Super Naruto: Clash of Ninja 4/Kimimaro: Difference between revisions
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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. | 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. Sometimes can low profile things during the wind up, and also low crushes during the little hop right before active frames. | ||
|highcrush = | |highcrush = | ||
|lowcrush = frames 21~ | |lowcrush = frames 21~ |
Revision as of 13:02, 7 December 2023
Kimimaro
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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 |
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01 | Cancellable at () | |
02 | ||
03 | ||
04 | ||
05 | ||
06 | ||
07 | ||
08 | ||
09 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 | ||
16 | ||
17 | ||
18 | ||
19 | ||
20 | ||
21 | ||
22 | ||
23 | ||
24 | ||
25 | ||
26 | ||
27 | ||
28 | ||
29 | ||
30 | ||
31 |
Weak Attacks
5B
Toggle Hitboxes Toggle Hitboxes
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6B
Toggle Hitboxes Toggle Hitboxes
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2B
Toggle Hitboxes Toggle Hitboxes
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4B
Toggle Hitboxes Toggle Hitboxes
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}}
8B
Toggle Hitboxes Toggle Hitboxes
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Running B
Toggle Hitboxes Toggle Hitboxes
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j.B
Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
Toggle Hitboxes Toggle Hitboxes
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6A
Toggle Hitboxes Toggle Hitboxes
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2A
Toggle Hitboxes Toggle Hitboxes
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4A
Toggle Hitboxes Toggle Hitboxes
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8A
Toggle Hitboxes Toggle Hitboxes
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Running A
Toggle Hitboxes Toggle Hitboxes
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j.A
Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
j.Y
Special
5X
Toggle Hitboxes Toggle Hitboxes
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2X
Toggle Hitboxes Toggle Hitboxes
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Strategy
While he lacks any true tick throws or teleport cross-ups, Kimi deals lots of guard damage and has a number of viable options and whiff strings which keep opponents guessing.
- , , , , and (depending on opponent) are safe strings
- , , on whiff
- as a low committal poke
- Some characters without standard air shanks struggle to punish Kimi's or
- is a high damage launcher with guard frames
- Large hitbox
- Five active frames
- High crushes at the startup, ducking down which may also low profile incoming attacks
- Jumps during the attack with low crush frames
- Functions as an effective anti-air option
- Highly rewarding to land due to its damage and link to while building chakra
- can be done on whiff and high and low crushes at several points.
- Kimimaro has several strong punishes for missed ground techs
- hits twice OTG, as does
- combos OTG, making Kimi capable of closing rounds suddenly after a missed tech
- is quick enough to hit OTG from the air when the opportunity arises
- At the wall, a blocked can lead to a guaranteed due to the extended blockstun from pushing on block.
Colors
Changes from Vanilla
This list may be outdated. Please feel free to update if need be.
- WUK: uses the 2A(A) animation
- Grabbable Moves: JA
- 5B: elbow hitbox removed; hand hitbox made smaller for first frame only
- 5B(B): improved by 6 frames on hit and block
- 5BBB(B): has more lift on the second hit; does not lift on block
- 6B: turns back turned people around on hit, more lift
- 6B(B): more stun
- 6BB(B): replaced with 4B
- 6BAA(A): added as 6AAA(A)
- 2B(B): now launches
- 8B: has spinning knockback and ends sooner, more lift on hit
- 6A: more hitstun, more lift on hit, swapped with 6A(A); hitbox appears one frame sooner
- 6A(B): increased hit stun
- 6A(A): made a strong hit, swapped with 6A
- 6AA(A): made a strong hit, launches
- 6AAA(A): does one more damage on each hit with less lift and better connection in the air
- 8A(B): less lift on hit
- 8A(A): less lift on hit
- 4A: window for activation increased
- A4A: all hits are unblockable except the last, links better on airborne
- 2A(A): has more lift on hit
- 2AA(A): added as 6AAA(A)
- 5X: hitbox appears 5 frames sooner with adjusted hitbox
- 2X: bones that did 6 damage now do 5 damage
- GRKnJ: intangibility removed; made a mid from a high
- ARKnJ: intangibility removed
Resources
Gameplay footage
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
Ricky ant | Dominican Republic |
Unavailable | Ricky ant matches |