Super Naruto: Clash of Ninja 4/Kimimaro: Difference between revisions
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== 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 == | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 13 | ||
|hitlevel = High | |hitlevel = High | ||
|startup = 13 | |startup = 13 | ||
|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). | ||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 20 | ||
|hitlevel = Mid | |hitlevel = Mid | ||
|startup = 18 | |startup = 18 | ||
|active = 4 | |active = 4 | ||
|recovery = 34 | |recovery = 34 | ||
|guarddmg = | |guarddmg = 300 | ||
|blockstun = | |blockstun = 18 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -18 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Line 204: | Line 204: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 12, 18 | ||
|hitlevel = Low | |hitlevel = Low | ||
|startup = 16 | |startup = 16 | ||
|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 | |||
|highcrush = | |||
|lowcrush = frames 21~ | |||
|midcrush = | |||
|autoguard = frames 2~19 | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
Line 252: | Line 262: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 20 | ||
|hitlevel = Mid | |hitlevel = Mid | ||
|startup = 17 | |startup = 17 | ||
|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 | |||
|highcrush = | |||
|lowcrush = frames 12~ | |||
|midcrush = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
Line 276: | Line 296: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 15 | ||
|hitlevel = | |hitlevel = High | ||
|startup = | |startup = 22 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 36 | ||
|guarddmg = | |guarddmg = 225 | ||
|blockstun = | |blockstun = 18 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -19 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Jumping run attack with a upwards tail swipe string. | Jumping run attack with a upwards tail swipe string. | ||
{{FlagData-SCON4 | |||
|highcrush = | |||
|lowcrush = frames 7~29 | |||
|midcrush = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = Mid | |hitlevel = Mid | ||
|startup = 15 | |startup = 15 | ||
|active = 4 | |active = 4 | ||
|recovery = - | |recovery = - | ||
|guarddmg = | |guarddmg = 420 | ||
|blockstun = | |blockstun = 28 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = - | ||
Line 324: | Line 353: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 5+2 x2 | ||
|hitlevel = - | |hitlevel = - | ||
|startup = | |startup = 22, 25 | ||
|active = | |active = Until hit | ||
|recovery = - | |recovery = - | ||
|guarddmg = - | |guarddmg = - | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 16 | ||
|hitlevel = | |hitlevel = High | ||
|startup = | |startup = 24 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 31 | ||
|guarddmg = | |guarddmg = 240 | ||
|blockstun = | |blockstun = 23 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -10 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
A lunging overhead slash. Rarely used. | A lunging overhead slash. Rarely used. | ||
{{FlagData-SCON4 | |||
|highcrush = | |||
|lowcrush = frames 5~23 | |||
|midcrush = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 18 | ||
|hitlevel = | |hitlevel = Low | ||
|startup = | |startup = 18 | ||
|active = | |active = 6 | ||
|recovery = | |recovery = 33 | ||
|guarddmg = | |guarddmg = 270 | ||
|blockstun = | |blockstun = 18 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -19 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Line 398: | Line 436: | ||
|damage = - | |damage = - | ||
|hitlevel = - | |hitlevel = - | ||
|startup = | |startup = 10 | ||
|active = | |active = 26 | ||
|recovery = | |recovery = 17 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
Line 420: | Line 458: | ||
|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 7x4 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 16 | ||
|active = | |active = 3(... | ||
|recovery = - | |recovery = - | ||
|guarddmg = | |guarddmg = 105×4 | ||
|blockstun = - | |blockstun = - | ||
|advhit = - | |advhit = - | ||
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|description = | |description = | ||
Kimi's "dancing" spin into the air. Carries the opponent with him inflicting lots of chip damage when blocked. Can also be used as a janky substitution punish. | Kimi's "dancing" spin into the air. Carries the opponent with him inflicting lots of chip damage when blocked. Can also be used as a janky substitution punish. | ||
{{FlagData-SCON4 | |||
|highcrush = | |||
|lowcrush = frames 16~ | |||
|midcrush = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = 25 | ||
|hitlevel = | |hitlevel = High | ||
|startup = | |startup = 16 | ||
|active = | |active = 15 | ||
|recovery = | |recovery = 31 | ||
|guarddmg = | |guarddmg = 375 | ||
|blockstun = | |blockstun = 23 | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -20 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Dino tackle! Sudden and far-reaching. Knocks the opponent down on hit. | Dino tackle! Sudden and far-reaching. Knocks the opponent down on hit. | ||
{{FlagData-SCON4 | |||
|highcrush = | |||
|lowcrush = frames 8~37 | |||
|midcrush = | |||
|chipdmg = | |||
|unsub = | |||
|meterdrain = | |||
|throwinvul = | |||
}} | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = | |damage = | ||
|hitlevel = - | |hitlevel = - | ||
|startup = | |startup = 13 | ||
|active = | |active = Until hit | ||
|recovery = - | |recovery = - | ||
|guarddmg = - | |guarddmg = - | ||
Line 575: | Line 631: | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
Kimi's Dance of the Seedling Fern jutsu | * Real-time super | ||
Kimi's Dance of the Seedling Fern jutsu where he summons a field of bone trees completely surrounding him. Hits multiple times, but the way the trees spawn is semi-random so the damage of this super is sometimes variable. Tends to hit more times when Kimi has open space in front of him; generally, Kimi wants to be far from the wall for higher amounts of damage. Can be used as a sub punish or a "checkmate" move if the opponent is at low health and will die regardless of whether they choose to substitute or not, alongside being a backturn unblockable. The attack can be 4B'd irrespective of positioning, though the victim will still take chip damage. | |||
}} | }} | ||
}} | }} | ||
Line 588: | 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 598: | 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== | ||
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* GRKnJ: intangibility removed; made a mid from a high | * GRKnJ: intangibility removed; made a mid from a high | ||
* ARKnJ: intangibility removed | * ARKnJ: intangibility removed | ||
==Resources== | |||
===Gameplay footage=== | |||
[https://replaytheater.app/?game=scon4&c1=Kimimaro Kimimaro Replaytheater] | |||
==Notable Players== | |||
:{{Template:PlayerListDisclaimer}} | |||
{| class="wikitable" | |||
!width="95"|Name | |||
!width="70"|Usual Color | |||
!width="125"|Region | |||
!Contact | |||
!Example Play | |||
|- | |||
|Ricky ant | |||
|style="text-align:center;"|[[File:SCON4 Kimimaro Color 1.png|110px]] | |||
|[[File:Flag_do.png]]<br>Dominican Republic | |||
|Unavailable | |||
|[https://replaytheater.app/?game=scon4&c1=Kimimaro&p1=Ricky+ant Ricky ant matches] | |||
|- | |||
|} | |||
== Navigation == | == Navigation == |
Latest revision as of 07:26, 18 June 2024
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 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 |
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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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Toggle Hitboxes Toggle Hitboxes
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4B
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Toggle Hitboxes Toggle Hitboxes
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8B
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Toggle Hitboxes Toggle Hitboxes
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j.B
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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Toggle Hitboxes Toggle Hitboxes
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6A
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Toggle Hitboxes Toggle Hitboxes
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2A
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Toggle Hitboxes Toggle Hitboxes
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4A
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Toggle Hitboxes Toggle Hitboxes
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8A
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Toggle Hitboxes Toggle Hitboxes
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Running A
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Toggle Hitboxes Toggle Hitboxes
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j.A
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
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j.Y
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Special
5X
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Toggle Hitboxes Toggle Hitboxes
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2X
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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
- 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 |