Summary
"The Demon of the Hidden Mist" was generally overshadowed in Vanilla GNT4 by his fellow swordsman, Kisame. Both were characterized by their big hitboxes, big damage, and slow attacks, though Zabuza lacked his counterpart's crucial chakra drain. In Super, Zabuza is one of the more dramatically re-worked characters. Compared to Kisame, Zabuza benefits from better movement options, such as 4A and running A teleports, superior strings on block, his 8A anti-KNJ, and a 4X reversal. A moveset befitting a master of stealth and murder.
Character Traits
- Very high guard damage strings. Zabuza can easily guard break opponents with just one or two if the opponent doesn't do the proper escapes.
- Anti-KnJ and checkmate potential between 8A combos and 2X
- Two reversal supers. One of them can guard crush to be safe on block, and the other is even safe on whiff.
Zabuza
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Health:
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230
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Guard Gauge:
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1840
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Backdash Type:
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Normal
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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 02-04, can hold the fourth input to change the move's effect.
- However, a full charge will send the opponent too far for the rest of the string to connect.
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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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09
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10
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11
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12
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13
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- Can hold the second input to change the move's effect.
- However, a full charge will send the opponent too far for the rest of the string to connect.
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14
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15
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16
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17
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- Can hold the third input to change the move's effect.
- However, a full charge will send the opponent too far for the rest of the string to connect.
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18
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19
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20
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21
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22
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23
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24
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25
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26
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27
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28
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29
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30
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31
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- Can hold the third input to change the move's effect.
- However, a full charge will send the opponent too far for the rest of the string to connect.
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32
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33
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34
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- Can hold the first input to change the move's effect.
- However, a full charge will send the opponent too far for the rest of the string to connect.
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35
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36
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37
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38
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39
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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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15
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High
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15
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2
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29
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-
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19
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-
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-10
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- Primary Jab.
- Can go into () on whiff.
5BB is -6 on block
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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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14
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Mid
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21
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4
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34
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-
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15
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-
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-21
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Far-reaching dashing elbow. Strings into sword attacks on connect, but the hitboxes don't come out until Zabuza has already moved a decent distance so at close ranges it can whiff easily if he is even slightly off-axis. Also has low crush frames, but they don't start until the frame before the move goes active so it's pretty poor for crushing outside of WUK.
Flag Data
Low Crush
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frames 20~end
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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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13
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Low
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20
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4
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31
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-
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23
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-
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-10
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Classic low sweep, further range than many because Zabuza is tall.
2BB low crushes and also flying screen launches on hit for carry and combos.
Flag Data
High Crush
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frames 15~43
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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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26
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Mid
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38
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4
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44
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-
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-
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-
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-23
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Fundamentally crappy 4B; incredibly slow to start up and slow to recover, and has the same close-range issue as 6B where it whiffs easily if even slightly off-axis in CQC. At least Zabz can do strings on connect.
Flag Data
Autoguard
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frames 2~21
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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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13
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High
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18
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4
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31
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-
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14
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-
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-9
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Spinning hop kick.
Flag Data
Low Crush
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frames 16~36
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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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20
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Mid
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19
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3
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32
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-
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23
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-
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-10
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Running back kick. This move leaves Zabuza in a backturned state, so be sure to correct him back to block the opponent taking their turn.
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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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20
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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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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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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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Mid
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29
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3
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41
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-
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23
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-
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-19
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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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20
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Mid
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31
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5
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34
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-
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23
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-
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-14
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- Can be charged by holding
Horizontal sword slash that can hit sidesteps due to its direction and active frames, and strings into the rest of Zabuza's sword string on connect. Charged version is an instant guard break, good for oki situations especially when close to walls where it can still track up/down rolls and hit thanks to the range.
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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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18
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Low
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28
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3
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37
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-
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23
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-
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-16
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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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- Invincible on frames 19~43
Water teleport.
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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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17
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Mid
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27
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8
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34
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-
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-
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-
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-
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Wide arcing sword slash over Zabuza's own head. High crushes for some frames in the middle of startup, but the more notable thing is that it hits behind Zabuza on the last few active frames, allowing him to repeatedly attempt to punish KnJs in the middle of combos at the cost of meter and damage.
Flag Data
High Crush
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frames 10~21
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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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-
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-
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Total 26
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-
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-
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-
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-
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Running teleport, much like other characters such as Shino and CS2 Sasuke. It will cross up the opponent if Zabuza is close enough, letting him dodge attacks and score back hits.
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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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15
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Mid
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17
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3
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9+9L
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-
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23
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-
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plus
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j.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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15
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High
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17
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3
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9+9L
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-
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23
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Launch
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plus
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- Flying screen launch on hit
Horizontal air sword slash. Another great air-to-air option, especially since it can start or continue combos on airborne opponents unlike his thanks to flying screen launch. Make sure that Zabuza's at the right height when using this, since the hitbox doesn't really hit any lower than the sword appears (whiffs very easily on short standing characters, like the Konoha 11).
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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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2Y
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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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40
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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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Slams the opponent into the ground for high damage. Can follow up with 5B.
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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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20
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-
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1
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1
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Until Landing + 9
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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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83
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Mid
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19
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4
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45
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-
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-
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-
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-
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- Cinematic super
- Costs 100% (4 bars) chakra
Zabuza does a fast and far dash forward with his greatsword as the activator, spearing the opponent and following up with slashes while hiding in the mist. Can be used for a quick mid-stage punish to zoning just like Chidori, just with better practical range and hitboxes. Hell, the hitboxes and their interpolation is generous enough to where sometimes it can even hit KnJ and other close range teleports behind Zabuza even if it doesn't look like it would.
Standard combo ender for , but can also go after 2BB close to walls if you can't hit the just-frame.
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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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77 (12*2, 13*3, 30)
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Mid
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25
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66
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45
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-
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-
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-
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-
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- Requires 75% (3 bars) chakra to use, but will consume all chakra when executed.
Rapid spinning slashes that hit 360 degrees around Zabuza and deals massive guard damage as well, being able to guard bar break many characters from full if all 6 hits connect. Deals less damage than 5X, but in exchange, it can be used as an anti-KnJ super if the opponent's going to try to escape his combos, and also has some reversal crush frames for getting out of sticky situations. Foolproof on air RKnJ and LKnJs, but can still lose to grounded RKnJs that duck very low (such as Kankuro or Orochimaru). Also is great for chipping the opponent out at the same time as forcing a guard break, leading to situational checkmates when used as okizeme.
Flag Data
High Crush
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frames 11~36
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Mid Crush
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frames 11~36
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Unsubbable
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yes
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4X
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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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45
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Mid
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14
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4
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23
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-
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-
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-
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-
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- Costs 75% (3 bars) chakra
Zabuza grabs the opponent out of whatever they were doing and and decks them in the face. This super is a hitgrab with relatively low damage and low range, but is a true crush reversal and also has very low recovery, being even safer on block and whiff than jabs.
On hit, can be followed up with OTG 6BB afterward if close to walls.
Flag Data
High Crush
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frames 1~15
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Mid Crush
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frames 1~15
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Unsubbable
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yes
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Strategy
- j.A can be considered the signature swordsmen attack for both Zabuza and Kisame. Its big, vertical hitbox controls space and is useful for both approaches and defensive retreats. When it connects with the oppponent's guard as Zabuza descends, it frequently results in frame advantage because the attack animation is automatically cancelled once Zabuza lands on the ground. Zabuza can use this frame advantage to perform a strike/throw mix, made more potent due to Zabuza's high damage 2Y slam throw.
- On hit, j.A staggers, also resulting in a strike/throw mix, though Zabuza can combo with an attack if he desires.
- The phantom sword glitch gives Zabuza access to an unblockable aerial attack if the user has good timing.
- Defensively, j.A is one of the strongest counters in the game to opposing strings which lift Zabuza into the air.
- Zabuza can jump back and j.A to punish opponents attempting to take back their turn following a Zabuza blockstring.
- For okizeme, if the opponent uses neutral get up or wake-up-kick (WUK), Zabuza can jump over the opponent and then double jump back to the front side and j.A, crossing up their guard or punishing WUK.
- Both swordsmen have a faster backwalk than most other characters. This allows them to walk backwards out of some strings where other characters cannot.
- Zabuza's combo game has some advantages by walls, corners or on small stages, gaining access to combos which utilize 5B6B, 2BB, 2AA, and 8A.
- 2X can be used during guard pressure to threaten a guard break.
Colors
Changes from Vanilla
(May be outdated, please let wiki editors know if there are further updates)
- All non sword attacks do -2 damage (except 5B and 5B(B))
- 5B: elbow hitbox does not show up on the first frame
- 5B(B): appears and disappears one frame later
- 5B(A): Changed to 2A with all follow-ups
- 6B: turns back turned opponents around on hit
- 5BBB(B): can be delayed
- 2B: Now does a custom animation, taken from Bloody Roar: Extreme. Hits as a low sweep with string follow-ups
- 8B: has less endlag; transitions to A faster; more lift; can transition on whiff
- JB: ground hit stuns longer; grabbable
- 5A: hitbox appears one frame sooner as an untechable bounce as a high hit; frame 3 to the end does not bounce; hilt hitbox does not appear on the two frames
- 5AAA follow ups changed:
- A does vanilla; is a hard knockdown
- 2A does vanilla B follow up
- B follow up changed to be a custom 8A teleport
- 6A: charge is faster, 1C breaks guard easier, other charges do less guard damage; 3C is a hard knockdown
- 4A: Reversible teleport similar in function to Vanilla Itachi and Orochimaru.
- 2A: Lift reduced
- 2A(A): Added with follow-ups, same as 5AA(A)
- 8A: Instead performs Kisame's A4A attack, a big, arcing slash from front to back. High crush and spinning launch.
- JA: phantom sword works with both players; has one more active frame
- J6A: added as a new move
- 5Y: made overhead throw
- 2Y: is slam throw
- 4X: Reversal hit-grab with high and mid crush frames
- 2X: is immune to highs and mids on startup, requires 75% meter, links better on air hits, damage reduced; hilt hitbox on first revolution is slightly bigger
Resources
Guides and Info
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
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Usual Color
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Region
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Contact
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Example Play
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Paradise
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United States
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Unavailable
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Paradise matches
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Navigation
General
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Characters
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Archived Information
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