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

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  |advhit = Flying Launch
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  |throwinvul = -
  |throwinvul = -
  |description =
  |description =

Revision as of 11:06, 19 November 2023

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. A list of them can be found in the Strategy section.

Sharingan Sharingan

Kakashi is able to activate his Sharingan Sharingan, altering his moveset considerably at the cost of slowly draining his health out while active.

  • Sharingan Cancel: When in Sharingan mode, you cancel perform a Sharingan Cancel by pressing BackX Button after certain moves, which will cancel all recovery frames and return you to base form.

String List

CONR3 STRING.png
Sharingan
String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB Button
  • X Button Cancellable at B Button(B Button)
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonForwardA Button
CONR3 STRING.png 06 BackB ButtonB ButtonB ButtonB Button X Button Cancellable at BackB Button(B Button)
CONR3 STRING.png 07 BackB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 08 BackB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 09 DownB ButtonB ButtonB Button X Button Cancellable at DownB Button(B Button)
CONR3 STRING.png 10 DownB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 11 DownB ButtonB ButtonForwardA Button
CONR3 STRING.png 12 UpB ButtonB Button
CONR3 STRING.png 13 ForwardA ButtonB ButtonB ButtonB Button X Button Cancellable at ForwardA Button(B Button)
CONR3 STRING.png 14 ForwardA ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 15 ForwardA ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 16 ForwardA ButtonB ButtonA ButtonB Button
CONR3 STRING.png 17 ForwardA ButtonB ButtonForwardA Button
CONR3 STRING.png 18 RunA ButtonB ButtonB ButtonB Button X Button Cancellable at RunA Button(B Button)
CONR3 STRING.png 19 RunA ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 20 RunA ButtonB ButtonB ButtonA ButtonB Button
String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button X Button Cancellable at B Button(B Button)
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonForwardA Button
CONR3 STRING.png 06 BackB ButtonB ButtonB ButtonB Button X Button Cancellable at BackB Button(B Button)
CONR3 STRING.png 07 BackB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 08 BackB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 09 DownB ButtonB ButtonB ButtonB Button X Button Cancellable at DownB Button(B Button)
CONR3 STRING.png 10 DownB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 11 DownB ButtonB ButtonForwardA Button
CONR3 STRING.png 12 UpB ButtonB Button
CONR3 STRING.png 13 ForwardA ButtonB ButtonB ButtonB ButtonB Button X Button Cancellable at ForwardA Button(B Button)
CONR3 STRING.png 14 ForwardA ButtonB ButtonB ButtonB ButtonA ButtonB Button
CONR3 STRING.png 15 ForwardA ButtonB ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 16 ForwardA ButtonB ButtonA ButtonB Button
CONR3 STRING.png 17 ForwardA ButtonB ButtonForwardA Button
CONR3 STRING.png 18 RunA ButtonB ButtonB ButtonB Button X Button Cancellable at RunA Button(B Button)
CONR3 STRING.png 19 RunA ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 20 RunA ButtonB ButtonB ButtonA ButtonB Button

Weak Attacks

5B
B Button
SCON4 Kakashi 5B.png
SCON4 Kakashi 5B Hitbox.png
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal 14 High 14 3 23 208 20 +7 (+12) -5
Sharingan 13 High 14 3 23 193 20 +7 (+12) -3
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
Flag Data
High Crush No
Mid Crush No
Low Crush No
Chip Damage No
Unsubbable False
Chakra Drain No
Throw Immunity Yes
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Kakashi 6B.png
SCON4 Kakashi 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
28 mid 23 5 27 - - Flying Launch -8

Big kick which launches into flying screen, combos into 2A if Y-Cancelled (Y-Cancel). Low crush and beats wake-up-kick (WUK). Good whiff punish.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

Sharingan 6B

SharinganForwardB Button
SCON4 Kakashi s6B.png
SCON4 Kakashi s6B hitbox.png
SCON4 Kakashi s6B (2).png
SCON4 Kakashi s6B (2) hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13,22 High,High 19,43 3,3 20,20 - - Flying Launch -2,1

Similar to 6B but does a double kick instead that is advantageous on block. Great for okizeme when timed to hit meaty as it'll punish steps and high profile WUK.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Kakashi 2B.png
SCON4 Kakashi 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 low 25 5 32 - - KD -17
  • Description
Flag Data
Toggle Hitboxes
Toggle Hitboxes

Sharingan 2B

SharinganDownB Button
SCON4 Kakashi s2B.png
SCON4 Kakashi s2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 low 22 3 30 - - KD -13
  • Description
Flag Data
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
SCON4 Kakashi 4B.png
SCON4 Kakashi 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
19 mid 30 4 37 - - -2,+10(Staggers) -25

Guard frame attack. Deceptively large amount of guard frames for a medium speed 4B. Can convert to longer combos with 4BB(Y).

Flag Data
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Kakashi 8B.png
SCON4 Kakashi 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 mid 16 11 28 - - launch -23

Upwards kick which launches and links with 5B. Can be a decent anti-air call out.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Kakashi runB.png
SCON4 Kakashi runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 low 11 8 32 - - launch -

Running slide, high crushes and sweeps. Can be super/Sharingan cancelled or used as an OTG hit followed by a Sharingan activation. If the enemy subs during the run B, the Sharingan cancel will give Kakashi plus frames giving Kakashi a 50/50 strike/throw mix.

Toggle Hitboxes
Toggle Hitboxes

j.B

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

Divekick - strong combo filler.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

j.6B

Air AttackForwardB Button
SCON4 Kakashi j6B.png
SCON4 Kakashi j6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

An axe kick which bounces the victim and pushes on block. Can be used to cross up the opponent on oki by jumping past the opponent and then double jumping back to the original position. Strong when landed, but can be punished with a sidestep.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
SCON4 Kakashi 5A.png
SCON4 Kakashi 5A hitbox.png
SCON4 Kakashi 5A charge.png
SCON4 Kakashi 5A charge hitbox.png
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal - - - - - - - - -
Full Charge - - - - - - - - -

Standard projectile throw with a shuriken. Fires an additional shuriken at full charge.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
SCON4 Kakashi 6A.png
SCON4 Kakashi 6A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Mid, staggers and continues into Kakashi's 5BB string. Good for catching run step or high crush attempts.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

Sharingan 6A

SharinganForwardA Button
SCON4 Kakashi s6A.png
SCON4 Kakashi s6A hitbox.png
SCON4 Kakashi s6A (2).png
SCON4 Kakashi s6A (2) hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

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.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
SCON4 Kakashi 2A.png
SCON4 Kakashi 2A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

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.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

4A

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

Counter, can be held at the cost of chakra (up to two bars). Hard knockdown.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

Sharingan 4A

SharinganBackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
0 - - - - - - - -

Frame 3 counter which teleports Kakashi behind the opponent. Works on supers, and for a small number of characters, Kakashi will copy the super and use it back on the opponent.

Flag Data

8A

UpA Button
SCON4 Kakashi 8A.png
SCON4 Kakashi 8A hitbox.png
Normal
Normal
SCON4 Kakashi s8A.png
SCON4 Kakashi s8A hitbox.png
Sharingan
Sharingan
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal - - - - - - - - -
Sharingan - - - - - - - - -

Standard up projectile throw. Fires an extra projectile while in Sharingan.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
SCON4 Kakashi runA.png
SCON4 Kakashi runA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Running shuriken throw. Staggers and has string follow-ups.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
SCON4 Kakashi jA.png
SCON4 Kakashi jA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Air shuriken (standard air shanks).

Flag Data
Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Standard Throw
Flag Data

j.Y

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

j.2Y

Air AttackDownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Costs 25% (1 bar) chakra.

Kakashi pulls the victim into the Kamui dimension, dealing damage and activating Sharingan. Can punish a missed tech roll with j.B or j.A.

Flag Data

Special

5X

X Button
SCON4 Kakashi 5X.png
SCON4 Kakashi 5X hitbox.png
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal - - - - - - - - -
Full Charge - - - - - - - - -
Normal 5X
  • Costs 100% (4 bars) chakra.
  • Can be charged to increase damage.

Sharingan 5X
  • Costs 75% (3 bars) chakra.
  • Can be charged to increase damage.
  • Disables Sharingan on hit.
Flag Data
Toggle Hitboxes
Toggle Hitboxes

4X

BackX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Costs 25% (1 bar) chakra.

Activates Sharingan, altering Kakashi's abilities.

Flag Data

Sharingan 2X

SharinganDownX Button
SCON4 Kakashi s2X.png
SCON4 Kakashi s2X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Costs 100% (4 bars) chakra.
  • Disables Sharingan on hit.

One of the highest damaging supers in the game.

Flag Data
Toggle Hitboxes
Toggle Hitboxes

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. B ButtonB ButtonA Button and ForwardA ButtonB ButtonA Button (both base and Sharingan) in particular are strong and low commitment. SharinganForwardB Button is plus for Kakashi and results in a 50/50 scenario. Following with a ForwardA Button, which hits mid, beats most options. If the opponent jumps back after SharinganForwardB Button, Kakashi can check with an air throw. If the opponent holds block, Kakashi can throw.

RunB Button and RunA Button 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 B Button (the same punch as B ButtonB Button), allowing Kakashi to activate or deactivate Sharingan after his running attacks or combo into a super.

A diagram of Kakashi's Sharingan cancels.

Combos

Combo Notes
B ButtonB ButtonB ButtonA ButtonB Button Basic combo off of jab
B ButtonB ButtonB ButtonB ButtonA ButtonB Button Sharingan version of combo above
B ButtonB ButtonA ButtonB ButtonY-CancelCONR3 TO.pngDownA Button Basic, short combo into DownA Button

Colors

Default ()
Color 2 ()
Color 3 ()
Anbu ()

Changes from Vanilla

List may be outdated. Feel free to update

  • Alternate costume changed to be ANBU Kakashi
  • J2Y: Air Throw is custom; non sharingan version puts Kakashi in sharingan mode and does not build meter, requires and costs 25% meter; in sharigan it does more damage and builds meter
  • Sharingan health drain removed
  • Grabbable moves: 8A, JA, RA, 5A, 2A landing
  • 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2; Sharingan mode has 2 more frames of block stun
  • 5B(B): has increased stun, hitbox appears and disappears one frame later
  • SBB(B): has super cancel and staggers; hitbox appears one frame sooner with one more frame of block stun; B follow up transition timing made slightly longer
  • 5BBA: Changed to 6A with roundhouse follow up 5BBA(B)
  • 5BB(6A): is a custom kunai slash forward that lifts on hit and block, super cancelable; sharingan version does not lift on block
  • 5BBB(B): does 5 more damage and is a hard knockdown
  • S5BBB(B): comes out one frame slower
  • 5BBB(A): hitbox added to knee and size adjusted, doesn't lift on block, more lift on hit
  • 6B: hitbox appears one frame earlier, more lift to match S6B's second hit
  • S6B: first hit has slightly more blockstun; second hit pushes on block with a slightly bigger knee hitbox and the hitbox disappears one frame earlier
  • 4B: floats higher
  • 8B: hitbox appears two frames later
  • RB: add super cancel
  • JB: add super cancel, better descent angle
  • 6A: has more lift
  • S6A: first hit has more lift on hit, 2 more frames on duration
  • 4A: uses animation from stance cancel
  • S4A: has 9 additional frames added to the activator to better match the animation
  • A4A: moves into launch hit faster, unblockable
  • S4A: changed Mizuki 5X properly copied
  • Act2A: is hittable at the peak of the jump; adds hits to the combo meter: +1 damage
  • 5X; duration improved from 1 frame to 7, fully charged from 1 to 8; damage adjusted to the cinematic portion of the attack
  • S5X: is 5X; on transition to capture state leaves sharingan mode; requires 75%and costs all remaining meter
  • S2X: is GNT4 S5X, activator duration increased by 2 frames; damage reduced; on transition to capture state leaves sharingan mode
  • 4X: requires and costs 25%
  • GRKnJ: travels two frames slower; appears further back

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  1. Unfortunately the companion video, focusing more on Ahare's Kakashi is missing