most sweeps. In debug mode, the corresponding flag is named "FLOAT".
 
===FGC===
'''Fighting game community'''. Many "FGC" terms and strategies can be applied to the ''Clash of Ninja'' series.
'''Fighting game community'''. Many "FGC" terms and strategies can be applied to the ''Clash of Ninja'' series.


===Okizeme===
==Okizeme==
A fighting game community term referring to attacks against an opponent who is getting up after being knocked down and therefore has limited defensive options and is at frame disadvantage.
A fighting game community term referring to attacks against an opponent who is getting up after being knocked down and therefore has limited defensive options and is at frame disadvantage.


===Frame===
=Debug mode=
A special game mode, accessible only with cheats, which allows the user to see game information normally hidden from players, such as hit and hurtboxes, move attributes, collision boxes, as well as use frame-by-frame advances.
 
==Frame==
The basic unit of time in most video games. Typically assumes the game is run at 60 frames per second.
The basic unit of time in most video games. Typically assumes the game is run at 60 frames per second.


====Advantage and disadvantage====
===Advantage and disadvantage===
Refers to when a character is actionable in relation to their opponent. For example, at the end of most strings, the defender will be actionable before the attacker, giving them an opportunity to attack their opponent back. In addition, the exact number of frames can be used to help determine if certain options are viable. For example, you may need to determine if a high crush will come out fast enough to avoid a jab in a particular scenario.
Refers to when a character is actionable in relation to their opponent. For example, at the end of most strings, the defender will be actionable before the attacker, giving them an opportunity to attack their opponent back. In addition, the exact number of frames can be used to help determine if certain options are viable. For example, you may need to determine if a high crush will come out fast enough to avoid a jab in a particular scenario.


====Plus and minus====
===Plus and minus===
Related to frame advantage and disadvantage. Moves that leave the attacker actionable before the defender are referred to as "plus". Moves that result in the defender being actionable before the attacker are referred to as "minus". As an example, if the defender is actionable six frames before the attacker, this can be notated as "-6".
Related to frame advantage and disadvantage. Moves that leave the attacker actionable before the defender are referred to as "plus". Moves that result in the defender being actionable before the attacker are referred to as "minus". As an example, if the defender is actionable six frames before the attacker, this is notated as "-6" from the attacker's perspective.


===Hitbox===
==Hitbox==
The invisible area which determines the space where an attack can come into contact and hit an opponent. Can be seen visually using debug mode as red circles around the attack.
The invisible area which determines the space where an attack can come into contact and hit an opponent. Can be seen visually using debug mode as red circles around the attack.


===Hurtbox===
==Hurtbox==
The invisible area which determines when an attack has hit the character. More or less corresponds with the character model but can be seen in debug mode as blue circles.
The invisible area which determines when an attack has hit the character. More or less corresponds with the character model but can be seen in debug mode as blue circles.


===Collision box===
==Collision box==
An invisible marker which tracks the location of the character and prevents them from overlapping with other characters or going through the stage. Also used to determine where a KNJ will teleport. In debug mode, appears as a grey disc below the character with a green cone pointing in the forward direction.
An invisible marker which tracks the location of the character and prevents them from overlapping with other characters or going through the stage. Also used to determine where a KNJ will teleport. In debug mode, appears as a grey disc below the character with a green cone pointing in the forward direction.


==References==
==References==

Latest revision as of 23:40, 12 November 2022

For a list of symbols used within the wiki, please refer to the notation guide.

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Notation

Outside of the wiki, the community as of 2018 tends to use Arcsys style notations.
In other words: Imagine an 8-way joystick. The bottom left is "1" and the top right is "9". "5" would be the stick is supposed at neutral - but in this instance, you can just type the button used for the attack.

  • For aerial attacks (), use a lowercase "j" followed by a period. For example, j.B
  • For running attacks (Running), use a lowercase "r" followed by a period. For example, r.B
  • For a string of attacks, list the buttons used for the string in order. For example, 2ABBBBA
  • For a combo involving Y-cancels (Y-Cancel) or multiple strings, put a space between them. For example, 4AABBB 2BAY 6AY j.Y

Game Mechanics

KnJ

Kawarimi no Jutsu, known in English as a Substitution. Newer players or those familiar with the Western releases will often call them subs.
This is the bread and butter of the GNT games: when you're locked in a combo, you can perform a KnJ at the cost of meter in an attempt to re-position yourself defensively behind the opponent.

LKnJ, RKnJ

A KnJ performed with or , respectively. In GNT4 onward, LKnJ simply has the player reappear behind the opponent, whereas the RKnJ is an "offensive" type KnJ where the player will attack as they reappear behind the opponent.

BnJ

Billy no Jutsu. This is when a player turns around and throws a character that just performed an LKnJ. Named after a player named Billy (Purefunked), who pioneered the technique.

RnJ

Rob no Jutsu. This is when the player turns around and sidesteps an aerial RKnJ and throws the opponent as they land. Named after a player named Rob (Heartnana), who pioneered the technique.

Tech roll

Often just called a tech, or an ukemi in other fighting games. Pressing or just before hitting the ground initiates a recovery roll (which is the term the Western Clash of Ninja titles use).

Throw tech

Often just called a tech, and also known as a throw break. Pressing , , , or right after an opponent attempts a throw to escape the throw. An unique animation occurs when this is correctly performed.

SS

Sidestep. The basic game action for moving left or right.

Y-Cancel

A mechanic found in GNT4 and onwards. While comboing a launched opponent, the player can press Y-Cancel to immediately return to a neutral, actionable state at the cost of 25% chakra. This allows the user to continue combos, stay safe from a KNJ or gives time to set up attacks while the opponent recovers. Sweeps cannot be Y-Cancel-cancelled. Puts the user into a special Y-Cancel-cancel stance, which is usually borrowed from their counter pose.

Damage scaling

A game mechanic in which attacks deal less damage the higher the combo counter gets.

Stance Break

Damage scaling increases at twice the rate after a Y-Cancel-cancel. The act of using any game action to leave the pose and therefore avoid the damage penalty is referred to as Stance Break. This is normally performed by pressing or holding Away from opponent or Towards opponent during or after a Y-Cancel-cancel.

WuK

Wake-up kick. A mechanic in all Wii games in the series and SCON4. By pressing or holding or during wake up, the user performs an unsafe-on-block sweep attack. Helps protect the user from okizeme and "Wake-up Super".

High crush

An attribute of some attacks which, while the crush is active, makes the move invulnerable to high attacks, including most jabs. In debug mode, the corresponding flag is named "SIT".

Low crush

An attribute of some attacks which, while the crush is active, makes the move invulnerable to low attacks, including most sweeps. In debug mode, the corresponding flag is named "FLOAT".

Buffer

A game mechanic (found in most games) which allows the player to input an action before the character is able to perform it and then have the action occur once able. For example, most continued string attacks can be "buffered" during the previous attack in the string.
May also refer to netplay "buffer", which is additional delay added to all inputs for netplay to avoid lag and reduce the effect of lag spikes on play over the internet.

Character specific terminology

CS2

Sasuke Curse Seal Level 2. Refers to the playable character in GNT4 CS2 Sasuke.

OTK

One Tailed Kyuubi. Refers to OTK Naruto, playable in GNT4. Amusingly shares initials with the card game term One Turn Kill. Not to be confused with Naruto's Nine-Tails form Form.

Gameplay

BT

Back turned - when your character is facing away from the opponent.

BTU

Back turned unblockable. This is an attack that hits the opponent’s back when the attacker is back turned. (BTUs are blockable if both players are back turned.)

4B

Most characters have a Away from opponent attack with guards during part of the start-up of the attack, potentially used as a reversal against the opponent's guard pressure.

OTG

On the ground. This refers to when a character is laying on the ground. It also refers to when attacks hit a grounded character.

WuS

Wake-up Super. This is when a player performs a Super () move on a character that is standing up so the defending player cannot avoid the (usually) unblockable attack.

Just frame

Refers to the small window to combo a super-cancellable attack into if the user has just built enough chakra to super. Normally, attacks may be buffered at any point during the preceding attack. If the player will only build enough chakra for the super from the final preceding attack, they must press during the attack's active frames, which commonly lasts for about 2-4 frames.

Crouch tech

Using the jump landing animation or certain attacks to crouch under jabs and other high attacks.

FGC

Fighting game community. Many "FGC" terms and strategies can be applied to the Clash of Ninja series.

Okizeme

A fighting game community term referring to attacks against an opponent who is getting up after being knocked down and therefore has limited defensive options and is at frame disadvantage.

Debug mode

A special game mode, accessible only with cheats, which allows the user to see game information normally hidden from players, such as hit and hurtboxes, move attributes, collision boxes, as well as use frame-by-frame advances.

Frame

The basic unit of time in most video games. Typically assumes the game is run at 60 frames per second.

Advantage and disadvantage

Refers to when a character is actionable in relation to their opponent. For example, at the end of most strings, the defender will be actionable before the attacker, giving them an opportunity to attack their opponent back. In addition, the exact number of frames can be used to help determine if certain options are viable. For example, you may need to determine if a high crush will come out fast enough to avoid a jab in a particular scenario.

Plus and minus

Related to frame advantage and disadvantage. Moves that leave the attacker actionable before the defender are referred to as "plus". Moves that result in the defender being actionable before the attacker are referred to as "minus". As an example, if the defender is actionable six frames before the attacker, this is notated as "-6" from the attacker's perspective.

Hitbox

The invisible area which determines the space where an attack can come into contact and hit an opponent. Can be seen visually using debug mode as red circles around the attack.

Hurtbox

The invisible area which determines when an attack has hit the character. More or less corresponds with the character model but can be seen in debug mode as blue circles.

Collision box

An invisible marker which tracks the location of the character and prevents them from overlapping with other characters or going through the stage. Also used to determine where a KNJ will teleport. In debug mode, appears as a grey disc below the character with a green cone pointing in the forward direction.


References

GNT4 Abbreviations and Terms. - Abbock, May 12, 2017