Kisame
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Health:
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10,000
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Guard Gauge:
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10,000
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LNP Activation %:
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20%
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Damage Modifier:
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1x
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Main Strengths
- Large sword normals (!!!!!!!!) that break some projectiles and lead to repeated plus frames.
- Numerous attacks and a super that drains chakra on hit.
- Easy, high-damage Paper Bomb loops that can be unsusceptible to substitution due to chakra drain.
- spawns a water clone to fight alongside Kisame with either sword attacks that Kisame can follow up on or a close-range unblockable that traps the opponent for a full combo.
- The clone's summoning animation has a hitbox that, while not unblockable itself, directly transitions into the trap, and often hits the opponent's back when Kisame is next to the opponent.
Additional Notes
- Latent Ninja Power
- LNP activates at 20% health remaining and grants these buffs:
- While is active, the water clone no longer drains Kisame's Chakra to sustain itself.
- The amount of Chakra drained by Sharkskin's attacks is increased slightly.
- has an increased amount of hits, leading to an increase in damage.
- Because of how the game interprets Chakra requirement/cost, this version of the move features a unique quirk: while its original cost (75% Chakra) remains intact, its requirement is reduced (50% Chakra). As such, Kisame will consume all Chakra at his disposal when using the move with 50-75% Chakra available, but not if he has more than 75%.
- Other
- Kisame's (behind obstacle) and are his and respectively.
- This version of is a separate move that causes a large groundbounce.
String List
String #
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Inputs
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Notes
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01
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- Cancellable at ()
- The final move requires 25% meter to be used.
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02
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- Cancellable at ()
- Can the final input to change the move's effect.
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03
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04
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05
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06
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- The final move requires 25% meter to be used.
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07
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- Can the final input to change the move's effect.
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08
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- The final move requires 25% meter to be used.
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09
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- Can the final input to change the move's effect.
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10
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11
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12
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13
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14
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15
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- The final move requires 25% meter to be used.
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16
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17
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18
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- The final move requires 25% meter to be used.
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19
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- Can the final input to change the move's effect.
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20
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Weak Attacks
5B
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Damage
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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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Throw Immunity
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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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6B
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Damage
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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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Throw Immunity
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-
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21
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-
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-
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-
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20
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-
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-19
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-
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2B
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Damage
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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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Throw Immunity
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-
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23
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-
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-
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-
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24F
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-
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-18
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2~
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Slow and awkward stomp. Basically never used.
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4B
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Damage
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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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Throw Immunity
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-
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37
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-
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-
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-
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24
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+2
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-26
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-
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8B
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Damage
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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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Throw Immunity
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-
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19
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-
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-
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-
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19
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+16
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-17
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-
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High-profiling hopkick that Kisame can use to go over sweeps and other low hitting moves. On hit, he has enough advantage to link into or run up throw for a side switch.
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Running B
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Damage
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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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Throw Immunity
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-
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18
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-
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-
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-
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24
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-
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-20
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-
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j.B
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Damage
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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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Throw Immunity
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-
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30-36
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-
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-
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-
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24
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-
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-34
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-
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Kisame stabs the floor from mid-air with Samehada, going straight downwards even if you were jumping forward or backward before using it.
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Strong Attacks
5A
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Damage
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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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Throw Immunity
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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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6A
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Version
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Damage
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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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Throw Immunity
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Normal
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-
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33~
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-
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-
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-
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15F per hit
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-
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-23
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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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15F per hit
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-
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-
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-
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- Drains chakra on hit
- Can be to increase number of hits
Kisame swings his sword down and then drags it back to hit the opponent. Has long active frames, but is probably his worst sword normal anyway as it's incredibly slow and gives no okizeme when used as a combo ender. Charge hold is almost useless as well due to having even longer effective startup and being easily sidesteppable on reaction.
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2A
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Damage
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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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Throw Immunity
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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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Kisame does a slow, low sweep with his sword. On hit, it trips opponents and allows for okizeme afterward. Can be used to destroy planted Paper Bombs, although this is very risky.
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4A
False imprisonment False imprisonment
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Damage
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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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Throw Immunity
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-
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25
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10
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-
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-
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24F
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-
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-3
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1~End
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- Requires 25% Chakra to summon a water clone
- Water clone fully summons on frame 35
- Water clone drains chakra while active
- Water Prison traps opponent for 120 frames and disables opponent's KnJ while trapped and while falling after the trap expires
- Kisame's chakra gain from landing hits and getting hit is disabled while clone is active
- Clone automatically unsummons at zero chakra
Instead of using a counter, Kisame spends a bar of chakra to summon a water clone in front of himself to assist him. This water clone possesses a unique attack that is iconic for being probably the most valuable move in all of Kisame's moveset and the main cornerstone of his gameplan, allowing for incredibly strong setplay in the right situations (including unblockable setups).
As Kisame summons his water clone, the clone has a large initial hit as it's coming up (starting from frame 25 and persisting until its fully summoned) that will immediately trap the opponent in a Water Prison if it connects. Kisame is also unthrowable from the front from frame 1 of the start-up, making this an effective throw-countering move. When the clone is fully out, it can act independently of Kisame and possesses an unblockable close-ranged attack that also traps the opponent in a Water Prison; however, it drains Kisame's chakra passively and will disappear instantly if it gets hit by anything. Using the clone in tandem with Kisame and planted Paper Bombs to lock down the opponent and give the clone enough time to secure a Water Prison on them is the main strategy that Kisame revolves around in this game.
As for the Water Prison itself, it's exact as it sounds; the opponent is suspended in place by the clone while Kisame is able to run up and start a full combo on the opponent. It also disables KnJ for the hit + the duration of the trap + them falling until they hit the ground (as long as they aren't hit again), so it makes for an easy anti-KnJ super confirm by just going straight into 5X/2X.
More information about Kisame's water clone and Water Prison Jutsu can be found in the Water Prison strategy section.
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8A
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Damage
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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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Throw Immunity
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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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Running A
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Damage
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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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Throw Immunity
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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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j.A
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Damage
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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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Throw Immunity
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-
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18
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-
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-
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-
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24F
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-
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±0~+19
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-
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- Can destroy projectiles
- Staggers for 51F on hit / counter hit
- 5F blockable landing recovery on connect, 11F punishable landing recovery on whiff
Kisame swings his sword. Massive attack that is his go-to in neutral for its disjoint, ability to neutralize some zoning and being very difficult, if not impossible to contest directly.
This attack staggering for a long time on hit allows for Kisame to combo from it connecting at basically any distance that it does, and even combo a throw for a side switch if he wants to.
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Throws
5Y
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Damage
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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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Throw Immunity
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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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j.Y
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Damage
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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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Throw Immunity
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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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Supers
5X
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Damage
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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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Throw Immunity
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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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- Requires 100% Chakra
- Guaranteed to drain the entirety of the opponent's meter
Kisame swings Samehada from above, good for catching wakeup jumps or mid-air players.
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2X
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Damage
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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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Throw Immunity
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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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- Requires 75% Chakra
- Kisame's only long-range attack
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BNB Combos
Combo
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Damage
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Notes
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--
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Strategy
Water Prison In-Depth
When the clone is summoned uninterrupted, he acts completely separately from Kisame and at the competency of whatever level the "Difficulty" is set to in the pre-game settings. Functionally, it should be able to do whatever a regular player can do, but only chooses to do a select few. The clone has a couple actions it can do and tendencies it follows:
- If not in range of the opponent, occasionally it will start walking or running towards the opponent
- If projectiles are fired at the clone, sometimes it will sidestep them
- When within sword normals range, it can use sword normals (but very rare on player standard difficulty)
- If the clone is at point blank with the opponent, it will always attempt a Water Prison. The clone's solo Water Prison is unblockable.
- Finally, if the clone gets hit, it disappears immediately.
The main thing that makes Kisame's so oppressive is its ability to hit unblockable and its ability to create unblockable situations. First, sometimes if a character's model is thin enough (i.e. Itachi), the initial hit will just barely hit the opponent from behind at point blank and thus be unblockable. The initial hit hitbox is also so big that Kisame being just one sidestep to the side of the opponent can allow the clone to hit from behind when most other attacks wouldn't hit unblockable. Both of these can be done on the opponent's neutral wake-up, or if you can react to their tech rolls. When the opponent is cornered, unblockable Water Prison okizeme that can cover many wake-up options such as rolls and wake-up kick can also be set up by stringing into water clone spawn while ending a combo, and then dashing forward and planting a paper bomb on the opponent to wake up into. If they don't KnJ away, they will either get blown up if they try to wake-up kick or wake-up low profile, get imprisoned by the clone as they are stuck in the paper bomb's blockstun, or Kisame can tech chase other options which may even lead to a Water Prison anyway if he's in proximity to his clone while pressuring.
Navigation
General
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Characters
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Unplayable Characters
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Archived Information
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