ryublaze
Noob
Check out this short guide I put together on how to play Ninjutsu.
0:05 - Punishers
0:57 - Anti-Air
1:27 - Normals
2:59 - Strings
4:25 - The Post-Block Meta
5:00 - The Knockdown Meta
6:06 - Armor Breaking
7:28 - Vortex
9:31 - Baiting
10:00 - EX Spear
0:57 - Anti-Air
1:27 - Normals
2:59 - Strings
4:25 - The Post-Block Meta
5:00 - The Knockdown Meta
6:06 - Armor Breaking
7:28 - Vortex
9:31 - Baiting
10:00 - EX Spear
Scorpion (Ninjutsu) Breakdown
This variation primarily focuses on strong footsies and opening your opponent up with throws and its wide array of overheads and lows.
Punishers
Scorpion has multiple ways to punish the opponent. 214 is a 10 frame punisher, 114 is a 9 frame punisher, and 3 is a 7 frame punisher.
Anti-Air214 Teleport b2 rc 21 Spear j2 f4 Teleport
214 Teleport b2 rc 214 EX Teleport rc 21 Spear j2 f4 Teleport
114 Teleport 21 Spear j2 f4 Teleport
114 Teleport 214 EX Teleport rc 21 Spear j2 f4 Teleport
3 Spear j2 f2 b2 njp b2 j3 Teleport f2 Takedown
3 EX Teleport njp b2 b2 j3 Teleport 21 Spear j2 f4 Teleport
Scorpion's 3 is very good for anti-airing the opponent.
f23 Teleport njp b2 rc 21 Spear j2 f4 Teleport
3 Teleport njp b2 rc 214 EX Teleport rc 21 Spear j2 f4 Teleport
This is your main footsie tool. It's -11 on block but it becomes safer the farther away it's done. f2 has very good range and is great for whiff punishing. Once your opponent is afraid of f2, then you can start running up and going for throws.
The second hit of f2 is an overhead and you can cancel the first hit into Takedown which is a low to trip your opponent up. This isn't a true mixup because it can be fuzzy guarded by blocking high and then low. However, you can still throw it out at times when your opponent isn't ready to fuzzy guard.
b2f2 b2 b2 b2 j3 Teleport 21 Spear j2 f4 Teleport
On a read you can throw out b2 at a distance which will punish any kind of movement. It will also anti-air your opponent due to its large hurtbox. It is a hard read though because b2 is -14 on block.
b4b2 b2 b2 b2 j3 Teleport 21 Spear j2 f4 Teleport
b4 is a double-hitting low that is safe on block. It can be pretty hard to block especially if your opponent is trying to block f2.
21
This is your main pressure string as it's +2 on block. You can then check your opponent with a d3. You can end your pressure safely with 212 which is -4 on block. 212 ends with an overhead which is likely to hit because of the d3 check which is a low. Be aware that there is a gap if your opponent blocks low before the last hit. If you want to be a little gimmicky you can throw in 21 Takedown as well.
b32f2
This is a low that is -12 on block. It is only punishable by certain characters because of the pushback. b32f2 is really useful for closing out the round after a knockdown because it covers delayed getups and backdashes.
f42
This is a safe overhead that is -7 on block. It is mainly used when you don't have meter and when you don't have stamina to option select Teleport.
The Post-Block Meta
A lot of Ninjutsu's moves are negative on block, but you still have a plethora of options to stop your opponent from taking their turn. When spaced properly, a blocked f2 can be followed up with a d4. This works because Scorpion's d4 is quick and low profiles. You also have the option to backdash to regain space.
Anytime you are at -4, you can stick out a d1 which has 6 frames of start-up. The d1 will beat out any 11 frame or slower advancing mid. Moves that leave Scorpion at -4 are d3, b4, and 212.
Obviously if you're desperate, you can always counter with armor by doing EX Takedown. EX Teleport also works in certain situations but it does not have armor.
The Knockdown Meta
After knocking your opponent down, block for a split second just in case your opponent wakes up, wait for a delayed getup then attack. You can also check your opponent with a meaty d3 or d4. This prevents your opponent from doing a wakeup throw or jumping out. This will make your opponent want to get up and block low, which will open them up to f4 or throw. If your opponent delays getup, both d3 and d4 recover in time for you to start offense.
Deciding between meaty d3 and d4 depends on what you want to do. d3 on block is only -4 whereas d4 on block is -7. A blocked d4 puts you at perfect spacing for whiff punishing with f2. Also d4 will catch some characters' wakeup backdashes.
Scorpion's throw is a good way to keep offense going because of how advantageous it is. You can throw your opponent, dash up, and repeat until your opponent gets opened up.
Armor Breaking
Ninjutsu's f2 and b4 have the ability to break most armored moves in the game. If you suspect that your opponent will wakeup with armor, throw out f2 or b4 to shred their armor. f2 leads to a full combo and catches backdashes but is -11 on block. b4 will only grant a knockdown but is safe on block at -4.
However, both f2 and b4 can be whiff punished if your opponent does a short getup. f2 is more punishable because it moves Scorpion forward whereas b4 becomes less punishable when done at max range. If you are being punished for whiffing f2 and b4, then instead of armor breaking just block the wakeup attack and wait for a short getup.
Another option to break armor is to do f2 EX Takedown. The armor on EX Takedown will counter your opponent's armor. At the same time your opponent will need to be ready to fuzzy guard the mixup.
Vortex
At the end of every combo, your opponent is left standing where you can then mix your opponent up by going for an overhead with f4 or low with b3. Landing either of the two will start a new combo ending with a restand, putting your opponent into the same situation. Scorpion's f4 does have a startup of 25 frames which makes it reactable, but you can throw your opponent off by delaying b3. Scorpion's b4 can also be used instead of b3 since they're both low starters.
To do the vortex safely, you need to cancel f4 and b3 into Teleport or EX Teleport and option select them so that you get the Teleport to connect on hit and cancel the Teleport on block. Do this by pressing forward or down very late after inputting the Teleport.
There is a gap in the vortex if you end your combos with Teleport. To cover up this gap, simply end your combos with standing 3.
Baitingb3/b4/f4 EX Teleport njp b2 b2 j3 Teleport 21 Spear j2 f4 Teleport
Once you've conditioned your opponent with throws, you can start baiting your opponent into trying to tech them. Walking forward or running will create the illusion that you are going to throw your opponent. When you think your opponent will let go of block, throw out a move such as f2, b3, or b4. You can also do 21 and hit confirm by doing 214 Teleport. If blocked, you will be at +2.
EX Spear
EX Spear as a combo starter is mainly used when you don't have stamina to option select EX Teleport. It's safe on block since it's only -5, but you lose the ability to restand your opponent at the end of a combo. When going for the low, use b4 EX Spear because it does not have a gap. b3 EX Spear and f4 EX Spear both have gaps, but they can be difficult to exploit since you won't be using EX Spear often.
b4/f4 EX Spear j2 f2 b2 njp b2 j3 Teleport f2 Takedown
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