Sidestep: Difference between revisions
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Sidesteps are performed by pressing the {{L}} or {{R}} buttons and allow the player to circle the opponent, moving in the z-axis of the game. In addition to the basic standing sidestep, starting in ''GNT4'' and all future games, running sidesteps can be performed while in the run animation. In the GameCube GNT games, {{L}} steps towards the camera and {{R}} steps away. In all Wii games, {{L}} steps to the character's left and {{R}} steps to the right. | Sidesteps are performed by pressing the {{L}} or {{R}} buttons and allow the player to circle the opponent, moving in the z-axis of the game. In addition to the basic standing sidestep, starting in ''GNT4'' and all future games, running sidesteps can be performed while in the run animation. In the GameCube GNT games, {{L}} steps towards the camera and {{R}} steps away. In all Wii games, {{L}} steps to the character's left and {{R}} steps to the right. | ||
=Usage= | =Usage= | ||
The exact properties of sidesteps change game to game, though in general there are about | The exact properties of sidesteps change game to game, though in general there are about five frames of startup followed by a rapid repositioning in the z-axis which lasts a few frames, followed by a longer period of recovery. Sidesteps have utility in a number of ways: | ||
* To escape from certain block strings | * To escape from certain block strings | ||
* To turn around safely while being attacked or hit from behind | * To turn around safely while being attacked or hit from behind | ||
* Avoiding linear projectiles | |||
* Used after the opponent jumps, a sidestep will move the player out of the line of attack and re-align to face their opponent | * Used after the opponent jumps, a sidestep will move the player out of the line of attack and re-align to face their opponent | ||
** This counterplay is important for punishing jump back and jump attacks | ** This counterplay is important for punishing jump back and jump attacks | ||
* In GNT4 forward, the starting invincibility frames of sidesteps can be used to avoid an otherwise unblockable wake-up-super (WUS). | * In GNT4 forward, the starting invincibility frames of sidesteps can be used to avoid an otherwise unblockable wake-up-super (WUS). | ||
In general, when backturned to the opponent, two sidesteps will turn | ==Turning around safely with sidestep== | ||
In general, when backturned to the opponent, two sidesteps will fully turn your character around. In ''GNT1-4'' pressing {{L}} and {{R}} each once is usually preferable because the game considers you to have swapped sides in relation to the camera after the first sidestep. Therefore, a second consecutive {{L}}/{{R}} press will step in the ''opposite'' direction, putting you back in your starting position and potentially vulnerable to the opponent's string. Alternating to the other button steps further to the side and is in general safer. The second sidestep is also important for avoiding an incoming {{B}}{{B}}. Many characters cannot continue their {{B}} string if {{B}}{{B}} whiffs. | |||
==Sidestep-cancel run== | |||
Starting in ''GNT4'', sidestep can be cancelled directly into a run forward starting on frame 12 of a standing sidestep. You must be a set distance away from your opponent for this option to be available- about twice as far away as the default placement at the round start or roughly Jiraiya's jab range (distance ~= 16.5). Holding forward on frame 11 or later will result in a sidestep-cancel run starting on the next frame. | |||
=Differences between games= | =Differences between games= | ||
==Naruto: Clash of Ninja | ==Naruto: Clash of Ninja 1== | ||
* Sidesteps are 20 frames total | * Sidesteps are 20 frames total | ||
* Characters can block for the entire sidestep (DEFOK flag active) | * Characters can block for the entire sidestep (DEFOK flag active) | ||
* Characters can be thrown for the entire sidestep (THROWOK flag active) | * Characters can be thrown for the entire sidestep (THROWOK flag active) | ||
* {{L}} steps towards the camera, {{R}} steps away from the camera when facing the opponent | * {{L}} steps towards the camera, {{R}} steps away from the camera when facing the opponent | ||
==Naruto: Clash of Ninja | ==Naruto: Clash of Ninja 2== | ||
Same as CON1 except: | |||
* Characters cannot block for frames 2-20 of the sidestep (DEFOK flag removed) | * Characters cannot block for frames 2-20 of the sidestep (DEFOK flag removed) | ||
==Naruto: Gekitou Ninja Taisen! 3== | ==Naruto: Gekitou Ninja Taisen! 3== | ||
Same as CON2 | |||
==Naruto: Gekitou Ninja Taisen! 4== | ==Naruto: Gekitou Ninja Taisen! 4== | ||
Same as CON2 except: | |||
* Frames 1-3 now have total invincibility (TDMG flag) | * Frames 1-3 now have total invincibility (TDMG flag) | ||
* Sidestep is no longer throwable (frames 1-3 are invincible, THROWOK flag removed frames 2-20) | * Sidestep is no longer throwable (frames 1-3 are invincible, THROWOK flag removed frames 2-20) | ||
* Running sidestep added: {{L}} or {{R}} pressed during the run state now performs a sidestep with a different animation | * Running sidestep added: {{L}} or {{R}} pressed during the run state now performs a sidestep with a different animation | ||
** Running sidesteps have the same properties as standing sidesteps | ** Running sidesteps have the same properties as standing sidesteps | ||
* If | ** If you have distance from your opponent and hold forward frame 11 or later, your sidestep will cancel into a run on the next frame. | ||
==Super Naruto: Clash of Ninja | ==Super Naruto: Clash of Ninja 4 (fan mod)== | ||
Same as GNT4 except: | |||
* Sidesteps are once again throwable for the entire duration (THROWOK flag restored) | * Sidesteps are once again throwable for the entire duration (THROWOK flag restored) | ||
* Frames 1-3 of the sidestep are now only invincible to attacks and not throws | * Frames 1-3 of the sidestep are now only invincible to attacks and not throws | ||
* Sidesteps have been slightly edited in their movement, to start moving on frame 4 when invuln ends, instead of on frame 5 like in ''Vanilla'' | |||
* Running sidestep tracks more aggressively towards the opponent, more similar to Rev 3 | |||
** For example, backturned running sidestep ends with you facing towards the opponent | |||
** This change makes them better for threatening and closing distance against jump back and retreating air options | |||
==Naruto Shippuden: Clash of Ninja Revolution 3== | |||
* Sidesteps have 8 frames on invincibility at startup | |||
* Sidestep can be cancelled into another sidestep if {{L}} and {{R}} are alternated | |||
Latest revision as of 17:47, 14 November 2022
Sidesteps are performed by pressing the
or
buttons and allow the player to circle the opponent, moving in the z-axis of the game. In addition to the basic standing sidestep, starting in GNT4 and all future games, running sidesteps can be performed while in the run animation. In the GameCube GNT games,
steps towards the camera and
steps away. In all Wii games,
steps to the character's left and
steps to the right.
Usage
The exact properties of sidesteps change game to game, though in general there are about five frames of startup followed by a rapid repositioning in the z-axis which lasts a few frames, followed by a longer period of recovery. Sidesteps have utility in a number of ways:
- To escape from certain block strings
- To turn around safely while being attacked or hit from behind
- Avoiding linear projectiles
- Used after the opponent jumps, a sidestep will move the player out of the line of attack and re-align to face their opponent
- This counterplay is important for punishing jump back and jump attacks
- In GNT4 forward, the starting invincibility frames of sidesteps can be used to avoid an otherwise unblockable wake-up-super (WUS).
Turning around safely with sidestep
In general, when backturned to the opponent, two sidesteps will fully turn your character around. In GNT1-4 pressing
and
each once is usually preferable because the game considers you to have swapped sides in relation to the camera after the first sidestep. Therefore, a second consecutive
/
press will step in the opposite direction, putting you back in your starting position and potentially vulnerable to the opponent's string. Alternating to the other button steps further to the side and is in general safer. The second sidestep is also important for avoiding an incoming ![]()
. Many characters cannot continue their
string if ![]()
whiffs.
Sidestep-cancel run
Starting in GNT4, sidestep can be cancelled directly into a run forward starting on frame 12 of a standing sidestep. You must be a set distance away from your opponent for this option to be available- about twice as far away as the default placement at the round start or roughly Jiraiya's jab range (distance ~= 16.5). Holding forward on frame 11 or later will result in a sidestep-cancel run starting on the next frame.
Differences between games
Naruto: Clash of Ninja 1
- Sidesteps are 20 frames total
- Characters can block for the entire sidestep (DEFOK flag active)
- Characters can be thrown for the entire sidestep (THROWOK flag active)
steps towards the camera,
steps away from the camera when facing the opponent
Naruto: Clash of Ninja 2
Same as CON1 except:
- Characters cannot block for frames 2-20 of the sidestep (DEFOK flag removed)
Naruto: Gekitou Ninja Taisen! 3
Same as CON2
Naruto: Gekitou Ninja Taisen! 4
Same as CON2 except:
- Frames 1-3 now have total invincibility (TDMG flag)
- Sidestep is no longer throwable (frames 1-3 are invincible, THROWOK flag removed frames 2-20)
- Running sidestep added:
or
pressed during the run state now performs a sidestep with a different animation
- Running sidesteps have the same properties as standing sidesteps
- If you have distance from your opponent and hold forward frame 11 or later, your sidestep will cancel into a run on the next frame.
Super Naruto: Clash of Ninja 4 (fan mod)
Same as GNT4 except:
- Sidesteps are once again throwable for the entire duration (THROWOK flag restored)
- Frames 1-3 of the sidestep are now only invincible to attacks and not throws
- Sidesteps have been slightly edited in their movement, to start moving on frame 4 when invuln ends, instead of on frame 5 like in Vanilla
- Running sidestep tracks more aggressively towards the opponent, more similar to Rev 3
- For example, backturned running sidestep ends with you facing towards the opponent
- This change makes them better for threatening and closing distance against jump back and retreating air options
Naruto Shippuden: Clash of Ninja Revolution 3
- Sidesteps have 8 frames on invincibility at startup
- Sidestep can be cancelled into another sidestep if
and
are alternated