Kidomaru
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Health:
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220
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Guard Gauge:
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1760
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Backdash Type:
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Normal
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Summary
The web-spitting, Sound Four Kidomaru is one of the more unique fighters in SCON4. His Spider-Man j.B, reminiscent of
Temari and
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 #
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Inputs
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Notes
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01
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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Cancellable at ( )
- For
02 and 07, the move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
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02
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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03
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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04
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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05
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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06
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![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![CONR3 TO.png](/images/thumb/c/c7/CONR3_TO.png/28px-CONR3_TO.png)
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07
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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08
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![CONR3 TO.png](/images/thumb/c/c7/CONR3_TO.png/28px-CONR3_TO.png)
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09
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![CONR3 TO.png](/images/thumb/c/c7/CONR3_TO.png/28px-CONR3_TO.png)
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10
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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11
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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- The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
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12
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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13
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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- The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
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14
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![CONR3 TO.png](/images/thumb/c/c7/CONR3_TO.png/28px-CONR3_TO.png)
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15
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![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![CONR3 TO.png](/images/thumb/c/c7/CONR3_TO.png/28px-CONR3_TO.png)
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16
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![Run Run](/images/thumb/5/53/CONR3_RUN.png/28px-CONR3_RUN.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png) ![CONR3 TO.png](/images/thumb/c/c7/CONR3_TO.png/28px-CONR3_TO.png)
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17
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![Run Run](/images/thumb/5/53/CONR3_RUN.png/28px-CONR3_RUN.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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18
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![Run Run](/images/thumb/5/53/CONR3_RUN.png/28px-CONR3_RUN.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![B Button B Button](/images/thumb/4/4d/SCON4_B.png/28px-SCON4_B.png)
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- The move performed by the final input will change if the button press is delayed until Kidomaru starts descending.
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19
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![Run Run](/images/thumb/5/53/CONR3_RUN.png/28px-CONR3_RUN.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![A Button A Button](/images/thumb/8/87/SCON4_A.png/28px-SCON4_A.png) ![CONR3 TO.png](/images/thumb/c/c7/CONR3_TO.png/28px-CONR3_TO.png)
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01
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02
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![Forward Forward](/images/thumb/6/67/SCON4_RIGHT.png/28px-SCON4_RIGHT.png)
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03
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![Back Back](/images/thumb/f/fc/SCON4_LEFT.png/28px-SCON4_LEFT.png)
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04
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![Down Down](/images/thumb/8/8b/SCON4_DOWN.png/28px-SCON4_DOWN.png)
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05
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![Up Up](/images/thumb/6/62/SCON4_UP.png/28px-SCON4_UP.png)
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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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Toggle Hitboxes Toggle Hitboxes
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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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|
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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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|
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Toggle Hitboxes Toggle Hitboxes
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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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|
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Toggle Hitboxes Toggle Hitboxes
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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
|
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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|
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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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Toggle Hitboxes Toggle Hitboxes
|
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
|
Advantage on Block
|
-
|
-
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-
|
-
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-
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-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
4A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
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Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
8A
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
|
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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Toggle Hitboxes Toggle Hitboxes
|
Running A
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Damage
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Hit Level
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Startup
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Active Frames
|
Recovery
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Guard Damage
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Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
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Toggle Hitboxes Toggle Hitboxes
|
j.A
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Damage
|
Hit Level
|
Startup
|
Active Frames
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Recovery
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Guard Damage
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Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Throws
5Y
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
20
|
-
|
1
|
1
|
48
|
-
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-
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-
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-
|
|
|
j.Y
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Special
5X
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
2X
|
Damage
|
Hit Level
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Strategy
Colors
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
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