Super Naruto: Clash of Ninja 4/Kimimaro: Difference between revisions
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = - | |damage = - | ||
|hitlevel = | |hitlevel = High | ||
|startup = 13 | |startup = 13 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 30 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
|advhit = - | |advhit = - | ||
|advblock = - | |advblock = -9 | ||
|throwinvul = - | |throwinvul = - | ||
|description = | |description = | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = - | |damage = - | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 18 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 34 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = - | |damage = - | ||
|hitlevel = | |hitlevel = Low | ||
|startup = | |startup = 16 | ||
|active = | |active = 4(12)2 | ||
|recovery = | |recovery = 32 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = 26 | |damage = 26 | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 28 | ||
|active = | |active = 5 | ||
|recovery = | |recovery = 34 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - | ||
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{{AttackData-SCON4 | {{AttackData-SCON4 | ||
|damage = - | |damage = - | ||
|hitlevel = | |hitlevel = Mid | ||
|startup = | |startup = 17 | ||
|active = | |active = 4 | ||
|recovery = | |recovery = 41 | ||
|guarddmg = - | |guarddmg = - | ||
|blockstun = - | |blockstun = - |
Revision as of 14:51, 22 November 2023
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 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
- High crushes at the startup, ducking down which may also 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.
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