The new Kabuto mode looks cool, and I love how the old members of Orochimarus group are kinda back in Kabuto’s body. I can’t wait to see more
Not sure why, but people at my local FG weekly are loving this game. Just had people over at my apartment getting mad hype about Naruto.
It’s a fun game, people just make the mistake of comparing it to most typical fighting games.
Easily accessible, easy to pick up and play, animations are great, robust selection of characters…most characters are broken as all hell, but a lot of people would also argue that that’s what made a lot of older fighting games so fun as well.
Trying to put together a tournament,
In anyone’s experience which is more favoured?
Singles or Teams
I think teams make more strategy but some people say there is slowdown , but I can’t find out if that is console specific.
Any thoughts?
There is definitely slowdown sometimes from team games (it is not console specific, I’ve had it on both PS3 and 360), but most people would call Team Battles the default mode of play in this game.
What kind of tourney, like an online one or something?
Offline, our little scene in Toronto is pretty obsessed with it , we normally do teams in our casuals but we did a tournament last year and there was a big dispute with another group of players about doing Singles because of slowdown.
We ended up settling that if two players agreed on singles they could use singles.
Now we want to do it again but I want to put a hard foot down whether or not its singles or doubles but there seems to be no “official” rules anywhere. Can’t seem to find a precedent anywhere.
My only problem with singles is without team mates to disrupt it turns into a replication war of who ever uses their replication first pretty much loses at higher level play, atleast that is what I find.
I agree. Single Battles is really where you can very easily lose at Character Select. If your opponent’s characters combo strings come out faster than your’s, if they have an IA and you don’t, or they simply have a better Jutsu, it can be a ridiculously up-hill battle.
Hence, why Teams are the default usually.
There’s just too many characters that destroy in singles like Minato, Deidara, Chiyo, Masked Man, clone Itachi…If you do anything besides counter-pick against them they can just fuck with you.
had a blast all week trying to get all the achievos for this game… story mode this time was really badly paced, almost felt like a retarded asura wrath… boss fight were great just the rest was ass…and the free roam after rpg was ass again to
Cyber Connect just needs to go back to the good ol’ days of epic boss battle every 5 seconds. Like it was in UNS2.
Obligatory bump. Revolution releases today, so I’ve gone ahead and overhauled the original post with new info and a new thread title.
Let’s do this motherfuckers. Or are ya’ll too scared of my day 1 beast Shisui…
I"ll pick the game up once I have the extra money to spend… It was this or Destiny, because Persona and Smash are definite.
The addition of damage scaling, more cancels, counter attacks and guard breaks really gives this series new options.
Is the rumor CC2 asked Capcom and SNK for their opinions about how make the game more competitive true ?
I wouldn’t be surprised if it was. They changed and added so many features, it’s obvious they were trying to give every single fighter a chance in this game instead of the tier-fest a lot of the older games were. Being able to choose your Groove for each character drastically changes the entire game, and in a sense gives every character a fighting chance. Especially with all the matchups there are in Team Battles now.
For example, remember how bad a character like…let’s say say Utakata, was? Well now we have team specific ultimates, 3 Grooves, Parries and Seal Attacks helping him in different ways. I mean, the same changes apply to the high tier characters too but they don’t seem to just plow through the low tier anymore. Everyone got tiny little changes along with the changes to the mechanics. For instance:
-Pain’s tilt attack is now Nagato’s tilt attack, where he does a gravity pull that knocks you into an Oki-able position
-Ino’s flower bomb splits into three projectiles when awakened
-Sasuke is basically a new character, his jutsu is a short distance projectile and his tilt attack is a long distance one
Ect ect ect
Haven’t been able to experience all the changes yet, I haven’t unlocked everyone. But damn did this game get an overhaul.
General game changes
- Ultimate Jutsu Groove, Awakening Groove and Supports Groove added.
- Awakening Groove can access both to Instant and True Awakening.
- Ring Barriers less tough, more easily destroyed.
- Out of ring remove half of your remaining life.
- Attacking and comboing fills the awakening/super bar as well as taking damage.
- Chakra dash is slower
- Parry Added ( Remove chakra and shorten chakra bar, like Instant Awakening. )
- Guard Crush attack added ( Limited )
- Cancel from combos to super added.
- True Awakening’s time has been shortened. ( May be character specific, though. )
- When activating a Team Super, All the members will attack separately, you need to block all three.
- Super gets hit by damage scaling ( around 50% ) when landed in combos or on a stunned enemy.
- Characters stunned by parry or guard crush cannot sub out of combo or call supports, however auto supports still works for Supports Groove.
- Barrier Seal added, Seal 2 KNJ bars and half of your chakra, you can’t gain neither until the effect is finished.
- Parrying a Puppet will stun the puppet master.
- Supports will lose life for ANYTHING that hit them, may it be random combo, jutsu or even enemy supports. ( And of course if a defensive supports blocks a super for you )
- Double Jump Added
The double jump was already there. You could combo into ultimates and supers in previous games, too.
It is pretty interesting that parrying a puppet stuns the puppet master as well, though…wish I knew that sooner. The parry alone changed so much in this game. I’m suprised I haven’t seen more people parry into Ultimate because it’s pretty much a free bar of health if you can pull it off.
I’m also not sure what you mean by the chakra dash being slower. Different characters have different dash speeds. i.e, the new Sasuke is way faster than any other Sasuke besides the Akatsuki version. They might actually even be equal in that department.
I’m not 100% on this and know next to nothing mechanically with this game so looking for some input on how this works, as I’ve found something in the game that I think is a ‘little’ strong.
Is it possible to break through an opponent’s guard without causing guard break? I don’t mean the new Guard Crush item with this either, or straight unblockable attacks.
The reason I ask this is because I was playing around in Training Mode finding guaranteed guard break setups to land unscaled UJ when I found something a bit strange. It might actually just be a Training Mode glitch. So, here’s the sequence that I stumbled upon:
Point character: Obito
Assists: Kakashi and Edo Minato
Dummy setting: All Guard
Started by using TA Wood Jutsu and calling Minato, to keep them in blockstun. Immediately do another TA to keep them in blockstun and call Kakashi. As soon as you’re able to, do Team UJ.
For some reason, even though the dummy is set to All Guard, Obito’s charge as part of the Team UJ breaks through the guard but does not cause Guard Break status. Once the UJ finishes, if you TA as they are getting up the TA will cause an actual guard break, meaning you can land more free damage. I’m not 100% on the mechanics but should the Team UJ connect at all in this situation?
The guard level of the opponent is carrying over to after the opponent wakes up from the UJ, so that would indicate that the Team UJ isn’t ‘breaking’ the guard, but why would it hit if the dummy is set to All Guard?
Like I said, it could be a Training Mode only glitch but as a strat it is pretty strong. and there’s likely other, less elaborate setups with other characters.
Here’s a short video of it:
I have read on multiple forums that the chakra dash is slower than in former games, it requires more time to go from your standing point to your opponent. Ergo, it’s slower. I’ll try for myself, but I’m almost sure of it.
I know you could cancel combos into ultimates but it was kinda character specific and I really think it a planned feature.
As for the double jump, well … you got me there.
[quote=“nevillebamshew, post:138, topic:155957”]
I’m not 100% on this and know next to nothing mechanically with this game so looking for some input on how this works, as I’ve found something in the game that I think is a ‘little’ strong.
Is it possible to break through an opponent’s guard without causing guard break? I don’t mean the new Guard Crush item with this either, or straight unblockable attacks.
The reason I ask this is because I was playing around in Training Mode finding guaranteed guard break setups to land unscaled UJ when I found something a bit strange. It might actually just be a Training Mode glitch. So, here’s the sequence that I stumbled upon:
Point character: Obito
Assists: Kakashi and Edo Minato
Dummy setting: All Guard
Started by using TA Wood Jutsu and calling Minato, to keep them in blockstun. Immediately do another TA to keep them in blockstun and call Kakashi. As soon as you’re able to, do Team UJ.
For some reason, even though the dummy is set to All Guard, Obito’s charge as part of the Team UJ breaks through the guard but does not cause Guard Break status. Once the UJ finishes, if you TA as they are getting up the TA will cause an actual guard break, meaning you can land more free damage. I’m not 100% on the mechanics but should the Team UJ connect at all in this situation?
The guard level of the opponent is carrying over to after the opponent wakes up from the UJ, so that would indicate that the Team UJ isn’t ‘breaking’ the guard, but why would it hit if the dummy is set to All Guard?
Like I said, it could be a Training Mode only glitch but as a strat it is pretty strong. and there’s likely other, less elaborate setups with other characters.
Here’s a short video of it:
[/quote]I tried, the thing is, if you block too much hits before trying to block a Team Ultimate, the resulting hits will guard crush you. ( But you can still Sub before that happens. )
It pretty much works with anything.
CC2 took the time to put videos of what characters changes are and how to deal with them.
I hope there will be more of that.
That’s fine dude, but why does the guard level of the opponent carry over after the UJ? If they were guard broken, their guard level/gauge will reset after the stun state guard break causes. Is that not the case?
The same thing is happening in this video also: