.Fade
Smash Journeyman
- Joined
- Jul 27, 2009
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CON Naruto
Official Thread and Comprehensive Moveset
PSA by dingoberriz and .Fade
KCMM Main Page Post
Download Link: CON Naruto
Includes: 6 Costumes, PSA, and Motion files
FitIke00 = Orange, Default
FitIke01 = Red
FitIke02 = Green
FitIke03 = Blue
FitIke04 = Grey
FitIke05 = Yellow
Video by ds22
Synopsis:
This Naruto is heavily based in the Clash of Ninja video game series. A couple of moves are inspired by Jump! Ultimate Stars and the anime itself.
Disclaimer: If you take ANY animation from our motion file, please tell us. Most likely we've edited it and we'd like some credit =3
Comprehensive Moveset
A, A, A
Jab Combo
Damage: 3%, 2%, 6%
Animation: C. Falcon's Jab, Jab2, and U-Throw.
Notes: Based on the first three hits of Naruto's B, B, B combo in CON. The third hit has very little knockback, and probably zero KO potential. Good setup move though, and 'I can't think of anything so I'll just jab' move.
F-Tilt
Kunai Swing
Damage: [Charged and Uncharged] 12/14/15%
Animation: First swing of Sheik's sword F-Smash.
Notes: Based on Naruto's ->A attack in CON. Short range, great damage. If you hold down A through the animation, this move has great knockback, good KO potential. If you just click it, it will pop them up right in front of you for a decent setup for moves like the U-Tilt or aerials. This will also lower the ending lag.
U-Tilt
Kunai Throw
Damage: 6%
Animation: Marth's U-Tilt.
Based on everyone's ^A kunai throw in CON. Awesome, kinda ridiculous range, good juggle trajectory, very little KO potential. Nice surprise for anyone who thinks they can recover above the stage. The kunais travel at a 70-ish degree angle.
D-Tilt
Sweep
Damage: 12-15%
Animation: C. Falcon's D-Tilt.
Notes: Based on Naruto's vB. A completely normal move. Good poke range, and knocks them higher depending on %.
Dash Attack
Shoulder Rush
Damage: 6/8%
Animation: C. Falcon's dash attack.
Notes: All around great move. Good knockback for setups.
F-Smash
Clone Tackle
Damage: 6/8/10/12%
Animation: Sheik's ItemBig [Start and Hold], Sheik's ItemSmall [F-Smash], Snake's Dash Attack [clone attack]
Notes: Definitely a unique move. A clone leaps forward, tackling anything in its way. The first hitbox starts a ways in front of Naruto and deals the most damage. The middle hitbox deals a little less, and the final hitbox trips people as the clone rolls. Really good KO potential, good range, but long startup lag and easily punished.
U-Smash
Clone Uppercut
Damage: 10/11/12/14%
Animation: Ike's D-Throw [Naruto], Ike's DragoonGet [Clone]
Notes: Obviously based on Naruto's vA in CON. Another great but situational move. Good surprise kills on people above you. The hitbox on the ground is the strongest. Long startup lag, but difficult to punish due to the moving hitbox.
D-Smash
Rasengan Grind
Damage: 1% x 15 [Charge], 1% x 8 [D-Smash], 12% [D-Smash Final Hit]
Animation: Ike's Assist Trophy [Charge], and heavily edited Assist Trophy -> C. Falcon vB landing [D-Smash]
Notes: This move is extremely situational. The attack itself is great; it has a total damage output of 34%, not counting the charging damage boost. It rips though shields, bringing a full shield to 1/4th the size. It even pulls opponents in with wind. On the other hand, the hitbox is only right in front of him, does not damage opponents holding a ledge well, and is easily punished. Use any way you'd like.
N-Air
'When in Doubt, Stick Foot Out'
Damage: 8/9%, 6%
Animation: Last kick in Snake's Neutral A.
Notes: Based on the 4th hit in Naruto's B, B, B, B combo, as well as his ^B in CON. A really well-rounded move. Good air combo setup, good KO potential at higher percents. The stronger hitbox is followed by a weaker hitbox, so it is very difficult to punish.
F-Air
Uzumaki Punch
Damage: 13%
Animation: C. Falcon's aerial Raptor Boost
Notes: Based on the anime more than anything, specifically Naruto final punch on Gaara during the tailed beast fight. Great reach, a bit difficult to land, but that's fine because it spikes. If it hits a grounded opponent, the ending lag is cut in half to eliminate landing lag.
U-Air
Flip Kick
Damage: 10%
Animation: ZSS's U-Air
Notes: Virtually identical to Zero Suit's, it has great KO and combo potential. Never leave home without it.
B-Air
Double Kick
Damage: 4%, 7%
Animation: Link's B-Air
Notes: Once again, nearly identical. Great for spacing and edge guarding.
D-Air
Lunging Kick
Damage: 14-15%
Animation: C. Falcon's Falcon Kick
Notes: Based on Jump! Ultimate Star's aerial B, this move sends you downwards quickly. Great KO potential, and it can be cancelled earlier than most attacks similar to this.
Neutral B
Rasengan
Damage: 8% [no charge]/2% [charge], 1/2/2% x 10 [multihit charge], 4/6/8% [final hit]
Animation: Zelda's F-Smash Hold [charge], C. Falcon's Falcon Punch [Rasengan]
Notes: A powerful, yet very situational move. Difficult to use in any situation, but satisfying if it connects =) No charge at all results in a weak punch. The Rasengan grinds your opponent to a pulp before sending them flying. There are three levels of charge, the weakest having hardly any knockback, and the strongest having amazing KO potential. Use sparingly, but with confidence!
Aerial Neutral B
Diving Rasengan
Damage: 1% x 3, 15%
Animation: Heavily edited C. Falcon's Raptor Boost and Falcon Kick
Notes: Based on Naruto's aerial A in the CON: EX series. Naruto dives extremely fast to the ground [even faster than D-Air] and lands with a Rasengan to the ground. Surprisingly practical in terms of knockback. This move allows you to ledgegrab mid-fall, making it somewhat useful for recovery if I have to reach the ledge.
Side-B
Uzumaki Barrage
Damage: 8%, 8%, 8%
Animations: Snake's Grenade Throw [1st hit], Sheik's shrink [Naruto 2nd hit], Snake's U-Tilt [Clone], Snake's F-Air [3rd hit]
Notes: The 2nd hit is activated by A, and the third activated by B.
Based on the manga, anime, and like every game out there. The first hit is difficult to land, but once it connects the rest of the move is inescapable. This move, while it has no KO potential in itself, true-combos into almost every other aerial. Onstage, practical follow-ups would be the N-Air, D-Air and U-Air or even the aerial Final Smash. If done on the edge of the stage, you can chain the dropkick to the F-Air for a double spike =D
Aerial Side-B
Uzumaki Roll
Damage: 8 [kick]
Animations: Screw Attack, Snake's F-Air
Notes: Click A to activate the kick while rolling.
Based on the 5-koma special of Naruto in Jump! Ultimate Stars, Naruto rolls forward. The kick itself is a good meteor, but difficult to land. The roll can be canceled with a jump or an air dodge, making his mobility more versatile.
Down-B
Kawarimi no Jutsu [Substitution Technique]
Damage: 6%
Animations: Sheik's shrink, and Sheik's grow [ground] and Ike's counter hit [air]
Notes: If hit on the ground, Naruto will teleport behind the opponent and trip them in the process, allowing for punishment. If he is not facing the opponent, he will simply teleport away from the opponent. In the air, he punches them away. The air version is ground canceled, allowing for interesting approaches and ledgestalls.
Up-B
Chakra Jump
Damage: None
Animations: Footstool jump
Notes: Simple stuff. Gives you extra height.
Aerial Up-B
Clone Hopping
Damage: 4%
Animation: Footstool jump, falling,
Notes: Taken from the manga and anime, Naruto jumps off his own clone to give him more height. The clone falls, giving anyone below a bit of damage. The final hitbox trips people.
B during Up-B
Rasengan Lift
Damage: 1% x 3, 8%
Animation: Break away into the air from grab
Notes: You get this if you click B during either of the Up-Bs. It gives you a little boost straight upwards, with a weak hitbox in front of you to keep people away.
Final Smash
Kyuubi Combo
Damage: 8%, 8%, 3%, 5%, 5%, 30%
Animations: Wolf's Jab, Jab2, F-Tilt, F-Throw, F-Air, Ganondorf's Taunt
Notes: Based on Kyuubi Naruto's Special from CON, this FS hits five times before exploding with 'chakra'. This technique uses time manipulation for hitstun, so anyone in the general area will be slowed down as well. Because of the time manipulation, this move WILL malfunction in Brawl+. Anyway, the final hit has ridiculous knockback and range, practically an instant KO. Don't be surprised if you catch two or three more opponents in the final hit. =)
Aerial Final Smash
Rasengan: Kazeshuriken
Damage: 1% x 40, 30% [three separate hits]
Notes: An aerial final smash! Based on the manga, Naruto throws a giant Rasengan downwards. It travels rather far, dragging everyone with it, then sends them flying. KOs well, and can be used as a cruel edgeguard ;P
Extra Tidbits:
- Standing, walking, running, taunts, wins, and all getup attacks have been changed.
- Speed, acceleration and jump height slightly increased, weight slightly decreased.
- U-Throw angle changed to throw farther back.
- D-Taunt puts Ike in a tripped state. During the trip, Ike is intangible for 1/3rd of a second.
- Naruto can walk on water! Test it out~
Credits:
Phantom Wings and Kryal ~ PSA. Brawlbox. Enough said, you guys are my heroes.
Eldiran [Zero] ~ Major props to this guy. Everything from the Side-B, to the Up-B, to the clones…there’s too much to thank him for.
ds22 [Naruto] ~ A great inspiration, + Naruto’s eye textures, + a video of the PSA.
UMOP [Fighter Kirby] ~ His PSA is a masterpiece, helped me with a lot of coding.
Marvin ~ The Naruto texture. [recolors by dingoberriz]
Untouchabl33 [Darth Vader PSA] ~ Help with coding for the Final Smash.
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Glitch List
Shield Glitch
A problem that resulted in switching Ike's shield with Snake's shield animation. The shield only overlaps the bottom half of Naruto. The are no serious consequences to this, at least none I've noticed.
Sword Glow Clone Glitch
The aether sword [replaced with Naruto clones] automatically called for a sword glow and that swing effect near Naruto's feet. As far as I know, PSA cannot get rid of this, therefore it appears every time you summon a clone. Gameplay is not affected.
Flaming Sword Hitbox Glitch
The flaming sword is called because the original animation of the thrown sword calls for the flames during Ike's Great Aether FS. There is a hitbox is hardcoded onto the sword...if you manage to land between Naruto and his kicking clone, this hitbox will hit you. Probably the most annoying glitch.
Clone's 'Wig' Glitch
This happens about 1/4th of the time, not sure why. The clone's hair, being a +1 texture, doesn't always load. Instead, it will take on the color of your opponent's clothing. Somewhat humorous, actually...one time Ike was bald XP
Pool Graphics
This is a weird one, and seems to only ever happen on Delfino. Apparently Brawl doesn't alow those wind graphics to be summoned over water, hence they don't appear when you do any Rasengan animations.
This is one exception...and it looks awesome. =D
Water splash graphics are summoned instead, giving Naruto this awesome backdrop as he charges.
Even so, the full charge wind graphics seem to work. =)
Clone Splashing
In the same place on Delfino, the smoke graphics used when a clone is summoned is replaced by splashing water...interesting.
Final Smash, Kyuubi Teleporting
I made Naruto move during the Final Smash, but once it's done he teleports back to where he started. Dunno how to fix this, probably because it's a wolf animation.
No Roll Movement
If you're getting launched backwards, the aerial Side-B won't propel you forwards. It's the same issue Eldiran's Zero ran into, with no solution.
Walking Glitch
Nothing major, but Naruto's head twitches a little while walking every time the animation loops.
Official Thread and Comprehensive Moveset
PSA by dingoberriz and .Fade
KCMM Main Page Post
Download Link: CON Naruto
Includes: 6 Costumes, PSA, and Motion files
FitIke00 = Orange, Default
FitIke01 = Red
FitIke02 = Green
FitIke03 = Blue
FitIke04 = Grey
FitIke05 = Yellow
Video by ds22
Synopsis:
This Naruto is heavily based in the Clash of Ninja video game series. A couple of moves are inspired by Jump! Ultimate Stars and the anime itself.
Disclaimer: If you take ANY animation from our motion file, please tell us. Most likely we've edited it and we'd like some credit =3
Comprehensive Moveset
A, A, A
Jab Combo
Damage: 3%, 2%, 6%
Animation: C. Falcon's Jab, Jab2, and U-Throw.
Notes: Based on the first three hits of Naruto's B, B, B combo in CON. The third hit has very little knockback, and probably zero KO potential. Good setup move though, and 'I can't think of anything so I'll just jab' move.
F-Tilt
Kunai Swing
Damage: [Charged and Uncharged] 12/14/15%
Animation: First swing of Sheik's sword F-Smash.
Notes: Based on Naruto's ->A attack in CON. Short range, great damage. If you hold down A through the animation, this move has great knockback, good KO potential. If you just click it, it will pop them up right in front of you for a decent setup for moves like the U-Tilt or aerials. This will also lower the ending lag.
U-Tilt
Kunai Throw
Damage: 6%
Animation: Marth's U-Tilt.
Based on everyone's ^A kunai throw in CON. Awesome, kinda ridiculous range, good juggle trajectory, very little KO potential. Nice surprise for anyone who thinks they can recover above the stage. The kunais travel at a 70-ish degree angle.
D-Tilt
Sweep
Damage: 12-15%
Animation: C. Falcon's D-Tilt.
Notes: Based on Naruto's vB. A completely normal move. Good poke range, and knocks them higher depending on %.
Dash Attack
Shoulder Rush
Damage: 6/8%
Animation: C. Falcon's dash attack.
Notes: All around great move. Good knockback for setups.
F-Smash
Clone Tackle
Damage: 6/8/10/12%
Animation: Sheik's ItemBig [Start and Hold], Sheik's ItemSmall [F-Smash], Snake's Dash Attack [clone attack]
Notes: Definitely a unique move. A clone leaps forward, tackling anything in its way. The first hitbox starts a ways in front of Naruto and deals the most damage. The middle hitbox deals a little less, and the final hitbox trips people as the clone rolls. Really good KO potential, good range, but long startup lag and easily punished.
U-Smash
Clone Uppercut
Damage: 10/11/12/14%
Animation: Ike's D-Throw [Naruto], Ike's DragoonGet [Clone]
Notes: Obviously based on Naruto's vA in CON. Another great but situational move. Good surprise kills on people above you. The hitbox on the ground is the strongest. Long startup lag, but difficult to punish due to the moving hitbox.
D-Smash
Rasengan Grind
Damage: 1% x 15 [Charge], 1% x 8 [D-Smash], 12% [D-Smash Final Hit]
Animation: Ike's Assist Trophy [Charge], and heavily edited Assist Trophy -> C. Falcon vB landing [D-Smash]
Notes: This move is extremely situational. The attack itself is great; it has a total damage output of 34%, not counting the charging damage boost. It rips though shields, bringing a full shield to 1/4th the size. It even pulls opponents in with wind. On the other hand, the hitbox is only right in front of him, does not damage opponents holding a ledge well, and is easily punished. Use any way you'd like.
N-Air
'When in Doubt, Stick Foot Out'
Damage: 8/9%, 6%
Animation: Last kick in Snake's Neutral A.
Notes: Based on the 4th hit in Naruto's B, B, B, B combo, as well as his ^B in CON. A really well-rounded move. Good air combo setup, good KO potential at higher percents. The stronger hitbox is followed by a weaker hitbox, so it is very difficult to punish.
F-Air
Uzumaki Punch
Damage: 13%
Animation: C. Falcon's aerial Raptor Boost
Notes: Based on the anime more than anything, specifically Naruto final punch on Gaara during the tailed beast fight. Great reach, a bit difficult to land, but that's fine because it spikes. If it hits a grounded opponent, the ending lag is cut in half to eliminate landing lag.
U-Air
Flip Kick
Damage: 10%
Animation: ZSS's U-Air
Notes: Virtually identical to Zero Suit's, it has great KO and combo potential. Never leave home without it.
B-Air
Double Kick
Damage: 4%, 7%
Animation: Link's B-Air
Notes: Once again, nearly identical. Great for spacing and edge guarding.
D-Air
Lunging Kick
Damage: 14-15%
Animation: C. Falcon's Falcon Kick
Notes: Based on Jump! Ultimate Star's aerial B, this move sends you downwards quickly. Great KO potential, and it can be cancelled earlier than most attacks similar to this.
Neutral B
Rasengan
Damage: 8% [no charge]/2% [charge], 1/2/2% x 10 [multihit charge], 4/6/8% [final hit]
Animation: Zelda's F-Smash Hold [charge], C. Falcon's Falcon Punch [Rasengan]
Notes: A powerful, yet very situational move. Difficult to use in any situation, but satisfying if it connects =) No charge at all results in a weak punch. The Rasengan grinds your opponent to a pulp before sending them flying. There are three levels of charge, the weakest having hardly any knockback, and the strongest having amazing KO potential. Use sparingly, but with confidence!
Aerial Neutral B
Diving Rasengan
Damage: 1% x 3, 15%
Animation: Heavily edited C. Falcon's Raptor Boost and Falcon Kick
Notes: Based on Naruto's aerial A in the CON: EX series. Naruto dives extremely fast to the ground [even faster than D-Air] and lands with a Rasengan to the ground. Surprisingly practical in terms of knockback. This move allows you to ledgegrab mid-fall, making it somewhat useful for recovery if I have to reach the ledge.
Side-B
Uzumaki Barrage
Damage: 8%, 8%, 8%
Animations: Snake's Grenade Throw [1st hit], Sheik's shrink [Naruto 2nd hit], Snake's U-Tilt [Clone], Snake's F-Air [3rd hit]
Notes: The 2nd hit is activated by A, and the third activated by B.
Based on the manga, anime, and like every game out there. The first hit is difficult to land, but once it connects the rest of the move is inescapable. This move, while it has no KO potential in itself, true-combos into almost every other aerial. Onstage, practical follow-ups would be the N-Air, D-Air and U-Air or even the aerial Final Smash. If done on the edge of the stage, you can chain the dropkick to the F-Air for a double spike =D
Aerial Side-B
Uzumaki Roll
Damage: 8 [kick]
Animations: Screw Attack, Snake's F-Air
Notes: Click A to activate the kick while rolling.
Based on the 5-koma special of Naruto in Jump! Ultimate Stars, Naruto rolls forward. The kick itself is a good meteor, but difficult to land. The roll can be canceled with a jump or an air dodge, making his mobility more versatile.
Down-B
Kawarimi no Jutsu [Substitution Technique]
Damage: 6%
Animations: Sheik's shrink, and Sheik's grow [ground] and Ike's counter hit [air]
Notes: If hit on the ground, Naruto will teleport behind the opponent and trip them in the process, allowing for punishment. If he is not facing the opponent, he will simply teleport away from the opponent. In the air, he punches them away. The air version is ground canceled, allowing for interesting approaches and ledgestalls.
Up-B
Chakra Jump
Damage: None
Animations: Footstool jump
Notes: Simple stuff. Gives you extra height.
Aerial Up-B
Clone Hopping
Damage: 4%
Animation: Footstool jump, falling,
Notes: Taken from the manga and anime, Naruto jumps off his own clone to give him more height. The clone falls, giving anyone below a bit of damage. The final hitbox trips people.
B during Up-B
Rasengan Lift
Damage: 1% x 3, 8%
Animation: Break away into the air from grab
Notes: You get this if you click B during either of the Up-Bs. It gives you a little boost straight upwards, with a weak hitbox in front of you to keep people away.
Final Smash
Kyuubi Combo
Damage: 8%, 8%, 3%, 5%, 5%, 30%
Animations: Wolf's Jab, Jab2, F-Tilt, F-Throw, F-Air, Ganondorf's Taunt
Notes: Based on Kyuubi Naruto's Special from CON, this FS hits five times before exploding with 'chakra'. This technique uses time manipulation for hitstun, so anyone in the general area will be slowed down as well. Because of the time manipulation, this move WILL malfunction in Brawl+. Anyway, the final hit has ridiculous knockback and range, practically an instant KO. Don't be surprised if you catch two or three more opponents in the final hit. =)
Aerial Final Smash
Rasengan: Kazeshuriken
Damage: 1% x 40, 30% [three separate hits]
Notes: An aerial final smash! Based on the manga, Naruto throws a giant Rasengan downwards. It travels rather far, dragging everyone with it, then sends them flying. KOs well, and can be used as a cruel edgeguard ;P
Extra Tidbits:
- Standing, walking, running, taunts, wins, and all getup attacks have been changed.
- Speed, acceleration and jump height slightly increased, weight slightly decreased.
- U-Throw angle changed to throw farther back.
- D-Taunt puts Ike in a tripped state. During the trip, Ike is intangible for 1/3rd of a second.
- Naruto can walk on water! Test it out~
Credits:
Phantom Wings and Kryal ~ PSA. Brawlbox. Enough said, you guys are my heroes.
Eldiran [Zero] ~ Major props to this guy. Everything from the Side-B, to the Up-B, to the clones…there’s too much to thank him for.
ds22 [Naruto] ~ A great inspiration, + Naruto’s eye textures, + a video of the PSA.
UMOP [Fighter Kirby] ~ His PSA is a masterpiece, helped me with a lot of coding.
Marvin ~ The Naruto texture. [recolors by dingoberriz]
Untouchabl33 [Darth Vader PSA] ~ Help with coding for the Final Smash.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Glitch List
Shield Glitch
A problem that resulted in switching Ike's shield with Snake's shield animation. The shield only overlaps the bottom half of Naruto. The are no serious consequences to this, at least none I've noticed.
Sword Glow Clone Glitch
The aether sword [replaced with Naruto clones] automatically called for a sword glow and that swing effect near Naruto's feet. As far as I know, PSA cannot get rid of this, therefore it appears every time you summon a clone. Gameplay is not affected.
Flaming Sword Hitbox Glitch
The flaming sword is called because the original animation of the thrown sword calls for the flames during Ike's Great Aether FS. There is a hitbox is hardcoded onto the sword...if you manage to land between Naruto and his kicking clone, this hitbox will hit you. Probably the most annoying glitch.
Clone's 'Wig' Glitch
This happens about 1/4th of the time, not sure why. The clone's hair, being a +1 texture, doesn't always load. Instead, it will take on the color of your opponent's clothing. Somewhat humorous, actually...one time Ike was bald XP
Pool Graphics
This is a weird one, and seems to only ever happen on Delfino. Apparently Brawl doesn't alow those wind graphics to be summoned over water, hence they don't appear when you do any Rasengan animations.
This is one exception...and it looks awesome. =D
Water splash graphics are summoned instead, giving Naruto this awesome backdrop as he charges.
Even so, the full charge wind graphics seem to work. =)
Clone Splashing
In the same place on Delfino, the smoke graphics used when a clone is summoned is replaced by splashing water...interesting.
Final Smash, Kyuubi Teleporting
I made Naruto move during the Final Smash, but once it's done he teleports back to where he started. Dunno how to fix this, probably because it's a wolf animation.
No Roll Movement
If you're getting launched backwards, the aerial Side-B won't propel you forwards. It's the same issue Eldiran's Zero ran into, with no solution.
Walking Glitch
Nothing major, but Naruto's head twitches a little while walking every time the animation loops.