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What Should I Be Thinking?

Once you’ve got control of the game down to the point where your character just does what you want them to do without you having to think about it, you’ve reached the point where you need to strategise. Here’s a selection of things you should be considering at various stages of the game. I’ll provide some examples drawn from a hypothetical match between you (Gaara) against someone else (Lee).

AS A MATCH STARTS

  • What are the strengths of your opponent’s character? How will you avoid them?
  • What are the weaknesses of your opponent’s character? How will you exploit them?
  • What are the strengths of your character? How will you exploit them?
  • What are the weaknesses of your character? How will you avoid them?
  • How does this matchup tilt, and why?

For example, Lee’s strengths are a lot of fast close-range pressure and a devastating special. We’ll avoid that by not attempting to attack during a Lee combo at all, and by avoiding any slow actions when Lee is double-gated or in desperation.

His weaknesses are a complete lack of ranged attacks or finessey ways of getting in – he has to throw you, sidestep around you, or exploit a mistake. We’ll exploit that by walking backwards when he approaches, being trigger-happy on throw-techs and throwing out ^A whenever Lee is at long range.

Gaara’s strengths are very fast omnidirectional ranged attacks, excellent punish options, and generally good turtling ability. We’ll exploit that by using ^A to pressure at long range and at the end of Lee’s primary combo and by only moving to punish, not initiating.

His weaknesses are that he’s slow and has has moderately unsafe combos. We’ll mitigate that by not initiating attacks.

The matchup probably tilts slightly our way, because Gaara can make Lee’s usually-safe combos unsafe, and because Gaara is at home blocking a long string of attacks. Gaara’s desperation neuters Lee’s usually devastating double-gates special, and ^A is an excellent tool against Lee.

AT A DISTANCE FROM YOUR OPPONENT

  • Do I want to approach? How will I approach?
  • Does your opponent want to approach? How will they approach?
  • What long-range options do I have?
  • What long-range options do they have?

In our hypothetical, we don’t want to approach. At a distance, we can chip Lee and he can’t do anything, and we’re much slower than Lee.

Lee wants to approach. He doesn’t have any ranged options, after all. He’ll approach by dashing in for a throw, dashing into a chain, or dashing and sidestepping into a chain, because he doesn’t have many other options. A slow approach will run into Gaara ^A. If Lee is in desperation, he might approach with his vX teleport, which is extremely fast, so we need to be careful if he’s in desperation.

We can use ^A, A, >A, and aA at range. >A and aA probably aren’t very useful in most ranged circumstances. A is slow, so we don’t want to do it too close or Lee will punish, and readily sidesteppable. ^A is probably our most reliable ranged option.

AS YOUR OPPONENT APPROACHES

  • What option are they taking?
  • How will you respond?

In our hypothetical, Lee runs straight at us. That means he’s either going for a throw, going to sidestep when close to us, or /maybe/ stop in front of us and then go for a chain.

The response to a throw is to attack as Lee goes for it, or tech it. Attacking will lose if he’s sidestepping or even going for a chain, so being ready to tech a throw is more important. The response to sidestepping or a chain is to walk backwards – that makes several chains unsafe and will prevent the sidestep getting behind us. It also doesn’t hurt if he’s going for a throw. So we’re going to walk backwards.

AS I APPROACH

  • What options are available to me?
  • Do I need to abort?
  • How will my opponent respond?

Gaara is really only going to be approaching Lee in this hypothetical if Lee has made a mistake and is vulnerable – perhaps selected the wrong chain. In that case, the best option available to Gaara is probably a vY throw.

You would have to watch Lee to see whether you’ve misjudged his vulnerability. If you have, you’d want to abort immediately – probably by jumping or sidestepping and stopping.

Lee will respond by throw-teching if he can, or just attacking in Gaara’s face if he’s in the idle state.

WHILE BLOCKING

  • What chain has my opponent selected? What holes are there in it?
  • How does the chain end?
  • Can I punish? How will I punish?

If we’re blocking Lee’s attacks, he’s almost certainly gone for his standard BBAAA or BBBBA chains. Both of those chains don’t have many holes in them, particularly for Gaara’s very slow <B.

Both of those chains end with Lee vaulting over our heads and landing behind us.

It’s difficult but possible to punish Lee’s standard chains by turning around while he’s over our head, dashing forwards, and throwing him. If we think we can do it, it’s absolutely worth going for it, and a throw is a good punish starter for Gaara. If not, our ^A will hit Lee after his chain easily, and might set up for a wakeup special.

WHILE BEING HIT

  • Do I have escape? When is it safe to escape?
  • How much more damage is there in this chain?
  • Can I techroll?

Checking whether we ave escape is as easy as looking at our escape meter and checking whether it’s glowing. It’s safe to escape at all points in Lee’s chain, with the important exception that if Lee is in the double-gates state and is on the ground he can hit us with his double-gates special. If Lee has double-gated, escape when he’s in the air.

The damage left is a function of how many hits are left. Once Lee has knocked you into the air it’s probably not worth escaping, unless he’s about to connect with his special off of the end of his chain. It’s almost always worth escaping a special.

The final hit of Lee’s chain sends you flying, and if you don’t techroll when you hit the ground he can and will combo you.

WHILE HITTING

  • Does my opponent have escape? When will they escape?
  • How will I respond?

Again, escape is just a question of checking their meter.

If Lee is sensible, he’ll escape during Gaara’s loop on the first two Bs, or while Gaara is falling out of the sky. Other escape timings don’t usually work out. If he’s got escape meter and you’re in the loop he’ll almost certainly escape. If you’re using the vB chain, sensible Lee players probably won’t escape until and unless you attempt to link to special.

Responding is difficult for Gaara. If Lee chose a poor time usually continuing the chain will respond appropriately. If you end the chain early as Lee escapes, Gaara is usually to slow to sidestep out, but it’s worth a try just in case.

OPPONENT’S SPECIAL

  • Can I sidestep?
  • Can I interrupt?
  • Can I jump?

Both of Lee’s specials are eminently sidesteppable. That’s probably your preferred means of avoiding specials when able to do something.

Interrupting Lee’s special won’t be very easy – both of them are quite fast, and Gaara is quite slow. ^A might be fast enough, although you’d want to know it would hit after the teleport. Throwing sand will interrupt if you do it before Lee uses special.

Lee’s specials can be jumped – you have to doublejump backwards quite fast. Sidestepping is probably easier.

OPPONENT ON THE GROUND

  • Can I wakeup special?

Gaara’s wakeup special is almost trivial to execute, and if Lee is past the point where he can wakeup teleport he can’t respond. If you’ve got chakra you should probably do it.

I’M ON THE GROUND

  • Can my opponent wakeup special?

Lee doesn’t usually wakeup special – he finds it easier to chain into it or save chakra for a last-ditch double-gates. If he does, wakeup attack will probably interrupt.

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Desperation abilities

When your character is low on health, they start glowing (or in Bee’s case, exploding) and gain additional abilities. Here’s a list of desperation effects:

ANBU Kakashi: <X modechange special can be performed at 0% chakra, although it consumes all your chakra

Ino: Gain <X special. Fires a projectile that confuses opponents, costs 25% chakra.

Choji: Take half damage during vA. Gain power armour during vA.

Shikamaru: Gain ludicrous amounts of guard. It’s essentially unbreakable in normal play.

Asuma: Charged kunai become unblockable

Sakura: vA modechange no longer drains chakra, although you still can’t gain chakra while it’s going

Naruto: <X modechange becomes free

Sai: ^A birds return from behind opponents a little while after leaving the map.

Yamato: Can use <A counter as a regular move for 25% chakra.

Kiba: Akamaru becomes ready after attacking much faster

Shino: Bug attacks drain chakra on block

Hinata: <X modechange special becomes free.

Kurenai:┬ávA gains larger radius of effect. >A becomes free. She’s still bad.

Kabuto: Regenerate half the damage taken from any attack. As a side-effect, Kabuto becomes immune to chip damage.

Anko: <X modechange special becomes free.

Orochimaru: <X counter special becomes free.

Tsunade: vX healing special can be activated without connecting with an opponent.

Jiraya: vA attack becomes the size of Africa.

Sasuke: <X special changes from fast, unblockable, short-range burst to a blockable special that hits opponents anywhere if they’re doing something after you use it. Basically it makes him worse. Also his sword attacks do more damage.

Itachi: <A teleport becomes free.

Kakazu: X special trigger attack changed from a kick to a very fast, medium-range lightning bolt. Can also hit more than one character in some situations.

Hidan: Gain power armour performing vA. Half the damage you take is reflected to opponents while standing in vA circle.

Deidara: Clay attacks no longer drain chakra, but they still require chakra to perform. >A bug continues crawling along the ground instead of just exploding.

Sasori: All attacks poison opponents.

Hiruko: All attacks poison opponents.

Yugao: Sword attacks do more damage.

Tenten: No longer drops weapons when taking damage.

Neji: >A pokes drain chakra on block. <A counter drains chakra at half the rate when held. X special gains 360 degree tracking.

Lee: <X modechange becomes free.

Gai: Gain <X stomp attack.

Kakashi: <X modechange becomes free. No longer lose health when Sharingan open.

Killer Bee: Gain <X burst that puts you in the invulnerable state while it occurs, for 25% chakra. Upon entering desperation, Bee immediately uses the attack for free.

Kisame: vX special does much more damage. vX special can be used at 50% chakra, but drains up to 75%.

Gaara: Can block unblockable attacks. Gain retroactive counterspecial for 50% chakra – just press X in blockstun. A sand projectiles are always thrown fully charged.

Kankuro: ?

Temari: <A summon no longer drains chakra while it’s out.

Chiyo: <X chakra shield drains at half the rate. vY puppet-summon makes puppets teleport to her location

Baki: >A wind blades become much larger

Minato: Gain vX and <X specials. vX places a marked kunai, <X teleports to the kunai for 25% chakra, even out of movelag. <X with no kunai goes straight to idle animation for free. Yes that gives Minato an infinite.

Sage Naruto: Rasengan attacks no longer drain chakra, though they still require chakra to perform.

Raikage: Negates ranged attacks while charging attacks. This includes some specials. Also reflects kunai and needles.

Gaara

GAARA IN SHORT

Gaara is a zone-y turtle character, similar to Kakazu or Kankuro. His skillset includes:

  • Strong combos
  • A throw that links into essentially anything
  • Easy hitconfirm options for his special
  • A fast omnidirectional attack that hits anywhere.

His biggest drawbacks are:

  • Rather slow
  • Very reliant on throw to start combos or chains
  • Generally limited options

A quick rundown of his abilities:

SPECIALS

X: Cutscene special, 100%. Moderately fast, trigger attack is a puff of sand in front of Gaara. Sometimes difficult to dodge, easy to wake up with. Ranged.

vX: AoE special, 75%. Quite fast. Creates a ‘sand hand’ in front of Gaara that then swipes in a large arc in front of him. The initial sand pulses are unblockable.

A ATTACKS

A: Sand shuriken, basic ranged attack. Can be charged, beats out kunai

^A: Sand pulse appears at your target’s location. Quite fast startup, very useful for interrupting opponents or chipping at a distance. Can be sidestepped or punished if you’re too close. Starts the Gaara loop.

vA: Burst of sand all around Gaara, very slow recovery. Generally not very useful, maybe as a response to someone charging straight in.

>A: Sand wave in front of Gaara, slow startup. Lots of guard damage, generally not very useful. Sometimes good as a wakeup.

<A: Melee counter.

BREAD AND BUTTER

Most of Gaara’s chains can be linked into the ‘Gaara loop’, a sequence of attacks that links into itself. The sequence is ^A B A Yc _. The amount of delay on the end before repeating depends on how many iterations of the loop you’ve gone through – the first two times you need to delay some, after that you have to go fast. I’ll indicate the Gaara loop as GL here to save some typing.

Gaara’s main combo on connect is B B GL. On block B B A A is safer, but you have to vary the delay on the last A to make it safe. >B B A GL is another useful combo if you prefer the >B starter. vB A A A and vB A A X are excellent chains for making some space and outright killing someone, respectively.

All of these can be done off of Gaara’s vY throw, which is all-around excellent. It has more range than a standard Y throw, opponents can’t escape-teleport out of it until after the point where you link, and it links into both of Gaara’s specials trivially.

PLAYING AGAINST GAARA

First things first, learn when to escape-teleport out of the Gaaa loop. The section where he’s falling out of the sky – the attack that gets y-cancelled – is usually the best time. Keep in mind that Gaara can use his vA right afterwards, so don’t get caught by that after escaping – you’re essentially guaranteed a punish.

Learning to throw-tech is exceptionally useful, too. It’s tricky to do consistently, but Gaara relies a lot on landing a throw, so it pays dividends.

Remember that you can sidestep Gaara’s ^A, particularly if you’re running straight for him. Also pay attention to how slow it is to recover – if you’re right next to him and it whiffs, don’t be afraid to try to punish.

Gaara isn’t very good at applying pressure or initiating attacks – the best he can usually do is chip away with ^A. If he rushes to close, he’s almost certainly going for a throw. You shouldn’t feel hurried or rushed – play carefully and try not to let him catch you in one of his high-damage chains.

MATCHUPS

Gaara does poorly against characters that can apply consistent pressure without letting him get an attack in, either because there’s no real delay, they have a puppet or other secondary attacker, or because they can do it at range – for example, Hinata, Kiba, Minato, Kakazu and Itachi.

He also has problems with opponents that are much faster than him – mostly because it makes openings for a punish much harder to find. Ino and Baki are good examples.

Gaara does well against most other zoning characters – most of their zoning tools are designed to prevent characters getting close, and Gaara doesn’t want to. He can just slowly chip them to death if they won’t come to him. Temari and Shino don’t do very well, for example. Deidara isn’t a great matchup either, for similar reasons. Both Chiyo and Kankuro have problems as well.

Characters that are slow and get all up in Gaara’s face also tend to be easy to deal with. Gaara can ^A them at range to disrupt attacks, and if they get close guard frames and power armour don’t affect throws. Choji and Raikage don’t do very well against him because of that.

Hinata

Hinata in short:

Hinata is a fast, close-ranged pressure character, in a similar mold to Lee and ANBU Kakashi. Her skillset includes:

  • A special-counter that works on melee attacks (including all melee cutscene special triggers)
  • Moves that step around the opponent
  • Moves that automatically turn her around and have guard frames
  • An infinite combo
  • A reversible modechange into Awakened Hinata. Awakened Hinata has less health, more guard, different specials, and is generally faster-paced
  • An extremely fast omnidirectional special for 75% chakra
  • A counter that works on ranged attacks
  • The ability to cancel out of the startup of a number of her moves using the Hyuuga cancel

Her biggest drawbacks are:

  • Several of her abilities are mutually exclusive – some are only available while awakened, some are only available as regular hinata
  • She has substantially lower health as awakened hinata
  • Awakening costs 50% chakra (unless you’re in desperation)
  • Short-ranged and slow cutscene special triggers
  • An almost complete reliance on close-combat.
  • Very few tools for power armour or guard frames

A quick, rundown of her abilities:

SPECIALS

X: Cutscene special, 100%. Shortish range, moderately fast

vX: Counter special, 100% (only consumed if counter triggers). Only works on melee attacks coming from the front. Fair amount of damage

<X: Modechange into Awakened Hinata, 50%. Quite fast, no gatecrash.

X (awakened): Cutscene special, 100%. Short range, quite slow. Drains nearly 100% chakra. Same animation as Neji’s X.

vX (awakened): Dai-kaiten, 75%. Very fast AOE field special hitting everywhere around Hinata. Hits ‘towards’ hinata – characters behind her have to face away to block.

<X (awakened): Cancel awakening, 0%. Effectively instant.

A ATTACKS

A: Standard kunai throw.

>A: Start of ‘step-around’ chain, discussed later

vA: Low kunai swipe, start of a chain

<A: Melee counter, puts attackers into hitstun but does no damage.

aA: Kunai.

>A (awakened): Finger-pokes, discussed later. Same as Neji’s >A

<A (awakened): Kaiten, ranged and melee counter. Active frames can be extended at the cost of chakra. Same as Neji’s <A.

BREAD AND BUTTER

Most of Hinata’s chains are moderately safe, but usually you will want to go for B B B A B B A A , with a possibility for a Hyuuga cancel at the end. If awakened, B B B A B B A Hc is the usual chain. It’s also her infinite. Both chains are quite vulnerable to well-timed <Bs, but that’s true of essentially everything Hinata does.

MORE DETAIL FOR SOME MOVES

Hinata’s unawakened >A A shows up in a few of her chains (B B A A, B B B A B B A A) and has some useful properties. The first hit of the >A, right in front of a perfectly still opponent, can go around their guard and connect – Hinata sidesteps a bit while performing the attack. If your opponent hasn’t moved, the second A is guaranteed to step enough around them to hit from behind. Because Hinata sidesteps a bit while performing both hits, she can turn around to face opponents behind her while performing this move, if, for example, they’ve escape-teleported during a chain. The second move in the chain also has some guard frames on it. Finally, the startup of the second hit in the chain can be Hyuuga-cancelled.

Hinata’s awakened >A is the same as Neji’s – quick dash forwards, a few attacks which drain chakra if they connect, done. Like Neji’s, it’s extremely unsafe. Hinata’s different air-kunai trajectory means she can’t do the usual Neji aA >A aA frame trap, but her version of the >A has the convenient property that it can be Hyuuga-cancelled at any point, rather than after the dash completes. This means that any chain that ends in the pokes (B B A, B B B A B B A) can be instantly cancelled into the idle state, making them much safer and also leading to infinites.

PLAYING AGAINST HINATA

If your character has a good <B, use it. All the time, whenever Hinata is comboing you. In general she has very little ability to delay out attacks to bait moves – the best she can do is Hyuuga-cancel a few parts of her chain – and as a result her attacks tend to come out at the same time every time. There’s even a convenient rhythm to follow. Hinata has very few responses to guard frames or power armour, other than throwing into a chain, so effective <B/power armour use defangs her extremely strong pressure game by preventing her from continuing on block.

A reasonable replacement for guard frames or power armour are extremely fast moves – Choji’s aA, for example, or Neji’s vX. It’s much harder to find places to slip those moves in, but if you can consistently find the spot it’ll have a similar chilling effect on Hinata.

If your character doesn’t have those options, you’re going to have to keep Hinata away as best as possible, because she’ll probably thrash you in close combat. Teleports and zone-y moves are going to be your weapon of choice. Poke and only punish with a full chain or combo if you’re sure it won’t be blocked. Remember that if Hinata is running at you you can always jump over her head and then continue running away to make some space. Avoid slow-ish omnidirectionals like Jiraya’s vA, because even if they’re safe on guard you’ll let Hinata close enough to you to be a pain.

Paying attention to whether Hinata has awakened or not will pay dividends. Awakened Hinata’s relevant aspects are her new vX, dai-kaiten, her infinite, her increased guard, and her improved <A counter. If she’s awakened, she’s going to try to use some of those. Keeping Hinata away from you deals with the infinite, but dai-kaiten is a threat to take seriously, any guardbreak options you have will be much weaker, and the kaiten counter is occasionally relevant. Unawakened Hinata has her slightly more technical >A, which is especially good against escape teleports, and her vX counter special. Hinata is much more likely to try to work throws into her usual chains while unawakened – hyuuga-cancelling >A A into a throw on block is a standard move. vA is kind of scary to think about but only rarely a threat – it’s quite slow, telegraphs a lot, and doesn’t even work on attacks from behind so you can’t respond to teleports with it. If you’re still scared, any way your character can link a ranged attack into a combo will prevent it being a problem.

MATCHUPS

Predictably, Hinata does poorly against characters with strong power armour options or strong <Bs. Sai, Raikage, Ino, Hiruko and Sasori are all characters that do very well against Hinata. Strong zoning options also cause her problems – Kiba, Chiyo, Kankuro, Deidara and Kakazu do well against her because of that, although Chiyo has problems if Hinata can close, and Deidara has to play very, very carefully. Choji can do well if he’s careful about his slower moves – his aA prevents pressure, but if he tries for his usual dashA shenanigans and Hinata avoids damage, he can be in trouble. Also, some of his moves are slow enough that Hinata can counter-special them.

On the flip side, Hinata does extremely well against zoning characters that can’t keep her away. Shino usually loses hard. Gaara has trouble because Hinata doesn’t have to stop punching to let him retaliate. Temari can have problems keeping her away. Kisame doesn’t have many options once Hinata is in his face.

Other melee-focused pressure characters don’t tend to do very well because Awakened HInata’s improved guard and vX special are threats and her infinite means she doesn’t give them many options. Additionally, they have to get within her effective range to accomplish much. Tsunade and Lee just don’t have any way to deal with the pressure, Yugao can <B Hinata but a number of her usual tricks get beaten by dai-kaiten, ANBU Kakashi’s <B has awkward timing for Hinata’s combos, and she’ll usually catch him after the guard frames, and he doesn’t have health to spare, Anko has excellent teleports in curse-seal form, but dai-kaiten, kaiten, and the counter-special are all excellent responses.

Throws

Like most fighting games, throws in GNT Special provide a way of getting around guard to damage an opponent anyway. Unlike most fighting games, throws in GNT Special tend to be very good combo openers. In general, you should be catching opponents with the start of a chain or a special after a throw, with the exceptions being a few characters with throws that can’t link (Raikage, curse-seal Anko).

With that said, I would strongly advise new players avoid throws at the start – you need to be very close to throw a character in GNT Special, to the point where a new player will whiff throws over and over again.

Throws can be teched, by the player being thrown pressing an attack button (A, B, X, Y) at the start of the throw animation. You can even tech throws in hitstun or blockstun – the only time you can’t is if you’re being thrown from behind. The tech animation is frame-neutral – both players end up coming out of it at the same time. The tech window is 4 frames – if you enter an input on the same frame or the frame immediately after your opponent throws, they’ll whiff and you’ll perform your input, but frames 2-5 inclusive after their throw input will tech.

(very nearly) Every character has a neutral-Y throw on the ground, and a throw in the air – the one exception is Kankuro, who doesn’t have any throws at all – throw performs some puppet moves with him, and while they look a bit like throws in that they involve grabbing someone and doing something with them, they don’t go through guard.

Some characters have a down-Y throw that performs differently in some way. Here’s a list:

  • Shikamaru (Easier to combo off of)
  • Sakura (very easy to combo off of, can’t escape teleport safely)
  • Sai (easy to combo off of, can’t escape teleport)
  • Yamato (easy to link)
  • Kiba (easy to link)
  • Shino (useless)
  • Hinata (easy to link)
  • Kurenai (very easy to link)
  • Kabuto (easy to link)
  • Orochimaru (hilarious)
  • Jiraya (no link, more damage?)
  • Sasuke (no link, more damage?)
  • Itachi (easy link)
  • Deidara (no link, more damage)
  • Sasori (hilarious, no link)
  • Yugao (no link, more damage)
  • Tenten (easy link)
  • Neji (more damage, no link)
  • Lee (easy link)
  • Bee (hilarious, no link)
  • Gaara (very easy link, no escape, bread and butter throw)
  • Temari (linkable but hard)
  • Baki (easy link)

A small set of characters use the Y button to perform some additional moves – Kankuro and Chiyo. Kankuro can perform attacks with his second puppet using Y, ^Y and aY. <Y pulls the second puppet back to him, and vY performs a counter. Chiyo gets <Y as a chakra-shield that completely protects her from damage, can’t be broken, but drains chakra over time, and she can also summon puppets to her by entering vY B or vY A.

Cancels

A ‘cancel’ is an action that immediately takes your character into the idle state. They’re particularly useful if you can use them to skip movelag, because then you get into the idle state much faster, making things safer and potentially allowing links that couldn’t otherwise happen.

Special GNT has three cancels:

Y-cancelling

This is a mechanic theoretically available to every character, although only a few can make good use of it. If, at any point, you connect with a melee attack while you are touching the ground and your opponent is not, you can press the Y button and spend 25% chakra to cancel the movelag and return to the idle state. In general, what matters is whether your character is grounded/your opponent is in the air at the end of the move, not the start. Honestly the easiest way to figure out whether a particular situation allows for y-cancels is to try them.

A couple of standard combos rely heavily on y-cancelling. Gaara uses y-cancels in the ‘gaara loop’ – B B A B A Yc _ ^A B A Yc… . Itachi can use y-cancels to combo into uncharged Amaterasu – vB A B B Yc vX

Hyuuga cancel

The Hyuuga cancel is a special mechanic for Hinata and Neji, where they can cancel the start of some moves into the idle state, for free. This is different to y-cancelling, which cancels the end of some moves into the idle state. In practice the Hyuuga cancel acts kind of like a free Y-cancel, because you can always continue a chain and then Hyuuga-cancel the next hit to skip movelag.

The Hyuuga cancel is performed by pressing Y during the startup of some moves on Neji and Hinata. Only some moves can be cancelled, and the exact cancel behaviours vary between Neji and Hinata, even for moves they have in common. Notable cancellabled attacks include the second attack in Neji’s B B chain, the second attack in Hinata’s B B chain, Neji’s >A (cancels after the dash forwards, so makes for an excellent way of quickly closing short distances), the second hit of Hinata’s >A A (also appears in some chains, allowing Hinata to quickly end chains), and Hinata’s >A when awakened (instantly, unlike Neji’s >A – this allows Hinata to perform an infinite).

Minato cancel

Unlike the two cancels above, this is unambiguously a bug. It allows Minato to cancel the movelag of any move into the idle animation, as long as he is in desperation. It’s performed by entering <X whenever you want to cancel, and that’s it. Minato does have to be in desperation, though! This allows for a number of infinites – <B <X probably being the most amusing.

This works because in desperation Minato gets a kind of secondary escape-teleport special. You can enter vX to place a marked kunai, and then at any time you are in movelag or idle you can press <X to instantly teleport to the kunai. The implementation is a bit buggy, though – if there is no kunai to teleport to, Minato just instantly goes idle.

Attacks

Pressing the B, A, X or Y buttons when your character is in the idle state makes them perform an attack. You can select which attack you want using the control stick – holding up and pressing B is a different attack to holding down and pressing B, for example. Every character has a B and A attack for up, down, left, right, and neutral, as well as a B and A attack in the air, and a ‘turnaround B’ attack performed when your opponent is behind you.

Every character has at least one X attack, performed using neutral-X. Some have more, selected using different control stick directions – again, up, down, left, right, and in the air.

Every character has a neutral-Y throw and nearly every character has an airthrow (Kankuro is the only exception). Some characters have a down-Y throw as well. Throws don’t care about block, but they can be teched by pressing any attack button as the throw starts. Throws tend to be easy to combo out of.

GNT Special is built around natural combos. Pressing B multiple times results in multiple hits. I’ll refer to these natural combos as ‘chains’, and linking together a chain, a throw, or a special is a ‘combo’. A chain is said to be ‘safe’ if a blocking opponent can’t retaliate and hit you during the movelag afterwards. In practice, whether a chain is safe or not depends heavily on which character you’re fighting.

Attacks can have a number of different properties:

  • Unblockable. Most neutral-X specials are unblockable.
  • Melee. Some counter moves only activate on melee attacks.
  • Ranged. Some counters don’t activate on ranged attacks.
  • Disjoint melee. Some attacks are a kind of melee attack at a distance. They trigger melee counters like melee attacks, but don’t trigger cutscene counters.
  • Poison. Some attacks poison opponents if they hit, causing damage over time and reversing left and right.
  • Confusion. Some attacks cause confusion in opponents, reversing the B and A buttons.
  • Power armour. Attacks with power armour can’t be interrupted by taking damage (you don’t enter hitstun). Some power-armour attacks don’t protect against getting knocked into the air by launchers.
  • Block. Your character is considered blocking while performing attacks with block frames. Your guard can’t be broken while performing an attack with block frames.