*****************************************************************************
Naruto: Gekitou Ninja Taisen 3 System/Character FAQ
Written By: Alfred “Gen2000” Lynaum
Last Updated: 8/17/05
Version: 1.9
*****************************************************************************
*********************
>> Version History <<
*********************
8/17/05
- Add Added in-depth chakra gain information gathered by BrandoSerge &
Mailorder, gameplay comments, and updated some links used in this FAQ. This
FAQ is mainly finished now, GNT4 is right around the corner. All there is
needed now is background information for the characters.
1/16/05
- Change the format a little, added space between note comments to make it
easier on the eyes to read. Finished Sharingan counter info for S.Kakashi.
Added more or corrected minor comments here and there throughout the System
Basics section. Added extra cancel points for Hinata and Neji that I forgot
from previous versions. Added proper names for some of the character
techniques and translations of those techniques. Decided to not worry about
hit type properties on each attack of character’s attack string cause that
would take forever get info on and I want to start up on character strategy
sections soon (v.2.0).
1/07/05
- Went through all of the character sections again and made sure I have all
their moves, attack strings, and notes correctly listed. Checked on the hit
type properties again to make sure they are all correct so far. They should be
99% correct now.
12/28/04
– Corrected the note on Rock Lee getting better defense opening his 2nd Gate.
12/28/04
– All characters have a section up now and a completed movelist and attack
string listing.
12/27/04
– First version of the FAQ, System Basics completed, all the character’s
movelist are listed but Character sections not fully completed.
To Do List: Add anime series background information for characters.
**************
>> Contents <<
**************
For easier searching through out this FAQ, use the "Find" command on the Menu
bar. In Internet Exploder the shortcut command is (Ctrl + F). Once the
Find/Search window is up just type up the index number(s) plus the section
title to quickly jump to that part of the FAQ you're interested in.
I. Introduction
1.1 Disclaimer, Copyright Info
1.2 Author’s Comment
II. System Basics
2.1 General
2.3 Gauge Basics
2.4 Guard Break
2.5 Combo System
III. Characters
3.1 Akamaru
3.2 Anko
3.3 Chouji
3.4 Gai
3.5 Gaara
3.6 Haku
3.7 Hinata
3.8 Ino
3.9 Iruka
3.10 Itachi
3.11 Jiraiya
3.12 Kakashi
3.13 Kankuro
3.14 Karasu
3.15 Kiba
3.16 Mizuki
3.17 Naruto
3.18 Neji
3.19 Orochimaru
3.20 Rock Lee
3.21 Sakura
3.22 Sandaime
3.23 Sasuke
3.24 Shino
3.25 Shikamaru
3.26 Tsunade
3.27 Tenten
3.28 Temari
3.29 Zabuza
IV. Misc.
4.1 General Gameplay Tips
4.2 Tips & Tricks For Unlocking Characters, Modes and Extras
4.3 Translations
4.4 Related Links
V. Closing
5.1 Credits
=============================================================================
I. Introduction
=============================================================================
-----------------------------------------------------------------------------
1.1 Disclaimer, Copyright Info
-----------------------------------------------------------------------------
This document is Copyright 2004 Alfred "Gen2000" Lynaum. You are free to use
this FAQ in any way as long as you don't make a profit off of it. If you want
to use this FAQ on your site you must get permission from me first or else I
could take you to court. If that is the case there is a high chance that I
will win which is basically free money for me. Writing this FAQ took free time
away from me so if you want to use this FAQ on your site then please email me
at (gen2000__(at)hotmail dot com). Also if you are going to use this FAQ you
cannot modify it in any way. Any information you get from this FAQ you must
give credit where it's due.
-----------------------------------------------------------------------------
1.2 Author’s Comment
-----------------------------------------------------------------------------
Welcome to my Naruto: Gekitou Ninja Taisen 3 System/Character FAQ. Here you
will be able to find information about the gameplay system, character
movelist, tips & tricks as well some other stuff about the game. This FAQ can
be viewed by anyone. From people who already have the game and want to see if
they can learn anything else about it or potential buyers who want to see what
it has to offer. This FAQ will also contain some information about the anime
series for those few readers who are unfamiliar with the Naruto series but are
still interested in this game.
I got into the Naruto series when it was at around episode 90 so and it’s
currently on episode 116 as I’m writing this FAQ now so it’s never too late to
get into the series and still enjoy it. This is my first Naruto: GNT game and
first import game for the GCN. I heard nothing but good things about the older
ones and like what I heard about this version as well taking a liking to the
game from some video clips I saw of it. While the 1v1 and 3v3 (King of
Fighters style) type matches are fun this game also supports multiplayer
fights so it’s a great game to have with 4 people around and you’re all tired
of Super Smash Bros. Melee. It’s worth importing as it’s the total package for
a fighting gamer or a multiplayer game fan.
=============================================================================
II. System Basics
=============================================================================
-----------------------------------------------------------------------------
2.1 General
-----------------------------------------------------------------------------
***************************************
>> Basic Commands & Common Notations <<
***************************************
B = attack
A = special
Y = throw
X = super
L = sidestep into foreground
R = sidestep into background
u = up
d = down
b = back
f = forward
hold = hold down button/direction after inputting the last command
************************
>> Universal Commands <<
************************
block (guard) = let controls stay neutral or hold back
dash = f,f
run = f,f (hold)
backflip = b,b
running attack = run then press B or A
jump = u/ub/uf
double jump = jump then press u/ub/uf
tech throw = Tap button when opponent attempts to throw you
Kawarimi no Jutsu (KnJ) = L or R when attacked
safe fall (tech) = B or A (+ hold any direction, optional) when
knocked down
[Notes]
- Super moves in general are unblockable but they have very slow start-up time
and at best only used during certain combos or set-ups. You can avoid most
unblockable super moves that are done without proper set-ups just by walking
back or jumping.
- You can also block in the air. You take minor damage, better known as “chip
damage”, from certain attacks when you block certain attacks. The general rule
is that all melee attacks involving kunai or slashing and projectile attacks
causes chip damage. You can be KOed from chip damage.
- You can only throw your opponent when they are standing still, blocking, or
while the opponent is stun from a hit that causes them to stagger. Otherwise
you’ll whiff or get hit if the opponent was attacking you. If two opponents
attempt to throw at the same time they will both whiff.
- Supers require 25% to 100% chakra to use. There are other moves that drains
chakra but I only refer to moves that causes dramatic pauses in battle,
changes your character movelist some, or increase their stats as supers.
- If you’re too close to your opponent you won’t be able to use run, only
dash. You need to be about 3 characters lengths away from your opponent to use
run.
- KnJ requires 75% chakra to use. You can only perform it when attacked or
laying on the ground after a knockdown. There are two different types of KnJ,
an aerial and a ground version.
You perform the aerial version whenever your character is knocked into the air
and you attempt to use KnJ. This version makes your character appear behind
and above your opponent’s last location the moment you entered the command and
attempt to counter with an aerial attack. You can’t use KnJ if hit by realtime
super moves such as Haku’s Sensatsu Suishou or Neji’s Daikaiten.
The ground version happens when you use KnJ while standing or laying down on
the ground after being knocked down. This version makes your character
reappear behind the opponent and quickly follows with a B type running attack.
When knocked down you can wait as long as you want before using the ground
If you use KnJ, aerial or ground version, while hit from behind you will
reappear in front of your opponent. This is important to know cause you can
easily counter “backward” ground KnJs by continuing your attack(s) since the
opponent will dash right into it.
You will usually be using the aerial version since it helps prevents long
damaging combos from being performed on you but if you can afford to allow the
extra damage then the performing the ground version is easier to counter with.
If you know a KnJ is coming you can avoid the aerial version by quickly
turning around and blocking, running away from the aerial attack or both
versions by sidestepping.
- Press B or A after being knocked down to use safe fall. If you don’t press
any direction along with B or A button your character will roll away backwards
or forwards depending on if they fell on their back or not. When holding a
direction along with B or A your character roll in the direction you were
holding once they hit the ground.
-----------------------------------------------------------------------------
2.2 Gauge Basics
-----------------------------------------------------------------------------
There isn’t much to keep track of in terms of gauges. You only have two to
worry about, the Life (Health) Gauge and the Chakra Gauge.
****************
>> Life Gauge <<
****************
Basic fighting game stuff here, it appears at the top of the screen separated
by a timer (duh). In 1v1 and 3v3 Modes the 1P gauge is on the left and the 2P
gauge is on the right. In Multiplayer Modes, the Life Gauge order goes like
this from left to right: 1P-2P-(Timer)-3P-4P.
When you get around 40% or lower in health the gauge flashes red meaning you
have critical damage. Some moves and supers can only be performed when you
have critical damage.
Some characters are able to take more or less damage than others. Here is a
stamina defense ranking list from board member “BrandoSerge”:
76.6%
Naruto (Kyuubi version only)
90%
Hinata | Ino | Kankuro | Sakura | Tenten
93.3%
Haku | Shino | Temari
96.6%
Anko | Kiba | Sandaime | Shikamaru
100%
Neji
103.3%
Sasuke (Normal and Sharingan versions) | Tsunade
106.6%
Gaara | Mizuki | Naruto | Orochimaru
110%
Chouji | Gai (and opened gate version) | Iruka | Itachi | Kakashi (Normal and
Sharingan versions) | Rock Lee (both opened gate versions as well) | Zabuza
116.6%
Jiraiya
Anyone below the “100%” or Neji rank has below average to bad stamina defense
and anyone above has above average to great stamina defense.
******************
>> Chakra Gauge <<
******************
In 1v1 and 3v3 Modes the Chakra Gauge appears at the bottom of the screen. It
has 3 small dots follow by the last and bigger 4th one. Each dot flames up
when you reach 25%, 50%, 75%, or 100% amount of chakra.
You can also tell by the color of the gauge how much chakra you have:
Purple = below 25%
Light Blue = 25% or more
Light Green = 50% or more
Green = 75% or more
Yellow = 100%
In Multiplayer Mode the Chakra Gauge appears underneath your Life Gauge and is
slightly different from 1v1 or 3v3 Mode in that it only has 2 two dots, one to
represent when you have 75% or more chakra and the last big one to represent
when you have 100% chakra. If you’re familiar with the different colors the
gauge goes through you can still tell when you have 25% or 50% chakra.
Depending on your character it’s important to know how much chakra you have at
all times since some moves requires 25%, 50% or 75% (besides KnJ) amount of
chakra to use.
You gain charka in the following ways, in no order of amount gain:
- whiff attack(s) (gains very little)
- hit your opponent or opponent hits you
- throw or opponent throws you
- block an attack
- perform a successful safe fall (quite a lot)
You start every match with 50% chakra and any you had left after one round is
carried over to the next one.
Here is an in-depth look at chakra gain system and it’s formula by board
members “BrandoSerge” and “Mailorder”:
-----------------------------------------------
<< all text here was quoted from BrandoSerge >>
-----------------------------------------------
Factors Affecting Chakra Gain
When you take the offense and actually hit your opponent in one way or
another, there are 4 factors that determine how much chakra you get:
1)Attack Power. Simple, the stronger your attack, the more chakra you will
gain from it. This holds true in all single-hit situations, but things get a
little sticky when you venture into...
2)Combo Multiplier (CM). The more hits an attack, string, or combo can get off
in succession, a determined number is put into the formula depending on how
many hits the combo consisted of and multiplies the entire formula giving you
nice bonus for that string of uninterrupted hits. Even though Anko's d+A does
pathetic damage on hit, she gets half a bar of chakra since it hits ~15 times!
The number is small, and seems to be exponential, but easily explains where
Neji can get the chakra to perform two d+Xs in a single combo.
3)Remaining Life. When your health is at 10% or lower, you gain chakra TWICE
as fast! Nice! Simply put, when you are at 10% or lower health, the entire
formula that determines your chakra gain is multiplied by two.
4)Hit or Block. When an attack is blocked, the formula remains the same, but
is divided by 2.25, so blocked hits replenish chakra at a rate more than twice
as slow.
-When you're on the opposite side of the punches and slashes, whether you are
blocking or taking hits, you will always gain only 60% of the chakra your
opponent is receiving.
-Also, the chakra you get on the defense is not at all affected by the CM (why
whould you get the advantage of the CM bonus when you're the one getting beat
up? ^_^), so when you get hit into combos, you'll end up gaining chakra at a
rate even lower than 60% since you're not getting any bonus from the CM.
-Other than that, "Attack Power", "Remaining Life", and "Hit or Block" remain
the same in this formula, but remember that you get no CM bonus on the
defense, and your entire formula is multiplied by 0.6.
All in all, the formulas would look like this:
A - Attack Power (unknown)
B - Combo Multiplier (CM) (unknown)
C - Remaining Life (= 1 if health is above 10%, = 2 if health is at or below
10%)
D - Hit or Block (=1 on hit, = 2.25 on block)
E- Total Chakra Gained
1) Offense
(A*B*C)/D = E
2) Defense
0.6((A*C)/D) = E
Interesting Note Regarding the CM and Damage
Even though the CM multiplies the amount of chakra you receive during a combo,
it also divides the amount of damage each hit of combo does by a number that
rises as the combo progresses. Think of the CM as working in two ways: raises
chakra, decreases damage. This concept is easy to grasp if you've played games
like 3rd Strike or Soul Calibur 2, where air combos inflicted less and less
damage the longer you kept an opponent up.
For example:
Lee's BBBB string inflicts less damage total than a completely separated B, B,
f+B, u+B in which none of these moves are strung together.
Neji's d+X, f+BBABBBBB, d+X air combo causes less damage total than two
separate d+Xs and a normal f+BBABBBBB string not comboed in at all.
Chouji's Chips!
Everytime Chouji eats a handful of chips with his d+A, he gains around 3.8%
chakra. This percent is also affected by the Remaining Life factor, so at 10%
or lower health, this move gives back a generous 7.6% per handful! Kinda
useless, but I had to add it in :)
---------------
<< end quote >>
---------------
You should also take note that Safe Fall gains the charka boost as well when
your character has around 10% or less critical health damage.
-----------------------------------------------------------------------------
2.3 Guard Break
-----------------------------------------------------------------------------
New to the Naruto: GNT series is the Guard Break. This helps prevents your
opponent from turtling like it’s going out of style and encourages them to
take offense. As you attack a guarding opponent you should noticed the blue
spark that comes from the blocked hit. If you continue to attack a blocking
opponent the color of the spark will change colors indicating how close they
are to having their guard broken. There is an invisible guard defense gauge in
the background of the game that is constantly active but the only way to tell
how close your opponent is to being guard broken is through the three
different colors:
Blue = Good amount of defense left
Yellow = Bad
Red = Critical, your opponent is about to be guard broken in a few more
hits.
When Guard Break takes place the opponent’s guard will “burst”, with glass
shattering sound effects to go along with it, and be left open to any attack
as well as losing around 95% or more chakra. If the attack that cause guard
break launched your opponent into the air or they were guard broken in the air
they will have option of using safe fall once they touch the ground.
The guard defense gauge slowly refills as long as you’re not taking guard
damage so it’s wise to try to mix up offense AND defense in your gameplay.
Only taijustu (hand-to hand combat/physical) attacks have an effect in guard
damage. Some characters are better at guard breaking than others and some
characters can take more or less guard damage punishment than others.
Here is a guard defense ranking list from board member “BrandoSerge”:
86.3%
Kankuro | Sakura |Haku | Tenten | Ino |Hinata
90.9%
Sandaime | Temari | Anko | Kiba | Shino
95.4%
Neji | Tsunade
100%
Naruto (Normal and Kyuubi version) | Sasuke (Normal and Sharingan version) |
Mizuki
104.5%
Orochimaru | Lee (both opened gate versions as well) | Kakashi (Normal and
Sharingan version) | Chouji | Gai | Zabuza | Itachi |Iruka
113.6%
Jiraiya
Anyone below the “100%” ranks has below average to bad guard damage defense
and anyone above has above average to great guard defense. Gaara and Shikamaru
aren’t in the list cause their special defense against certain attacks makes
it very hard for them to be guard broken so basically they are excused from
Guard Break.
-----------------------------------------------------------------------------
2.4 Combo System
-----------------------------------------------------------------------------
*************
>> General <<
*************
The combo system plays out like most standard 3D fighters. Each character has
a number of preset attack strings that they can perform. They can start from
either neutral B/A, f+B/A, d+B/A, b+B, or u+B/A and involve only hitting B or
A to continue them. They are even a few that start from the B/A button type
running attack. Most attack strings will not continue unless you hit an
opponent, blocking or not, with certain parts of the attack string. For
example with Sasuke’s ““BBBB” attack string vs. Rock Lee’s “BBBBA”:
With Sasuke the first two BB attacks can be performed whether you hit the
opponent or not but to continue and use with the rest of the attack string you
must hit with the second B attack in the string while Rock Lee can continue to
the fourth B attack in his string without hitting the opponent and must
connect with that attack to finish the string. This is important to know cause
different attacks have different amounts to lag (recovery time) on them.
Special moves can be done by themselves or only during certain attack strings.
There is no way to cancel into special moves from attack strings. For example
with Sasuke’s “BBA” attack string the last attack has him using his shuriken
toss special move while during the “BBBBA” string the last attack has him
performing his Katon: Goukakyuu no Jutsu special move.
All attack strings have different input time frame windows for you to input
the next attack of the string. Depending on the attack string you use you will
have either a lot or little time to input the next command. For example with
Sasuke “f+BABB” attack string you can either perform it like this:
f+BABB
or
f+B..A..BB
The first example has all of the hits combo together while the last attack on
the second one may or may not connect depending on how long you waited between
the hits. The general rule is if you see your character return back to their
neutral standing stance the input time frame window is over but some
characters have a more time to input commands compared to others even if looks
like they have returned to their neutral stance, Rock Lee’s f+BB attack string
is a good example of this. For general vs. gameplay purposes the use of this
is to verify hits off attacks during strings that cause a nice amount of stun
and then deciding if you should continue through the attack string or go for a
safer ender if the opponent blocks and for baiting KnJs. For combos you should
try to find attacks that cause a nice amount of stun (staggers) or launches
the opponent and then follow up with attack strings with small input time
frame windows to continue the combo.
***************
>> Canceling <<
***************
While you can’t cancel into special moves during attack strings there are
specific cancel points on certain character’s attack strings that allow them
to cancel them into supers. The universal cancel point is on the second attack
of strings starting with neutral B, aka “BBX attack string”, but there are
other cancel points on certain characters attack strings that allows you to
cancel into a super.
The input time frame to cancel into a super is very short and you can’t delay
it. If you miss your chance your character will just return their neutral
stance unless you input the next attack of their attack string and the input
time frame window will allow it. You will have to cancel into it as soon as
you reach the cancel point during the attack strings. While you can’t delay
canceling into a super you will never have to hit with a previous attack to
cancel into it, just reach the cancel point and use it.
*************************************************
>> Stun, Juggling, & Other Hit Type Properties <<
*************************************************
The many attack strings involves attacks that has all sorts of different stun,
juggling, and other hit type properties on them. There are about eleven
different types that can be listed and will be used in the Character specific
sections of this FAQ when explaining the different character attacks and
strings but I will just cover the general stuff here first. Since “tragic”,
author of the Naruto: GNT2 FAQ, listed good names for these I will use the
same ones with a few minor changes for “float” and “launches” as well as
additions of “h.knockback”, “spiral”, and “flying screen slam” since I feel
those differences should be noted.
--------
- Stun -
--------
normal = the weakest type of stun, opponent recovers very
quickly.
stagger = opponent is knocked off balance and recovers more
slowly.
------------
- Juggling -
------------
slamdown = opponent is knocked down, usually face first, but
bounces up slightly.
launches = opponent is knocked into the air.
floats = opponent is knocked into the air on block
spiral = opponent is knocked into the air spinning.
---------
- Other -
---------
knockdown = opponent is knocked off their feet and falls down either
in the same place they were standing in before or close
to it.
knockback = opponent is knocked off their feet and sent flying,
landing on their back.
h.knockback = move that causes a guarding opponent to slide backwards
(also known as “sliding knockback”)
flying screen = opponent is knocked backwards and sent soaring in the
air, allowing for easy juggles near the corner.
flying screen slam = same properties as flying screen but the opponent
bounces up slightly, usually face first, after hitting
the ground just like from slamdowns making it even
easier to juggle.
[Notes]
- You can recover from stagger stun quicker by mashing left and right quickly
on the joystick/D-pad. This can help avoid some combos or throw set-ups from
your opponent.
- Float type attacks only relate to an attack vs. a blocking opponent. These
type of attacks will knock your opponent into the air even if they were
blocking. The opponent won’t take any damage and will still be guarding but
they can choose to use an aerial attack on you or use a midair jump.
- Spiral type attacks are similar to launch type attacks except spiral types
usually knocks the opponent higher into the air.
- H.knockback type attacks only relate to an attack vs. a guarding opponent.
This type of attacks will cause an opponent to slide backwards while guarding.
If not in the corner it’s usually too far back for the opponent to even try to
punish you. There are a few attacks that knock an aerial blocking opponent
straight down to the ground instead of backwards, they will be noted in the
Character specific sections of the FAQ.
- Slamdown and flying screen slam type attacks can be teched (safe rolled
against) to avoid bouncing up.
*************
>> Gravity <<
*************
You can’t repeatedly use launch and spiral type moves forever. If you try to
you will noticed your opponent becomes heavier as you try to continue and at
best you will be able to only connect three launch/spiral attacks per combo.
Stagger also affects how high the opponent will be launched into the air as
well so using stagger moves before launching the opponent during the same
combo will reduce how many times you can relaunch them.
****************************
>> Off/On the Ground Hits <<
****************************
Better known as “OTG hit” or just “OTGs”, all characters have the ability to
hit the opponent with a couple of attacks whenever they are knocked down and
don’t use safe roll. Any attack that hits low enough is capable of being an
OTG attack meaning most characters d+B/As but you can use some aerial attacks
as well if you were quick enough. Even some supers can be OTG hits but
requires you to hit as soon as the opponent is knocked down. If a successful
hit the cutscene type supers won’t activate to do their full damage. The only
exception to this is Sasuke or Kakashi’s Chidori/Raikiri and Orochimaru’s
Kusanagi no Tsurugi slash since those moves do their full damage before the
cutscene activates anyways.
It’s best to avoid supers for OTG hits and just stick with normal low hitting
attacks since you’re pretty safe even if you miss because the opponent used
safe roll.
**************************************
>> Character Specific Cancel Tricks <<
**************************************
Hinata and Neji benefit from having the ability to break their attack strings
to quickly go back into their neutral stance by using special break cancel
points in their attack strings. The break points will be listed in their
respective Character sections of this FAQ.
Sasuke and Kakashi have some small lag time whenever they activate the
Sharingan but when they deactivate and return to normal mode there is no lag
time. Since transforming counts as a super this allows them to perform more
combos by taking advantage of the super move cancel points during their attack
strings.
Tsunade can cancel her nerve strike charges to go back into her netural
stance. You don’t even have to hold down the button cancel the attack. This
gives Tsunade attack string breaking abilities similar to Hinata and Neji but
she recovers a little bit faster than them. The charge points will be listed
in her section of the FAQ.
Last but not least, when Rock Lee opens the Life Gate he gains special super
cancel points on all of his movelist for the Ura Renge super only.
*****************************
>> Putting It All Together <<
*****************************
When coming up with combos you want to find attacks during attack strings or
end full attack strings that causes stagger, slamdown, launch or causes
spirals, or causes flying screen (slam) on the opponent and also allows you to
recover quick enough to take advantage of those properties to add more damage
by throwing in another attack string or attack. In terms of finding out useful
combos to use in real matches you will want to avoid combos that involves
slamdown or combos that continues off flying screen slam type attacks since
those can be teched against to avoid further damage.
Here is a basic example of a Rock Lee combo:
b+B, ABBBA, run towards opponent, BBX
The b+B causes stagger stun and has a very small input time frame window on
the move to continue on with attack strings starting with b+B so that allows
Rock to return back into his neutral stance quickly, and before the opponent
can recover out of their stagger stun, to connect with his “ABBBA” attack
string that involves some juggling and ends with a flying screen slam type
attack. Due to Rock’s great speed he is able to easily track down the opponent
before they even bounce (to prevent teching) and connect the universal “BBX”
super move attack string as the finisher.
=============================================================================
III. Characters
=============================================================================
--------------------
- Conventions List -
--------------------
[Quick recap of the old ones listed earlier above]
normal = weakest type of stun, opponent recovers very fast
stagger = opponent is knocked off balance
slamdown = opponent is knocked down but bounces up
launches = opponent is knocked into the air.
floats = blocking opponent is knocked into the air
spiral = opponent is knocked into the air spinning.
knockdown = opponent is knocked off their feet and falls down
knockback = opponent is knocked off their feet and sent flying
h.knockback = move that causes a blocking opponent to slide backwards
(also known as “sliding knockback”)
flying screen = opponent is knocked backwards soaring in the air
flying screen slam = same as above but opponent bounces up after hitting the
ground
[New ones, some might be character specific]
charge = hold down button
j. = jump
- = optional follow-up command for special move
* = cancel point for super moves
(Y) = cancel point to break attack string (Hinata/Neji)
{attack} = attack in “{}” must hit to continue on in attack string
[attack] = attack in “[]” can be charged to add confusion to the
opponent (Tsunade)
auto-guard = attack absorbs hit on certain frames and continues or
triggers a counter-attack
req. 25/50/75/100% = requires certain amount of chakra to perform
blockable = referring to super moves
critical = move must be done when you have critical damage (around
40% or lower).
This section will go by the following format:
Background: Brief summary of the role the character plays in the anime
series.
Comment: Some comments on how the character stacks up to the rest of the
cast.
Movelist: Throw, Basic Moves, Special Moves, and Super Moves info.
Notes: Misc. info
I don’t know the official names of most the character’s attacks so I will make
up some unofficial names for them that will be listed in all lowercase. They
won’t be the most creative but should give you an idea of what move I’m
talking about.
If an attack has two different properties they will be separate with an “/”
for example, “auto-guard/staggers”. Since most super moves are unblockable I
will only make note of the ones that are blockable. For moves that hit twice
with one command I will separate the different hit properties with an “,”.
-----------------------------------------------------------------------------
3.1 Akamaru
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Considered one of the two joke characters of the game, the other being Karasu.
Because of his small size he is considered too annoying to fight against
during competitive play.
************
>> Throws <<
************
ground throw Y
*****************
>> Basic Moves <<
*****************
forward somersault f+B normal
spinning slide d+B sweep
dog headbutt b+B auto-guard/normal
somersault kick u+B launches
dive somersault j.B spiral
running somersault run B knockback
*******************
>> Special Moves <<
*******************
dog tackle: hit A spiral
- dog tackle: bite charge A
dirt kick f+A launches/floats
sit d+A
dive somersault j.A spiral
running somersault run A knockback
*****************
>> Super Moves <<
*****************
eat soldier pill X req. 100%
********************
>> Attack Strings <<
********************
#1 BBBB
#2 BAA
#3 f+BBB
#4 b+BBBB
#5 b+BAA
#6 u+BB
#7 f+AA
[Notes]
- If you can’t tell by his movelist, Akamaru was made to be a joke character.
He is considered annoying to fight against competitive play because his small
size makes most attacks whiff over him. He lacks an u+A and b+A special attack
as well as super cancel points on his attack strings.
- You can make Akamaru sit down longer by holding down the A button. I don’t
see a purpose for this move besides to taunt the opponent.
- Eating a soldier pill makes Akamaru fur turn red to indicate his attack
power has increased. You can’t eat another soldier pill while his fur is red.
If Akamaru is hit with any attack he returns back to normal and can choose to
eat another soldier pill if you have enough chakra.
-----------------------------------------------------------------------------
3.2 Anko
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Nothing about Anko really stands out from the rest of the characters in the
game apart from her b+B but only for it's uniqueness, not effectiveness,
compared to other character's b+B attacks.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
quick slash f+B staggers
sweep d+B knockdown
drop kick b+B auto-guard/spiral
- lay down A
leaping overhead kick u+B slamdown
missile dive j.B spiral
lunge knee attack run B launches
*******************
>> Special Moves <<
*******************
kunai (x2) A normal
- x4 charge A normal
upward kunai toss u+A normal
reverse kunai uppercut f+A launches
Senei Jashuu d+A normal
counter b+A auto-guard/normal
aerial Senei Jashuu j.A normal
elbow slide run A knockdown
*****************
>> Super Moves <<
*****************
Anko rendan X req. 100%
neck slam X req. 100%, critical
********************
>> Attack Strings <<
********************
#1 BB*BBBB
#2 BB*BBBA
#3 BB*BBA
#4 BB*BA
#5 f+BBB
#6 f+BBA
#7 f+BA
#8 b+BB
#9 b+BA
#10 d+BBBBB
#11 d+BBBBA
#12 d+BBBA
#13 d+BBA
#14 d+BAAA
#15 u+BA
#16 f+AAA
#17 run BB
#18 run BA
#19 lay down: B
#20 lay down: A
[Notes]
- Attack String #20 makes Anko cross her legs while lying down. If the
opponent hits Anko while she is in this position a special counter-attack is
triggered that makes her reappear in the air while tossing some aerial kunai
at the opponent.
-----------------------------------------------------------------------------
3.3 Chouji
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Chouji is the only character in the game with special grapple attacks. An
extra bonus for his special grapple attacks is that your opponent can't break
or use safe roll vs. them, this gives Chouji a small advantage in the smaller
arenas of the game.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
gut kick f+B normal
heel kick d+B knockdown
charge headbutt b+B auto-guard/slamdown
rising shoulder tackle u+B launches/floats
hammer fist j.B slamdown/h.knockback
running gut kick run B staggers
*******************
>> Special Moves <<
*******************
bearhug slam A
aerial slam u+A
Baika no Jutsu: roll f+A auto-guard
eat chips d+A
Baika no Jutsu: counter b+A auto-guard/knockback
Baika no Jutsu: drop j.A slamdown
Baika no Jutsu: tackle run A knockback
*****************
>> Super Moves <<
*****************
Baika no Jutsu: Nikudan Sensha X req. 100%
Baika no Jutsu: Nikudan Sensha
crush d+X req. 100%, critical
********************
>> Attack Strings <<
********************
#1 BB*BB
#2 BB*BA
#3 BB*A
#4 BA
#5 f+BBA
#6 f+BABB
#7 f+BABA
#8 f+BAA
#9 b+BB
#10 d+BBA
#11 u+BB
#12 u+BA
#13 b+AA
[Notes]
- The bearhug slam and aerial slam are unblockable and the opponent can’t use
safe roll after either of them when thrown/slammed.
- Hold down the A button to make Chouji roll more during the Baika no Jutsu:
roll. Without holding down the button you will get about 3 hits from the move
but if you hold down the button you can get about 7 hits. The roll will absorb
attacks as long as Chouji keeps rolling.
- Eating chips gives Chouji small amounts of chakra, if you hold down the A
button he will continue eating.
- Baika no Jutsu: Nikudan Sensha is slow but has incredible range. It has
Chouji running across half of a stage but the slow start-up time makes it near
impossible to combo into though. Baika no Jutsu: Nikudan Sensha crush doesn’t
have as much range but is easier to combo and does more damage.
- Attack String #10 does an insane amount of damage for just 3 hits.
-----------------------------------------------------------------------------
3.4 Gai
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
*************
>> Comment <<
*************
Take Rock Lee, give him more range on his attacks and a better super to use on
wakeup or even for counter-attacking and you have Gai. His neutral B isn't as
fast as Rock Lee's but is very close to it and is still one of the fastest in
the game. The only major disadvantage compared to Rock Lee is that Gai can
only open one gate. The gate opening process is useful for anti-wakeup super
purposes so that means he only gets one anti-wake up super attempt compared
Rock Lee's two.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
Gai fist f+B staggers
ground stomp d+B normal
open palm thrust b+B auto-guard/staggers
rising double kick u+B launches, spiral
dive kick j.B spiral
Dynamic Entry run B knockback
*******************
>> Special Moves <<
*******************
double open palm thrust A staggers
teleport axe kick u+A slamdown
Konoha Gouriki Senpuu f+A launches,
knockback
Konoha Reppuu d+A knockdown
teleport counter b+A auto-guard
hammer fist j.A slamdown/h.knockback
overhead punch run A knockback/h.knockback
*****************
>> Super Moves <<
*****************
Gai hug X req. 100%
open gate d+X req. 50%,
knockback/h.knockback
- Omote Renge d+X req. 100%, critical
********************
>> Attack Strings <<
********************
#1 BB*B{B}A
#2 BB*BA
#3 BB*A{A}A
#4 BB*AAB
#5 AB*B{B}A
#6 AB*BA
#7 AB*A{A}A
#8 AB*AAB
#9 f+B{B}A
#10 f+BA
#11 b+{B}B{A}A
#12 b+{B}BAB
#13 b+{B}A
#14 d+{B}B{A}A
#15 d+{B}BAB
#16 d+{B}A
#17 u+{B}A
#18 u+AB{B}A
#19 u+ABA
[Notes]
- Gai does chip damage with all his taijustu moves, meaning his whole movelist.
- The ground stomp only hits the opponent if they were on the ground and
within range of the stomp area.
- Opening a gate with Gai increases his attack power. The process of opening a
gate has amazing priority. It can be used as an attack to counter KnJs or even
supers. You can only perform this technique once per round.
- When you open a gate Gai will have access to the Omoto Renge any time you
have 100% chakra and critical damage, it lacks the range of his hug super but
does more damage.
-----------------------------------------------------------------------------
3.5 Gaara
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Gaara is the only character in the game besides Shikamaru who doesn't have to
worry about being guard broken.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
violent swing f+B normal
sweep d+B knockdown
reverse violent swing b+B auto-guard/staggers/
h.knockback
rising knee u+B launches
violent dive j.B spiral
violent kick run B knockback
*******************
>> Special Moves <<
*******************
Sand Shuriken A normal
- lv.2 charge A normal
sand rise u+A launches/floats
sand spikes f+A
sand splash d+A flying screen
teleport counter b+A auto-guard
Aerial Sand Shuriken j.A normal
sand slide attack run A knockdown
*****************
>> Super Moves <<
*****************
Sabaku Kyuu, Sabaku Sousou X req. 100%
Shukaku arm smash d+X req. 100%, knockback
********************
>> Attack Strings <<
********************
#1 B{B}*BBB
#2 B{B}*BBAA
#3 B{B}*BA
#4 B{B}*AA
#5 B{B}*ABB
#6 B{B}*ABAA
#7 f+{B}BB
#8 f+{B}BAA
#9 f+{B}A
#10 b+{B}BB
#11 b+{B}BA
#12 d+{B}BB
#13 d+{B}BAA
#14 d+{B}AAA
#15 d+{B}ABB
#16 d+{B}ABAA
#17 u+{B}B
#18 u+{B}A
#19 u+A{B}B
#20 u+A{B}AA
[Notes]
- Gaara can be guard broken but it’s very to do so since he will use sand to
block any attack that doesn’t have a float or h.knockback type hit effect on
them with. Versus those types of attacks or when in the air he will block
normally.
Not only that but he is the best blocker in the game as he can move around
while blocking and recovers from block stun quicker than the rest of the cast.
To move around while blocking, just hold back or forward. If holding forward
you still have to block your opponent’s next attack by using neutral or
pressing back.
- The sand rise makes a gush of sand appear in the location of your opponent
the moment you performed the command. It’s very easy to dodge if they are
moving.
- The teleport counter has Gaara reappear behind his opponent. You are free to
choose any attack you want at this point.
- The Shukaku arm smash shields Gaara in a protective dome of sand then a
monster arm rushes out at the opponent. The arm is unblockable and Gaara is
invulnerable to all attacks when inside the sand dome but it’s possible to
sidestep or double jump over the arm. You can also attack Gaara before he
protects himself to cancel the super.
-----------------------------------------------------------------------------
3.6 Haku
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Not only does Haku have one of the better b+B attacks in the game but also he
has a very unique style of pressure gameplay revolving around the homing
version of his aerial Water Needles. If that wasn't enough he is the only
character in the game besides Rock Lee with an unblockable teleporting super,
Sensatsu Suishou, which is useful punishing KnJ attempts or for counter-
attacking.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
dash elbow f+B normal
sweep d+B knockdown
leap roundhouse b+B auto-guard/spiral/floats
cartwheel kick u+B normal, normal
somersault hammer fist j.B slamdown
lunge kick run B knockback
*******************
>> Special Moves <<
*******************
Water Needles A normal
- lv.2 charge A staggers
upward Water Needles toss u+A normal
spinning slash f+A staggers
frigid slash d+A normal
counter b+A auto-guard/spiral
aerial Water Needles j.A normal
- homing version charge A normal
running Water Needles toss run A normal
*****************
>> Super Moves <<
*****************
Makyou Hyoushou X req. 100%
Sensatsu Suishou d+X req. 100%, normal
********************
>> Attack Strings <<
********************
#1 BB*(B}BB
#2 BB*{B}AA
#3 BB*{B}ABB
#4 BB*{B}ABAA
#5 BB*{B}ABAB
#6 BB*AA
#7 BB*AB
#8 BAA
#9 f+{B}BB
#10 f+BAA
#11 f+BABB
#12 f+BABAA
#13 f+BABAB
#14 d+BB
#15 d+{B}AA
#16 d+{B}AB
#17 u+{B}BBB
#18 u+{B}BAA
#19 u+{B}BABB
#20 u+{B}BABAA
#21 u+{B}BABAB
#22 u+B{A}BB
#23 AA
#24 f+AA
#25 f+ABB
#26 f+A{B}AA
#27 f+A{B}AB
#28 d+{A}BB
[Notes]
- When you perform the aerial Water Needles normally Haku throws them straight
down but if you hold down the A button they will stay in the air and lock on
to your opponent making them hard to dodge. It takes chakra to keep them in
the air but it doesn’t take much to turn the move into the homing version.
If Haku is hit, blocks, or uses b+B while the homing version is out then the
needles will fall to the ground.
- Sensatsu Suishou makes Haku instantly warp in front of your opponent to
attack no matter how far away he was from them. The initial water splash stomp
is unblockable but if managed to dodge it then you can block the Flying Water
Needles afterwards. This super is great for countering KnJs attempts.
A weird thing about this super is that the water splash stomp will miss
completely on most of the tall size characters if they were facing towards
Haku’s direction and just stood still when he activated it. Sometimes the
stomp will hit but won’t cause the stagger stun needed for the needles to
combo. Either way the opponent can easily block once they see that you miss
the stomp.
The general way of knowing is that the adults can avoid it by standing still
and the kids can’t but there are some exceptions so it’s better to list those
that can; Akamaru (big surprise), Iruka, Jiraiya, Kakashi, Mizuki, Orochimaru,
and Zabuza.
Any other character would get hit if they stood still.
-----------------------------------------------------------------------------
3.7 Hinata
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Similar to Neji but Hinata has more unique attack strings and more cancel
points. This makes her a good guard breaking or just in general a very
aggressive offense character. She also has one of the better b+As in the game
which has it place vs. KnJ baits, the most unique j.B in the game, and is one
of the only two characters in the game with a super counter.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
two-handed palm thrust f+B normal
lower palm thrust d+B knockdown
reverse palm thrust b+B auto-guard/staggers
h.knockback
rising twister attack u+B launches, spiral
flying palm attack j.B spiral
running palm thrust run B knockback
*******************
>> Special Moves <<
*******************
shuriken toss A normal
- lv.2 charge A normal
upward shuriken toss u+A normal
sidestep attack f+A normal
low kunai slash d+A staggers
stumble counter b+A auto-guard/staggers
aerial shuriken toss j.A normal
palm upper thrust run A(Y) launches
*****************
>> Super Moves <<
*****************
Hinata rendan X req. 100%
super counter d+X req. 100%, critical,
auto-guard
********************
>> Attack Strings <<
********************
#1 B{B}*(Y)BBB
#2 B{B}*(Y)BBA(Y)
#3 B{B}*(Y)BABB(Y)B
#4 B{B}*(Y)BABB(Y)AA(Y)
#5 f+BB(Y)B
#6 f+BB(Y)AA(Y)
#7 d+BB
#8 d+ABB(Y)B
#9 d+ABB(Y)AA(Y)
[Notes]
- Hinata’s sidestep attack has her moving into the background or foreground
and then quickly striking her opponent. Which foot she has forward determines
which way Hinata moves. If her left foot was in the front, she will go into
the background and she will move into the foreground if her right foot was in
the front. Not all moves makes her switch her foot stance but there are more
that do than don’t so it would be better to just list those that don’t. Here
is an incomplete list: u+A, j.A, b+B, j.B, X, and d+X.
- The stumble counter doesn’t cause a true stagger like state but Hinata does
knock the opponent off balance if they try to strike her with while she was in
her counter pose. You are free to choose any attack you want after you make
the opponent stumble over.
- Super counter doesn’t drain chakra until the opponent strikes Hinata. If
they fail to do so while she is posing or hit her with any non-taijustu attack
such as a projectile then she will just go back into her normal stance or hit
stun. If successful Hinata flips the opponent into the air and strikes with a
powerful palm thrust attack dealing massive damage.
- Hinata’s attack strings contain break cancel points that allows her to feint
the next attack of an attack string and return to her neutral stance. For
example you can break the second B attack of attack string #1 by pressing Y as
soon as you reach the break cancel point.
If you press “BBY” Hinata won’t continue through with the second attack. The
input time frame window to do this is similar to super cancels but there is a
little bit more leeway. As long as you cancel before the last few attack
frames the move will be canceled. This gives Hinata great mix-up options as
she can quickly break a string and go for a throw or continue on to pressure a
blocking opponent.
You can also feint her run A attack, the same attack that is used at the end
of Attack String #2.
-----------------------------------------------------------------------------
3.8 Ino
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Ino is the queen of b+B attacks. Her b+B attack is just as fast most
character's neutral B attack and it's even safe on block. This allows her to
punish many more attack strings midway than the average character. She also
has one of the better j.Bs in the game.
************
>> Throws <<
************
ground throw Y staggers
*****************
>> Basic Moves <<
*****************
rising elbow f+B spiral
sweep d+B knockdown
reverse violent slap b+B auto-guard/slamdown
flip kick u+B normal, slamdown
somersault kick j.B launches
reversed heel kick run B spiral
*******************
>> Special Moves <<
*******************
kunai toss A normal
- lv.2 charge A normal
upward kunai toss u+A normal
kunai slide attack f+A knockdown
kunai upper d+A launches/floats
kunai slash counter b+A auto-guard/knockback
aerial kunai toss j.A normal
overhead kunai attack run A staggers
*****************
>> Super Moves <<
*****************
Shintenshin No Justu X req. 100%
Shintenshin No Justu extended X req. 100%, critical
********************
>> Attack Strings <<
********************
#1 BB*BBBB
#2 BB*BBBA
#3 BB*BA
#4 BB*A
#5 f+BBB
#6 b+BBB
#7 b+BA
#8 d+BBB
#9 d+BA
#10 run BB
#11 d+AA
#12 d+ABBB
#13 run AAA
#14 run AABBB
[Notes]
- Ino’s throw doesn’t cause true stagger but it does knock the opponent off
balance. When performed she just shoves them, it’s possible to follow up with
an attack afterwards even though the follow-up hit doesn’t add up on the combo
counter.
- If you miss with any of the Shintenshin No Justu supers, you are left wide
open for punishment. After a while Ino will just fall to the ground if the
opponent doesn’t take advantage of the opening.
Both of the supers are the same except the extended version that has Ino
adding an extra hit after Asuma slashes the opponent resulting in more damage
overall for the move.
-----------------------------------------------------------------------------
3.9 Iruka
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
There is nothing noteworthy about Iruka compared to other characters in the
game. He is as basic as a character can be. If you still prefer his type of
gameplay you might want to consider Mizuki who plays nearly the same. Iruka
has a better A attack (big shuriken toss) but Mizuki has a much better b+B.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
turned fist attack f+B normal
sweep d+B knockdown
roundhouse b+B auto-guard/spiral
leaping roundhouse u+B staggers
dive kick j.B staggers
rush somersault kick run B knockback
*******************
>> Special Moves <<
*******************
big shuriken toss A staggers
- clone big shruiken toss charge A staggers, knockdown
upward shruiken toss u+A normal
teleport f+A
kunai slash d+A staggers
falling face kick counter b+A auto-guard/staggers
aerial shuriken toss j.A normal
kunai upper run A spiral
*****************
>> Super Moves <<
*****************
Iruka rendan X req. 100%
Iruka rendan extended d+X req. 100%, critical
********************
>> Attack Strings <<
********************
#1 BB*BBB
#2 BB*BBA
#3 BB*BAA
#4 BB*BABB
#5 BB*BABA
#6 BB*AA
#7 f+BBB
#8 f+BBA
#9 f+BAA
#10 f+BABB
#11 f+BABA
#12 d+BBAA
#13 u+BBAA
#14 d+ABB
#15 d+ABA
#16 d+AAA
#17 d+AABB
#18 d+AABA
[Notes]
- The clone big shuriken toss can hit multiple times (18+ hits) depending on
how big the stage was and how late it hit your opponent.
- The extended Iruka rendan super does more damage than the normal one but
comes out slower making it hard or near impossible to combo into.
-----------------------------------------------------------------------------
3.10 Itachi
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
What sets Itachi apart from the rest of the cast is his very unique set of
specials which when used properly keeps your opponent on their toes and easily
allows Itachi to control the pace of the match. Besides the many projectile
like bunshin attacks he is the only character in the game besides Orochimaru
with a teleport for a b+A command instead of a auto-guard attack. While not
useful for defense vs. up-close melee attacks, from far away it allows Itachi
to quickly get behind the opponent if need be. If that wasn't enough his
Tsukiyomi super drains all chakra from the opponent and he is the only
character in the game besides Hinata with a super counter.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
step backfist f+B staggers
sweep d+B knockdown
spin kick b+B auto-guard/knockback/
h.knockback
launch kick u+B spiral
drill dive j.B spiral
rushing double kick run B normal, slamdown
*******************
>> Special Moves <<
*******************
kunai toss (x3) A normal
- x5 charge A normal
bunshin axe kick u+A slamdown
bunshin dashing kunai slash f+A staggers
low kunai slash d+A staggers
teleport b+A
bunshin drill dive j.A spiral
teleport aerial kunai slash run A slamdown
*****************
>> Super Moves <<
*****************
Tsukiyomi X req. 100%
Bakuretsu Kage Bunshin no Jutsu d+X req. 100%,
auto-guard/flying screen
********************
>> Attack Strings <<
********************
#1 BB*BBBB
#2 BB*BBBA
#3 BB*BBAB
#4 BB*BBAA
#5 BB*BAA
#6 f+BBB
#7 f+BBAA
#8 f+BA
#9 d+BBBB
#10 d+BBBA
#11 d+BBABBB
#12 d+BBAA
#13 d+BAB
#14 f+AAA
#15 f+AB
#16 u+AA
#17 u+ABBB
#18 d+AB
#19 d+AA
[Notes]
- The teleport makes Itachi reappear behind his opponent no matter how far
away they were from him. You can make Itachi reappear in front of the opponent
instead by pressing forward after entering the b+A command. You can also delay
the time before he reappears if you have enough chakra to spare. Just hold
down the A button after you performed the command and release whenever you’re
ready to reappear. With 100% chakra you can delay reappearing for about 2
seconds.
- The bunshin axe kick and bunshin drill dive makes a clone of Itachi appear
in front and above of the location where your opponent was when you entered
the command.
- If you connect with the Tsukiyomi it does great damage and also drains all
of your opponent’s chakra.
- The Bakuretsu Kage Bunshin no Jutsu doesn’t activate and drain chakra until
the opponent strikes Itachi with a taijutsu attack. If the opponent fail to
do so Itachi will just return back to his normal stance but if successful he
makes a clone while teleporting behind the opponent at the same time. The
clone then causes a huge explosion dealing heavy damage and sending the
opponent flying VERY far across the screen.
-----------------------------------------------------------------------------
3.11 Jiraiya
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Jiraiya has the most stamina defense out any character in the game. His b+A is
pretty unique in that it lacks auto-guard frames and it's not a teleport like
Itachi or Orochimaru's but still has it's place in countering KnJ attempts
since it protects him from all sides. His Kuchiyose no Jutsu super can be used
as a nasty trade vs. certain attacks in favor of Jiraiya since the attack
still carries out even if Jiraiya is hit resulting in heavy damage towards the
opponent.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
double palm thrust f+B staggers
one hand slam d+B slamdown
palm upper b+B auto-guard/launches
axe kick stomp u+B normal, slamdown
aerial chop j.B slamdown/h.knockback
face kick run B knockback
*******************
>> Special Moves <<
*******************
kunai toss (x3) A normal
- (x4) charge A normal
upward kunai toss u+A normal
Katon: Goukakyuu no Jutsu f+A
oil pit d+A launches
Needle Guardian b+A normal
aerial kunai toss j.A normal
shoulder ram run A staggers
*****************
>> Super Moves <<
*****************
Katon: Gama Yuendan X req. 100%
Kuchiyose no Jutsu: toad crush d+X req. 75%, knockback/
h.knockback, blockable
********************
>> Attack Strings <<
********************
#1 BB*BB
#2 BB*BABB
#3 BB*BAA
#4 BB*ABB
#5 BB*ABA
#6 BB*AA
#7 f+BB
#8 f+BABB
#9 b+BA
#10 d+BBB
#11 d+BBA
#12 run ABB
#13 run AA
[Notes]
- The Katon: Goukakyuu no Jutsu will last as long as you have enough chakra to
spare. Just hold down the A button when performing.
- Needle Guardian lacks auto-guard but can hit multiple times as long as you
have enough chakra to spare. Just hold down the A button to make Jiraiya stay
in his same pose when performing the move. Since this protects Jiraiya from
both the front and back it can be used to counter KnJs.
-----------------------------------------------------------------------------
3.12 Kakashi
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Kakashi doesn't shine until you activate his Sharingan. Once you do that you
will have access to one of the best b+As in the game, the Sharingan counter,
which allows him to be basically 100% safe vs. wake-up super attempts. It's
possible to still hit S.Kakashi during the counter but the chances of that
happening in a real match is very low. On offense if S.Kakashi knocks you down
Raikiri Rendan is one of the strongest and most effective wake-up supers in
the game as it either wins the match for S.Kakashi or easily turns the match
over in his favor.
---------------
- Normal Mode -
---------------
************
>> Throws <<
************
ground throw Y launches
air throw j.Y knockdown
*****************
>> Basic Moves <<
*****************
leaping roundhouse f+B knockback/h.knockback
low backfist d+B knockdown
straight punch b+B auto-guard/normal
launch kick u+B launches
dive elbow j.B spiral
slide kick run B knockdown
*******************
>> Special Moves <<
*******************
kunai toss (x2) A normal
- (x3) charge A normal
upward kunai toss u+A normal
kunai slash f+A normal
Doton: Shinjuu Zanshu no Jutsu d+A spiral
Konohagakure Furui Taijutsu
Suukoujutsu: Itami no Sennen b+A auto-guard/flying screen
aerial kunai toss j.A normal
running low kunai toss run A normal
*****************
>> Super Moves <<
*****************
Raikiri X req. 100%
- fully powered charge X
activate Sharingan d+X req. 50%
********************
>> Attack Strings <<
********************
#1 BB*BB
#2 BB*A
#3 BB*BAA
#4 BB*BAB
#5 b+BB*BB
#6 b+BB*BAA
#7 b+BB*BAB
#8 d+BB*B
#9 d+BB*A
#10 u+BB
#11 f+AB*BB
#12 f+AB*A
#13 f+AB*BAA
#14 f+AB*BAB
#15 run AB*BB
#16 run AB*BAA
#17 run AB*BAB
------------------
- Sharingan Mode -
------------------
************
>> Throws <<
************
ground throw Y launches
air throw j.Y knockdown
*****************
>> Basic Moves <<
*****************
leaping double roundhouse f+B launches, flying screen
low kick d+B knockdown
straight punch b+B auto-guard/normal
launch kick u+B launches
dive elbow j.B spiral
slide kick run B knockdown
*******************
>> Special Moves <<
*******************
kunai toss (x2) A normal
- (x3) charge A normal
upward kunai toss u+A launches
kunai double slash f+A normal, spiral
Doton: Shinjuu Zanshu no Jutsu d+A spiral
Sharingan counter b+A auto-guard
aerial kunai toss j.A normal
running low kunai toss run A normal
*****************
>> Super Moves <<
*****************
Raikiri rendan X req. 100%
deactivate Sharingan d+X req. 0%
********************
>> Attack Strings <<
********************
#1 BB*BBB
#2 BB*A
#3 BB*BBAA
#4 BB*BBAB
#5 b+BB*BB
#6 b+BB*BAA
#7 b+BB*BAB
#8 d+BB*BB
#9 d+BB*A
#10 u+BB
#11 f+AB*BBB
#12 f+AB*A
#13 f+AB*BBAA
#14 f+AB*BBAB
#15 run AB*BB
#16 run AB*BAA
#17 run AB*BAB
[Notes]
- You can stay underground longer during the Doton: Shinjuu Zanshu no Jutsu by
holding down the A button. How long you can stay depends on how much chakra
you have to spare.
- Holding down the X button can charge the Raikiri. How long you charge
determines how far Kakashi will travel towards his opponent. The damage is
still the same unless you let it charge fully. At full power Kakashi will dash
by himself and the Raikiri will do more damage as well traveling very far
across the stage.
- The Raikiri rendan can’t be charged but does more damage than a full powered
normal Raikiri and is much easier to combo into.
- The Sharingan counter makes Kakashi teleport and reappear behind his
opponent when countering normal taijutsu moves but the Sharingan counter is
also capable of countering super moves as well. You can only copy supers if
you are facing towards the opponent. Copying a super drains all of your chakra
no matter how much or little you had before copying the move.
He can’t copy all supers but there are a quite a few of them that he can. For
the ones he can’t copy he will simply just teleport and reappear very far
behind his opponent if you attempt to copy their super. The Sharingan counter
doesn’t copy any super moves when playing multiplayer mode. Here is the list:
Format
Character
- super - command - [Can copy? Yes/No/Hit. If no then it means he will
teleport or perform normal version of super for those have extended versions,
this will be noted in extra comments section. Hit means he won’t teleport away
and will still get hit.]
* Some extra comments if I feel need to be mentioned.
Akamaru
- N/A
*Can’t copy eating a pill..
---------------------------------------
Anko
- Anko rendan X [No]
- neck slam X, critical [No]
---------------------------------------
Chouji
- Baika no Jutsu: Nikudan Sensha X [No]
- Baika no Jutsu: Nikudan Sensha crush d+X [No]
---------------------------------------
Gai
- Gai hug X [No]
- Omote Renge d+X, critical [No]
---------------------------------------
Gaara
- Sabaku Kyuu, Sabaku Sousou X [No]
- Shukaku arm smash d+X [No]
---------------------------------------
Haku
- Makyou Hyoushou X [No]
- Sensatsu Suishou d+X [No]
---------------------------------------
Hinata
- Hinata rendan X [No]
- super counter d+X [No]
*Hard to test if he can copy the super counter since you have to strike Hinata
first to activate it so I’ll just give this one a no.
---------------------------------------
Ino
- Shintenshin no Jutsu X [No]
- Shintenshin no Jutsu extended X, critical [No]
---------------------------------------
Iruka
- Iruka rendan X [Yes]
- Iruka rendan extended d+X [No]
---------------------------------------
Itachi
- Tsukiyomi X [No]
- Bakuretsu Kage Bunshin no Jutsu d+X [No]
*Like Hinata’s super counter, it’s hard to test if Kakashi can copy the
Bakuretsu Kage Bunshin no Jutsu since you have to strike Itachi first to
activate it so I’ll give this one a no as well.
---------------------------------------
Jiraiya
- Katon: Gama Yuendan X [No]
- Kuchiyose no Jutsu: toad crush d+X [Hit]
---------------------------------------
Kakashi
- Raikiri X [Yes]
S.Kakashi
- Raikiri rendan X [Yes]
*Duh, they are his own moves.
---------------------------------------
Kankuro
- Kugutsu no Jutsu: Karasu’s death hug X [No]
- Karasu: poison kunai spread d+X [Hit]
- Karasu: poison bomb air barrage j.X [Hit]
---------------------------------------
Karasu
- poison kunai spread X [Hit]
- poison bomb air barrage j.X [Hit]
---------------------------------------
Kiba
- Gatsuuga X [Yes]
- Gatsuuga extended d+X, critical [No]
*Will perform normal Gatsuuga if you try to copy the extended version.
---------------------------------------
Mizuki
- Mizuki rendan X [Yes]
- Mizuki rendan extended d+X [No]
*Will perform normal Mizuki rendan if you try to copy the extended version.
---------------------------------------
Naruto
- Naruto Rendan X [Yes]
- Rasengan X, critical [No]
K.Naruto
- Kyuubi rendan X [No]
---------------------------------------
Neji
- Hakkeshou: Rokujuu Yonshou X [No]
- Daikaiten d+X [No]
---------------------------------------
Orochimaru
- Goguoufuuin X [No]
- Kusanagi no Tsurugi slash d+X [No]
---------------------------------------
Rock Lee
- Omote Renge X [Yes]
- Ura Renge X [No]
*Will perform Omote Renge if you try to copy Ura Renge. Also the damage from
it is the same as a non-gate opened version from Rock.
---------------------------------------
Sakura
- Inner Sakura rendan X [Yes]
- Inner Sakura rendan extended X, critical [No]
*Will perform normal Inner Sakura rendan if you try to copy the extended
version.
---------------------------------------
Sandaime
- Sandaime & Enma rendan X [No]
- Katon: Karyuu Endan d+X [No]
---------------------------------------
Sasuke
- Shishi Rendan X [Yes]
S.Sasuke
- Chidori X [Yes]
- Katon: Housenka no Jutsu j.X [Hit]
---------------------------------------
Shino
- Kekkai Konchuu no Jutsu X [No]
- destruction bug spike formation j.X [No]
---------------------------------------
Shikamaru
- Kagemane no Jutsu X [Yes]
- Kagemane no Jutsu 2 d+X [Hit]
---------------------------------------
Tsunade
- Tsunade kick X [No]
- Souzousaisei d+X, critical [No]
---------------------------------------
Tenten
- Soushouryu X [No]
- aerial projectile barrage j.X [Hit]
---------------------------------------
Temari
- Kamaitachi no Jutsu X [No]
- aerial Kamaitachi j.X [Hit]
---------------------------------------
Zabuza
- Kirigakure no Jutsu X [Yes]
- whirlwind slash d+X [No]
* Even though Kakashi teleports vs. the whirlwind slash you will get hit by it
when reappearing cause of the range of Zabuza’s sword.
-----------------------------------------------------------------------------
3.13 Kankuro
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
With Kankuro the match is always 2 vs. 1 because not only do you have to worry
about Kankuro but his puppet Karasu as well in battle. The major advantage of
their double team type fighting style is the many unblockable set-ups they can
produce for guaranteed damage off the opponent.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
shoulder ram f+B staggers
low swipe d+B knockdown
mean hook b+B auto-guard/knockback
flip u+B
aerial chop j.B slamdown/h.knockback
slide kick run B knockback
*******************
>> Special Moves <<
*******************
Karasu: poison bomb A staggers
- lv.2 charge A staggers
Karasu: upward poison kunai toss u+A normal
Karasu: headbutt f+A staggers
Karasu: rising spin attack d+A launches
Karasu: return b+A
Karasu: aerial poison kunai toss j.A normal
Karasu: tackle run A launches
*****************
>> Super Moves <<
*****************
Kugutsu no Jutsu:
Karasu’s death hug X req. 100%
Karasu: poison kunai spread d+X req. 75%, blockable
Karasu: poison bomb air barrage j+X req. 75%, blockable
********************
>> Attack Strings <<
********************
#1 BB*BB
#2 BB*BAA
#3 BB*AAA
#4 BB*ABBB
#5 BB*ABBA
#6 BB*ABAAAAAA
#7 BB*ABAB
#8 BABAB
#9 b+BAAA
#10 u+B
#11 d+BBB
#12 d+BBAA
#13 f+BAB
#14 f+BBB
#15 f+BBA
#16 f+BAAAAAA
#17 f+AAA
#18 f+ABBB
#19 f+ABBA
#20 f+ABAAAAAA
#21 f+ABAB
#22 d+AAAAAA
[Notes]
- Not only do you have to learn to control Kankuro but his deadly puppet
Karasu as well. Karasu mimics Kankuro’s movements such as walking and jumping.
His attack buttons are only done with the A button but there are attack
strings starting with B that involves him. You use b+A to return Karasu close
to Kankuro and in the default position he was in at the beginning of the
match. Whenever Kankuro is busy you can still control Karasu movements.
Karasu can also shield Kankuro from attacks but every attack done to him
drains chakra so in a sense the chakra bar is Karasu’s life bar, but he can’t
die.
- Karasu’s poison gas bomb doesn’t have to hit your opponent directly the
explosion can also hit them. This makes it a great projectile to use on
opponents during wake-up, especially the lv.2 version that causes a huge
explosion.
- Karasu’s poison gas air barrage super requires that Kankuro must also be in
the air to activate it.
- Both of Karasu’s supers are blockable but they do a nice amount of chip
damage.
-----------------------------------------------------------------------------
3.14 Karasu
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
The other joke character in the game besides Akamaru, his most unique trait is
that he is the only character in the game with super armor, meaning he can
soak any attack besides those that causes stagger and not go into hit stun.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
shoulder ram f+B staggers
low swipe d+B knockdown
mean hook b+B auto-guard/knockback
flip u+B
aerial chop j.B slamdown/h.knockback
slide kick run B knockback
*******************
>> Special Moves <<
*******************
poison bomb A staggers
- lv.2 charge A staggers
upward poison kunai spread u+A normal
headbutt f+A staggers
rising spin attack d+A launches
reverse swipe b+A normal
aerial poison kunai spread j.A normal
tackle run A launches
*****************
>> Super Moves <<
*****************
poison kunai spread X req. 75%, blockable
poison bomb air barrage j+X req. 75%, blockable
********************
>> Attack Strings <<
********************
#1 BAAAAAA
#2 f+BAAA
#3 u+BBAAAAAA
#4 d+BAAAAAA
#5 f+AAA
#6 b+AAAAAAA
#7 d+AAAAAA
#8 run AA
[Notes]
- Karasu gains Kankuro’s basic B moves but lacks in attack strings and cancel
points for supers. To make up for this he gains super armor that allows him to
absorb your attacks without going into a hit stun. He’ll also continue through
with his own attacks if you try to hit him out of them. The only attacks that
have any effect on him are attacks with the launch, spiral, knockdown, and
knockback hit type properties on them as well as supers.
- Both of his supers are blockable but does good chip damage.
-----------------------------------------------------------------------------
3.15 Kiba
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
The king of Low Attacks, Kiba has a good variety of attacks that are meant for
evading and counter-attacking High level and even some Mid attacks. His
d+A, "Sit Akamaru!", can be used as a replacement for his b+A or even b+B as
the activation frames for the counter-attack is instant making it one of the
fastest counter-attacks in the game besides S.Kakashi's Sharingan Counter. The
price of using the move in such a way however means that Kiba will take damage
himself so you have to use it wisely.
************
>> Throws <<
************
ground throw Y launches
air throw j.Y knockdown
*****************
>> Basic Moves <<
*****************
double claw lift f+B launches
double sweep d+B knockdown
axe kick b+B auto-guard/slamdown
rising spin kick u+B launches
beast rolling dive j.B spiral
beast rolling tackle run B knockback
*******************
>> Special Moves <<
*******************
Akamaru not busy: tackle A spiral
- bite charge A staggers
Akamaru busy: shuriken toss A normal
upward shuriken toss u+A normal
claw slash-uppercut combo f+A normal, spiral
“Sit Akamaru!” d+A
slash counter b+A auto-guard/staggers
aerial shuriken toss j.A normal
shoulder tackle run A normal
*****************
>> Super Moves <<
*****************
Gatsuuga X req. 100%
Gatssuga extended d+X req. 100%, critical
********************
>> Attack Strings <<
********************
#1 BB*BB
#2 BB*BAAB
#3 BB*BABB
#4 BB*AAA
#5 f+BBB
#6 f+BA
#7 d+BA
#8 u+BB*BB
#9 u+BB*BAAB
#10 u+BB*BABB
#11 u+BB*AAA
#12 run BB
#13 j.BB
#14 f+AB
#15 run AA
#16 run ABB*B
#17 run ABB*BAAB
#18 run ABB*BABB
#19 run ABB*AAA
[Notes]
- All attacks or attack strings involving claw slashes does chip damage.
- The sit command makes Akamaru do just that. As long you hold down the A
button Akamaru will stay put. While Akamaru is sitting down if the opponent
hits Kiba with an attack this will trigger a tackle counter-attack from
Akamaru.
- The extended version of the Gatsuuga travels further and faster than the
normal one plus Akamaru adds a hit during activation, if he’s not busy, to
help Kiba out. If in the corner he will connect along with Kiba’s initial
slash for the super. This version also does way more damage the normal one.
-----------------------------------------------------------------------------
3.16 Mizuki
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Mizuki plays mostly the same as Iruka with a few minor differences such as the
different hit properties on his attacks and attack strings compared to
Iruka's. One of the more noticeable differences from Iruka is that Mizuki's
big shuriken toss has slower start-up and recovery time. The most important
difference is in their b+B attacks. While Ino is the queen of b+B attacks,
Mizuki holds the position as the king. It's just as fast as Ino's on start-up,
is just as safe to use as a standalone attack, and even has more range.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
turned fist attack f+B normal
sweep d+B normal
dash punch b+B auto-guard/knockdown
leaping roundhouse u+B knockback
dive kick j.B staggers
rush somersault kick run B staggers
*******************
>> Special Moves <<
*******************
big shuriken toss A staggers
- double big shuriken toss charge A staggers, knockdown
upward shruiken toss u+A launches/floats
teleport f+A
kunai slash d+A staggers
flip kick counter b+A auto-guard/staggers
aerial shuriken toss j.A staggers
kunai upper run A spiral
*****************
>> Super Moves <<
*****************
Mizuki rendan X req. 100%
Mizuki rendan extended d+X req. 100%, critical
********************
>> Attack Strings <<
********************
#1 BB*BBB
#2 BB*BBA
#3 BB*BAA
#4 BB*BABB
#5 BB*BABA
#6 BB*AB
#7 f+BBB
#8 f+BBA
#9 f+BAA
#10 f+BABB
#11 f+BABA
#12 d+BBAB
#13 d+BAB
#14 d+ABB
#15 d+ABA
#16 d+AAA
#17 d+AABB
#18 d+AABA
[Notes]
- The double big shuriken toss can hit multiple times (18+ hits) depending on
big the stage is and how early or late it hit your opponent.
- The extended Mizuki rendan super does more damage and travels farther after
start-up than the normal one but comes out slower making it hard or near
impossible to combo into.
-----------------------------------------------------------------------------
3.17 Naruto
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Staying true to the series, the harder you beat up on Naruto the harder he
fights back. Before reaching critical health Naruto is a very solid already
character but he really shines once he reaches critical health. This is
because he will have access to the third most damaging super in the game,
Rasengan, or the option to alter his fighting style by transforming into
Kyuubi Naruto to become one of the best guard breaking characters in the game.
The Rasengan can be used in small simple combos for big damage or in long non-
KnJable combos for incredible damage that will either win the match or greatly
turn it over in his favor. The transformation to K.Naruto can be used for Anti-
Wake-up Super purposes.
---------------
- Normal Mode -
---------------
************
>> Throws <<
************
ground throw Y launches
air throw j.Y knockdown
*****************
>> Basic Moves <<
*****************
leapfrog hammerfist f+B slamdown
sweep d+B knockdown
windup punch b+B auto-guard/slamdown
launch kick u+B spiral
dive punch j.B spiral
shoulder ram run B flying screen
*******************
>> Special Moves <<
*******************
kunai A normal
- stun kunai charge A staggers
- knockdown kunai charge A more knockback
upward kunai toss u+A normal
kunai uppercut f+A launches/floats
bunshin uppercut d+A spiral/floats
Oiroke no Jutsu counter b+A auto-guard/knockback
aerial kunai toss j.A normal
turn kunai stab run A normal
*****************
>> Super Moves <<
*****************
Naruto Rendan X req. 100%
Rasengan X req. 100%, critical
activate Kyuubi mode d+X req. 100%, critical,
knockdown/h.knockdown
********************
>> Attack Strings <<
********************
#1 B{B}*BBBB
#2 B{B}*BBBA
#3 {B}AAAA
#4 {B}AAB*BBBB
#5 {B}AAB*BBBA
#6 {B}ABB
#7 {B}ABA
#8 f+{B}B
#9 f+{B}A
#10 d+{B}AAA
#11 d+{B}AB*BBBB
#12 d+{B}AB*BBBA
#13 run {A}AAA
#14 run {A}AB*BBBB
#15 run {A}AB*BBBA
#16 run {A}BB
#17 run {A}BA
---------------
- Kyuubi Mode -
---------------
************
>> Throws <<
************
ground throw Y
air throw j.Y
*****************
>> Basic Moves <<
*****************
leaping slash f+B staggers
sweep d+B normal
windup slash b+B auto-guard/slamdown
launch kick u+B spiral
dive punch j.B spiral
shoulder ram run B flying screen
*******************
>> Special Moves <<
*******************
slash A normal
uppercut slash u+A launches/floats
two-handed slash f+A normal
Kyuubi uppercut d+A spiral/floats
Kyuubi counter b+A auto-guard/knockback
aerial slash j.A slamdown/h.knockback
teleport run A
*****************
>> Super Moves <<
*****************
Kyuubi rendan X req. 100%
********************
>> Attack Strings <<
********************
#1 B(B}*BBBB
#2 B{B}*BBA
#3 B{B}*BA
#4 B{A}AAA
#5 B{A}BB
#6 B{A}ABBBB
#7 B{A}ABA
#8 B{A}ABBA
#9 {A}AAA
#10 {A}ABBBB
#11 {A}ABBA
#12 {A}ABA
#13 {A}BB
#14 f+B{B}*BBBB
#15 f+B{B}*BBA
#16 f+B{B}*BA
#17 f+{B}AA
#18 d+B{B}*BBBB
#19 d+B{B}*BBA
#20 d+B{B}*BA
#21 d+{B}AA
#22 u+{B}BBB
#23 u+{B}BA
#24 u+{A}A
#25 f+{A}AA
#26 f+{A}BBBB
#27 f+{A}BBA
#28 f+{A}BA
[Notes]
- The bunshin uppercut makes a clone appear in front of your opponent, it can
easily be dodged if they are moving. The Kyuubi version is the same except
Naruto goes underground himself instead of sending a clone.
- You can make the Oiroke no Jutsu last as long as you have enough chakra to
spare by holding down the A button after performing. It will only counter
taijustu moves.
- Once you activate Kyuubi mode you can’t return back to Normal mode. The
process of activating Kyuubi mode is similar to opening a gate with Rock Lee
or Gai, meaning you can use to counter KnJ attempts. Also when you activate
this mode you gain around 20% life back.
K.Naruto has the worst defense in the game but to make up for this he gains
chakra automatically whenever he is not attacking. His ground KnJ also changes
to him just teleporting behind the opponent without doing a counter-attack.
His aerial KnJ is still the same.
All attacks or attack strings involving claw slashes does chip damage.
- In Kyuubi mode the teleport makes Naruto instantly appear behind his
opponent if perform the move close otherwise he will appear in front of them
with his back turned.
-----------------------------------------------------------------------------
3.18 Neji
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Neji is the only character in the game besides Hinata with break cancel points
in his attack strings that gives him greater mix-up opportunities compared to
the average character and allows him to keep a strong offense. He is also one
of the few characters in the game with chakra draining attacks. The most
notable is the Hakkeshou: Rokujuu Yonshou super which not only drain a great
deal of chakra from the opponent but does great damage to them as well.
His Kaiten is unique for that fact that not only can it counter both physical
and projectile attacks but also it protects him from both attacks no matter
where if opponent attacked from the front or behind Neji, meaning it's a
useful anti-KnJ tool.
If that wasn't enough Neji has one of the best 75% supers in the game in the
form of his Daikaiten. It can be used as a counter for KnJs but it really
shines in his combos. In the corner it's possible for him to easily perform 90-
100% damage non-KnJable combos.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
two-handed palm thrust f+B normal
low kick d+B normal
reverse palm strike b+B auto-guard/staggers
launch kick u+B spiral
dive elbow j.B spiral
dash elbow run B knockback
*******************
>> Special Moves <<
*******************
kunai toss A normal
- lv.2 charge A normal
upward kunai toss u+A normal
tenketsu strike f+A normal
low kunai slash d+A staggers
Kaiten b+A auto-guard/knockback
aerial kunai toss j.A normal
double heel kick run A staggers
*****************
>> Super Moves <<
*****************
Hakkeshou: Rokujuu Yonshou X req. 100%
Daikaiten d+X req. 75%, blockable
flying screen/h.knockback
********************
>> Attack Strings <<
********************
#1 BB*(Y)BBB
#2 BB*(Y)BBA
#3 BB*(Y)BA
#4 BB*(Y)A(Y)
#5 f+BBB(Y)
#6 f+BBABB*(Y)BBB
#7 f+BBABB*(Y)BBA
#8 f+BBABB*(Y)BA
#9 f+BBABB*(Y)A(Y)
#10 d+BB
#11 d+BABB*(Y)BBB
#12 d+BABB*(Y)BBA
#13 d+BABB*(Y)BA
#14 d+BABB*(Y)A(Y)
#15 d+ABB*(Y)BBB
#16 d+ABB*(Y)BBA
#17 d+ABB*(Y)BA
#18 d+ABB*(Y)A(Y)
#19 run AB(Y)
[Notes]
- Neji has the ability to remove chakra from the opponent with certain
attacks; Tenketsu strike, attack strings involving it, the last attack of
attacks strings #2, #7, #12, and #16, and Hakkeshou: Rokujuu Yonshou.
Tenketsu strike removes about 25% chakra from your opponent and Hakkeshou:
Rokujuu Yonshou removes about 75% chakra. I don’t know the amount for the
attack during attack strings but I would say it’s around 5-10%.
- Kaiten counters both taijutsu and projectile attacks.
- Daikaiten covers a huge 360 area making it a great counter for KnJs. In the
corner it’s possible to juggle the opponent with more attacks afterwards.
- Neji’s attack strings contain break cancel points that allows him to feint
the next attack of an attack string and return to his neutral stance. For
example you can break the second B attack of attack string #1 by pressing Y as
soon as you reach the break cancel point.
If you press “BBY” Neji won’t continue through with the second attack. The
input time frame window to do this is similar to super cancels so you must be
quick. This gives Neji great mix-up options as he can quickly break a string
and go for a throw or continue on to pressure a blocking opponent.
-----------------------------------------------------------------------------
3.19 Orochimaru
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Orochimaru is the only character in the game besides Itachi with a teleport
for a b+A command instead of an auto-guard counter-attack. It allows him to
easily get behind the opponent if need be. Orochimaru also holds the title for
the most annoying super in the game, Goguoufuuin. It does decent damage by
itself but more importantly it removes all chakra from your opponent and the
ability for them to gain any for 10 seconds. This makes Orochimaru a big
threat because once he lands the super since he will also have the option of
landing long and damaging non-KnJable combos afterwards if he finds an opening.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
double slash f+B staggers
low kick d+B knockdown
2-hit slash combo b+B auto-guard/staggers,
launches
reverse leaping axe kick u+B slamdown
aerial slash j.B slamdown
double slash upper run B spiral
*******************
>> Special Moves <<
*******************
kunai toss (x3) A normal
- x5 charge A normal
upward kunai toss u+A normal
Katon: Goukakyuu no Jutsu f+A
low spinning kunai slash d+A normal, normal
teleport b+A
aerial kunai toss j.A normal
ground slide run A staggers
*****************
>> Super Moves <<
*****************
Goguoufuuin X req. 100%
Kusanagi no Tsurugi slash d+X req. 100%
********************
>> Attack Strings <<
********************
#1 BB*BBBB
#2 BB*BBBA
#3 BB*BBA
#4 BB*BAA
#5 f+BAAA
#6 f+BABA
#7 b+BA
#8 d+BBBBB
#9 d+BBBBA
#10 d+BBBA
#11 d+BBAA
#12 d+BA
#13 run BA
#14 d+AAA
#15 d+ABA
[Notes]
- Katon: Goukakyuu no Jutsu will last as long as you have enough chakra to
spare when you hold down the A button after performing.
- The teleport makes Orochimaru reappear behind his opponent no matter how far
away they were from him. You can make Orochimaru reappear in front of the
opponent instead by pressing forward after entering the b+A command. You can
also delay the time before he reappears if you have enough chakra to spare.
Just hold down the A button after you performed the command and release
whenever you’re ready to reappear. With 100% chakra you can delay reappearing
for about 2 seconds.
- Goguoufuuin removes 100% chakra from your opponent and limits the ability
for your opponent to gain any chakra for 10 seconds. It also will revert
Kyuubi Naruto, Sharingan Sasuke, Sharingan Kakashi, any gates opened Lee, and
gate open Gai back to their original states.
In a real match and on the standard damage settings Kyuubi Naruto will
instantly be KOed from the Goguofunnin anyways but if you look closely at
Naruto during the KO you will see that he returned back to his normal state.
An even easier way of testing this is just go into to training mode and see
the results.
-----------------------------------------------------------------------------
3.20 Rock lee
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Rock Lee holds the title for the fastest neutral B attack in the game. This
allows him to counter more attacks or attack strings on block than the average
character. Unlike Gai, Lee can go through the gate opening process twice. This
means he can have two Anti-Wake-Up Super counters ready per round. His Ura
Renge is the strongest super move in the game and when combined with just the
most basic combo is an instant kill for a majority of characters in the game.
Not only does do it incredible damage and is cancelable off any ground attack
but the Ura Renge is unique in that makes Lee instantly teleport in front of
the opponent and attack no matter where how far away he was from the opponent.
Only Haku's Sensatsu Suishou has such similar properties.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
elbow f+B staggers
ground stomp d+B normal
power punch b+B auto-guard/staggers
rising double kick u+B launches, spiral
dive kick j.B spiral
dragon kick run B knockback
*******************
>> Special Moves <<
*******************
double open palm thrust A staggers
somersault axe kick u+A slamdown
Konoha Senpuu f+A launches,
knockback
Konoha Reppuu d+A knockdown
taijutsu counter b+A auto-guard/staggers
hammer fist j.A slamdown/h.knockback
overhead punch run A knockback/h.knockback
*****************
>> Super Moves <<
*****************
Omote Renge X req. 100%
open Initial Gate d+X req. 50%, blockable
knockback/h.knockback
- open Life Gate d+X req. 50%, blockable
knockback/h.knockback
-- Ura Renge X req. 100%
********************
>> Attack Strings <<
********************
#1 BB*B{B}A
#2 BB*BA
#3 BB*A{A}A
#4 BB*AAB
#5 AB*B{B}A
#6 AB*BA
#7 AB*A{A}A
#8 AB*AAB
#9 f+B{B}A
#10 f+BA
#11 b+{B}B{A}A
#12 b+{B}BAB
#13 b+{B}A
#14 d+{B}B{A}A
#15 d+{B}BAB
#16 d+{B}A
#17 u+{B}A
#18 u+AB{B}A
#19 u+ABA
[Notes]
- Rock Lee does chip damage with all his taijustu moves, meaning his whole
movelist.
- The taijustu counter makes Rock knock the opponent off balance if they try
to strike him. This doesn’t do any damage but causes a stagger like state so
that you can follow up with a quick attack afterwards.
- The ground stomp only hits the opponent if they were on the ground and
within range of the stomp area.
- Opening the Initial Gate with Rock increases his attack power. The process
of opening a gate has amazing priority, it can be used as an attack to counter
KnJs or even supers.
- Once you open the Initial Gate, you’ll have the option of opening the Life
Gate afterwards if you have 50% or more chakra. The Life Gate increases Rock
attack power even more but at the expense of his life bar quickly depleting
away. At full life you will only have around 14 seconds before it drains you
done to one pixel of health. To make up for this Rock gains chakra
automatically when he is not attacking.
- Once you open the Life Gate you’ll have access to the Ura Renge any time you
have 100% chakra, which isn’t hard in this state. The Ura Renge makes Rock
instantly appear in front of his opponent no matter where they were on screen.
Ura Renge holds the title of being the strongest super in the game.
- Unique to Rock once the Life Gate is opened is that the Ura Renge becomes
cancelable off any attack or attack string. As long he was on the ground when
trying to cancel he will instantly go into the super. Just treat all basic and
special attacks like they have super cancel points meaning you still have that
small input time frame to enter the command. Some silly examples: BX, d+AX,
j.BX if you hit with the tip of his foot, or BBBX.
-----------------------------------------------------------------------------
3.21 Sakura
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Sakura has a good variety of projectiles and one of the better j.Bs in the
game. She also has one of the better b+Bs in the game, almost rivaling Ino or
Mizuki's.
************
>> Throws <<
************
ground throw Y staggers
*****************
>> Basic Moves <<
*****************
rising upper f+B launches/floats
low reverse chop d+B knockdown
2-hit slap combo b+B auto-guard/normal, normal
leaping upward kick u+B staggers
somersault kick j.B slamdown
overhead punch run B staggers
*******************
>> Special Moves <<
*******************
shuriken toss (x1) A normal
- x3 charge A normal
-- homing shuriken spread (x5) charge A more launches
upward shuriken toss u+A normal
teleport f+A
kunai slash d+A launches
replacement counter b+A auto-guard
aerial shuriken toss j.A normal
teleport run A
*****************
>> Super Moves <<
*****************
Inner Sakura rendan X req. 100%
Inner Sakura rendan extended X req. 100%, critical
********************
>> Attack Strings <<
********************
#1 BB*BBAAA
#2 BAAA
#3 BB*AA
#4 BB*AB
#5 f+BB
#6 b+BB
#7 b+BAA
#8 b+BAB
#9 u+BB
#10 u+BA
#11 run BBBAAA
#12 run BAA
#13 AAA
#14 d+AAA
#15 j.AAA
[Notes]
- Sakura’s throw doesn’t cause true stagger but it does knock the opponent off
balance. When performed she just shoves them, it’s possible to follow up with
an attack afterwards even though the follow-up hit doesn’t add up on the combo
counter.
- The homing shuriken spread is very accurate and hard to dodge even if you
attempt to sidestep them.
- The replacement counter has Sakura appear above the opponent’s head when
they try to strike her. She doesn’t counter-attack automatically afterwards
but you are free to use any aerial attack or midair jump if want.
- The teleport moves has Sakura reappear behind the opponent’s back if she was
close to them, otherwise she will reappear in front of them with her back
turned.
- There is no big difference between the two Inner Sakura rendan supers
besides the fact that the extended version does more damage.
-----------------------------------------------------------------------------
3.22 Sandaime
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
reverse backfist f+B normal
sweep d+B knockdown
leaping roundhouse b+B auto-guard/knockback
flip kick u+B slamdown
missile dive kick j.B spiral
slide kick run B knockdown
*******************
>> Special Moves <<
*******************
shuriken toss (x3) A normal
- x5 charge A normal
-- x6 charge A more normal
anti-air beam u+A launches
double kunai slash f+A spiral
rock wave d+A
energy wave counter b+A auto-guard/knockback
aerial fireball spread j.A normal
teleport run A
*****************
>> Super Moves <<
*****************
Sandaime & Enma rendan X req. 100%
Katon: Karyuu Endan d+X req. 75%, blockable
********************
>> Attack Strings <<
********************
#1 BB*BBBB
#2 BB*BBBA
#3 BB*BBA
#4 BB*BABB
#5 BB*BABA
#6 BB*BAA
#7 BB*A
#8 f+BBBB
#9 f+BBBA
#10 f+BBAA
#11 d+BBBB
#12 d+BBBA
#13 d+BBA
#14 d+BABB
#15 d+BABA
#16 d+BAA
#17 u+BA
#18 f+ABB
#19 f+ABA
#20 f+AA
#21 j.BA
[Notes]
- The anti-air beam will only hit standing opponents if they are tall enough,
meaning most of the adult characters.
- The teleport has Sandaime reappear behind the opponent’s back if he was
close to them, otherwise he will reappear in front of them with his back
turned.
- You can keep performing the Katon: Goukakyuu no Jutsu, that is only found in
certain attack strings, if you have enough chakra to spare. Just keep holding
down the A button when performing.
- The Katon: Karyuu Endan is blockable but does great chip damage if used at
the right distance away from your opponent.
-----------------------------------------------------------------------------
3.23 Sasuke
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
S.Sasuke has one of the most annoying special moves in the game, u+A aka the
teleport axe kick. The move is pretty easy to dodge when expecting it but when
used wisely is free damage to the opponent. Sharingan Canceling helps gives
Sasuke more variety in terms of safe attack strings, damaging combos, and mix-
up options.
---------------
- Normal Mode -
---------------
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
turn backfist f+B staggers
sweep d+B knockdown
reverse leap kick b+B auto-guard/normal
piledriver u+B
dive kick j.B spiral
rushing straight run B knockback
*******************
>> Special Moves <<
*******************
shuriken toss x2 A normal
- x4 charge A normal
-- x6 charge A more normal
upward shuriken toss u+A normal
Katon: Goukakyuu no Jutsu f+A
overhead kunai slash d+A staggers
teleport axe kick b+A slamdown
aerial shuriken toss j.A normal
running shuriken toss run A normal
*****************
>> Super Moves <<
*****************
Shishi Rendan X req. 100%
activate Sharingan d+X req. 25%
********************
>> Attack Strings <<
********************
#1 BB*BBBBB
#2 BB*A
#3 BB*BA
#4 BB*BBA
#5 f+BBB
#6 f+BABBBBB
#7 f+BABA
#8 f+BABBA
#9 f+BAAA
#10 b+BBB
#11 d+BBB
#12 d+BBA
#13 d+ABBBBB
#14 d+ABA
#15 d+ABBA
#16 d+AAA
------------------
- Sharingan Mode -
------------------
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
turn backfist f+B staggers
sweep d+B knockdown
reverse leap kick b+B auto-guard/normal
piledriver u+B
dive kick j.B spiral
rushing straight run B knockback
*******************
>> Special Moves <<
*******************
shuriken toss x2 A normal
- x4 charge A normal
-- x6 charge A more normal
teleport axe kick 2 u+A normal
Katon: Goukakyuu no Jutsu f+A
overhead kunai slash d+A staggers
taijutsu teleport counter b+A auto-guard/staggers
aerial shuriken toss j.A normal
teleport run A normal
*****************
>> Super Moves <<
*****************
Chidori X req. 100%
- fully powered charge X
Katon: Housenka no Jutsu j.X req. 75%
deactivate Sharingan d+X req. 0%
********************
>> Attack Strings <<
********************
#1 BB*BBBB
#2 BB*A
#3 BB*BA
#4 BB*BBA
#5 f+BBB
#6 f+BABBBB
#7 f+BABA
#8 f+BABBA
#9 f+BAAA
#10 b+BBB
#11 d+BBB
#12 d+BBA
#13 d+ABBBB
#14 d+ABA
#15 d+ABBA
#16 d+AAA
[Notes]
- The Katon: Goukakyuu no Jutsu will last as long as you have enough chakra to
spare. Just hold down the A button when performing.
- The teleport axe kick makes Sasuke appear above your opponent’s head. The
second version in Sharingan mode makes him appear above and behind the
opponent before attacking. Both versions can easily be sidestepped if the
opponent expects them coming.
- The taijustu teleport counter works just like Rock Lee’s taijutsu counter.
It still causes a stagger like effect without doing any damage but it’s harder
to land a follow up hit with Sasuke’s version since he teleports and reappears
behind his opponent pretty far away. If in the corner it may be possible land
a follow-up hit.
- The teleport has Sasuke reappear behind the opponent’s back if he was close
to them, otherwise he will reappear in front of them with his back turned.
- Holding down the X button can charge the Chidori. How long you charge
determines how far Sasuke will travel towards his opponent. The damage is
still same unless you let it charge fully. At full power Sasuke will dash by
himself and the Chidori will do more damage as well traveling very far across
the stage.
-----------------------------------------------------------------------------
3.24 Shino
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
***************
Shino's KO ability mostly comes in the form of his unblockable set-ups. Once
Shino knocks the opponent he has complete control of the match. The only
problem is getting that one knockdown as he doesn't excel that much in normal
melee combat.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
backfist f+B normal
low kick d+B normal
cartwheel kick b+B auto-guard/staggers
leaping backfist u+B slamdown
missile dive kick j.B spiral
lunging knee run B staggers
*******************
>> Special Moves <<
*******************
bug crawl (small group) A normal
- big group charge A normal
overhead bug group drop u+A normal
bug shoot f+A normal
bug trap d+A
bug replacement counter b+A auto-guard
aerial bug shoot j.A normal
rushing punch run A knockback/h.knockback
*****************
>> Super Moves <<
*****************
Kekkai Konchuu no Jutsu:
death trap X req. 100%
bug spike formation attack d+X req. 75%, blockable
launches/floats
********************
>> Attack Strings <<
********************
#1 BB*BB
#2 BB*BA
#3 BB*ABB
#4 BB*ABABB
#5 BB*ABABA
#6 BB*ABAA
#7 f+BBB
#8 f+BBABB
#9 f+BBABA
#10 f+BBAA
#11 b+BBB
#12 b+BBAB
#13 b+BBAA
#14 b+BA
#15 d+BB
#16 d+BA
#17 run BB
#18 run BA
[Notes]
- All attacks involving bugs drains the opponent’s chakra. The death trap
super drains around 50% or more and the spike formation attack drains about
25% or more. The rest depends on how many hits the bugs during an attack.
- The overhead bug drop makes a group of bugs appear over the opponent’s head.
It can be hard to dodge if they weren’t already dashing when you performed the
command.
- The bug trap makes a group of bugs appear around the opponent feet and holds
them in place. They can escape faster by pressing any direction repeatedly.
Even though it doesn’t count on the combo counter you can still connect a
throw on the opponent while they are in the stagger like stun from this move.
- The bug replacement counter makes Shino reappear behind his opponent when
they try to strike him and the replacement made of bugs turns into a big group
version of the bug crawl to attack the opponent but if the group hits the
opponent, they will hold them in place similar to the bug trap technique. You
are free to follow up with any attack you want after Shino reappears.
- In Multiplayer Mode the bug spike formation super will hit all opponents on
screen.
-----------------------------------------------------------------------------
3.25 Shikamaru
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Shikamaru is the only character in the game besides Temari with a low hitting
neutral B attack and also the only character with an unblockable multiple-
character hitting super move (d+X) which comes in handle during Team or Free-
For-All battles. His more infamous trait is his teleport strings that keep his
opponents on their toes and with his ability to cancel the concentration
stance, which is the base for his teleport strings, makes him an annoying
character to fight against.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
low kick f+B normal
sweep d+B knockdown
roundhouse b+B auto-guard/staggers
reverse launch kick u+B spiral
knee dive j.B spiral
flip kick run B staggers
*******************
>> Special Moves <<
*******************
shuriken toss A normal
- shuriken spread (x5) charge A normal
-- shuriken spread (x6) charge A more normal
upward shuriken toss u+A normal
leaping kunai slash f+A slamdown
low kunai slash d+A knockdown
concentration stance b+A
- teleport: knee dive B staggers
- teleport: kunai slash A staggers
- cancel Y
aerial shuriken toss j.A normal
kunai slash run A staggers
*****************
>> Super Moves <<
*****************
Kagemane no Jutsu X req. 100%
Kagemane no Jutsu 2 d+X req. 75%
********************
>> Attack Strings <<
********************
#1 BB*BA
#2 BB*AA
#3 f+BBA
#4 b+BA
#5 d+BBBB
#6 u+BA
#7 run BA
#8 run AA
#9 concentration stance: BBB
#10 concentration stance: BBA
#11 concentration stance: BAA
#12 concentration stance: BAB
#13 concentration stance: AAA
#14 concentration stance: AAB
#15 concentration stance: ABB
#16 concentration stance: ABA
#17 concentration stance: X
[Notes]
- Shikamaru can be guard broken but it’s very to do so since he will auto-
dodge any taijutsu attack that doesn’t have a float or h.knockback hit type
effect on them. Versus those types of attacks or when in the air he will block
normally.
- As long as Shikamaru is in his concentration stance you can go back to his
neutral stance by pressing the Y button. It’s not instant like using break
points with Hinata or Neji but can be still be useful.
- In Multiplayer Mode the Kagemane no Jutsu 2 will hit all opponents on screen
but can easily be avoided by double jumping, in any mode.
- As indicated by Attack String #17 you can cancel the concentration stance
right into his super but Kagemane no Jutsu 1 only. This goes for any attack
string that involves Shikamaru using it. You can still cancel into Kagemane no
Jutsu 2 on other attack strings using the normal super cancel points.
-----------------------------------------------------------------------------
3.26 Tsunade
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Tsunade is a powerhouse, able to do as much guard damage as Jiraiya if not
more in a short amount of time. What really sets Tsunade apart and makes her
something to be feared is her ability to break her attack strings like Neji or
Hinata by canceling her nerve strike strikes to quickly return back to her
neutral stance. Unlike Neji or Hinata there is little to no lag at all when
Tsunade breaks attack strings. This give her more throw options or allows her
to quickly guard break the opponent. With good timing and positioning the
nerve strike attacks can be used an unblockable wake-up attack. While not the
most important move in her arsenal it's nice to know that she can use her
healing super to recover some health if need be.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
mean elbow f+B normal
low arm sweep d+B knockdown
hard straight b+B auto-guard/knockback
rising knee u+B spiral
ground pound j.B spiral or normal
mean hook takedown run B slamdown
*******************
>> Special Moves <<
*******************
reverse chop A normal
flying drop kick u+A knockback
finger flick f+A knockdown
Isshi Resshin d+A knockdown
taijutsu reverse elbow counter b+A knockback
neck slam j.A
haymaker run A knockdown
*****************
>> Super Moves <<
*****************
Tsunade Kick X req. 100%
Souzousaisei d+X req. 100%, critical
********************
>> Attack Strings <<
********************
#1 BB*BB
#2 BB*BB
#3 BB*[A]B
#4 BB*[A]A
#5 f+BB
#6 f+B[A]B
#7 d+BB
#8 d+BA[A]B
#9 AA[A]B
#10 ABBBB
#11 ABBB[A]B
#12 ABB[A]B
#13 ABB[A]A
#14 AB[A]B
#15 AB[A]A
#16 run BB
#17 run B[A]B
#18 run B[A]A
[Notes]
- If you use the ground pound and hit the opponent with Tsunade’s actual fist
they will be launched into the air otherwise they will suffer normal hit type
stun as long as they were near the area where she punched the ground.
- Souzousaisei is a healing super that deals some small damage to your
opponent and slowly recovers around 60% of Tsunade’s life back but can only be
used once per round.
- Tsunade has special charge points during her attack strings that allow her
to add confusion to the opponent if the charged attack connects. When this
happens their controls will become random. For example pressing A could be the
same as pressing f+A or X. You can charge the attack to two levels with the
last level becoming an unblockable attack.
You can cancel the nerve strike attacks by pressing the Y button. This can be
done before you charge to give Tsunade a similar effect of breaking an attack
string like with Hinata or Neji attack strings.
-----------------------------------------------------------------------------
3.27 Tenten
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Tenten is one of the more "trickster" like characters in the game with many of
her attack strings involving her flipping over the opponent or evading
backwards in attempt to bait for a counter-attack. Staying true to the series
she also packs many different projectile attacks that helps her perform a
decent keep-away game with her opponents. The most unique of these is the
projectile seal trap which when combined certain strings can create
unblockable situations. She is also one of the few characters in the game with
an aerial super, useful for punishing float type attacks hard.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
low double palm attack f+B normal
low kick d+B normal
spin shoulder ram b+B auto-guard/knockback
backflip kick u+B launches
aerial spin kick j.B launches
dragon kick run B knockback
*******************
>> Special Moves <<
*******************
shuriken toss (x2) A normal
- shuriken spread (x6) charge A normal
-- kunai spread (x6) charge A more normal
--- projectile combo starter charge A longer normal
upward shuriken toss u+A normal
somersault kunai slash f+A normal
projectile trap d+A launches
projectile scroll counter b+A auto-guard/normal
aerial shuriken toss j.A normal
running shuriken toss run A normal
*****************
>> Super Moves <<
*****************
Soushouryu X req. 100%
aerial projectile barrage j.X req. 75%, blockable
********************
>> Attack Strings <<
********************
#1 BB*BBB
#2 BB*BA
#3 BB*A
#4 BA
#5 f+BBB
#6 f+BBA
#7 d+BBB
#8 d+BABB
#9 d+BAA
#10 u+BB
#11 u+BA
#12 projectie combo starter, AAAA
#13 f+ABBB
#14 f+ABABB
#15 f+ABAA
#16 f+AA
#17 d+AA
#18 j.AAAA
[Notes]
- The projectile trap has Tenten place a seal on the floor and if an opponent
walks over it they will be launched into the air by some sharp projectiles.
Tenten can put as many on the screen as she can but each seal will disappear
after about 3 seconds after being placed. The opponent can jump over the seal
to not set it off.
-----------------------------------------------------------------------------
3.28 Temari
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
Besides Shikamaru, Temari is the only character in the game with a low hitting
neutral B attack. While she might not excel in melee combat she is very
annoying to fight against at mid-far range. Her wind projectile attacks does
very good chip damage, builds a lot of chakra for her, and isn't the easiest
move in the game to sidestep. Her super has incredible range and is very fast
on start-up making it one of the better Wake-Up Supers in the game. While
being one of the few characters in the game with an aerial super Temari's j.X
easily holds the title as the best aerial super in the game and can give some
other supers a run for their money. Very fast, damaging, and in most cases
allows Temari to quickly build up more charka while the opponent is grounded
to perform again if need be.
************
>> Throws <<
************
ground throw Y launches
*****************
>> Basic Moves <<
*****************
gut kick f+B staggers
low kick d+B normal
spin kick b+B auto-guard/spiral
launch kick u+B launches
fan glide j.B spiral
backflip kick run B launches
*******************
>> Special Moves <<
*******************
slicing wind A normal
- lv.2 charge A normal (x9), staggers
anti-air slicing wind u+A launches
fan smash f+A slamdown
fan whirlwind sweep d+A spiral
fan glide counter b+A auto-guard/spiral
aerial slicing wind j.A normal
slide attack run A knockdown
*****************
>> Super Moves <<
*****************
Kamaitachi no Justu X req. 100%
aerial Kamaitachi no Justu j.X req. 75%, blockable
launches/floats
********************
>> Attack Strings <<
********************
#1 BB*BB
#2 BB*BAAA
#3 BB*AAA
#4 f+BB
#5 f+BAAA
#6 d+BBB
#7 d+BBA
#8 d+BAAAA
#9 u+BB
#10 u+BA
#11 AAA
#12 d+AAAA
#13 u+AAA
#14 run BB
#15 run BAAAA
#16 j.AB
[Notes]
- If you do the fan glide close to the ground Temari won’t have enough height
to arc back into the air when gliding and instead will just land.
- The aerial Kamaitachi no Justu is blockable but does good chip damage.
-----------------------------------------------------------------------------
3.29 Zabuza
-----------------------------------------------------------------------------
****************
>> Background <<
****************
N/A
**************
>> Comments <<
**************
The king of Wake-Up Supers, Zabuza easily has that title on lock. A popular
character to use at beginning level play where because the sword attacks he
used in his strings does a lot of guard damage and his super is incredibly
easy to use on Wake-Up. Things take a turn for the worse once opponents learn
about the horrible delay when Zabuza uses his sword between his strings and
getting that knockdown is now harder than ever. While he lacks projectile
attacks his sword can deflect those from his opponents. His new super does
great guard damage, if you know how to manage your opponent's guard damage and
keep it up a certain level (Bad and close to Critical) will be free guaranteed
damage without having to knockdown.
************
>> Throws <<
************
ground throw Y slamdown
*****************
>> Basic Moves <<
*****************
dash elbow f+B normal
slam hammerfist d+B slamdown
dash straight b+B auto-guard/staggers
leap roundhouse u+B staggers
sword ground stab j.B spiral or normal
lunge headbutt run B slamdown
*******************
>> Special Moves <<
*******************
overhead slash A normal
teleporting spin slash u+A spiral
wide slash f+A normal
- lv.2 charge A normal
-- lv. 3 charge A more staggers
--- lv. 4 charge A longer knockback
sweeping slash d+A knockdown
teleport counter b+A auto-guard
aerial overhead slash j.A staggers
turn kick run A knockdown
*****************
>> Super Moves <<
*****************
Kirigakure no Jutsu X req. 100%
whirlwind slash d+X req. 100%, blockable
********************
>> Attack Strings <<
********************
#1 BB*BB
#2 BB*BAAAA
#3 BB*BAAAB
#4 BB*AAA
#5 BB*AAB
#6 BA
#7 AAAA
#8 AAAB
#9 ABB
#10 ABAAAA
#11 ABAAAB
#12 f+BB
#13 f+BAAAA
#14 f+BAAAB
#15 b+BBB
#16 b+BBAAAA
#17 b+BBAAAB
#18 b+BAAA
#19 b+BAAB
#20 u+BAA
#21 u+BAB
#22 f+AAAA
#23 f+AAAB
[Notes]
- Zabuza does chip with any attacks or attack strings involving his sword. His
sword can also deflect any weapon projectiles thrown at him.
- A lv.4 wide slash is the strongest special attack in the game doing about
the same damage as most character’s super moves. It’s also does great guard
damage. Two lv.4 wide slashes done right another will instantly cause guard
break on anyone and the chip damage from it is the same as a normal jab from
most characters neutral B attacks. You most likely won’t be landing a lv.4
wide slash a lot in matches but the lv.2 version is just as good and easier to
set-up after a knockdown.
=============================================================================
IV. Misc.
=============================================================================
-----------------------------------------------------------------------------
4.1 General & Character Gameplay Tips
-----------------------------------------------------------------------------
********************************
>> High/Mid/Low Level Attacks <<
********************************
Unlike most other 3D fighters, in this game there is one level of guard that
works against all attacks however they still have different attack properties
that when two attacks happen at the same time can make the difference between
a normal trade hit or a counter-attack.
High Attacks: Attacks can hit a standing opponent and sometimes has a good
chance of hitting a jumping opponent easily but will whiff over an opponent
doing a Low Attack and end up being counter-attacked. Some High Attacks having
a leaping property that allows them to hop over Low Attacks and countering
them if used at the right time.
Examples
- Most characters neutral B attack
- Sandaime’s b+B (an example of leaping attack)
Mid Attacks: Attacks that hits a standing opponent and has a good chance of
countering a Low Attacking opponent. Not that great to use vs. a jumping
opponent.
Examples:
- Most characters neutral A projectile
- Rock Lee’s & Gai’s neutral A
- Neji’s f+B
Low Attacks: Attacks that will counter-attack an opponent doing a High Attack.
Shikamaru and Temari neutral B is an exception in that they hit low so they
can counter or trade vs. your opponent’s Low Attacks but High Attacks can
still hit them during it.
Examples:
- Most characters d+B attack that results in them performing a sweeping motion
- Rock Lee’s & Gai’s d+A
- Rock Lee’s Omote Renge and Sasuke’s Shishi Rendan super.
- Kiba’s d+B, f+A, and Gatsuuga supers.
What does this all mean in the end? This means that spamming attack strings
that starts with neutral B or strings that contains the same attack levels
repeatedly isn’t always the smartest thing to do vs. characters that has good
Low Attacks or attack strings that starts off those Low Attacks and the
importance of using Mid Attacks or strings that starts off with mid level
attacks is raised.
Even if you’re caught in a guard string, some characters have fast Mid or Low
Attacks that can punish your opponent mid-string. With this small information,
the importance of learning mid-string delays of your opponent is also raised
so I highly recommend that after gaining a good understanding of the different
attack properties of your character you checkout player Mailorder’s Mid-String
Delay FAQ that can be found at Willvolution.com or GameFAQs.com.
*******************
>> Wake-up Super <<
*******************
Wake-up Super is basically taking advantage of the unblockable property of a
majority of supers in this game and using specific set-ups to hit the opponent
as they get up (wake up) after knockdown. Some characters supers are so good
they require little to no set-ups at all while some characters have either
slow start-up time or small number of attack frames that requires specific set-
ups to use successfully.
Wake-up Supers can be considered part of a combo since it’s usually better to
use on wake-up than during the specific cancel points of attack strings. For
example a combo ending in a knockdown that sets up for a Wake-up Super will do
more damage than BBX. It’s also easier to verify since using supers during
cancel points requires that you already know previous hit connected while
there is more leeway on a Wake-up Super follow up since you can easily tell if
the opponent is knocked down or not. Also if your opponent has 75% chakra they
can KnJ out of combos canceled into supers easier than combos that end with
the Wake-Up Super follow-up.
So what can you do to defend yourself against Wake-Up Supers?
In General:
- Place more importance on how you manage your chakra bar. The main reason a
Wake-Up Super will hit you is because you got knocked down. Having that extra
chakra to KnJ before the knockdown hit or shortly after you’re knocked down
can mess your opponent’s chance of following up with a Wake-up Super. Be
careful of your opponent’s KnJ bait counter-attacks if you become too
predictable in how you KnJ.
- Don’t always perform tech roll. Yes it sounds crazy but some characters have
a much easier time landing Wake-Up Super against opponents who tech rolls
after being knocked down. Sometimes the standard get-up or rolling forward
animation can throw off your opponent’s timing allowing you to side-step or
jump shortly after standing up to avoid the Wake-Up Super. Again don’t become
predictable with this or your opponent will catch on.
Character Specific:
Some characters have special tools that can greatly help vs. Wake-up Supers.
- Akamaru: He’s too short to get hit by Wake-Up Supers.
- Neji: Daikaiten, doesn’t work too well vs. most Wake-Up Supers, especially
those done with perfect timing since there is slight start-up time before Neji
actually releases the energy. Against “almost perfect” timed Wake-Up Supers
(where side-stepping wouldn’t work) using Daikaiten can save you from major
damage.
- Rock Lee or N.Sasuke: Omote Renge and Shishi Renden are considered Low
Attacks and can be used to go under supers that high and some that Mid level
attacking ones as well.
- Rock Lee & Gai: If you have 50% chakra you can use the process of opening a
gate to counter Wake-up Super attempts. Just use when you see the super flash.
- Life Gate Opened Rock Lee: Ura Renge, This is risky but the Ura Renge has a
teleport property and is considered a Low Attack. Only use vs. supers with
small number of attack frames so that when you teleport the opponent will
whiff and you counter-attack before they can recover. If successful it makes
for one game’s most satisfying Wake-Up Super counter-attacks.
- Haku’s: Sensatsu Suishou, similar to Ura Renge, only use vs. supers that
have small number of attack frames.
- S.Kakashi: Use the Sharingan Counter (b+A) whenever you see the super flash.
If the super can be copied you will counter-attack with some decent damage.
- Kankuro: You usually won’t have much control over this but take note that
Karasu can absorb the Wake-Up Super for you if he was standing between you and
the opponent as they perform it. Losing chakra is much better than losing your
health. So if possible try to get knocked down with Karasu close to you if you
feel a Wake-Up Super attempt coming.
- Kiba: Use his d+B when you see the super flash, it’s very fast and is
considered a Low Attack. Usually in the worse case scenario you will just
clash vs. your opponent’s super.
- Orochimaru: Use his Kusanagi no Tsurugi slash, the start-up animation will
make you clash with your opponent’s super.
*************************
>> Unblockable Set-ups <<
*************************
An unblockable set-up is basically a pattern that ends with an attack that
your opponent can’t defend against. There are two types in this game, ones
that involve attack patterns that causes your opponent remain in blockstun
until you deliver the unblockable hit, aka Block Traps, and those that create
situations that follows the “can’t defend attacks from behind you” rule of
guarding attacks. Wake-Up Super set-ups won’t be listed since there are a lot
of Wake-Super set-ups to put down and they’re not as obvious as the what’s
going to be listed in this section.
-----------------
>> Block Traps <<
-----------------
Many characters have the potential for block traps but very few have any
noteworthy ones.
<< Shino >>
Shino’s whole game basically revolves unblockable set-ups, both of the Block
Trap and Other Type. His Block Trap is using his neutral A bug projectiles
(bug crawl) on an opponent wake-up forcing them into blockstun, while they are
busy blocking the bugs you run up and use his X super (Kekkai Konchuu no
Jutsu: death trap). The opponent won’t be able to avoid the super since they
were stuck in blockstun from the previous bug crawl attack. The interesting
thing about the bug crawl is that they keep moving even during the freeze
frames when Shino activates his super so once you get the bugs out on the
screen you don’t have to wait until they are exactly over your opponent’s body.
Since the bug crawl has slow start-up time, this set-up requires some strict
and very specific set-ups, mainly after knockdowns. The most commonly known
ones are:
- bug crawl > force opponent into blockstun with BB string and cancel into his
X super.
- throw, bug crawl > opponent lands after knockdown, BBX as they stand up or
just Wake-Up Super X.
- throw, [attack string ending in bug crawl], BBX as they stand up or just
Wake-Up Super X.
Your opponent can defend against this if they have 75% charka simply by not
guarding the hits and using KnJ before the super hits. This becomes an
interesting little mix-up as Shino can opt to save the super meter for another
unblockable set-up chance and just finish the BB string as normal or even
expect the KnJ from the bug crawl by itself on wake-up and counter-attack it
ending in another unblockable set-up which would then be guaranteed damage
since the opponent won’t have any charka to KnJ again.
<< Rock Lee >>
Rock Lee has many attacks that causes sliding knockback, combine that with his
unique trait of the Ura Renge being cancelable off any ground hit or low
aerial hit and it’s very easy to spot his Block Traps. Basically use an attack
that causes sliding knockback and cancel into Ura Renge. When used mid screen
and towards the corner or directly in the corner big damage is guaranteed.
- j.A > Ura Renge
- run A > Ura
- f+BA > Ura Renge
- BBBA > Ura Renge
- etc.
If your opponent is familiar with Rock Lee’s Block Trap they can easily
counter it by not guarding the h.knockback attack causing the Ura Renge to
whiff if it was canceled from the previous attack or even better, just
sidestep the final attack on the last three strings mentioned above since
there is a pretty huge gap between the previous elbow attack and the power
punch. This leaves j.A > Ura Renge and run A > Ura Renge as the only useful
Block Trap for Rock
left.
After a successful knockdown j.A > Ura Renge or run A > Ura Renge can replace
a normal Wake-Up Super attempt. What’s interesting about doing that instead a
normal Wake-Up
Super attempt is that in the case of using j.A if you expect your opponent to
take the hit you can just follow-up with a normal combo that will instead
knock the opponent down again. The j.A can be teched to avoid bouncing up but
most opponents don’t tech against Rock or Gai’s j.A on reaction easily. If the
opponent does tech they will be put right back a position to either attempt
j.A > Ura Renge again or close to wall where Wake-Up Ura Renge will catch them.
<< Shikamaru >>
Shikamaru’s roundhouse causes sliding knockback and he is able to follow-up
with his concentration stance and from that he can cancel into his Kagemane no
Jutsu super. Like Rock Lee, Shikamaru’s has the potential for many Block Traps
but mid-string delay issues only leaves him only truly useful one.
- b+BAX
This must be done dead in the corner since, unlike the Ura Renge, the Kagemane
No Justu barely moves Shikamaru forward. There is still a small chance that
the opponent can sidestep if the super is expected but they must do it the
moment the super flash ends to escape safely and since in the corner they must
sidestep correctly out of the corner or else they will still get hit by the
super.
-----------------------
>> Unblockable Traps <<
-----------------------
The rule on guarding is that anything that is blockable can be guarded against
when you’re facing the attack. If your character’s back is turned then you
can’t guard against whatever attack the opponent throws your way. There two
different situations where the opponent can set up a way to quickly attack the
vulnerable side of a guarding opponent:
- Set up your opponent in a situation where they can forced to block two
attacks at once, forcing them to block one attack while the other attack hits
their vulnerable side.
- Have the opponent forced to face you while having an attack that can quickly
hit their vulnerable side.
<< Shino >>
Like his previously mentioned Block Traps, Shino’s Unblockable Trap is set up
from his neutral A projectile, bug crawl. You then follow up the bug crawl
with attack strings that causes Shino to teleport behind the opponent. What
happens now is that the opponent will most likely turn to Shino but the bugs
are still crawling from behind. Shino can put on some pressure after
reappearing, even if the opponent blocks the bugs will soon hit the opponent’s
vulnerable side allowing Shino to do full damage or knockdown again the start
another unblockable set-up.
The counter to this is to stop Shino from using the bug crawl, which isn’t
that hard since it has very noticeable start-up time, most projectiles will
strike before Shino can recover. KnJ is also another answer if you’re actually
caught between the bugs and Shino. This limits to Shino to having to score
that one knockdown that gives him enough time use bug crawl to get his
unblockable set-up madness going.
<< Kankuro >>
Kankuro’s Unblockable Traps works similar to Shino’s instead Karasu replaces
the bug crawl. Due the fact the Karasu is always on the field makes Kankuro’s
unblockable set-ups are much easier to perform, almost to a point where no
real setting up action has to be done. Just find a way to get Karasu behind
the opponent and boom. Since the opponent can only focus on Karasu you can
easily create situations where Kankuro keeps the opponent busy while Karasu
attacks their vulnerable side. An example is using Kankuro’s flip (u+B) after
knockdown or attack strings involving the flip and then starting a new attack
string on the opponent involving Karasu (who should now be behind the
opponent). Even if the opponent blocks Kankuro’s attacks Karasu will hit them
from behind.
Another example is using the throw then f+A (Karasu tackle) to quickly make
Karasu rush behind the opponent before they fall and then close the gap in
with Kankuro to start up the pressure string on wake-up with Karasu ready to
attack from behind.
After gaining more experience with how Kankuro plays these type of situations
just come up naturally.
<< Kiba >>
Kiba’s Unblockable Trap is nowhere near the best but something to take note
of. You basically use any attack or attack string that sends Akamaru behind
the opponent such as d+BA. The opponent can only focus on Kiba and not Akamaru
so it’s possible use Akamaru dog tackle or attack strings involving Akamaru to
have him hit the opponent from behind. Even if the opponent was blocking
attacks from Kiba during the attack strings once you reach the part where
Akamaru attacks if he was behind the opponent then he will hit their
vulnerable side. After a knockdown go for Wake-Up Super or try to get Akamaru
back in position again.
The problem is that it’s hard to line up Akamaru with the opponent, sometimes
he will miss and you will be wide open or one sidestep in the right direction
can ruin the whole set-up, especially in the case of trying to set up an
unblockable Akamaru dog tackle.
-----------------------------------------------------------------------------
4.2 Other Tips & Tricks
-----------------------------------------------------------------------------
*******************************
>> Fastest Way to Earn Money <<
*******************************
QUICK OVERVIEW:
Mission Mode Legend:
Genin – Blue highlight around mission selection
Jounin – Yellow highlight around mission selection
Chunnin – Red highlight around mission selection
- Beat Genin Mission Mode (32 x 500)(400 for replayed missions)
- Beat Jounin Mission Mode (32 x 600)(500 for replayed missions)
- Beat Chunnin Mission Mode (32 x 700 + 30000 if you beat all the other
missions on previous difficulties)(600 for replayed missions)
- Unlock 14 all characters until Mizuki
- Unlock Shadow Mode and use to quickly earn money to unlock everything else
in the game.
- Beat Arcade, Survival Mode, or 2P Survival to gain enough units to buy extra
missions or just for variety.
Notes:
- You need beat Mission 24, get first place in Time Attack and unlock Gai to
unlock 2P Survival.
- You need to beat Mission 24, get at least 15 wins in a row in Survival Mode,
and unlocked Mizuki to unlock Shadow Mode.
EXPLANATION:
Before you unlock Shadow Mode you will need to unlock Mizuki first which can
be a pain because he is quite expensive and doesn’t show up in the shop until
you purchase 14 characters before him and they also cost quite a lot. I highly
recommend that you only focus on buying characters and other things that would
help you buy Shadow Mode faster when you first get this game. I say this
because the road to unlocking Shadow Mode cost quite a lot and if you waste
your money early on it will take longer to unlock all the characters needed to
unlock Shadow Mode but once do you can easily buy any unlockables in the game.
So until you unlock Shadow Mode, Survival Mode and Mission Mode are your best
bets of making money quickly solo. With a friend 2P Survival is a much better
replacement for making money quickly.
In Survival Mode you can play it seriously but after a while it gets boring so
pick a character with strong and easy combos that don’t require cutscene
supers (waste of time) or much thought.
The best thing to do with Mission Mode is play through all 32 missions on all
difficulties. By default you will only have the Genin difficulty to select but
once you beat all the missions on that difficulty, the higher ones, Jounin and
Chuunin, will be unlocked in one package for 10000 units. The reward for
beating all the missions on all difficulties on top of what you already earned
is 30000 units of money. If you’ve been saving all of your money from the
beginning that should be enough for you to buy the things necessary to unlock
Shadow Mode or at least get you close enough where a couple of rounds (2-4)
Survival Mode will finish the job.
Once you unlock Shadow Mode it allows you to easily earn 20000 units of money
in about 10 min. depending on which character you pick. I believe the best
characters overall for this mode is Shikamaru or Zabuza. Just focus on kills
and don’t worry about picking up the coins.
-----------------------------------------------------------------------------
4.3 Translations
-----------------------------------------------------------------------------
*******************************
>> Game Menu(s) Translations <<
*******************************
You won’t find any translations here but I can point you to two great sources:
For plain text files check FAQ author “hisshouburaiken” series of translation
FAQs found at Gamefaqs.com.
- Menu FAQ
- Mission Mode FAQ
- Shop FAQ
Board member “MegaMika” made a small translations booklet. The booklet when
printed out is small and very handy since it has pictures of the kanji
translated with subtext under it and easily can fit right into your NGNT3 game
case. You can download it from here:
-
http://home.tiscali.nl/megamika
************************************
>> Technique & Other Translations <<
************************************
Throughout the FAQ I listed the proper names for some of the character
techniques that is used in the series. I can understand that some may prefer
to know the translations or some slang/nickname names for them for whenever
they have friends over and don’t want to get the “wtf” face when explaining
that the “Konohagakure Furui Taijutsu Suukoujutsu: Itami no Sennen” isn’t a
good move to spam. Other Naruto fans when discussing character techniques use
some of these translations and slang names.
Format
Proper name – Translation – Slang/Nickname name suggestions (if need be)
same = translation name is good enough to use over slang name
original = original name is good enough to use over translation or slang name
comma = may have more than one suggestion for slang name
Akamaru
N/A
-----------------------------------------------------------------------------
Anko
Senei Jashuu - Shadow Snake Hand – snake arm
-----------------------------------------------------------------------------
Chouji
Baika no Jutsu - Multi-size Technique - same
Nikudan Sensha - Meat Tank – same
-----------------------------------------------------------------------------
Gai
Konoha Gouriki Senpuu - Leaf Herculean Whirlwind – whirlwind kick
Konoha Reppuu - Leaf Violent Wind - sweep
-----------------------------------------------------------------------------
Gaara
Sabaku Kyuu - Desert Coffin - same
Sabaku Sousou - Desert Graveyard - same, desert funeral
-----------------------------------------------------------------------------
Haku
Sensatsu Suishou - Flying Water Needles - same
Makyou Hyoushou - Demonic Ice Mirrors - same
-----------------------------------------------------------------------------
Hinata
Byakugan - White Eyes - same
Jyuken - Gentle Fist (combat style)
-----------------------------------------------------------------------------
Ino
Shintenshin no Jutsu - Mind Body Switch Technique - same, body switch
-----------------------------------------------------------------------------
Iruka
N/A
-----------------------------------------------------------------------------
Itachi
Mangekyou Sharingan - Kaleidoscope Copy Wheel - same, original, copy eye
Eyes (highest level)
Tsukiyomi - Grasping Moon - same, mind rape
Bakuretsu Kage - Exploding Shadow - same, super counter
Bunshin no Jutsu Clone Technique
*Most people will usually leave out the “Mangekyou” part when mentioning
Itachi’s Sharingan.
*Well obviously you wouldn’t say “super counter” unless you’re talking about
Itachi’s d+X move in the game.
-----------------------------------------------------------------------------
Jiraiya
Katon: Goukakyuu - Flame Type: Powerful - fire/flame attack
no Jutsu Fireball Technique
Gama Yuendan - Toad Oil Cannon - same
Kuchiyose no Jutsu - Summoning Technique - same
-----------------------------------------------------------------------------
Kakashi
Sharingan - Copy Wheel Eyes - same, original, copy eye
Doton: Shinjuu - Earth Type: Inner - underground (grab) attack
Zanshu no Jutsu Decapitation Technique
Konohagakure Furui - Hidden Leaf Ancient - 1000 years of pain
Taijutsu Suukoujutsu: Taijutsu Supreme Technique:
Itami no Sennen 1,000 Years of Pain
Raikiri - Lightning Edge - same
-----------------------------------------------------------------------------
Kankuro
Kugutsu no Jutsu - Puppet Technique - same, puppet control
-----------------------------------------------------------------------------
Karasu
N/A
-----------------------------------------------------------------------------
Kiba
Gatsuuga - Double Piercing Fang - same
-----------------------------------------------------------------------------
Mizuki
N/A
-----------------------------------------------------------------------------
Naruto
Kage Bunshin - Shadow Clone - same
no Jutsu Technique
Oiroke no Jutsu - Sexy Technique - same
Rasengan - Spiral Blast - same
Kyuubi - Nine-Tails - same, demon fox
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Neji
Jyuken - Gentle Fist (combat style)
tenketsu - chakra holes - same, chakra pores
Byakugan - White Eyes - same
Hakkeshou: Kaiten - Hand of the Eight - Kaiten, whirl/spin
Divinations: Heavenly
Spin
Hakkeshou: - Hand of the Eight - 64 Palms/hit combo
Rokujuu Yonshou Divinations: Sixty-four
Palms
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Orochimaru
Katon: Goukakyuu - Flame Type: Powerful - fire/flame attack
no Jutsu Fireball Technique
Goguoufuuin - Five-part Seal - same
Kusanagi no Tsurugi - Grasscutter Blade - same, sword stab
-----------------------------------------------------------------------------
Rock Lee
Konoha Reppuu - Leaf Violent Wind - sweep
Konoha Senpuu - Leaf Spinning Wind - whirlwind kick
Omote Renge - Initial Lotus - same
Ura Renge - Extreme Lotus - same
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Sakura
N/A
-----------------------------------------------------------------------------
Sandaime
Doton: Doryuuheki - Earth Type: - same, rock wave
Mudslide Barrier
Katon: Goukakyuu - Flame Type: Powerful - fire/flame attack
no Jutsu Fireball Technique
Katon: Karyuu Endan - Flame Type:
Fire Dragon Blast - super fire/flame attack,
super Katon
-----------------------------------------------------------------------------
Sasuke
Sharingan - Copy Wheel Eyes - same, copy eye
Katon: Goukakyuu - Flame Type: Powerful - fire/flame attack
no Jutsu Fireball Technique
Shishi Rendan - Lion Combo - same
Chidori - One Thousand Birds - same, Lighting Edge
Katon: Housenka - Flame Type: Mythical - air fire attack, air Katon
no Jutsu Fire Flower Technique
*Chidori and Raikiri are the same move. “Chidori” is the real proper name but
Kakashi calls the move “Raikiri” or “Lighting Edge” when he performs
it. “Lighting Edge” sounds more deadly than “One Thousand Birds”. When using
the proper names some people will refer to the moves as “Chidori” for either
character.
-----------------------------------------------------------------------------
Shino
Kekkai Konchuu - Destruction Bug - same
no Jutsu Technique
-----------------------------------------------------------------------------
Shikamaru
Kagemane no Jutsu - Shadow Copy Technique - same
-----------------------------------------------------------------------------
Tsunade
Isshi Resshin - One-fingered Earthquake - same
Souzousaisei - Genesis Rebirth - same, healing
Chuusuusei Biribiri - Central Nervous System - same, nerve strike
Electrical Shock
* Chuusuusei Biribiri relates to the special attack Tsunade uses during her
attack strings that can be charged.
-----------------------------------------------------------------------------
Tenten
Soushouryu - Rising Twin Dragons - same
-----------------------------------------------------------------------------
Temari
Kamaitachi no Jutsu - Slashing Wind Technique - same
-----------------------------------------------------------------------------
Zabuza
Kirigakure no Jutsu - Hidden Mist Technique - same
-----------------------------------------------------------------------------
Misc./Other Translations
Kawarimi no Jutsu - Body Switch Technique - same, replacement,
teleport counter
Rendan - Combo - same
*Rendan is something I toss at the end of a character name when I’m not sure
what the proper name of their move is, i.e. Anko/Iruka/Hinata/Mizuki rendan
but for Naruto and Sasuke, “Naruto Rendan” and “Shishi Rendan” are the proper
names for them.
-----------------------------------------------------------------------------
4.3 Related Links
-----------------------------------------------------------------------------
There are many NGNT3 sites out there besides the official one with NGNT3
stuff. Here are some links to other sites relating to the game. Most likely if
you’re reading this you already visit the NGNT3 message boards at gamefaqs so
I’ll leave that out.
Shishi Rendan.com
http://www.shishi-rendan.com
- One of the few, if not only, sites that has match, combo, and tactics video
footage for the Naruto fighting video games. The site’s main focus is NH2 (the
PS2 Naruto fighting game) but there are some match videos for NGNT3 to be
found there as well. For those who like to take a trip down into the past
Naruto games there are some NGNT2 and NH1 videos there as well. The site also
has some good forums to discuss gameplay of the latest NGNT and NH games. The
site’s owner, “Rockman”, is very interested in bringing up the competitive
Naruto fighting game community so his site is a good place to check out where
the bigger or more serious Naruto fighting game tournaments will be held.
Combovideos.com
http://www.combovideos.com
- Host many different fighting game videos and lately have been serving up
some good Naruto stuff from NH2 (jutsu exhibition) and NGNT3 (2v2 matches).
Naruto: GNT3 Thread @ Shoryuken.com Message Boards
http://www.shoryuken.com/forums/showthread.php?t=76807
- This is where you will usually find me posting. I will look at that thread
more than I do my emails so if you want to get in contact with me quickly then
post there. It’s only one thread out of the whole site but SRK.com posters are
known for digging deep into fighting games so as of now that one thread is all
you need as it contains great gameplay info.
Willvolution.com
http://www.willvolution.com
- Don’t let the name fool you this site is an GNT3 focused site. Has match
vids for GNT3 and forums for gameplay discussion. Like Rockman “The Will”,
owner of this site, is also very interested in bringing up the competitive
Naruto fighting game community. Check out this site if you’re interested in
taking your game to the next level in terms of the GNT series.
=============================================================================
V. Closing
=============================================================================
-----------------------------------------------------------------------------
5.1 Credits
-----------------------------------------------------------------------------
Many thanks goes out to...
Tomy
– For making this great game.
GameFAQs
– For hosting this FAQ.
All posters from the NGNT3 Thread @ Srk.com
- Keeping my interest in this game high and answering all my n00b questions
when I didn’t have the game.
Gasaraki
- Bringing to light the Sharingan transformation trick for extending combos
with Sasuke and Kakashi. Info on extra cancel point on Hinata’s strings using
the upper palm thrust attack.
tragic
- Author of the NGNT2 FAQ, I was inspire to write a FAQ for GNT3 after seeing
his FAQ and not hearing word of him writing one for GNT3 as well.
BrandoSerge
– Allowing me to use his Stamina and Guard Defense ranking data in this FAQ.
Gave extra info on how long the time limit is before opponent can gain chakra
again after being hit with Orochimaru’s Goguoufuuin. In-depth Chakra gaining
info.
Narutofan.com (
http://www.narutofan.com)
- Used their database that list ALL (or at least close to it) of the
techniques used in the Naruto series to find the proper names for some of the
techniques used by the characters in this game.
justme8800
- Corrected info on the following: Akamaru’s soldier pill super (his attack
raises), Kiba’s “Sit Akamaru!” (it’s a counter-attack), Anko’s “lay down: A”
string (it’s a counter-attack), and Tsunade’s nerve strike attacks (makes
opponent controls random).
Reminded me to include the following or gave extra info on the following:
Sharingan Sasuke’s air Katon super, Kyuubi Naruto’s teleport, and Sakura’s
teleport.
DigitechX
- Gave extra info on how long the time limit is before opponent can gain
chakra again after being hit with Orochimaru’s Goguoufuuin.
Mailorder
- In-depth Chakra gaining info.
Ignatius256
- Extra info about Orochimaru’s Goguoufunnin reverting Kyuubi Naruto,
Sharingan Sasuke, Sharingan Kakashi, any gates opened Lee, and gate open Gai
back to their original states.
=End of File=