Super Naruto: Clash of Ninja 4/Kakashi

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Kakashi

300
Health: 230
Guard Gauge: 1840
Backdash Type: Mid
Install (Sharingan)
Install Damage Modifier: 1.2x
Install Backdash Type: Long


Summary

Having two forms, numerous super-cancel points and directional inputs, the "Copycat Ninja" Kakashi can be one of the more intricate characters in the game to play. While his base form is somewhat slow and limited, Sharingan grants access to several exceptional buttons, one of the most damaging supers in the game, and Sharingan cancels. Kakashi's high damage output, varied options, and HP can truly make him feel like a Jounin in a game full of Genin.

Notes

  • Extra Super Cancels: Kakashi has numerous unique super cancel points in his strings described in the string list section, much more than most other characters.
  • Sharingan Cancel: When in Sharingan mode, you cancel perform a Sharingan Cancel by pressing BackX Button after certain moves, which will cancel all recovery frames and return you to base form.

String List

CONR3 STRING.png
Sharingan
String # Inputs Notes
01 B ButtonB ButtonB ButtonB Button X Button Cancellable at B Button(B Button)
02 B ButtonB ButtonB ButtonA ButtonB Button
03 B ButtonB ButtonB ButtonA ButtonA Button
04 B ButtonB ButtonA ButtonB Button
05 B ButtonB ButtonForwardA Button
06 BackB ButtonB ButtonB ButtonB Button X Button Cancellable at BackB Button(B Button)
07 BackB ButtonB ButtonB ButtonA ButtonB Button
08 BackB ButtonB ButtonB ButtonA ButtonA Button
09 DownB ButtonB ButtonB Button X Button Cancellable at DownB Button(B Button)
10 DownB ButtonB ButtonA ButtonB Button
11 DownB ButtonB ButtonForwardA Button
12 UpB ButtonB Button
13 ForwardA ButtonB ButtonB ButtonB Button X Button Cancellable at ForwardA Button(B Button)
14 ForwardA ButtonB ButtonB ButtonA ButtonB Button
15 ForwardA ButtonB ButtonB ButtonA ButtonA Button
16 ForwardA ButtonB ButtonA ButtonB Button
17 ForwardA ButtonB ButtonForwardA Button
18 RunA ButtonB ButtonB ButtonB Button X Button Cancellable at RunA Button(B Button)
19 RunA ButtonB ButtonB ButtonA ButtonA Button
20 RunA ButtonB ButtonB ButtonA ButtonB Button
String # Inputs Notes
01 B ButtonB ButtonB ButtonB ButtonB Button X Button Cancellable at B Button(B Button)
02 B ButtonB ButtonB ButtonB ButtonA ButtonB Button
03 B ButtonB ButtonB ButtonB ButtonA ButtonA Button
04 B ButtonB ButtonA ButtonB Button
05 B ButtonB ButtonForwardA Button
06 BackB ButtonB ButtonB ButtonB Button X Button Cancellable at BackB Button(B Button)
07 BackB ButtonB ButtonB ButtonA ButtonB Button
08 BackB ButtonB ButtonB ButtonA ButtonA Button
09 DownB ButtonB ButtonB ButtonB Button X Button Cancellable at DownB Button(B Button)
10 DownB ButtonB ButtonA ButtonB Button
11 DownB ButtonB ButtonForwardA Button
12 UpB ButtonB Button
13 ForwardA ButtonB ButtonB ButtonB ButtonB Button X Button Cancellable at ForwardA Button(B Button)
14 ForwardA ButtonB ButtonB ButtonB ButtonA ButtonB Button
15 ForwardA ButtonB ButtonB ButtonB ButtonA ButtonA Button
16 ForwardA ButtonB ButtonA ButtonB Button
17 ForwardA ButtonB ButtonForwardA Button
18 RunA ButtonB ButtonB ButtonB Button X Button Cancellable at RunA Button(B Button)
19 RunA ButtonB ButtonB ButtonA ButtonA Button
20 RunA ButtonB ButtonB ButtonA ButtonB Button

Weak Attacks

5B
B Button
SCON4 Kakashi 5B.png
SCON4 Kakashi 5B Hitbox.png
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal 14 High 14 3 23 208 20 +7 (+12) -6
Sharingan 13 High 14 3 23 193 20 +7 (+12) -6
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
Flag Data
High Crush No
Mid Crush No
Low Crush No
Chip Damage No
Unsubbable False
Chakra Drain No
Throw Immunity Yes
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Kakashi 6B.png
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal - - - - - - - - -
Sharingan - - - - - - - - -
6B

Big kick which launches into flying screen, combos into 2A if Y-Cancelled (Y-Cancel). Low crush and beats wake-up-kick (WUK). Good whiff punish.


Sharingan 6B

Similar to 6B but does a double kick instead. Serves as an option select against WUK. Kakashi is plus after the opponent blocks the second kick. Great for okizeme when timed to hit meaty (as the opponent wakes up after a knockdown).

Flag Data

2B

DownB Button
SCON4 Kakashi 2B.png
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal - - - - - - - - -
Sharingan - - - - - - - - -
  • Description
Flag Data

4B

BackB Button
SCON4 Kakashi 4B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Guard frame attack. Deceptively large amount of guard frames for a medium speed 4B. Can convert to longer combos with 4BB(Y).

Flag Data

8B

UpB Button
SCON4 Kakashi 8B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Upwards kick which launches and links with 5B. Can be a decent anti-air call out

Flag Data

Running B

RunB Button
SCON4 Kakashi runB.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Running slide, high crushes and sweeps. Can be super/Sharingan cancelled or used as an OTG hit followed by a Sharingan activation. If the enemy subs during the run B, the Sharingan cancel will give Kakashi plus frames giving Kakashi a 50/50 strike/throw mix.

j.B

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

Divekick - strong combo filler

Flag Data

j.6B

Air AttackForwardB Button
SCON4 Kakashi j6B.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Overhead kick which bounces the victim and pushes on block. Can be used to cross up the opponent on oki by jumping overhead and then double jumping back to the original position. Strong when landed but can be punished with a sidestep.

Flag Data

Strong Attacks

5A

A Button
SCON4 Kakashi 5A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Standard projectile throw with a shuriken

Flag Data

6A

ForwardA Button
SCON4 Kakashi 6A.png
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal - - - - - - - - -
Sharingan - - - - - - - - -
Normal 6A

Mid, staggers and continues into Kakashi's 5BB string. Good for catching run step or high crush attempts.


Sharingan 6A

Double kunai slash, launches. Compared to base form, is quicker, deals more damage, and is also a highly effective as a super confirm due to its meter build and launch height.

Flag Data

2A

DownA Button
SCON4 Kakashi 2A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Goes underground and grabs the opponent by the feet. Can be delayed by holding [A] at the cost of chakra. Can punish laggy projectile moves or combo off of 6BY. Delaying 2A can be used to catch a victim who attempts to KnJ.

Flag Data

4A

BackA Button
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Normal - - - - - - - - -
Sharingan - - - - - - - - -
Normal 4A

Counter, can be held at the cost of chakra (up to two bars). Hard knockdown.


Sharingan 4A

Frame 3 counter which teleports Kakashi behind the opponent. Works on supers. For a small number of characters, Kakashi will copy the super and turn it on the opponent.

Flag Data

8A

UpA Button
SCON4 Kakashi 8A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Standard up projectile throw

Flag Data

Running A

RunA Button
SCON4 Kakashi runA.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Running shuriken throw. Staggers and has string follow-ups.

Flag Data

j.A

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

Air shuriken (standard air shanks)

Flag Data

Throws

5Y

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

j.Y

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

j.2Y

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

Kakashi pulls the victim into the Kamui dimension, dealing damage and activating sharingan at the cost of 25% chakra. Can punish a missed tech roll with j.B or j.A

Flag Data

Special

5X

Chidori
X Button
SCON4 Kakashi 5X.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Costs 100% (4 bars) chakra
  • Can be charged to increase damage
Flag Data

4X

BackX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

Activates sharingan

Flag Data

Sharingan 5X

Chidori
SharinganX Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Costs 75% (3 bars) chakra
  • Can be charged to increase damage
Flag Data

Sharingan 2X

SharinganDownX Button
SCON4 Kakashi s2X.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -

One of the highest damaging supers in the game

Flag Data

Strategy

Kakashi should enter Sharingan mode whenever he has a chance, most often after scoring a knockdown, since it gives him access to several of his best moves as well as Sharingan cancels. While attacking the opponent's guard in Sharingan mode, every super-cancel point becomes a mix-up as Kakashi can either continue his string or disable Sharingan, allowing him to either start a new block string or attempt a throw.

The combination of Sharingan-cancel based block string mix-ups and heavy guard damage means that Kakashi can often threaten guard breaks. B ButtonB ButtonA Button and ForwardA ButtonB ButtonA Button (both base and Sharingan) in particular are strong and low commitment. SharinganForwardB Button is plus for Kakashi and results in a 50/50 scenario. Following with a ForwardA Button, which hits mid, beats most options. If the opponent jumps back after SharinganForwardB Button, Kakashi can check with an air throw. If the opponent holds block, Kakashi can throw.

RunB Button and RunA Button give Kakashi two of the best approach options in the game and allow him to close distance fast, which he will need to do against projectile zoners. Both have a continuation string with B Button (the same punch as B ButtonB Button), allowing Kakashi to activate or deactivate Sharingan after his running attacks or combo into a super.

A diagram of Kakashi's super cancels.

Combos

Combo Notes
B ButtonB ButtonB ButtonA ButtonB Button Basic combo off of jab
B ButtonB ButtonB ButtonB ButtonA ButtonB Button Sharingan version of combo above
B ButtonB ButtonA ButtonB ButtonY-CancelCONR3 TO.pngDownA Button Basic, short combo into DownA Button

Colors

Color 1 ()
Color 2 ()
Color 3 ()
Color 4 ()

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