Naruto (SCON4)
| 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 with the ability to transform into his feral
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. ![]()
gives him impressive okizeme, contributing to a scary offense, and Naruto also has a few new toys to play with- such as ZTK's ![]()
![]()
chakra burst.

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 | |
| 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. 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:
Barreling into action: ![]()
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

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

> 
and 



- Acts as a high damage, single button,
-cancellable launcher for combo filler 

string for punishing KnJs
- Quick recovery and string follow-up provide a guard mix-up between



: 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




/



: 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

: 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

and 
at long range
ZTK form

: Hits mid, trumping high crush attempts.
- Same attack as


- Same attack as





: ZTK Naruto's main string for pressure from jab, ends in 8AA which provides great frame advantage.



: Similar to 5BAAAA but ends in 8BA. Great mix-up as it has onee hit less before the lift.



/ 



: 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.


can function as a KnJ or backturned punish or be incorporated into swaggy combos
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):
- 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