OTK Naruto (SCON4)
| Naruto OTK | |
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| HP | 200 |
| Guard Gauge | 1760 |
| Jab Speed | Frame 15 |
| Jab Height | MID |
| Backdash Type | x |
Summary
OTK is an aggressive character with high damaging combos, solid okizeme, great wiff punish tools and block stings that can easily break the opponent's guard if they're not careful.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| FRAME 15 MID BUT ITS MORE MINUS ON BLOCK THAN | |
| UPWARD SWIPE | |
| FAST LOW, CRUSHES ON FRAME 12, CAN FOLLOW UP WITH | |
| DOWNWARD SWIPE, COMBOS INTO | |
| BIG LUNGE, GOOD WIFF PUNISHER, GREAT FOR FOLLOWING UP A FULLSCREEN LAUNCHED OPPONENT, COMBO IT INTO | |
| BIG SCOOP, LAUNCHES, CAN BE | |
| BIG DIVE, BIG DAMAGE COMBO FILLER (LAB IT) | |
| Special Moves | |
| FRAME 18 MID BUT ITS LESS MINUS ON BLOCK THAN | |
| SLAM THROW; CAN BE USED AS A DEFENSIVE LOW PROFILE, BUT NOT AS FREELY AS VANILLA | |
| YOU GO UNDERGROUND AND APPEAR WHERE THE OPPONENT IS ON SCREEN (PRESS | |
| COUNTER, MOVE IS SIMILAR TO CS2 | |
| EXTENDS HIS CHAKRA INTO A FAR-REACH HAND SLAM (CAN BE | |
| RUNNING TELEPORT | |
| DOWNWARD SWIPE BUT IN THE AIR (HOLD | |
| Super Moves | |
| BIG LUNGE BIG DAMAGE | |
| WIDE FULLSCREEN BIG DAMAGE PROJECTILE, CRUMPLES GROUNDED OPPONENTS AND ALLOWS FOLLOWUPS, GREAT FOR COMBOS IN CRISIS MODE; COSTS 100% |
Strategy
•![]()
is a lot of unscaled, unsubbable damage that can end combos and sets up oki. It's also a fast low profile so pretty cheap against tall characters.
•![]()
![]()
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is a good block string (hard to escape block string that loops to itself by knocking the opponent back to the ground and breaks guards after 6-8 hits). Opponent can do a hard step on ![]()
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for a full punish, some 4B's works between ![]()
and ![]()
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. An escape route exists by jumping before blocking ![]()
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and then jumping forward on ![]()
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•![]()
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is the last ![]()
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(like bbba without the easy window to air shank or jump out; ![]()
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leads to a strike/throw mix after hitting them back to the ground)
•![]()
closes the distance fast, great for wiff punishing at mid range.
•![]()
![]()
is the mixup if your opponent starts defending against ![]()
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. ![]()
no follow up is also a mixup- if they step it and you ![]()
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again and it'll possibly guard break (Or just mix BB and BBA only). Your jabs also do chip, so it works out to keep attacking.
•You can y-cancel ![]()
and combo off of it
•For basic combos you can basically get a launch -> ycancel -> ![]()
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-> loop until ![]()
as soon as they are just under 75% chakra
•If the opponent leaves themselves open, get a good whiff punish with a launcher or sweep (![]()
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is a strong whiff punish)
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| COMBO 4 | ETC |
Changes from Vanilla
List may be outdated.
- Health: decreased from 220 to 200
- Grabbable Moves: 6A, JA, 2B(A), 8A landing
- 5B: has more blockstun
- 5B(B): hitbox appears one frame later
- 4B: no longer pushes on block
- 4B2A: is 2BA with 6 additional startup frames
- 2B(A): changed to be 6A, 2B2A added as old 2BA
- 8B(A): has 8 frames less blockstun; cannot be transferred into after hitting the ground; does not bounce
- 8BB(B): damage reduced from 18 to 16
- 8BBBB; 8BBBA: added as new strings to match 5BBBBBB and 5BBBBBA
- 4A: increased activation window
- A4A: has a slightly smaller hitbox and made to do more damage and be unsubbable and untechable
- 2A: hitbox appears one frame later
- 8A: on block or OTG "lands" 11 frames later; has two more frames endlag; actually low crushes the frame before the hitbox appears
- A8A: victim transitions to get up 14 frames faster; OTK is hittable and grabbable shortly after he does damage
- RA, 6BAA(A) given three grabbable frames before the teleport
- 2X: high crush frames removed
- GRKnJ: no longer intangible anymore
Resources
Guides and Info
LINKS TO INFO AND GUIDES
Gameplay footage