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#If you are landing from a combo you can press {{A}} or {{B}} while landing in order to do a tech roll. This allows you to go in any of the four cardinal directions and gain you a slight amount of chakra. | #If you are landing from a combo you can press {{A}} or {{B}} while landing in order to do a tech roll. This allows you to go in any of the four cardinal directions and gain you a slight amount of chakra. | ||
#If you have your opponent in a combo and can win the round with either a Y-Cancel combo or a basic combo, choose the basic combo so you don't waste 25% Chakra that you could use next match (unless the style points are worth it). | #If you have your opponent in a combo and can win the round with either a Y-Cancel combo or a basic combo, choose the basic combo so you don't waste 25% Chakra that you could use next match (unless the style points are worth it). | ||
==Attack Types== | |||
#Move power: Moves function through three methods of power, this affects their hitstun (combined with another element) and blockstun. The three types are W for weak, M for medium, and S for strong. This means that you have six types of blockstun depending on if you are hit while airborne or grounded and by one of the three types. The blockstun functions as follows: | |||
AW: | |||
AM: | |||
AS: | |||
GW: | |||
GM: | |||
GS: | |||
#Hit Ranges: While the game does not have high and low blocking, it does have high and low attacks. A person can be invulnerable to highs if they are currently in what is called the "sit" state and they are immune to lows if they are currently in what is called the "float" state. This makes certain moves have a high or low crush status. | |||
#Attack Types: Punch, Kick, or Throw. Self explanatory, doesn't do anything special. Throws cannot be KnJed or tech rolled during the duration of their function. | |||
#Specific Attack Types: | |||
Special: This means that an attack gains no chakra for the attacker, even when it hits. Generally seen on supers. | |||
NoGuard: Unblockable. This is seen on certain moves that have command grab properties like Chouji {{A}} or Jirobou {{8}}{{A}} | |||
SpTata: This is a state defined by a large bounce that the opponent is put into | |||
Break: This defines if a move affects an opponents block or not | |||
Down: This is a spinout launcher which allows the attack to hit someone high into the air. These can generally be Y cancelled | |||
Yoro: Stagger. If you are staggered twice in a row in a combo, it knocks you down. | |||
Butt: Flying screen knockback | |||
Uki: Launcher. Slightly less of a launch than Down, but can also be Y cancelled | |||
Koro: Sweep. Beats super armor, cannot be Y cancelled | |||
Tata: Small ground bounce | |||
Beast: Makes a slashing sound and effect and does chip damage. Leftover from Bloody Roar | |||
Freeze: Attacks do not move the opponent as much on hit | |||
AtkCan: This is for super cancels. It is seen on every character's {{B}}{{B}} | |||
Revision as of 19:54, 17 May 2018
Inspiration
Combo movie with all characters
TORNADO - A GNT4/GNT4Remix Combo Video
Guides for Improvement
Air Throw Points (Only Kabuto, Kakashi, Kiba, Kimimaro, Naruto, and OTK can air throw)
Using j.B's in Your Combos (Check video description for list of combos)
Using j.B's in Your Combos Add-On
Things to Remember

on all characters (except CS2) is a reversal move, which you can use if you know your opponent is blindly attacking you. It has slow startup but is very hard to interrupt with attacks due to guard frames.

is a universal combo into super. This also means you can Y-Cancel your current combo into 

to end it with a super.- Running sidestep (

or 
) is super good for approaching, as it is incredibly fast and can set you up to attack your opponent from the side. Ideal if they are zoning with projectiles and you want to get in close. - Don't forget to grab, especially if your opponent is only blocking. If they aren't quite close enough, you can always do

. Make sure you know how to combo off grab, too. - If your opponent keeps substituting your combo as soon as they hit 75% Chakra, you can watch their meter while you combo them and sidestep when you think they will KnJ. If they do, the sidestep will dodge their attack and you can start a new combo on them while they are in their attack animation.
- If your opponent keeps throwing you, you can avoid it by pressing
,
,
, or
when you expect them to grab you. This window is very small, but you can get used to it if you try. - If you are landing from a combo you can press
or
while landing in order to do a tech roll. This allows you to go in any of the four cardinal directions and gain you a slight amount of chakra. - If you have your opponent in a combo and can win the round with either a Y-Cancel combo or a basic combo, choose the basic combo so you don't waste 25% Chakra that you could use next match (unless the style points are worth it).
Attack Types
- Move power: Moves function through three methods of power, this affects their hitstun (combined with another element) and blockstun. The three types are W for weak, M for medium, and S for strong. This means that you have six types of blockstun depending on if you are hit while airborne or grounded and by one of the three types. The blockstun functions as follows:
AW: AM: AS: GW: GM: GS:
- Hit Ranges: While the game does not have high and low blocking, it does have high and low attacks. A person can be invulnerable to highs if they are currently in what is called the "sit" state and they are immune to lows if they are currently in what is called the "float" state. This makes certain moves have a high or low crush status.
- Attack Types: Punch, Kick, or Throw. Self explanatory, doesn't do anything special. Throws cannot be KnJed or tech rolled during the duration of their function.
- Specific Attack Types:
Special: This means that an attack gains no chakra for the attacker, even when it hits. Generally seen on supers.
NoGuard: Unblockable. This is seen on certain moves that have command grab properties like Chouji
or Jirobou ![]()
SpTata: This is a state defined by a large bounce that the opponent is put into
Break: This defines if a move affects an opponents block or not
Down: This is a spinout launcher which allows the attack to hit someone high into the air. These can generally be Y cancelled
Yoro: Stagger. If you are staggered twice in a row in a combo, it knocks you down.
Butt: Flying screen knockback
Uki: Launcher. Slightly less of a launch than Down, but can also be Y cancelled
Koro: Sweep. Beats super armor, cannot be Y cancelled
Tata: Small ground bounce
Beast: Makes a slashing sound and effect and does chip damage. Leftover from Bloody Roar
Freeze: Attacks do not move the opponent as much on hit
AtkCan: This is for super cancels. It is seen on every character's ![]()