YMMV / Naruto: Clash of Ninja

  • Crowning Music of Awesome: Believe it or not, some people deem this soundtrack to be on par with several other forms of Naruto-based media, mainly due to how much it stands out on its own from the rest. It helps in that Shinji Hosoe himself composed the whole series' soundtrack, even for the US-exclusive Revolution sub-series.
    • Skipping the small and not-as-impressive first game's opening theme, there's the second game's opening.
    • The character select theme from the first game. The second game's character select theme is arguably more intense.
      • The third game's selection theme, reused in the US-released Clash of Ninja Revolution. The fourth game's theme isn't reused in Revolution 2 however as expected, as it gets a new theme instead.
      • As an intro to the time-skip, THEN comes the one in Gekitou Ninja Taisen EX and Revolution 3.
      • EVEN THE VS. SCREENS are awesome; many people seem find Gekitou Ninja Taisen 4's Vs. Screen theme to be the best (reused in both Revolution 2 and 3 to drive that point home).
    • Time for the actual in-game themes! The Hokage's Monument ever since the first game is a classic in its own right, especially with that awesome beat sound to get the fight going. Even though it didn't return in the EX games, it made a triumphant return in both Revolution 3 and Special; the former on the Shirato Street stage, while the latter flips the new Hokage's Monument theme and the original one around, putting the former theme back in its rightful place.
      • The second game often introduces alternate versions of stages during certain times of the day: here's the monument in the first 4 games with a thundering cloudy sky.
    • The badass Academy Training Schoolyard theme since the first game, which as of the second one is the sunset version. The beat around 1 minute and 24 seconds is top notch.
    • For a theme first introduced in the EX games, here's the pleasant Third Training Grounds theme, which even carries over to the pre-timeskip Revolution games (1 and 2) in the US.
    • Konoha no Yoru (Tree Leaf's Night), the theme that plays during the nighttime when brawling it out in front of Ramen Ichiraku, complete with a familiar beat at around 40 seconds (also makes a grand return in Revolution 2). Second, third and fourth games during the sunset has this relaxing theme instead.
    • The theme outside the Hidden Leaf's gates in the daytime since the first game. Here's the nighttime version as of the second game. Sadly, while the two themes don't return in the first Revolution game, the first them makes a grand return in Revolution 2 and 3, as well as Special.
    • The Great Naruto Bridge theme, cloudy version. This is basically Haku's theme. Sadly does not return in the Wii sub-series. Via the first of the "alternate stage" themes, here's the misty bridge version that's Zabuza's theme.
    • The eerie Practice Area 44 theme, especially in the darkest of nights with a giant snake in the background of the stage. However, the mainstay daytime version of this setting for the Forest of Death has been around since the second game.
    • The Chuunin Exam Qualifiers theme that doesn't return in the Wii sub-series is pure kickass.
    • While it doesn't return in the Wii games, the Hot Springs theme in both Gekitou Ninja Taisen 3 and 4 is great in its own right.
    • Via another mainstay since the second game: Honsen (Final Selection), the theme for the finale of the Chuunin Exams. Pretty intense in its own right in the daytime, and it also has returned in both the Revolution series and in Special; but in terms of the darkened sky version on the rooftops (used as an alternate stage transition in the Wii games), it's got no competition for the need of an intense battle.
    • While it doesn't return in the Wii sub-series, the third game introduced the Enclosed Upheaval theme, the setting for Orochimaru vs. the Third Hokage.
    • The theme for Tanzaku Castle since 3 is no slouch either; also returns in the Revolution games and in Special.
    • Sansukumi (Three-Way Deadlock), the theme for when the Sannin Jiraiya, Orochimaru and Tsunade reunite only to face off in 2 vs 1. In the Wii games, you can even do a stage transition to the top of Manda's head.
    • The hospital rooftop, where Naruto and Sasuke have their one fated fight before everything falls apart for Team 7.
    • The Uchiha Police Department theme, introduced in Gekitou Ninja Taisen 4.
    • For another Uchiha-related theme and for something else also intense and eerie, the Uchiha Abandoned district theme.
    • Amid Toads, the theme for the Gamabunta's Bath stage in the original Gamecube games only. The second game introduced the alternate theme.
    • The original Hidden Sand Village theme, taking place in the middle of a blue and dark night. Quite intense indeed.
    • Orochimaru's Lair in Gekitou Ninja Taisen 4. Then comes the theme for it in EX 2.
    • Snow Valley, another awesome theme in Gekitou Ninja Taisen 4.
    • Sand Shambled Plains, the battlefield for Lee and Gaara's battle vs. Kimimaro.
    • The theme for the Nine-Tailed Fox's room.
    • For the EX and Shippuuden-series games in general, we have the silent shrine theme.
    • Warehouse Road, which is also not bad.
    • The Akatsuki Hideout indeed.
    • Danzou's Hideout. Replaces the original Tenchi/Heaven and Earth Bridge theme (introduced in EX 2) in Special.
    • Revolution 2 introduces SEVERAL new themes to the series that carries over to Revolution 3; Japan then gets in on the masterpieces in Special:
      • Forest Hideout, which many people find to be a favorite.
      • Forest at Night, which also gives off a nice beat.
      • Riverside theme, which is the theme for the location where Kurenai, Asuma, Kakashi and Guy had their confrontation with Itachi and Kisame, even if it never occurred in Revolution 2 and Revolution 3's story modes.
      • The Pillar Chamber theme.
      • This theme is an alternate version for the original "Konoha no Yoru" theme for the Ramen Ichiraku stage at night (at a far away alternate pillar chamber section of the village at night). Fans who hear Hosoe's other works can easily hear some touches of Street Fighter EX later on in the track (1 minute and 17 seconds).
      • Kagura vs. Tsunade. Never has an original character gained such a rep with this kind of rivalry theme.
    • Now, for the grand finale that's praised by many. Even though the theme has not appeared in the EX games while being replaced by a somewhat subpar one, it made a return in Revolution 3 and Special when you pit Narutonote  and Sasuke against each other on the stage; behold, Gekitou Ninja Taisen 4 and Revolution 2's Final Valley theme, Shuumatsu (Closing).
  • Game Breaker: Several characters.
    • From the second game to the unlocalized third and fourth games, Akamaru. Who, being a dog, is so short that everyone's attacks go over his head.
    • Also exclusive to said games, Crow. While he doesn't have many great combos, he doesn't flinch when attacked, so he can freely interrupt enemies' combos and even have some of them that involve carrying their target into the air, miss entirely when done on him.
    • Pre-timeskip Sasuke with the Sharingan has a strong attack (his upward one) which hits instantly and from across the map, with predictable results. He also has a regular combo which allows him to teleport behind his opponent and attack instantly, giving them no time to turn around and block. His normal version also had this move too, but it was a bit slower.
      • It gets a bit worse with his Shippuuden incarnation in Revolution 3, where he can teleport during a jump instantly behind the opponent anytime he wishes; this carries over to Gekitou Ninja Taisen Special. Expect this to be rather central to his gameplay, and nevermind that it cost a bit of chakra each use.
    • Kabuto regenerates most of any damage he takes, effectively giving him far more health than anyone in the game. His combos aren't bad, either. He also can reach VERY far with his neutral special attack, as his initial blow to start it (along with Tenten's) makes him lunge pretty damn far. It was fixed into a different initial blow since Revolution 3.
    • Itachi pre-Revolution 3 (in both Japanese and English version games) can spam his midair strong attack to rapidly drop clones on you for repeated pressure. He already has enough with his upward strong attack providing a similar effect as well (and that even leads into a combo). He gets a new midair strong attack in Revolution 3 and Gekitou Ninja Taisen Special however.
    • From Shippuden EX 3, the stinger attack from Sasori's Hiruko form lets him break his opponent's guard in one shot from across the screen, his regular combos are almost as powerful, and his special attack poisons the opponent on top of its substantial damage.
    • Anyone who can break guards with a single combo is, if not a Game Breaker, a Goddamned Bat at least.
    • Hand Seals allow characters to get a boost in attack, defense or chakra, which only happens if you are using a Wii Remote + Nunchuk controller.
    • A ton of characters from Shippuuden: Gekitou Ninja Taisen EX 3 had some broken Senzai Ninriki (Latent Ninja Powers) passives that had this in varying degrees:
      • Naruto's back strong attack which summoned his shadow clone no longer cost chakra, so most of the time opponents couldn't wait it out, or not even hit it either way to get rid of it (since they couldn't lock on to it like in a multiplayer battle). Temari could do this with one of her strong attacks that made her perform her summoning jutsu in the same vein as well.
      • Some characters, like Asuma and Sasuke (with Sharingan active) had one of their strong attacks unblockable while in said Ninriki State.
      • Kakashi is ironically a borderline case of the above, but is still game breaking; all of his moves took off a lot more on the opponent's guard gauge than usual, meaning he could guard crush as much as he wanted if he seized the momentum while in a pinch.
      • Yugao became a full on speed manic on all of her moves, making her hard to control but hard to pin down as well as making many of her basic combos very quick (though some combos wouldn't connect properly all the way).
      • Kabuto, as if he wasn't bad enough, now recovers health with every attack he lands, effectively giving him life steal.
      • Some characters' moves became doubled in their actions, like Shino's neutral strong attack and Kisame's Suikoudan no Jutsu down special (but costs 50% more chakra), and one of Sai's strong attacks made his artwork (the bird) fly back for a return strike after a set amount of time (which Kisame's case is much closer to). Deidara on the other hand could add 1 more clay spider bomb to his charged down strong. Guess what shenanigans it can lead to.
      • Hinata had her chakra Lag Cancels have no cost at all, making them free at anytime. She could have juggles and frame lock combos for days in the hands of a skilled player.
      • Neji and Gaara could automatically have their back strong and down strong attacks (respectively) active as a passive that always works against any projectile, so campers or characters with an actual need to zone their opponents have a lot less of a chance against them, arguably enough.
      • Both Sasori and his Hiruko form could now poison the opponent with nearly any attack, though thankfully it doesn't stack. What's worse however, your left and right controls are reversed while poisoned, making things pure hell for you if you're not ready.
      • More of an annoying case than game breaking, hitting Hidan in his Ninriki state would make it so that you'd take a portion of the damage inflicted on him in return. Makes it a huge pain to even try to win against him with a perfect win round, as it was seemingly impossible. Though it could apply to some cases where against Hidan (like in a mission of some sort), you are to beat him without taking any damage, so welp....it was changed instead to give him complete Super/Hyper Armor during his downward strong attack to setup for his down super safely.
      • Just like Sakura's, Tsunade's allowed her to regenerate her HP; the kicker that makes it "more so"? She could stack it with the regen from her down special if it connects, healing nearly ALL OF HER HP in one go.
      • It was bad enough that they reworked pretty much everyone's Latent Ninja Powers in Shippuuden: Revolution 3. Though some, like Kyuubi Naruto now having Super Armor, still stood up there. As well as others like true Sasori still being able to poison his opponent (but no longer reverses controls), Shikamaru's guard gauge never lowering, and some characters still keeping some of their old LNPs which may or may not be game breaking (but some like Sasori's and Asuma's were at least rebalanced however).
  • Growing the Beard: While Clash of Ninja/Gekitou Ninja Taisen 1 and 2 were decent fighters, they lacked depth in terms of value and combos. It wasn't until GNT 3 (which never came out of Japan) rolled around that the series was being taken more seriously, adding more than one special for each character, aerial throws, and the best known combo cancel system. Gekitou Ninja Taisen 4 being the last game on the Gamecube, is the one considered best known and played by most fans, as it had fixed all the issues from the previous games, had 40 characters to play, built more upon the combo cancel system, and added new Three-Tag matches. However, that game did have quite a few glitches and bugs that were strange but at least fun....
    • The GNT EX/Clash of Ninja Revolution games however, have caused a Broken Base, as well as They Changed It, Now It Sucks.
    • However, a lot of depth and overall complete overhauls to the characters occurred in Shippuuden: Revolution 3, as a ton of new moves (like some new specials, new throws and redone strong attacks) and mechanics (new functions for some of their signature moves) for the characters have been added, as well as moves that only cost a small portion of chakra no matter what (unlike most that only drain chakra when held down/delayed). However, the game was also sadly, known for its poor online play via Wifi, especially since Revolution 2 had it completely removed.
      • Most if not all of these changes carried over for Japan in Shippuuden: Gekitou Ninja Taisen Special. Special also overhauled the tag-team system with a new bar solely for substitutions, separate from the main chakra bar; much like the recent and upcoming competitive Naruto games. They also allowed for the Classic and Gamecube controllers to also power up special attacks much like the Wii + Nunchuck combo.
  • Scrappy Mechanic: In Revolution 3, earning money to buy things is a chore.
    • Hand seals have gained this. Introduced in GNT EX 2, players who used the Wii Remote/Nunchuk were given the chance to perform a certain motion control that can give a small burst of chakra, or boost defense/attack power. The problem? This mechanic is not available for Gamecube or Classic Controller players. TOMY's solution in Clash of Ninja Revolution 2 is the ability to turn it off for tournament players. However, in Revolution 3, if you play a match against the AI or an online match, they still can use it against you.
      • Of course, most of the mechanics that work only for the Wii Remote + Nunchuk combination tend to be this anyway, since none of the other controller schemes can make use of them. As an inverse, you can't even charge up back weak attacks/autoguard moves with the nunchuk, while with any button-central-scheme you can. However, in Special, it's now possible to power up special attacks with the motions through the use of the Classic and Gamecube controller schemes.
  • That One Boss:
    • In Revolution 2, Asuma, with his quick movements and the fact you're playing a character who's fairly weak, makes him a problem.
    • Kabuto, in the same game, is even worse during a certain story mode battle: recovers health, doesn't flinch, and you have to finish him with a special, which is very hard.
    • Revolution 3 has Deidara, who doesn't recover, but carries the non-flinching effect, and can one-hit KO if not careful. Playing as Naruto in this Kyuubi state doesn't change things either.
  • What The Hell, Casting Agency?: In Taisen Special, Sage Naruto is a playable character and Jiraya's special attack was changed from the Toad Flame Bomb from previous games to a new attack where he goes Sage Mode and uses the Massive Rasengan. Considering also that Bee and A are playable and Sasuke is his Kage Summit incarnation here, this game obviously goes past the Pain arc. Despite that, neither Pain nor Konan are playable characters. Oddly enough, one battle in Jiraya's story mode is a 1-on-3 fight in the Akatsuki Hideout stage against Akatsuki members that are references to Pain's paths, them being Deidaranote , Sasori note  and Hidan. note 
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