OTK Naruto (SCON4): Difference between revisions

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{{WIP}}
{{WIP}}
{{SCON4_profile
{{SCON4_profile
|name=Naruto OTK
|name=OTK Naruto
|image=[[Image:char_gnt4_nrt.png]]
|image=[[Image:char_gnt4_na2.png]]
|HP=200
|HP=200
|Guard=1760
|Guard=1760
|Jab Speed=Frame 15
|Jab Speed=Frame 15
|Jab Height=MID
|Jab Height=Mid
|Tier=x
|Tier=x
|Backdash=x
|Backdash=Normal
}}
}}
{{SCON4 MiniNav}}
{{SCON4 MiniNav}}


==Summary==
==Summary==
CHARACTER SUMMARY HERE (2-3 sentences)
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?


[[Image:color_gnt4_nrt_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]  
[[Image:color_gnt4_na2_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']]  
[[Image:color_gnt4_nrt_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']]  
[[Image:color_gnt4_na2_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']]


==Gameplay==
==Gameplay==
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|-
|-
|{{B}}
|{{B}}
|DESCRIPTION
|Frame 15 mid jab
|-
|-
|{{8}}{{B}}
|{{8}}{{B}}
|DESCRIPTION
|Upwards, launching swipe which lifts on block. Fantastic single-button combo filler when {{YC}}-cancelled and good for guard pressure as well due to the {{8}}{{B}}{{A}} loop.
|-
|-
|{{2}}{{B}}
|{{2}}{{B}}
|DESCRIPTION
|Low sweep. High crush on frame 12. Has several follow up swings- {{A}} , {{B}}{{A}} , {{B}}{{B}}{{B}}{{B}}, etc.
|-
|-
|{{4}}{{B}}
|{{4}}{{B}}
|DESCRIPTION
|Guard frame attack. Techable bounce on hit. OTK should be able to enforce oki if the bounce is teched. {{4}}{{B}}{{A}} string can cover situations where {{4}}{{B}} clashes with the incoming attack.
|-
|-
|{{6}}{{B}}
|{{6}}{{B}}
|DESCRIPTION
|Big, lunging attack capable of chasing down opponents or as a long-range whiff punish. Can also catch opponents launched across the screen.
|-
|-
|{{Run}}{{B}}
|{{Run}}{{B}}
|BIG SCOOP, LAUNCHES, CAN BE {{YCancel}} (OTK GOES SO LOW TO THE GROUD HE PASSES THROUGH SOME CHARACTERS)
|OTK's sliding, upwards scoop. Sends the opponent flying and can be {{YC}}-cancelled. May slide under some characters such as Zabuza.
|-
|-
|{{Air}}{{B}}
|{{Air}}{{B}}
|DESCRIPTION
|High damage air dive and good combo filler. Unique to other divekicks, OTK does a backflip after landing.
|-
|-
!Special Moves
!Special Moves
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|-
|-
|{{A}}
|{{A}}
|DESCRIPTION
|Frame 18 mid; less minus on block than {{B}}
|-
|-
|{{8}}{{A}}
|{{8}}{{A}}
|SLAM THROW
|Hit-grab slam throw. Great combo finisher due to its high damage, meter build and hard knockdown. Low profiles many attacks on startup, though not as freely as in ''Vanilla''.
|-
|-
|{{2}}{{A}}
|{{2}}{{A}}
|YOU GO UNDERGROUND (PRESS {{A}} FOR SLAM THROW, PRESS {{B}} FOR JUMPING{{B}})
|OTK dives underground and then appears with an uppercut under the opponent. Lifts on block. Has two string follow-ups: {{B}} for the air dive or {{A}} for the slam throw.
|-
|-
|{{4}}{{A}}
|{{4}}{{A}}
|COUNTER, MOVE SIMILAR TO CS2 {{2}}{{A}} EXCEPT IT CANNOT BE {{YCancel}}
|Counter. Activated counter is a chakra burst which sends the opponent flying and can be {{YC}}-cancelled.
|-
|-
|{{6}}{{A}}
|{{6}}{{A}}
|BIG HAND (CAN BE {{YCancel}})
|Talk to the hand. OTK shoots out his chakra in the form of a giant claw. Pushes on block and sends flying on hit. Can be {{YC}}-cancelled for a combo or repeated for a psuedo-infinite. Hits three times making it beat out most incoming attacks and projectiles. Long recovery leaving OTK vulnerable if it whiffs.
|-
|-
|{{Run}}{{A}}
|{{Run}}{{A}}
|RUNNING TELEPORT
|Running teleport.
|-
|-
|{{Air}}{{A}}
|{{Air}}{{A}}
|DOWNWARD SWIPE (HOLD {{2}}{{A}} TO DO AN ENERGY BLAST)
|Quick aerial downwards swipe. Pushes on block or a techable bounce on hit.
|-
|{{Air}}{{2}}{{A}}
|OTK's projectile chakra blast from ''Vanilla''. Bounces on hit or crumples on block.
|-
|-
!Super Moves
!Super Moves
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|-
|-
|{{X}}
|{{X}}
|BIG LUNGE BIG DAMAGE
|''Rasengan''. One of the highest damaging supers in the game. The super activator is a big lunge and the furthest reaching in the game.
|-
|-
|{{2}}{{X}}
|{{2}}{{X}}
|STAGGERS GROUNDED OPPONENTS, GREAT FOR COMBOS IN CRISIS MODE
|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. Hit, grounded opponents slowly collapse allowing follow-ups (especially good in crisis mode due to the extra meter build).
|}
|}


===Strategy===
===Strategy===
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)
* {{8}}{{A}} is a lot of unscaled, unsubbable damage that can end combos and sets up oki. It's also a fast low profile so pretty cheap against tall characters.
 
* {{B}}{{B}}{{B}}{{A}} is a good block string (loops to itself by knocking the opponent back to the ground and breaks guards after 6-8 hits). Opponent can do a hard step on {{B}}{{B}}{{B}} for a full punish, some 4B's works between {{B}}{{B}} and {{B}}{{B}}{{B}}. An escape route exists by jumping before blocking {{B}}{{B}}{{B}} and then jumping forward on {{B}}{{B}}{{B}}{{A}}
 
* {{8}}{{B}}{{A}} is perhaps OTK's best option for okizeme, leading to a strike/throw mix after hitting them back to the ground.
 
* {{6}}{{B}} closes distance fast, great for whiff punishing at long range and chasing down the enemy.
 
* {{B}}{{B}}{{A}} is the mixup if your opponent starts defending against {{B}}{{B}}{{B}}{{A}}. {{B}}{{B}} no follow up is also a mixup- if they step it and you can {{B}}{{B}}{{B}}{{A}} again and it may guard break. Your jabs also do chip, so it works out to keep attacking.
 
* You can y-cancel {{6}}{{A}} and combo off of it
** {{6}}{{A}} is highly effective against Kankuro because it hits both him and Karasu, draining the victim's chakra
 
* OTK's classic combo is any launch into repeated {{8}}{{B}}{{YC}}, concluding with an {{8}}{{A}} as soon as they are just under 75% chakra


===Combos===
===Combos===
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==Changes from Vanilla==
==Changes from Vanilla==
* LIST
List may be outdated.
* OF
* Health: decreased from 220 to 200
* IMPORTANT
* Grabbable Moves: 6A, JA, 2B(A), 8A landing
* DIFFERENCES
* 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==
==Resources==
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===Gameplay footage===
===Gameplay footage===
LINKS TO TOURNAMENT OR CASUALS VODS
*[https://youtu.be/5FIisG7Na_o?t=919 Snoogans vs. Cyber (JRBG 48 Losers Quarters)]
 


{{SCON4 Nav}}
{{SCON4 Nav}}


[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]
[[Category:Super Naruto: Clash of Ninja! 4 characters|{{PAGENAME}}]]
[[Category:CHARACTER guides|{{PAGENAME}}]]
[[Category:OTK guides|{{PAGENAME}}]]

Latest revision as of 15:59, 29 June 2023

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OTK Naruto
Error creating thumbnail: Unable to save thumbnail to destination
HP 200
Guard Gauge 1760
Jab Speed Frame 15
Jab Height Mid
Backdash Type Normal
class="gnt4_nav" colspan="13"
Random


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?

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Frame 15 mid jab
Upwards, launching swipe which lifts on block. Fantastic single-button combo filler when Y-Cancel-cancelled and good for guard pressure as well due to the loop.
Down Low sweep. High crush on frame 12. Has several follow up swings- , , , etc.
Away from opponent Guard frame attack. Techable bounce on hit. OTK should be able to enforce oki if the bounce is teched. Away from opponent string can cover situations where Away from opponent clashes with the incoming attack.
Towards opponent Big, lunging attack capable of chasing down opponents or as a long-range whiff punish. Can also catch opponents launched across the screen.
Running OTK's sliding, upwards scoop. Sends the opponent flying and can be Y-Cancel-cancelled. May slide under some characters such as Zabuza.
High damage air dive and good combo filler. Unique to other divekicks, OTK does a backflip after landing.
Special Moves
Frame 18 mid; less minus on block than
Hit-grab slam throw. Great combo finisher due to its high damage, meter build and hard knockdown. Low profiles many attacks on startup, though not as freely as in Vanilla.
Down 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.
Away from opponent Counter. Activated counter is a chakra burst which sends the opponent flying and can be Y-Cancel-cancelled.
Towards opponent Talk to the hand. OTK shoots out his chakra in the form of a giant claw. Pushes on block and sends flying on hit. Can be Y-Cancel-cancelled for a combo or repeated for a psuedo-infinite. Hits three times making it beat out most incoming attacks and projectiles. Long recovery leaving OTK vulnerable if it whiffs.
Running Running teleport.
Quick aerial downwards swipe. Pushes on block or a techable bounce on hit.
Down OTK's projectile chakra blast from Vanilla. Bounces on hit or crumples on block.
Super Moves
Rasengan. One of the highest damaging supers in the game. The super activator is a big lunge and the furthest reaching in the game.
Down 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. Hit, grounded opponents slowly collapse allowing follow-ups (especially good in crisis mode due to the extra meter build).

Strategy

  • is a lot of unscaled, unsubbable damage that can end combos and sets up oki. It's also a fast low profile so pretty cheap against tall characters.
  • is a good block string (loops to itself by knocking the opponent back to the ground and breaks guards after 6-8 hits). Opponent can do a hard step on for a full punish, some 4B's works between and . An escape route exists by jumping before blocking and then jumping forward on
  • is perhaps OTK's best option for okizeme, leading to a strike/throw mix after hitting them back to the ground.
  • Towards opponent closes distance fast, great for whiff punishing at long range and chasing down the enemy.
  • is the mixup if your opponent starts defending against . no follow up is also a mixup- if they step it and you can again and it may guard break. Your jabs also do chip, so it works out to keep attacking.
  • You can y-cancel Towards opponent and combo off of it
    • Towards opponent is highly effective against Kankuro because it hits both him and Karasu, draining the victim's chakra
  • OTK's classic combo is any launch into repeated Y-Cancel, concluding with an as soon as they are just under 75% chakra

Combos

Combos Notes
DESCRIPTION
> DESCRIPTION
Towards opponentY-Cancel > DownY-Cancel > DESCRIPTION
COMBO 4 ETC

Changes from Vanilla

List may be outdated.

  • 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

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage


Super Naruto: Clash of Ninja! 4
Random