Category Archives: ninjas

Post related to Naruto Shippuuden: Gekito Ninja Taisen Special

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.

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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.

Move notation

This is the notation used for the inputs required for a move, chain, or combo here:

  • “A”, “B”, “X”, “Y”: Push A, B, X or Y with the control stick at neutral
  • “<” “>” “v” “^”: Modifies a following A, B, X, or Y with control stick back, forward, down, and up, respectively.
  • “<<“, “>>”, “vv”, “^^”: As above, but tap the control stick instead of holding it.
  • “a”: Modifies a following A, B, X or Y with ‘in the air’
  • “_”: Delay a bit
  • “[words]”: Only in the state ‘words’
  • “Yc”: Y-cancel
  • “Hc”: Hyuuga-cancel

Some examples:

  • Hinata’s infinite is “[awakened] B B B A B B A Hc”
  • One Tenten combo is “B B B A A _ A A _ A A _ A A”. Another is “[dao] vB _ A A A A _ X”
  • Itachi can combo into a special with “vB B A B B B Yc vX”
  • One version of the Gaara loop is “^A B A Yc _ ^A B A Yc”

Glossary

This will be updated as I go

A is kill, B is kill, X is kill really hard: Standard advice given to new players of the game. Someone said it once and it stuck.

Airthrow: aY, a throw attack performed in midair against an opponent in front of your character.

Attack teleport: A teleport move that has the character make an attack immediately when they arrive at their destination. ‘hard’ attack teleports actually force the attack (Shikamaru’s <AA or <AB), ‘soft’ attack teleports chain into the attack (Asuma’s <A).

Awakened Hinata: Hinata after her <X modechange. Named after a character that used to be in the game something like 6 iterations ago.

Back B: The attack <B, which on most characters has a significant number of guard frames and is intended as a kind of counter thrown out when blocking a chain.

BALLOOOOOON: Raikage and Bee’s aA, also called “Bellyflop on a Ninja” and “Yo Baby!”

Big One, The: Naruto’s X special. Named after the awful voice acting in Clash of Ninja Revolution 3.

Birds, The: Sai’s vX special and ^A, particularly in desperation.

Blockstun: The period after blocking an attack where your character is uncontrollable.

Chain: A sequence of attacks performed by pressing the B or A buttons in quick succession. Would be called a ‘natural combo’ in another fighting game.

Combo: Linking together a chain, special, or throw is a ‘combo’. For example, most characters can go from the chain BB into the special X.

Cutscene special: A special consisting of an unblockable attack that triggers a cutscene when it lands. Every character has at least one cutscene special. Contrast ‘field special’.

Desperation: Additional abilities gained by characters when they’re low on health. Every character has a ‘desperation percentage’ ranging from 10% to 30%. Once they’re below that amount of health, they start glowing and get powered up in some way. For example, at 30% health, Shino’s bug attacks drain chakra even when blocked. Sometimes called ‘passive abilities’ or ‘latent ninja powers’.

Did I Just Kill A Gay Clown?: Kakashi’s Sharingan Special. Comes from Yu-Gi-Oh Abridged. Alternately, ‘Mind Crush’.

Down Y: The throw vY, a throw some characters have as an alternate to their standard Y throw. Down-y throws can have a different range, a different trajectory, and different damage outputs to the Y throw.

Field special: A special that performs an attack on the main play area, no cutscene involved. Usually costs less than a cutscene special, often blockable.

Gary: The character Naruto. ‘Angry Gary’ is Naruto after his back-X modechange into two-tailed form, ‘Super Gary’ is the character Sage Naruto, and ‘Mister Gary’ is the character Minato. Comes from a long-ago joke about what the Naruto dub was going to be like before it was dubbed.

Gate: Either Orochimaru’s <X counter special or Lee/Guy’s <X modechange.

Gate crash: An attack performed as part of a mode-change special, with the archetype being Lee/Guy’s <X. Often gate crashes have very high priority or invulnerability frames, lots of knockback, but very little damage.

Give Him The Stick: Itachi’s X special, particularly an older variant of it. Comes from a parody of a G.I. Joe PSA.

Go Go Gadget Arms: Kakazu’s vA, >A, ^A, and aA, all of which involve shooting his hands at someone and then pulling them back via the threads attaching them to him.

Grappler: A character that wins by having lots of power armour, unblockable moves, and throws. Grapplers are similar to pressure characters, but instead of looking for a hole by throwing out lots of options, grapplers usually make a hole by requiring different defensive approaches than normal. Examples include Raikage and Choji.

Hair: Jiraya’s <A move.

Hitbox: The part of your character that can be hit by attacks

Hitstun: The period after an attack hits you where your character is uncontrollable and not blocking.

Hominiyoma!: Jiraya’s vA, “Yomi Numa”. Comes from the voice acting.

Hurtbox: The part of your character or another object that can hit another character to cause damage during an attack.

Hyuuga cancel: Cancelling certain moves of by pressing the Y button during their startup. Can only be performed by Neji and Hinata.

I Have A Dog: Ritual incantation upon doing literally anything as Kiba. Comes from the tendency for Akamaru to hit people from offscreen when they think they’ve got Kiba. “Did you know I have a dog?” *dramatic pause* Akamaru interrupts special.

If This Doesn’t Make Me Any Money, I’m Not Interested: Ritual incantation upon selecting Kakuzu. Comes from his horrendous voice acting in the english dub and a previous game in the series.

Invulnerability frames: Frames during an animation where your character cannot be hit by attacks at all. You don’t block the attack, it just goes right through you to no effect.

Jumping The Shark: Jumping over the top of Kisame’s vX special.

Kazuzu: The character Kakazu. Comes from an EVAC member not being able to remember Kakazu’s name.

Kunai deflection: Reflecting thrown kunai back at their source by flicking the C-stick just before they connect with your character. Characters can deflect kunai even if they’re coming from behind, or even while performing a move or during movelag. Kunai that have already been deflected can’t be deflected. Only the standard kunai and needle projectiles can be deflected.

Modechange: A move that changes the character’s properties, usually by changing what moves they have or how much damage they do. Sometimes reversible, sometimes not, often a special. Examples include Lee’s gates, Naruto’s two-tailed transformation, Anko’s curse seal, Kakashi and ANBU Kakashi’s Sharingan, and Hinata’s awakening.

Movelag: The period after performing a move where your character is uncontrollable. Chains are performed by entering the appropriate input during movelag.

Moving to Trieste: Betraying someone, usually by agreeing to gang up on someone with them and then attacking them when their back is turned. Comes from a game of Diplomacy played by EVAC members.

Politics: The reasoning used to determine who to attack in a 4-player FFA, the art of influencing that reasoning. Particularly relevant when one player has been eliminated. Strategies include pointing out which players have a win (and therefore will win the entire match if they win again), which players have more health (and therefore are more of a threat to win if they’re not chipped down), and which players are more skilled (and therefore need to be taken down a peg).

Power armour: A move or action has ‘power armour’ if taking damage doesn’t put the character into hitstun while they are performing the move. Often characters take less damage if they take damage in power armour as well. Examples include Choji’s A, half of what the Raikage does, and Sasori when he’s walking.

Pressure character: A character that wins by getting in their opponent’s face (or grille). Usually does that by being fast, throwing out lots of moderately-safe attacks with a variety of options for followups, or threatening to do lots of damage if the opponent slips. Examples include Hinata, ANBU Kakashi, and Lee.

Puppet: A secondary character on the field that can be commanded by the main character or just does its own thing. Usually only used of persistent or nearly-persistent ones – if it’s just part of an attack the term isn’t usually used. Examples include Kankuro’s puppets, Chiyo’s puppets, Kiba’s dog, and Kisame’s water clone.

Show’s Over: Granny Chiyo’s X special.

Sidestep bullshit: Blocking an attack from behind by sidestepping the frame before it hits you. ‘Sidestep nonsense’ or ‘Sidestep block’ is the PG version.

Size of Africa, The: Description of Jiraya’s down-A when he’s in desperation. Comes from a listing all the character’s desperation abilities.

Skilltachi: The character Itachi.

Special: Move inputted with the X button. Usually takes chakra to perform.

Storylined: Hitting a character with a special that was used on them in the actual storyline of Naruto. For example, hitting Kisame with Guy’s Morning Peacock is storylining.

Teching: Cancelling another player’s throw by pressing any of the attack buttons, or cancelling another player’s attack by hitting it with an attack of your own. Throw-teching throws both players away from each other, but with attack teching both players can continue their chain. You can’t tech throws from behind, but you can tech airthrows, even if you’re in hitstun.

Teleport wars: When one player escape-teleports out of another player’s attacks, and the attacking player attempts to respond, by sidestepping, jumping, continuing the chain, or escape-teleporting after getting hit.

Throw to airthrow: Comboing a character’s Y or vY throw to aY.

Turtle character: A character that wins by defending effectively until the opponent slips, and then piling the hurt on. Usually does that by having powerful chains, combos or specials that have slow leadins, fast interrupting moves or wide area of effect moves. Examples include Gaara and Kisame.

Two gates or go home!: Ritual incantation upon someone selecting Lee. Comes from an old EVAC member’s playstyle.

Wakeup special: Hitting a character with a special as they’re getting up from the ground. Usually performed by making sure the special’s hurtbox is inside them after the invulnerability frames end.

Weeaboo Fighter: Naruto Shippuuden Gekito Ninja Special.

Zoning character: A character that wins by controlling their opponent’s movement, often by throwing out attacks with high priority, weird hitboxes, large areas of effect, or that just come from a strange angle. Sometimes have a puppet or similar effect. Examples include Deidara, Shino, and Kankuro.

How To Ninja

So at EVAC we often play Naruto Shippuuden: Gekito Ninja Taisen Special, and we’ve got a lot of built-up knowledge and general expertise with the game, but we don’t yet have a collected repository of all that information. I’m going to write a series of posts going through a bunch of the things we know about the game, general hints about how to play well, and in-depth discussion of each character. These are intended to be living posts – I’ll go back and edit them as we come up with less stupid ways of saying things, or learn new things, or whatever. I’ll start with some general information:

Naruto: Gekito Ninja Taisen Special (or GNT Special for short) is a 3D fighting game on the Wii for 1-4 players. Generally at EVAC we play free-for-all with four players, but sometimes we do one-on-ones or 2v2s. 3 players doesn’t work very well.

The game is much more approach-heavy than most fighting games, and has substantially less focus on input or comboing. Smash Bros. is probably the closest popular fighting game in terms of style. Most of the characters are unique – there’s really only two characters that could be called clones of each other – and a lot of them have special mechanics or things only they can do, sometimes things that seem utterly crazy and broken unless you know how to deal with it. Different characters havevery different styles, in a way that’s rather entertaining.

The game is japanese (and theoretically only playable on japanese consoles…) but the menus are easy enough to navigate without speaking the language. Most of them have representative icons.

You can play with wiimote/nunchuck or classic controller, but gamecube controllers are probably recommended.