Super Naruto: Clash of Ninja 4/Kisame

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Kisame

300
Health: 230
Guard Gauge: 1840
Backdash Type: Normal


Summary

Kisame trades away some of the agility of his swordsman brethren, Zabuza, for the chakra-sapping sword Samehada. Similar to his Vanilla incarnation, Kisame emphasizes a simple gameplan with the undeniable power of meter drain.

Notes

String List

Weak Attacks

5B

B Button
SCON4 Kisame 5B.png
SCON4 Kisame 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Kisame 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

4B

BackB Button
SCON4 Kisame 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Kisame 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Strong Attacks

5A

A Button
SCON4 Kisame 5A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
SCON4 Kisame 6A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

2Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Special

5X

X Button
SCON4 Kisame 5X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
SCON4 Kisame 2X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Strategy

Like Zabuza, Kisame opens the opponent frequently using his overhead aerial slash, j.A. The attack auto-cancels on landing, resulting in plus frames (approximately between 6 and 17 depending on how far Kisame is from the ground when the attack is blocked) and leading to a strike/throw mix. The quickness and range of j.A can punish opponents for recklessly mashing in neutral or attempting to take their turn back after a Kisame string. j.A can also be used defensively to punish blockstrings which lift Kisame into the air.

As counterplay, once Kisame jumps, the opponent can sidestep to put Kisame off-axis and avoid and punish j.A. While j.A gives Kisame a powerful mix on block, the vast majority of Kisame's strings past 5BB are slow and allow the opponent to 4B or sidestep to punish Kisame for over-committing. As such, much of Kisame's guard pressure will rely on j.A, 5B, and 5BB.

There is a one-frame window just before Kisame lands in which the hitbox of j.A will be displaced resulting in an unblockable attack that also hits to the sides of Kisame, known as the Phantom Sword glitch.

Kisame's signature punish, 5BBAABY > 5BBX drains chakra both mid-combo and during the super, making it one of the most devastating combos in the game. Kisame can then press his advantage due to his opponent likely being left with little or no meter. The combo requires a just-frame input for 5X. Kisame's just-frame window is 2 frames due to the amount of active frames on his 5BB.

8B is a deceptively fast high crush and is a good option against characters with fast high jabs such as Lee or Gai. 8A also high crushes. Activated 4A saps chakra and can be Y-Cancel leading to his BnB. Kisame's 4B is poor and should be used sparingly.

Zabuza and Kisame's backwalks are faster than most other characters and are able to walk backwards out of some blockstrings.

2X, Kisame's only ranged attack, beats projectiles and can be used to whiff punish or punish charged attacks at range. It also hits on-the-ground (OTG) and can finish combos or rounds. Against Kankuro, Kisame may have trouble cancelling his j.B due to the shockwave hitting Karasu. Kisame can instead combo with 5BBAAY.

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