Narutimate Accel 1
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Introduction
The Japanese release of NA1 on April 5 2007 was what really blew people's socks off! This was a big jump from NH3 as it included a vast majority of characters including the new TS characters and more members of the Akatsuki! Not only that, The game introduces Naruto Shippūden characters for the first time. Changes include the introduction of fixed ultimate jutsu, which change as health decreases or if the player enters any secondary mode, and even some characters such as Kakashi and Itachi from NH3 have a completely new moveset! The game covers the Events from when Naruto returns to Konoha, to the begining of the Gaara rescue arc (episodes 1-15). Along with an original story called the Black Shadow
Naruto Shippuden: Ultimate Ninja 4 known in Japan as Naruto Shippuden: Narutimate Accel (NARUTO-ナルト- 疾風伝 ナルティメットアクセル, Naruto Shippūden: Narutimetto Akuseru?) is the fourth installment of the Ultimate Ninja series, and the first in the Accels completely redone and improved scenes from Naruto Ultimate Ninja 3. It was released in Japan April 5, 2007 , in North America March 24, 2009 and in Europe April 30, 2009.[5] The game features over 52 characters (including transformations) and also has an original story mode new to the series that takes place between the Sasuke Retrieval Arc and the Shippuden Arc called The Black Shadow.
The game introduces Naruto Shippūden characters for the first time, featuring over 52 playable characters. Other changes include the introduction of fixed ultimate jutsu, which change as health decreases or if the player enters any secondary mode. The graphical style of the game has also been toned down, retaining the anime look. Hero's History Mode includes completely redone and improved scenes from Naruto Ultimate Ninja 3 as well as redone CGI scenes. A new mode in the game called Master Mode also allows players to compete in challenging missions, explore the massive world of Shippuden and level up characters.
Notation
Controls
- D-Pad or Analog = Movement
- O = Attack
- [] = Shuriken
- X = Jump
- /\ = Activate ougi
- L1 = Switch Weapon
- R1 = Switch Weapon
- L2 = Block
- R2 = Block
Those are the starting controls for the game. Each character has attack strings comprised of different directional inputs with the O button. Each character has a two jutsu, assigned to vvO & ^^O. Pressing O after pressing triangle will use the characters ougi start up animation. Each character also has an x-dash, backdash & double jump. Holding down will charge chakra, and holding up will taunt.
Character Modifiers
These are prefixes applied to the characters to differentiate between the older and younger version of the characters.
PTS (Pre-Timeskip) is used to describe the younger version of a character TS (Time Skip) is used to describe the older version of a character.
Of course neither of these is necessary for characters that only have one version, like Kakashi.
Other character specific modifiers include: CS2 (Curse Seal Level 2) to describe the Sound 5 & Sasuke in their Second Seal state OTK (One Tailed Kyuubi) to describe both PTS and TS Naruto’s permanent kyuubi (Ninetails) transformation
Notations & Abbreviations
Here is a list of common abbreviations used in the Narutimate games. Expect this list to grow over time.
- KnJ- Kawarimi no Jutsu, or replacement
- Tech –Recovering from a launcher or wall/floor bounce
- SHC – Shuriken Cancel
- BDC – Backdash Cancel
- DI ¬– Directional Influence
- Block Lock – When a character is stuck in their blocking animation
- Oi Ochi – The KnJ sequence after certain launchers
- OTG – On The Ground damage.Done while an opponent is lying on the ground (down + O)
- Strings/Chains – Refer to a characters preset combos. A chains can also be used to denote part of a combo
Mechanics
Cancelling
One of the most important gameplay features in NA2 is the ability to cancel moves and attack strings to stay safe, gain frame advantage, continue pressure & create mixups.
Shuriken Cancel – These are the most commonly used cancels in the game. Almost every attack in the game can be shuriken canceled at some point. By pressing square during an attack will cancel it directly into the character’s item throwing animation. The speed varies for each character, based on throwing speed. Shuriken cancels can be used to string together chains, shorten the recovery time of moves or simply as a quick way to turn around.
Square Cancel – The square cancel is similar to the L cancel from Smash. It can only be performed when the character is airborne. By pressing square to throw shuriken right before you hit the ground, you can cancel an attack’s landing animation. This means that no shuriken will come out, and instead the character will land in their neutral stance. This can be used for aerial attack strings, as well as ground strings where the character leaves the ground.
X-Dash Cancel – As the name implies, an x-dash can be cancelled after the spinning animation by throwing shuriken. This means you can use the starting animation to deflect items without risking leaving yourself open with the dash. Depending on the character’s item throwing speed, they may or may not throw shuriken when x-dashing low to the ground. The difficulty in performing an x-dash cancel varies from character to character as well, depending on their dash speed.
Backdash Cancel – Some attacks can be cancelled with backdashes. This is usually done for defensive & zoning purposes. Backdashing certain attacks can give them special properties, like button locks or untechables. Backdashing ground strings that register the character as airborne will make them backdash upwards into the air. Backdash cancels can also be buffered as anti knj. This is done by holding forward while attacking, and pressing x twice when the opponent knjs.
Guard Stun Cancel – This is done by cancelling the attack after breaking guard with a backdash. When preformed, the character will backdash in place. For two hit guard breaks (i.e. Rock Lee & Kabuto) the backdash must be input between the first & second hit. Some single hit guard breaks can be GSC’d as well. To do this, you have to input the hit afterwards, (i.e. vOO not just vO) then backdash to kara cancel the second hit before it begins. Even then not all characters can execute this.
Kara Cancel – Cancelling an attack early in its animation before the actual hit comes out. This is usually used to utilize extra movement before the beginning of a move, which can allow for wavedashes, or faster recovery.
Jutsu Cancel – Cancelling an attack directly into a jutsu. It’s pretty self explanatory.
Ougi Cancel – Characters with aerial ougis can cancel the final hit of their strings into an ougi. This is most useful as a tech or backdash trap, or to apply more pressure.
Offensive Techniques
Infinites – Infinites are combos that will continue until the opponent dies. They exist in more than a few fighting games, and can play a big part in the gameplay of certain characters in the game. Of course in NA2, any combo can be KnJ’d, infinites are used to punish an opponent when they run out of chakra, securing a win. They can also be used to force an opponent to KnJ, though they general do less damage than a full combo. Continuously bouncing an enemy off the ground or wall isn’t considered an infinite because they can tech to escape. There are no true aerial infinites, the enemy must be grounded to be caught in an infinite. Not all characters have an infinite, and many of them have no practical use for them. There are several different kinds of infinites
Shuriken Cancel - An infinite using shuriken cancels to link together ground strings. (ie. OOO[ ] with either Neji)
X-Dash – An infinite preformed low to the ground, a character will hit part of their aerial string, then x-dash & repeat. (ie. XXO, XXO with TS Sakura)
Square Cancel –By square canceling part of a ground string, a character can create an infinite (ie. Both Sasukes)
In addition to normal infinites, some characters have certain setups or traps that are inescapable without chakra, so while not actual infinites they provide the same uses.
Button Locks – While not as prominent in this game as they were in the past, button locks do still exist. A button lock is a sort of glitch where a player isn’t allowed to jump, block, or attack. The game believes the player is being hit by a move, and while being hit normally these actions is disabled. Button locks can be used intentionally by the attacking player. If a player is button locked he can still run freely, throw shuriken/items, plane switch and KnJ.
Block Locks - A form of button lock in which the defending players can not move, and they are stuck in the blocking pose.The offending player can follow up on a block lock with a guard break chain or grab.
Hawking – While not particularly advanced, this is an important part of a strong aerial game. Some characters can use their aerial vO to dive downwards and attack. This dive kick adds a very good pressure tool, and can help characters close in on an enemy a lot faster. It’s named after PTS Neji’s stance during his divekick.
Wake Up/Okizeme – When an opponent is knocked down, the offensive player has several different options. Common ones include using attacks to hit on the ground (OTG), timing meaty shuriken or ranged moves, or jumping to meet an opponent as the recover. Charging a jutsu after a knockdown is generally a risky option, as the odds of hitting it are relatively low, versus the odds of getting punished, and the obvious loss of chakra.
Cutscene Fall Stun – Certain jutsus leave the opponent in a special state after knocking them down. When knocked down, the opponent will no longer be able to double jump or quick stand on wake up. They’ll only be able to backdash off the ground or flip up at the normal speed. This opens them up for unblockables and traps, due to their limited options.
Untechables – When an enemy techs a floor or wall bounce, they are still vulnerable for a small window. This can be done as part of a combo (ie. A bounce string straight into a jutsu), or simply as okizeme, when the opponent is teching every fall.
X-Dashing – A common mistake new players make is x-dashing constantly to try and close distance or attack. X-dashes are widely vulnerable, and can be punished heavily on block. When whiffed they can also leave you open. X-dashes are mainly used to counter shuriken cancels, and setup aerial attacks low to the ground. They usually shouldn’t be used in standard combos, because they do no damage, and are easily KnJ’d. It’s much more effective to simply jump and continue comboing.
Defensive Techniques
Blocking – Of course by holding either L2 or R2 your character will block. But you can constantly hold block during any other animation, this ensures that you’ll block any attack while neutral. It essentially ensures that you won’t be hit by any attacks while neutral. It’s a simple concept but many players are not aware of it.
Replacement (KnJ) – Kawarimi no jutsu, or replacement is the secondary defense mechanism in the Narutimate series. It uses chakra to escape attacks, both while blocking or being hit, and teleports behind the enemy. I call it the secondary defense because constant use of KnJ will hurt you chakra control. As a player you should try and knj only when absolutely forced, as there are often more defensive options.
Backdash – The universal backdash is of course an important defensive maneuver. The first few frames of the backdash are invincible as well, which helps escape pressure. This however is not true while getting up off the ground, backdashing on wake up is completely vulnerable.
Plane Swap – Oddly enough this is something people seem to forget about mid match. Plan swapping is a simple way to avoid a lot of ranged attacks. It’s really only listed here because while plane swapping is vulnerable, you are open to any attack both before you swap, and right before you land on the other plane, definitely something to be aware of.
X-dash – X-dashing defensively is not recommended unless the player is x-dash cancelling to deflect items. Using a full x-dash to try and avoid items isn’t wise, as many players will attempt to bait them out for punishment.
Awakenings & Ougis
Ougi System - In the Accel series, a new ougi system was implemented, commonly referred to as the reversal system. Each character will have 3 ougis available to them during the match. The first is the initial level one ougi. When a character drops below 50% health their ougi changes to the reversal ougi. The reversal ougi does a higher amount of damage, and will trigger awakening for some characters. Characters with permanent transformations must use their reversal ougi in order to use them (Excluding Drunken Lee). When a character is in awakening mode, they gain access to their third ougi, the awakening ougi.
Of course there are exceptions to a lot of this, for example some character’s ougis will activate awakenings, and some characters only have 1 or 2 ougis. But the general system functions the same for all characters.
Awakenings – Each character has at least one awakening mode. Awakening modes can have several different effects, ranging from stat boosts & special abilities, to permanent moveset changes. There are a few different ways to activate a character’s awakening Ougi – Preforming a certain ougi will activate their awakening mode Prevoke (Taunt) – Awakening is activated by taunting (hold up) Combo – Awakening is automatically activated after a certain number of hits in a single combo. Critical – Awakening is automatically activated when the character’s health is low Weapon- Awakening is activated after a certain number of items are thrown (Tenten Only)

