Super Naruto: Clash of Ninja 4/Kimimaro: Difference between revisions
Jump to navigation
Jump to search
Scatteraxis (talk | contribs) |
|||
(10 intermediate revisions by one other user not shown) | |||
Line 12: | Line 12: | ||
== Summary == | == 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. | 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 his 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 == | ||
Line 159: | Line 159: | ||
|active = 2 | |active = 2 | ||
|recovery = 30 | |recovery = 30 | ||
|guarddmg = | |guarddmg = 195 | ||
|blockstun = | |blockstun = 19 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -11 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
*'''Primary Jab.''' | *'''Primary Jab.''' | ||
* Can go into {{NotationIcon-SCON4|B}}({{NotationIcon-SCON4|B}}) on whiff. | * Can go into {{NotationIcon-SCON4|B}}({{NotationIcon-SCON4|B}}) on whiff. | ||
5BB is -9 with 2 active frames. Double hits on-the-ground (OTG). | 5BB is 23F blockstun, -9 on block with 2 active frames (Kimimaro BBX is a just-frame). Double hits on-the-ground (OTG). | ||
}} | }} | ||
}} | }} | ||
Line 185: | Line 185: | ||
|active = 4 | |active = 4 | ||
|recovery = 34 | |recovery = 34 | ||
|guarddmg = | |guarddmg = 300 | ||
|blockstun = | |blockstun = 18 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -18 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Line 209: | Line 209: | ||
|active = 4(12)2 | |active = 4(12)2 | ||
|recovery = 32 | |recovery = 32 | ||
|guarddmg = | |guarddmg = 180, 270 | ||
|blockstun = | |blockstun = 18×2 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = - | ||
Line 233: | Line 233: | ||
|active = 5 | |active = 5 | ||
|recovery = 34 | |recovery = 34 | ||
|guarddmg = | |guarddmg = 390 | ||
|blockstun = | |blockstun = 7 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = - | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
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. The upward swing and tail disjoint also makes it potentially usable as an anti-air too. | ||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush = | |highcrush = | ||
Line 267: | Line 267: | ||
|active = 4 | |active = 4 | ||
|recovery = 41 | |recovery = 41 | ||
|guarddmg = | |guarddmg = 300 | ||
|blockstun = | |blockstun = 7 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = - | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
A back flip kick which spinning launches. Seldom used due to its recovery. Can link to 5B | * Lifts on block | ||
A back flip kick which spinning launches. Seldom used due to its recovery. Can link to 5B when it connects on a high up opponent, such as after a throw. | |||
{{FlagData-SCON4 | {{FlagData-SCON4 | ||
|highcrush = | |highcrush = | ||
Line 300: | Line 301: | ||
|active = 4 | |active = 4 | ||
|recovery = 36 | |recovery = 36 | ||
|guarddmg = | |guarddmg = 225 | ||
|blockstun = | |blockstun = 18 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -19 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Line 333: | Line 334: | ||
|active = 4 | |active = 4 | ||
|recovery = - | |recovery = - | ||
|guarddmg = | |guarddmg = 420 | ||
|blockstun = | |blockstun = 28 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = - | ||
Line 381: | Line 382: | ||
|active = 4 | |active = 4 | ||
|recovery = 31 | |recovery = 31 | ||
|guarddmg = | |guarddmg = 240 | ||
|blockstun = | |blockstun = 23 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -10 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Line 414: | Line 415: | ||
|active = 6 | |active = 6 | ||
|recovery = 33 | |recovery = 33 | ||
|guarddmg = | |guarddmg = 270 | ||
|blockstun = | |blockstun = 18 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -19 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Line 462: | Line 463: | ||
|active = 3(... | |active = 3(... | ||
|recovery = - | |recovery = - | ||
|guarddmg = | |guarddmg = 105×4 | ||
|blockstun = - | |blockstun = - | ||
|advhit = - | |advhit = - | ||
Line 495: | Line 496: | ||
|active = 15 | |active = 15 | ||
|recovery = 31 | |recovery = 31 | ||
|guarddmg = | |guarddmg = 375 | ||
|blockstun = | |blockstun = 23 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -20 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Line 644: | Line 645: | ||
** Large hitbox | ** Large hitbox | ||
** Five active frames | ** Five active frames | ||
** | ** May low profile incoming attacks | ||
** Jumps during the attack with low crush frames | ** Jumps during the attack with low crush frames | ||
** Functions as an effective anti-air option | ** Functions as an effective anti-air option | ||
Line 654: | Line 655: | ||
** {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|B}} is quick enough to hit OTG from the air when the opportunity arises | ** {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|B}} is quick enough to hit OTG from the air when the opportunity arises | ||
* At the wall, a blocked {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|B}} can lead to a guaranteed {{NotationIcon-SCON4|X}} due to the extended blockstun from pushing on block. | * At the wall, a blocked {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|B}} can lead to a guaranteed {{NotationIcon-SCON4|X}} due to the extended blockstun from pushing on block. | ||
== Matchups == | |||
=== {{NotationIcon-SCON4|Shino}} === | |||
* j.A can destroy 5A bugs | |||
==Colors== | ==Colors== |
Latest revision as of 07:26, 18 June 2024
Kimimaro
| |
---|---|
![]() | |
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 his 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 |
---|---|---|
![]() |
![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
|
![]() |
![]() ![]() ![]() ![]() |
Weak Attacks
5B
![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
6B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
4B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
8B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Running B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.B
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Strong Attacks
5A
![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
6A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
4A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
8A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Running A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.A
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Throws
5Y
![]() |
---|
j.Y
![]() ![]() |
---|
Special
5X
![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2X
![]() ![]() |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
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
- May 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.
Matchups
Shino
- j.A can destroy 5A bugs
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 |