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Killer Bee

by masterdoogy

{====================================================}
{==============={***KILLER B GUIDE***}===============}
{====================================================}

======**INTRODUCTION**======

Hey yo everyone, this is haitianhomey aka Ruuku1012 here. I'm writing this 
hoping to keep the Naruto Gekitou Ninja Taisen community alive as well as 
promoting high level competitive play. Killer B is a very fun character to 
play as and he requires good knowledge of the game's engine, as well as good 
use of yomi (mindgames/prediction). All information in this guide is based on 
over 5 years of experience with this game series including offline play, 
online play, and tournaments against high level competitive players from 
various regions. This guide will not include strategies, tips, or tricks to be
used against computer opponents as it meant for 1 on 1 player vs player 
matches. If you have any questions, you can contact me at [email protected].

======**CONTENTS**======

0. CONTROLS AND LEGEND [CL]
1. CHARACTER PROS & CONS [CPC]
2. MOVE LIST ANALYSIS [MLA]
3. BREAD & BUTTER COMBOS [BBC]
4. GENERAL GAME STRATEGY [GGS]
5. MATCHUP SPECIFIC STRATEGIES [MSS]
6. ACKNOWLEGEMENTS [AK]

0.======*CONTROLS AND LEGEND (based on Gamecube controls) [CL]*======

f = toward
b = backward
u = upward
d = downward
r = run
bt = back turned
j = jump

B = weak attack
A = strong Attack
Y = throw or juggle cancel for 1/4 chakra
X = special
R = right sidestep or offensive substitution/kawarimi no jutsu
L = left sidestep or defensive substitution/kawarii no jutsu
Cstick = deflect kunai
[] = chargeable move

SS - side step
KnJ = substitution/kawarimi no jutsu
WUS = wake up super (as your opponent stands up)
WUA = wake up attack
WUT = wake up teleport
BnB = bread & butter 
SN = senzai ninriki/latent ninja power
Y-cancel = juggle cancel
NH = attack hitting normally
CH = attack hitting while your opponent was attemping to attack

1.======*CHARACTER PROS & CONS [PC]*======

Pros:

- high damage output
- unbreakable dY and jY throws
- numerous "untechable" knockdowns
- strong throw mixups
- strong frame trap mixups
- low learning curve

Cons:

- weak anti-knj
- auto transformation in SN leaves him at a large disadvantage
- straight forward
- low learning curve 

2.======*MOVE LIST ANALYSIS [MLA]*======

Y

- slam throw which launches the opponent for combos

dY

- cinematic German suplex
- cannot be broken
- the opponent can knj before the camera zooms out but Killer Bee is 
  invincible

jY

- cinematic aerial leg throw
- cannot be broken
- the opponent can knj before the camera zooms out but Killer Bee is 
  invincible

BBBB

- jab, straight, and high front kick combo ending with a double drop kick 
  which knocks the opponent away
- 1st B is safe on block
- 3rd B can be Y-canceled
- ending can cause wall-splat

bBBB

- quick elbow into low kick combo ending with a cinematic aerial leg throw
- auto-guard frames on the 1st B
- 1st B has quick recovery and leads to combos on counter hit
- 2nd B pushes back on block
- after the ending the opponent can knj before the camera zooms out but 
  Killer Bee is invincible

dBBB

- quick low kicks ending with a headbutt which knocks the opponent down
- dB and dBB are safe and dBB pushes back on block
- 2nd B

fBB

- chop ending with a cinematic German suplex
- 2nd B pushes back on block
- the opponent can knj before the camera zoom out but Killer Bee is 
  invincible

uBBB

- double hammer fist uppercut into a front flip kick that knocks down and 
  ending with a elbow drop
- 1st B can be Y-canceled
- no use to it found so far

jBB

- jumping stomp which launches the opponent and ends with a elbow drop which 
  knocks the opponent down
- 1st B deflects projectiles
- 1st B has 360 area hitbox when hitting the ground
- 1st B has high priority
- 1st B can be Y-canceled
- 2nd B pushes back on block
- can be used as a crossup

rB

- lariat attack which knocks the opponent away
- auto-guard frames during dash
- can cause wall-splat
- can be Y-canceled

btB

- lariat attack which knocks the opponent away
- auto-guard frames during dash
- can cause wall-splat
- can be Y-canceled

[A]

- ink spit which stuns the opponent
- leads to combos
- full charge increases hitbox, stun, block push back, and damage

bAAAB

- slowly counters physical attacks with a headbutt
- AAB sends two projectiles at the opponent then follows with a lariat
- can be completed on whiff
- ending can be Y-canceled

dA

- mid range headbutt which knocks the opponent down
- no use to it found so far

fAAA/B

- quick long range sword combo which ends knockdown or long range projectile
- 1st and 2nd hit are safe at the right distance by holding forward or 
  backward to cancel 
  the sheathing animation.
- 1st hit has a meaty hitbox and can beat WUA
- fAAB can be completed on whiff
- 2nd A can beat SS
- 2nd A and the B ending have backward hitboxes which can be used as anti-knj

uA

- double drop kick which knocks the opponent away
- safe on block against most opponents due to push back
- causes wall-splat
- can be Y-canceled

jA

- body splash that knock the opponent down
- deflects projectiles
- 360 area hitbox when hitting the ground
- high priority but very unsafe on block
- can be used as a crossup

rA

- Shoulder tackle which launches the opponent
- auto-guard frames at startup
- send the opponent airborne on block

X

- average damage cinematic super
- extra commands do nothing?

dX

- two quick long range lariats which launches standing opponent
- knocks down airborne opponent
- a standing the opponent can block the second hit if the first hit him back 
  turned
- can be used as anti-knj

Senzai Ninriki

- Auto Hachibi burst transformation
- bX burst for 25% chakra

3.======*BREAD & BUTTER COMBOS [BBC]*======

NH combos:

BBBY fAAA
BBBY fAAB
BBBY BBBY jY
BBBY BBBY fBB

BBX
BBdX

jBY jY
jBY fBB
jBY fAAA
jBY fAAB
jBY BBBY BBBY jY
jBY BBBY BBBY fBB

Y BBBY fAAA
Y BBBY fAAB
Y BBBY BBBY jY
Y BBBY BBBY fBB

Y X
Y BBX
Y BBdX

dX(run)jY
dX rA
dX rA jY

CH combos only:

bBB dX->BnB
dBB dX->BnB
fB dX->BnB

bB fAAA/B
bB fBB
bB dBBB
bB B->BnB
bB dX->BnB

4.======*GENERAL GAME STRATEGY [GGS]*======

1) YOUR OFFENSE IS BEING BLOCKED BY YOUR OPPONENT:

Of course, delaying combo strings is the basic universal mixup. In Killer B's 
case his throws have good range and can lead to great damage. Considering that
most of his moves create a decent amount of hit stun, mixing up between up 
between attacks and throws always is a great idea. Being that doing anything 
past B is unsafe, it is best to follow up with a running throw attempt or bBB 
when predicting a counter attack. Thanks to their fast recovery, by themselves
bBB and dBB can be used to create trap to force you opponent to waste his knj 
if he tres to SS or can lead to counter hits when he tries to interrupt. fA is
a great mixup tool when canceled. The follow ups include throws if your 
opponent does nothing, finishing the combo string to stop your opponent from 
interrupting with attack or throw, or jBY when predicting a throw. When your 
opponent is standing up, jB can be used to create an ambiguous situation so 
that your opponent doesn't know which way to block.

2) YOUR OFFENCE SUCCESSFULLY HITS YOUR OPPONENT:

Other than the combos listed in the bread and butter combos section, there's a
number of tricks or traps that can be used to knock your opponent down or bait
counter hits and knj. When your opponent is close to having or has enough knj 
meter, you can either end with safe moves, knock down moves, or anti-knj moves
which can be found in the move list analysis section.

3) YOUR OFFENSE SUCCESSFULLY CONNCETS AS YOUR OPPONENT ATTEMPTS TO ATTACK:

Whenever some attacks succefully hit while your opponent was attempting to 
attack you, they will create longer hit stun allowing for specific extra 
combos or follow ups. You can also recognize the stun by the brighter stun 
animation. Those can be found in the bread and butter combos section.

QUICK REFERENCE:

1) On block:
B, fBB, dBB, bBB, fAAB, cross up jBY

2) On NH:
B->BnB depending on opponent knj meter
dBB->dY if opponent has high knj
dBB->Y BnB if opponent has low knj
fAAA/B
fA->dY if opponent has high knj
fA->Y BnB if opponent has low knj
fA->jBY BnB after prediction 
jBY->BnB

3) On CH:
bBB/dBB/fB->dX BnB
bB->B BnB, dX BnB, fA, fB, dB

5.======*MATCH-UP SPECIFIC STRATEGIES [MSS]*======

COMING SOON!!!

6.======*ACKNOLEGEMENTS [AK]*======

Many thanks to the following:

- Eighting/Takara Tomy for releasing this game

- Masashi Kishimoto and the rest of the Naruto crew for creating the manga and
  anime, as well as Killer B

- Jin Kogunai, Disastorm, Galeon, and the FIU crew for playing this game 
  series with me from time to time

- http://xat.com/Mac_Chappy_Room for holding it down with the wi-fi matches

- www.Willvolution.com for being a ballin' community and keeping this game 
  series alive

- Mumm-Ra for granting me the temporary readiness to create this guide

- SPAMMING! ^_^

Copyright 2011 Luc Edson G. Edouard