Super Naruto: Clash of Ninja 4/Kidomaru

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Kidomaru

SCON4 Kidomaru Portrait.png
Health: 220
Guard Gauge: 1760
Backdash Type: Normal


Summary

The web-spitting, Sound Four Kidomaru is one of the more unique fighters in SCON4. His Spider-Man j.B, reminiscent of SCON4 Temari Icon.png Temari and SCON4 CS2 Sasuke Icon.png 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

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 02 and CONR3 STRING.png 07, the move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonA ButtonB ButtonA Button
CONR3 STRING.png 06 B ButtonB ButtonA ButtonCONR3 TO.pngRing
CONR3 STRING.png 07 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 08 ForwardB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 09 ForwardB ButtonCONR3 TO.pngRing
CONR3 STRING.png 10 DownB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 11 DownB ButtonB ButtonB ButtonA Button
  • The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
CONR3 STRING.png 12 DownB ButtonB ButtonA ButtonB ButtonB Button
CONR3 STRING.png 13 DownB ButtonB ButtonA ButtonB ButtonA Button
  • The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
CONR3 STRING.png 14 DownB ButtonB ButtonA ButtonCONR3 TO.pngRing
CONR3 STRING.png 15 UpB ButtonCONR3 TO.pngRing
CONR3 STRING.png 16 RunA ButtonB ButtonB ButtonCONR3 TO.pngRing
CONR3 STRING.png 17 RunA ButtonA ButtonB ButtonB Button
CONR3 STRING.png 18 RunA ButtonA ButtonB ButtonA Button
  • The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
CONR3 STRING.png 19 RunA ButtonA ButtonCONR3 TO.pngRing
Ring 01 A Button
Ring 02 ForwardA Button
Ring 03 BackA Button
Ring 04 DownA Button
Ring 05 UpA Button

Weak Attacks

5B

B Button
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
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
Toggle Hitboxes
Toggle Hitboxes

4B

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

8B

UpB Button
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
Toggle Hitboxes
Toggle Hitboxes

j.B

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

Strong Attacks

5A

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

6A

ForwardA Button
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
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
SCON4 Kidomaru 4A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

8A

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

Running A

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

j.A

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

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Description

j.Y

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

Special

5X

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

2X

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

Strategy

Colors

Default ()
Color 2 ()
Color 3 ()

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

Gameplay footage

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