[Nintendo GameCube] SUPER Naruto Gekitou Ninja Taisen! 4
Menu translation tested on real hardware and emulator (9/23/2021)
Super Clash of Ninja 4 (also called SCON4 or SGNT4). Is a fan-mod of the classic Nintendo GameCube game Naruto: Gekitou Ninja Taisen! 4. GNT4 covered the Naruto story until the end of Part One and was released only in Japan. In addition to being translated to English, Super CON4 has balance changes, added mechanics and animations, character re-works, quality of life improvements, and more!
To patch the game, it is recommended to use “GNTool” :
https://github.com/NicholasMoser/GNTool
There you will find two patch files :
The “VPatch” is currently over the 30MB, so these files can’t be hosted here.
To grab the latest patch “SGNT4 1.3.42 Uchiha Hideout”
Join the Discord by following this link :
https://discord.com/invite/supercon4
For videos and other information about this project :
https://www.youtube.com/c/SuperNarutoClashofNinja4
https://youtube.com/channel/UCstxyKdLfNEFuqjeeRKLuZw
If you are interested in watching twitch streams of the project :
https://www.twitch.tv/supercon4
Social media posts can be found on this account :
https://twitter.com/SuperGNT4?s=09
[Nintendo Gamecube] SUPER Naruto Gekitou Ninja Taisen! 4 v1.0
Gamecube english translation of the game "Naruto Gekitou Ninja Taisen! 4"
Fully translated and tested on real hardware and emulator (01/02/2021)
Menus 100% complete and bug free.
For inquiries, can be reached via Discord and Youtube :
Discord-- https://discord.gg/wyNpXKx
Youtube-- https://youtu.be/dOD7lcfIBvY
Legend:
⦁ 2,4,5,6,8 are down, back, neutral, forward, and up respectively; therefore 5B is pressing B without a direction on the stick
⦁ RA is running A
⦁ JB is jumping B
⦁ 6A(A) means that we are talking about the second A press in the 6A string
⦁ Act4A means the activated part of a 4A counter. This can also be seen on command grabs such as Tsunade's Jump A as ActJA.
⦁ GRKnJ and ARKnJ are ground and air attack substitutions; LKnJ is the non attack version
⦁ 5X8 is an example where the move begins with 5X but needs a press of 8 to do something different. This essentially works like 8X, but it is different solely for comboing into the move as if you input 8X and release the 8, you will do 5X. These moves are seen at the first active frame of the move in most cases
⦁ DI: This is on a few air moves. This allows you to hold forward or back as you begin the move to change how your momentum is applied
⦁ Ring: A combo string with multiple options depending on direction pressed
Overall:
⦁ Translation in progress
⦁ Training mode default settings changed: 2P action is 2P control, Chakra recovery changed to OFF, Show inputs changed to OFF
⦁ Training modes updated. 3MC training is now 1v1 training. 1v1 training is now Debug Mode
⦁ Screen doesn't slow down on character death
⦁ Music doesn't stop on pause
⦁ Default option for time changed from 60 to 90 seconds, time options changed
⦁ Stage select screen has diagrams with sizes for the stages
⦁ Unlocks everything by default
⦁ Stand resets intangibility
⦁ Jump land, throw miss, more hit states can be grabbed
⦁ Turn around is three frames faster
⦁ Dash transitions to run on frame 6 (from 8)
⦁ Overhead throws cannot be subbed for the first ten frames after being thrown
⦁ Backflips replaced with a faster backdash
⦁ Landing face first, small bounce on your back or face, and crumple restores your ability to substitute
⦁ Air and Ground grab breaks have guard frames that guard against normal and special attacks
⦁ Jump land doesn't high crush
⦁ Pressing X no longer counts as an input to break throws
⦁ GRKnJs have at a minimum 17 intangible travel frames and will hit on at least frame 29
⦁ 4As are grabbable the entire duration
⦁ Sleep state (Kabuto 2X) cannot sub until later; resets the combo counter
⦁ Can select which RKnJ you use while in the air. If pressing R, then your character will do the air sub, if pressing 2R then they will do the ground sub
⦁ Getup attacks (Wake Up Kick: Aka WUK) added. If holding A or B on frame 15 of a neutral getup, the character will transition to a get up attack. These are fully intangible for four frames and then immune to mids and highs until the hitbox disappears. They are -21 on block
3MC: (Three Man Cell)
⦁ Z moves do not work so you cannot switch characters
⦁ Characters now switch after KOs
⦁ holding A on entry does the entering character’s GRKnJ, holding B does the entering character’s ARKnJ.
⦁ Certain characters have entrances unique to this mode. Kankuro, in particular, has both attacks exclusive to his entering state to compensate for his unique KnJs.
⦁ 6X supers removed
⦁ New entry coded to fix glitches and issues
⦁ Passive meter gain disabled
Stages:
⦁ Silent Shrine replaces Fog Bridge
⦁ Heaven and Earth Bridge replaces Ice World
⦁ Cell Games replaces Uchiha District
⦁ Asian Gate replaces Chuunin Roof
⦁ Aquarium replaces Hot Springs
⦁ Gamecube Galaxy replaces Sunset Ramen
Characters:
Anko:
⦁ Walking animation reworked
⦁ Air Throw added
⦁ Health: increased from 200 to 210
⦁ Guard: increased from 1600 to 1680
⦁ Grabbable moves: The following moves can be grabbed before the snake projectiles come out 2A, JA, 2BBB(A), and 8B landing
⦁ 5B: Hitbox lasts one frame longer, elbow hitbox does not appear on the first frame
⦁ 5B(B): changed to be old GNT4 6B animation with old 5B(B) damage Move ends quicker
⦁ 6B: uses an animation similar to Orochimaru; turns around back turned people has more stun and it is slightly later on transition to follow ups
⦁ 4B: does 2 more damage; hitbox appears one frame sooner
⦁ 4B and 4BA(Y): have improved windows on states as well as ending sooner and can be grabbed during their "sit" frames
⦁ 4B(B): is an unblockable hitgrab that also hits OTG; hitbox appears one frame sooner
⦁ 4B(A): transitions 8 frames faster
⦁ 4BA(Y): can be subbed in the first few frames
⦁ 2B(B): has more lift
⦁ JB: does chip damage and does 4 more damage
⦁ RB: replaced with RA, lift increased
⦁ 2BBB(B): hitbox appears one frame later
⦁ 2BBB(A): snakes lift and do chip; does 2A in string; ends 5 frames sooner
⦁ 8B: is a blockable hitgrab that is untechable
⦁ 5A: charge time decreased from 10f to 8f
⦁ 6A: lifts higher on hit and now lifts on block
⦁ 2A: snakes do chip damage, animation changed to be the finisher of 5X
2BBB2(A) will end with upward snakes instead of 2A snakes
⦁ 4A: changed to be a teleport that can teleport to either side
⦁ JA: momentum applies sooner
⦁ JA and 6AA(A): snakes adjusted to do chip damage and lift
⦁ RA: 4BA(A) changed to be a teleport into the air RKnJ position into normal fall; A and B strings added
⦁ RA and 6AA(A): have three grabbable frames before the teleport
⦁ 5Y: is a side switch throw
⦁ 2Y: is a new throw that bounces the opponent
⦁ 5X: has an improved launch angle to stop resetting the combo against high up opponents; requires 75% meter, but costs 100%; three less frames of super freeze; hitbox starts and ends one frame later; elbow hitbox smaller
⦁ 2X: starts moving five frames sooner in super freeze and has an extended activator hitbox
⦁ 6X: is a command grab that puts opponent into an untechable, unsubbable state; immune to highs and mids frames 1-9 after super freeze then immune to highs until after the hitbox disappears; requires and costs 75%l does 10+30 damage
⦁ GRKnJ: appears slightly further behind the opponent
Chouji:
⦁ Overall: When large (moves that increase Chouji physical size for the duration of the move), Chouji has guard frames and is grabbable
⦁ Air Throw added, does a modified A8A animation
⦁ Health: increased from 225 to 240
⦁ Guard: increased from 1800 to 1920
⦁ 2A: chips increase Chouji's strength. He requires 8 chips to get to his maximum strength. When he is at maximum chips, he gets a 1.5X damage multiplier. 2A maxes out strength (1.5x) at 8 chips from 13. Builds 1/16th of a bar of meter. Each chip adds .5X damage multiplier
He also loses chip gains for certain moves which are:
1 chip lost: GRKnJ
2 chips lost: 6A, Act4A, RA, JA
4 chips lost: 5X, 2X, 4X
⦁ 2A maxes out strength (1.5x) at 6 chips from 13. Builds 1/16th of a bar of meter
⦁ 5B: has slightly more stun on hit and block; transition to 5B(A) is one frame faster
⦁ 5B(B): has slightly more lift, shoulder hitbox does not appear on the first frame, SFX comes out one frame later, 3 frames less disadvantage on block
⦁ 5B(A): hitbox appears one frame sooner; transitions one frame faster
⦁ 5BA(A): added as 2A
Holding A allows you to keep eating chips
⦁ 5BB(B) and 8B: is an uppercut
⦁ 5BBB(B) and 8B(B): is also an uppercut, but has spinning knockback and hits higher
⦁ 6B: damage (+3) and stun increased
⦁ 6B(B): is the strong uppercut (8B(B))
⦁ 6B(A): is a small bounce instead of stagger; can be done on whiff; transitions two frames slower; duration on the attack is increased by 2
⦁ 4B: is untechable and high for the first two frames of the hitbox, then mid and techable; hitbox appears and disappears one frame later; hitboxes are slightly larger
⦁ 8B to 8B(B): transition is slightly slower
⦁ 8B(A): is 8A
⦁ RB: ends sooner
⦁ 5A: has one more frame on the end for grab, super armor ends on frame 30 down from from 55, damage increased from 25 to 30, thrown trajectory changed, can tech roll and sub right before landing
⦁ A5A: is hittable after Chouji throws the opponent
⦁ 6A: links into the final hit better, ending hits twice, the first is a bounce and second hit is a hard knockdown
⦁ 4A: counter window improved, can be activated from all sides
⦁ A4A: is unblockable and unsubbable, slight adjustment to size, damage increased to 25 from 20
⦁ 8A: Hitboxes adjusted to not grab behind as easily, super armor ends when Chouji leaves the ground, hitboxes appear 4 frames earlier, damage increased from 40 to 30 and opponent can sub after Chouji removes his hands from the opponent
⦁ A8A: is hittable after Chouji gets off the opponent
⦁ RA: size adjusted, hitbox duration better matches animation, pushes on block
⦁ JA: does increased guard damage, falls faster, hard knockdown, pushes on block, size adjusted
⦁ GRKnJ: size adjusted to match RA
⦁ 5X: starts moving 4 frames sooner during super freeze
⦁ 4X: is a real time super similar to Act4A with immunity to highs and mids on startup; requires and uses 75%
Gaara:
⦁ Guard: increased from 1760 to 2000
⦁ 5B: elbow hitbox removed; hitbox made smaller; active frame 2, hitbox size increase
⦁ 5B(B): hitbox disappears two frames earlier
⦁ 5BB(B): turns back turned opponents around
⦁ 5BBA(A): has three grabbable frames at the startup, doesn't teleport as high
⦁ 5BBBB(A): hitbox appears two frames earlier; teleports a frame later when coming from B moves (ex: 6BB(A) instead of 8AB(A))
⦁ 6B: turns back turned opponents around
⦁ 6B(B): (taijutsu flip kick) blockstun increased, start up is 4 frames later, toe hitboxes slightly bigger; "lands" 2 frames later; recovers 10 frames faster on landing
⦁ 4BB(B): increased duration, lower angle, hand knockdown
⦁ 2B: lift increased
⦁ 2BA(A) and 2BAA(A): adjusted hand to clasp on Gaara's arm properly
⦁ 8B: ends significantly sooner, cannot do A or B follow ups after Gaara lands
⦁ 5A: charge time decreased from 11f to 9f
⦁ 6A: appears 12 frames sooner; can be grabbed f