Super Naruto: Clash of Ninja 4/Kakashi: Difference between revisions
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Standard projectile throw with a shuriken | |||
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|version = Sharingan | |||
|header = no | |||
|damage = - | |||
|hitlevel = - | |||
|startup = - | |||
|active = - | |||
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|description = | |||
;Normal 6A | |||
Mid, staggers and continues into Kakashi's 5BB string. Good for catching run step or high crush attempts. | |||
---- | |||
;Sharingan 6A | |||
Double kunai slash, launches. Compared to base form, is quicker, deals more damage, and is also a highly effective as a super confirm due to its meter build and launch height. | |||
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Goes underground and grabs the opponent by the feet. Can be delayed by holding [A] at the cost of chakra. Can punish laggy projectile moves or combo off of 6BY. Delaying 2A can be used to catch a victim who attempts to KnJ. | |||
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|version = Normal | |||
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|startup = - | |||
|active = - | |||
|recovery = - | |||
|guarddmg = - | |||
|blockstun = - | |||
|advhit = - | |||
|advblock = - | |||
|throwinvul = - | |||
|description = | |||
}} | |||
{{AttackData-SCON4 | |||
|version = Sharingan | |||
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;Normal 4A | |||
Counter, can be held at the cost of chakra (up to two bars). Hard knockdown. | |||
---- | |||
;Sharingan 4A | |||
Frame 3 counter which teleports Kakashi behind the opponent. Works on supers. For a small number of characters, Kakashi will copy the super and turn it on the opponent. | |||
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Standard up projectile throw | |||
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Running shuriken throw. Staggers and has string follow-ups. | |||
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Air shuriken (standard air shanks) | |||
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Revision as of 16:08, 6 July 2023
Kakashi
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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, the "Copycat 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
after certain moves, which will cancel all recovery frames and return you to base form.
String List
![CONR3 STRING.png](/images/thumb/b/b6/CONR3_STRING.png/28px-CONR3_STRING.png)
![Sharingan Sharingan](/images/thumb/e/e8/CONR3_SHARINGAN.png/28px-CONR3_SHARINGAN.png)
String # | Inputs | Notes |
---|---|---|
01 | ![]() ![]() ![]() ![]() |
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02 | ![]() ![]() ![]() ![]() ![]() | |
03 | ![]() ![]() ![]() ![]() ![]() | |
04 | ![]() ![]() ![]() ![]() | |
05 | ![]() ![]() ![]() ![]() | |
06 | ![]() ![]() ![]() ![]() ![]() |
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07 | ![]() ![]() ![]() ![]() ![]() ![]() | |
08 | ![]() ![]() ![]() ![]() ![]() ![]() | |
09 | ![]() ![]() ![]() ![]() |
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10 | ![]() ![]() ![]() ![]() ![]() | |
11 | ![]() ![]() ![]() ![]() ![]() | |
12 | ![]() ![]() ![]() | |
13 | ![]() ![]() ![]() ![]() ![]() |
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14 | ![]() ![]() ![]() ![]() ![]() ![]() | |
15 | ![]() ![]() ![]() ![]() ![]() ![]() | |
16 | ![]() ![]() ![]() ![]() ![]() | |
17 | ![]() ![]() ![]() ![]() ![]() | |
18 | ![]() ![]() ![]() ![]() ![]() |
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19 | ![]() ![]() ![]() ![]() ![]() ![]() | |
20 | ![]() ![]() ![]() ![]() ![]() ![]() |
String # | Inputs | Notes |
---|---|---|
01 | ![]() ![]() ![]() ![]() ![]() |
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02 | ![]() ![]() ![]() ![]() ![]() ![]() | |
03 | ![]() ![]() ![]() ![]() ![]() ![]() | |
04 | ![]() ![]() ![]() ![]() | |
05 | ![]() ![]() ![]() ![]() | |
06 | ![]() ![]() ![]() ![]() ![]() |
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07 | ![]() ![]() ![]() ![]() ![]() ![]() | |
08 | ![]() ![]() ![]() ![]() ![]() ![]() | |
09 | ![]() ![]() ![]() ![]() ![]() |
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10 | ![]() ![]() ![]() ![]() ![]() | |
11 | ![]() ![]() ![]() ![]() ![]() | |
12 | ![]() ![]() ![]() | |
13 | ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() |
14 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
15 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
16 | ![]() ![]() ![]() ![]() ![]() | |
17 | ![]() ![]() ![]() ![]() ![]() | |
18 | ![]() ![]() ![]() ![]() ![]() |
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19 | ![]() ![]() ![]() ![]() ![]() ![]() | |
20 | ![]() ![]() ![]() ![]() ![]() ![]() |
Weak Attacks
5B
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Toggle Hitboxes Toggle Hitboxes
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6B
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2B
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4B
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8B
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Running B
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j.B
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j.6B
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Strong Attacks
5A
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6A
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2A
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4A
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8A
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Running A
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j.A
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Throws
5Y
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j.Y
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Special
5X
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2X
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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 |
---|---|
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Basic combo off of jab |
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Basic, short combo into ![]() ![]() |