Naruto Gekitou Ninja Taisen! 4 Walkthrough :
This walkthrough for Naruto Gekitou Ninja Taisen! 4 [Game Cube] has been posted at 19 May 2010 by lollollol and is called "Mid-String Delay Guide". If walkthrough is usable don't forgot thumbs up lollollol and share this with your freinds. And most important we have 5 other walkthroughs for Naruto Gekitou Ninja Taisen! 4, read them all!
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Walkthrough - Mid-String Delay Guide-------------------------------------------------------------------------------
Naruto: Gekitou Ninja Taisen! 4: Mid-string Delay
Written By: David Hsu
Version 0.89
-------------------------------------------------------------------------------
*---------*
* Updates *
*---------*
11/05/06 (0.895)
Been awhile, eh? Didn't do a whole lot, just added a few more notes on what
can go under Sasuke's fourth B.
03/20/06 (0.89)
Yep, everything from the GNT3 guide was carried over. As for the new
characters, they have been copied over from WillVolution's forums with
permission from their respective authors. Jiroubou, Kabuto and Kimimaro's
guide was written by Eiyujpn/Chris. Kidoumaru's delays were written by
BrandoSerge and Eiyujpn. Kisame and Sakon's delays were written by Gasaraki.
No guides for Tayuya, CS2 Sasuke, OTK Narauto and Awakened Hinata yet. If
you're interested, it could be YOU!
*--------------------*
* Boring Legal Stuff *
*--------------------*
-------------------------------------------------------------------------------
Guides take a long time to write! And if you want to write a good guide, it
takes even longer! Formatting, checking your grammar and spelling, making sure
you gave everyone their credit, a whole bunch of stuff! I'm sure you all know
where I'm getting to. This guide is for the GNT3 community, but it doesn't
mean it can be posted up anywhere without my permission. If you'd really like
to post it somewhere, feel free to contact me. I can't think of a good excuse
as to why I won't consent to free advertising, but I'd like to know if my work
is posted.
Of course, the guide is free for personal use. Print it out, read it, throw it
away, use it for toilet paper... anything's fine : p Just don't claim it to be
your work! I'll be sad and bothered ("I'm calling my lawyer right now") if you
do : (
If you want to add this to your site, do let me know. So far, these sites are
authorized to have this document posted:
http://www.gamefaqs.com
And just in case I'm not making any sense, here's what GameFAQs conveniently
allowed me to copy and paste:
This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation
of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Copyright 2006 David Hsu
-------------------------------------------------------------------------------
*---------------------*
* Contact Information *
*---------------------*
-------------------------------------------------------------------------------
Yo! I'm open to all opinions and suggestions, so don't hesitate to contact me.
Do let me know if there's something I've got completely wrong in the guide. Or
even if there's something that you're not sure about and it's really bothering
you, contact me. Just as long as it's constructive, it's all good!
Or even if you're bored, hit me up to chat : )
AIM: Circle Mailorder
-------------------------------------------------------------------------------
*-------------------*
* Table of Contents *
*-------------------*
- Boring Legal Stuff
- Contact Information
- Table of Contents
- Author's Rant
- FAQ
- Mid-string Delay Options
- Characters:
Anko
Chouji
Gaara
Gai/Rock Lee
Haku
Hinata
Ino
Iruka
Itachi
Jiraiya
Jiroubou
Kabuto
Kakashi
Kankurou
Kiba
Kidoumaru
Kimimaro
Kisame
Mizuki
Naruto
Neji
Orochimaru
Sakon
Sakura
Sandaime
Sasuke
Shikamaru
Shino
Temari
Tenten
Tsunade
Zabuza
- Shout-outs
-------------------------------------------------------------------------------
*---------------*
* Author's Rant *
*---------------*
-------------------------------------------------------------------------------
After playing for a bit, I've come to the conclusion that GNT4 is a very
defensive game. Nearly every character has gaps in their strings, and if
you're playing against someone that takes advantage of them, you'll lose.
If these mid-string delays are studied and capitalized upon, then you will find
GNT4 to be a very different game. GNT4 becomes a jabbing contest (like many
fighting games), where the only safe string for some characters is simply BB.
-------------------------------------------------------------------------------
*-----*
* FAQ *
*-----*
-------------------------------------------------------------------------------
Q: How do I use this guide?
A: First, know this is not a character strategy guide. This is a character
versus guide. The strategies listed are methods of taking advantage of
delay in you opponent's strings.
Find a character you have trouble fighting against and learn the spots where
you can sidestep, back+B or jump out. Remember, all strategies listed are
assuming you are blocking. Block stun is pretty short, at least when
compared to hit stun.
---
Q: What are strings? Do you mean combos?
A: When I say "string", I mean a preset chain of attacks. Most people may call
this a "combo", but I've been taught that a combo is a *combination* of
strings. For example, Naruto's BBBB is a string. Naruto's Down+BABBBB is
also a string. But if you *combined* the two and formed BBBB->Down+BABBBB,
you've made a combo.
---
Q: What do you mean when you say "main strings"?
A: When I refer to a character's "main strings", I'm referring to the first set
that I've listed, which is also the first listed in the character's in-game
move list.
---
Q: Autoblock? My friends and I call it...
A: For every character's Back+B, the first frames will automatically place your
character in block. There are many names that people have given for these
frames: autoblock, autoguard, soak, absorb, et cetera. But for the purposes
of this guide, I'll be calling it "autoblock".
---
Q: Launcher hit? I know a few other names...
A: Hits that lift your opponent off the air even on block are given lots of
names. Some people call them lift, float, and so forth. I just call it a
launcher hit because it launches them up. But then again, on block... they
don't really "launch", they just sort of "float". I may consider changing
my wording to float someday, we'll see what happens : )
Q: Hey! In one of your Character Specific sections, you didn't list a few
characters that can also take advantage of the delay!
A: Testing all these characters to see if they specifically can take advantage
of a single delay is tiring! I admit I test those that I have a hunch on
first, then test randomly until I get bored. If you find a character that I
didn't list, don't hesitate to let me know! I will be certain you receive
the credit you deserve : )
-------------------------------------------------------------------------------
*--------------------------*
* Mid-String Delay Options *
*--------------------------*
Sidestep
--------
When sidestepping an attack, take note of which direction the opponent's attack
is coming from. Don't sidestep into the direction of the attack.
For example, visualize yourself standing face to face with an opponent. If the
opponent is going to kick you with his right leg (your left side), you don't
dodge towards the left side. You dodge to the right. Same applies in this
game.
In most cases, sidestepping a character's attack means you end their string.
Unfortunately, that doesn't always mean you can punish. What determines if you
can punish is the delay of the move sidestepped and the speed of your punishing
move. In most cases, it is the delay of the move sidestepped. Even Rock Lee
and Gai's neutral B isn't aren't fast enough to punish most moves. When this
happens, you have three options.
1. Throw. Most moves enough delay to punish with a throw. Problem is, your
opponent can tech out of this.
2. Sidestep again. If your timing is precise, the enemy's back will be wide
open. However, this isn't flawless. The opponent usually has enough time to
turn around and block whatever combo you may attempt. But if your game is all
about guard crushing, this is an option to consider.
3. Start a combo anyway. If your opponent is just mashing B, then your combo
will connect during the startup delay of opponent's neutral B.
From these three options, the opponent will either get hit or be forced to
block you. If your opponent is smart, they will never mash B. Your opponent
will also avoiding jumping. If the opponent jumps, option two will allow you
to catch their back wide open upon landing.
Constantly mix up your options. Forcing the opponent to focus on which option
you choose will eventually break their concentration and get hit, or at least
allow you to peel at their guard.
But to be honest, you will rarely be using the sidestep in mid-string delay.
Skip all this complicated hogwash, Back+B is your friend.
Back+B
------
Sidestepping isn't the best option when the window to sidestep is too
difficult, or the sidestepped move doesn't have enough delay to punish. In
these sitatuions, Back+B is your friend. Unfortunately, Back+B isn't flawless.
You have autoblock, but remember that strings continue whether they're blocked
or not. This means that even if you Back+B in midstring delay, it is possible
for your opponent to continue the string and let one hit get autoblocked, but
have the next one connect. What determines whether your Back+B is successful
depends on your opponent's attack after the autoblock, the speed of your
Back+B, and the positioning of your Back+B.
In some cases, the opponent's mid-string delay is caused by a launcher hit.
Launcher hits will lift your character's body off the ground even if you are
blocking. If you Back+B a launcher hit, your character and the opponent will
be pushed a distance apart. This is a problem because the push will usually
create a distance where your Back+B will miss (unless you're against the wall),
and the opponent will punish.
Characters with a noteworthy Back+B:
- Ino: Fastest Back+B in the game, body crouches for a moment, Back+B string
- Sakura: Quick, forward movement, able to Y-cancel/break for follow-up
- Haku: Fast Back+B, forward movement
- Mizuki: Fast Back+B, body crouches for a moment, lunge covers large distances
- Jiraiya: Back+B sets opponent up for neutral B strings
- Shikamaru: Can't be punished if Back+B is blocked: follow-up A for teleport
For the rest of this guide, I will be assuming that you are not against a wall
during Back+B. With this assumption, I'll explain the opponent's after-Back+B
next hit and body positioning in order to determine if your character's Back+B
will connect. Unless you are Ino, Sakura, Mizuki, or a character with a Back+B
that makes the opponent miss (not autoblock), a wall during Back+B will always
mean you will miss.
And as a general rule of thumb with Back+B, do it whenever someone tosses a
projectile from close to mid-range. Depending on your character, you'll tag
them most of the time.
Jump or Walk Backwards
----------------------
Sometimes, the move will have so much delay that you can simply walk or jump
of the range. And since the opponent's last hit isn't connected, they'll be
caught in the delay of that move. Punishment is the easiest in this situation.
Of course, don't let this encourage you to always walk backwards... the wall
will end this strategy!
In rare occasions, you'll actually be able to jump over the opponent during
mid-string delay : p
*------------*
* Characters *
*------------*
-------------------------------------------------------------------------------
- short delay
~ medium delay
= long delay
-------------------------------------------------------------------------------
ss = side step
b.B = Back+B
j.A/B = Jump+A/B
d.A/B = Down+A/B
f.A/B = Forward+A/B
u.A/B = Up+A/B
-------------------------------------------------------------------------------
*------*
* Anko *
*------*
B~B~B~B=B=B
B~B~B~B=B=A
B~B~B~B=A
B~B~B=A
-------
The first three-four B's can be Back+B'd by a person with a fast Back+B. These
all have lag at the end if blocked (except for #2. because of the snakes), so
punish accordingly.
String 1: Sidestep after B~B~B~B and the string ends. The last B can be Jump
A/B'd, sidestepped or Back+B'd.
String 2: Sidestep after B~B~B~B and the string ends.
String 3: You can Back+B the last A.
String 4: Sidestep or Back+B the last A and punish.
Forward+B=B=B
Forward+B=B=A (counter)
Forward+B=A
-----------
String 1: Back+B after Forward+B or Jump A/B after Forward+B=B. You can punish
the lag at the end.
String 2: Same as #1, except it leads to a follow up string which is only
another B/A. The B is an attack (the end of #1) and the A is goes into Anko's
counter stance.
Heres what to do for her counter stance. If she lays on the ground just wait.
If she does B, block and punish. If A, then wait until she gets back up and
punish. You can also Jump A or X if she does A.
Note: She can cancel with Y to get back up, but you can still punish.
Back+B=B
Back+B=A (counter)
------------------
Same as strings 1 and 2 of the Forward+B set.
Down+BB~B=B=B
Down+BB~B=B=A
Down+BB~B=A
Down+BB=A
---------
Same strategy as the main strings, seeing that the Down+B is pretty much the
same.
Down+B=AA=A
Forward+AA=A
Up+B=A
------
String 1: Sidestep after Down+B and the string ends. The last A misses and
will have enough lag to punish at the end.
Dash+B=B
Dash+BA
-------
String 1: Back+B or sidestep after the first B.
String 2: Safe string for Anko.
-------------------------------------------------------------------------------
*--------*
* Chouji *
*--------*
B-B-B-A
B-B-B-B
B-B=A
B=A
---
BB, which is supposed to be a universally safe string, is not safe for Chouji.
It is safe at the end, but it is possible to Back+B the second B and hit him
before he recovers from the B animation.
If Chouji isn't using BB as his "safe string", he'll use BA. The delay between
B and A is pretty large. Easy to sidestep, easy to Back+B.
For the first two strings, Chouji's body will be lifted higher than your
character's body, since the final A or B attack is a body crush. This means
if you want to interrupt him, air projectiles will probably miss him. An air
melee attack would be better.
Forward+B~A~BA
Forward+B~A~BB
Forward+B~A=A
Forward+B=B=A
-------------
The first two strings are the same as the first two in Chouji's main strings.
He probably won't be doing them too often because of how open he is at the end.
Don't try to sidestep after the Forward+B, it's too risky. Back+B instead.
Down+B~B-A
----------
A bit tough to sidestep. Back+B is also tough, since the second B is a
launcher hit. Don't try to tag the last A with an air projectile, you'll
get caught by his last A.
Up+BB
Up+BA
-----
These are the endings to Chouji's main strings. They're sort of a bad idea for
him, don't worry too much about it.
-------------------------------------------------------------------------------
*-------*
* Gaara *
*-------*
BB-B-B-A~A
BB-B-B-B
BB-B=A
------
Consider using Back+B in the first or second gaps if your character has a fast
Back+B. Sidestepping out is near impossible.
In the first two strings, it's possible to catch Gaara in his fourth B, but the
timing is difficult. A tip is to watch the block shield diagonally below you
and learn to time your air projectile about the same time your shield would
come out.
Gaara's BBBA is the one that ends with his Forward+A. There's lots of delay,
but you'll still get hit by the sand if you sidestep. Instead, jump right over
him and retaliate accordingly.
BB-A-B-A~A
BB-A-B~B
BB-A-A
------
These are the strings that you'll probably be seeing if you're blocking Gaara.
The third attack is Gaara's Up+A, which is a launcher hit. As a reminder, that
means your Back+B will be useless, unless you're against the wall. It's
possible to tag Gaara with an air projectile right after his third attack, but
the timing is very difficult and impossible for the first two strings if you're
against the wall.
BBAA is Gaara's safest string. If you're against the wall and he does this,
use your air projectile to catch him with the delay at the end of the string.
It's possible to sidestep the first gap in these strings, but it is very
difficult. On top of that, Gaara may switch to his first set which it is near
impossible to sidestep out.
You can jump over Gaara during the first delay of these strings, but you can't
jump back. But of course, Gaara can still switch to the first set.
Forward+B-B-A~A
Forward+B-B-B
Forward+B=A
-----------
Forward+B is the third attack of Gaara's main strings. It's possible to Back+B
the first delay, but only if your character's Back+B is fast enough.
Back+B-B-B
Back+B-B=A
----------
Back+B pushes you back if you block, so the second B will miss if he continues.
Of course, if you're against the wall, use Back+B.
Up+AB-A~A
Up+AB-B
Up+B=B
Up+B~A
------
For the first two strings, the second attack is the fourth attack of the main
strings.
The last two strings are poopy.
Down+B-B-A~A
Down+B-B-B
----------
Second B is the fourth B of the main strings.
Down+B~A-B-A~A
Down+B~A-B-B
Down+B~A-A-A
------------
After the first A, timing for your air projectile is not too hard. Careful not
to screw up the timing if he pulls the last string, Gaara's infamous Down+BAAAX
will catch you.
-------------------------------------------------------------------------------
*--------------*
* Gai/Rock Lee *
*--------------*
1st set:
1. BB~BB=A
2. BB~B~A
3. BB~A~A=A
4. BB~A~A=B
1. After BB it is possible to ss. (needs timing). BBB, BBBB, BBBBA is not safe,
if he does any of these punish the lag.
2. For the last A, ss
3. if you b.B after the after the BB you will get knocked back. After BB~A you
can j.A. Or after BB~A~A you can j.A. Also if he does the last A it will miss
so punish.
4. Same as #3 except the last hit. If he does it you can time a j.A/B or just
land and turn around and punish.
2nd set:
1. A~B~BB=A
2. A~B~B=A
3. A~B~A~A=A
4. A~B~A~A=B
Same as set one.
3rd set:
1. f.BB=A
2. f.B=A
If he only does f.B then attack, if he does f.BB punish, if he does full string
punish.
4th set:
1. b.BB~A=B
2. b.BA
same as set one. #2 is safe for lee only, gai can be punished after.
5th set:
1. d.BB~A=A
2. d.BB~A=B
3. d.BA
same as set one. #3 is safe for lee only, gai can be punished.
6th set:
1. u.B=A
2. u.A~BB=A
3. u.A~B=A
same as set one.
Gai has the same strings as lee, but his d.BA and b.BA are punishable and lees
isnft. His strings may also look different than lees.
-------------------------------------------------------------------------------
*------*
* Haku *
*------*
BB~B=A~B=A~B
BB~B=A~B=A~A
BB~B=A~B-B
BB~B=A~A
BB~B-B-B
--------
Haku's third B is a small sliding shoulder attack which gives you small time to
sidestep. Most Back+Bs can stop this, but the timing must be on.
Haku players will use BBBBB as their safe string. If you don't feel like using
the above strategy, toss your air projectile after the fourth B. Whether he
continues the last B or not won't matter, he'll get hit either way.
The only strings other than BBBBB will begin with BBBA. The A is forward
moving spin to slash, but it's slow. Feel free to sidestep and punish. If
you're not sure and want to Back+B, it's risky. He'll usually follow-up with
B, which is a sweep that can avoid most Back+Bs.
You can also simply jump backwards or over Haku for his fifth attack, the
sweep. Since the sweep won't connect, his string will end there.
Just so you know, the last B in the first string is Haku's Back+B. In other
words, the autoblock is there.
BBAA
BBAB
----
If you're messing Haku up after BB, he'll use these as counter-strings. The
third hit jumps over you and the next attack punishes for your missed Back+B.
Be careful, it's tough to match your Back+B reflexes when Haku mixes it up with
these.
BAA
---
This is an interesting string. Single jab to needle projectiles. It's almost
not a string, it's more of a fake out move. Since Haku probably won't be using
these at close range, knowledge of this string is useful to your distance
games.
Forward+B=A~B=A~B
Forward+B=A~B=A~A
Forward+B=A~B-B
Forward+B=A~A
Forward+B-B-B
-------------
Forward+B looks familiar, no? It's the third B in Haku's main strings. You
know what to do : )
Down+B=A~B
Down+B=A~A
Down+B-B
-------
Down+B is the fifth attack of Haku's main strings, the sweep. The delay after
Down+B won't be too useful since Down+BA is Haku's overhead jump and Down+BB
is too fast. The only option is to block the strings and punish, or prepare
your Back+B if Haku jumps. Remember that Haku can decide to end his strings
after the jump, so don't let him bait you into whiffing your Back+B.
Up+B~B=A~B=A~B
Up+B~B=A~B=A~A
Up+B~B=A~B-B
Up+B~B=A~A
Up+B~B-B-B
---------
The second attack from these strings are the third attack from Haku's main
strings. Remember that the sliding shoulder attack is not too hard to sidestep
or Back+B. Refer back to the main strings for other tactics.
Up+B-A~B-B
----------
This Up+B string will disrupt you if you're trying to take advantage of the
delay right after Up+B. The delay here is extremely small, do not try your
luck. However, because the A is not a move forward, you are able to jump out
of this string after A.
If Haku is considering this string, you can play it safe by attempting to jump
out and tossing an air projectile after the second attack. The only Up+B
string that could avoid this strategy is Up+BBBB, but even then, at least
you'll be blocking.
Down+ABB
--------
Down+A is the second attack of the string we just studied, Up+BABB. Jump out
and air projectile this one.
Forward+A~B=A~B
Forward+A~B=A~A
Forward+A~B-B
Forward+AA
------------
Forward+A is the fourth attack of Haku's main strings. You know the drill.
-------------------------------------------------------------------------------
*--------*
* Hinata *
*--------*
BB~B~AB-B=A=A
BB~B~AB-B-B
-----------
This is Hinata's bread and butter. Your focus will be interrupting her between
the second and third B. You won't be able to sidestep here, but Back+B is
safe. The spot between the third B and first A is risky. You can sidestep,
but it's very difficult. Back+B is not recommended either, her next attack
comes out fast. If you're caught near the end of the first string, you may
want to sidestep or Back+B her final A attacks. But if Hinata catches on, she
will switch to the second string, and may be hit. Even if Hinata doesn't feel
like switching, she can simply cancel the last B attack, block your Back+B,
punish.
BB~BB~A
BB~BB~B
-------
Some Hinata players will use the first string to begin combos. The last A can
be cancelled if needed, so it is safe for her. But since you're focusing on
the delay between the second and third B, you'll tag her before she gets this
far.
BB=A=A
------
This is the string that wise Hinata players will switch to when they figure out
what you're doing. If you Back+B after the second hit expecting her other
strings to pull through, her A attacks will tag you. You can easily sidestep
these attacks (assuming you sidestep the right direction), but you can't
sidestep after the second hit if she uses the other strings.
Forward+B-B=A=A
Forward+B-B-B
-------------
These strings are the second half of Hinata's main strings. Same rules apply.
Down+AB-B=A=A
Down+AB-B-B
---------
These strings are the second half of Hinata's main strings. Same rules apply.
Down+B~B
--------
Not sure why Hinata would use this string, it's not a good one. Back+B if you
see her enter the position of Down+B, this is the only string for Down+B.
-------------------------------------------------------------------------------
*-------*
* Iruka *
*-------*
BB=B~B=B
BB=B=A=A
BB=B=A=A
BB=B=A=B=B
BB=B=A=B=B
BB=A~A
------
The 3rd B can be sidestepped, ending the string. Also can be Back+B'd.
Fourth B can be Back+B'd but you will be pushed back. You can jump out of the
last B and interrupt with Air A or B. You can also block the last B and throw.
The fourth attack which is A is the teleport. If Mizuki does the follow up
attack after the teleport, your neutral B should be fast enough to interrupt
him. You can also simply block and throw.
For the last string, the A is Iruka's projectile which means huge delay. You
can jump, Back+B, sidestep, or even interrupt with your standing B. If you
sideside the A, be prepared for his lunge attack B which can still come out.
Forward+B~B=B
Forward+B~B=A
Forward+B=A=B=B
Forward+B=A=B=A
---------------
These are the endings of the first set. Sidestep, teleport, or punish after
blocking.
Down+B=B=A~A
Down+B=A~B
Down+A~B=B
Down+A~B=A
Down+A=A=A
Down+A=A=B=B
Down+A=A=B=A
------------
Except for the first string, these are much like the main strings.
Depending on the distance, you can walk out after Down+B.
Up+B=B=A~A
----------
Even though this string is unique to Iruka and not Mizuki, it's not very good.
-------------------------------------------------------------------------------
*-----*
* Ino *
*-----*
1st set:
1. B-B-B~B~B=B
2. B-B-B~B~B=A
3. B-B-B=A
4. B-B=A
1. You can b.B any of the Bfs if you have fast or soaking b.B. The last B will
miss so turn around and punish.
2. same as #1. but the last A will hit if you try anything, it will miss if you
stand still.
3. Turn around after the tele, you cant punish.
2nd set:
1. f.B=B=B
2. b.B=B=B
3. b.B=A
1. the second B misses so punish when she lands in front of you. You can also
j.A after the first B. You can j.B if itfs a neji/sasuke etc. diving type j.B
and it will hit ino if she continues the string.
2. Her b.B pushes you back, so the next b will usually miss, if so just attack.
3. s.s/b.B if hit has range after the first B.
3rd set:
1. d.B=B~B
2. d.B~A
1. After d.B you can ss/b.B ( the string ends). You can b.B the last B, might
not hit. Or you can punish lag at the end.
2. punish the lag at the end or b.B the last attack.
4th set:
1. dash B=B
2. dash AA=A
3. dash AA=B=B=B
1. j.A after the first B or land and punish the lag at the end.
2. After the second A. Jump straight up and j.b if its an overhead smash type
j.B ( example. Jiraiya, chouji, haku, kankuro etc.)
3. the tele kick misses so punish.
5th set:
1. d.A=A
2. d.A=B=B=B
1. same as set 4 (#2)
2. after d.A=B, the tele kick misses so punish.
-------------------------------------------------------------------------------
*--------*
* Itachi *
*--------*
BBB=BB=B
BBB=BB~A
BBB=BAB
BBB=BAA
-------
Simple. Sidestep after the third B, his string ends. Even better, there's
enough delay to punish. And since he uses the same fist to attack, you can
easily tell which direction you need to sidestep. Back+B is possible, but
risky for characters with a slow Back+B.
Characters are also able to jump out during the delay. But this is dangerous,
because Itachi may switch to BBBAA which can catch you in the tiny delay before
a jump.
Character Specific:
- The following tall/adult characters can also walk backwards out of Itachi's
fourth B:
Gai
Iruka
Jiraiya
Kakashi
Mizuki
Sandaime
Tsunade
- Anko, Itachi, Orochimaru and Zabuza are exceptions, most likely because the
speed of their backwards walking is slower than average (unsure on Zabuza).
If you are playing as a character that can walk out of Itachi's fourth B, this
is probably the safest option. If Itachi chooses to do BBBAA, you'll be
blocking at the least.
As for the delay at the end of the first two strings, I recommend sidestepping.
You can Back+B the first string, but the second will need a lunging Back+B.
BBB-AA
------
This is a problem. Most Itachi players believe BBBBB is their safe string.
But of course, you'll be proving them wrong when you keep interrupting BBBBB.
The delay between the third and fourth hit is tiny. A sidestep will not work.
As for Back+B, it depends on the character. The last two A attacks are the
last two A attacks of Forward+AAA. A fast Back+B will tag him before he calls
out a jutsu. If it's of normal speed, you'll hit at the same time, and your
attack and his bunshin attack will miss. If you play conservatively, Back+B
may be good because both of you will have your backs facing each other.
If you choose to block the entire string, there is delay at the end. However,
there are a few characters that are unable to take advantage of that delay
because of the lack of speed or range in their attacks. For these characters,
try to be against the wall at the end of the combo to eliminate the range
issue, or to throw. For some characters, you are able to catch Itachi with X
at the end of the string.
Forward+BB~B
Forward+B=A
-----------
The first string can be Back+B'd by many characters. Time your Back+B to
follow the second hit, Itachi players will attempt to confuse you with the
second string, which ends with his teleport Back+A.
Forward+BB-AA
------------
The AA in this string is the same as the AA in BBB-AA. Same strategy.
Down+BB=B=B
Down+BB=B-A
Down+BB=AB-B=B
Down+BB=AA
Down+B~A=B
----------
Memorize what Itachi's Down+B looks like. From there, always sidestep after
the second hit. His string will end, and you will punish.
If Itachi's only doing the first two strings, you can screw around and just
jump diagonally out of his string and toss an air projectile.
Forward+AAA
Forward+A~B
-----------
If Itachi does the first string all the way through, throw him. If he does the
second string.. then punish. It's not a safe string.
Up+AB-B=B
Up+AA
-----
Back+B the first string, depending on your character.
Down+A~B
Down+A=A
--------
Back+B is risky, Itachi may trick you by teleporting on second string.
-------------------------------------------------------------------------------
*---------*
* Jiraiya *
*---------*
BB-B-A-B=B
BB-B-A-A
BB-BB
-----
Jiraiya's safest string is BBBB. There is not enough delay at the end to
punish with a physical attack. Unfortunately, there is enough delay to run up
and throw Jiraiya. Also, characters with fast b.Bs can interrupt BBBB.
Every other string is filled with delay, Back+B as you please.
BB-A-B-B
BB-A-B-A
BB-AA
-----
BBABA is the only string here that doesn't have delay at the end enough to
punish. But of course, you're free to Back+B.
Forward+B-A-B=B
Forward+BB
----------
Forward+B is the third B of Jiraiya's main strings. Jiraiya's Forward+BB is
unpunishable, but he'll be doing BBBB instead.
Back+B~A
--------
If you block Jiraiya's Back+B, he'll probably try to finish with A to avoid
punishment. He probably won't expect you to take advantage of the delay
between Back+BA. Punish with neutral B, Back+B, sidestep... you can even jump
over and behind him.
Down+B-B-B
Down+B-B-A
----------
Back+B, easy.
Dash+A-B=B
Dash+A-A
--------
Dash+A is Jiraiya's fourth hit from his main strings. Back+B.
-------------------------------------------------------------------------------
*----------*
* Jiroubou *
*----------*
1. BB~B=B
2. BB~B=A=A
3. BB~B=A=B
4. BB=A
-------
B/BB/BBB are not safe.
#1-3: You can b.B the 3rd B. you can j.A or jump away after 3rd B but for the
first string your kunais will miss.
#2-3: You can j.B after the 3rd B.
#4: SS/b.B/j.A after the second B.
1. f.B~B=B
2. f.B~B=A=A
3. f.B~B=A=B
------------
f.B(B) is not safe. These are just the ends of the first set; same strats.
1. u.B=B=A
2. d.B~B=B=B
3. d.B~B=A
4. d.B=A
--------
#1: j.A/B/escape after the second B. IF you j.A after the first B the kunais
will miss but you can j.B and hit.
#2(3): b.B the second B. SS/b.B the third B(#2)
#4. Can run and throw/ attack when hes recovering or special the moment you see
the A.
1. b.B=B
2. b.B=A
3. dash A=A
-----------
#1. Lag at the end.
#2. kinda safe, but if he teleports in front of you, hit him while hes in lag.
#3. If he does the last A in an open field it will miss, if in corner you will
get hit. If he does only the first A, its safe.
-------------------------------------------------------------------------------
*--------*
* Kabuto *
*--------*
1. B~B=B~B=B
2. B~B=B~B=A
3. B~B~A~B~B=B
4. B~B~A~B~BA
5. B~B~A~B~A~B
6. B~B~A~B~A=A
7. B~B~A=A=A
------------
If you block the first B, you can pretty much mash b.B and it will autoblock
the second B and hit. Of course, that's if your character's b.B is fast
enough. You can also sidestep the B if it's in right direction. But if you
can't do it, shoot for BB.
#1-2. The 3rd B can be sidestepped, if in the right direction. You can also
jump out, but it gets tricky. Only some characters are able to jump out due to
hitboxes. Some characters that can jump out are: Gai, Lee, Neji, Kakashi and
Sasuke. There's probably lots more, these are just the ones that were tested.
If you have a character that ends up blocking on jump, Kabuto's next B will
miss and the string ends. If you choose to block until the 4th B, you can
sidestep it in the right direction or j.A immediately after.
#3. You can b.B the A and sidestep the B after BBA. If you're blocking
everthing, you can j.A at the end.
#4. Same, but if u try to kunai at end, he will beat you to it.
#5. You can b.B the last part, but it will knockback. If blocked, it's safe.
You can also b.B the last A of BBABA.
#6. The A can be sidestepped, but he can switch to Bs for hit. If you block it
and try to punish the lag at the end, he has autoguard frames and he will not
be punished. Even if you b.B, he will autoguard.
#7. Sidestep, b.B the lag.
1. d.B~B=B
2. d.B~B=A
3. f.BB=B
4. f.B~A~B
5. f.B~A=A
----------
Same as the ends of set 1.
#3. You can j.A the 2nd B.
1. f.A-A=A=A
2. f.A-A~B~B~B=B
3. f.A-A~B~BA
4. f.A-A~B~A=A
5. f.A-A~B~A~B
--------------
The problem here is that you can b.B the 2nd A, but he will hit you. You can
b.B the last, and he will still hit you. Kabuto can switch between the f.AAA
and f.AAB and hit most b.B or sidestep attempts. But if you sidestep the right
direction in some cases, sometimes he will whiff.
-------------------------------------------------------------------------------
*---------*
* Kakashi *
*---------*
1. BB~B=B
2. BB~B=AA
3. BB~B=AB
4. BB=A
-------
1. After bb it is possible to s.s. but it is hard to time. You can always b.b
it. The last b misses so turn around and punish. Kakashi will try bb or bb~b
for safety, but if they do bb~b only you can immediately through which will be
hard to tech. Plus if their in s. mode they will usually do b.a to escape after
bb~b but you can stillthrow or punish recovery.
2-3. If they try full string the last two attacks miss, so turn around and
punish.
4. s.s/b.b after bb.
1. b.b=b=b=b
2. b.b=b=b=a
3. b.b=b=a=b
------------
1-3. You can s.s/b.b after b.b. If you s.s then you have to s.s twice (the
string doesnt end. You can s.s/b.b the third b. The rest misses, so turn and
punish.
1. d.b~b=b
2. d.b~b=a
3. u.b=b
--------
1-2. You can b.b after d.b or b.b/s.s the last attack.
3. You can s.s/b.b/j.a-b after u.b.
1. f.a~b~b=b
2. f.a~b=a
3. f.a~b~b=aa
4. f.a~b~b=ab
-------------
Same as set one except for the f.a as the first hit.
1. dash a=b=b=b
2. dash a=b=b=aa
3. dash a=b=b=ab
----------------
same as set two.
-------------------------------------------------------------------------------
*-------------------*
* Sharingan Kakashi *
*-------------------*
S.Kakashis strings are basically the same except for maybe one or two extra
hits. I'll list the strings that are different.
1. bb=b~b=b
2. bb=b~b=aa
3. bb=b~b=ab
------------
1-3. The extra b doesnt help as it has big delay. You can s.s/b.b but the
string doesnt end if you s.s.
1. d.bb=b~b
-----------
same as set threes #1. except for the extra b (which can be s.s/b.b) and the
last b does two hits instead of one(which you cant s.s and if you b.b you might
get hit or knocked back.
1. f.ab=b~b=aa
2. f.ab=b~b=ab
--------------
same as set fours #3-4. except the f.a does two hits instead of one (which the
second hit can be s.s) and the extra b.
-------------------------------------------------------------------------------
*----------*
* Kankurou *
*----------*
1. BB~B=B
2. BB~B=A=A
-----------
1-2. Can b.B after second B but u will be knocked back. After third B u can
punish wit j.A, unless he moves karasu up w/ him, ex (BB, forward to move
karasu up, B (you j.A) and karasu takes hit but ur safe.
1. B~AA=A
2. BB=AA=A
3. BB=A-B-B~B
4. BB=A-B-B=A
5. BB=A-B=AAAAAA
6. BB=A-B=A=B
-------------
1. The first A can be b.B and the last A you can ss.
2-6. After the second B you can ss. And punish the A, (the string ends after
ss.) You can also jump or b.B
(2) Last A can be ss just incase u blocked the whole string.
3. After A , the B-B~B can be b.Bfd by a fast character. The last B can be
b.Bfd, but your attack will miss.
5-6. After BB=A-B, if you blocked it, the next A can be ss (if ss the string
ends.) and punished, it can also be jumped or b.Bfd..
(6) All the way up to BB=A-B=AA (A, sometimes the third A can hit). The rest
will miss and you can punish.
1. d.B~B=B
2. d.B~B=A+A
------------
1. f.B=A=B
2. f.B-B~B
3. f.B~B=A
4. f.B=AAAAAA
-------------
1-4. These are the ends to the main strings of set one or two, just b.B or ss.
1. f.AA=A
2. f.A~B-B=A
3. f.A~B-B=A
4. f.A~B=A=B
------------
1-4. Endings to the main strings of set one and two, just ss and b.B where u
see fit.
-------------------------------------------------------------------------------
*------*
* Kiba *
*------*
1. BB-B=B
2. BB-B-AA=B
3. BB-B-A=B=B
4. BB=A=A=A
-----------
1. The third B can be b.B, the last attack can be ss/b.B/j.A-B, you can even
attack. Kiba doesnft have a safe BB, BB-B, or BB-B=B.
2. You can b.B the third B if you have a fast/soaking b.B. If kiba does full
string punish the lag at the end w/ a low attack or some specials work. If kiba
stops at last A, j.A
3. You can b.B after the A. You cant ss cuz kiba will hit you.
4. This depends on akamarus location. If he is not near kiba, attack him
immediately during the Afs, if he is near block the first two Afs then land,
run and punish. You can ss all of them but you might not punish kiba.
1. f.B=B-B
2. f.B=A
3. d.B=A
4. f.A=B
--------
1-4. After the first attack, j.A (j.B if #1-2). For #4 j.A if he doesnft do
the next B. If he does block and punish the lag at the end wit a low attack or
some specials might work.
1. u.B=B-B=B
2. u.B=B-AA-B
3. u.B=B-B-A=B-B
4. u.B=B=A=A=A
--------------
1-4. Same as set one except after u.B you can ss/b.B even attack.
1. dash B=B
2. j.B=B
--------
1-2. This depends on which direction the second B will go, he can go back,
forwards, and diagonal back/forwards. If you see that he will spin again attack.
If you block it and he goes forward, block it then punish. If up, then punish
while he falls. If (diagonal) back you can dash/run and punish. If diagonal
forward, turn around and punish.
1. dash A~A
2. dash A~B=B-B=B
3. dash A~B=B~B-AA=B
4. dash A~B=B-B-A=B=B
5. dash A~B=B=A=A=A
-------------------
1. b.B after the first A.
2. same as set one.
3. this depends on akamaru, he will most likely not be near if kiba dashed. If
so the Afs will miss so just attack.
-------------------------------------------------------------------------------
*-----------*
* Kidoumaru *
*-----------*
1. BB~B~B=B
2. BB~B~B=A
3. BB~B=A
4. BB=A~B=B
5. BB=A~B=A
6. BB=A=A
---------
#1-2: You can sidestep the 3rd B in the direction of his rear leg. You can b.B
the third B, but if he does #1, then it will probably miss. If you try to
kunai at the end of the strings, he can do B to avoid it or A to hit you.
If you try to b.B the 4th B, you will be pushed back and you might be hit by B
or A. You can also back dash the 4th B, but if he mixes it to #4, he will hit
you.
#3: ss/b.B/b.A the last A, or you can jump out. You can b.B the 2nd B, but he
can mix it to #1-2 and hit.
#4: You can ss or b.B the first A. If you j.A after the last B, you will miss.
If you try to kunai, he can switch to A for safety and hit you.
1. d.B-B~B=B
2. d.B-B~B=A
3. d.B-B=A=A
4. d.B-B=A=B=B
5. d.B-B=A=B=A
--------------
#1-2: These are just the same as the first set.
#3: Same as first set, except for an extra A that can be ss/b.B/j.B after.
#4-5: Same as first set, except for the extra A.
1. f.B=B=A
2. f.B=B=B
----------
#1-2: Sideside the second B, if you b.B it you will be knocked back.
1. dash AA-A
2. dash AA~B=B
3. dash AA~B=A
4. dash AB=B
------------
#1: You can jump while in the air to jump over Kidoumaru or choose to block it
and j.A after it. But if he does only AA, its safe.
#2-3: End of first set.
4: ss/b.B the last hit.
-------------------------------------------------------------------------------
*----------*
* Kimimaro *
*----------*
B is like the only safe option he has besides delaying or mixing up some
strings. BB not safe. d.BB(B) not safe. f.B(B) not safe.
1. BB-B~B=B
2. BB-B~B=A
3. BB-B~A=A
-----------
#1-3. You can possibly ss the third B if you have good timing. For the first
two, you can b.B the third B but you will be pushed back and you might miss.
If he mixes it to the third one, you will get hit.
#1-2. After the third B, you can j.A. If you do it too late, you'll get hit.
After the fourth or fifth attacks, you can j.A
#3. You can j.A after 3rd B, but if you time it wrong youll get hit by A.
The last A can be b.B'd, but you might get hit. You can also ss, jump/j.A/j.B
it.
1. f.B-B=B
2. f.B=A=A
3. f.B=A=B~A=A
4. f.B=A=B=B=B
5. f.B=A=B=B=A
--------------
#1. you can ss the last B. Everything is just like the 1st set.
1. d.BB=B
2. d.BA=A=A
3. d.BA=B
4. d.BA=A=B
-----------
#1. can ss the last B
#2-4. just j.A after the first A or at any points after.
1. u.B=A
2. dash B=B
3. dash B=A
-----------
Just ss all of them...if they just do dash B you can b.B or neutral B but you
risk getting hit by the next hit if he mixes it...
1. f.A~A=A=A
2. f.A~A~B=A
3. f.A-B~B=B
4. f.A-B~B=A
5. f.A-B~A=A
------------
#1-2. you can b.B the 2nd A but i think might clash/get hit/ miss and he can
still continue the next A. you can also ss the second A but u have to ss twice
because his string wont end.
#3-5. ends of the first set, j.A watever.
1. d.A=A
2. d.A-B~B=B
3. d.A-B~B=A
4. d.A-B~A=A
------------
#1. you can jump/j.a/j.B but if you try to ss you will get hit.
#2-4. ends of 1st set.
1. u.A=A=A
2. u.A=A=B
----------
j.A after any of the gaps.
-------------------------------------------------------------------------------
*--------*
* Kisame *
*--------*
B and BB are safe. BA is NEARLY safe, more on that later.
1. BB~B~B
2. BB~B=A
3. BB=A~A=A
4. BB=A~A=B
5. B~A~B=A
----------
#1. only BB is safe, 3rd and 4th B's can be b+B'd easily. However, should you
delay the 3rd B just a moment, it tends to knock people out of their b+B so you
can finish with #2 if it hits.
#2. Providing they missed the b+B chance from BBB, you can mix it up to this
string if they try to b+B your 4th B and it'll punish them.
#3. After BB they can SS your next slash on reaction, while some people can jab
you out of it like Rock, Gai, Kabuto, and I think Gaara and Shika. You can do a
bit of mixup between BBB and BBA, but it's not guarunteed at all so long as
they watch carefully and SS only if they see the A start up. After BBA, they
can b+B but if you're not in the corner and they don't have a far travelling
b+B, you'll be safe and can finish with A. Between the 2nd and 3rd B, they can
sidestep, again on reaction.
It should be noted that although the string isn't safe, if you stop at AA and
they didn't b+B you earlier, you can mixup by delaying the last A(or B in #4).
The last A crouches very quickly so if they try to punish your BBAA, just
finish with A and you should hit them. Risky yes, but better than just taking
the hit.
#4. Same as #3 but instead of SS on the last B, just u+A, or hit him, or well
anything but SS really.
#5. Alright, the main use for this string is that B isn't punishable so you can
tap away with it and hopefully train them to try to get on the offensive right
after that attack so if they do B after your B, just go through and hit A and
you'll duck them. BA is b+Bable and punishable though if they try to punish
instead, you can opt to do BAB and stop them. The situation after BAB is the
same on as in #3, see if they do anything, try too punish effectively making an
unsafe attack, safe occasionally.
1. f+B~B
2. f+B=A
--------
Same as the end of #1 and #2 in set 1.
1. b+B=B~B
2. b+B=B=A
3. b+B=A~A=A
4. b+B=A~A=B
------------
After the first b+B you can sidestep A or B. If for whatever reason you miss
the sidestep, it's the same as the end of #1-#4 of set 1
1. d+B=A
2. u+B=A=A
3. u+B=A=B
----------
Obviously on block these suck.
1. A=A~A=A
2. A=A~A=B
3. A=B~B
4. A=B=A
5. d+A~B=A
----------
#1, #2 are the end of 3 and 4 of the first set. 3 and 4 are the end of 1 and 2
of the 2nd. 5 is the end of the 5 on the first set.
So, as expected, he's not safe excluding BB.
-------------------------------------------------------------------------------
*--------*
* Mizuki *
*--------*
BB=B~B=B
BB=B=A=A
BB=B=A=A
BB=B=A=B=B
BB=B=A=B=B
BB=A~A
------
The 3rd B can be sidestepped, ending the string. Also can be Back+B'd.
Fourth B can be Back+B'd but you will be pushed back. You can jump out of the
last B and interrupt with Air A or B. You can also block the last B and throw.
The fourth attack which is A is the teleport. If Mizuki does the follow up
attack after the teleport, your neutral B should be fast enough to interrupt
him. You can also simply block and throw.
For the last string, the A is Iruka's projectile which means huge delay. You
can jump, Back+B, sidestep, or even interrupt with your standing B. If you
sideside the A, be prepared for his lunge attack B which can still come out.
Forward+B~B=B
Forward+B~B=A
Forward+B=A=B=B
Forward+B=A=B=A
---------------
These are the endings of the first set. Sidestep, teleport, or punish after
blocking.
Down+B=B=A~B
Down+B=A~B
Down+A~B=B
Down+A~B=A
Down+A=A=A
Down+A=A=B=B
Down+A=A=B=A
------------
Except for the first string, these are much like the main strings.
You can walk out after Down+B.
-------------------------------------------------------------------------------
*--------*
* Naruto *
*--------*
BB-B-B-B=B
BB-B-B-B=A
----------
These are Naruto's basic strings. BB are two punches from the same arm. The
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