Super Naruto: Clash of Ninja 4/Kimimaro: Difference between revisions

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|health = 210
|health = 210
|guard = 1680
|guard = 1680
|backdash = Normal
|install =  
|install =  
|installdmgmod =  
|installdmgmod =  
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== Summary ==
== Summary ==
"I'm a big scary dinosaur" - ''Translation of Kimimaro's round win quote.''
Largely unchanged from his Vanilla counterpart, Kimimaro does not have access to much in the way of unique mechanics or tricks. Rather, he is a physical combatant who hits hard with slicing bone attacks and giant dinosaur tail. The leader of the Sound Five has made many a ninja, genin and jounin alike, cry foul of his sheer efficiency grounding their health bar to zero.
 
Largely unchanged from his Vanilla counterpart, Kimimaro does not have access to much in the way of unique mechanics or tricks. Rather, he is a physical combatant who hits hard with slicing bone attacks and giant dinosaur tail. The leader of the sound five has made many a ninja, genin and jounin alike, cry foul of his sheer efficiency grounding their health bar to zero.


== Notes ==
== Notes ==


== String List ==
== String List ==
{|class="wikitable mw-collapsible mw-collapsed" style="margin:1em auto 1em auto"
|-
!align="center"|String #
!align="center"|Inputs
!align="center"|Notes
|-
|align="center"|{{NotationIcon-SCON4|String}} '''01'''
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}
|rowspan="5"|{{NotationIcon-SCON4|X}}Cancellable at {{NotationIcon-SCON4|B}}({{NotationIcon-SCON4|B}})
|-
|align="center"|{{NotationIcon-SCON4|String}} '''02'''
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}
|-
|align="center"|{{NotationIcon-SCON4|String}} '''03'''
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|-
|align="center"|{{NotationIcon-SCON4|String}} '''04'''
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}
|-
|align="center"|{{NotationIcon-SCON4|String}} '''05'''
|{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|-
|align="center"|{{NotationIcon-SCON4|String}} '''06'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''07'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''08'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''09'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''10'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''11'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''12'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''13'''
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''14'''
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''15'''
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''16'''
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''17'''
|{{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''18'''
|{{NotationIcon-SCON4|run}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''19'''
|{{NotationIcon-SCON4|run}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''20'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''21'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''22'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''23'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''24'''
|{{NotationIcon-SCON4|6}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''25'''
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''26'''
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''27'''
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''28'''
|{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''29'''
|{{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''30'''
|{{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}
|
|-
|align="center"|{{NotationIcon-SCON4|String}} '''31'''
|{{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}
|
|}


==Weak Attacks==
==Weak Attacks==

Revision as of 21:03, 10 July 2023

Kimimaro

300
Health: 210
Guard Gauge: 1680
Backdash Type: Normal



Summary

Largely unchanged from his Vanilla counterpart, Kimimaro does not have access to much in the way of unique mechanics or tricks. Rather, he is a physical combatant who hits hard with slicing bone attacks and giant dinosaur tail. The leader of the Sound Five has made many a ninja, genin and jounin alike, cry foul of his sheer efficiency grounding their health bar to zero.

Notes

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button X ButtonCancellable at B Button(B Button)
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 06 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 07 ForwardB ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 08 ForwardB ButtonB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 09 ForwardB ButtonA ButtonB ButtonB ButtonB Button
CONR3 STRING.png 10 ForwardB ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 11 ForwardB ButtonA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 12 ForwardB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 13 DownB ButtonB ButtonB Button
CONR3 STRING.png 14 DownB ButtonA ButtonB Button
CONR3 STRING.png 15 DownB ButtonA ButtonA ButtonB Button
CONR3 STRING.png 16 DownB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 17 UpB ButtonA Button
CONR3 STRING.png 18 RunB ButtonB Button
CONR3 STRING.png 19 RunB ButtonA Button
CONR3 STRING.png 20 ForwardA ButtonA ButtonA ButtonA Button
CONR3 STRING.png 21 ForwardA ButtonA ButtonB ButtonA Button
CONR3 STRING.png 22 ForwardA ButtonB ButtonB ButtonB Button
CONR3 STRING.png 23 ForwardA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 24 ForwardA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 25 DownA ButtonB ButtonB ButtonB Button
CONR3 STRING.png 26 DownA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 27 DownA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 28 DownA ButtonA ButtonA Button
CONR3 STRING.png 29 UpA ButtonB Button
CONR3 STRING.png 30 UpA ButtonA ButtonB Button
CONR3 STRING.png 31 UpA ButtonA ButtonA Button

Weak Attacks

5B

B Button
SCON4 Kimimaro 5B.png
SCON4 Kimimaro 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 13 2 - - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.

5BB is -9 with 2 active frames. Double hits on-the-ground (OTG).

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Kimimaro 6B.png
SCON4 Kimimaro 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Quick kick mid with tail swipe string follow ups. Notably does not stagger or turn the opponent.

Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Kimimaro 2B.png
SCON4 Kimimaro 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Double hits OTG. Notably does not sweep or turn the opponent, nor does it high crush.

Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

One of the more notorious 4B's of the game. Massive upwards tail swipe that spinning launches the victim and links to combos. Lifts on block. High crushes during the wind up and low crushes during the little hop after the attack.

Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Kimimaro 8B.png
SCON4 Kimimaro 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

A back flip kick which spinning launches. Seldom used due to its recovery. Can link to 5B at low combo counts.

Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Kimimaro runB.png
SCON4 Kimimaro runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Jumping run attack with a upwards tail swipe string.

Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
SCON4 Kimimaro jB.png
SCON4 Kimimaro jB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

One of Kimi's best moves. Quick overhead tail swipe which bounces the opponent or pushes on block. Recovery is cancelled if Kimi lands on the ground. Has a tendency to hit behind as well as in front of him.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Kimi's 10-finger drilling bullets justu. 5[A] launches a large number of bones which deals significant chip damage and can leave Kimi in frame advantage when blocked.

Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

A lunging overhead slash. Rarely used.

Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Low lunging bone slash. Sweeps the opponent.

Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Dance of the Larch. Counter. Upon activation, Kimi spins and slashes with bones and knocks away the opponent.

Toggle Hitboxes
Toggle Hitboxes

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Kimi's "dancing" spin into the air. Carries the opponent with him inflicting lots of chip damage when blocked. Can also be used as a janky substitution punish.

Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Dino tackle! Sudden and far-reaching. Knocks the opponent down on hit.

Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Kimi throws a few bone bullets down at a 45 degree angle. Slightly slower than standard "air shanks".

Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Special

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Dance of the Clematis. Kimi brandishes a giant bone construct and spears the opponent. The activator has Kimi lunge forward with seven active frames making it effective as a wake-up-super (WUS) or to whiff punish an unsuspecting foe.

Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Kimi's Dance of the Seedling Fern jutsu. He summons a field of bone trees completely surrounding him. Hits multiple times and, due to how inconsistently the bone trees hit, behaves like a variable damage attack. Tends to hit more times when Kimi has open space in front of him; generally, Kimi wants to be far from the wall for higher amounts of damage. Can be used as a sub punish or a "checkmate" move when the opponent is at low health and will die regardless of whether they choose to substitute or not. This attack hits in the same direction Kimi is facing regardless of his location in relation to the opponent so it is unblockable if Kimi gets in front of the opponent, with his back to their face. The attack can be 4B'd irrespective of positioning, though the victim will still take chip damage.

Toggle Hitboxes
Toggle Hitboxes

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