Kidomaru
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Health:
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220
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Guard Gauge:
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1760
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Backdash Type:
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Normal
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Summary
The web-spitting, Sound Four Kidomaru is one of the more unique fighters in SCON4. His Spider-Man j.B, reminiscent of Temari and CS2 Sasuke, allows him to safely poke in neutral with a high damage launcher. The fun really begins once you start to master his A special attacks and ring combo jutsu which features hit-grabs, unblockables, KNJ web traps, super confirms and one of the better counters in the cast. If you like making the most of an off-beat, varied moveset full of situational but powerful attacks, Kidomaru might be the arach-ninja for you.
Notes
At several string points, Kidomaru has his selection of ring attacks:
- Upward web, blockable capture state grab
- Long range, unblockable web grab
- Ground web trap, circling around Kidomaru (will catch L-substitutions)
- Counter move which activates regardless of where Kidomaru is hit or if the attack is physical or a projectile (will catch R-substitutions)
- Spearing gold snake, taijutsu-like attack
The ring jutsu locations are:
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 07, the move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
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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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- The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
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12
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13
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- The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
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14
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15
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16
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17
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18
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- The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
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19
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01
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02
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03
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04
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05
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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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13
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High
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15
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2
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23
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193
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20
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11
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-5
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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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17
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Mid
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24
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3
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35
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253
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19
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+13 to +1 (shaken)
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-18
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Limbo-dancing kick
- Staggers on hit
- Can go into on block or hit
Flag Data
High Crush
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Frames 12-15
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Throw Immunity
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Yes
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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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16
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Low
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24
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2
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39
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238
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19
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Launch
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-21
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Crouching kick
- Sweeps, so does not allow
- Abnormally fast, but momentary high crush
Flag Data
High Crush
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Frames 4-11
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Throw Immunity
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Yes
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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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7×3
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Mid×3
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30
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2(2)1(2)1
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30
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105+103
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3+3+19
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+20 to +7 (shaken)
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-11
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Multihit Thrust
- Staggers on hit. Gives Kidomaru a decent mixup situation.
- Allows if the opponent is airborne at impact, with potential for a combo conversion.
Flag Data
High Crush
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Frames 11~24
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Autoguard
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Frames 2~11
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Throw Immunity
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No
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Throw Escape Lockout
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Frames 2~11
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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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12
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Mid
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23
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3
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26
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178
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24
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KD
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-9
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Fast hop into divekick
- Can go into on block or hit
- Causes a Prone Knockdown on hit
- Pushes the opponent back on block
Flag Data
Low Crush
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Frames 10~35
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Allows Ground Tech
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Yes
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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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27
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4
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34
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298
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24
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KD
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-13
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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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22
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Mid
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14
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21
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Until landing
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328
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19
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Launch
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Depends on landing
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Web Swing
He's a spider, man, of course he can web swing!
Kidomaru swings in a shallow arc towards the ground, down and then up in a similar fashion as Temari and CS2 Sasuke's j.Bs. Just like those two, if used close enough to the ground Kido can land early instead of doing the whole swing, leaving him with very little recovery and letting him follow up with lots of different things. Fundamentally, it's used much more similarly to Temari's where he can loop it rapidly as a KnJ-safe combo tool, or on block for plus frames and mix-ups.
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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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5
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Mid
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27
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Until hit
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33*
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0
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15
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+108 to +38 (shaken)
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-18*
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Sticky web projectile
A thrown web trap that constricts the opponent on hit, allowing him to combo from even the longest ranges if it hits
- Will not successfully re-trap an opponent already caught in a trap state
Flag Data
Chip Damage
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Yes
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Throw Immunity
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No
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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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1, 10
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Mid
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31
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26
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58*
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-
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Unblockable
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17
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Unblockable
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Thread Sling
A long-range, unblockable web grab that restands the opponent and pulls them in towards Kido on connect. Can be used to catch landings, extend combos, mix up the opponent mid-string when used as a Ring special, or as unblockable okizeme if timed right.
(Recovery data collected against a Rock Lee using gate at close range)
Flag Data
Unsubbable
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Yes
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Throw Immunity
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No
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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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1
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Low
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26
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90
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-
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-
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-
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-
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-
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The spider sets his web on the ground. Hits once when being initially placed, and the opponent can get stuck in the web again if they step in it while it's laid on the ground.
Flag Data
High Crush
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frames 25-65
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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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0
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-
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12
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12
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27
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-
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-
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-
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-
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Counter Move
Omnidirectional counter that stuns the opponent if successful, giving Kidomaru enough time to fully punish with any input he desires.
- The stance may be held at the cost of chakra
- Negates projectiles, but in that case will not impart its stun effect towards the opponent
Flag Data
Throw Escape Lockout
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Frames 12-23
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Toggle Hitboxes Toggle Hitboxes
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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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5, 25
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Mid
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14
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26
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49*
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0
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15
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KD
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-34*
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Upward Thread Sling
An upward web grab that looks like an anti-air, but struggles with being used in such a way. Unlike , it is blockable, but when paired with Ring mixup it can be effective at sniping opponents attempting to jump kunai to dodge Ring 6A, 2A or 5a.
- Capture state on hit that deals Unscaled Damage
- Incredible combo tool leading to strong extensions afterward due to the forced ground bounce.
(Recovery and Advantage on Block data collected against a grounded opponent blocking at point-blank range)
Flag Data
Chip Damage
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Yes
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Unsubbable
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Yes
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Throw Immunity
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No
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Allows Ground Tech
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No
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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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10×2
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Mid
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21
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5(8)3
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30
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-
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-
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-
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-13
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Spinning Slash
Kidomaru lunges forward, slashing the opponent at great range
Flag Data
Low Crush
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Frames 12-47
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Chip Damage
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Yes
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Throw Immunity
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Yes
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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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5
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-
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15
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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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Special
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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Mid
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21
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4
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36
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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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60
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-
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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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Flag Data
High Crush
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frames 1~89
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Mid Crush
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frames 1~9
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Ring Jutsu
Kidomaru has a few strings which allow him to use any of his four directional special attacks- or a spearing gold spear attack if the control stick is in neutral position. The ring jutsu locations are:
Matchup Notes
- The second kick of Kakashi's Sharingan 6B can be ducked with 5X to punish the move
- An active 2A web can neutralize Shino's 5A bugs
Colors
Changes from Vanilla
List may be outdated
- Air Throw added
- Ring Combo: 8A is 8A; 6A is 6A; 2A is 2A; 4A is 4A; 5A is 5BBB(A)
- WUK animation: is 2B(B); has one additional frame of intangibility before fuse and the hitbox starts and ends one frame later
- 3MC: 6A and 8A killing in no longer locks out the use of the same moves
- Grabbable Moves: 6A, 2A, JA, 8A, 5BBBB(A), 2BBB(A), 5BBAB(A), 2BBAB(A)
- 5B: has more lift on hit
- 5B(B): stuns longer by 2 frames on hit and 3 frames on block
- 5BB(B): hitbox adjusted slightly, hitbox active one more frame, animation ends 5 frames earlier; can delay into A follow up longer
- 5BBA(R): ring transition made one frame later
- 5BBB(B): flags cleaned up; recovers faster
- 5BBB(A): is now ring combo
- 5BBBB(B): increased damage
- 5BBAB(B): has no knockback on the first two hits and none of the hits pushes block
- 5BBAB(A), 5BBBB(A): now sends opponent flying across the screen instead of bouncing
- 5BBAB(A): follow up does not last as long; changed to match others
- 6B(B): has one more frame duration and slightly more lift on hit
- 6B(A): added as ring
- 6BB(B): does more damage; 3 frames before the teleport that are grabbable added; can be delayed 14 frames longer
- 6BB(A): now leads to ring
- 4B: first two hits link into the third better
- 2B: has sweep added with less lift
- 2BB(B): has more lift; flags adjusted; ends earlier
- 2BBB(B): flags adjusted
- 2BBAB(B): does more damage
- 8B(R): ring added
- JB: hitbox appears a frame earlier
- RB: flags adjusted to better fit the move; ends 9 frames earlier
- 5A: has no charges but releases the charged projectile
- 4A: def starts frame 12, loop that drains chakra starts at frame 2 (from 20), drains 190 units per frame (from 180)
- A4A: activates into a single frame of blocking if needed
- 6A: does 1+10 damage instead of 5 damage
- RAA(B): transition much faster with an end window
- RAA(A): now leads to ring combo
- JA: staggers
- 5X: transfers into the activated animation quicker; hitboxes appear one frame sooner, all hitboxes made slightly bigger; middle arm hitbox moved to waist
- 2X: is immune to mids and highs until he begins to lower his hands; spider hitbox is bigger
- GRKnJ: changed to a custom animation using the 5X activator; moved back a bit
Resources
Notes on Frame Data
5A Recovery and Advantage on Block data collected against a grounded opponent blocking at point-blank range
Navigation
General
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Characters
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Archived Information
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