Kisame
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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
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
String #
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Inputs
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Notes
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01
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- Cancellable at ()
- For 02, can hold the final input to change the move's effect.
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02
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03
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04
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05
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- Can hold the final input to change the move's effect.
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06
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07
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- Can hold the final input to change the move's effect.
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08
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09
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- Can hold the final input to change the move's effect.
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10
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11
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12
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- Can hold the final input to change the move's effect.
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13
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14
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- Can hold the final input to change the move's effect.
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15
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16
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17
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18
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19
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- Can hold the final input to change the move's effect.
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20
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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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-
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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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- Primary Jab.
- Can go into () on whiff.
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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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-
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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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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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-
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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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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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-
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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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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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-
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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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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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-
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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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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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-
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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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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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-
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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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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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-
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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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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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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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-
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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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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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-
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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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-
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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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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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-
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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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-
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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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- Costs 100% (4 bars) chakra
Cinematic super; the activator is a massive sword chop similar to , but faster. On hit, Kisame sword ranbus the opponent and drains ~75% (3 bars) of their chakra. Standard combo ender super that also does a good job at shooting the opponent's resources in the middle or at the end of a round, and is also great as a wake-up super due to having lots of range to reach back rolls and outspace WUK.
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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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-
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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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- Costs 75% (3 bars) chakra
Kisame launches a very high priority Shark Bomb projectile at the opponent. This is his only projectile attack, but it's huge, fast, and eats basically all other non-super projectiles for breakfast.
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Like Zabuza, Kisame opens the opponent frequently using his overhead aerial slash, . 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 can punish opponents for recklessly mashing in neutral or attempting to take their turn back after a Kisame string, and 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 . While gives Kisame a powerful mix on block, the vast majority of Kisame's strings past are slow and allow the opponent to or sidestep to punish Kisame for over-committing. As such, much of Kisame's guard pressure will rely on , , and .
- Zabuza and Kisame's backwalks are faster than most other characters, allowing them to walk backwards out of some blockstrings.
- Phantom Sword: There is a one-frame window just before Kisame lands in which the hitbox of will be displaced, resulting in an unblockable attack that also hits to the sides of Kisame.
- Kisame's signature punish, 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, though Kisame's just-frame window is 2 frames due to the amount of active frames on his ().
- is a deceptively fast high crush and is a good option against characters with fast high jabs such as Lee or Gai. also high crushes and saps chakra. Activated saps chakra and can be leading to his BnB. Kisame's is poor and should be used sparingly.
- , 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 due to the shockwave hitting Karasu. Kisame can instead combo with .
Colors
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Characters
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Archived Information
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