Super Naruto: Clash of Ninja 4/Kakashi: Difference between revisions
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==Summary== | ==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. | 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. | ||
== Character Traits == | |||
* '''Lots of super cancel points''' that let Kakashi route into his multi-utility supers. | |||
* '''Sharingan install''' and '''Sharingan cancels''' give Kakashi access to multiple string reset and strike/throw opportunities in his pressure | |||
** Sharingan cancels can be used either for this or for "free" Y-cancels in combos | |||
* Sharingan 4A is the '''fastest counter in the game''' and can work on supers (and even copy some of them!) | |||
==Notes== | ==Notes== | ||
Line 234: | Line 240: | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 28 | |damage = 28 | ||
|hitlevel = | |hitlevel = High | ||
|startup = 23 | |startup = 23 | ||
|active = 5 | |active = 5 | ||
Line 244: | Line 250: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Big kick which launches into flying screen, | * Pushes on block | ||
Big low crushing kick which launches into flying screen and does a lot of damage in one hit. Kakashi typically Y-Cancels this into either wr.AB in the middle of a combo when close to walls, or into 2A to end a combo with his big unscaled+unsub damage anywhere. Beats wake-up-kick (WUK), and is also a good whiff punish and can be pretty safe on KnJ. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush= | ||
|midcrush= | |midcrush= | ||
|lowcrush= | |lowcrush=frames 17~37 | ||
|chipdmg= | |chipdmg= | ||
|unsub= | |unsub= | ||
Line 268: | Line 275: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 13,22 | |damage = 13, 22 | ||
|hitlevel = | |hitlevel = High×2 | ||
|startup = 19 | |startup = 19 | ||
|active = 3 | |active = 3(21)3 | ||
|recovery = | |recovery = 20 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
|advhit = Flying Launch | |advhit = Flying Launch | ||
|advblock = | |advblock = +1 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Sharingan 6B upgrades 6B into a double kick that is advantageous on block. There is a long enough gap between the two hits that can give the opponent enough time to high crush the second one if they have a fast enough crush. Great for okizeme when timed to hit meaty as it'll punish wakeup steps and high profile WUK. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush= | ||
|midcrush= | |midcrush= | ||
|lowcrush= | |lowcrush=frames 13~ | ||
|chipdmg= | |chipdmg= | ||
|unsub= | |unsub= | ||
Line 302: | Line 309: | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 15 | |damage = 15 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = 25 | |startup = 25 | ||
|active = 5 | |active = 5 | ||
Line 312: | Line 319: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* | * Trips on hit | ||
Kakashi's base 2B is an odd one; It's an alright poke since it's very far reaching, but it also comes out a little slow and has no crush frames. 2B(B) is Kakashi's 5B(B). | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush= | ||
Line 335: | Line 343: | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 18 | |damage = 18 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = 22 | |startup = 22 | ||
|active = 3 | |active = 3 | ||
Line 347: | Line 355: | ||
* Description | * Description | ||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush=frames 17~36 | ||
|midcrush= | |midcrush= | ||
|lowcrush= | |lowcrush= | ||
Line 368: | Line 376: | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 19 | |damage = 19 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = 30 | |startup = 30 | ||
|active = 4 | |active = 4 | ||
Line 374: | Line 382: | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
|advhit = -2 | |advhit = -2~+10(Staggers) | ||
|advblock = -25 | |advblock = -25 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Kakashi's guard frame attack has a little more guard frames than most 4Bs that have a similar startup. Can convert to longer combos with 4BB into a Y- or Sharingan Cancel. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush= | ||
|midcrush= | |midcrush= | ||
|lowcrush= | |lowcrush= | ||
|autoguard=frames 2~22 | |||
|chipdmg= | |chipdmg= | ||
|unsub= | |unsub= | ||
Line 415: | Line 424: | ||
|highcrush= | |highcrush= | ||
|midcrush= | |midcrush= | ||
|lowcrush= | |lowcrush=frames 16~ | ||
|chipdmg= | |chipdmg= | ||
|unsub= | |unsub= | ||
Line 434: | Line 443: | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 20 | |damage = 20 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = 11 | |startup = 11 | ||
|active = 8 | |active = 8 | ||
Line 445: | Line 454: | ||
|description = | |description = | ||
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. | 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. | ||
{{FlagData-SCON4 | |||
|highcrush=frames 6~ | |||
|midcrush= | |||
|lowcrush= | |||
|chipdmg= | |||
|unsub= | |||
|meterdrain= | |||
|throwinvul= | |||
}} | |||
}} | }} | ||
}} | }} | ||
Line 612: | Line 630: | ||
|damage = 12, 18 | |damage = 12, 18 | ||
|hitlevel = Mid, High | |hitlevel = Mid, High | ||
|startup = 13 | |startup = 13 | ||
|active = 5 | |active = 5(16)5 | ||
|recovery = | |recovery = 30 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
|advhit = | |advhit = - | ||
|advblock = -14 | |advblock = -14 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Sharingan 6A does a double kunai slash that launches. It's quicker than base 6A, deals more damage, and is also highly effective as a super confirm due to its meter build and launch height. The number of active frames and the swipe direction on each swing makes this move difficult if not impossible to step. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush= | ||
Line 643: | Line 661: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 13, 6×6 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = 46* | |startup = 46* | ||
|active = 5 | |active = 5 | ||
Line 654: | Line 672: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* Can be delayed by holding {{NotationIcon-SCON4|A}} at the cost of chakra | |||
* Capture state on hit | |||
Kakashi goes underground and grabs the opponent by the feet, before pulling them down for more hits. This move tracks the opponent and can punish laggy projectile moves or combo off of 6BY/6BBY for a high damage and unsubbable combo ender. Delaying 2A can be used to catch a victim who attempts to KnJ as well. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush= | ||
Line 678: | Line 698: | ||
|damage = 37 | |damage = 37 | ||
|hitlevel = - | |hitlevel = - | ||
|startup = 10* | |startup = 10* | ||
|active = | |active = 40 | ||
|recovery = | |recovery = - | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 708: | Line 728: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = - | ||
|hitlevel = - | |hitlevel = - | ||
|startup = 3 | |startup = 3 | ||
Line 719: | Line 739: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* Effect on catching a copyable can be changed by holding {{NotationIcon-SCON4|A}} | |||
Kakashi's Sharingan counter is easily one of the best defensive tools in the game; an obscenely fast counter that is also able to defend against supers. Upon catching most attacks, Kakashi will teleport behind the opponent, but when he gets a successful catch against a number of characters' supers, Kakashi will copy the super and perform it back on the opponent himself for massive damage. If he doesn't want to copy a copyable super, he can also hold {{NotationIcon-SCON4|A}} while countering to always perform the teleport instead. | |||
List of supers that Kakashi will copy: | |||
* {{NotationIcon-SCON4|Naruto}} {{NotationIcon-SCON4|X}}, {{NotationIcon-SCON4|fox}}{{NotationIcon-SCON4|X}} | |||
* {{NotationIcon-SCON4|Sasuke}} {{NotationIcon-SCON4|X}}, {{NotationIcon-SCON4|shr}}{{NotationIcon-SCON4|X}} | |||
* {{NotationIcon-SCON4|Sakura}} {{NotationIcon-SCON4|X}}, {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | |||
* {{NotationIcon-SCON4|Iruka}} & {{NotationIcon-SCON4|Mizuki}} {{NotationIcon-SCON4|X}} (Both will perform Mizuki's version) | |||
* {{NotationIcon-SCON4|Zabuza}} {{NotationIcon-SCON4|X}} (Kakashi will perform a special Chidori version of the Hidden Mist Technique!) | |||
* {{NotationIcon-SCON4|Lee}} {{NotationIcon-SCON4|X}} | |||
* {{NotationIcon-SCON4|Ino}} {{NotationIcon-SCON4|X}}, {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}} | |||
* {{NotationIcon-SCON4|Kiba}} {{NotationIcon-SCON4|X}} | |||
* {{NotationIcon-SCON4|Shikamaru}} {{NotationIcon-SCON4|X}} | |||
* {{NotationIcon-SCON4|Kakashi}}'s own {{NotationIcon-SCON4|X}} | |||
}} | }} | ||
}} | }} | ||
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|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Running | * Launches on hit | ||
Running A is a running kunai throw, however it's a little different from the one that other running kunai characters have. It launches on hit and he can string into the same strings as 4B. Great combo pickup after 6BY/6BBY, but the number of kunais can make it difficult to land a super since they might add too many hits. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush= | ||
Line 988: | Line 1,013: | ||
* Costs 100% (4 bars) chakra. | * Costs 100% (4 bars) chakra. | ||
* Can be charged to increase damage. | * Can be charged to increase damage. | ||
Raikiri; Kakashi charges forward with a lightning punch. Great whiff punish tool due to the range | |||
---- | ---- | ||
;Sharingan 5X | ;Sharingan 5X | ||
Line 993: | Line 1,019: | ||
* Can be charged to increase damage. | * Can be charged to increase damage. | ||
* Disables Sharingan on hit. | * Disables Sharingan on hit. | ||
Raikiri costs less chakra to use while in Sharingan, so Kakashi can do things like go straight from 6BY/6BBY launch into it instead of adding too many hits to his combo with other super confirms. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush= | ||
Line 1,060: | Line 1,087: | ||
* Costs 100% (4 bars) chakra. | * Costs 100% (4 bars) chakra. | ||
* Disables Sharingan on hit. | * Disables Sharingan on hit. | ||
One of the highest damaging supers in the game. | One of the highest damaging supers in the game. If timed right, stepping this super on wake-up can be as tight as a 2-frame window. | ||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush= | |highcrush= | ||
Line 1,147: | Line 1,174: | ||
===Gameplay footage=== | ===Gameplay footage=== | ||
[https://replaytheater.app/?game=scon4&c1=Kakashi Kakashi Replaytheater] | |||
==Notable Players== | |||
:{{Template:PlayerListDisclaimer}} | |||
{| class="wikitable" | |||
!width="95"|Name | |||
!width="70"|Usual Color | |||
!width="125"|Region | |||
!Contact | |||
!Example Play | |||
|- | |||
|Ninshi | |||
|style="text-align:center;"|[[File:SCON4 Kakashi Color 1.png|110px]] | |||
|[[File:Flag_us.png]]<br>United States | |||
|Unavailable | |||
|[https://replaytheater.app/?game=scon4&p1=Ninshi&c1=Kakashi Ninshi matches] | |||
|- | |||
|Ahare | |||
|style="text-align:center;"|[[File:SCON4 Kakashi Color 1.png|110px]] | |||
|[[File:Flag_jp.png]]<br>Japan | |||
|Unavailable | |||
|[https://replaytheater.app/?game=scon4&c1=Kakashi&p1=Ahare Ahare matches] | |||
|- | |||
|} | |||
==Navigation== | ==Navigation== |
Latest revision as of 10:18, 8 February 2024
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.
Character Traits
- Lots of super cancel points that let Kakashi route into his multi-utility supers.
- Sharingan install and Sharingan cancels give Kakashi access to multiple string reset and strike/throw opportunities in his pressure
- Sharingan cancels can be used either for this or for "free" Y-cancels in combos
- Sharingan 4A is the fastest counter in the game and can work on supers (and even copy some of them!)
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
Kakashi is able to activate his Sharingan , altering his moveset considerably at the cost of slowly draining his health out while active.
- 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
String # | Inputs | Notes |
---|---|---|
01 |
| |
02 | ||
03 | ||
04 | ||
05 | ||
06 | Cancellable at () | |
07 | ||
08 | ||
09 | Cancellable at () | |
10 | ||
11 | ||
12 | ||
13 | Cancellable at () | |
14 | ||
15 | ||
16 | ||
17 | ||
18 | Cancellable at () | |
19 | ||
20 |
String # | Inputs | Notes |
---|---|---|
01 | Cancellable at () | |
02 | ||
03 | ||
04 | ||
05 | ||
06 | Cancellable at () | |
07 | ||
08 | ||
09 | Cancellable at () | |
10 | ||
11 | ||
12 | ||
13 | Cancellable at () | |
14 | ||
15 | ||
16 | ||
17 | ||
18 | Cancellable at () | |
19 | ||
20 |
Weak Attacks
5B
Toggle Hitboxes Toggle Hitboxes
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6B
Toggle Hitboxes Toggle Hitboxes
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Sharingan 6B
Toggle Hitboxes Toggle Hitboxes
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2B
Toggle Hitboxes Toggle Hitboxes
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Sharingan 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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j.6B
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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Sharingan 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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Sharingan 4A
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
j.2Y
Special
5X
Toggle Hitboxes Toggle Hitboxes
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4X
Sharingan 2X
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 |
Colors
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
Resources
Guides and Info
- Fundies guide by Boocock
- Let the Games Begin - Combo video by Boocock
- Slowing Down Kakashi - Boocock vod review of Ahare vs. Heartnana[1]
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 |
---|---|---|---|---|
Ninshi | United States |
Unavailable | Ninshi matches | |
Ahare | Japan |
Unavailable | Ahare matches |
- ↑ Unfortunately the companion video, focusing more on Ahare's Kakashi is missing