Resources

There are four resources your character has in GNT Special. In no particular order:

  • Health
  • Chakra
  • Escape
  • Guard

Health starts out full. It decreases whenever someone hits you with an attack, or connects with an attack that chips. If it reaches zero, you lose. Most characters have the same amount of health, with very few exceptions (ANBU Kakashi, Kankuro, Granny Chiyo, Hinata in Awakened mode). It’s the green meter at the top of the screen near your character portrait.

Chakra starts out at 50%, and then carries over from round to round. It is consumed for X moves, and occasionally some A moves on characters. It increases whenever you do damage, whenever you take damage, and a little bit just for doing some moves. It’s the equivalent of the special meter in other fighting games. It’s the blue meter at the bottom of the screen or just under your health bar.

Escape starts at 50%, and then carries over from round to round. When it is full you can perform escape teleports when someone attacks you, at the cost of the entire meter. It fills up whenever you take damage. Think of it like a second special meter only used for escaping chains. It’s the orange meter next to your health bar.

Guard starts out at 100%, and refills quickly over time when you’re not in blockstun. It is decreased whenever you block an attack, with different attacks doing different guard damage. If it reaches zero, your character suffers a ‘guard break’ – you stagger and are vulnerable to attacks, and you lose all your chakra. There isn’t an explicit meter for guard in GNT Special (Earlier games in the series did have one though). You can get a sense of what your guard is like by looking at the colour of the flash whenever you block an attack – blue means it’s okay, yellow is mediumish, red is quite low.

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Controls

The control scheme in GNT Special is moderately simple, and should be familiar to anyone who’s played Smash Bros.

‘forwards’ here always means ‘the direction your character is facing’, not ‘towards your opponent’.

MOVEMENT

Control stick left/right: Move left/right

Double-tap control stick forwards: Run towards opponent

Double-tap control stick backwards: Backflip

Tap control stick up/up-back/up-forwards: Jump up/up-back/up-forwards

Tap control stick up/up-back/up-forwards (in air): Doublejump up/up-back/up-forwards

L/R: Sidestep left/right.

ATTACKING

B: Melee attacks. Use control stick directions to select which attack – up, down, left, right, and neutral. Characters also have one B attack in the air.

A: Weapon attacks. Use control stick directions to select which attack – up, down, left, right, and neutral. Characters also have one A attack in the air.

Y: Throws, miscellaneous commands on a few characters. All characters have a neutral-Y throw and a throw in the air. Some characters have a down-Y throw. A very small group of characters use other directions with Y for miscellaneous commands.

X: Specials. All characters have a neutral-X special, some have other directions (up, down, left, right) and a few have an air special as well.

A few characters have multiple attacks for a given directional input. Kakazu, for example, can either swing one of his arms upwards or throw a burst of wind upwards for his ^A. What determines which attack you get is whether you press the direction before pressing the attack button, or whether you press the direction just after pressing the attack button.

DEFENSIVE ACTIONS

L (in hitstun, full escape meter): Escape teleport. Teleport behind opponent.

R (in hitstun, full escape meter): Escape teleport. Teleport behind opponent and attack them.

B (in hitstun, just before hitting ground): Techroll. Roll along the ground a bit before getting up and gain 25% chakra

Flick C stick (just before kunai/needles hit you): Deflect kunai

A/B/X/Y (at start of opponent’s throw): Tech throw.

GNT Special uses neutral guard. You automatically block attacks coming from the front as long as you are in the idle state, blockstun, walking backwards, or in the idle state in the air. Some attacks are unblockable.

GROUNDED ACTIONS:

These are actions you can take while lying on your back on the ground

B: Wakeup attack. Your character will do a little leg sweep while standing up.

A: Wakeup teleport. Your character will teleport behind your opponent at the cost of 50% chakra

Control stick forwards/backwards: Roll forwards/backwards

 

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.