OTK Naruto (SCON4): Difference between revisions
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{{WIP}} | {{WIP}} | ||
{{SCON4_profile | {{SCON4_profile | ||
|name=Naruto | |name=OTK Naruto | ||
|image=[[Image:char_gnt4_na2.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= | |Jab Height=Mid | ||
|Tier=x | |Tier=x | ||
|Backdash= | |Backdash=Normal | ||
}} | }} | ||
{{SCON4 MiniNav}} | {{SCON4 MiniNav}} | ||
==Summary== | ==Summary== | ||
OTK is an aggressive character with high | 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_na2_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | [[Image:color_gnt4_na2_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | ||
| Line 27: | Line 27: | ||
|- | |- | ||
|{{B}} | |{{B}} | ||
| | |Frame 15 mid jab | ||
|- | |- | ||
|{{8}}{{B}} | |{{8}}{{B}} | ||
| | |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}} | ||
| | |Low sweep. High crush on frame 12. Has several follow up swings- {{A}} , {{B}}{{A}} , {{B}}{{B}}{{B}}{{B}}, etc. | ||
|- | |- | ||
|{{4}}{{B}} | |{{4}}{{B}} | ||
| | |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}} | ||
| | |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}} | ||
| | |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}} | ||
| | |High damage air dive and good combo filler. Unique to other divekicks, OTK does a backflip after landing. | ||
|- | |- | ||
!Special Moves | !Special Moves | ||
| Line 51: | Line 51: | ||
|- | |- | ||
|{{A}} | |{{A}} | ||
| | |Frame 18 mid; less minus on block than {{B}} | ||
|- | |- | ||
|{{8}}{{A}} | |{{8}}{{A}} | ||
| | |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}} | ||
| | |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. Activated counter is a chakra burst which sends the opponent flying and can be {{YC}}-cancelled. | ||
|- | |- | ||
|{{6}}{{A}} | |{{6}}{{A}} | ||
| | |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. | ||
|- | |- | ||
|{{Air}}{{A}} | |{{Air}}{{A}} | ||
| | |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 | ||
| Line 75: | Line 78: | ||
|- | |- | ||
|{{X}} | |{{X}} | ||
| | |''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}} | ||
| | |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=== | ||
* {{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=== | ||
| Line 105: | Line 121: | ||
==Changes from Vanilla== | ==Changes from Vanilla== | ||
List may be outdated. | List may be outdated. | ||
* Health: decreased from 220 to | * Health: decreased from 220 to 200 | ||
* Grabbable Moves: 6A, JA, 2B(A), 8A landing | * Grabbable Moves: 6A, JA, 2B(A), 8A landing | ||
* 5B: has more blockstun | * 5B: has more blockstun | ||
Latest revision as of 15:59, 29 June 2023
| 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 |
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?

at Character Select.
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 | |
| Low sweep. High crush on frame 12. Has several follow up swings- | |
| Guard frame attack. Techable bounce on hit. OTK should be able to enforce oki if the bounce is teched. | |
| Big, lunging attack capable of chasing down opponents or as a long-range whiff punish. Can also catch opponents launched across the screen. | |
| OTK's sliding, upwards scoop. Sends the opponent flying and can be | |
| 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. | |
| OTK dives underground and then appears with an uppercut under the opponent. Lifts on block. Has two string follow-ups: | |
| Counter. Activated counter is a chakra burst which sends the opponent flying and can be | |
| 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 | |
| Running teleport. | |
| Quick aerial downwards swipe. Pushes on block or a techable bounce on hit. | |
| 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. | |
| 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.

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

and combo off of it

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


, concluding with an 
as soon as they are just under 75% chakra
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| 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