NARUTO SHIPPUDEN: Ultimate Ninja STORM 4

NARUTO SHIPPUDEN: Ultimate Ninja STORM 4

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Rage's Ninja Handbook Volume 1 [UPDATED APRIL 9TH]
Por Jake
09/04: Chapter 4: Armor Break has been added!

Rage's Ninja Handbook is a comprehensive guide to Naruto STORM 4 for new players. We have seen many new players join our community with no form of guidance and this handbook aims to fix that.

Accompanying this guide will be a video guide via YouTube. You can find the full playlist here: https://www.youtube.com/playlist?list=PLiz67jThByVpggw_NhXRjwD0JryZvQAwG

Each chapter will be added individually as they are finished. Any questions, suggestions or feedback? Leave them down below, or let me know on Discord.
   
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Chapter 1: Introduction

Naruto STORM 4 is a 3D fighting game in which you control up to three characters, with one being your "leader" and the others acting as "supports" that you can switch to mid-battle, or call in for assistance.

The key difference between the STORM series and other fighting games is that the focus of the game isn't about highly technical inputs.
The controls and combat have been simplified as much as possible.
Instead, you will be relying on your positioning, strategy and reactions to win.

In a ranked match, it's a best of 3 scenario, win two rounds and victory is yours.
When you win a round, your opponent will be set back to full health, however you will not.

In this guide, we will be covering every nuance and detail of the game from the ground up.
This guide assumes you have played the Battle Practice mode in Free Battle.
If you have not done so, play through it before continuing with this guide.
Chapter 2: Combos
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As mentioned earlier, the combat in the STORM series was designed to be simple, so that new players would not need to learn many different button inputs to perform powerful and flashy combos.


In this chapter, we will be showing you how combos work.

All combos are simply performed by hitting the attack button. By default, this is B on xbox controllers, and circle on playstation controllers. If we press the attack button once, we will see our character perform an attack. If we press it again during that animation, we will extend our combo.

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A combo set can be broken down into four parts; the intro section, the neutral section, the up section, and the down section. These can be seen as a very simple branch of sorts known as the "directional branches", with the neutral, up and down sections branching off of the intro section. The type of combo you perform is decided by what direction you're holding your left analog stick. Once you've started one "branch", you cannot switch to another one mid-combo, so you can move the analog stick however you like once it starts.

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The intro section is simply the start of your combo branch. No matter which combo you are doing, it starts with the intro section. It changes for each character, but all characters have one. Moving your left analog stick in any direction will not change your intro combo, so you can freely hold a direction during it if you wish.

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The neutral section is the first branch that we will be covering. once you've completed the intro section of your combo, press the attack button once more whilst your analog stick is not being moved in any direction. Typically, the neutral combo will send your opponent flying away from you if you can land the full combo.

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The up section is the next branch. At the end of your intro combo, press the attack button once more like with the neutral combo, however this time hold the left analog stick up. You will notice that you will begin to perform completely different attacks. Your up combo will usually send your opponent up into the air.

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The down section is the final branch of our combo. At the end of our intro combo, press the attack button again like we did for the neutral and up combo, however this time hold your left analog stick down. Once again, we will see a completely different combo happen. The down combo will typically knock your opponent into the ground at the end.

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Once you have started one of your directional combos, you can move the analog stick however you like and it won't interfere with your combo. similarly, you can move the analog stick however you like before you finish your intro combo, and it will not affect you. Knowing this, we can hold the direction we want our combo to go BEFORE our intro section ends.

As well as this, we also have an air combo. This is done by pressing the attack button in the air. All characters only have one air combo regardless of which direction is held.

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In addition to these combos, we also have two more moves; a grab and a tilt.
When faced with a guarding opponent, you can see that regular attacks are not very effective.


However, a grab will completely bypass their guard. To perform a grab, hold the block button, which is Right Trigger or R2 by default, and press the attack button.

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A tilt is a standalone attack that varies depending on which character you're using. Some characters will teleport, others may hide underground, or throw projectiles, whilst some simply extend your combos or are just a single attack in and of themselves.


To perform a tilt, you must flick your left analog stick in any direction, and then press the attack button shortly after letting go of the analog stick. For a visual reference of this, check the attached video.
Chapter 3: Movement

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As a 3D fighter, movement plays a huge part in success. In this chapter, we will be covering the basics of navigating the field.



Of course, you can walk around the battlefield with the left analog stick, however this typically isn't fast enough to catch your opponent or avoid attacks. The game has different movement mechanics in place to help you navigate a fight.

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3.1: Jumping


Jumping is performed by pressing the movement button (Default: X on Playstation and A on Xbox controllers). This is a pretty simple maneuver that raises you into the air, raising you further the longer you hold down the button. You can use this to avoid attacks from the ground.

Itachi jumps over Sasuke's Chidori, as he cannot hit him in the air

You may also double-jump by pressing the movement button whilst in mid-air from your previous jump.

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3.2: Ninja-moving


Ninja-moving allows you to make very quick adjustments to your position for offensive and defensive purposes. To perform, press the movement button plus any direction on the left analog stick whilst in the air from a jump. Once you perform a Ninja-move, you can hold the movement button down with any direction to keep ninja-moving in that direction.

Itachi ninja-moves back to avoid Sasuke's Kirin

You may also ninja-move by holding the block button (Default: RT on Xbox, R2 on Playstation), however this method of ninja-moving is not as nimble as the first.

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3.3: Airdashing


An Airdash is the only dash that does not require chakra to perform. To do this, simply press the movement button twice in quick succession. This can also be done after a jump.

After jumping over Itachi's fireball, Sasuke airdashes towards his opponent

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3.4: Chakra Dashing


The Chakra Dash is your main tool in your mobility arsenal. It requires chakra to use, but is one of the best ways to approach your opponent. To perform, enter Chakra Load 1 by pressing your Chakra button once (Default: Y on Xbox, Triangle on Playstation) followed by your movement button. You will rapidly approach your opponent, deflecting any weak shuriken and projectiles in the process!

Sasuke closes the gap between him and Itachi, deflecting shuriken with his Chakra Dash

You can hold the movement button down to charge your Chakra Dash, increasing its speed and distance, at no extra cost to your chakra.

You may also Chakra Dash from the air by performing the same button inputs whilst in the air (this is called a Chakra Airdash), however all characters will dash in a straight line in the air, whereas they may move differently on the ground. Keep this in mind!

In addition to this, you can dash away from your opponent by holding the left analog stick away from your opponent as you press the movement button to perform a Chakra Dash (this is called a Chakra Backdash).

Sasuke creates some distance from Itachi with a Chakra Backdash

Both Chakra Backdash and Chakra Airdash are not able be charged.
Chapter 4: Armor Break

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Armor Break is a new mechanic added to STORM 4. After taking a certain amount of damage, a character may experience "Armor Break". This will cause that particular character to have reduced defense whilst on the field. However, it's not completely a negative; that character will also receive a damage buff.


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A useful tip when it comes to Armor Break is to keep in mind that it'll only affect that specific character. If you switch to another character that does not have Armor Break, then you will not have reduced defense, but you will also not have increased attack.

It is important to note that Armor Break functions the same on every character, however it looks differently for some characters.


Some characters will have a distinct visual appearance, with parts of their armor missing or their clothes torn and damaged.


Most characters will simply appear scratched. Again, this does not affect the Armor Break, it is purely cosmetic.
6 comentário(s)
Hayatemaru 27/out./2016 às 9:06 
Ocassionally during the semester I have some time where there isn't back-to-back homework. If you need someone to help write, or revise, I'm one person that's willing to do so. Of course, you'll need to use some form of version control such as Google Docs so that we can edit at the same time while subsequently allowing you to revert any changes that you do not want in the document and commenting on areas that may need development.
Jake  [autor(a)] 26/out./2016 às 19:17 
Next volumes (I've mistakenly referred to it as chapters, but each guide is its own volume) are far off from now so I won't be even writing up for a good while, mind.
Hayatemaru 26/out./2016 às 19:04 
(And by the second comment I was poking fun at people that only use the weak punch button in BlazBlue :Emoticon_Terumi: )
Hayatemaru 26/out./2016 às 19:02 
Honestly, I would love to contribute to chapters 2 and 3 if you're willing to add me as one.

Also, any game doesn't focus on complicated inputs at beginner level :Emoticon_Terumi:
Jake  [autor(a)] 26/out./2016 às 12:55 
@ <<R.A.G.>>💨POMF💨 - At a higher level, yes, the inputs are definitely more advanced. However, this is just Chapter 1 which is aimed at complete newcomers to the series. When you're just starting out playing fighting games, Just pulling off a full consecutive combo is usually an accomplishment, whereas in the STORM series you can pull one off with just one button.

Chapter 2 will be aimed at those who have had hands on for a while and are looking to advance to a more competitive level (So it will cover things such as the combat triangle, stun types, etc), and Chapter 3 will be aimed at theorycrafting and sharing/discussing new tech that most veterans of the series will want to know, such as rMoves.
Hayatemaru 26/out./2016 às 7:38 
The focus of the game is about highly technical inputs, but it doesn't require you to have highly technical inputs to do flashy combos. This is also described later in the guide as:
"As mentioned earlier, the combat in the STORM series was designed to be simple, so that new players would not need to learn many different button inputs to perform powerful and flashy combos."

Maybe you meant to say: "The key difference between the STORM series and other fighting games is that the game doesn't require you to have highly technical inputs."

instead of: "The key difference between the STORM series and other fighting games is that the focus of the game isn't about highly technical inputs."

If you don't believe me about highly technical inputs:
RT+X-rSwitch->(strike back)->BBB-8B->6A->YYB (Combo to ult for some teams)
9A-5X->BBB-2B->4A-8I(Up Item)->RT+B-rSwitch->2A-5X->RT+B (Minato combo into guard break, then grab switching into Sasuke FKS, then jump shuriken into another grab)