火影忍者 疾风传 终极风暴4

火影忍者 疾风传 终极风暴4

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The Foundation: Online Mechanics and Strategy V8.2 [2025]
由 Prince Xaine 和其他 1 人合作完成
[Updated: 24 April, 2025]

Mastering the AI is not mastering the game.

Story Mode and Free Battle can be misleading. Many players dominate offline but struggle online because ‘Free Mode: Battle Practice’ only covers basic mechanics—and the AI plays the same way. Beating the AI means you've only mastered the fundamentals, not the deeper mechanics needed for online play.

This game has been out for years, and most online players have a strong grasp of techniques the game never teaches you. This guide is built from thousands of hours of collective playtime, research, and application. It is the largest and most complete all-in-one guide available anywhere. Rate it and favorite it so you can return to it anytime!

5 YEAR ANNIVERSARY! 🎉🎉🎉
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Introduction: Welcome to the Guide!
Version 8.2 (April 2025 Updates) - See "Information: Document Version" for details on revisions.

  • Please rate this guide so others in the Steam Community can discover it. The most helpful and popular guides appear first! Favorite it so you can easily revisit it anytime.

  • Following recent updates, feedback would be definitely appreciated. Feel free to re-rate the guide and/or place any comments, concerns or suggestions in the comments section below.

  • If you spot a typo or text error, please report it in the comments with the specific section name so it can be corrected. Thank you.

Notes
  • The mechanics written within this guide were on version 1.09 (60 FPS) on PC, however most of the mechanics translate just fine to 30 FPS on other platforms.

  • The best way to use this guide is to practice each section until you instinctively react without thinking. Mastery comes from repetition and muscle memory.

Welcome to the Foundation
The ability to utilize a single character to achieve victory will strengthen your abilities in team matches. Build your foundation here, and your team will follow.

Enjoy the guide,
Prince Xaine
Introduction: Basic Controls
This section briefly covers the basic controls, which is especially useful for players who skipped Story Mode or Battle Practice (found in Free Battle).

Notes:
  • It is highly recommended that players master the basic controls (against the AI) and complete Battle Practice before diving into this guide.

  • While the game can be played with a keyboard, it is strongly advised to use a controller. Some mechanics require a controller, so for the purposes of this guide, keyboard controls will be considered unsupported.

Basic Controls
  • Jump - (A) Xbox, (Cross) Playstation.
  • Shuriken - (X) Xbox, (Square) Playstation.
  • Melee- (B) Xbox, (Circle) Playstation.
  • Chakra Load- (Y) Xbox, (Triangle) Playstation.
  • Substitution - Left Trigger.
  • Guard - Right Trigger.
  • Team Support Jutsu Left (teams) - Left Bumper.
  • Team Support Jutsu Right (teams) - Right Bumper.
  • Movement - Left Analog Stick.
  • Switch (teams) - Right Analog Stick (Flick Left or Right)
  • Ninja Tools - Left D-Pad, Down D-Pad, Right D-Pad.
  • Guard Break Tool - Up D-Pad.

Combined Controls
  • Melee (Neutral) - Press melee button continuously.
  • Melee (Up) - Press melee button continuously, while holding up on the analog stick.
  • Melee (Down) - Press melee button continuously, while holding down on the analog stick.
  • Melee (Air) - Press melee button while airborne.
  • Double Jump - Press jump button slowly.
  • Basic Dash - Press jump button quickly.
  • Chakra Dash - Press Chakra Button, then jump button.
  • Charged Chakra Dash - Press chakra button, then hold jump button.
  • Chakra Shuriken - Press chakra button, then press shuriken button.
  • Counter - Press guard and Shuriken buttons at the same time.
  • Grab - Press guard and Melee buttons at the same time.
  • Tilt - Flick left analog stick in any direction, then press melee button.
  • Jutsu - Press chakra button, then melee button.
  • Charged Jutsu (If applicable to the character) - Press chakra button, then hold melee button.
  • Secret Technique (Ultimate) - Press chakra button twice, then melee button.
  • Team Secret Technique (Team Ultimate) - Press chakra button thrice, then melee button.
  • Shuriken Combo (If applicable to the character) - Press shuriken continuously.


Ultimate Ninja Discord, Storm 4 Evolution, Storm 4 Group Chat and YouTube Links
If you are looking for a person to match up with, wish to learn directly via a mentor or just want to chat Ultimate NInja, visit the Ultimate Ninja Discord. You'll find myself there, as well as many contributors and developers of the Storm 4 Evolution team. You'll also be able to filter players based on platform and region.
Ultimate Ninja Discord Invite[discord.com]

For those who do not want to utilize Discord, you can utilize this Steam Group chat to link up with others to play online with as well.
Group Link

YouTube Links:
This is a short list of creators whose contents were featured in this guide. It is in no way, complete, and only represents a fraction of the content available on YouTube which you can utilize to guide yourself forward. The list is Alphabetical and may receive updates later.

Online: Netcode and Etiquette
Netcode
All of the Storm games are known for their bad netcode. The key thing to remember is that most serious players only fight "blue bars", or people with low latency between themselves and their opponents.

When you are searching for a match or join a match, your opponent's connection will be rated with one of three icons:
  • Blue Bars: Blue bars mean you and your opponent have a good connection, and there should be minimal latency/lag during the match. You should prioritize opponents with this connection.

  • Yellow Bars: Yellow bars mean you and your opponent have an acceptable connection, but there may be noticeable latency and lag during the match. Yellow bars can be a decent connection nearly as good as blue, or bad enough to cause a large amount of input latency. Unfortunately, there is no built-in way to tell if it's a good yellow bar or a bad yellow bar.

  • Red Bars: Red bars mean you and your opponent have a bad connection, and there will undoubtedly be noticeable latency, lag, slowdowns or disconnections. It is highly recommended to avoid online matches with a red bar at all costs.

Online Etiquette
There are several community driven rules you should abide by when playing online, in any of the Storm games. Because the developers are relatively unconcerned about actually giving penalties to players who misbehave, or giving the ability to blacklist players, it is up to the community to keep the online environment healthy and enjoyable. If you misbehave online, you will likely be removed from most lobbies - and thus have trouble finding an opponent online.

The following is a short list of things you should not be doing online.
  • Disconnecting: Disconnecting from a match demonstrates a lack of sportsmanship. While ranked matches keep track of your disconnect frequency, player matches do not. However, having a high disconnect frequency will likely cause you to be removed from sessions upon entry to the lobby.

  • Griefing: Griefing can be done in multiple ways.
    • Joining sessions continuously when removed from the lobby.
    • Joining sessions and not marking yourself ready.
    • Running in circles within a match to taunt your opponent.
    • Purposefully drawing out matches to flaunt your superiority.
    • Being loud, obnoxious, rude, obscene, explicit, etc. in the mic.

  • Smurfing: "Smurfing" is the process of erasing your online records to make yourself look like a "new" player. If you are Smurfing, and just being a menace to new players - you could potentially be driving away new players (they quit the game), and this is highly frowned upon.

  • Online Rule Breaking: This one is pretty self-explanatory. You know those lists you usually see online (Reddit, Discord, Steam, etc.)? Yeah, you shouldn't be doing any of that either.

Characters to Avoid Using Online
This is more of a subjective opinion than factual but I will list it here anyway. There are a few characters in Storm 4 that are extremely difficult to deal with if you don't have full grasp on the mechanics. These characters aren't necessarily the best characters in the game, but they have one (or more) abilities that can make fighting them hard using conventional methods. Some of these are characters that were never balanced properly by the developers.
  • Kaguya: Has access to un-blockable combos, broken stun locks and many glitches.
  • Tayuya: Uses Doki that can be used as meat shields.
  • Mei: Throws a high-priority projectile (intro combo) that prevents dashing close.
  • Sarada: Throws a projectile (intro combo) that prevents dashing close.
  • Madara (Six Paths): Can easily crash the game with awakening.
  • Long-Range Characters and Puppets: This is an umbrella group, but considering the long range characters are generally just spam and puppets can easily keep your opponent at a distance - for new players, fighting these characters can be extremely daunting and annoying to deal with. If you know (or suspect) your opponent will be newer, avoiding these characters as well can go a long way to making the experience more enjoyable for them.

Please Note: I will reiterate that these characters are not impossible to deal with. Using these characters does not equal victory. But they are toxic characters that when used properly, can be extremely troublesome for new and average players, and will likely make the game not fun for the opponent.
Example: Online Matches
After following this guide and putting in some practice, you should be able to perform at or above the level shown in the videos below.

Notes:
  • The outcome of these matches does not matter. What matters is that all players demonstrate a reasonable level of skill based on the mechanics covered in this guide.

  • I strive to only upload matches against opponents of equal or greater skill. This ensures both players are actively using advanced mechanics, rather than simply showcasing dominance over a weaker opponent—which would serve no real purpose in a learning-focused guide.

    Videos
Gameplay Mechanic: Advantage
The advantage mechanic is determined by a delay (stun) that occurs when a character loses advantage. This character is placed in a brief animation (such as falling or knock-back) and cannot act for a short duration, except for substitution.

Understanding which actions place you or your opponent in positive, negative, or neutral advantage states is one of the most crucial tools for victory.

Terminology Change
To improve clarity, I have replaced the term "turns" with "Positive" and "Negative" advantage since turns change too frequently to track easily. The list and guide below are always written from your perspective (the reader).

  • Positive Advantage: Opponent is open.

  • Negative Advantage: You (player) are open.

  • Neutral Advantage: Neither player is open.

Neutral Advantage Information
Neutral situations can be tricky due to the variety of character speeds, reach differences, inconsistent hitboxes, and varying guard damage. However, neutral is usually won by:
  • Superior reach
  • Move priority
  • Excellent timing
  • Movement/Placement

    Other Advantage Information
    • Throwing a chakra shuriken while the opponent is using a basic dash will cause them to lose advantage. A basic shuriken does not have advantage over a basic dash.
    • Chakra shuriken have priority over both basic shuriken and ranged combos.
    • Any character can chakra dash through any nearly projectile, except those that are thrown during a melee combo, and jutsu.
    • Using an uncharged chakra dash while the opponent is airborne will cause you to dash into the air. This results in Negative Advantage if you miss.

    Advantage Chart
    Advantage shifts based on whether the player's guard is hit or the opponent's guard is hit. If a guard is broken, the advantage is lost for that player. Note that this list covers what happens when something makes contact with the player (or opponent's) guard.

    • Player Guarding (Ground): Positive Advantage if the opponent chakra dashes from the air, uses a secret technique, a Tilt, or a jutsu that cannot be canceled.

    • Player Guarding (Ground): Negative Advantage if opponent uses a Combo, Shuriken, Jutsu that can be canceled and ninja tools.

    • Player Guarding (Ground): Neutral Advantage if opponent uses any type of dash (except from the air) on player's guard.

    • Player Guarding (Air): Positive Advantage if opponent uses a (non-chakra) Ninja Dash.

    • Player Guarding (Air): Negative Advantage if opponent throws shuriken from a (non-chakra) Ninja Dash and lands next to player, or throws a shuriken from directly below the player.

      <>Player (After hit with shuriken): Positive Advantage if player chakra dashes immediately after hit with the shuriken.

    • Player Guarding (Air): Neutral Advantage if opponent chakra dashes or throws shuriken from a distance.

      <>Player (After hit in air): Positive Advantage if player chakra dashes at opponent immediately after any attack or shuriken hits player's guard and the opponent doesn't block.

      <>Opponent (Guarding on ground): Negative Advantage if Opponent is guarding after player chakra dashes or uses a tilt in response to an attack or shuriken from the air.

      <>Opponent (Guarding on ground): Neutral Advantage if Opponent is guarding after hitting player in the air with an attack or shuriken and player instead responds with a chakra shuriken or a tilt.

      <>Opponent (Guarding on ground): Negative Advantage if Opponent responds with a chakra dash in response to the chakra shuriken from previous step.

Gameplay Mechanic: Jumping and Guarding While Airborne
Jumping
Due to most attacks and dashes targeting the last known player position, you can typically jump over most jutsu, secret techniques, tilts, dashes, shuriken, and grabs.


Guarding While Airborne
Performed by holding the guard button during a jump.

You can only block 1 attack in the air. After this, your character’s guard will be released (not broken) and your character will drop to the ground. While you are falling, you are susceptible to any attack.

You can prevent yourself from getting stuck in the falling animation by using the following techniques as soon as your guard is hit in the air:
  • Chakra Shuriken - Negative Advantage if your opponent chakra dashes.
  • Chakra Dash - Negative Advantage if your opponent blocks.
  • Jutsu - Negative Advantage if your opponent blocks and the jutsu cannot be cancelled.
  • Tilts - Varies. Typically results in negative advantage if your opponent blocks.
  • Chakra Dash + Chakra Shuriken - Positive advantage if your opponent blocks the shuriken. Negative advantage if your opponent does not block the shuriken - except in rare cases when a character has stun in their chakra shuriken.

To summarize this section, jumping is essential to avoiding attacks, especially chakra dashes.
Gameplay Mechanic: Air Tilts
After blocking any attack in the air, you can then use your character's tilt. This can have advantages and disadvantages depending on the character.

Notes:
  • You can switch after tilting to make yourself safe, or to take advantage of an opening the tilt creates.
  • The air tilts of all puppet masters will fail if the puppet is hit, with the exception of Chiyo.
  • The air tilt of Hanzo doesn't work.

This video is a complete compilation of all air tilts you can use in the game.

Gameplay Mechanic: Air Step
An air step is performed by using a ninja move whist in the air. This can be useful in a variety of situations, such as gaining some air time to dodge an attack or to fake-out your opponent. It is performed by moving the analog stick in any direction while holding guard or the jump button in the air.

Notes:
  • It is best to double jump to perform this, as using it while close to the ground may cause the player to ninja move on the ground.
  • Air stepping backwards gives the most height, whilst air stepping forward gives the least.
  • When performing an air step, just like on the ground, it is impossible to guard. Keep this in mind, and make sure to perform an air step action if your opponent rushes at you.

Air Step Actions
While performing an air step, you can perform a variety of actions to make yourself safe or to fake out your opponent.

  • Shuriken: A basic shuriken is the only action that can be performed whilst using an air step that won't stop your movement. A basic shuriken will instead extend your movement, giving you the ability to dodge further than previously possible.
  • Chakra Dash: This will stop your movement and chakra dash instead. You can chakra dash backwards as well.
  • Chakra Shuriken: This will stop your movement and throw a chakra shuriken.
  • Ninja Tools: Using a ninja tool will also stop your movement and throw/use a ninja tool.
  • Jutsu: If the character can use an air jutsu, this will stop your movement and use the character's jutsu. Keep in mind a basic dash can be used right after using the jutsu, which will allow you to perform any of the methods in this list - again.

Air Step Dodge
An air step dodge is performed by throwing a basic shuriken while performing a left/right oriented air step, or by using a left/right oriented air step at the last moment in which an attack would make contact with the player.

  • An air step dodge gives less range, but is useful in the aspect that it does not place the player in a disadvantage state, and all chakra based air step techniques and ninja tools are still functional. This allows for punishment of an opponent that would target an airborne player with a dash for example.
  • A basic shuriken gives more range, but places the player in a disadvantage state from the moment the shuriken is thrown, until the player stops moving. This is useful for dodging aggressive homing techniques (such as Hashirama's Shadow Clone Shuriken Jutsu) and spam but shouldn't be used to dodge too frequently.
Gameplay Mechanic: Triple Jump
A triple jump is the process of extending a double jump further to gain more air time. It can be performed by loading chakra, using a ninja tool or using melee. This is useful for dodging a mashing opponent beneath you.

  • Chakra Load Method: The chakra load method is performed by pressing the chakra load button after your character begins to fall. This is the safest method, as it allows you to follow up with any chakra based attack afterwards. Note that it requires at least 10% of your chakra meter to perform the chakra load method.

  • Melee Method: The melee method is performed by pressing the combo button at the height of the character's jump. This isn't as safe as the chakra load method, but it can give a large amount of extra air time depending on the character. This is "safe" as you can use a turbo dash by dashing right after you use the melee method. Note that it requires at least 18% of your chakra meter to perform a turbo dash after using the melee method.

  • Ninja Tool Method: This option is the least safe, as there is no actions you can perform after using the ninja tool. This method could be useful if you are entirely out of chakra, but I would not recommend using this method if there are others available. Note if your opponent is hit by a tag, this could potentially make this method the best on the list - but requires your opponent to not block.
Gameplay Mechanic: Jutsu
Utilizing jutsu properly is an important tool for strategy. Jutsu can be used in various ways depending on the character, but typically, most jutsu can be used for both offense and defense.

Each jutsu has a variety of special qualities that make them more or less effective in combat. Here is a list of qualities a jutsu can have:
  • Can be cancelled.
  • Can be used while airborne.
  • Has multiple sequences.
  • Lingers on the field for a brief period of time.
  • Can be charged into a more power jutsu.
  • Uses more or less chakra.

Cancelling Jutsu
A jutsu that can be cancelled is perfect for luring the opponent and creating intricate combos. Using a character with a jutsu that can be cancelled vastly increases the variety of unique combos that character can create compared to other characters, and is perfect for breaking the opponent's guard.

Breaking the opponent's guard can be done by using the jutsu that can be cancelled on their guard, cancelling the jutsu and using a combo after. You can also start with a combo, hit the opponent's guard with the jutsu, cancel the jutsu, use another combo then cancel into another jutsu.

Airborne Jutsu
A jutsu that can be used while airborne is perfect for a chakra counter when an opponent collides with your guard in the air. While all characters can use a chakra shuriken or a chakra dash after being hit in the air with a dash, a character that can use a jutsu is able to more easily command control over the air, wrestling advantage from the opponent.

A non-chakra dash can also be utilized (while airborne) after using a jutsu that can be used in the air. This allows another jutsu to be launched out of the dash, or a shuriken to be thrown before landing.

Jutsu Sequences
A jutsu Sequence is a jutsu that has a controllable number of projectiles or attacks after the jutsu is released. A good example of this is Shisui's "Uchiha Style: Halo Dance" where the combo button can be pressed 1-3 times for up to 3 projectiles launched at the opponent.

These are best used as a "Measured" attack, much like "Measured Combos", where you press the combo button faster or slower to catch the opponent off guard.

You can also use these jutsu to command control over your opponent's substitutions, as it makes it difficult for the opponent to use a substitution to avoid your jutsu.

Lingering Jutsu
A Lingering Jutsu is any Jutsu that remains on the field for a brief period of time after it is released.

These types of jutsu are great for creating a shield between you and the opponent. By hiding behind these jutsu, it's much easier to recharge chakra and wait for substitutions to return.

Lingering Jutsu can also be used as a substitution trap, where you attack your opponent and they substitute into the Lingering Jutsu.

Charged Jutsu
A Charged Jutsu is typically only effective on rare occasions and in teams. Usually, a charged jutsu will just cause the opponent to block, evade or counter your jutsu more easily, as they can see you charging the attack.

You can however, use a charged jutsu against a stunned or dashing opponent, which will deal much more damage than a regular jutsu.

Using a charged jutsu then swapping characters will cause the charged jutsu to be launched, while you maintain a safe distance. Perfect for opening up opportunities in your opponent's defense.

Chakra Control
Most justu can be used 3 times from a full chakra bar. This means these jutsu are the standard for Chakra Control, and you should expect to use ~30% of your chakra from a jutsu.

The amount of damage a jutsu deals does not scale with the amount of chakra consumed. Not all jutsu deal the same amount of damage, and damage dealt by jutsu is quite inconsistent across the board.

As you can see in the video, Naruto deals more damage with Rasengan Barrage than Lee does with Leaf Combo Attack, even though Lee's jutsu uses far more chakra. This is actually more common than you might think, as many characters have jutsu that can be used more than 3 times with a full bar of chakra, and may even deal more damage than a normal jutsu.


See "Information: Jutsu" for a complete list of all jutsu usable by characters.
Gameplay Mechanic: Shuriken Sequence Cancel
A Shuriken Sequence Cancel is the process of cancelling a tilt sequence (tilts that use more than one button press) using a chakra shuriken. This is typically performed between sequences, not during the beginning animation, the active sequence or the end animation.

Notes:
  • Not all characters can perform a Shuriken Sequence Cancel.
  • Some characters who don't have a tilt sequence can interrupt their tilt with this technique.
  • Results may vary when combing this technique with air tilts.
  • This is performed very similar to how cancelling combos are performed by jumping or ninja
    moving. You can typically cut off the end animations, but there are periods in which the tilts cannot be cancelled.

The videos below demonstrate a character with no tilt sequence that can still perform the tech (Konohamaru) and a character with a tilt sequence that can actively interrupt their tilt at various areas of the sequence (Naruto Sage Mode)
No Sequence
Sequence

Character List
A complete list of all the characters who can use this technique.

Legend:
XXX_#
XXX = location in roster
_# = Sub character in roster (only applicable for characters with different movesets on the same roster number - such as different costumes or eras)

  • 002 Naruto
  • 003 Naruto
  • 004_2 Naruto
  • 004_3 Naruto
  • 006 Sai
  • 007_2 Kakashi
  • 008 Might Guy
  • 010 Shikamaru
  • 011 Choji
  • 012 Ino
  • 013 Neji
  • 014 Lee
  • 015 Tenten
  • 016 Kiba
  • 017 Shino
  • 018 Hinata
  • 019 Asuma
  • 020 Konohamaru
  • 021 Shisui
  • 024 Jiraiya
  • 026 Obito
  • 031 Sasuke
  • 032 Sasuke
  • 033 Orochimaru
  • 036 Kabuto
  • 037 Suigetsu
  • 038 Jugo
  • 041 Tobirama
  • 042 Hiruzen
  • 043_2 Minato
  • 044 Tsunade
  • 045 Danzo
  • 050_2 Bee
  • 056_2 Madara
  • 062 Masked Man
  • 063 Obito
  • 066 Konan
  • 069 Kisame
  • 070 Kakuzu
  • 071 Hidan
  • 086 Utakata
  • 088 Naruto
  • 090 Sakura
  • 091 Shikamaru
  • 092 Choji
  • 093 Ino
  • 094 Neji
  • 095 Lee
  • 096 Tenten
  • 097 Kiba
  • 098 Shino
  • 099 Hinata
  • 100 Gaara
  • 102 Temari
  • 103 Kimimaro
  • 114 Boruto
  • 115 Boruto
Gameplay Mechanic: Spark Dash
A Spark Dash or Turbo Dash is the community name for a chakra dash combo cancel. As "chakra dash combo cancel" suggests, this dash normally occurs when you wish to continue a combo, which is done by chakra dashing at any point during a combo. A Spark Dash can be used like a normal dash by pressing the melee button on your controller, immediately followed by a chakra dash input.

Notes:
  • A spark dash uses 18/100 points of your chakra meter.
  • The player does not need to be physically hitting the opponent to use a spark dash.

The video below demonstrates normal use of the spark dash.

This video demonstrates the normal speed and chakra usage of a chakra dash, and shows a bit slower how the tech is performed (melee + chakra dash) then demonstrates the tech at full speed.

Storing Spark Dashes
A spark dash can be stored with 2 methods.
  • The best method is inputting a chakra dash during a melee combo animation (usually at the end of a combo) in which the player is unable to chakra dash. This method is the easiest to perform but cannot be performed by all characters.
  • The next method any character can perform, but the timing is much tighter. To perform, you can hit the opponent (or nothing) with the first hit of your combo in the air, then chakra dash right before you hit the ground. This method will also store the spark dash, but may leave you open.

Notes:
  • Not all characters can store a spark dash during a melee combo animation. This is the easiest way to perform the tech however.
  • The character must be able to load chakra during the animation or it will not work. Your character will have the typical blue aura during the animation. In addition to being able to load chakra during the animation, keep in mind that the timing for all characters will be different, and some may not even be possible - even with the chakra loading available.
  • Characters with spark dashes stored that are switched out retain the stored spark dash. Meaning, when the character is switched back to, you will still have a stored spark dash.
  • Spark Dashes can be stored for the next round. You cannot store spark dashes between rounds (during an animation that takes place after the opponent is knocked out).

Below is a demonstration of how to store a spark dash in a couple different combos.

Below is a demonstration of how to store a spark dash with the 1-Hit in the air method.
Gameplay Mechanic: Dash Rebound
A Dash Rebound is the process of knocking a chakra dashing opponent backwards. Typically, when two players chakra dash at each other, they both get knocked backwards and this resets advantage to neutral. However, if either player dashes when an opponent's dash would hit them, this causes a dash rebound.

Notes:
  • A player can only perform a dash rebound on the ground. (You can still perform a dash rebound on a player dashing from the air.)

  • A dash rebound can only occur when using chakra dashes. It doesn't work between two players using a basic dash.

  • The dash rebound will not work if you load a chakra dash before your opponent dashes. In other words, you must dash after your opponent dashes.

  • Certain characters have special properties in their chakra dash (such as Orochimaru and Fuu). When these characters start their chakra dash to perform the technique, they will instead make the opponent's chakra dash miss altogether.
There are two ways to do a dash rebound:
  • The easiest method is to use a charged chakra dash. When your opponent chakra dashes at you, holding your charged chakra dash until they hit you will allow you to easily perform the dash rebound. However this method is flawed. If your opponent stops last second then uses their own dash, this can cause you to be forced into a dash rebound instead.

  • The best method is to use a chakra dash right before your opponent would hit you. This is harder for your opponent to predict, and is just as effective as the above method, albeit a little harder to pull off.

This video is a short demonstration of how dash rebound works. I first demonstrate how normal dash collisions look. Then I perform the dash rebound.
Offense: Combo Cancel
This section covers combo cancel, jutsu cancel and dash cancel.

Canceling a technique allows you to chain together combos and jutsu in various ways to create an intricate and unpredictable offense. Listed below are the various ways you can cancel your techniques.

Combo cancel
A player can cancel any ground combo using the following methods:
  • Jump: Can be used any time before the combo ends.
  • Ninja move: Hold A and move in a direction.
  • Counter: Player loses advantage if it misses (not recommended).
  • Dash: Any type of dash on the ground. Chakra dash is faster when used to cancel a combo. Also uses more chakra.
  • Jutsu: Jutsu can be used during a combo.
  • Secret Technique: Player loses advantage if it misses. Uses more chakra than a secret technique used outside of a combo. Does 65% normal damage.
  • Do Nothing: Player may lose advantage.

Airborne Combo Cancel
  • Chakra dash: Only chakra dash (no other type of dash) can be used during airborne combo.
  • Do Nothing: Player may lose advantage.

Jutsu Cancel
Some jutsu (not all) can be canceled.

Warning: A jutsu cancel consumes chakra and will not work if player has no chakra.
  • Guard: Pressing the guard button will cancel the jutsu. Can be used mid-air.
  • Counter: Player loses advantage if it misses (not recommended).

Chakra Dash Cancel
  • Guard: Pressing the guard button will cancel a chakra dash or charged chakra dash
  • Counter: Player loses advantage if it misses (not recommended).
Offense: Frame Sensitive Combos
This section of the guide will cover Measured Combos, Combo Stops, Infinite Combos and Secret Combos.

Measured Combos
A Measured Combo is the process of changing the amount of time it takes for each sequence of a combo to complete. It is performed by pressing the combo button faster or slower.

Notes:
  • Pressing the combo button too quickly can prevent proper combo cancelling, and pressing the combo button too slowly can cause the combo to end prematurely.

  • Not all characters have much change in the speed of their combos. It's important to practice thoroughly with the character so you are aware of the differences in speed.

  • Using measured combos can disrupt your opponent's rhythm and timing when used on their guard. It can prevent accurate timing for counters, premature openings during their guard and may even cause them to waste a substitution.

  • Using a measured combo will create gaps in the character's combos that they don't normally have. This should be used sparingly, and diversely in your combos. Using this consistently can allow your opponent to take advantage of various methods to escape your combos. See "Defense: Escaping Combos; Section Combo Gap Exploits" for more details.

Combo Stop
A Combo stop is the process of stopping a combo directly before an animation would take place. This usually causes the opponent to ragdoll in unique ways that allows for easy exploitation, such as infinite combos or S3 cancels. This also can knockdown the opponent, forcing them to drop some chakra and allowing for easy recovery of player chakra.

Below is an example of a combo stop. This is the same combo, however one happens when the combo is completed and the other happens when buttons are no longer pressed.

Imperfect Infinite Combos
An imperfect infinite combo is a type of infinite combo that uses a bit of chakra. It is performed by jumping during a part of a combo where the opponent is stunned long enough to chakra dash and restart the combo.
Notes:
  • Most characters have access to some form of imperfect infinite combo.
  • This is preferred over a chakra dash cancel, as chakra dash cancel uses far more chakra.

Below are examples of an imperfect infinite combo, compared to a chakra dash cancel on the same character. Please note the difference in chakra usage.

Chakra Dash Cancel

Imperfect Infinite Combo

Infinite Combos
An Infinite Combo is the manipulation of a normal combo sequence. It is typically performed by canceling a sequence of a combo in which your opponent is stunned. Infinite Combos are used for the sole reason that it consumes no chakra, and the opponent can only use a substitution to get out.
  • See "Defense: Button Lock" for more information on a technique on how to get out of a select few infinite combos that utilize a stun lock.

    Air Infinite Combos
    An Air Infinite Combo is just like an infinite combo, but in the air. An air infinite combo will typically deal less damage (like all air combos), however, it is much easier to get trapped in an air infinite.

    Below is an example of an air infinite.

    Hollow Step
    Some infinite combos can only be performed during a Hollow Step. Hollow Step is the process of moving the analog stick between 0.55001 - 0.75000 and tapping the jump button. Too little pressure and you'll just jump cancel, and too much pressure will cause ninja movement. Here is an example of Hollow Step:

    Secret Combos
    A Secret Combo is the method of using a Secret Technique when an opponent is stunned. There are two main ways to use a secret combo: S3 cancel and Rev cancel. Using a Secret Combo will also prevent your opponent from dodging or blocking your secret technique, allowing for that secret finish.

    • Rev Cancel: A rev cancel, also known as an ultimate cancel, is the process of directly cancelling a combo with the secret technique. This method uses more chakra than a S3 cancel, and deals 65% damage.

    • S3 Cancel: A S3 cancel (Storm 3 Cancel) is the process of cancelling your combo with a jump or ninja movement, then using a secret technique. While not all characters can perform a S3 cancel, this is the preferred method as it deals 100% damage and uses less chakra. This works because you are cancelling the combo before using the secret technique, so the game thinks you used the secret technique on it's own, and not in a combo.

      The videos below will demonstrate both methods (with the same character). Please note the chakra consumption and damage taken.

      Rev Cancel

      S3 Cancel
Offense: Shuriken Guard Break
A Shuriken Guard Break is the process of using a chakra shuriken after dashing in a combo to break the guard. Whilst this can be difficult to master, it's quite useful in quickly breaking your opponent's guard, dealing damage and forcing them to use substitutions.

Notes:
  • Not all characters can perform a shuriken guard break.

  • Timing differs depending on character and target. This is most likely due to how the character's projectile is thrown such as angle, speed, projectile count, etc. and the properties of the target such as distance, hitbox size, character size, etc. Additionally, some characters are unaffected by changes in target whereas others can only perform it against certain characters.

  • Characters with demon wind shuriken are not capable of performing the technique at 30 FPS. At 60 FPS, some of the characters with demon wind shuriken can perform it by completing the longest string of their combo, then performing the technique.

  • Shuriken guard break uses 28/100 points of chakra, which is comparable to most justu.

  • Shikamaru can perform the shuriken guard break using his up combo, then chakra dashing when he throws up the kunai.

  • Shuriken Guard break can also be performed with ninja tools.

To perform a shuriken guard break:
  • Start a combo on your opponent's guard.
  • Chakra Dash
  • Throw a chakra shuriken before you stop sliding backwards

Demonstration Videos
Shuriken Guard Break

Tool Guard Break

Shikamaru Guard Break

Long Range Shuriken Guard Break

Guard Break List
The list for now only contains 30 FPS Data.

Notes:
  • Any character with no note afterwards can perform the guard break from the beginning of the combo, and chakra dashes and throws chakra shuriken with normal timing (see shuriken guard break video)

  • Any character with "Long distance" in the notes can perform the guard break outside the combo by chakra dashing (bounce off opponent's guard) and throwing the chakra shuriken, or by stopping a combo (no button presses for a period of time) then chakra dashing and throwing the shuriken. These characters may be harder to perform with as they require a large gap in the combo, or for the opponent to hold guard for an extended period of time.

  • Legend: IC = Intro Combo (The part of a combo that always occurs before a direction is applied)
  • Legend: UC = Up Combo
  • Legend: DC = Down Combo
  • Legend: NC = Neutral Combo

Instant Guard Breaks
The characters in this list will break guard instantly most of the time.
  • #009 Yamato
  • #010 Shikamaru: UC1 (Chakra dash after shuriken are thrown in the combo)
  • #013 Neji
  • #014 Lee
  • #015 Tenten
  • #016B Kiba (Road to Boruto)
  • #020 Konohamaru
  • #029 Sasuke (Eternal Mangekyo Sharingan)
  • #030 Sasuke (Five Kage Summit)
  • #031 Sasuke (The "Taka")
  • #032 Sasuke
  • #034 Kabuto (Sage Mode): Long Distance
  • #036 Kabuto: UC1; Long Distance
  • #037 Suigetsu
  • #041 Tobirama: Long Distance
  • #044 Tsunade
  • #049 Ay: Long Distance
  • #050A Killer Bee (Shark Skin)
  • #050B Killer Bee
  • #052 Ohnoki
  • #053 Mei
  • #054 Mifune: Long Distance
  • #057 Kaguya: Long Distance
  • #059 Obito: Long Distance
  • #060 Tobi (Great Ninja War): Long Distance
  • #075 The Third Raikage: Long Distance
  • #076 The Second Tsuchikage: Long Distance
  • #078 Hanzo: IC3 or later
  • #079 Chiyo: Using Regular Shuriken (not chakra); IC3 or later
  • #081 Haku: Long Distance
  • #083 Yagura: Long Distance
  • #084 Roshi: Long Distance
  • #088 Naruto
  • #093 Ino: Long Distance
  • #096 Tenten
  • #097 Kiba
  • #099 Hinata: Long Distance
  • #102 Temari
  • #104 Mecha Naruto: Long Distance
  • #111 Kidomaru
  • #116 Sarada (Road to Boruto): Long Distance
  • #121 Kinshiki

0% Guard Breaks
The characters in this list will bring the guard gauge to 0% when they use their guard break, but require another hit to finish off the guard. You can easily perform this by switching your character and throwing another shuriken.
  • #005 Sakura
  • #007A Kakashi (Double Sharingan)
  • #007B Kakashi (Great Ninja War)
  • #008 Might Guy
  • #012 Ino
  • #016A Kiba (Great Ninja War)
  • #018 Hinata
  • #021 Shisui
  • #025 Kakashi
  • #026 Obito
  • #027 Rin
  • #028 Sasuke (Rinne Sharingan)
  • #033 Orochimaru
  • #035 Kabuto (Snake Cloak)
  • #039 Karin
  • #045 Danzo
  • #055 Madara (Sage of Six Paths)
  • #058 Obito (Ten Tails Jinchuriki)
  • #062 Masked Man
  • #063 Obito (Rampaging)
  • #064 Pain
  • #065 Nagato
  • #070 Kakuzu
  • #071 Hidan
  • #080 Zabuza
  • #082 Yugito
  • #085 Han
  • #087 Fuu
  • #094 Neji
  • #095 Lee
  • #106 Sasuke (The Last)
  • #107 Hanabi
  • #109 Sarada
  • #117 Mitsuki
  • #119 Sasuke (Road to Boruto)
  • #120 Momoshiki
  • #103 Kimimaro: IC4 or later MAY instant break
  • #112 Sakon/Ukon
  • #069 Kisame: UC2 MAY instant break.
  • #067 Itachi: MAY instant break.
  • #068 Itachi: MAY instant break.

Doesn't Break Guard
These characters may still deal a lot of damage to guard, but either the shuriken doesn't hit fast enough or deal enough hits to bring the guard down to 0% or broken. So these characters can be used as normal, but the guard will not break or be brought down to 0 in most cases.

Notes:
  • A character in this list can still break guard normally, but using their shuriken to help break the guard can do more harm than good.

  • If a character uses a demon wind shuriken on a 0% guard, it will break the guard, then damage and break the opponent's stun, allowing them to guard with a full gauge again.

  • #001 Naruto (Sage of Six Paths Mode)
  • #002 Naruto (Kurama Link Mode)
  • #003 Naruto (Sage Mode)
  • #004A Naruto (Tailed Beast Bomb)
  • #004B Naruto (Sage Art: Massive Rasengan Mega Barrage)
  • #004C Naruto
  • #006 Sai
  • #010 Shikamaru
  • #011 Choji
  • #017 Shino
  • #019 Asuma
  • #022 Iruka
  • #023 Kushina
  • #024 Jiraiya
  • #038 Jugo
  • #040A Hashirama (Reanimated)
  • #040B Hashirama
  • #042 The Third Hokage
  • #043A Minato (Reanimated)
  • #043B Minato
  • #046 Gaara
  • #048 Temari
  • #051 Darui
  • #056A Madara (Reanimation Release)
  • #056B Madara (Reanimation)
  • #061 Tobi
  • #066 Konan
  • #072 Deidara
  • #074 The Fourth Kazekage
  • #077 The Second Mizukage
  • #086 Utakata
  • #089 Sasuke
  • #090 Sakura
  • #091 Shikamaru
  • #092 Choji
  • #098 Shino
  • #100 Gaara
  • #105 Naruto (The Last)
  • #108 Boruto
  • #110 Jirobo
  • #113 Tayuya
  • #114 Boruto (Road to Boruto)
  • #115 Boruto (Scientific Ninja Tool)
  • #118 Naruto (Road to Boruto)

Cannot Perform
The characters in this list cannot perform a shuriken guard break. These characters cannot throw a chakra shuriken after bouncing off an opponent's guard.

  • #047 Kankuro
  • #073 Sasori
  • #101 Kankuro
Offense: Linking Combos
This section will cover some of the various ways you can link combos in the game. Please note that this section is not complete. This section just serves to function as a basic understanding of how various techniques can be linked together. Characters with the ability to cancel jutsu have a much larger combo pool than those who do not.

Notes
  • Please refer to "Offense: Combo Cancel" before you read this section.
  • Not all characters can perform these combos, but most will be quite similar.
  • Most of the combos can be linked more than once (chakra dashes).
  • Each character will vary slightly based on the cancels/pauses in combos. This is just to give you an idea of the things you can do. Don't consider this a complete combo pool.

Legend:

[T] = Secret Technique
[J] = Jutsu
//B// = Guard Cancel
[G] = Grab
[CD] = Chakra Dash
[D] = Dash (No Chakra)
[M] = Melee
[CK] = Chakra Shuriken
[A] = Jump
[↑] = Up
[↓] = Down
▲ = This many times
, = Continuation (not a pause)
// = Metered Pause (Stop pressing combo button)

Combo List
Normal combos without cancels.
  • [M▲6] = Directionless Combo
  • [M▲4], [↑ + M▲2] = Up Combo
  • [M▲4], [↓ = M▲2] = Down Combo
  • [M▲4] (While Airborne) = Air Combo

Linked Combo List
Some of the various ways to link together your techniques to create linked combos.
[M▲1-5] is up to the user (and character) for how many times to press the combo button.

Melee Rush Combos
A list of combos in the sample video
  • [M▲1-5], [CD], [M▲1-6]
  • [M▲1-5], [J]
  • [M▲1-5], [CD], [M▲1-5], [A], [M▲1-5], [CD], [M▲1-5], [CK]
  • [M▲1-5], [CD], [M▲1-5]//[A], [M▲1-5], [CD], [M▲1-5], [CK]
  • [M▲1-4], [↓ = M▲1], [D], [M▲1-5], [CD], [M▲1-5], [CK]
  • [M▲1-4], [↓ = M▲1], [A], [J]
  • [M▲1-5], [CD], [M▲1-5]//[T]

Guard Break Combos
A list of combos in the sample video
  • [CD], //B//, [G], [CK]
  • [CD], //B//, [M▲1-5], [J], //B//, [M▲1-5], [J]
  • [CD], //B//, [M▲1-5], [J], //B//, [G], [CK]
  • [CD], //B//, [M▲1-5], [J], //B//, [A], [CK]
  • [M▲1-4], [↓ = M▲1], [A], [J], //G//, [M▲1-4], [↓ = M▲1], [CK]
Offense: Strings
A combo string is a sequence of hits that occurs after each input of the combo button. Each character has a minimum number of frames they are unable to move after a string is started before they can cancel it. Longer strings per input cause larger delay before the character is able to move, which can cause your character to be defenseless against an opponent who evaded the string.

Each character has 4 different types of combo strings:
  • IC (Intro Combo): Intro Combo is the part of a combo in which a character is forced to repeat before they can apply a direction to the combo. The longer the sequence per input on the intro combo, the weaker overall that character is. This is because this part of the string is easiest to predict, due to the repetitive nature of it. A character with a low string per input ratio is generally better for a balanced offense/defense.

  • NC (Neutral Combo): Neutral Combo is the part of a combo after the intro combo has finished in which no direction is applied. These usually send your opponent flying backwards after completion.

  • UC (Up Combo): Up Combo is the part of a combo after the intro combo has finished in which the analog stick is tilted up. These usually send your opponent into the air, which can be typically rebounded.

  • DC (Down Combo): Down Combo is the part of a combo after the intro combo has finished in which the analog stick is tilted down. These usually knock down your opponent, causing them to lose chakra.


Below is an example of how you can get stuck in a string once it has started. Note the beginning of when input is started vs when Sasuke jumps on IC3.

Defense: Escaping Combos
Escaping a combo can be done in various ways. You can escape a combo by utilizing a perfect dodge, a jump dodge, a dash escape or exploiting a gap in a combo. You can only escape a combo if you are not being actively hit. Meaning, if you're getting juggled, you will need to use a substitution to get out.
Notes:
  • In teams, it IS possible to get out of a juggle using support techniques with great timing. Such as during a move that causes the opponent to teleport away from your character long enough for the support character to get their jutsu off. But typically, you will need a substitution to get out.

  • In teams, you can more easily exploit gaps in combos by using the gap exploitation techniques (such as a tilt), then following it up with a support technique. This could potentially create a large enough opening in your opponent's attack for the support technique to go off, instead of the character simply getting included in the combo.
Perfect Block
A Perfect Block can be executed by moving the analog stick as soon as your opponent connects with your guard.

Notes:
  • This can only be done on the first initial hit. If done too early, your opponent will hit you. If done too late, you'll need to use a different method.

  • This still deals damage to your guard, so it is ineffective for damage done to guard by chakra dashes, but is a great way to escape a combo without getting caught in it.

Jump Escape
A Jump Escape is much easier to execute than a perfect block. A jump escape must also be performed on the first hit, but the timing is much more lax. However, a jump escape can only be used if the opponent's hit pushes your character backwards.

Notes:
  • The first hit doesn't have to be the starting string of a combo. It just has to be the first hit to make contact with your guard.

  • This doesn't work for every hit in every character's combo pool. But this has a very high success rate when compared to alternate methods such as exploiting a combo gap or perfect dodging.

  • When successful with your jump escape, you can perform any action as normal. It is usually recommended to chakra dash or counter, as most of the time, you won't get much distance. This means ninja movement (as shown in the video) can cause you to get caught in the combo again, or in another combo if your opponent pursues you.

Dash Escape
A Dash Escape is performed by dashing when your opponent jumps and throws a shuriken. This is effective for getting out of guard pressure that utilizes shuriken to keep you in place.

Notes:
  • If your opponent throws a chakra shuriken, you'll need to use a chakra dash to get out. If you use a basic dash against a chakra shuriken, you'll be hit by the chakra shuriken.

  • Guard does not need to be released in order to dash.
Basic Dash Escape:

Chakra Dash Escape: (You can also use a chakra dash escape for a basic dash escape)


Combo Gap Exploits
Combo Gap Exploits is the process of taking advantage of a character's holes in guard pressure. This is most noticeable between hits on your guard, where the longest point between hits would be exploitable. This can be done with the following methods: Chakra Dash, Secret Technique, Tilts, Chakra Shuriken.

Notes:
  • Not all characters have combo gaps.

  • Some characters that do have gaps, can prevent it from being exploited by cancelling the combo before the gap. (Dashing, jumping, throwing shuriken or using chakra related techniques.)

  • In order to fix the gap in a character or to exploit a gap in a character, it honestly depends on user understanding of each character and predicting your opponent's combo strings. I'm not going to list all of the gaps in the game, it just takes some time between observation and practice.

  • Using a measured combo (slowing down your combo) can create gaps your character doesn't normally have. Also be sure to observe your opponent's movements and notice when they use one as well!

    Chakra Dash
    Exploiting a combo gap with a chakra dash requires a medium length combo gap, where the character you are exploiting isn't actively hitting forward. While this isn't the safest method, it can open your opponent to punishment with your character's combo if properly executed.


    Secret Technique
    Exploiting a combo gap with a secret technique requires a long length combo gap OR preferably a character with startup invincibility frames on their secret technique. This is the most dangerous method of exploiting a combo gap, as even characters with invincibility frames can be stopped by certain combos (especially combos with projectiles such as Nagato or Sarada) and it uses a fair bit of chakra. It can be more easily performed by using a substitution right before using the secret technique.


    Tilt
    Exploiting a combo gap with a tilt requires varied lengths in the combo gap, depending on the character tilt. Using a tilt is unsafe if the opponent has substitutions, if the tilt is slow or the tilt doesn't stun the opponent at all. It can be made safe if you switch during teams immediately after using it, though this won't be true in all cases.


    Chakra Shuriken
    Exploiting a combo gap with a chakra shuriken requires a short length combo gap. However, most chakra shuriken are completely unsafe. I doubt this changes much even if you switch characters, but it's something a character like PTS Shino could take advantage of. To be honest, I don't really recommend this method for most characters.

Defense: Button Lock
For certain infinite combos, the opponent will use a button lock to prevent the player from moving. A button lock can sometimes be exited by using a shuriken.

Notes:
  • It is not guaranteed all button locks can be escaped using a shuriken.

  • There is a chance the shuriken will not be effective. This could be due to opponent predicting the shuriken, or the combo making it impossible to escape anyway.

  • It's good practice to try using a shuriken to get out of any situation where the opponent has you locked into an infinite combo.
      Below is an example of a button lock and the player using a shuriken to exit the infinite.
Defense: Contact Guard
Contact Guard is the process of using various mechanics to prevent a chakra dashing opponent from hitting you. It can be done by using a basic dash, chakra dash, shuriken, chakra shuriken, ninja tool and melee attack. The timing is rather tight for most of these techniques, but it can be useful when out of substitutions and chakra.

  • Chakra Dash: This is by far the easiest to perform. All you have to do is chakra dash at a chakra dashing opponent and you will bounce off each other. Requires 10% of chakra meter. [See Offense: Dash Rebound for an effective way to gain advantage]

  • Basic Dash Guard: This is the hardest to perform out of the list. To perform you must start a basic dash a few moments before your opponent would hit you. The goal is to be in the starting frames when your character first begins to move forward. Too soon and your opponent will hit your basic dash and be able to punish. Too late and you'll be caught in the starting frame animation and your opponent will be able to punish. Study the video and notice how the character is just starting to move forward when they collide.

  • Mash Guard: This is easier to perform for some characters than others depending on their reach and hit priority. To perform, all you need to do is catch your opponent with your combo as soon as they are close enough. This is intermediate to perform, but can be useful if out of options.

  • Shuriken/Chakra Shuriken/Ninja Tool: To perform, you must throw your shuriken/chakra shuriken/Ninja Tool (must be projectile) right before your opponent would make contact with your character.
Defense: Counter Break
A Counter Break is the process of cancelling an opponent's counter. This can be done in two ways.

Ultimate Counter Break
An Ultimate Counter Break is the utilization of a secret technique during an opponent's counter. During the start of the animation that knocks your character backwards, use your secret technique. While your opponent can block this, it can really catch them off guard, especially with faster techniques. This is one of the hardest techniques to pull off, requiring both luck and practice.

Notes:
  • Requires frame perfect timing. No audio or visual clues when to use your secret technique. Requires a bit of in-head timing that is quite impossible when in a match, unless you are expecting the counter.

  • Can only be used when a counter is used on your character's combo. Does not work when dashing. This is due to a secret technique not being usable during a dash.

  • Due to the ultimate counter break being used during your character's combo, this uses more chakra than just a secret technique, and deals less damage. (Ultimate Cancel; also known as Rev Cancel)


Puppet Counter Break
A Puppet Counter Break is a type of counter break that can only be used by puppet masters and Tayuya. This type of counter break used to be usable by all characters, but was patched out. This can be used during dashes as well.
  • Resets both players to neutral.

  • Timing varies among users, some are immediately after opponent counters, some are later.

Defense: Infinite Guard
Infinite Guard is the process of releasing your guard periodically so it doesn't get broken. This is useful when your opponent is throwing shuriken or chakra dashing repeatedly. This only works with attacks that only break guard when guard is about to break. See "Information: Manageable Values" for more details on how guard works.

All characters share the same properties with shuriken, chakra shuriken, basic dashes and chakra dashes in that the attack can only break guard if it is already at 0 points. The only exception to this rule is characters that use shurikens as their normal combo (Shino, Temari, etc.). Other attacks may vary.

Typically (despite the video) you will want to move around as much as possible in-between releases of your guard so your opponent can't get in close enough to combo and break your guard. It's also best to not let your guard get this low as to not rely on this method, but it's an option when your guard is about to break. Most people tend to get more aggressive when they see guard is red.


Strategy: Anticipation and Luring
This section covers the importance of strategy.

The goal is to anticipate the opponent's movements, and lure the opponent into creating an opening.

When successful, the opponent will often enter a more agitated state and become more reckless, or the opponent will enter a more passive state and become more careful. In either case, this change is good, as it forces the opponent to break the rhythm they are used to.

Anticipation
It is important to note any repetition in an opponent. Most players move, attack and defend in predictable patterns. Some examples include:
  • Using counter when out of substitutions.
  • Throwing shuriken during a melee combo cancel.
  • Dashing after a jump.

When successfully anticipating your opponent, it will be easier to defend and avoid their movements, which will allow for preservation of substitutions and/or forcing the opponent to use substitutions more often.

Luring
Luring your opponent is the process of tricking your opponent into moving, attacking or guarding in a predictable manner.
This can be done various ways, here are some examples:
  • Creating your own rhythm, then breaking it.
  • Changing from a defense based playstyle to a offensive one, or vice-versa.
  • Substituting at various intervals during a combo (i.e. after first hit, then after third hit, etc.)

When successfully luring an opponent, it will be easier to make the opponent drop their guard or lose advantage. It will also prevent the opponent from using their techniques properly, forcing the wrong timing on their attacks.
Strategy: Defeating a Guarding Opponent
In this section, we will be covering how to defeat an opponent who is constantly Dodging, Jumping, guarding and using Counters.

Dodging
To catch a dodging opponent: (such as dashing away, or using ninja move around you)
  • Chakra Dash towards your opponent, stop close to them (don't dash into them), then use a charged chakra dash when they move.

  • Jump Towards your opponent while throwing shuriken. They will be forced to guard and dodge your shuriken, or alternatively, go on the offensive.

  • Chakra Dash into your opponent, then use a normal dash (no chakra) immediately after. This will work on anything but an opponent that dashes towards or away from you.

  • Tip: Remember, an opponent that uses ninja move will lose advantage if you manage to dash into them. There is no actions you can perform (except counter and substitution) while you are in the middle of a ninja move.

Jumping
If your opponent is jumping a lot: (preventing you from dashing into them)
  • Use a Charged Chakra Dash (you will remain grounded for this dash), stop close to them, then use a normal dash (no chakra) to catch them in the air.

  • If you opponent guards the above technique (you'll lose this no matter what due to advantage), next time, throw a shuriken at them to force them to the ground during the dash.

  • If your opponent is jumping and constantly throwing shuriken (which yes, is definitely annoying), simply wait for a pause between the shuriken while performing the above methods.

  • Tip: If your opponent is simply too difficult to catch in the air, use the anticipation and luring techniques mentioned in this guide. Remember, Naruto is a strategy game first, and a fighting game second. Catch them off-guard and make them move when you want them to.

Guarding
If your opponent is guarding a lot:
  • Most attacks (excluding any type of dash, tilts and secret techniques), gain advantage over an opponent's guard. Simply perform a normal dash (no chakra) towards a guarding opponent, throw a shuriken when you get close then start a melee attack. If they release their guard after the shuriken, you'll get the hit. If not, you'll damage their guard.

  • Tip: It is much easier to force the opponent into a lure technique (make them go on the offensive) rather than trying to break their guard. An opponent with exceptional timing and skill at guarding can be extremely difficult to hit, sometimes near impossible.

Counters
If your opponent counters a lot, you'll need to anticipate the patterns in their counters (most people use them under certain conditions, such as low chakra, damaged guard, for chakra dashes, etc.) and when they perform their counter: either wait for the counter's successful period to end, use a shuriken (cancels the counter) or use a jutsu or secret technique. A counter forces the user into a negative advantage state. The user can use counters repetitively (until they run out of chakra meter to do so) as a counter is a priority technique and can be used while performing most actions.
Strategy: Substitution Traps
There are many different forms of substitution traps. Among these substitution traps are lingering techniques, combo traps, multi-hit techniques and ninja tools.

Persistent Technique
A Persistent Technique is any form of technique that remains on the field after it is placed for a small period of time. These lingering techniques include tilts, jutsu and secret techniques.
  • Persistent Tilts
    Tilts that remain on the field for a small period of time. These tilts can help create a defense for no cost to help preserve chakra and restore substitutions. Unfortunately, this means they can also be spammed with no cost.

  • Persistent Jutsu
    Jutsu that remain on the field for a small period of time. These jutsu can be used most effectively in teams, as you can use them to help support your main character for no chakra cost. Additionally, these deal quite a bit of damage when they connect.

  • Persistent Secret Techniques
    Secret Techniques that remain on the field for a small period of time. These secret techniques can be extremely dangerous to deal with, as some of them have homing and can prevent your opponent from using any form of ranged attacks, and dashing in.

Combo Traps
A Combo trap is a type of trap that occurs due to character specific combos. These combos typically have a radial hit or some type of clone, projectile or invincibility frames that makes substitutions ineffective during a small duration of the combo. Often times, players will cancel their combo directly after the substitution traps to provide guard pressure that's nearly inescapable.

Multi-Hit Techniques
A Multi-Hit Technique is any type of attack that hits more than once. Similar in fashion to lingering techniques, except multi-hit techniques use sequential hits from an attack to create a substitution trap. A good example of this type of trap is Shisui's "Uchiha Style: Halo Dance" which can be controlled to deliver 1-3 hits.

Ninja Tool Traps
A Ninja Tool Trap takes a bit of creativity to pull off. Typically, using the fire bomb tags or kunai bags makes this a bit easier. You can easily create a trap by placing one of these types of tools, then maneuvering in a manner that makes your opponent accidentally step on it, or substitute right before a kunai bag goes off, preferably in the air. While these types of traps are limited, and don't do much damage, they create a substitution trap usable by almost any character.
Strategy: Utilizing Substitutions
This section is just a quick strategy guide regarding substitutions. New mechanics are not discussed here, just ways to preserve your substitutions, and make your opponent use theirs.

Substitutions are a vital resource for any battle. So they are also essential for creating strategies for both offense and defense. Please see the "Information: Manageable Values" section for more information on how substitution recovery works.

When a player uses a substitution, a timer is set for 14 seconds.
Notes:
  • If a substitution is used before this timer completes, the timer will reset.
  • A free substitution is given for every 31.25 points of damage a player takes. However, the problem with this is using the free substitution still resets the timer.
  • For reference, a health bar is 50 points (100 points of health per match) and a Secret Technique deals 30 points (without bonuses/boosts).

Offense
While the primary goal of the game is to bring the opponent's health to zero, it is safe to say that the main method to accomplish this goal is to reduce your opponent's substitutions to zero, and keep them there as much as possible. In order to do this, you will want to place your opponent in situations as much as possible that force them to use a substitution.

These are the main ways to force your opponent to use their substitutions. Please see "Offense: Frame Sensitive Combos" for a refresher on what these techniques are and how they are executed.

  • Infinite Combos: When you place your opponent in a proper infinite combo, the only way to escape is a substitution, or an extremely well-timed support.

  • S3 Cancel: Best used after your opponent has been given their free substitution after taking 31.25 points of damage, a S3 cancel places the opponent in a situation where they either have to take the damage from the Secret Technique to preserve their substitutions, or use the substitution to escape the damage. Most will use the substitution, disregarding the disadvantage it puts them at immediately after.

  • Substitution Traps: Utilizing different types of substitution traps can make your opponent suffer damage after using a substitution, or even use multiple substitutions at once.

Defense
Knowing when to substitute is just as important as knowing how to deplete your opponent's. Please follow the key points below.
  • Air Combos: When you are caught in an air combo, do not use substitutions, except in situations where you have more substitutions than your opponent, you are low on health or your opponent has an effective followup. This is because air combos deal less damage than a ground combo, and it costs your opponent more chakra to keep you there.

  • Tilts: Do not substitute tilts. Tilts don't do a lot of damage and most of them do not give your opponent a followup attack. However, if the opponent is getting big damage off their tilt you'll want to consider substituting when necessary.

  • Jutsu: This one might get a bit of backlash, but pretty much the same scenario as tilts here. While some jutsu can do moderate damage, most should be quite avoidable and don't allow a followup. In most cases, I see people substitute after getting hit by the jutsu, which further depreciates any reason to use it against a jutsu.

  • Ninja Tools/Shuriken: And same as everything above. There just isn't a reason to substitute these techniques. The Guard Break pill can be countered and most ninja tools won't cause you too much harm. The only time you'll want to use a substitution here is when you know it'll result in a large scale followup.

  • Damage Substitution: This should be self explanatory after reading the offense section, but it'll be repeated to be sure it's understood. If you use the substitution that you receive after taking 31.25 points of damage, the recovery timer will reset and you will be out of substitutions for even longer. Try to put yourself in situations where the opponent cannot deal massive consecutive damage, such as in the air, when you are out of substitutions.

To recap for defense, you'll basically just want to be sure you're using substitutions on attacks that can cause follow up, such as an infinite combo, a S3 cancel, etc. Be sure to monitor your substitutions closely, and try not to use them if you know the timer is almost ready to reset. A great way to prevent yourself from taking too much damage when you're out of options is to intentionally let your opponent get you in an air combo. This will usually prevent too much followup, and will also make your opponent use up their chakra.
Teams: The Basics of Switching
This is a short list of the basics (foundation) of team tech.

Combo Switch
The most basic tool for extending combos, switching characters during a combo allows the second character to follow up and continue the combo without using chakra. Performed by switching characters during a combo.

Notes:
  • Each switch uses 50% of the support gauge, allowing for up to potentially 5 combos before chakra would need to be used to continue inflicting damage.

  • The character must be on Intro Combo 2 (IC2) or later for the switch to occur normally.

  • Switching in the air doesn't dash, but can be used to extend the combo as normal, however, the damage is less and there is a much greater chance of missing the opponent than on the ground.

Dash Switch
Performed by switching during a dash, allows the player extra protection in various situations.

Notes:
  • Each switch uses 50% of the support gauge, which when combined with regular dash cancels can provide a large number of potential dash combinations.

  • Can be used to provide a meat shield against ultimates, jutsu, dashes, tilts, and combos.

  • After bouncing off an opponents guard, a switch can negate the knock-back animation received when colliding with an opponents guard, preventing negative advantage.

Jutsu Switch
Performed by switching during the current character's jutsu, or during a support character's jutsu.

Notes:
  • Each switch uses 50% of the support gauge, allowing for various jutsu to be used at once.

  • If a jutsu is charged and the character is switched out, the character will still teleport to the opponent.

  • A character who's jutsu has been used can be switched back to if the character was originally switched out.

Tilt Switch
Performed by switching during a tilt, a Tilt Switch can be used to skip tilt frames, take advantage of stuns or teleportation.


Counter Switch
Performed by switching during a counter, a Counter Switch can be used to skip counter frames and take advantage of stuns (using counter infinites).


Shuriken Switch
Performed by switching while using a shuriken or chakra shuriken, can be used defensively and offensively to mix-up the opponent, extend combos or knock the opponent out of the air. Can also be used with long-range shuriken combos.

Teams: Switch Buffering
Switch buffering is the process of removing cost from various actions. A switch buffer can be used for Jutsu, Shuriken, Dashes, Substitutions and Counters.

Note:
  • Instead of consuming the traditional cost, the technique that is buffered will instead consume 50% of the character's support gauge.
  • For chakra techniques, it is performed by loading chakra, switching and immediately pressing the button that would initiate the original technique.
  • For other techniques, it is performed by switching immediately after using the technique.
  • Does not work for ultimate jutsu.

Jutsu Buffer
Like all buffering techniques, a jutsu buffer can be used to circumvent the consumption of it's traditional cost.

Note:
  • Can be used in the air.

Chakra Dash Buffer
Like all buffering techniques, a chakra dash buffer can be used to circumvent the consumption of it's traditional cost.

Note:
  • Can be used for spark dashes, charged chakra dashes, and chakra dashes in the air.

Counter Buffer
Like all buffering techniques, a Counter Buffer can be used to circumvent the consumption of it's traditional cost.

Note:
  • When performed properly, no chakra will be destroyed.
  • Still resets the timer for recovery, if a counter was previously used.


Substitution Buffer
Like all buffering techniques, a Substitution buffer can be used to circumvent the consumption of it's traditional cost.

Note:
  • Only works in neutral situations. This is because the tech requires the player to be able to switch, which cannot be done during mid-combo.
  • Timer for substitution recovery still resets if used with less than 4 substitutions.
Teams: Instant Substitution Recovery
In teams, it is possible to recover substitutions instantly. While using this tech is definitely in a grey area in the community, it is important for players to understand how to do it, in the event they are matched against someone who uses it.

This tech is performed by switching right before the animation for the grab begins. If done properly, your character should remain the same, you should hear the audio cue that a switch occurred and after the animation ends, your substitutions should recover.

Teams: Phantom Air Hit
The Phantom Air Hit utilizes switch tech and characters with a projectile in their air combo to hit the opponent from afar.

Note: This tech can be blocked.

Check out E [MrAirforce464]'s guide on the video.
Check out his Youtube page here: https://www.youtube.com/@MrAirforce464

Information: Advantage Exceptions
Under some specific circumstances, advantage techniques may not always work. This varies between internet latency and character advantage.

Internet Latency
In some online matches you may notice some delay between movement on screen and controller input. This is caused by internet latency between you and your opponent. In some of these situations, the delay may be so great that you cannot react fast enough to successfully use advantage techniques.

Character Advantage
Some characters in the game have extra advantage permissions during their melee combos. Whilst it is unclear if the developers meant for this to occur, or if it is oversight, this can make certain characters much stronger than other characters in certain configurations.

It is important to note that all advantage techniques work normally on these characters, however, these characters in this list are able to easily catch another character with a mid-combo shuriken, clone or AOE attack out of the air or a dash, which makes these characters much more difficult to handle.

  • Projectiles: A handful of characters have combos that throw projectiles mid-combo. If the projectile is thrown early enough, these characters can defeat characters with an extended reach in hand-to-hand combat, and may even be able to force most neutral advantage situations into positive advantage. Many online players also spam these combos from a distance, as intro combos don't actually require physical contact to be used.

  • Clones: Some characters will use a clone during a combo (or any other type of physical entity) that extends their reach beyond the normal amount. Many of these characters (just like the projectile type) can make neutral advantage situations into positive advantage due to the extra reach.

  • AOE: Some characters can use an attack that can hit characters within a small radius of them (such as almighty pull/push) or behind/above/in front of them. These types of attacks also negate any type of dashing completely if hit by the attack. Characters that meet these criteria are the hardest to corner into a disadvantage state, due to the combo being able to hit from any angle.
Information: Essential Values
This section covers a variety of the actual values of the game. This includes miscellaneous things such as the timer, how much health you have, how the storm gauge works and more. This information was obtained using the NSUNS4 debug application on PC, as well as some help from Xact.

Health
The Health Meter is a value of 0-100, with each health bar totaling 50 points and a total of 200 points of health per match. Each 100 points of health is a called a "stock" by the community, meaning you are "2 stocked" if you don't win any rounds during a match.

Many values of the game are tied into the damage each player is receiving or dealing. So knowing the actual values is actually pretty important, though I suppose it's not really that surprising that you are given 100 points of health in a round.

Armor Break
The Armor Break Meter takes equivalent damage to health, under most conditions. A character can withstand 45 points of damage to health before it breaks.
  • If a player is caught in an animation before armor breaks and it reduces the player lower than 55 points of health, the next time the player takes damage armor will be broken.

  • Chip damage taken whilst guarding counts towards the armor break.

  • A player that has armor broken takes 10% more damage to health, but not to guard.

  • When armor break is set off and a character's clothing is damaged, both players receive a brief window where animations are slowed for both players. This doesn't change stun length however, so often times the opponent is able to move at times where they should still be stunned. This means it's best to keep an eye on your opponent's health and try to armor break them during non-essential moments, such as with a shuriken.

  • Each character has it's own armor break meter. This means on a team of 3, your armor can be broken up to 3 times. This can be problematic due to the armor break not being displayed anywhere. Meaning, the only way to keep track, would to be to keep an eye on how much damage each character has taken so far. This is pretty much impossible in high tier matches, where a player is using buffering switch tech frequently.

Storm Gauge
The Storm Gauge is a value of 0-100. Rewarded Storm gauge is based off a variety of actions.

Notes
  • Storm gauge lasts 30 seconds when it reaches maximum.
  • Support actions unlock when storm gauge is at 50/100.

Damage
Players can receive storm gauge by receiving or dealing damage.
  • When a player deals damage to their opponent, their opponent is given points in the storm gauge equal to 50% of the damage they took, whilst the player receives 25% of the damage they dealt.

  • When either player is under 50/100 health (1 health bar), they gain storm gauge equal to 150% of the damage they took.

  • Players are still given storm gauge when receiving or dealing chip damage.

Other Actions
Some other actions also give storm gauge.
  • Switching characters gives 4 points, regardless of when the switch takes place.

  • Using a Secret Technique or jutsu gives 2 points (before it hits).

  • Using a chakra dash or chakra shuriken gives 1 point (before it hits).

  • Using a support character's jutsu gives 6 points (before it hits).

Awakening
  • The awakening gauge (when you charge into awakening) is a value of 0/30. It takes approximately 3 seconds to charge into awakening.

  • When a player awakens, they have 20 seconds before it runs out.

  • After a player's awakening runs out, they receive 133.33% more damage from their opponent.

  • While it's not very likely it would occur, it is possible to awaken without ever having your armor broken. If this should occur, you cannot be armor broken in awakening mode, though it will break next time you are damaged when awakening wears off.

Timer
The timer is actually double the value of the frames. This means that each time the counter counts down once, it is actually 2 seconds in real time. Therefore the longest match possible is actually over 10 minutes, with 594 seconds on the timer, and an additional 30 seconds using the longest linked secret technique finish, the Akatsuki. A total of 624 seconds.
Information: Manageable Values
This section covers a variety of the actual values of the game. This includes manageable things such as substitutions, chakra and more. This information was obtained using the NSUNS4 debug application on PC, as well as some help from Xact.

Substitutions
The Substitution "meter" is a value of 0-100, with each substitution using 25 points. Whenever a substitution is used, the timer associated with automatic recovery is reset, causing the player to have to wait the full time for a substitution to recover.

  • Substitutions recover by damage also, recovering 1 substitution per 31.25 points of damage (minimum). It is ill-advised to use this substitution however, as using it still resets the timer to automatic recovery.

  • Substitutions can be switch buffered on the first hit of any attack, allowing a player to use a free substitution. Using this method of substituting still resets the timer, so it is ill advised to use unless you are at full substitutions, or during emergency situations.

  • Timer resets upon each use. This means the maximum time you could be without full substitutions could be over 30 seconds (15 in-game seconds). This would be a worse case scenario, using the substitution every 10 seconds or so. Additionally, if the player uses the given substitution from taking damage, the timer would extend by another 14 seconds, meaning the player could be without substitutions for over 40 seconds (20 in-game seconds).

  • Substitutions recover at the following rates:
    14 seconds - recovery; 0.5 seconds per sub - (16 seconds from empty) - 60 FPS
    14 seconds - recovery, 1 second per sub - (18-19 seconds from empty) - 30 FPS (Consoles)

  • It is important to note that many characters can deal beyond 31.25 points of damage to their opponent before a substitution returns. For example, if a character deals extended damage of 28.00 points of damage, then manages to deal an additional 30.00 points of damage from the secret technique, the player would take 58.00 points of damage before being able to substitute.

    This is an example of a player dealing more than 31.25 points of damage, before substitutions can return.

Chakra
The Chakra Meter is a value of 0-100. A player must have at least 10 points of chakra in order to perform any chakra based techniques.
  • Chakra Shuriken - Costs 10 points.

  • Chakra Dash - Costs 10 points.

  • Charged Chakra Dash - Costs 10 points.

  • Spark/Turbo Dash - Costs 18 points.

  • Jutsu - Varies. Costs at most 50 (Lee - Leaf's Combo Attack) to as little as 20 (Gaara - Sand Shower)

  • Jutsu Cancel - An additional 15 points after initial cost.

  • Secret Technique - 40 Points

  • Secret Technique Combo Cancel (Rev Cancel) - 60 Points

Counter
The Counter "meter" shares the chakra meter (1-100). Each counter uses a portion of the chakra meter, effectively destroying any chakra stored in it's path. The timer for chakra meter recovery when a counter is used resets upon each use.

  • A minimum of 32.100 points of chakra is needed to use a counter.

  • Timer for chakra meter recover is reset upon each use. Recovery begins after about 4 seconds when a counter is used.

  • The lowest value the chakra meter can be placed at is 30.100 points using counter. This means using a counter at 32.100 points of chakra will still only reduce the chakra meter to 30.100, despite the initial cost of 20 points.

  • Chakra is destroyed if a counter would bring the chakra meter below the value of stored chakra. This means it is typically ineffective for preservation of chakra to use a counter when chakra exceeds this amount.
Guard
The Guard "meter" is a value of 0-25. When this value is reduced to below 0, your guard breaks. Combos and shuriken deal the same damage to guard as they do health. This means your guard can last about 2 full combos before breaking.
  • Guard is the only value which timer does not "reset" when used. This means whenever your guard is released, your guard recovers.

  • Guard does not recover during cutscenes.

  • Guard does not recover when releasing block during a combo, even if the character is still forced in a block state.

  • Guard does recover when the character is knocked down, sent flying backwards, countered, etc. If the player holds guard during these moments, recovery will still be paused.

  • When guard is broken, damage taken by Secret Techniques is reduced to 65% of normal damage. If a player uses the guard break tool, damage is decreased to 50% for other moves as well.

  • Pressing Jump/Guard/Chakra/Attack/Projectile and/or any direction on the left analog stick will decrease the time a player remains in guard break animation by 29.4%. However, if a guard broken player is hit, they lose the ability to shorten the frames.
Information: Ninja Tools
This is a short section dedicated to the properties of ninja tools. These values are stackable with all damage increases/decreases.

  • Food Pills: You deal 130% damage with all attacks to health and guard.

  • Exhaustion Tag: Your opponent deals 80% damage with all attacks to health and guard.

  • Tortoise Shell Pill: You take 80% damage from your opponent's attacks to health and guard.

  • Defense Breaking Tag: Your opponent receives 125% more damage from all attacks to health and guard.

  • Power Mochi: You deal 150% more damage to your opponent's guard (but not health).

  • Poison Tag: Deals 3 damage over 5 seconds. Stacks with damage increases/decreases.

  • Paper Bomb: Deals 5 damage. Deals an additional 5 damage over 10 seconds if environmental damage is on.

  • Bomb Ball: Deals 5 damage. Deals an additional 5 damage over 10 seconds if environmental damage is on.

  • Kunai Rain: Deals 1.2 damage. Stacks with damage increases/decreases.

  • Burst Kunai: Deals 1.2 damage. Stacks with damage increases/decreases.

  • Shot Run Pill: 120% movement speed for 5 seconds.

  • Sluggish Tag: Opponent's movement speed is reduced to 80%.

  • Chain Mail: Shuriken are reflected for 3 seconds.

  • Focus Tag: Only works when using support Jutsu. Increases Support Gauge received by 50%. Lasts 6 seconds.

  • Guard Break Attack: Instantly breaks opponent's guard. Opponent cannot block or use substitutions. Secret Technique damage is reduced to 65%. All other attacks are reduced to 50% of normal damage.
Information: Types of Fighters
There are several different types of fighters in Storm 4. These types are Standard, Long-Range, Puppet Master, Hybridand Unique. Aside from the Unique category, once you have mastered a type of fighter, all other characters that fall under that type will control roughly the same - and thus be partially mastered (not including Tilts, infinites, S3 Cancels, Jutsu, etc)

  • Standard: These make up the majority of the fighters in the game. 111/128 characters make up this category. These types of fighters have a standard melee combo and can throw a single projectile at a time.

  • Long-Range: There are 7 Long-Range characters in the game. These characters have a very short melee combo but have access to a projectile combo instead. These are the Long-Range characters in the game:
  • #015 Tenten
  • #017 Shino Aburame
  • #048 Temari
  • #072 Deidara
  • #077 The Second Mizukage
  • #086 Utakata
  • #111 Kidomaru

  • Puppet Master: There are 4 Puppet Masters in the game. These characters utilize a puppet to attack instead of the character attacking. Otherwise, they are controlled with a standard layout. These are the Puppet Masters in the game:
  • #047 Kankuro
  • #073 Sasori
  • #079 Chiyo
  • #101 Kankuro

  • Hybrid: There are 3 hybrid characters in the game. These characters are controlled with the standard layout, but are able to throw multiple projectiles instead of a single projectile. These are:
  • #096 Tenten (PTS)
  • #098 Shino Aburame (PTS)
  • #102 Temari (PTS)

  • Unique: These characters have properties that are unique to them alone (or a very small subset of characters). As each one is different, this list will contain the reason for them being unique.

  • #016A Kiba Inuzuka: Kiba is unique as he utilizes Akimaru to attack alongside him. Much like a Puppet Master, if Akimaru is knocked down, Kiba will be unable to attack. Otherwise, Kiba is controlled with a standard layout.

  • #057 Kaguya: Kaguya has the ability to change the arena to 3 different types, at the expense of not having access to standard ninja tools. In the normal arena (not changed), Kaguya is controlled using the standard layout, but with the ability to throw multiple projectiles.

  • #113 Tayuya: Tayuya has the ability to summon 3 different Doki to aid her in battle, at the expense of not having access to standard ninja tools. Tayuya is Long-Range character otherwise, but also has deals the most damage out of any other character with a shuriken (thrown from the air).
Information: Jutsu
This is a complete list of all jutsu each character uses. Each one is labelled of which special qualities they have and the amount of times they can be used.


An offline google sheets document for the jutsu list is available here:
https://docs.google.com/spreadsheets/d/1vGxEVj7G6HWwUSHNxCKY-ysh1oATN4J6RNIPvSY0cnE/edit?usp=sharing

Main Legend:
  • Roster #: Location of the character on the roster. Goes left to right in each row, starts on the left on each column. Goes Right to the next page to the top left column once current page is completed.

  • Character Name: The Name of the character + Costume of the character. (All Variants) means all costumes and variants for the current Roster Character.

  • Jutsu: Name of the justu the character is using. Does not include names for charged jutsu.

Justu Qualities Legend:
  • Cancel: Whether or not the jutsu can be cancelled.
  • Air: Whether or not the justu can be used while airborne.
  • Lingering: Whether or not the jutsu lingers on the field for a period of time.
  • Sequence: Number of controllable projectiles or attacks after the jutsu is released.
  • Charge: Whether or not the justu can be charged into a different, more powerful jutsu.
  • # of uses: Number of times the jutsu can be launched from a full chakra bar.

Information: Analog Stick Deadzone
This is just a quick section covering the actual range of analog stick movement and for which actions. The most important to know here is "Hollow Step" as many infinite combos can only be properly performed by doing one.

Notes:
  • The deadzone information was obtained using gamepad-tester.com
  • The "range" of an analog stick is a value between 0.00000 and 1.00000.
  • The information may not be 100% accurate.
  • The deadzones were the same for both a PS5 controller and a Xbox 360 controller.
  • The deadzone for a controller is not the same across all types. Some controllers are more sensitive than others, and have a tighter deadzone range.

Deadzone Information:
Battle Information
0.00000 - 0.55000 = No movement
0.55001 - 0.75000 = Hollow step/movement during battle/tilts
0.75001 - 1.00000 = Full range of movement during battle/ninja movement

Adventure Mode Information:
0.75001 - 0.90000 = Walking in adventure mode
0.90001 - 1.00000 = Running in adventure mode
Information: Bugs and Glitches
Please note this section is not complete. If you find a bug that can be replicated, please post it here.

    Character Specific
  • Might Guy (Great Ninja War) can Chakra Dash during a normal dash. While this is not intentional, it doesn't really affect gameplay, though it allows players to fake-out their opponent in a way only Might Guy can. All other characters can use a combo mid-air or ninja movement then dash afterwards for a similar effect.

  • Mifune can attack a player right after the grab completes by mashing the attack button.

  • Great Ninja War Choji, when hit during the start frames of the secret technique and a substitution is used, may remain big if character is hit on the same frame as the initial substitution.

  • Minato + Kaiju Awakening. Grabbing with Minato then immediately switching to a Kaiju Awakening can freeze the opponent until hit.

  • Konohamaru can cancel his tilt with a grab (before the kick animation).This also applies if the tilt was initially started in the air.

  • Six Paths Madara will crash the game if an opponent's guard is broken by a "Limbo" physical attack. "Limbo: Purgatory Jail", "Limbo: Heavenly Jail" and "Limbo: Underworld Jail" are affected by this bug. This is because these attacks are not coded to deal damage to guard. But remember, guard breaks when hit by any attack at "0". So because of this conflict between attacks that deal 0 damage to guard and guard breaking when it's at 0, the game crashes.

  • Kaguya 5th Dimension Glitch: The player can buffer a secret technique (one that still fires when switched) then switches dimensions with Kaguya when the attack lands, will cause their opponent to disappear until the glitch is undone. Undoing the glitch is performed by using a Secret technique once, then hitting the opponent once.

Gameplay

  • When armor break is set off and a character's clothing is damaged, both players receive a brief window where animations are slowed for both players. This doesn't change stun length however, so often times the opponent is able to move at times where they should still be stunned. This causes some combos to 'break' as the opponent can guard during them.

  • When performing a grab, sometimes getting hit will result in a screen shake visual effect that is identical to the Defense Breaking Tag tool. This is a minor bug and appears to only cause a small visual glitch. No other issues occur for this.

  • After a player is knocked down and they drop chakra orbs, those chakra orbs when absorbed by the opponent can extend stuns and allow the opponent to block/rebound when they shouldn't, much like the armor break glitch.

  • When a player is KO'd by an attack that sets fire, it may cause the character to remain downed until the fire ends. The next match will not start until the fire goes out.

Performance
  • The MSAA option uses much more resources than it should, causing the game to lag. It can also occasionally cause crashes. Recommended set to "OFF".

  • When the game is set to 60 FPS, Jutsu selection lags and causes double input or no input to be registered in the menus.

  • When playing against an opponent with a lower frame rate or a slow connection, the game may run at a much lower frame rate to synchronize the players. This can be avoided by only fighting against opponents with good internet (blue bars).

Audio
  • Occasionally, when guard is broken, the audio for the guard break may loop. This looping audio will continue to play until the game is restarted.

  • Occasionally, when an explosion (such as from a jutsu, paper bomb, etc) occurs, the audio for the guard break may loop. This looping audio will continue to play until the game is restarted.

Game Breaking
  • On all platforms, if the player is in an online lobby in standby mode (playing offline) and the opponent joins the lobby when the player is clicking 'retry' in the in-game start menu or returning from an offline match to the character select screen/main menu, the game will hang, forcing the player to close the game and restart it.

  • On all platforms, if the player is in an online lobby in standby mode (playing offline) and the opponent joins the lobby with a very slow connection, the game will hang, forcing the player to close the game and restart it.

  • When Audio Output changes, the game may crash.

  • If a mic is not turned on before the game starts, the game will fail to grab the mic. This remains true if a headset mic is turned off when the game starts.

  • If the game is minimized while accepting an invitation to a private game, the controller may not respond.

  • On PC, If the controller disconnects, the controller may not respond when reconnected. This may be due to Windows changing the "player" of the controller when it is reconnected.

  • Using mods online may cause disconnections or crashes. This may not always be apparent to player not using mods, so the game may appear to crash for no reason. It's most noticeable when characters are missing from the 'VS' screen right before the battle, the characters profile image is missing in battle or a specific move always causes a disconnect.

  • During an online match, there may be a 'random' disconnect that occurs when a substitution is used.The issue is caused by a desynchronization between the frame rate of the players and/or system files. A good way to try to fix it, is for both players to validate their files then relaunch the game. Ensuring both players are matching the frame rate is important as well.
Personal Training: Find your Power Level!
This section will help you find your overall skill level. It will be separated by "tier". Note that this will change depending on what character(s) you choose and which character(s) you choose for the AI.

Setting things Up
For a baseline, I recommend using Hinata (PTS) VS. Hashirama (Reanimated). You can use this to determine your overall skill with and against various characters as well. The guide demonstrates this for singles but it can definitely be used in teams as well.
  • # of Matches = 3
  • Choose Super Hard
  • Choose Max Handicap for CPU
  • Unlimited Time
  • Secret Techniques and Jutsu are forbidden except when your opponent is out of subs. This is due to the AI eating these attacks instead of blocking them or dodging them.
  • This tests mostly: Reaction Time, Combo Skills, Resource Management, Dodging Skills (increased damage means guard is broken easily). This will test more of your aggression/pressuring skills than your defensive skills, simply because the opponent AI doesn't pressure well.
  • This is great for determining personal skills with each character.

Formula and Tier List
Formula:
Power level = Health Ryo Score + Time Ryo Score

Tier List
Be honest with yourself. Find your lowest score, highest score and average score. Use the average score to determine which tier you fall into, but be careful to notate your lowest and highest scores and try to make them more consistent with your average score.

  • S+ Tier: Score > 7,250 (Highest possible is around 7,500)
  • S Tier: 6,750 - 7,250

  • A+ Tier: 6,250 - 6,750
  • A Tier: 5,750 - 6,250
  • A- Tier: 5,250 - 5,750

  • B+ Tier: 4,750 - 5,250
  • B Tier: 4,250 - 4,750
  • B- Tier: 3,750 - 4,250

  • C+ Tier: 3,250 - 3,750
  • C Tier: 2,750 - 3,250
  • C- Tier: 2,250 - 2,750

  • D+ Tier: 1,750 - 2,250
  • D Tier: 1,250 - 1,750
  • D- Tier: Score < 1,250

  • E Tier: Losing = Not ready for online.

AI Issues
  • AI will move around aimlessly and not attack. This can be prevented by being aggressive.

  • The AI does not block or evade attacks, will continuously spam the tilt and forwards/backwards dashes and uses barely (if any) of the mechanics used online. This is a primary reason this guide is so important and it's also why this training method should be considered a baseline - not a full indication of your skill level. Chances are however, if you score really high here you'll do well online.

Demonstration
Here is a demonstration of this personal training in action:
Tutorials: Character Guides
This section is dedicated to character guides. All characters are in the same order you'd find them in the roster. From left to right, Pages 1-5 (Left to right).

Character Guide Completion: 100/128(78.125% - Missing 28 characters)
Note: It is unknown what the percentage is for awakened characters, but I suspect it is quite a bit lower.

Character Variants
Keep in mind, that some characters have different variants. A "variant" is any character of the same name with a different moveset that shares the same roster slot. The exception to this rule is Itachi, who takes up two roster positions, but the second roster position is just a skin and not a variant. Otherwise, characters who share the same name, but take up different slots, are treated as individual characters.

Variant List:
    Page 1 (27+4)
  • #004A = Naruto (Tailed Beast Bomb)
  • #004B = Naruto (Sage Art: Massive Rasengan Barrage)
  • #004C = Naruto
  • #007A = Kakashi (Double Sharingan)
  • #007B = Kakashi (Great Ninja War)

    Page 2 (27+3)
  • #040A - Hashirama (Reanimation)
  • #040B - Hashirama
  • #043A - Minato (Reanimation)
  • #043B - Minato
  • #050A - Killer Bee (Shark Skin)
  • #051B - Killer Bee

    Page 3 (27+0)
  • #056A - Madara (Reanimation)
  • #056B - Madara
  • #067/#068 = Itachi (All Variants)

Missing Characters:
The following is a list of characters not covered in this guide at this time.

#004C: Naruto (Wind Style: Rasen Shuriken/Nine-Tailed Rasengan)
#015: TenTen
#016B: Kiba (RTB)
#023: Kushina
#036: Kabuto
#038: Jugo
#039: Karin
#050A: Killer Bee (Shark Skin)
#061: Tobi (Orange Mask)
#075: The Third Raikage
#076: The Second Tsuchikage
#079: Chiyo
#091: Shikamaru (PTS)
#094: Neji (PTS)
#101: Kankuro (PTS)
#113: Tayuya
#114: Boruto (RTB)
Tutorials: Character Guides (Page 1/5)
#001 Naruto (Sage of Six Paths Mode)

#002 Naruto (Kurama Link Mode)

#003 Naruto (Sage Mode)

#004A Naruto (Tailed Beast Bomb)

#004B Naruto (Sage Art: Massive Rasengan Barrage)

#004C: Naruto (Wind Style: Rasen Shuriken/Nine-Tailed Rasengan)
No video available

#005 Sakura

#006 Sai

#007A Kakashi (Double Sharingan)

#007B Kakashi (Great Ninja War)

#008 Might Guy

#009 Yamato

#010 Shikamaru (Shippuden)

#011 Choji (RTB)

#012 Ino (Shippuden)

#013 Neji (Shippuden)

#014 Rock Lee (Shippuden)

#015: TenTen
No video available

#016A Kiba (Shippuden)

#016B: Kiba (RTB)
No video available

#017 Shino (Shippuden)

#018 Hinata (Shippuden)

#019 Asuma

#020 Konohamaru

#021 Shisui

#022 Iruka

#023: Kushina
No video available

#024 Jiraiya

#025 Kakashi (Young)

#026 Obito (Young)

#027 Rin
Tutorials: Character Guides (Page 2/5)
#028 Sasuke (Rinne Sharingan)

#029 Sasuke (EMS)

#030 Sasuke (Five Kage Summit)

#031 Sasuke ("The Taka")

#032 Sasuke (Kirin)

#033 Orochimaru

#034 Kabuto (Sage Mode)

#035: Kabuto (Snake Cloak)

#036: kabuto
No video available

#037: Suigetsu

#038: Jugo
No video available

#039: Karin
No video available

#040A The First Hokage: Hashirama

#040B Hashirama

#041 The Second Hokage: Tobirama

#042 Hiruzen (The Third Hokage)

#043A Minato (Reanimated)

#043B Minato

#044 Tsunade

#045 Danzo

#046 Gaara (Shippuden)

#047 Kankuro

#048: Temari

#049 Raikage: Ay

#050A: Killer Bee (Shark Skin)
No video available

#050B Killer Bee

#051 Darui

#052 Ohnoki

#053 Mei

#054 Mifune
Tutorials: Character Guides (Page 3/5)
#055 Madara (Six Paths)

#056A Madara (Reanimation Release)

#056B Madara (Reanimation)

#057 Kaguya

#058 Obito (Ten Tails Jinchuriki)

#059 Obito

#060 Tobi (Great Ninja War)

#061: Tobi (Orange Mask)
No video available

#062 Masked Man

#063 Obito (Rampaging)

#064 Pain

#065 Nagato

#066 Konan

#067/#068 Itachi

#069 Kisame

#070 Kakuzu

#071: Hidan

#072: Deidara

#073: Sasori

#074 The Fourth Kazekage

#075: The Third Raikage
No video available

#076: The Second Tsuchikage
No video available

#077 The Second Mizukage

#078 Hanzo

#079: Chiyo
No video available

#080: Zabuza

#081 Haku
Tutorials: Character Guides (Page 4/5)
#082 Yugito

#083 Yagura

#084 Roshi

#085 Han

#086: Utakata

#087 Fuu

#088: Naruto (PTS)

#089 Sasuke (PTS)

#090 Sakura (PTS)

#091: Shikamaru (PTS)
No video available

#092: Choji (PTS)

#093 Ino (PTS)

#094: Neji (PTS)
No video available

#095 Rock Lee (PTS)

#096 Tenten (PTS)

#097 Kiba (PTS)

#098 Shino (PTS)

#099 Hinata (PTS)

#100 Gaara (PTS)

#101: Kankuro (PTS)
No video available

#102 Temari (PTS)

#103 Kimimaro

#104 Mecha Naruto
Tutorials: Character Guides (Page 5/5)
#105 Naruto (The Last)

#106 Sasuke (The Last)

#107 Hanabi

#108 Boruto

#109 Sarada

#110 Jirobo

#111 Kidōmaru

#112 Sakon/Ukon

#113 Tayuya

No video available

#114 Boruto (Road to Boruto)

No video available

#115 Boruto (Scientific Ninja Tool)


#116 Sarada (Chunin Exams)

#117 Mitsuki

#118 Naruto (Road to Boruto)

#119 Sasuke (Road to Boruto)

#120 Momoshiki

#121 kinshiki
Mod: Storm 4 Evolution (PC Only)
Naruto Shippuden: Ultimate NInja Storm 4 Evolution[unsevolution.com]
=-=-=-=-=-=-=-=-=-=-=-=-=
What is Evolution?
=-=-=-=-=-=-=-=-=-=-=-=-=
The Evolution team took Naruto Storm 4, a game with an abundance of content but no future patches, and are providing the players a polished, more unique experience. Through communication, polling, and rigorous testing, we are able to make changes to improve the player experience, add/modify existing content with the help of contributions, and push changes out via updates. Whether you play competitively or for fun, we aim to provide the best experience possible with Evolution! Adds new stages and content.
=-=-=-=-=-=-=-=-=-=-=-=-=
CORE:
=-=-=-=-=-=-=-=-=-=-=-=-=
- Game launcher with updater, PlayStation controller button layout toggle, and ability to change most in game settings
- Removed the microphone input from the game as it is low quality and not mutable by default
- Separate lobbies for players using Evolution
- Extra Tech toggle when creating lobbies

=-=-=-=-=-=-=-=-=-=-=-=-=
MECHANICAL:
=-=-=-=-=-=-=-=-=-=-=-=-=
- Storm gauge modified to make repeated use of switching to fill the gauge impossible
- Removed mechanics like “Dash Cut” support type and Ring outs
- Modified “Cover Fire” support type to use Chakra Shuriken
- Improved support type stats such as Charge Assist, and Support Jutsu damage with 2 man teams
- Gave multiple characters their respective older/newer movesets from official patches

=-=-=-=-=-=-=-=-=-=-=-=-=
BUG FIXES & GLITCHES:
=-=-=-=-=-=-=-=-=-=-=-=-=
- Removed the ability for Sage of Six Paths Madara to crash the game
- Removed Sub Bank & Strikeback glitch
- Fixed Pre-loaded Chakra on switched in character & all substitution issues when playing on 60FPS
- Fixed the support gauge and guard health not resetting on round end
- Fixed “Armor Break” so that it no longer freezes the game
+ Over 40 other glitches fixed!

2025 Going Forward & Guide Permissions
Connections
  • I had decided not to release a new guide for Connections, as I ended up not liking the game whatsoever.

If you wish to reference this guide for a future upload
  • All translations of this guide into other languages are allowed. You do not need to ask for my permission—you already have it. Just ensure you give me credit for my work in your upload.

  • Transferring this guide to a new game (e.g., Connections) is allowed. You do not need to ask for my permission—you already have it. Just ensure you give me credit for my work in your upload.

  • You may not release a new guide for "Naruto Shippuden: Ultimate Ninja Storm 4" using content from this guide without my permission. This would defeat the purpose of maintaining an "AIO" location for players to reference.

  • The above rules only remain true if the guide remains ad-free, free to use, and donations/contributions are not received. You may not upload this guide or any of its contents to attempt to gain profit.

If your name or channel is in the credits, you have permission to make direct edits to this guide. Just reach out to me and I'll add you as a contributor.

Exceptions to the Above
  • I want this guide to always remain relevant for Storm 4. I also don’t want it to become outdated and misrepresent game data, whether due to a new mod revitalizing the game or a new title with nearly identical mechanics. That being said, if you reach out to me for permission(s) that are not covered in this list, or if you report an issue with the guide and I do not respond within a year, you are free to use this guide as you wish—so long as you credit me.

  • The character guide videos listed at the end of this guide belong to the awesome people who created them. You may not, under any circumstances, re-upload, redistribute, or share those videos without crediting the authors or obtaining necessary permissions.

  • This guide is 100% free to use and entirely non-profitable. There are no links for donations or contributions—this is intentional. You may not, under any circumstances, re-upload or redistribute the data in this guide for profit.

  • If you are a content creator, you may reference this guide with its original contents in your work, as long as I am credited and a link is provided to this page:
    https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2085597351

Final Thoughts
First, I would like to explicitly thank everyone who helped make this guide possible. While I put in a lot of work on this guide, I received invaluable assistance from some amazing people on the Evolution Team in gathering accurate game data and correcting misconceptions I had about certain mechanics. I am forever grateful—thank you.
Document: Version Information
This section is dedicated to the list of document revisions and changes.
Notes
  • This allows players to easily be able to see what has changed since the last version. Since this guide is so large, it can be easy to miss new information.

  • It was moved to the bottom so it doesn't need to be scrolled past each time when loading the guide.

Current Document Version 8.2 (April 2025 Update)
  • Added Serpentistic guides for:
    • Suigetsu
    • kabuto (Snake Cloak)
    • Hidan
    • Sasori
    • PTS Naruto

  • Added RJxHunterz guides for:
    • Deidara
    • Utakata

  • Added RamenManFlo guides for:
    • Zabuza

  • Added Burrell guides for:
    • Temari
    • Mecha Naruto

  • Added Yuuuki guides for:
    • Choji (PTS)

Previous Document Version 8.1 (April 2025 Update)
  • Added "Online: Netcode and Etiquette" to the guide.
  • Added "Information: Types of Fighters" to the guide.
Credits
Lead Developer
  • Prince Xaine

Primary Contributors
  • Xact
  • Playco_Armboy

Youtube Contributions
  • Burrell
  • Cruxuh
  • E [MrAirforce464]
  • Poisoned Okami
  • RamenManFlo
  • RJxHunterz
  • Serpentistic
  • Yuuuki

Special Thanks
  • Evolution Team and Testers:
    • Abel5498
    • ChakraWarrior2012
    • ChopstickPhilly
    • Ct3ch
    • DarkMadara
    • Dei
    • EliteAce
    • ExavaDeathWitch
    • FalcoXRisen
    • Globku
    • HarperPlays
    • HydraBladeZ
    • JustCamtro
    • Konoha Gaming
    • Kuroha Saenoki
    • Mr. E
    • Mugen No Ato
    • Nominitial
    • Playco_Armboy
    • Poisoned Okami
    • RamenManFlo
    • SatandoTsukai181
    • Singularity
    • Spimany
    • Star Zerotachi
    • Supanoki
    • TFKD101
    • TheOneOfAll
    • TheLeonX
    • TotsuKatsu
    • Traitor
    • Waves
    • Xact
    • Xantilex
    • Xtreme
    • ZealotTormunds
22 条留言
Scruxx 2024 年 9 月 15 日 上午 4:41 
Crazy amazing guide! But also shows me that i will never try the online mode ^^ its too much, too many mechanics, too much informations, too many things to be aware of.
Prince Xaine  [作者] 2024 年 6 月 19 日 下午 7:18 
If anyone catches me online in singles, I'll always guide when I can.
BlueSky 2024 年 6 月 4 日 上午 5:27 
that's why people are so good playing this online.
I only know basic attack entire time since playing storm 3. sadly I have no friend, or somebody who guide me to play
Furnarius 2023 年 10 月 3 日 上午 7:40 
asd
Samuel Moya 2023 年 6 月 20 日 下午 12:04 
0.0
Prince Xaine  [作者] 2023 年 3 月 4 日 下午 3:26 
Thank you all for the kind comments. Looking forward to Connections!
EerieCoco 2023 年 3 月 1 日 上午 11:03 
I really love and appreciate all y'all that make guides like this. Game gets overlooked and dismissed way too much.
K0K0J1N 2023 年 2 月 27 日 上午 4:03 
people still using this in 2023! You're goated
Zangetsu 2023 年 1 月 15 日 上午 3:54 
Bro you are perfect man and this perfect Work is PERFECT
Prince Xaine  [作者] 2021 年 9 月 22 日 下午 5:15 
@herrogoku % @H4RBOR

Thank you for the kind comments. I put a lot of work into this and have been taking some time away from the game. I'm glad the guide has been useful! :steamhappy: