Naruto (SCON4): Difference between revisions
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==Summary== | ==Summary== | ||
Naruto takes his place in Super as a well-rounded character without big weaknesses, and the option to turn into a hybrid Naruto-OTK with his ZTK transformation (as well as having unique options from vanilla, with ZTK's {{2}}{{A}} being reminiscent of CS2 Sasuke's chakra burst). An airthrow, a decent sweep, good running attacks, a long range button, and a 14-frame jab leave him ready to face the entire cast without having big exploitable weaknesses of his own. His {{6}}{{A}} also gives him impressive oki, giving him a level of scary offense when he gets a lead. | |||
[[Image:color_gnt4_nar_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | [[Image:color_gnt4_nar_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | ||
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|- | |- | ||
|{{2}}{{X}} | |{{2}}{{X}} | ||
|Rasengan, his higher damage super; can't combo into it after 7 hits. | |Rasengan, his higher damage super; can't combo into it after 7 hits, unless you use {{5}}{{B}}{{A}}{{A}}{{B}} to squeeze in an extra hit without dropping. | ||
|- | |- | ||
|{{4}}{{X}} | |{{4}}{{X}} | ||
Revision as of 02:28, 13 November 2022
| Naruto Uzumaki | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 220 |
| Guard Gauge | 1760 |
| Jab Speed | Frame 14 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
Naruto takes his place in Super as a well-rounded character without big weaknesses, and the option to turn into a hybrid Naruto-OTK with his ZTK transformation (as well as having unique options from vanilla, with ZTK's ![]()
being reminiscent of CS2 Sasuke's chakra burst). An airthrow, a decent sweep, good running attacks, a long range button, and a 14-frame jab leave him ready to face the entire cast without having big exploitable weaknesses of his own. His ![]()
also gives him impressive oki, giving him a level of scary offense when he gets a lead.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Basic 14f jab. Notably has an | |
| A leaping kick that does spin launch. | |
| A decent sweep with lower range. Has strings into super cancel. | |
| A fist slam into large groundbounce, sped up in super. Starts a combo on no tech or allows | |
| A High range overhead slam. Techable, but can be a valuable whiff punish | |
| An extremely good rolling tackle- starts combos if Naruto ends up by a wall, and has high blockstun. | |
| A diving punch- faster startup than average divekicks. | |
| Special Moves | |
| Chargeable kunai toss, only throws a single kunai; uncharged and 1st charge stagger; 2nd charge knocks down the opponent and flies notably faster | |
| Basic anti-air kunai, throws 3. | |
| Summons a clone to uppercut from under the opponent. | |
| Summons a Naruto clone; can unsummon by doing | |
| A kunai slash- his most notable normal; lifts on block making it good on okizeme, and is his most reliable combo extender. Has | |
| An approaching backhand kunai slash with followups. | |
| Standard air shanks. | |
| Super Moves | |
| Standard Super- low damage but connects high in the combo counter. | |
| Rasengan, his higher damage super; can't combo into it after 7 hits, unless you use Template:5 | |
| Goes into | |
| Same as | |
| Real time super, can do at 3 bars but takes all your chakra | |
| Deactivates ZTK, costs 2 bars | |
| Same as |
Strategy
Naruto has a simpler toolset than some of the cast, but has a toolset more geared towards offense and threatening okizeme, as ![]()
and ![]()
both set up air-throw attempts. ![]()
and ![]()
both allow him to approach reliably from a run, and ![]()
gives him a high range option from idle.
Naruto's defense is not extraordinary- ![]()
is sped up from vanilla but still not amazing, and 2B is an average high crush with low range. However, his ![]()
being faster than normal divekicks makes it more reliable as an anti-string option, and just overall a stand-out move.
Combos
| Combos | Notes |
|---|---|
| High damage super combo | |
| COMBO 4 | ETC |
Extra Combo Notes
- ![]()
tends to drop on airborne; lower in the combo counter it should be delayed, and if done higher in the combo counter, you should wait to hit
when the opponent is lower in the air (like after a y-cancel).
- Throw into ![]()
or run-up ![]()
allows a meterless ![]()
after (this leads into his most optimal throw combo).
Changes from Vanilla
List may be outdated
Naruto (Base from):
- Grabbable Moves: JA, 8A,
- 5B: elbow hitbox appears on frame 2
- 5B(B): hand hitbox does not appear until frame 2
- 5BBB(B): can be replaced with the clone active version with 8B
- 5BBBB(B): does slightly more damage, pushes further away, and doesn't teleport as far
- 5BAA(A): starts up and ends one frame later; staggers
- 6B: has an untechable bounce after the first active frame; first frame is a high; properly low and high crushes
- 4B: bounces closer on hit
- 8B: hitbox appears one frame later, more lift
- 6A(A), 6A(8A): added as 2A and 8A
- 2A: has a new animation
- RA: has more lift on hit
- 5X6: activates into 5X and uses 6B attack; has a different super freeze animation; low and high crushes
- 2X: has less super freeze and more duration
- 4X: requires 50% meter; has more lift on hit. Invincibility removed.
Naruto (ZTK):
- Takes 1.25x as much damage (instead of 1.5x); no passive health drain and passive meter gain reduced to 2 units per frame (from 40)
- Grabbable Moves: 2A
- 5BBBB(B): bounces closer on hit
- 5BA(B): has more lift on hit, hitbox appears three frames later, made normal lift instead of spinning
- 5BAA(A): replaced with 8A
- 5BAAA(A): replaced with 8A(A)
- 6B: low crushes
- 8B: lifts on block
- 8B(B): has more lift on hit
- 8B(A): added as 8A(A)
- 5A: given more float
- 5A(A): given more float and super cancel
- 6A: given more float and super cancel
- 4A: activation window improved
- A4A: goes into RA
- 2A: does activated 4A, adjustments to size; duration; and hitbox
- 8A: has slightly more vertical range on the bottom
- 8A(A): does slightly more damage and doesn't bounce
- RA: ends 4 frames sooner; has three grabbable frames at the beginning
- 5X: third to last hit staggers; second to last hit doesn't jump as far forward, fixed animation glitch (added one hit); first hit lift adjusted to not sometimes reset the combo
- 5X6: uses 6B attack into Z5X; has a different super freeze animation
- 4X: Can now revert to base form at the cost of 50% chakra
Resources
Guides and Info
LINKS TO INFO AND GUIDES