Tenten
From Narutimate Wiki
Contents |
TS Tenten
Move list
Awakening - Tool Use Mode
Awakening Condition: Weapon Type (40 weapon throws - one
counts as one, and every weapon thrown in
and
counts as one. The number of times you hit with a weapon doesn't matter, as long as you throw the weapon).
Duration: 20 seconds
Effect: 50% Attack Up, 21.25% Defense Up, Movement Speed Up. All O attacks "generate" kunai in some way or another except
and
and the taunt spawns more items.
Damage Chart
Strategy & Gameplan
OVERVIEW
Pros
- Fastest Shuriken throwing speed in the game
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-
Cons
- Lack of guaranteed damage options
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-
All credits goes to Forte for this guide
Been meaning to get to this for a while & here it is, my full strategy write up for TS Tenten in NA2 (with a few notes on the NA1 version). This is meant for people who already have a good grasps on the general mechanics of the game, and are looking to pick up Tenten in a competitive setting. I've also added youtube videos to break up the text a bit. Here it goes.
TenTen is a very middle of the way character, she’s got average stats and abilities, and nothing particularly overwhelming going for or against her. Her style is an interesting one, depending on her opponent she can play either up close or mid range. I prefer to work from midrange, as it makes it easier to make use of all the tools she has, rather than getting caught up in a for blow fight that she could lose. Probably her biggest weakness is her lack of guaranteed damage options, as all of her setups for major damage have multiple points to escape. That means she’ll have to avoid big damage herself as she looks for opportunities to attack. One of the most important things about playing TS TenTen is making sure that you make the most of every chance you get.
SHURIKEN TOSS
Her biggest pro is most definitely her shuriken toss. TenTen has the fastest shuriken toss in the game, which is certainly appropriate given who she is. Not only is it a huge pro, but it’s the most important part of her game period. Because her toss is so fast, she can cancel out of her attacks and chains very quickly, and recovers almost immediately, making it very hard to x-dash through her items & hit her. She also throws the most weapons per toss, meaning that if the opponent is at a range they can’t cancel out your shuriken with their own, which often stuffs attempts to charge & use awakenings. In addition, TenTen’s Weapon Mode (WM) Awakening is activated by the number of weapons she throws while fighting. The more you use your toss, the closer you get to activating your awakening, which is a great thing. Really, you should always be throwing shuriken. It’s TenTen’s main zoning tool, as well placed shuriken tosses will force the enemy to adjust, and hopefully frustrate them into bad x-dashes.
Narutovolution NA1: Forte vs Skolar
PUNISHING X-DASHING
This is the base level of where your game should start. Use the toss to gauge your opponent’s patience in dealing with it, and she whether they’ll be passive or aggressive in attacking. Really if you can consistently force the opponent into poor x-dashes, you’ve already got a big edge. You’re always at an advantage after blocking an x-dash, and there are multiple ways to take advantage, though they’re not particularly fantastic. First, you can try to grab, however this is pretty vulnerable to safe x-dashes, so depending on the other character, they’re likely to hit you with shuriken, even if they get snatched by the initial hit of the grab.
Alternatively, you can use
which will always hit. You have two options from there. If TenTen uses
it will toss a ball up in the air that will fire needles at the opponent. This doesn’t chain with the initial fuuma hit, and TenTen will hop back while tossing it in the air. The main appeal of this is that depending on when/if the opponent KnJs the fuuma, there’s a chance that either :
A) During the hop backwards TenTen will jump behind the opponent. B) The needles from the ball will auto track & hit the opponent.
If she uses the full
and all the hits hit, she’ll score an untechable launch. After that she can either charge, x-dash up, etc. If she times
again properly while the enemy is falling it will reset them & then launch again, making it an odd rest infinite, though not too reliable. The 2nd part is quite unsafe on KnJ and since there’s no way to hit confirm the fuuma into the launch vs the ball, so you’ve got to commit to doing one or the other. Because of that, I usually stick to just doing
into the spike ball, it does a little bit of damage & an alright chip even if they don’t KnJ. In addition, although the 2nd part of
is supposed to chain, it seems to mess up from time to time, so I don’t like to rely on that. Outside of the grab & ^O, when TenTen blocks an x-dash while standing she can also try to punish with an ougi. While it doesn’t directly punish, if the opponent tries to backdash after their x-dash they will be hit for good damage.
You could also try to start a chain like
& hope they get stuck in it… but safe x-dashes usually kill this. If the x-dash is SUPER telegraphed from far away, you can catch the opponent with an ougi while they’re dashing in, but it’d have to be a very bad x-dash.
As you can see, TenTen’s x-dash punishment on the ground is pretty limited, which makes it pretty important to be aware & see obvious x-dashes from the opponent. If you can see an x-dash coming you can actually jump & block, which will allow you to punish with her air moves. TenTen’s air grab (
) is unknjable, so that’s always a great option in this situation. You can also use the neutral
or
.
With the neutral combo it depends on which way you jumped. If you jumped backwards, she’ll perform the move while moving away from the opponent, which is likely to push them out & not get the full damage of the chain. If you jump forward towards the opponent while they x-dash & block, the move will continue forward for the full damage and a possible wall bounce. This move can also be shuriken cancelled in midair, or square cancelled when low to the ground so if it’s KnJ’d you’re not in much trouble. While
is useable here, it’s unlikely to create a ground bounce when used air to air like this and is the least safe when KnJ’d.
MAIN OFFENSE
Okay, so moving beyond throwing shuriken constantly & punishing x-dashes, let’s get into actual offense. I’ll start with her directional moves. For you’re probably going to be using it most to punish x-dashes like mentioned before. If you’re not doing that, you should never be using . The needles from the bomb track about 1/3 of the stage. So it’s good for midrange annoyance between shuriken throws. It also adds to your count for weapon mode. The key thing is that the opponent is forced to pay attention to it, as getting stuck in the full spray from could give TenTen an easy ougi, and even if blocked she’s got priority. If you lift a blocking opponent off their feet with
, there’s a good chance that they’ll try & x-dash as soon as you toss the ball. They might make it to you, they might not, depending on their character, the important thing is that the needles will interrupt whatever they’re trying to do & give you back the advantage, while doing a little bit of damage.
(however many times) is probably the move TS TenTen was most known for when NA1 first came out. Pretty much she tosses something like 30 shuriken & ends with a fuuma, and it all chains together. The bad part is that this move pretty much can’t be cancelled, so if it’s KnJ’d at any point, or the opponent is close enough to x-dash, TenTen is left wide open for good damage. It does all chain together though, so if the opponent is low on chakra this move actually creates a large amount of pressure, as they’ll be forced to KnJ or stay block locked in the wave of weapons. Apparently, every item she throws during this goes towards her weapon mode count, which is a definite plus. Personally I stick to just using a single
. If the opponent knj’s, because of the motion of TenTen’s flip she actually flips behind them.
is not generally easy to knj either, which means you can do one loop, shuriken, one loop, shuriken, etc to get into weapon mode faster. The danger comes when you start using the whole
, etc and give them more chances to knj & hit hard.
Like most characters TenTen’s
is a guard break, but it differs, because it’s actually the 2nd part that breaks guard (the third hit). This allows her to use it as a guard stun infinite loop. Also of note, her
will reset the opponent into a standing position when they are hit after a bounce. It’s overall not a bad move at all, as the initial
comes out quick, but I prefer to use her grab, as it slams immediately. The 3rd hit guard break does hurt there, since most
s break guard on the first hit then slam with the 2nd for a follow up, TenTen can’t take advantage of the guard break without going into another string.
The grab is good stuff, it doesn’t need much explaining. It comes out pretty quick, and TenTen slams them to the ground in front of her. She can’t really chain grab, as the 2nd grab will just slam them flat. It’s pretty much the easiest way to score damage: throw, straight into combo (fuuma) jutsu or ougi. Because her cancels are so fast, The grab can often catch people who haven’t immediately reacted to her shuriken.
, cancel, grab is one hell of a tick throw. It’s pretty hard to knj & tech as well, not much of a risk to use.
Narutovolution NA2: X-Cash vs Forte
GROUND STRINGS
Now on to the ground strings. Starting with
TenTen delivers a 5 hit combo with a set of Tonfas. The initial hit is kind of slow, as she really leans into it. Characters with straight solid pokes (Lee, Neji, etc) will beat her going straight up. However if you’re using your shuriken properly it shouldn’t be a problem, as you can use the frame advantage they give to start a chain. She actually recovers fast enough from shuriken to run up & hit the opponent after the weapons hit(Thanks to Hiougi). Thus while her starter isn’t exactly quick, you’ll have your chances. These 5 hits are pretty damn hard to KnJ, and can be cancelled on any hit, meaning that you can throw it out at any time without pretty much any worries. Her ground strings also cover a lot of horizontal range, so catching a chain will usually push them towards the corner, where she has more damage options
The
ender is a single hit, and is still pretty hard to KnJ. Infact I don’t think I’ve ever seen someone KnJ it after the first 5 hits land. This is the move you want to use when pushing your enemy into the corner, it’ll slam, and you can hit the combo jutsu. The recovery on this move isn’t so hot though, so avoid using it on block, or if you want to land an ougi. The
ender is pretty great. Once she starts spinning, the opponent is likely to get caught in it even if they KnJ, and TenTen stays safe. On block she can cancel for a tick throw. On hit it launches, but due to nerfs she can really only hit an ougi off it midscreen, maybe a combo jutsu if you time it well, or are towards the corner. The
ender pretty much serves the same purpose, but is overall worse, as it’s less safe on KnJ (though it still hits 360), easier to land the combo jutsu with though. The
ender is pretty crazy, she unravels a scroll & fires a pile of weapons. On hit, it launches much like the
, but has a lot more KnJ chances. On block, it’s leaves TenTen at a super disadvantage. Like really really terrible. The frame disadvantage is so bad that she’s wide open for an ougi or jutsu right in the mouth. But on the plus side, all of these apparently count towards weapon mode. So if you’re really looking to get into it fast, you can use this, so long as you’re willing to risk getting hit with something big.
Her aerials are pretty standard fare. There’s really no reason to ever use
in the air, as she can’t really do anything with the untechable launch, and it’s not any harder to KnJ than her other moves. Likewise
is pretty much only useful after an x-dash, as it has short range and will usually lose air to air, even then it won’t bounce from up high. Like I said before, and Kiba before that, her air grab is unknjable. As in you can’t KnJ it ever. So make use of that. The neutral
is good, but takes a couple frames to come out. Rock Lee & co will beat her to the punch air to air, but once the swords are out & swinging they’ll beat out pretty much every move. Not to mention that if you short hop & do it, you can catch a midrange enemy with the end part & knock them into the wall.
Narutimate Accel: Bluefox vs Forte
HER JUTSUS
TenTen’s jutsus were nerfed very very hard from NA1 to NA2. In NA1 her bomb jutsu was un knjable, and could be used for untechable setups in the corner. Now it’s so easy to knj that it’s pretty much useless. The only time it’ll ever help you is if you use it at point blank to try & get some breathing room against a rushdown (since knj would keep the other person in the explosion). Really it’s simply not worth it anymore, unfortunately. The fuuma jutsu has been nerfed in both speed & range. Like the bomb, it could be used for untechables in NA1, but now it’s too slow. Hell, it doesn’t reach far enough to hit off :C midscreen anymore. That does make it useless, but they could certainly be better, there’s really not much to go into with these, because they’re so poor.
Because the jutsus have taken such a step down, TenTen’s ougis become just that much more important. The level one is good and solid, can punish both x-dashes & backdashes, and connects off any of her slams or launches. It can also connect if the enemy gets stuck in the spray from
, and it has great pushback if it’s blocked. Pretty much make use of this as best you can, before you fall below half, because you’ll be using one of your prime offensive options. The level 3 animation is super super SUPER fucking terrible. Really it has terrible range, and is probably one of the slowest ougis in the game. Like really, Kabuto has pretty terrible ougi animations, but this one takes the cake. She also has the weapon mode ougi, which is level 2 and has a fantastic animation. It hits 360, and she takes a short step forward before ducking & raising spikes out of the floor. It’s really easy to catch, due to the speed & height of it. Especially after a knj, either her own or the enemy’s, folks too eager to go after her will end up getting stuck with this. The damage is solid as well, just make sure you can get that chakra back up.
WEAPON MODE
Now let’s move onto weapon mode. It’s an interesting awakening in a couple aspects. For one, neither player knows for sure when it’s going to come on, as there’s no count for her shuriken tosses on screen. Also, it’s not the stat boost that really makes a difference, but the weapons. Originally I preferred PTS TenTen’s item deflection, but I’ve come to really appreciate TS weapon mode. All of her attacks now fire shuriken out, and interestingly enough, the shuriken chain. The weapons actually work to increase her active range. You can start a chain from 3-5 character lengths out, and because the shuriken start hitting, she can swing into range with her tonfas & keep hitting. Combined with 50% attack increase that’s serious business. All of her moves still function the same, with weapons & attack buff stacking damage, and adding an odd sort of lockdown, as the opponent is hard pressed to counter with shuriken flying out in all directions. Pretty much once weapon mode is on, it’s time to be offensive & super aggressive.
The downside is that again, you don’t know when it’s coming on. Let me just say that I’ve played good matches & won without getting weapon mode at all, and I’ve gotten weapon mode 3 times in the same round (I don’t think it’s realistic to get it 4 times.. considering the mode lasts 10 counts, and it takes at least 20 counts to activate it, if you’re really working at it. At the end of the day weapon mode is really something extra. It’s great, but you don’t need it to win, and it probably won’t make or break a match. Don’t spend a round just turtling & trying to get weapon mode, it’s not worth it, and probably won’t work.
ITEM SUMMON
The item summoning taunt. It’s just kinda.. there. It’s not useless, but it’s not particularly worth it either, especially since you only get two spare item slots in NA2. I mean she summons three & you can’t even pick them all up, but hey, if the situation calls for something with a bang (kyuubi mode) it’s there for you. TenTen’s special item is also big big damage. It’s essentially a double burst shuriken, dealing something dumb like 20-25% damage. Score a knockdown, and slap this on them, simple as that.
Tips/Tricks & Extra Notes
Specific Matchups
Tenten will lose her ability to control the opponents movements against certain characters who can overcome her shuriken tossing. Mentioning a few, these include:
PTS/TS Temari
PTS/TS Tenten
Kazekage/Puppet Sasori
TS Hinata (Awakening mode)
Deidara (In some cases)
TS Temari may prove to be her worst nightmare. Her awakening mode makes her invulnerable to PTS Tenten's shuriken toss and her
string. TS Temari also has her
which can stop her going aribourne alot, and may be an easy chance for Temari to get into her awakening.
PTS Temari has more ways to stop Tenten. PTS Temari deflects her shurkien toss while she charges chakra and also has
and
to stop her from coming at any angle.
Media
TUTORIAL VIDEOS
GAMEPLAY VIDEOS
Forte (TS Tenten) vs Skolar (TS Lee)
Zero (Kakashi/TS Naruto) vs Kiba Kid (TS Tenten)
X-Cash (TS Naruto)vs Forte (TS Tenten)
Bluefox (TS Kankuro) vs Forte (TS Tenten)
Kiba Kid (TS Tenten) vs XLR8 (TS Sasuke/PTS Sasuke)
PTS Tenten
Move list
(With the character facing right)
GROUND STRINGS
- Throws multiple senbon whilst jumping then landing a kick - 7 hits
- Throws multiple knives at the opponent - 14 hits
- attacks the opponent with a whip - 11 hits
- Swipes the opponent with a knife sending them skyward - 9 hits
- Whacks the opponent with a flail - 9 hits
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- Another knife swipe - 4 hits
- Kicks opponent into air - 1 hit
- Throws a shuriken - Ranges from 2-4 hits
- Kicks opponent behind her - 2 hits
AERIAL STRINGS
A.
- Thrusts the flail at the opponent - 4 hits
A.
- attacks the opponent whilst spinning with two knives - 4 hits
A.
- whacks opponent wth flail moving it in a clockwise motion - 4 hits
A.
- Grabs opponent with whip and throws them behind - 2 hits
JUTSUS
![]()
- Tenten does a tonfa combo, then sends opponnent skyward with a pole, then whacks them in the face - 8 hits
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- Tenten throws multiple shuriken at the opponent - Ranges from 5-15 hits depending on charge
OUGIS
(Level 1) - Thrusts the flail at the opponent.
(Reversal) - swipes the opponent with a knife whilst moving forward.
(Awakening) - Summons a number of knives that surround Tenten
Hold
- Item Spawn Taunt - Tenten spins around with a scroll and spawns 3 random items
Awakening - Ninja Tool Mode
Activation Condition: Weapon Type/Ougi Type (Throw 25 weapons (Shuriken toss,
string and throwing items))/(2 bars)
Duration: 20 seconds
Effect: Attack up, Defense up, Speed up, attacks bounce higher, gains reflect status.
Damage Chart
Was done on Sai who has C-Class (Average) Defence
Strategy & Gameplan
OVERVIEW
PTS Tenten is a solid C-Tier character.
SHURIKEN TOSS
Although her shuriken toss is not as fast as her TS counterpart, you can control your opponents movements and attacks with her tossing. This may force your opponents to make clumsy mistakes such as x-dashing into you. Because of this, you should always be throwing shuriken. Remember by doing this it also makes it way easier for you to get into her awakening mode.
UTILISING THE JUTSU
You may find at times once you knock down your opponent and you use
, the opponent may get up before you have the chance to land the second hit. This is where her
comes into play. Not only is it her strongest knockdown attack but it can damage opponents from afar. This can be observed from the below video.
Tips/Tricks & Extra Notes
INFINITE
Tenten's infinite is
~ SHC and repeat
Specific Matchups
Tenten will lose her ability to control the opponents movements against certain characters who can overcome her shuriken tossing. Mentioning a few, these include:
PTS/TS Temari
PTS/TS Tenten
Kazekage/Puppet Sasori
TS Hinata (Awakening mode)
Deidara (In some cases)
TS Temari may prove to be her worst nightmare. Her awakening mode makes her invulnerable to PTS Tenten's shuriken toss and her
string. TS Temari also has her
which can stop her going aribourne alot, and may be an easy chance for Temari to get into her awakening. This could be avoided by applying constant pressure with her shuriken toss, and/or trying to keep in a close game with her A
hawk.
PTS Temari has more ways to stop Tenten. PTS Temari deflects her shurkien toss while she charges chakra and also has
and
to stop her from coming at any angle. PTS Temari, usually does much playing mid and far range, so again, keeping in a close game with PTS Tenten's hawk can help to overcome this.
Media
GAMEPLAY VIDEOS
Rockman (PTS Tenten) vs Forte (Kimimaro)
Kiba (PTS Tenten) vs XLR8 (Kakashi)


