Kabuto
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Health:
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190
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Guard Gauge:
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1640
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Backdash Type:
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Normal
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Summary
Kabuto was often considered a sleeper character in Vanilla GNT4. In Super, he augments his great jab, low sweep, and 2A combo finisher with improvements to some of his lesser-used buttons and strings. Kabuto is a character who leverages his user's fundamentals via his above-average close-quarter attacks and strong punish game. The character's signature ability is continual health regeneration, making Kabuto a pesky foe to defeat.
Notes
- Cellular Activation: Kabuto will continuously regenerate a portion of the damage taken.
String List
String #
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Inputs
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Notes
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01
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- Cancellable at ()
- For 02 and 05-07, the final move has Guard.
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02
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03
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04
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05
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06
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07
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08
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|
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09
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10
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- The final move has Guard.
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11
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12
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13
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- The final move has Guard.
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14
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- Not present in the in-game Strings List.
- For 15, the final move has Guard.
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15
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16
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- Cancellable at ()
- For 18-20, the final move has Guard.
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17
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18
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19
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20
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Weak Attacks
5B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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13
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4
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22
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-
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-
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-
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-7
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- Primary Jab.
- Can go into () on whiff.
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Toggle Hitboxes Toggle Hitboxes
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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22
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3
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31
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-
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-
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-
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-15
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Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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20
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4
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28
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-
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-
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-
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-13
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- Low, high crush sweep and also low profiles incoming attacks. Good at round start.
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Toggle Hitboxes Toggle Hitboxes
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4B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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32
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4
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27
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-
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-
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-
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-16
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- Guard frame attack. Staggers, leading to a strike/throw mix.
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Toggle Hitboxes Toggle Hitboxes
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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26
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5
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27
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-
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-
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-
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-8
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- Jumping low crush attack. Good frame data, and leaves Kabuto with time to or afterwards to beat a jab.
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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21
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5
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43
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-
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-
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-
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-19
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Toggle Hitboxes Toggle Hitboxes
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j.B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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25
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
Uncharged Uncharged Charged Charged
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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25, 26
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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21
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3
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34
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-
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-
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-
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-18
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- High crushes frame 9. Good whiff punish and can catch back dash. Good round starter. is a super cancel point.
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Toggle Hitboxes Toggle Hitboxes
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2A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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44
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5
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-
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-
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-
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-
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-
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- Powerful capture state move and combo-finisher. Hold at the cost of meter to delay the grab.
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Toggle Hitboxes Toggle Hitboxes
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4A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- Counter. Teleports Kabuto behind the enemy.
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8A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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11, 12, 13, 14
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Running A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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17, 18
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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j.A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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8, 10
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-
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-
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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-
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1
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1
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48
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-
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-
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-
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-
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j.Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Specials
5X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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20
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14
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33
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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2X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
|
-
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-
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30
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19
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79
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-
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-
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-
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-
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- Area-of-effect attack around Kabuto that inflicts the sleep state and drains a small amount of chakra. Is blockable if Kabuto and the opponent are facing opposite directions, and is unblockable if they are facing the same direction, regardless of positioning (whether Kabuto or the opponent is in front).
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Kabuto is a fundamentals-heavy character who relies on a straightforward yet strong selection of buttons and strings. His low HP, which is the smallest in the game, is made up for by continual regeneration after taking damage, and as such zoners like Haku or Sakura will be limited in their ability to threaten Kabuto with chip damage. On the other hand, Kabuto must be wary of being on the receiving end of touch-of-death combos that would not be able to finish the round against a character with a normally sized health bar.
Kabuto's blockstrings apply good pressure and tend to leave him in an advantageous position. (or ) lifts the opponent in the air, giving Kabuto an opportunity to or mix their landing. If the opponent uses jump kunai or a swordsmen , Kabuto's string finisher has guard frames and will punish the attack, though this finisher will whiff if the opponent double jumps first.
is an extremely strong capture state combo-ender, often accessed with .
Kabuto has a grounded infinite, linking the string into itself on repeat, which combines the hitstun of his horizontal kunai slash and the speed of his quick jab. This loop can also be started with or . Kabuto can kill opponents caught grounded with low meter by linking the loop with , which drains meter and starts a new combo. The A+B tech can be used to make the link from the kunai slash to jab easier. can also link into if the opponent does not mash out of stagger state.
Colors
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Archived Information
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