When you’re first getting into a UNS game, something you have to keep in mind is that it doesn’t work like any other fighter in existence. Sure, there’s a lot of common fighting-game knowledge you can apply here and there that applies to dozens of other games, but for the most part you’re going to have to abandon the norms and get into the mindset this game wants you to operate under.
This game is 40% Yomi, and 60% high-speed resource management. Let me explain what I mean by these two things, because they are the two most important and basic factors to understanding how this game’s meta works.
When I say resource management, it’s actually a lot more literal than you’d think. Think about it. When you are fighting in this game, what are you doing? Trying to get off one frame links? FADC combos? Roman cancels? No, you are trying to outsmart your opponent at lightening quick speeds by forcing them to make bad decisions and use up THEIR resources while at the same time conserving as much of YOUR resources as you possibly can. The lack of a deep and complicated execution barrier boils the game down to this basic principle. You want to make sure your opponent can’t sub out of your attacks, and you want to be able to keep them on their toes while also intelligently making use of your own subs.
Yomi, which is the art of mind games and trying to be two steps ahead of your opponent, is where this game really shines though. This is where the newcomers are REALLY separated from those who actually understand how these games work. Have you ever watched someone who understands the game on a very intimate level fight someone who knows next to nothing about how the game’s meta works? You can learn 100% combos, have the best reaction time and the most incredible strategies in the world…but it simply won’t matter against someone who has better Yomi than you do because they can break your playstyle down and destroy you like it’s nothing. It’s not because they necessarily have better execution than you, or because the important mechanics of the game are hidden behind an execution barrier, or because they’re picking top tier.
This game is a true test of your understanding of its meta and underlying mechanics, vs another’s understanding. And in my honest opinion, that’s really what more fighters should place the focus on. Not to say execution-heavy games are bad or not fun, but there’s an extent. Things like FADC combos and Roman Cancels are simply unnecessary.
But, I digress.
Now that (I hope) I’ve given you some insight towards the basic principles of the game, I’ll get into some more tangible stuff. General beginner tips regarding the cast, mechanics, and so on and so far.
-Chakra dashing is literally one of your most important and crucial tools. You NEED to learn how it works, where it doesn’t work and what it’s for. Surely, you’ve noticed the most common and useful function it serves is to put your opponent in hitstun after they sub one of your attacks, which you then lead into some form of attack. How you attack at this point is really just dependent on the situation, but know that you have so many options that vary from character to character. Some people like to go into a grab, some have jutsu’s that are fast and safe enough to be used, some can even get their tilt attacks out. But the most common response at this point in an attack is to just lead into a B/Circle (depending on which console you’re playing) combo and then rinse and repeat.
-Chakra dashing is also usually how you’re going to be maximizing your damage potential, seeing as how it’s virtually your sole means of cancelling an attack. Learn your character to see how exactly their various combos work (there are Up, Down and Side combos. So three for every character) and when you should be chakra cancelling during said combo
-Pick assists with synergy. You’ll have to just experiment yourself to see who works well with who.
-Study your character’s tilt attacks. These are performed by flicking the left stick and then following up instantly with B or Circle. Every single character has a unique tilt, and some of them are even immensely useful (i.e, Itachi’s, Minato’s, Kabuto’s, EMS Sasuke…) and can often be combo’d into.
-Learn what jutsu’s beat out what jutsu’s. One big rule of thumb is that if a jutsu that uses your own body as a part of the attack (i.e, Naruto’s Rasengan) goes up against a jutsu which is more projectile-like (i.e., Sasuke’s Ametarasu) then Naruto would lose out and eat huge damage in that scenario. It takes a little while to learn what jutsu everyone uses, but eventually it just starts becoming a matter of common sense.
-Since this is the first game to introduce grooves for each character ( Awakening Type, Ultimate Jutsu Type and Drive Type) as well as parries, I’ll just quickly go over those too. In previous games, every character had a true awakening and a Ultimate Jutsu, while a select few had those as WELL as an instant awakening which allowed you to switch between two forms mid battle (and even mid combo). Changing forms usually made you faster and stronger while at the cost of your maximum chakra slowly depleting. Some characters even gained new moves while in their awakened state. NOW, it works much differently.
1.)Ultimate Jutsu Type allows your character (or team, if in Team Battles) to do an Ultimate Jutsu Attack, which is basically an extremely damaging super at the cost of usually being fairly easy to avoid. At least, in previous games it was. Now, since they all received a universal damage nerf, they are very easy to combo into. This will be an important strategy to master if you prefer choosing this groove. A lot of people like to use an UJ immediately after parrying, as it is literally impossible to escape. It’s also important to note that some teams have unique Team Ultimate Jutsu’s which change the animations entirely. Study which teams work together to see how they differ. Choosing this groove prevents you from being able to awaken, or to use Drive functions with your two (or one) assists.
2.) Awakening Type allows your character to switch back and forth between two forms, sometimes changing their moves but always giving them a speed and strength boost. It is useful for applying up close pressure, extending combos (hence you can switch back and forth between forms mid combo) and ESPECIALLY good for applying pressure on block. Most people however will see that you’re about to break their guard and sub behind you. So just be aware of that. Choosing this type also gives you access to your True Awakening form, which you can activate once you’ve filled up the blue bar near your health by dealing out and receiving damage in battle. This form is usually WAY more powerful than your instant awakening, so study them and see what you can do with your character while they are active. They normally won’t even last longer than 20 seconds or so. Choosing this groove prevents you from being able to perform Ultimate Jutsu’s, or from being able to use Drive Functions with your two (or one) assists.
3.) Drive Type allows your main character to command your assist characters in unique ways. You can switch them between Attack and Guard Drives mid battle, while then being able to switch to Auto Drive once a green bar near your health becomes full. While in attack mode, your assists will always be on the offensive. Meaning when you start a combo they will also combo on your opponent and add a massive amount of damage to your attacks. When in Guard Mode, they will attempt to stand between you and your opponent whenever they dash at or throw kunai at you. This gives you a MASSIVE advantage because you are free to move or start attacking while your assists take all the pressure. They will also guard you if you are knocked into a dizzy state while Guard Drive is active, and guard you while you charge chakra. Auto type allows your assists to perform all the functions of BOTH Drive types, with the added benefit of being able to perform a Seal attack on your opponent. Seal attacks cut off a huge portion of your opponents substitutions or chakra for a limited amount of time, if you manage to land it. Chosing this groove prevents you from being able to perform Ultimate Jutsu’s, or being able to use an instant and True Awakening.
-Learn how to parry. Parries are performed by hitting Right Trigger/R2+ X/Square at the same time, and they will lower a portion of your maximum chakra every time you use one. They are also extremely punishable, so use them wisely.
That’s a good portion of the basics, off the top of my head. I can’t really think of anything else I really need to go over at the moment. Simply playing and learning how shit works is gonna be the biggest part of leveling up in this game. Just be ready to accept defeat fairly often when you’re first starting out, it’s all a part of the process. Learn from mistakes and start understanding why the shit that happens, happens. It all starts molding together and becoming easier to comprehend the more you see different things happen. B)
Also, I will be updating the reserved post space with this post as well as the character breakdowns videos you guys have been posting. Maybe any new beginners might find all the info useful. Keep posting the vids and I’ll keep updating the OP with em’.