Advertisement
l555444333222

NUN3 HH Guide

Jun 23rd, 2020 (edited)
205
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.93 KB | None | 0 0
  1. Terminology
  2. Neutral air = pressing circle in the air without using the analog stick or directional buttons.
  3. Down air = pressing circle in the air while holding down on the analog stick or directional buttons.
  4. Neutral ground = pressing circle with no directional influence while on the ground.
  5. Down ground = pressing circle and down while on the ground.
  6. Neutral down ground = mashing circle with no directional influence, then pressing down before the final hit.
  7. Dash = double-tapping X.
  8.  
  9. Before we start the run, we first have to learn a loop that will be used a lot during the run. I recommend that you go to Iruka's training to practice this movement.
  10.  
  11. Common Looping (Works with most characters):
  12. 1- As soon as the battle begins, use the dash.
  13. 2- As soon as your character touches the enemy with the dash use a down air combo. The enemy will bounce off the ground.
  14. 3- While the enemy is in the air, jump and do a neutral or forward air combo. The Enemy will take damage and will be thrown against the wall.
  15. 4- When your character touches the ground, either jump or use a dash as soon as possible and do the neutral or forward air again.
  16.  
  17. Now just repeat step 4 until the enemy dies. Remember that the enemy can use the substitution jutsu. If he does, then you will have to get him close to the wall again and repeat the process.
  18.  
  19. Backup: If the enemy defends, use down ground. While the enemy is in the air, use a dash and loop normally.
  20.  
  21. Advanced Looping (only works with Naruto):
  22. 1- As soon as the battle begins, use the dash.
  23. 2- As soon as your character touches the enemy with the dash, use a down air combo. The enemy will bounce off the ground.
  24. 3- While the enemy is in the air, jump and do a neutral air combo. While the third attack animation is playing, perform the inputs for a Demon Wind Bomb (down, down, circle). If done correctly, the shuriken will hit the enemy against the wall.
  25. 4- When you regain control of Naruto, jump backwards and repeat steps 3 and 4 until you win.
  26.  
  27. YOLOoping
  28. After the first use of Demon Wind Bomb in Advanced Looping, you can jump toward the enemy instead of away from him, then wait until you're just past the peak of your jump and do two more Demon Wind Bombs. If the enemy is still alive, you can jump towards him again and do two more. If you do it right, this strategy is the fastest RTA-viable way to deal damage as Naruto.
  29.  
  30. TAS Looping
  31. Same as YOLOoping, but you do three DWBs at a time instead of two. This is frame-perfect and should not be attempted RTA.
  32.  
  33. Only use advanced looping when you are consistent, and only use YOLOoping if you're going for a world record.
  34.  
  35. Ultimate Jutsu: I don't recommend using Ultimate Jutsu unless otherwise stated, as it does little damage and the animation is very long. I recommend using only Ultimate Jutsu for the third hokage vs Orochimaru, and Neji vs Kidomaru.
  36.  
  37.  
  38.  
  39. Now let's get to the run.
  40. Genin Training Arc
  41.  
  42. Chapter 1- Use common looping, advanced looping, or YOLOoping.
  43.  
  44. Chapter 2- Use common looping or advanced looping. Avoid switching arenas.
  45.  
  46. Chapter 3- The environment gets in the way a lot, so common looping is very difficult here. An easier and less consistent strategy is to break the background items and hope you get something good. You can also just use a dash, then an upper air over and over again, which is easy and consistent, but slower than common looping. Make sure to let go of up after the first hit, or you'll do an additional blow.
  47.  
  48. Leaf Destruction Arc
  49.  
  50. Chapter 4- Use common looping, advanced looping, or YOLOoping. If Orochimaru moves toward you immediately, he will be too far from the wall to hit it at the end of your combo, so just use a shuriken after your down air to reset him.
  51.  
  52. Chapter 5- Same as chapter 4.
  53.  
  54. Chapter 6- There is one consistent strategy and 2 faster, inconsistent strategies.
  55. 1. Safe: you must use your Ultimate Jutsu at the beginning of the fight, as it will grant a buff and cause much more damage to the enemy. Stay in the foreground and use a midair grab, then a down air combo, another midair grab, then a neutral air combo. If he moves toward you before you start these attacks, he will fall off the edge during them.
  56. 2. Risky: Skip using ultimate jutsu and just use neutral air combos until he's dead.
  57. 3. Even riskier: Go to the background map, taunt to make Orochimaru follow you, then loop him against the wall.
  58.  
  59. Chapter 7- Press square to throw shurikens before you land, then move forward and jump twice. Use a dash and attack Gaara's head with a neutral air combo. Just when you finish, use the Demon Wind Bomb. When the Demon Wind Bomb animation ends, attack again with a neutral air (don't let Naruto fall) and then just repeat the process until your chakra runs out. When your chakra runs out, go all the way to the right side of the screen. Jump and do an up air combo and throw a shuriken as you fall. Repeat until he's dead.
  60.  
  61. Tsunade Search Arc
  62.  
  63. Chapter 8- In this chapter, we have two fights. In the first fight, we have control of Kakashi. Just use common looping in this fight. The second fight is with Guy and we have two strategies.
  64. Easy strategy: Use common looping.
  65. Fast strategy: As soon as the fight starts, use a dash and attack with a down air combo. While the final attack animation is playing, use Dynamic Entry (up, up, circle). If done correctly and the enemy is near a wall, the enemy will bounce off the wall. Throw a shuriken while in the air to reset his position, wait for him to touch the ground and repeat the process.
  66.  
  67. Chapter 9- Use Rasengan. Charge Rasengan and use it when Kisame stands back up, then do a down ground combo and charge again. Then down ground, Rasengan, down ground.
  68.  
  69. Chapter 10- Hold taunt when the fight begins. when Kabuto's attack whiffs, use common looping.
  70.  
  71. Chapter 11- Run to Manda and double jump and dash to avoid his attack. If the bar charges all the way, run back left to dodge it. If your dash hits Manda, you get two free neutral air combos. In any case, dash back up to Manda and do a neutral air combo. When you land, jump and do another neutral air combo, but press up, up, circle before the second hit to do a Heaven Kick of Pain. Run all the way to the right side of the screen, then dash up to Manda again. Don't press left or right for the remainder of this fight. Neutral air, jump, neutral air into HKOP, dash, repeat.
  72.  
  73. Sasuke Retrieval Arc
  74.  
  75. Chapter 12- Use common looping.
  76.  
  77. Chapter 13- Dash to Jirobo, then do a down air combo. Start doing the inputs for a Human Needle Boulder (down, down, circle) before the second attack lands. If timed correctly, Choji will immediately do the jutsu after his combo. Dash over to him, then do a down ground combo, delay a few frames, then Human Needle Boulder. Repeat.
  78.  
  79. Chapter 14- Start by going to the background arena to prevent Kidomaru from breaking the rock and recovering, or landing on the wire above to end your combo. If Kidomaru doesn't follow you there, taunt until he does. Use your Ultimate Jutsu as soon as Kidomaru is there. After the animation, use neutral ground combos to drain his chakra to zero, then finish it with the loop.
  80.  
  81. Chapter 15- Start by going to the background arena, then using Kiba's taunt to gain an attack boost and make Sakon follow you. Then, you should use common looping, and chain the last combo into Tunneling Fang (down, down, circle) to finish him off.
  82.  
  83. Chapter 16- Get Tayuya near a wall as soon as you can. My preferred strategy is to hit her against the wall with a neutral forward ground combo, then spam his Explosive Style Shadow Conceal (down, down, circle) and Tayuya will almost always rebound and instantly activate the trap, sending her back into the air long enough for you to place another one down and then recharge a small amount of chakra in-between each one.
  84.  
  85. Chapter 17- Use common looping.
  86.  
  87. Chapter 18- Rock Lee has a special loop he can do. When Kimimaro is near a wall, get to just a few steps away from him and then dash, do a full down air combo and chain it into a Leaf Whirlwind (down, down, circle), then cancel it with a perfectly-timed shuriken. Get back to the right distance again and repeat. This is very difficult to do right, because throwing the shuriken too early will not let the jutsu hit, and throwing it too late will mean it won't be thrown at all.
  88.  
  89. Chapter 19- Try to put Kimimaro against the wall and spam down ground attacks, or neutral forward ground combos. Neutral forward ground attacks have a higher DPS, but down ground attacks can't be blocked. When the opponent is near death, chain the final attack into a Sand Shower (down, down, circle).
  90.  
  91. Chapter 20- First fight: common looping.
  92. Second fight: Use common looping, but do not dash when you hit the ground or you will whiff.
  93.  
  94.  
  95.  
  96. Guide made by: l555444333222
  97. Special thanks to: Kevy1885 and Felipe_Retrogamer for discovering some of these strategies.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement