Kiba
|
|
Health:
|
10,000
|
Guard Gauge:
|
10,000
|
LNP Activation %:
|
30%
|
Damage Modifier:
|
1x
|
Main Strengths
Additional Notes
- Akamaru
Kiba fights alongside his dog Akamaru, who can be commanded with certain attacks. Whenever a move involving Akamaru is used, there is a brief time period where Akamaru is not available (specifically, when returning towards Kiba). Using a move that involves Akamaru during this time period will result in nothing happening.
While this trait is relegated to strings for the most part, two particular attacks involving Akamaru can be used in neutral:
- , in which Kiba will command Akamaru to pounce. enhances Akamaru's attack.
- , in which Kiba commands Akamaru to sit. will then keep Akamaru in place; if Kiba is hit while doing so, Akamaru will automatically attack.
Of note is that Akamaru possesses a collision box, allowing him to body block Kiba's opponent if positioned correctly.
- Pounce State
Whenever Kiba uses , he kneels down, preventing him from moving. However, there are ways for Kiba to circumvent this:
- By pressing , releasing it, then quickly again within a brief time window.
- By performing the following string: , and then .
If done correctly, Kiba can hold Akamaru in place with a , while at the same time being free to move or attack.
- Latent Ninja Power
- LNP activates at 30% health and grants these buffs:
- adopts the properties of . In addition, it deals increased chip damage.
- This increased chip damage does not change regardless of whether the move is or not.
- Kiba gains access to for the cost of 25% Chakra. Upon use, Kiba performs a backflip while Akamaru teleports nearby for an attack.
- Other
- Kiba's is unbreakable.
- Kiba's (behind obstacle) and are his and respectively.
- The version of that Kiba uses changes depending on whether Akamaru is available or not.
- If Akamaru is available, the version of used is a separate move that cannot be .
String List
String #
|
Inputs
|
Notes
|
01
|
|
|
02
|
|
|
03
|
|
|
04
|
|
- Cancellable at ()
- The third move will change if Akamaru is unavailable.
- If this happens, Kiba will be locked out of the rest of the string from the third move onwards.
|
05
|
|
|
06
|
|
- Not listed in the in-game Attack List.
- Cancellable at ()
- The third move will change if Akamaru is unavailable.
- If this happens, Kiba will be locked out of the rest of the string from the third move onwards.
|
07
|
|
- Can the final input to change the move's effect.
- The final move will change if Akamaru is unavailable.
|
08
|
|
- Switches sides with the final move.
- works on hit or block, but not on whiff.
|
09
|
|
|
10
|
|
|
11
|
|
|
12
|
|
- Cancellable at ()
- The third move will change if Akamaru is unavailable.
- If this happens, Kiba will be locked out of the rest of the string from the third move onwards.
|
13
|
|
- Holding a direction during () propels Kiba towards that direction (including diagonals).
|
14
|
|
- Holding a direction during () propels Kiba towards that direction (including diagonals).
|
15
|
|
|
16
|
|
|
17
|
|
|
18
|
|
|
19
|
|
|
20
|
|
- Cancellable at ()
- The third move will change if Akamaru is unavailable.
- If this happens, Kiba will be locked out of the rest of the string from the third move onwards.
|
Weak Attacks
5B
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- 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
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.B
|
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
|
Akamaru
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Kunai
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Requires Akamaru in a Ready State, with Kiba throwing kunai otherwise
- While the Kunai variation can be charged, this does not change its performance or properties
|
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Keeps Akamaru in an idle state
- Akamaru will automatically attack if Kiba is hit while
|
|
4A
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
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
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2Y
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Standard Air Throw
- Notes 2
|
|
Special Jutsu
5X
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Requires 100% Chakra
- THE fastest, longest-reaching phyisical move of its kind
|
|
2X
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Requires 100% Chakra
- Notes 2
|
|
4X
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Only available during LNP
- Requires 25% Chakra
- Instantly teleports Akamaru towards Kiba
|
|
Followups and Other Frame Data
5BB
|
Damage
|
Startup
|
Active Frames
|
Recovery
|
Guard Damage
|
Blockstun
|
Advantage on Hit
|
Advantage on Block
|
Throw Immunity
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Super-cancelable
- Launches on hit
- This property is detrimental to Kiba, as it prevents him from hitting basic chains such as against most grounded opponents
|
|
BNB Combos
Combo
|
Damage
|
Notes
|
|
--
|
|
Strategy
Navigation
General
|
|
Characters
|
|
Unplayable Characters
|
|
Archived Information
|
|