Super Naruto: Clash of Ninja 4/Kisame: Difference between revisions
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|name = Kisame | |name = Kisame | ||
|image = SCON4 Kisame Portrait.png | |image = SCON4 Kisame Portrait.png | ||
|size = | |size = 250px | ||
|health = 230 | |health = 230 | ||
|guard = 1840 | |guard = 1840 | ||
Line 9: | Line 9: | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
== Summary == | == Summary == | ||
Kisame trades away some of the agility of his swordsman brethren | As a clone character, Kisame trades away some of the string prowess and agility of his swordsman brethren {{NotationIcon-SCON4|Zabuza}}, and instead benefits from the chakra-sapping sword Samehada. Similar to his Vanilla incarnation, Kisame emphasizes a simple gameplan with the undeniable power of meter drain. | ||
== | == Character Traits == | ||
* '''High health and strong guard bar.''' | |||
* Samehada attacks have long range and '''drain chakra from the opponent''' (6A, 8A, 5BBA(A), 5X) | |||
** They're also '''notably slow to start up and recover'''. Hard to poke or counterpoke with any of them except j.A. | |||
* Like Zabuza, '''has an alternate throw''' that sideswitches on demand and is one of the best combo starters in the game | |||
* '''Only really has one usable low''' (2A) and it's very poor, so Kisame is weak to high+mid crush reversals and WUK | |||
* '''Very weak string pressure.''' All of Kisame's strings are either really short, really easy to escape or both. Relies on spamming j.A and 5BB for pressure more than anything. | |||
* '''No projectiles outside of 2X''' | |||
== String List == | == String List == | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 14 | ||
|hitlevel = | |hitlevel = High | ||
|startup = | |startup = 15 | ||
|active = | |active = 2 | ||
|recovery = | |recovery = 29 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 140: | Line 147: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 14 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 21 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 34 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 151: | Line 158: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* | * Staggers on hit | ||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 15 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 22 | ||
|active = | |active = 3 | ||
|recovery = | |recovery = 38 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 174: | Line 181: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* | * Ground bounces on hit | ||
{{FlagData-SCON4 | |||
|highcrush = frames 25~49 | |||
|lowcrush = | |||
|midcrush = | |||
|autoguard = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 26 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 38 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 44 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 199: | Line 216: | ||
|description = | |description = | ||
* Description | * Description | ||
{{FlagData-SCON4 | |||
|highcrush = | |||
|lowcrush = | |||
|midcrush = | |||
|autoguard = frames 2~21 | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 13 | ||
|hitlevel = | |hitlevel = High | ||
|startup = | |startup = 19 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 31 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 223: | Line 250: | ||
|description = | |description = | ||
* Description | * Description | ||
{{FlagData-SCON4 | |||
|highcrush = frames 6~14 | |||
|lowcrush = frames 15~35 | |||
|midcrush = | |||
|autoguard = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 22 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 17 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 39 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 246: | Line 283: | ||
|description = | |description = | ||
* Description | * Description | ||
{{FlagData-SCON4 | |||
|highcrush = | |||
|lowcrush = frames 1~20 | |||
|midcrush = | |||
|autoguard = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 25 [13] | ||
|hitlevel = | |hitlevel = Mid [Low] | ||
|startup = | |startup = 29 | ||
|active = | |active = Until L [+ 2] | ||
|recovery = | |recovery = 56 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 268: | Line 315: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* | * Sword hit launches on hit | ||
Kisame stops his air momentum, then mounts and slams straight down with his sword. The sword can hit on its way down, and also upon landing he creates a shockwave that his 360 degrees around himself, but only hits grounded opponents. High damage attack that can hit below Kisame, but is very slow and punishable. Most of the time j.B is used, it's rather in Kisame's iconic "pogo" combos where he loops it into itself repeatedly with {{NotationIcon-SCON4|yc}} to optimize damage. | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 25 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 31 | ||
|active = | |active = 3 | ||
|recovery = | |recovery = 42 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 294: | Line 342: | ||
|description = | |description = | ||
* Description | * Description | ||
{{FlagData-SCON4 | |||
|highcrush = | |||
|lowcrush = | |||
|midcrush = | |||
|autoguard = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 4, 3x4 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 32 | ||
|active = | |active = 2(2)1(3)1(3)1(3)1 | ||
|recovery = | |recovery = 59 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 318: | Line 376: | ||
|description = | |description = | ||
* Description | * Description | ||
{{FlagData-SCON4 | |||
|highcrush = | |||
|lowcrush = | |||
|midcrush = | |||
|autoguard = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = | |startup = 29 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 37 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 354: | Line 422: | ||
|damage = - | |damage = - | ||
|hitlevel = - | |hitlevel = - | ||
|startup = | |startup = 12 | ||
|active = | |active = 24 | ||
|recovery = - | |recovery = - | ||
|guarddmg = - | |guarddmg = - | ||
Line 363: | Line 431: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* | * Can counter projectiles | ||
Counter move that works on projectiles and triggers into an unblockable counterattack. Kisame can {{NotationIcon-SCON4|yc}} the counterattack on hit to start a combo. | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 28 <br> (5, 4x4, 7) | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 33 | ||
|active = | |active = 2(1)1(1)1(1)1(1)1(1)1 | ||
|recovery = | |recovery = long af | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 387: | Line 456: | ||
|description = | |description = | ||
* Description | * Description | ||
{{FlagData-SCON4 | |||
|highcrush = frames 11~31 | |||
|lowcrush = frames 32~ | |||
|midcrush = | |||
|autoguard = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
Line 398: | Line 477: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 22 | ||
|hitlevel = - | |hitlevel = - | ||
|startup = | |startup = 19 | ||
|active = | |active = 3 | ||
|recovery = | |recovery = 32 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 421: | Line 500: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 15 | ||
|hitlevel = - | |hitlevel = - | ||
|startup = | |startup = 17 | ||
|active = | |active = 3 | ||
|recovery = - | |recovery = - | ||
|guarddmg = - | |guarddmg = - | ||
Line 432: | Line 511: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* | * Staggers on hit | ||
Kisame trades having a fast air projectile like most characters to instead have a massive arcing swordsman sword slash. {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} is one of Kisame's absolute best tools in his entire moveset that can work for almost everything due to the speed and range of the attack. It leads to plus frames on block for pressure, staggers on hit for combos, can help him mash out of pressure reset and mix attempts after he gets lifted on block, and also uniquely neutralizes projectiles it swings through. However, it's also one of the few moves in the game that is completely throw vulnerable , so while his control with this attack is very good it's not foolproof to characters and players who are ready to air throw him if he's spamming it too predictably. | |||
When {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|A}} connects with the opponent on Kisame's very last frame before landing, a [[Super Naruto: Clash of Ninja 4/Esoterica#Phantom_Sword_Glitch|Phantom Sword]] can occur, allowing it to double as meterless unblockable oki at any time. | |||
{{FlagData-SCON4 | |||
|throwinvul=None | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 20 | ||
|hitlevel = - | |hitlevel = - | ||
|startup = | |startup = 1 | ||
|active = | |active = 1 | ||
|recovery = | |recovery = 48 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 468: | Line 553: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 40 | ||
|hitlevel = - | |hitlevel = - | ||
|startup = - | |startup = - | ||
Line 493: | Line 578: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 10, 71 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 26 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 44 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 504: | Line 589: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* | * Costs 100% (4 bars) chakra | ||
* Drains ~75% (3 bars) chakra from the opponent on hit | |||
Cinematic sword ranbu super; the activator is a massive sword chop similar to {{NotationIcon-SCON4|A}}, but faster. Kisame's combo ender super does a good job at eating the opponent's resources in the middle or at the end of a round, and is also great as a wake-up super due to having lots of range to reach back rolls while still outspacing WUK. | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 60 | ||
|hitlevel = - | |hitlevel = - | ||
|startup = | |startup = 13 | ||
|active = | |active = 60? | ||
|recovery = - | |recovery = - | ||
|guarddmg = - | |guarddmg = - | ||
Line 528: | Line 615: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
* | * Costs 75% (3 bars) chakra | ||
* Can't really hit opponents until frame 16 | |||
Kisame launches a very high priority Shark Bomb projectile at the opponent. This is his only projectile attack, but it's huge, fast, and eats basically all other non-super projectiles for breakfast. Good for chip kills as well since the big hitbox and long actives are unsteppable on wakeup. | |||
}} | }} | ||
}} | }} | ||
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As counterplay, once Kisame jumps, the opponent can sidestep to put Kisame off-axis and avoid and punish {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}}. While {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}} gives Kisame a powerful mix on block, the vast majority of Kisame's strings past {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} are slow and allow the opponent to {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}} or sidestep to punish Kisame for over-committing. As such, much of Kisame's guard pressure will rely on {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}}, {{NotationIcon-SCON4|B}}, and {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}. | As counterplay, once Kisame jumps, the opponent can sidestep to put Kisame off-axis and avoid and punish {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}}. While {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}} gives Kisame a powerful mix on block, the vast majority of Kisame's strings past {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} are slow and allow the opponent to {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}} or sidestep to punish Kisame for over-committing. As such, much of Kisame's guard pressure will rely on {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}}, {{NotationIcon-SCON4|B}}, and {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}. | ||
There is a one-frame window just before Kisame lands in which the hitbox of {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}} will be displaced, resulting in an unblockable attack that also hits to the sides of Kisame, | *Zabuza and Kisame's backwalks are faster than most other characters, allowing them to walk backwards out of some blockstrings. | ||
*'''Phantom Sword''': There is a one-frame window just before Kisame lands in which the hitbox of {{NotationIcon-SCON4|Air}}{{NotationIcon-SCON4|A}} will be displaced, resulting in an unblockable attack that also hits to the sides of Kisame. | |||
*Kisame's signature punish, {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|yc}}{{NotationIcon-SCON4|to}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|X}} drains chakra both mid-combo and during the super, making it one of the most devastating combos in the game. Kisame can then press his advantage due to his opponent likely being left with little or no meter. The combo requires a just-frame input for 5X, though Kisame's just-frame window is 2 frames due to the amount of active frames on his {{NotationIcon-SCON4|B}}({{NotationIcon-SCON4|B}}). | |||
*{{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}} is a deceptively fast high crush and is a good option against characters with fast high jabs such as Lee or Gai. {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|A}} also high crushes and saps chakra. Activated {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|A}} saps chakra and can be {{NotationIcon-SCON4|yc}} leading to his BnB. Kisame's {{NotationIcon-SCON4|4}}{{NotationIcon-SCON4|B}} is poor and should be used sparingly. | |||
*{{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|X}}, Kisame's only ranged attack, beats projectiles and can be used to whiff punish or punish charged attacks at range. It also hits on-the-ground (OTG) and can finish combos or rounds. | |||
*Against {{NotationIcon-SCON4|Kankuro}}, Kisame may have trouble cancelling his {{NotationIcon-SCON4|air}}{{NotationIcon-SCON4|B}} due to the shockwave hitting Karasu. Kisame can instead combo with {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|A}}{{NotationIcon-SCON4|yc}}. | |||
== Colors == | |||
{{ColorGallery | filePrefix=SCON4_Kisame_Color_ | imageFileTypes=png| imageWidths=200 | imageHeights=300 | colors= | |||
{{ | {{ColorGallery/Color|1| text=Default ({{NotationIcon-SCON4|A}}) }} | ||
{{ColorGallery/Color|2| text=Color 2 ({{NotationIcon-SCON4|Y}}) }} | |||
{{ColorGallery/Color|3| text=Color 3 ({{NotationIcon-SCON4|X}}) }} | |||
{{ColorGallery/Color|4| text=CONR3 Alternate ({{NotationIcon-SCON4|Z}}) |}} | |||
}} | |||
== Changes from Vanilla == | |||
(May be outdated. Please contact an editor with further updates.) | |||
* Health: decreased from 240 to 230 | |||
* Guard: decreased from 1920 to 1840 | |||
* 5Y: does normal overhead throw | |||
* 2Y: is slam throw | |||
* Grabbable Move: JB Ground Hit | |||
* All non sword moves: do -2 damage (except 5B and 5B(B)) | |||
* 5B: elbow hitbox appears on active frame 2 | |||
* 5BBB(B): can now be delayed | |||
* 6B: staggers | |||
* 2B: ends sooner | |||
* 2B(A): changed to be 6A | |||
* 8B: high crushes on frame 6 | |||
* 8B(B): added as 6B with follow ups | |||
* JB: shockwave hitbox is now -1 on hit (was -8) | |||
* 5A: +5 damage and block damage, more lift on hit | |||
* 5A(A): has more lift on hit | |||
* 6A: uncharged juggles better, hitbox appears one frame sooner, hilt hitbox is larger; final hit on 1 and 2 charges is a sweep | |||
* 6A2C: is unblockable; sweep ender is untechable | |||
* 4A: Window for activation improved | |||
* A4A: is unblockable and drains chakra | |||
* 8A: high crush changed from 1-end to 11-32 to match the animation better | |||
* JA: phantom sword glitch applies to both players; hitbox is active for one more frame | |||
* 5X: hitbox appears one frame sooner; drains 50% meter (GNT4 is 47.8%) | |||
* 2X: requires and costs 75%; changed to a single hit from a multi-hit move | |||
* GRKnJ: changed to a custom 6B | |||
== Resources & Footage == | |||
* [https://youtu.be/srxXuNqh_dE Kandle vs Abbock and Lemo, Combo Breaker 2022 top 4] (vs {{NotationIcon-SCON4|kiba}}, {{NotationIcon-SCON4|kank}}) | |||
* [https://youtu.be/CR92BOGPRZ4 Kandle vs Ricky Ant and IceBro, CEOtaku 2022 top 4] (vs {{NotationIcon-SCON4|kimi}}, {{NotationIcon-SCON4|kank}}) | |||
== Navigation == | == Navigation == |
Latest revision as of 07:29, 18 June 2024
Kisame
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![]() | |
Health: | 230 |
Guard Gauge: | 1840 |
Backdash Type: | Normal |
Summary
As a clone character, Kisame trades away some of the string prowess and agility of his swordsman brethren Zabuza, and instead benefits from the chakra-sapping sword Samehada. Similar to his Vanilla incarnation, Kisame emphasizes a simple gameplan with the undeniable power of meter drain.
Character Traits
- High health and strong guard bar.
- Samehada attacks have long range and drain chakra from the opponent (6A, 8A, 5BBA(A), 5X)
- They're also notably slow to start up and recover. Hard to poke or counterpoke with any of them except j.A.
- Like Zabuza, has an alternate throw that sideswitches on demand and is one of the best combo starters in the game
- Only really has one usable low (2A) and it's very poor, so Kisame is weak to high+mid crush reversals and WUK
- Very weak string pressure. All of Kisame's strings are either really short, really easy to escape or both. Relies on spamming j.A and 5BB for pressure more than anything.
- No projectiles outside of 2X
String List
String # | Inputs | Notes |
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Weak Attacks
5B
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Toggle Hitboxes Toggle Hitboxes
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6B
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Toggle Hitboxes Toggle Hitboxes
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2B
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4B
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8B
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Running B
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j.B
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Strong Attacks
5A
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6A
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2A
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4A
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8A
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Running A
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j.A
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Throws
5Y
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2Y
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Special
5X
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2X
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Strategy
Like Zabuza, Kisame opens the opponent frequently using his overhead aerial slash, . The attack auto-cancels on landing, resulting in plus frames (approximately between 6 and 17 depending on how far Kisame is from the ground when the attack is blocked) and leading to a strike/throw mix. The quickness and range of
can punish opponents for recklessly mashing in neutral or attempting to take their turn back after a Kisame string, and can also be used defensively to punish blockstrings which lift Kisame into the air.
As counterplay, once Kisame jumps, the opponent can sidestep to put Kisame off-axis and avoid and punish . While
gives Kisame a powerful mix on block, the vast majority of Kisame's strings past
are slow and allow the opponent to
or sidestep to punish Kisame for over-committing. As such, much of Kisame's guard pressure will rely on
,
, and
.
- Zabuza and Kisame's backwalks are faster than most other characters, allowing them to walk backwards out of some blockstrings.
- Phantom Sword: There is a one-frame window just before Kisame lands in which the hitbox of
will be displaced, resulting in an unblockable attack that also hits to the sides of Kisame.
- Kisame's signature punish,
drains chakra both mid-combo and during the super, making it one of the most devastating combos in the game. Kisame can then press his advantage due to his opponent likely being left with little or no meter. The combo requires a just-frame input for 5X, though Kisame's just-frame window is 2 frames due to the amount of active frames on his
(
).
is a deceptively fast high crush and is a good option against characters with fast high jabs such as Lee or Gai.
also high crushes and saps chakra. Activated
saps chakra and can be
leading to his BnB. Kisame's
is poor and should be used sparingly.
, Kisame's only ranged attack, beats projectiles and can be used to whiff punish or punish charged attacks at range. It also hits on-the-ground (OTG) and can finish combos or rounds.
- Against
Kankuro, Kisame may have trouble cancelling his
due to the shockwave hitting Karasu. Kisame can instead combo with
.
Colors
Changes from Vanilla
(May be outdated. Please contact an editor with further updates.)
- Health: decreased from 240 to 230
- Guard: decreased from 1920 to 1840
- 5Y: does normal overhead throw
- 2Y: is slam throw
- Grabbable Move: JB Ground Hit
- All non sword moves: do -2 damage (except 5B and 5B(B))
- 5B: elbow hitbox appears on active frame 2
- 5BBB(B): can now be delayed
- 6B: staggers
- 2B: ends sooner
- 2B(A): changed to be 6A
- 8B: high crushes on frame 6
- 8B(B): added as 6B with follow ups
- JB: shockwave hitbox is now -1 on hit (was -8)
- 5A: +5 damage and block damage, more lift on hit
- 5A(A): has more lift on hit
- 6A: uncharged juggles better, hitbox appears one frame sooner, hilt hitbox is larger; final hit on 1 and 2 charges is a sweep
- 6A2C: is unblockable; sweep ender is untechable
- 4A: Window for activation improved
- A4A: is unblockable and drains chakra
- 8A: high crush changed from 1-end to 11-32 to match the animation better
- JA: phantom sword glitch applies to both players; hitbox is active for one more frame
- 5X: hitbox appears one frame sooner; drains 50% meter (GNT4 is 47.8%)
- 2X: requires and costs 75%; changed to a single hit from a multi-hit move
- GRKnJ: changed to a custom 6B
Resources & Footage
- Kandle vs Abbock and Lemo, Combo Breaker 2022 top 4 (vs
Kiba,
Kankuro)
- Kandle vs Ricky Ant and IceBro, CEOtaku 2022 top 4 (vs
Kimimaro,
Kankuro)