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

Naruto takes his place in Super as a well-rounded character with the ability to transform into his feral Nine-Tails form Zero-tailed Kyuubi (ZTK) form. Naruto's air throw, 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. Towards opponent gives him impressive okizeme, contributing to a scary offense, and Naruto also has a few new toys to play with- such as ZTK's Nine-Tails formDown chakra burst.

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, unless you use to squeeze in an extra hit without dropping.
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. His being faster than normal divekicks makes it more reliable as an anti-string option, and just overall a stand-out move.
Naruto has a few directional string options in his base form:

  • Towards opponent

Barreling into action: Running has a large hitbox covering Naruto's body and active for 14 frames

  • Frame advantage varies based on spacing but it's always safe on block
  • Can connect with at the wall
  • Good for chasing down opponents in backturn situations
  • High crushes

Base form

  • Towards opponent is one of Naruto's most important moves, hitting mid and lifting on block
    • Quick recovery and string follow-up provide a guard mix-up between Towards opponent > and Towards opponent
    • Acts as a high damage, single button, Y-Cancel-cancellable launcher for combo filler
    • Towards opponent string for punishing KnJs
  • : Good string for guard pressure and is hard to beat with a 4B, though it is escapable with normal air kunai after the 5BBB lift
  • : Useful mix-up after 5BBBB to punish air kunai attempts
  • : Faster than 5BBBB, making it harder to punish and sometimes impossible depending on the opponent's
    • Does more damage than 5BBBB
  • // is a spin launcher; useful for breaking Choji or Jirobo's hyper armor
  • String options above apply to follow-ups, though can be 4B'd
    • can be done on whiff
  • /Down: Plus on block, which provides a tick throw mix up by the wall
    • The final punch can be 4B'd, but BAAA's low recovery can be used to punish a pre-emptive 4B
  • Down: Can be useful for okizeme since Naruto will be fully actionable by the time the clone appears resulting in plus frames
    • Can punish KnJ's and meterlessly start combos
    • Connect with jab at short range or Running and Running at long range

ZTK form

  • Nine-Tails form: Hits mid, trumping high crush attempts.
    • Same attack as
  • Nine-Tails form: ZTK Naruto's main string for pressure from jab, ends in 8AA which provides great frame advantage.
  • Nine-Tails form: Similar to 5BAAAA but ends in 8BA. Great mix-up as it has onee hit less before the lift.
  • Nine-Tails formTowards opponent / Nine-Tails formDown: Having only a single hit before 8AA makes these strings hard to punish with 4B, making them consistent options for okizeme.
    • The 8AA lift portion of the string is punishable with normal air kunai.
  • Nine-Tails formDown can function as a KnJ or backturned punish or be incorporated into swaggy combos

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 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):

  • 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

Gameplay footage

Super Naruto: Clash of Ninja! 4
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