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Naruto Ultimate Ninja 2 Techniques

In "Naruto: Ultimate Ninja 2" for Sony's PS2, you take the role of Naruto Uzumaki or one of his many companions and adversaries and battle your way through pivotal battles and moments in the Naruto world. Based on the popular anime and manga, "Naruto: Ultimate Ninja 2" features fast-paced battles, upgradeable characters and an exciting story. While each character has his own unique move-list, certain techniques can be used by any of them.
  1. Basic Movements

    • Move: Left Analog Stick or Directional Pad
      Jump: X
      Attack: Circle
      Charge Secret Technique: Triangle (Can be performed up to three times, depending on Chakra level)
      Secret Technique: Square, after charging
      Throw or Use Item: Square
      Change Item: L1 or R1
      Guard: L2 or R2

    Advanced Moves

    • Double Jump: X, then X again mid-air
      Rush Opponent: Double tap X
      Jump to Background: Up and X (In foreground)
      Jump to Foreground: Down and X (In background)
      Recover Chakra: Down
      Recover Health: Up (Only available to certain characters)
      Substitution Jutsu: Just before an opponent's attack lands, hit "R2" or "L2' to appear behind your opponent.
      Throw: Back and Circle. If your opponent is close enough, your character will throw him upward and start a substitute throw sequence. Throws can be used on the ground and in the air.
      Rebound: Hit "X" just before landing from a throw or fall to recover and land on your feet.
      Cancel: When you and your opponent hit each other with a normal attack at the same time, both attacks are negated and the characters will dash backwards.

    Substitution Jutsu Throw Sequence

    • When you finish a combo or throw an opponent, pressing the direction your opponent is flying in and "Circle" will initiate a Substitution Throw Sequence. Victims can escape by pressing the direction of the opponent's back and "Circle" at the right time, causing them to use the substitution technique and appear behind them. Your opponent can then attempt to perform the same substitution. If successful, you will have to use the technique again to avoid being thrown. If your opponent fails, he will be thrown to the ground. Each successive substitution increases the speed of the sequence.

    Steal Chakra

    • When knocked against a wall, or hard to the ground, an opponent often releases chakra balls. This lowers your opponent's chakra, and if collected, increases yours. Bear in mind you also can have your chakra stolen.

    Planes

    • Every stage has a foreground and a background plane. You can move between these planes, to dodge attacks or reach your support character. Items can also be thrown from one plane to the other.

    Environmental Hazards

    • Breakable objects litter ever stage, which can contain items. Some stages also have ledges and water, which will cause you or your opponent to take damage and be returned to the stage's starting point if you fall through.

    Water Walking

    • As long as you have enough chakra, you can walk on water. Standing and walking on the surface of the water will cause your chakra gauge to slowly deplete. When your chakra is fully depleted, or if you are knocked into the air towards the water, you will fall through and take damage.

    Wall Running

    • To run up a wall, simply run towards the wall and keep going in the same direction. Instead of coming to a stop, you will continue running up the side of the wall. Running up walls doesn't require chakra and will not deplete your chakra gauge.


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