Beginner resources: Difference between revisions
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==Things to Remember== | ==Things to Remember== | ||
#{{4}}{{B}} on all characters | #{{4}}{{B}} on all characters 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. The only exception is [[Image:icon_gnt4_sa2.png|24px|link=CS2 Sasuke (GNT4)|CS2 Sasuke (GNT4)]] [[CS2 Sasuke (GNT4)| CS2 Sasuke]], whose {{4}}{{B}} is a teleport. | ||
#{{B}}{{B}}{{X}} is a universal combo into super. This also means you can generally go from your current combo to {{YCancel}}{{B}}{{B}}{{X}} to end it with a super. | #{{B}}{{B}}{{X}} is a universal combo into super. This also means you can generally go from your current combo to {{YCancel}}{{B}}{{B}}{{X}} to end it with a super. | ||
#Running sidestep ({{Run}}{{L}} or {{Run}}{{R}}) 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. | #Running sidestep ({{Run}}{{L}} or {{Run}}{{R}}) 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. | ||
Revision as of 04:26, 18 May 2018
Inspiration
Combo movie with all characters
TORNADO - A GNT4/GNT4Remix Combo Video
What makes GNT4 better than Rev3?
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 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. The only exception is
CS2 Sasuke, whose 
is a teleport.

is a universal combo into super. This also means you can generally go from your current combo to 


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 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.
- 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 by either doing a
into a combo or finishing 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).