Hiruko
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|
Health:
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10,000
|
Guard Gauge:
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10,000
|
LNP Activation %:
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20%
|
Damage Modifier:
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1x
|
Main Strengths
- Nearly unparalleled projectile zoning with his special kunai spamming madness and their long hitstun.
- Large normals with his tail that can strike, punish, and OTG from further than average ranges.
- Incredibly fast run speed, about 2 times faster than most other characters.
- Great mixups between being able to effectively strike/throw from midscreen with kunai sprays paired with his run and also cross-up running A
- Has potential for guaranteed damage/checkmate okizeme via poison cloud that sets up for unblockable Paper Bombs, in addition to applying a control-reversing effect on hit.
- Strange hurtbox makes it so that some combos that would work on most other characters tend to drop on Hiruko.
Additional Notes
- Poison
Some of Hiruko's attacks can poison the opponent, reversing their horizontal controls for a period of time. If Hiruko has already applied the poison, the opponent cannot be poisoned again until the effect runs out, preventing poison stacking.
It is important to note that the amount of time the poison is applied for is not the same for all characters:
- Against most characters, the poison lasts 6 seconds (10 seconds if Hiruko's Latent Ninja Power is active).
- Kabuto, Sakura and Tsunade exhibit a resistance to this poison due to their medical proficiency, causing it to last only 3.5 seconds (6 seconds if Hiruko's Latent Ninja Power is active).
- Hiruko himself, as well as Sasori, are completely immune to the poison due to their inanimate nature.
- Latent Ninja Power
- LNP activates at 20% health and grants these buffs:
- All of Hiruko's attacks can now apply the poison effect, whose duration has also been extended.
- If the opponent was poisoned before Hiruko activated his Latent Ninja Power, his attacks will not poison the opponent until the original poison runs out.
- If Hiruko has already applied the enhanced poison from his Latent Ninja Power, the state will disable itself until the effect runs out, preventing poison stacking.
- Hiruko gains access to for the cost of 50% Chakra. If the battle timer runs out after this hits, the opponent will lose the round regardless of remaining life totals.
- Other
- All of Hiruko's projectiles are unreflectable.
- Hiruko has the fastest running speed in the game. Conversely, he also has the slowest back walk speed.
- Hiruko's Throw Whiff animation and animation are unthrowable.
- In particular, during startup, the latter disables the opponent's Throws entirely, not even allowing a Throw Whiff to occur.
- When paired with Sasori in Two Man Squad, Hiruko will fight alone and cannot call Sasori as an assist. Upon defeat, he will turn into a version of Sasori with enhanced attributes, as well as permanent Super Armor.
- Hiruko's (behind obstacle) and are his and respectively.
String List
String #
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Inputs
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Notes
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01
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|
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02
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03
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04
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05
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|
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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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- Can the final input to change the move's effect.
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11
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12
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13
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14
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- Can the final input to change the move's effect.
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Weak Attacks
5B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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- Primary Jab.
- Can go into () on whiff.
|
|
6B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
4B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
8B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Running B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
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Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.B
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Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Strong Attacks
5A
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Normal
|
-
|
-
|
-
|
-
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-
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-
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-
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-
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-
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Full Charge
|
-
|
-
|
-
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-
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-
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-
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-
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-
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-
|
|
|
6A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
4A
|
Version
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
Normal
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Full Charge
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
8A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Running A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.A
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Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Throws
5Y
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.Y
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Special Jutsu
5X
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Requires 100% Chakra
- Notes 1
- Notes 2
|
|
2X
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Requires 75% Chakra
- Notes 1
- Notes 2
|
|
4X
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Requires 50% Chakra
- Only available during LNP
- Will instantly kill the opponent if a timeout occurs
- Practically impossible to combo into
|
|
Followups and Other Frame Data
5BB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
BNB Combos
Combo
|
Damage
|
Notes
|
|
--
|
|
Strategy
Navigation
General
|
|
Characters
|
|
Unplayable Characters
|
|
Archived Information
|
|