Ntsd 26 Hell Moves < WORKING >

A Systematic Analysis of "NTSD 26 Hell Moves"

The easiest way to beat a Hell Move user is to refuse to engage. Stay on the ground. Hold block and walk left/right. Do not chakra dash. Hell Moves rely on the opponent dashing in. By playing "lame," you force them to use unsafe neutral moves, which are subbable.

The Move: Heavy Weight Rock Jutsu > Ground Grab. ntsd 26 hell moves

Onoki was a sleeper god in NTSD 26. His hell move revolves around the "Unblockable Grab" priority. Normally, grabs are slow. But if you splash Particle Style (Dust Release) first, the screen flash hides the grab startup.

Why it is Hell: This is a true hard knockdown. Unlike other moves that bounce the opponent, Onoki’s Particle Grave freezes them in the falling animation for 2 seconds. During this time, you can charge chakra, summon a support, and land a second grab before they recover. A Systematic Analysis of "NTSD 26 Hell Moves"

The Loop: Particle Style (Square + X) > Dash > Grab > (Wait 0.5s) > Heavy Rock Drop > Grab

The Move: Shield of Shukaku (Down + O) > Jump Cancel. Do not chakra dash

Gaara’s defense became the ultimate offense. By activating his shield block and immediately jumping, the sand projectile would fire without consuming chakra.

Why it is Hell: The sand projectile tracks behind the user. In NTSD 26, this move had "Hell Tracking"—meaning if you dashed sideways, the sand would home in on the Y-axis (vertically). It forces the opponent into a permanent block state, allowing Gaara to approach safely.

The Pressure String: Shield Activation > Jump Cancel > Kunai > Land > Shield Activation > Jump Cancel