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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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.
Notes
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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-
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-
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15
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2
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28
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-
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-
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-
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-11
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- Primary Jab.
- Can go into () on whiff.
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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21
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4
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33
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-
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-
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-
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-22
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Flag Data
Low Crush
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frames 20~end
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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20
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4
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30
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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 15~43
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4B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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38
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4
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43
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-
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-
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-
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-23
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Incredibly slow to start up and slow to recover 4B that has no tracking, however strings into highly comboable follow-ups.
Flag Data
Autoguard
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frames 2~21
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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19
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4
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30
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-
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-
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-
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-20
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Flag Data
Low Crush
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frames 16~36
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Running B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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19
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3
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31
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-
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-
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-
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-13
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j.B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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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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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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-
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-
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29
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3
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41
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-
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-
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-
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-20
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6A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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31
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5
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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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2A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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28
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3
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37
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-
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-
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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
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8A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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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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j.A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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17
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3
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9+9L
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-
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-
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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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-
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-
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17
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3
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9+9L
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-
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-
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-
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plus
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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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-
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-
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1
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-
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-
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-
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-
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-
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-
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Specials
5X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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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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- Costs 100% (4 bars) chakra
Zabuza does a fast and far dash forward with his greatsword, 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.
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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-
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-
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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, but will consume all chakra Zabuza has when executed.
Rapid spinning slashes that hit 360 degrees around Zabuza. Deals less damage than 5X, however is used as an anti-KnJ super if the opponent's going to try to escape his combos. Foolproof on air RKnJ and LKnJs, but can still lose to grounded RKnJs that high crush (such as Kankuro's).
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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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-
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-
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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 its use is that its crush frames make it a reversal to most moves, specifically invulnerable to mids and highs.
Can be followed up with OTG 6BB afterward.
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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.
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Archived Information
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