I finally got to play my copy and spent a long time unlocking characters yesterday.

Doing the Jounin missions is tough, I hate that block everything mentally the computer has, I’m too impatient to pick and peck.

But it’s coming along, I’ve unlocked a shit load of people, but I still need the 2 sannins, the Hokage, snake slut, and itachi among others.

The new characters are really cool, I really like how Shino, Fat guy ( his name just has slipped my mind ) , and Temari play.

Tornado no Jutsu is the shit.

I’ll probably end up learning Temari or Tsunade when I unlock her.

Tsunade is pretty good, she has a control confusion attack, but it’s only mildly effective. Still, it’s there. She guard breaks really quick, has assloads of damage, a one time use per round healing super, etc. Not top, but high, very good overall

Gasp :wow:

:crybaby: :crybaby: :crybaby:

stfu

Hinata stuff:

First, the Y cancels are for throw setups, baiting and dodging KnJ’s, and guard breaking. Get her full combo down and know where the Y cancels are so that you can cancel basically on your whim and start the combo string at any point.

full string is: BBBABBAA
Cancel points are here: BB(Y)BABB(Y)AA(Y)

There are several points where you can start the string from, though the longest version will always be from neutral B.

Neutral BBAA starts at the beginning, but skips to the last AA.

Down+A starts at the first A in the full string, The kunai slice.

Forward+B starts on the 4th B which is right after the first A in the full string.

Forward+A is the first of the last 2 A’s in the full string.

So in order to mix up where you put in throws, you have to mixup where you start the string, when you cancel and throw, when you cancel and do another string if they attempt to tech throw, etc. Use her Cancels to help you evade KnJ’s easier as well, though it can sometimes be situaitonal depending on which attack they KnJ on. One weird tihng I found about this string, BBAA, is that if you’re near a wall, sometimes it randomly crossesup and hits them in the back making an “unblockable”. It may be random but BBAAY over and over gets annoying to the opponent since that has alot of sidestepping and you have higher chances of landing the random crossup

Her super in GNT3 is so bad now that it’s pointless, don’t waste the chakra on it, save it for KnJ and her second super. Her Second super is pretty good, and fairly fast. It’s better if you know a certain long startup attack is coming as it’s nothing like the speed of Kakashi’s Sharingan counter. Also it’s 1 of the only 3 counters in the game that counters a super as well as a normal hit. Can’t counter projectiles.

Defensively she doesn’t have much because her b+A counter isn’t quite fast enough, her Back+B is only average, so you’re just going to have to know what you can punish for each character you’re fighting.

So basically throw mixup and guard break with her strings, like BBBABBAA. Another note, when they’re just about to guard break, don’t finish the last AA, the recovery from the last A is too long to attack them if they happen to gurad break on that hit.

Yeah I like doing the healing thing, she’s strong as hell, plus she has the lil finger poke potemkin hit thing, and when she does her one super you get a snap shot of her crouch for like 7 seconds which is funny.

oh yeah, just so you know, Tsunade has 9 charge points for the confusion I’ve found so far:

BB(A)
BBB(A)
f+B(A)
d+BA(A)
Running B(A)
AA(A)
AB(A)
ABB(A)
ABBB(A)

The only one that can actually combo is d+BA(A), the timing is just really annoying.

Oh, and did anyone else notice that Tsunade’s u+A is Remy’s Cold Blue Kick?

Edit: I forgot to mention that she can cancel the chargeup with Y at any time. It isn’t fast enough to make an inf. but it’s fast enough to setup for lots of throws and make her safe

Here’s some combos for you all:

Gaara - While life bar is flashing red and a full super bar: d+B, Ax2, [d+B,Ax3(repeat 3 times)], u+A, d+X. Note: If your opponent doesn’t use the escape technique then, it’s sometimes a instant K.O. on certain characters. The opponent should be waking up into his d+X IF they didn’t roll recover. Total hits: 17.

Shino - [d+A, Throw, d+A(repeat up to 4 or 5 times)], Bx2, X. Note: This only works if both players are at the far end/corner of the screen and Shino’s back must be facing the far end/corner of the screen. Total hits: 40(?).

Old man that summons the monkey in his super(forgot his name) - u+B, and right before your opponent hits the ground d+B, Bx2(pause), and while opponent is in mid-air Bx3, Ax2, and QUICKLY hit d+X. Total hits: close to 50.

Zabuza - Jump in deep with A, Throw, when opponent bounces then Bx2, X. Total hits: 10.

The guy with the dog(Kiba)? - While life bar is flashing red and full super bar: Bx3, Ax2(pause), while opponent is in mid-air f+A, A(pause), while opponent is in mid-air Bx2, d+X. Total hits: 25 or 26.

Naruto - While life bar is flashing red and full super bar: Bx4(pause), while opponent is in mid-air, Bx2, X. Total hits: I forgot (15+?).

Remember, ALL comboes are escapable with the escape technique(L or R).

Why wouldn’t they tech roll? Bad idea, waste of chakra, save d+X for team matches

I found that a while ago as well, weird stuff

His name is Sarutobi

Kinda standard stuff though, and yeah his name is Kiba

So thats the dude with the dog? I think the only way I remember is 'cause Kiba means “wolf” or something like that (yay).

By the way, thanks for the strats. I didn’t know she could cancel into grabs during her combos. Many thanks for the info. :clap:

Also, would this be a good combo for her:

Grab > Up + A (projectile) > Jump > B > Land > Up + B > [Ground Combo]

How is that for a combo?
And of course you have to do Jump B as soon as possible because the Up + B might OTG or the ground combo won’t land at all.

Another match is up -> www.combovideos.com

Sure that combo works, but all the timing necessary in the combo just to get a few extra hits is pointless in Hinata’s case. Whenever I get a throw I just dash step, BBBABBB, since if you try to finish the combo with AA, the first will OTG and the second will just whiff.

And yes, Kiba is the guy with the dog

Thanks :party:

Aw!! BUT I LIKE THE COMBO!!! :sad:

Well, then, keep practicing =P

I hate that combo personally, it’s annoying to pull off correctly

WHAT!!! I get it on 90% of the time I actually play!
I THOUGHT YOU WERE GOD!!!

Looks like I have to find a new religion. :bluu:

lol, sure I get it easily too, it’s just annoying, like I said.

I haven’t gotten around to fiddling with it yet, but Gaara’s down+x super may just propel him into the upper tier for this game. It’s slow on execution, but it does a grip of damage and cannot be blocked, or countered (except for Neji’s Super Kaiten) like some other real-time supers. The down+baa combo sequence seems to be a good set-up for the super whether the opponent tech rolls or not. The arm has a prolonged hit frame property meaning that the arm will hit you for super damage right up until the point where it disappears from the screen. Again, I have yet to mess around with this much, but it seems like it has potential.

Oro’s new super is pretty cool too. You can punish people who perform a move in the air (double jump, kunai attack) after they block a BBBBBA string from you with down+x pretty easily.

Btw, anybody have any nice strats for Itachi?

It doesn’t have potential outside of 2v2. I’ve tested it alot, if you techroll after the d+BAAA, Gaara cannot catch you in his super right as you stand up. You have ample time to jump. Techrolling is only bneaten if Gaara does the super RIGHT after a throw, the prob with that is then they can just not tech and avoid it anyway.

While I do agree that it’s good, that last use does not work for it because they can just double jump away

You don’t need them, he’s straight forward

Safest string outside of corner is always BBBBAA it’s safe because it teleports him behind immediatly. The distance of the teleport makes it a bit hard to punish, but using d+A closes the distance very quickly and if they tried to do ANYTHING, they’ll probably get hit. Safest corner combo is simply BBBBBB, this is safe outside of corner but doesn’t benefit you as much as BBBBAA will in that situation. All his standard combos do crap loads of damage, like 60%-50% in one go(e.i. f+BBB, BBBBBA). His counter super counters ffom any direction and can counter supers, fast as hell too. His lone teleport lets you essentially punish anything long range, just because because if they expect it, it is punishable as you reappear. For long range use f+A or u+A, the bunshin attacks. They’re very useful in a myriad of situations including takeing a hit for you. Heck he even has an infinite with BBBBB, BBBBB, etc, the timing is just annoying plus doing it more than 2 reps and they’ll almost definitly have enough chakra to KnJ it. Still it’s strong since you can do crap like BBBBB, BBX

holy shit, gasa, you’re fucking top. :wow:

i think my main issue is figuring out the following:

  1. combo system (that’ll come eventually)
  2. exactly how useful KNJ is
  3. how the fuck do you avoid KNJs if you’re Bx4’ing
  4. how to bait/punish KNJ’s
  5. exactly what the fuck guard breaks are in GNT terms
  6. whether sasuke is better with or without sharingan.

you are a tremendous help, gasa, and i just might yet figure this thing out. :tup:

Re-read my post. I meant when they double jump or kunai attack after blocking the string.

Btw, with Gaara, try using the down+x super after down+baa and down+ba. See if it changes anything.

Nice Itachi stuff, thanks!

The combo system is just like 3S if every hit was a special attack combined with GG’s “gravity” system. All hits will juggle as long as the attack has that property, of which most do. All hits(whether on ground or juggling) add to the character getting hurt’s “gravity”, meaning they fall faster the more hits added so there are no infinite juggles. There is nothing like an air recovery so you just have to take everything. However, like 3S, there is techrolling so you can get up much sooner, plus you even gain a small chakra boost from this.

KnJ is very useful as you can instantly gain the upperhand sometimes or totally reverse a match that was in your favor(e.i. you use a KnJ that was baited while you had 90% life and they have say 10% then suddenly pull off the win in one combo.).

You aren’t going to avoid KnJ’s unless you learn to combo by confirming. Like hit confirming in 3S, you gotta wait until each hit hits to attack next if you want to be ready at anytime to sidestep KnJ. I tend to just eat it and techroll it since knockdowns aren’t as huge of a deal in this game. Anyway here’s an example:

For this example, you’re Rock, the opponent is Neji

BB(Neji KnJ’s)BB

In this combo, if you just mash out BBBB, when he KnJ’s you’ll just continue with the 3rd B where as if you wait to press B until right when it hits, you should be able to react to his KnJ and sidestep.
Obviously this is only going to work with attacks on the ground since those are the only ones that ever have quick enough recovery to side step after and even then, in most cases you can only still sidestep after BB for most people. Overall, you won’t be baiting alot, especially depending on the character. Expect to get hit by KnJ’s alot.

What do you mean what are the guard breaks? They work pretty much exactly like CvS2 guard breaks. First the guard starts blue, turns yellow, then red. When it breaks, they lose ALL their chakra(which helps you bait forced KnJ’s), get momentarily stunned, and if the attack their guard broke on normally launches, they get launched like normal.

Sasuke is better now that he has both modes, S mode in GNT2 was broken only because of u+A, without that he actually was worse than Normal Sasuke in almost every way. But now that he has access to Normal versions super and normals, plus access to S Sasuke’s specials like u+A, b+A, and Running A, he now is an awesome all around character. Plus, since I found the pseudo-cancel point, he actually has a decent throw game too plus stronger combos.