OTK Naruto (SCON4): Difference between revisions

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|{{8}}{{A}}
|{{8}}{{A}}
|SLAM THROW
|SLAM THROW; CAN BE USED AS A DEFENSIVE LOW PROFILE, BUT NOT AS FREELY AS VANILLA
|-
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|{{2}}{{A}}
|{{2}}{{A}}
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|{{6}}{{A}}
|{{6}}{{A}}
|BIG HAND (CAN BE {{YCancel}})
|EXTENDS HIS CHAKRA INTO A FAR-REACH HAND SLAM (CAN BE {{YCancel}}); FLYING LAUNCH MAKES IT AN INFINITE, VERY STRONG ON KANKURO
|-
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|{{Run}}{{A}}
|{{Run}}{{A}}
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|{{2}}{{X}}
|{{2}}{{X}}
|WIDE FULLSCREEN BIG DAMAGE PROJECTILE, STAGGERS GROUNDED OPPONENTS, GREAT FOR COMBOS IN CRISIS MODE
|WIDE FULLSCREEN BIG DAMAGE PROJECTILE, CRUMPLES GROUNDED OPPONENTS AND ALLOWS FOLLOWUPS, GREAT FOR COMBOS IN CRISIS MODE; COSTS 100%
|}
|}


===Strategy===
===Strategy===
•8A 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.
•{{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.


•BBBA is a good block string (hard to escape block string that loops to itself by knocking the opponent back to the ground and breaks guards after 6-8 hits)
•{{B}}{{B}}{{B}}{{A}} is a good block string (hard to escape block string that 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}}


•8BA is a good block string (like bbba without the window to air shank or jump out; 8ba leads to a strike/throw mix after hitting them back to the ground)
•{{8}}{{B}}{{A}} is the last {{B}}{{B}}{{B}}{{A}} (like bbba without the easy window to air shank or jump out; {{8}}{{B}}{{A}} leads to a strike/throw mix after hitting them back to the ground)


•6B closes the distance fast, great for wiff punishing at mid range.
•{{6}}{{B}} closes the distance fast, great for wiff punishing at mid range.


•BBA is the mixup if your opponent starts defending against BBBA. bb no follow up is also the mixup, Do that shit if they step it and you bbba again and it'll possibly guard break (Or just mix BB and BBA only)
•{{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 {{B}}{{B}}{{B}}{{A}} again and it'll possibly guard break (Or just mix BB and BBA only). Your jabs also do chip, so it works out to keep attacking.


•You can y-cancel 6A and combo off of it
•You can y-cancel {{6}}{{A}} and combo off of it


•For basic combos you can basically get a launch -> ycancel -> 8by 8by 8by and then 8a as soon as they are just under 75% chakra
•For basic combos you can basically get a launch -> ycancel -> {{8}}{{B}}{{B}}{{YCancel}} -> loop until {{8}}{{A}} as soon as they are just under 75% chakra


•If they do something stupid get a good whiff punish with 2B or whatever you can use to combo off back turn
•If the opponent leaves themselves open, get a good whiff punish with a launcher or sweep ({{6}}{{B}}{{B}} is a strong whiff punish)


===Combos===
===Combos===
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==Changes from Vanilla==
==Changes from Vanilla==
List may be outdated.
List may be outdated.
* Health: decreased from 220 to 180
* 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

Revision as of 02:19, 13 November 2022

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

OTK is an aggressive character with high damaging combos, solid okizeme, great wiff punish tools and block stings that can easily break the opponent's guard if they're not careful.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
FRAME 15 MID BUT ITS MORE MINUS ON BLOCK THAN
UPWARD SWIPE
Down FAST LOW, CRUSHES ON FRAME 12, CAN FOLLOW UP WITH , , , ETC.
Away from opponent DOWNWARD SWIPE, COMBOS INTO , ITS TECHABLE BUT YOU GET MEATIES FOR FREE
Towards opponent BIG LUNGE, GOOD WIFF PUNISHER, GREAT FOR FOLLOWING UP A FULLSCREEN LAUNCHED OPPONENT, COMBO IT INTO OR
Running BIG SCOOP, LAUNCHES, CAN BE Y-Cancel (OTK GOES SO LOW TO THE GROUD HE PASSES THROUGH SOME CHARACTERS)
BIG DIVE, BIG DAMAGE COMBO FILLER (LAB IT)
Special Moves
FRAME 18 MID BUT ITS LESS MINUS ON BLOCK THAN
SLAM THROW; CAN BE USED AS A DEFENSIVE LOW PROFILE, BUT NOT AS FREELY AS VANILLA
Down YOU GO UNDERGROUND AND APPEAR WHERE THE OPPONENT IS ON SCREEN (PRESS FOR SLAM THROW, PRESS FOR JUMPING)
Away from opponent COUNTER, MOVE IS SIMILAR TO CS2 Down IT CAN Y-Cancel AS WELL
Towards opponent EXTENDS HIS CHAKRA INTO A FAR-REACH HAND SLAM (CAN BE Y-Cancel); FLYING LAUNCH MAKES IT AN INFINITE, VERY STRONG ON KANKURO
Running RUNNING TELEPORT
DOWNWARD SWIPE BUT IN THE AIR (HOLD Down TO DO AN ENERGY BLAST)
Super Moves
BIG LUNGE BIG DAMAGE
Down WIDE FULLSCREEN BIG DAMAGE PROJECTILE, CRUMPLES GROUNDED OPPONENTS AND ALLOWS FOLLOWUPS, GREAT FOR COMBOS IN CRISIS MODE; COSTS 100%

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 (hard to escape block string that 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 the last (like bbba without the easy window to air shank or jump out; leads to a strike/throw mix after hitting them back to the ground)

•Towards opponent closes the distance fast, great for wiff punishing at mid range.

• is the mixup if your opponent starts defending against . no follow up is also a mixup- if they step it and you again and it'll possibly guard break (Or just mix BB and BBA only). Your jabs also do chip, so it works out to keep attacking.

•You can y-cancel Towards opponent and combo off of it

•For basic combos you can basically get a launch -> ycancel -> Y-Cancel -> loop until as soon as they are just under 75% chakra

•If the opponent leaves themselves open, get a good whiff punish with a launcher or sweep (Towards opponent is a strong whiff punish)

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
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