Super Naruto: Clash of Ninja 4/Kimimaro: Difference between revisions
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** Functions as an effective anti-air option | ** Functions as an effective anti-air option | ||
** Highly rewarding to land due to its damage and link to {{NotationIcon-SCON4|B}} while building chakra | ** Highly rewarding to land due to its damage and link to {{NotationIcon-SCON4|B}} while building chakra | ||
{{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}} can be done on whiff and high and low crushes at several points.<br /> | * {{NotationIcon-SCON4|8}}{{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|A}} can be done on whiff and high and low crushes at several points.<br /> | ||
* Kimimaro has several strong punishes for missed ground techs | * Kimimaro has several strong punishes for missed ground techs | ||
** {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}} hits twice OTG, as does {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} | ** {{NotationIcon-SCON4|2}}{{NotationIcon-SCON4|B}} hits twice OTG, as does {{NotationIcon-SCON4|B}}{{NotationIcon-SCON4|B}} |
Revision as of 20:12, 5 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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01 | Cancellable at () | |
02 | ||
03 | ||
04 | ||
05 | ||
06 | ||
07 | ||
08 | ||
09 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 | ||
16 | ||
17 | ||
18 | ||
19 | ||
20 | ||
21 | ||
22 | ||
23 | ||
24 | ||
25 | ||
26 | ||
27 | ||
28 | ||
29 | ||
30 | ||
31 |
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
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.