Super Naruto: Clash of Ninja 4/Kakashi: Difference between revisions
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Revision as of 01:40, 29 June 2023
Kakashi
| |
---|---|
Health: | 230 |
Guard Gauge: | 1840 |
Backdash Type: | Mid |
Install (Sharingan) | |
Install Damage Modifier: | 1.2x |
Install Backdash Type: | Long |
Summary
Having two forms, numerous super-cancel points and directional inputs, "Copy-cat ninja" Kakashi can be one of the more intricate characters in the game to play. While his base form is somewhat slow and limited, Sharingan grants access to several exceptional buttons, one of the most damaging supers in the game, and Sharingan cancels. Kakashi's high damage output, varied options, and HP can truly make him feel like a Jounin in a game full of Genin.
Notes
Extra Super Cancels: Kakashi has numerous unique super cancel points in his strings described in the string list section, much more than most other characters.
Sharingan Cancel: When in mode, you cancel perform a Sharingan Cancel by pressing which will cancel all recovery frames and return you to base form.
String List
String # | Inputs | Notes |
---|---|---|
01 | Cancellable at () | |
02 | ||
03 | ||
04 | ||
05 | Cancellable at () | |
06 | ||
07 | ||
08 | Cancellable at () | |
09 | ||
10 | ||
11 | Cancellable at () | |
12 | ||
13 | ||
14 | ||
15 | Cancellable at () | |
16 | ||
17 |
String # | Inputs | Notes |
---|---|---|
01 | Cancellable at () | |
02 | ||
03 | ||
04 | ||
05 | Cancellable at () | |
06 | ||
07 | ||
08 | Cancellable at () | |
09 | ||
10 | ||
11 | Cancellable at () | |
12 | ||
13 | ||
14 | ||
15 | Cancellable at () | |
16 | ||
17 |
Frame Data
5B
Toggle Hitboxes Toggle Hitboxes
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Strategy
Kakashi should enter Sharingan mode whenever he has a chance, most often after scoring a knockdown, since it gives him access to several of his best moves as well as Sharingan cancels. While attacking the opponent's guard in Sharingan mode, every super-cancel point becomes a mix-up as Kakashi can either continue his string or disable Sharingan, allowing him to either start a new block string or attempt a throw.
The combination of Sharingan-cancel based block string mix-ups and heavy guard damage means that Kakashi can often threaten guard breaks. and (both base and ) in particular are strong and low commitment.
is plus for Kakashi and results in a 50/50 scenario. Following with a , which hits mid, beats most options. If the opponent jumps back after , Kakashi can check with an air throw. If the opponent holds block, Kakashi can throw.
and give Kakashi two of the best approach options in the game and allow him to close distance fast, which he will need to do against projectile zoners. Both have a continuation string with , the same punch as , allowing Kakashi to activate or deactivate Sharingan after his running attacks or combo into a super.
Combos
Combo | Notes |
---|---|
Basic combo off of jab | |
version of combo above | |
Basic, short combo into |