Anbu Kakashi
|
|
Health:
|
10,000
|
Guard Gauge:
|
10,000
|
LNP Activation %:
|
20%
|
Damage Modifier:
|
1.1x
|
Chakra Gain Modifier:
|
1.1x
|
Install (Sharingan)
|
Damage Modifier:
|
1.2x
|
Guard Gauge:
|
100,000
|
Chakra Gain Modifier:
|
1.1x
|
Main Strengths
Additional Notes
- Sharingan
Anbu Kakashi has access to an install via at the cost of 100% Chakra. This introduces the following changes:
- All damage, both dealt and received, is increased by 1.2x.
- Anbu Kakashi's Guard Gauge is increased to an incredibly high value, to the point where he is even able to guard most instant guard break moves (such as Neji's ).
- gains the ability to deal damage, and will track the opponent's location if triggered.
- is replaced with a new attack that has guard break properties.
- and are replaced by their fully charged variants, but can still be to change their timing.
- Guard Cancel
Anbu Kakashi has 3 unique options he can buffer out of blockstun:
- in blockstun goes into (), with access to all of its follow ups except for .
- requires 25% Chakra to use, and has him perform a move with invincibility and guard break properties (with a similar animation to ).
- will initiate a unique super move using the same startup animation as ().
- Latent Ninja Power
- LNP activates at 20% health remaining and grants these buffs:
- , , and Guard cost 75% Chakra to use.
- no longer requires Chakra to be used.
- Because of how the game interprets Chakra requirement/cost, it is important to note that, while its requirement is eliminated, its original cost (100% Chakra) remains intact. As such, Anbu Kakashi will consume all Chakra at his disposal when activating .
- Other
- Anbu Kakashi's is unbreakable.
- Anbu Kakashi's (behind obstacle) and are his and respectively.
String List
String #
|
Inputs
|
Notes
|
01
|
|
|
02
|
|
|
03
|
|
|
04
|
|
- Cancellable at ()
- Can the final input to change the move's effect.
|
05
|
|
|
06
|
|
|
07
|
|
|
08
|
|
|
09
|
|
- Cancellable at ()
- Can the final input to change the move's effect.
|
10
|
|
|
11
|
|
|
12
|
|
- Cancellable at ()
- Can the final input to change the move's effect.
|
13
|
|
|
14
|
|
|
15
|
|
- Cancellable at ()
- The first move changes when used with active.
|
16
|
|
- Cancellable at ()
- The first move changes when used with active.
|
17
|
|
- Cancellable at ()
- The first move changes when used with active.
|
18
|
|
- Not listed in the in-game Attack List.
- Can only be used while Kakashi is in blockstun.
- Cancellable at
|
19
|
|
- Not listed in the in-game Attack List.
- Can only be used while Kakashi is in blockstun.
- Cancellable at
|
20
|
|
- Not listed in the in-game Attack List.
- Can only be used while Kakashi is in blockstun.
- Cancellable at
|
Weak Attacks
5B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
562
|
15
|
TBD
|
TBD
|
TBD
|
20
|
+7 (+12)
|
-6
|
TBD
|
- Primary Jab.
- Can go into () on whiff.
|
|
6B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
519, 779 (1258 with both hits)
|
18 > 43
|
TBD
|
TBD
|
TBD
|
24 (per kick)
|
-
|
(+0)
|
TBD
|
- Double Jumping Roundhouse.
- Launch into Knockback
- Second hit is naturally .
- Opponent can SS between each kick.
|
|
2B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
779
|
23
|
TBD
|
TBD
|
TBD
|
19
|
-
|
-14
|
TBD
|
- Sweep that High crushes on frame 18.
|
|
4B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
822
|
30
|
TBD
|
TBD
|
TBD
|
15
|
-12 (-4)
|
-27
|
TBD
|
- Armored Advancing Left Jab.
- Can go into () on whiff.
|
|
8B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
648
|
15
|
TBD
|
TBD
|
TBD
|
15
|
-
|
-25
|
TBD
|
- Leaping Front Kick.
- Launch
|
|
Running B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
866
|
11
|
TBD
|
TBD
|
TBD
|
19
|
-
|
-22
|
TBD
|
- Running Slide Kick that can high crush specific attacks.
|
|
j.B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
952
|
Variable; 26 (point blank?)
|
TBD
|
TBD
|
TBD
|
24
|
-
|
-9
|
TBD
|
- Diving Elbow.
- Does not rise as much as Kakashi's version.
|
|
Guard B
while Guarding
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
519
|
TBD
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
nan
|
TBD
|
- Can only be used while Anbu Kakashi is grounded and in blockstun
- ()
- Cancellable.
- Has access to all () follow-ups except
|
|
Strong Attacks
5A
Charge Charge Release (Uncharged) Release (Uncharged) Release (Full Charge) Release (Full Charge)
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Normal
|
302 (per kunai)
|
26 (point blank)
|
TBD
|
TBD
|
TBD
|
19 (each)
|
-
|
Variable
|
TBD
|
Full Charge
|
302 (per kunai)
|
35 (point blank)
|
TBD
|
TBD
|
TBD
|
19 (each)
|
-
|
Variable
|
TBD
|
- Kunai Throw.
- Throws 2 Kunai (3 when charged).
- Deflectable
- Stagger
|
|
8A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
302 (per kunai)
|
Variable; 12 (point blank)
|
TBD
|
TBD
|
TBD
|
19 (point blank)
|
-
|
-18 (point blank)
|
TBD
|
- Throws 3 Kunai Upward.
- Deflectable
- Stagger
|
|
2A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
562, 1441
|
46-87
|
TBD
|
TBD
|
TBD
|
15
|
-
|
-78
|
TBD
|
|
|
4A
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Counter
|
0
|
12
|
TBD
|
25
|
0
|
0
|
-
|
-
|
No
|
Catch
|
0
|
1
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
Variable
|
TBD
|
- Counter Move.
- Teleports frame 1 after hitstop.
- Invincible from frames 1-6 on successful counter.
- Works against projectiles.
Anbu Kakashi strikes a pose and if hit, teleports a significant distance in front. Tracks the opponent's location, normally ending up behind them (unless the opponent's back is to the corner.
|
|
Sharingan 4A
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Counter
|
0
|
12
|
TBD
|
25
|
0
|
-
|
-
|
-
|
No
|
Catch
|
101, 1462
|
20 (close) 34 (far)
|
TBD
|
TBD
|
TBD
|
TBD
|
TBD
|
TBD
|
TBD
|
- Counter Move.
- Counterattack occurs after hitstop
- Teleport occurs from frames 12-16 for those out of range and then the hitgrab on frame 34.
- Can counter literally everything except grabs.
Anbu Kakashi strikes a pose and if hit, tries to attack the opponent to perform a hitgrab with a similar animation to . If Anbu Kakashi counters a projectile, he performs a fullscreen ground-tracking teleport into the aforementioned hitgrab.
|
|
6A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
519, 779 (1258 with both hits)
|
13 > 34
|
TBD
|
TBD
|
TBD
|
15 > 24
|
-
|
-13
|
TBD
|
- A Double Kunai Slash.
- Can be cancelled into () before and after the second cut.
- Opponent can SS between slashes.
- Can go into () on whiff as well.
|
|
Running A
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
|
302 (per kunai)
|
16
|
TBD
|
TBD
|
TBD
|
19 (each)
|
-
|
-15
|
TBD
|
- Running Kunai Throw.
- Deflectable
- Staggers on hit
- Can be cancelled into () on whiff.
|
|
Sharingan Running A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
1022
|
20
|
TBD
|
TBD
|
50000
|
nan
|
-
|
(+11)
|
TBD
|
- Running Chidori.
- Breaks every Guard Gauge in the game except for Anbu Kakashi and Shikamaru while in LNP.
- Can be cancelled into () on whiff.
|
|
j.A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
302 (per kunai)
|
Variable; 14 (point blank?)
|
TBD
|
TBD
|
TBD
|
19 (each)
|
-
|
Variable
|
TBD
|
- Standard Air Kunai throw.
- Deflectable
- Stagger
- 9 frames of landing recovery (can buffer an attack 4 frames sooner)
- Can move 6 frames sooner or attack 2 frames sooner if PBSC'd.
|
|
Guard A
while Guarding
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
1039
|
TBD
|
TBD
|
TBD
|
50000
|
nan
|
-
|
nan
|
TBD
|
- Requires 25% meter to use
- Can only be used while Anbu Kakashi is grounded and in blockstun
- A lightning-infused version of Anbu's .
- Invincible during startup
- Breaks every Guard Gauge in the game except for Anbu Kakashi and Shikamaru while in LNP
|
|
5Y
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
660
|
1
|
1
|
34
|
-
|
-
|
-
|
-
|
-
|
- Unbreakable
- Throw Range: ~1.0 units
- Extended Throw Range: ~1.3 units
A standard overhead throw, good for combos.
|
|
j.Y
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
660
|
1
|
1
|
34
|
-
|
-
|
-
|
-
|
-
|
|
|
Special Jutsu
5X
Charge Charge Release Release
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Normal
|
3762
|
62
|
TBD
|
TBD
|
TBD
|
26
|
-
|
-37
|
TBD
|
Full Charge
|
5262
|
116
|
TBD
|
TBD
|
TBD
|
26
|
-
|
-37
|
TBD
|
- Costs 100% meter (75% in LNP)
- Unblockable
- Can be for 54 frames to increase its range and damage.
- Gains Hyper Armor when fully charged
- Has Max-Charge properties when performed in
- 32-86 (Max Charge) not counting super flash.
|
|
5X8
Charge Charge Release Release
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Normal
|
3674
|
54-57
|
TBD
|
TBD
|
TBD
|
70
|
-
|
-32
|
TBD
|
Full Charge
|
5250
|
116
|
TBD
|
TBD
|
TBD
|
26
|
-
|
-37
|
TBD
|
|
|
4X
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
0
|
11 (activation effect)
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
nan
|
TBD
|
- Requires and costs 100% meter (LNP version requires no meter, but costs all meter available).
- Drains chakra requirement on frame 2 and allows Anbu Kakashi to move on frame 52.
- Deactivation leads to Empty Cancel on frame 1 (can move on the frame after).
install that increases all damage dealt and all damage taken.
|
|
j.X
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Crash
|
3149
|
56
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
-8 (after guard break)
|
TBD
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Hitgrab
|
4500
|
36-41
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
-
|
TBD
|
- Requires 75% meter but costs all meter available. (requires and costs 75% meter in LNP)
- Startup is 6-11 (hit grab) > 26 (crash hit) not counting the super flash.
- Anbu Kakashi can be hit and thrown while airborne.
An air hitgrab that leads into a circular ground crash, whether contact on the hitgrab itself is made or not.
The hitgrab has unblockable properties, while the crash counts as a regular physical hit and causes a guaranteed Guard Break (the sole exceptions being Anbu Kakashi and Shikamaru's Latent Ninja Power). The hitgrab can come in contact with both airborne and grounded opponents, but the leniency of such depends on enemy height (E.g. Yugao will be difficult while Kisame will be easy).
During recovery, Anbu Kakashi's collision box is gone, allowing characters to walk right through him. However, he can still be hit/thrown for 69 frames after hitting the ground.
|
|
Guard X
while Guarding
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
5525
|
TBD
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
nan
|
TBD
|
- Can only be used while Anbu Kakashi is grounded and in blockstun
- Unique Unblockable Super Move using the animation of ()
|
|
Followups and Other Frame Data
5BB
()
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
519
|
18 [3f delay]
|
TBD
|
TBD
|
TBD
|
15
|
+8 (+16)
|
-9
|
TBD
|
- Standard Followup Hook.
- Cancellable.
- Can go into ( or ) on whiff.
|
|
5BBA
Charge Charge Release (Uncharged) Release (Uncharged) Release (Full Charge) Release (Full Charge)
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
302 (per kunai)
|
26 [5f delay]
|
TBD
|
TBD
|
TBD
|
19 (each)
|
-
|
-11
|
TBD
|
- Mid-String Kunai Throw
- Can be Sidestepped.
- Deflectable
- Stagger
Plus frames make it a great throw confirm.
|
|
5BBB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
779
|
25 [3f delay]
|
TBD
|
TBD
|
TBD
|
19
|
-
|
-16
|
TBD
|
- Clockturn Elbow.
- Can go into () on whiff.
- Can be Sidestepped, but tends to hits SS mash during vulnerable frames.
|
|
5BBBB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
779
|
18 [5f delay]
|
TBD
|
TBD
|
TBD
|
24
|
-
|
-13
|
TBD
|
|
|
5BBBBB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
TBD
|
14 [4f delay]
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
-40 (Whiff)
|
TBD
|
- Air Punt that knocks the opponent back to the ground.
- Whiffs in blockstrings.
|
|
5BBBBA
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
TBD
|
12 [4f delay]
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
-40 (whiff)
|
TBD
|
- Rising Slash that shoots the opponent even higher.
- Whiffs in blockstrings.
- Not following up gives Anbu Kakashi just enough time to link an Air Throw.
|
|
5BBBBAB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
TBD
|
TBD
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
TBD
|
TBD
|
- Airborne-Heel Kick that crashes the opponent to the floor.
|
|
5BBBBAA
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
302 (per kunai)
|
TBD
|
TBD
|
TBD
|
TBD
|
TBD
|
TBD
|
TBD
|
TBD
|
- Air Kunai Throw Followup
- Can be used to possibly avoid RKNJs
|
|
8BB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
TBD
|
26 [12f delay]
|
TBD
|
TBD
|
TBD
|
24
|
-
|
-9
|
TBD
|
- Dive Followup
- Y-Cancellable.
- Can be Sidestepped.
|
|
2BB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
TBD
|
19 [4f delay]
|
TBD
|
TBD
|
TBD
|
15
|
-
|
-8
|
TBD
|
- ()
- Cancellable.
- Can be Sidestepped
|
|
2BBB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
TBD
|
25 [2f delay]
|
TBD
|
TBD
|
TBD
|
19
|
-
|
-16
|
TBD
|
|
|
2BBA
Charge Charge Release (Uncharged) Release (Uncharged) Release (Full Charge) Release (Full Charge)
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
302 (per kunai)
|
26 [4f delay]
|
TBD
|
TBD
|
TBD
|
19 (each)
|
-
|
-11
|
TBD
|
- ()
- Can Sidestep
- Deflectable
- Stagger
|
|
2BBBB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
519, 779 (1258 with both hits)
|
18 > 43 [5f delay]
|
TBD
|
TBD
|
TBD
|
24 (each)
|
-
|
(+0)
|
TBD
|
- Can Sidestep before first hit and between hits.
|
|
4BB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
648
|
19 [5f delay]
|
TBD
|
TBD
|
TBD
|
15
|
-
|
-22
|
TBD
|
- Palm Thrust.
- Cancellable.
- Can go into () on whiff.
- Can time a Sidestep
- Hits Sidestep mash during vulnerable frames
|
|
4BBB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
779
|
18 [5f delay]
|
TBD
|
TBD
|
TBD
|
24
|
-
|
-13
|
TBD
|
|
|
6AB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
519
|
18 [6f delay (1st hit); 4f delay (2nd hit)]
|
TBD
|
TBD
|
TBD
|
15
|
-
|
-9
|
TBD
|
- ()
- Can Sidestep between 1st kunai hit and () hit
- Cannot Sidestep between 2nd kunai hit and () hit
|
|
Running AB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
648
|
19 [13f delay]
|
TBD
|
TBD
|
TBD
|
15
|
-
|
-22
|
TBD
|
- ()
- Cancellable.
- Can time a Sidestep
- If 1 kunai hits, then 13f attacks clash, but 12f attacks and faster beat this
|
|
Running ABB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
779
|
18 [5f delay]
|
TBD
|
TBD
|
TBD
|
24
|
-
|
-13
|
TBD
|
|
|
4BB (Sharingan)
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
767
|
18 [8f delay]
|
TBD
|
TBD
|
TBD
|
nan
|
-
|
nan
|
TBD
|
|
|
2Z
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
TBD
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Partner Attack
- Kakashi does his diving elbow () before throwing 3 Kunai to the sky ()
|
|
4Z
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
519, 779 (1258 with both hits)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
BNB Combos
Combo
|
Damage
|
Notes
|
( or )
|
--
|
The version does more damage but gives the opponent more chakra. Make sure to let both kunai slashes hit before cancelling into ()
|
( or )
|
--
|
Can be ended with instead but is at higher risk of being KnJ'd.
|
!
|
--
|
--
|
|
--
|
--
|
|
--
|
Works best near walls. starter can replace on certain characters.
|
( or )
|
--
|
May have to hold for a couple of frames to ensure a hit.
|
( or )
|
--
|
--
|
( or )
|
--
|
Highest damage in .
|
Strategy
Navigation
General
|
|
Characters
|
|
Unplayable Characters
|
|
Archived Information
|
|