Super Naruto: Clash of Ninja 4/Kidomaru: Difference between revisions
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|active = 26 | |active = 26 | ||
|recovery = 58* | |recovery = 58[[#Notes On Frame Data|*]] | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = Unblockable | |blockstun = Unblockable | ||
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'''Thread Sling'''<br> | '''Thread Sling'''<br> | ||
A long-range, ''unblockable'' web grab that restands the opponent and pulls them in towards Kido on connect. Can be used to catch landings, extend combos, mix up the opponent mid-string when used as a Ring special, or as unblockable okizeme if timed right.<br> | A long-range, ''unblockable'' web grab that restands the opponent and pulls them in towards Kido on connect. Can be used to catch landings, extend combos, mix up the opponent mid-string when used as a Ring special, or as unblockable okizeme if timed right.<br> | ||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush = | |highcrush = |
Revision as of 16:01, 1 April 2024
Kidomaru
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Health: | 220 |
Guard Gauge: | 1760 |
Backdash Type: | Normal |
Summary
The web-spitting, Sound Four Kidomaru is one of the more unique fighters in SCON4. His Spider-Man j.B, reminiscent of Temari and CS2 Sasuke, allows him to safely poke in neutral with a high damage launcher. The fun really begins once you start to master his A special attacks and ring combo jutsu which features hit-grabs, unblockables, KNJ web traps, super confirms and one of the better counters in the cast. If you like making the most of an off-beat, varied moveset full of situational but powerful attacks, Kidomaru might be the arach-ninja for you.
Notes
At several string points, Kidomaru has his selection of ring attacks:
- Upward web, blockable capture state grab
- Long range, unblockable web grab
- Ground web trap, circling around Kidomaru (will catch L-substitutions)
- Counter move which activates regardless of where Kidomaru is hit or if the attack is physical or a projectile (will catch R-substitutions)
- Spearing gold snake, taijutsu-like attack
The ring jutsu locations are:
String List
String # | Inputs | Notes |
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01 |
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02 | ||
03 | ||
04 | ||
05 | ||
06 | ||
07 | ||
08 | ||
09 | ||
10 | ||
11 |
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12 | ||
13 |
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14 | ||
15 | ||
16 | ||
17 | ||
18 |
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19 | ||
01 | ||
02 | ||
03 | ||
04 | ||
05 |
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
Ring Jutsu
Kidomaru has a few strings which allow him to use any of his four directional special attacks- or a spearing gold spear attack if the control stick is in neutral position. The ring jutsu locations are:
Matchup Notes
Kakashi
- The second kick of Kakashi's Sharingan 6B can be ducked with 5X to punish the move
Shino
- An active 2A web can neutralize Shino's 5A bugs
Colors
Changes from Vanilla
List may be outdated
- Air Throw added
- Ring Combo: 8A is 8A; 6A is 6A; 2A is 2A; 4A is 4A; 5A is 5BBB(A)
- WUK animation: is 2B(B); has one additional frame of intangibility before fuse and the hitbox starts and ends one frame later
- 3MC: 6A and 8A killing in no longer locks out the use of the same moves
- Grabbable Moves: 6A, 2A, JA, 8A, 5BBBB(A), 2BBB(A), 5BBAB(A), 2BBAB(A)
- 5B: has more lift on hit
- 5B(B): stuns longer by 2 frames on hit and 3 frames on block
- 5BB(B): hitbox adjusted slightly, hitbox active one more frame, animation ends 5 frames earlier; can delay into A follow up longer
- 5BBA(R): ring transition made one frame later
- 5BBB(B): flags cleaned up; recovers faster
- 5BBB(A): is now ring combo
- 5BBBB(B): increased damage
- 5BBAB(B): has no knockback on the first two hits and none of the hits pushes block
- 5BBAB(A), 5BBBB(A): now sends opponent flying across the screen instead of bouncing
- 5BBAB(A): follow up does not last as long; changed to match others
- 6B(B): has one more frame duration and slightly more lift on hit
- 6B(A): added as ring
- 6BB(B): does more damage; 3 frames before the teleport that are grabbable added; can be delayed 14 frames longer
- 6BB(A): now leads to ring
- 4B: first two hits link into the third better
- 2B: has sweep added with less lift
- 2BB(B): has more lift; flags adjusted; ends earlier
- 2BBB(B): flags adjusted
- 2BBAB(B): does more damage
- 8B(R): ring added
- JB: hitbox appears a frame earlier
- RB: flags adjusted to better fit the move; ends 9 frames earlier
- 5A: has no charges but releases the charged projectile
- 4A: def starts frame 12, loop that drains chakra starts at frame 2 (from 20), drains 190 units per frame (from 180)
- A4A: activates into a single frame of blocking if needed
- 6A: does 1+10 damage instead of 5 damage
- RAA(B): transition much faster with an end window
- RAA(A): now leads to ring combo
- JA: staggers
- 5X: transfers into the activated animation quicker; hitboxes appear one frame sooner, all hitboxes made slightly bigger; middle arm hitbox moved to waist
- 2X: is immune to mids and highs until he begins to lower his hands; spider hitbox is bigger
- GRKnJ: changed to a custom animation using the 5X activator; moved back a bit
Resources
Gameplay footage
Notes on Frame Data
5A Recovery and Advantage on Block data collected against a grounded opponent blocking at point-blank range
6a Recovery data collected against a Rock Lee using gate at close range
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 |
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Dope | United States |
Unavailable | Unavailable | |
Bimbs | Norway |
Unavailable | Bimbs matches |