Naruto (SCON4)

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Naruto Uzumaki
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HP 220
Guard Gauge 1760
Jab Speed Frame 14
Jab Height High
Backdash Type Normal
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Summary

CHARACTER SUMMARY HERE (2-3 sentences)

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Basic 14f jab. Notably has an followup as his wrA (only on hit).
A leaping kick that does spin launch.
Down A decent sweep with lower range. Has strings into super cancel.
Away from opponent A fist slam into large groundbounce, sped up in super. Starts a combo on no tech or allows Down as a WUS if they techroll.
Towards opponent A High range overhead slam. Techable, but can be a valuable whiff punish
Running 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.
Down Summons a clone to uppercut from under the opponent.
Away from opponent Summons a Naruto clone; can unsummon by doing Away from opponent again; Nine-Tails form Counters non-super Taijutsu
Towards opponent A kunai slash- his most notable normal; lifts on block making it good on okizeme, and is his most reliable combo extender. Has and followups.
Running An approaching backhand kunai slash with followups.
Standard air shanks.
Super Moves
Standard Super- low damage but connects high in the combo counter.
Down Rasengan, his higher damage super; can't combo into it after 7 hits.
Away from opponent Goes into Nine-Tails formZTK; changes moveset a lot
Towards opponent Same as with a lunge forward before it hits
Nine-Tails form Real time super, can do at 3 bars but takes all your chakra
Nine-Tails formAway from opponent Deactivates ZTK, costs 2 bars
Nine-Tails formTowards opponent Same as Nine-Tails form with a lunge forward at first

Strategy

Naruto has a simpler toolset than some of the cast, but has a toolset more geared towards offense and threatening okizeme, as Towards opponent and Down both set up air-throw attempts. Running and Running both allow him to approach reliably from a run, and Towards opponent gives him a high range option from idle. Naruto's defense is not extraordinary- Away from opponent 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
> DownDown 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 Towards opponent allows a meterless Towards opponent after (this leads into his most optimal throw combo).

Changes from Vanilla

  • LIST
  • OF
  • IMPORTANT
  • DIFFERENCES

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
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