Beginner resources: Difference between revisions

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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).
==Technical Details==
===Throws===
The thing to remember about throws is they have a small window of active frames. The grab is only active for a single frame, but comes out instantly making it's use precise. If the opponent is in hitstun or blockstun they cannot be grabbed normally. The two exceptions to this rule are if the opponent is in a staggered state (see attack types) or in the air.
Overhead throws and air throws do 20 damage, bounce throws do 40 damage, and push throws do 0 damage.
===Substitution===
{{L}} KnJs have 12 frames of invulnerability while {{R}} KnJs have 16 frames of invulnerability. This is good to know for trying to avoid some meaty traps.

Revision as of 20:57, 17 May 2018

Inspiration

Boocock's Review of GNT4

Combo movie with all characters

TORNADO - A GNT4/GNT4Remix Combo Video

What makes GNT4 better than Rev3?

Guides for Improvement

Y-Cancel/Combo Cancel Guide

Explaining Stance Break

Using Special Mid-String

"Forward Movement" Explained

Okizeme & You

Instant Run Tech

Mid-String Delay Punish Guide

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

  1. Away from opponent 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.
  2. is a universal combo into super. This also means you can Y-Cancel your current combo into to end it with a super.
  3. Running sidestep (Running or Running) 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.
  4. Don't forget to grab, especially if your opponent is only blocking. If they aren't quite close enough, you can always do Running. Make sure you know how to combo off grab, too.
  5. 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 you predicted correctly, the sidestep will dodge their attack and you can start a new combo on them while they are in their attack animation.
  6. 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.
  7. 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.
  8. 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).