Understand community notation
U1 = Jutsu · U2 = Ultimate Jutsu · U3 = Team Ultimate Jutsu · Amode = Awakening Mode. Kunai is the community umbrella term for the projectiles thrown with the Shuriken action.
Read the complete source glossary →START HERE
Read the move. Understand the evidence.
Inputs describe actions
Attack, Jump, Chakra, Guard and Shuriken name game actions. Use the buttons assigned in your settings. The original command text is preserved on every move page. Repeated tokens describe repeated inputs; they do not establish hit count or damage.
Read extracted game tutorials →What frame data answers
- Startup
- Time from the defined accepted input to the first active collision.
- Active window
- The interval when the action can connect. Multiple windows may exist.
- Recovery
- The commitment after activity until the defined actionable state.
- Cancel
- A permitted transition into another action before normal completion.
- Frame advantage
- The difference between the players’ actionable times after contact, under specified conditions.
These definitions guide future measurements. The port’s simulation rate and event boundaries are still unresolved, so the wiki does not convert rendered FPS into move frames.
Read the evidence label
- Extracted
- Read from this build’s files; gameplay meaning may still need validation.
- Measured
- Observed through a repeatable test with conditions and precision.
- Verified
- Build-specific support corroborated by a suitable independent check.
- Estimated
- An approximation with method and uncertainty shown.
- Unknown
- Evidence is insufficient. It does not mean zero or not applicable.
Choose a useful question
“Can I punish this at this distance?” needs startup, reach and both players’ actionable times. “Which combo should I use?” needs damage, resource costs, escape tests and failure rates. A tier list needs matchup and player-result evidence beyond individual move values.
Set up a careful test →
