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Guide - Ninjitsu The new ninjutsu BnBs

Triplswing

your soe will BERRN
I'm sure this will eventually be absorbed into the combo thread, but at the moment that thread is overloaded with outdated information. The patch did so much to scorpion that I suggest we archive and rename our current combo thread and make a new one. Anyway, the reason I made a new thread for this is just to bring attention to it, for now.

Cool thing about ninjutsu is that he doesn't need to pour meter into his combos anymore. Like, at all. Also, I'll be adding max damage from both knockdowns and resets, since different players prefer either.

Some notes:
  • after a standing reset you can do 212 for a safe 3.75% extra block damage and is -4 on block. The third hit is an overhead which you can mix up with bf4 for round-closing damage. Or, you can use b121 which is -1 on block.
  • when using three consecutive b2's during a juggle (four counting the launch), there is the risk of moving past the opponent and whiffing. It's up to you to find the correct timing, though I am sure it is consistent across all characters. try delaying the second (third) b2 slightly.
  • Also when using three consecutive b2's you have to use a very unusual maneuver; backwards jump kick or bjk.
  • knockdown combos usually have the same pathways as reset combos, besides the ones that use spear early.
  • I listed b32f2 for knockdown combos because it is top damage. however, 212 is similar damage with better okizeme in the corner.
  • b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2...
  • all combos are meterless, metered combos are slightly more damage, but definitely not worth using.
STANDING RESET
123xxTP, njp, b2, run, 21xxSpear, fjp, s4xxTP 34%
114xxTP, 21xxSpear, fjp, s4xxTP 25% (BOOOOO)
214xxTP, 21xxSpear, fjp, s4xxTP 29%
f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 35%
f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, s4xxTP 34%
b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 36%
b3xxSpear, fjp, s4xxTP 16% (go for knockdown)
f3xxSpear, fjp, s4xxTP 18% (go for knockdown)
f4xxSpear, fjp, s4xxTP 20% (go for knockdown)
fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 37%
fjkxxTP, b2, run, 21xxSpear, fjp, s4xxTP 30%
njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, s4xxTP 34%
njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 34%

KNOCKDOWN
123xxTP, njp, b2, run, 21xxSpear, fjp, b32f2 35%
114xxTP, 21xxSpear, fjp, b32f2 27%
214xxTP, 21xxSpear, fjp, b32f2 31%
f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 36%
f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, b32f2 35%
b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 37%
b3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 29%
f3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 31%
f4xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 33%
fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 38%
fjkxxTP, b2, run, 21xxSpear, fjp, b32f2 31%
njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, b32f2 34%
njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 34%

...

GG
 
Last edited:

BloodyNights

"My kunai will find it's mark."
I'm sure this will eventually be absorbed into the combo thread, but at the moment that thread is overloaded with outdated information. The patch did so much to scorpion that I suggest we archive and rename our current combo thread and make a new one. Anyway, the reason I made a new thread for this is just to bring attention to it, for now.

Cool thing about ninjutsu is that he doesn't need to pour meter into his combos anymore. Like, at all. Also, I'll be adding max damage from both knockdowns and resets, since different players prefer either.

Some notes:
  • after a standing reset you can do 212 for a safe 3.75% extra block damage and is -4 on block. The third hit is an overhead which you can mix up with bf4 for round-closing damage. Or, you can use b121 which is -1 on block.
  • when using three consecutive b2's during a juggle (four counting the launch), there is the risk of moving past the opponent and whiffing. It's up to you to find the correct timing, though I am sure it is consistent across all characters. try delaying the second (third) b2 slightly.
  • Also when using three consecutive b2's you have to use a very unusual maneuver; backwards jump kick or bjk.
  • knockdown combos usually have the same pathways as reset combos, besides the ones that use spear early.
  • I listed b32f2 for knockdown combos because it is top damage. however, 212 is similar damage with better okizeme in the corner.
  • b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2...
  • all combos are meterless, metered combos are slightly more damage, but definitely not worth using.
STANDING RESET
123xxTP, njp, b2, run, 21xxSpear, fjp, s4xxTP 34%
114xxTP, 21xxSpear, fjp, s4xxTP 25% (BOOOOO)
214xxTP, 21xxSpear, fjp, s4xxTP 29%
f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 35%
f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, s4xxTP 34%
b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 36%
b3xxSpear, fjp, s4xxTP 16% (go for knockdown)
f3xxSpear, fjp, s4xxTP 18% (go for knockdown)
f4xxSpear, fjp, s4xxTP 20% (go for knockdown)
fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 37%
fjkxxTP, b2, run, 21xxSpear, fjp, s4xxTP 30%
njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, s4xxTP 34%
njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 34%

KNOCKDOWN
123xxTP, njp, b2, run, 21xxSpear, fjp, b32f2 35%
114xxTP, 21xxSpear, fjp, b32f2 27%
214xxTP, 21xxSpear, fjp, b32f2 31%
f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 36%
f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, b32f2 35%
b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 37%
b3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 29%
f3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 31%
f4xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 33%
fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 38%
fjkxxTP, b2, run, 21xxSpear, fjp, b32f2 31%
njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, b32f2 34%
njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 34%

...

GG
Good stuff, wheres the meter in any of these combos :p
 

Eddy Wang

Skarlet scientist
The meter can be used when you use a spear as a starter, you burn two bars for the hellish spear later on.

I think his damage might not be scaling correctly, same as Kenshi and Kung Lao when they got buffed, we've seen this happening a few times before, well pretty sure @colt will give us the heads up to not be too happy about this.
 

Scoot Magee

But I didn't want to dash
I posted some in the combo thread yesterday. You can leave out the njp in f2 b2 b2 jk tele 22 spear jip f4 tele. It does the same damage for less effort.
 

Triplswing

your soe will BERRN
I posted some in the combo thread yesterday. You can leave out the njp in f2 b2 b2 jk tele 22 spear jip f4 tele. It does the same damage for less effort.
Good to know. But that's only for close range f2 right? Tip range f2 combo you can get another b2 in there.
 

Matix218

Get over here!
Hey guys, I am having trouble getting 3 b2s into the bjk> tele in my combos but 2 b2s into jk> tele seems very consistent (albeit slightly lower damage). I am thinking for me at least it is worth the reliability increase to get the combo/setup ender rather than risk doing a tiny bit more damage with 1 more b2 but potentially drop the combo. Anyone else agree? Our do I just suck lol

@Triplswing @Scoot Magee @Slips @Vagrant
 

Triplswing

your soe will BERRN
Hey guys, I am having trouble getting 3 b2s into the bjk> tele in my combos but 2 b2s into jk> tele seems very consistent (albeit slightly lower damage). I am thinking for me at least it is worth the reliability increase to get the combo/setup ender rather than risk doing a tiny bit more damage with 1 more b2 but potentially drop the combo. Anyone else agree? Our do I just suck lol

@Triplswing @Scoot Magee @Slips @Vagrant
Really depends on consistency. If you're having trouble with it then I'd say omot the last b2 but if you get comfortable with the timing of if then there's no reason not to go for max damage.