Okay, I'm going to talk about the structure of a match of Narutimate Accel or Hero. Now the discussion and the elements I'm talking about are applicable for any fighting game, but the article will be centered on a match of Accel or NH.
For reference, we're going to be talking about a match between myself and Dragonthorn below:
Part 1: Before the match even starts
Before the match starts, lots of things are going through a player's head. Character selection is a very important part of the process, and choosing the right character determines what kind of opening move they will perform. I'm going to write a whole article on the topic of character selection, so I'll leave it at that. NH/NA players usually have more than one character that they use, so they'll have a character that they'll use for certain situations. Some only have one character for use and use only that character for any situation; instead of changing character, they change playstyle (or just go ahead and overpower the opponent with superior technical ability.)
In this match, Dragonthorn and I preferred to do a classic PTS Lee - PTS Sasuke matchup. Now in theory PTS Lee trumps PTS Sasuke in all aspects; but Dragonthorn had played many (more superior) PTS Lees before, and was accustomed to the chains and fighting style. In previous matchups against PTS Sasuke, I decided on using PTS Lee as a counter. I'm not that high level a player so I don't kawarimi his chains that easy, making pressure through pokes and ground chains a problem for me. To compensate, I chose to use a character with a significant poke and ground game advantage.
Part 2: Opener
Like in chess, the opening sequence of moves is a determinant of the eventual flow of the game. Now ask yourself: what is the first thing you do once the match starts? I guarantee that you will get different answers based on the character used, the predominant style in the community or the player's own fighting style. Let's go through a number of possibilities.
A quick attack is warranted to players that have the ranged attacks fast enough to get an opponent on the fly. PTS Gaara, Gai and TS Naruto are examples. Some wheel out an instant jutsu to try to get some good damage early on. Some even wheel out an ougi, but ever since ougi startups slowed down in NA (from NH3, where instant ougi from Itachi was possible) this hasn't been used that often.
Jumping is an effective way to gauge the opponent's first moves while not getting hit yourself. In the Philippines, players tend to do this along with shuriken to play defensively first and get in an attack later. In this matchup, given that taijutsu takes a lot of spacing and maneuvering to do, we do this strategy.
Rushing forward aggressively is an opener used by chakra denial characters and Yondaime. This is dangerous considering a knj or blocked attack can leave your character open.
X-dashing is unsafe and generally not recommended. X-dash startups can be read, and x-dash on block is very dangerous, even on shuriken cancelled 'safe' x-dashes.
Changing planes is a defensive opener used to counter opponents that quick attack once the match starts (like TS Naruto.)
Part 3: Midgame
Welcome to the meat of the match, the midgame. Midgame depends on attack flow and again on the characters involved. Since both the characters in this match are taijutsu based, they both have the same aim in the match.
As PTS Lee, I tried to "jump into" Dragonthorn's poke-eable range using jump shuriken, which is relatively safe if timed right. Once in range, I would poke to start a combo. If the poke connects, block or not, I have the advantage unless DT decides to kawarimi. Dragonthorn is doing the same, although he has less changes to do damage due to the fact that he doesn't have a guard breaking attack other than an easy to knj throw and a very slow down circle move. Instead of just jumping in, he reacts to my moves (hence his usage of mindgames like the chidori trap) in order to get an advantage where I would slip up.
At the same time, in the air, we're doing the same thing. We both use aerial attacks to catch our opponent off balance and attack from there.
While all of this is happening, I'm trying to run around and try to "push" Dragonthorn towards the wall in order to do a wall slam into Konoha Reppu. This is the bread and butter of Lee's damage making abilities, other than his solid taijutsu. I don't do Lee's string with the slam because it takes more hits (and more chances to knj) and I know that Dragonthorn can knj it.
Dragonthorn's trying to prevent this by jumping, catching me through aerial hawks and by restricting my lateral ground movement (by using caltrops, as you can see at around 70 seconds game time.)
Part 4: Endgame
Now this goes on up until 15 seconds game time. At this time, I'm in a minor health advantage, and I can do one of three things: 1) turtle up and finish the match on time out 2) be aggressive and use Lee's damage output to finish things immediately, 3) or do something funky like an ougi.
Endgame is one of the most important phases of a match. In a Narutimate match, chakra is everything in Endgame. Chakra determines how many jutsus you have left, if you can do an awakening, and how many kawarimis you have left (thus determining how many strings you can ideally escape from.)
Had Dragonthorn's chakra been extremely low or at a disadvantage to me, I would go aggressive and finish the match as I would be in a better overall position to cause more damage. Had I been in the chakra disadvantage I could go both ways: I could fight it out, or decide to turtle and charge some chakra. because a life advantage means nothing to a chakra disadvantage. (This time, DT would have been the aggressive one, trying to maximize his damage output.)
If I knew my opponent was trying to finish me by ougi, my strategy would be to deny chakra and do something like an aggressive approach. The more my opponent kawarimis, the more chakra he would lose, and if that chakra goes down the reversal ougi level (usually level 2 or 3) ougi is out as far as endgame options go.
In this matchup, I had a chakra disadvantage, but (I thought) it was enough to kawarimi enough strings to win the game. I was also wary of the fact that DT had more or less full chakra and a chance for either a reversal ougi or to chip the hell out of me with Chidori on block, so I chose to be aggressive. I managed to catch PTS Sasuke in a string that slammed him to the wall, and I ended the game with okizeme. Match over.
That's only one dimension of a Narutimate Match. Characters with keepaway or chakra denial strategies can have very different match structures. Once I get good matches with those I'll post an example to show you all. But till then, have a blast.
For reference, we're going to be talking about a match between myself and Dragonthorn below:
Part 1: Before the match even starts
Before the match starts, lots of things are going through a player's head. Character selection is a very important part of the process, and choosing the right character determines what kind of opening move they will perform. I'm going to write a whole article on the topic of character selection, so I'll leave it at that. NH/NA players usually have more than one character that they use, so they'll have a character that they'll use for certain situations. Some only have one character for use and use only that character for any situation; instead of changing character, they change playstyle (or just go ahead and overpower the opponent with superior technical ability.)
In this match, Dragonthorn and I preferred to do a classic PTS Lee - PTS Sasuke matchup. Now in theory PTS Lee trumps PTS Sasuke in all aspects; but Dragonthorn had played many (more superior) PTS Lees before, and was accustomed to the chains and fighting style. In previous matchups against PTS Sasuke, I decided on using PTS Lee as a counter. I'm not that high level a player so I don't kawarimi his chains that easy, making pressure through pokes and ground chains a problem for me. To compensate, I chose to use a character with a significant poke and ground game advantage.
Part 2: Opener
Like in chess, the opening sequence of moves is a determinant of the eventual flow of the game. Now ask yourself: what is the first thing you do once the match starts? I guarantee that you will get different answers based on the character used, the predominant style in the community or the player's own fighting style. Let's go through a number of possibilities.
A quick attack is warranted to players that have the ranged attacks fast enough to get an opponent on the fly. PTS Gaara, Gai and TS Naruto are examples. Some wheel out an instant jutsu to try to get some good damage early on. Some even wheel out an ougi, but ever since ougi startups slowed down in NA (from NH3, where instant ougi from Itachi was possible) this hasn't been used that often.
Jumping is an effective way to gauge the opponent's first moves while not getting hit yourself. In the Philippines, players tend to do this along with shuriken to play defensively first and get in an attack later. In this matchup, given that taijutsu takes a lot of spacing and maneuvering to do, we do this strategy.
Rushing forward aggressively is an opener used by chakra denial characters and Yondaime. This is dangerous considering a knj or blocked attack can leave your character open.
X-dashing is unsafe and generally not recommended. X-dash startups can be read, and x-dash on block is very dangerous, even on shuriken cancelled 'safe' x-dashes.
Changing planes is a defensive opener used to counter opponents that quick attack once the match starts (like TS Naruto.)
Part 3: Midgame
Welcome to the meat of the match, the midgame. Midgame depends on attack flow and again on the characters involved. Since both the characters in this match are taijutsu based, they both have the same aim in the match.
As PTS Lee, I tried to "jump into" Dragonthorn's poke-eable range using jump shuriken, which is relatively safe if timed right. Once in range, I would poke to start a combo. If the poke connects, block or not, I have the advantage unless DT decides to kawarimi. Dragonthorn is doing the same, although he has less changes to do damage due to the fact that he doesn't have a guard breaking attack other than an easy to knj throw and a very slow down circle move. Instead of just jumping in, he reacts to my moves (hence his usage of mindgames like the chidori trap) in order to get an advantage where I would slip up.
At the same time, in the air, we're doing the same thing. We both use aerial attacks to catch our opponent off balance and attack from there.
While all of this is happening, I'm trying to run around and try to "push" Dragonthorn towards the wall in order to do a wall slam into Konoha Reppu. This is the bread and butter of Lee's damage making abilities, other than his solid taijutsu. I don't do Lee's string with the slam because it takes more hits (and more chances to knj) and I know that Dragonthorn can knj it.
Dragonthorn's trying to prevent this by jumping, catching me through aerial hawks and by restricting my lateral ground movement (by using caltrops, as you can see at around 70 seconds game time.)
Part 4: Endgame
Now this goes on up until 15 seconds game time. At this time, I'm in a minor health advantage, and I can do one of three things: 1) turtle up and finish the match on time out 2) be aggressive and use Lee's damage output to finish things immediately, 3) or do something funky like an ougi.
Endgame is one of the most important phases of a match. In a Narutimate match, chakra is everything in Endgame. Chakra determines how many jutsus you have left, if you can do an awakening, and how many kawarimis you have left (thus determining how many strings you can ideally escape from.)
Had Dragonthorn's chakra been extremely low or at a disadvantage to me, I would go aggressive and finish the match as I would be in a better overall position to cause more damage. Had I been in the chakra disadvantage I could go both ways: I could fight it out, or decide to turtle and charge some chakra. because a life advantage means nothing to a chakra disadvantage. (This time, DT would have been the aggressive one, trying to maximize his damage output.)
If I knew my opponent was trying to finish me by ougi, my strategy would be to deny chakra and do something like an aggressive approach. The more my opponent kawarimis, the more chakra he would lose, and if that chakra goes down the reversal ougi level (usually level 2 or 3) ougi is out as far as endgame options go.
In this matchup, I had a chakra disadvantage, but (I thought) it was enough to kawarimi enough strings to win the game. I was also wary of the fact that DT had more or less full chakra and a chance for either a reversal ougi or to chip the hell out of me with Chidori on block, so I chose to be aggressive. I managed to catch PTS Sasuke in a string that slammed him to the wall, and I ended the game with okizeme. Match over.
That's only one dimension of a Narutimate Match. Characters with keepaway or chakra denial strategies can have very different match structures. Once I get good matches with those I'll post an example to show you all. But till then, have a blast.

