Super Naruto: Clash of Ninja 4/Kabuto

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Kabuto

SCON4 Kabuto Portrait.png
Health: 190
Guard Gauge: 1640
Backdash Type: Normal


Summary

Kabuto was often considered a sleeper character in Vanilla GNT4. In Super, he augments his great jab, low sweep, and 2A combo finisher with improvements to some of his lesser-used buttons and strings. Kabuto is a character who leverages his user's fundamentals via his above-average close-quarter attacks and strong punish game. The character's signature ability is continual health regeneration, making Kabuto a pesky foe to defeat.

Character Traits

  • Passive health regeneration that gives Kabuto the highest effective health in the game. Even while he's getting comboed, he's recovering health.
    • Also has the lowest max health to offset this. Kabuto is very easy to two touch or TOD.
  • Has a ground infinite that forces substitution, and multiple starters to route into it
  • Uncombo super that enables very high damage or TOD combos

Notes

  • Cellular Activation: Kabuto will continuously regenerate a portion of the damage he takes in a match. While he has the lowest base health in conjunction with this, if he is able to avoid getting hit too much at a time he can effectively have the most health in the game. He is hard to kill with paper cuts, but is easy to two-touch or even TOD.

Super Cancel Points:

  • B Button(B Button)
  • ForwardA Button(A Button)

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 02 and CONR3 STRING.png 05-07, the final move has Guard.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonA ButtonB ButtonB ButtonB Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 05 B ButtonB ButtonA ButtonB ButtonA ButtonB Button
CONR3 STRING.png 06 B ButtonB ButtonA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 07 B ButtonB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 08 ForwardB ButtonB ButtonB Button
CONR3 STRING.png 09 ForwardB ButtonB ButtonA Button
CONR3 STRING.png 10 ForwardB ButtonA ButtonB Button
  • The final move has Guard.
CONR3 STRING.png 11 ForwardB ButtonA ButtonA Button
CONR3 STRING.png 12 DownB ButtonB ButtonB Button
CONR3 STRING.png 13 DownB ButtonB ButtonA Button
  • The final move has Guard.
CONR3 STRING.png 14 ForwardA ButtonB ButtonB ButtonB Button
  • Not present in the in-game Strings List.
  • For CONR3 STRING.png 15, the final move has Guard.
CONR3 STRING.png 15 ForwardA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 16 ForwardA ButtonA ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at ForwardA Button(A Button)
  • For CONR3 STRING.png 18-20, the final move has Guard.
CONR3 STRING.png 17 ForwardA ButtonA ButtonB ButtonB ButtonA Button
CONR3 STRING.png 18 ForwardA ButtonA ButtonB ButtonA ButtonB Button
CONR3 STRING.png 19 ForwardA ButtonA ButtonB ButtonA ButtonA Button
CONR3 STRING.png 20 ForwardA ButtonA ButtonA ButtonA Button

Weak Attacks

5B

B Button
SCON4 Kabuto 5B.png
SCON4 Kabuto 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11 High 13 4 22 - - - -7
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Kabuto 6B.png
SCON4 Kabuto 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Mid 22 3 31 - - - -15
  • Description
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
SCON4 Kabuto 2B.png
SCON4 Kabuto 2B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Low 20 4 28 - - - -13
  • Low, high crush sweep and also low profiles incoming attacks. Good at round start.
Flag Data
High Crush frames 11~30
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
SCON4 Kabuto 4B.png
SCON4 Kabuto 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 32 4 27 - - - -16
  • Staggers on hit

Guard frame attack. The stagger lets 4B lead to a strike/throw mix on hit if the opponent wiggles out, or a combo if they don't.

Flag Data
Autoguard frames 2~22
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Kabuto 8B.png
SCON4 Kabuto 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
19 Mid 26 5 27 - - - -8

Rainbow kick. Kabuto goes airborne of course, so it's great for low crushing and is safe on block. At -8 on block, it leaves Kabuto with time to DownB Button or ForwardA Button afterwards to beat an opponent attempting to take their turn with a jab.

On hit, can be linked into B Button string for a combo.

Flag Data
Low Crush frames 11~
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
SCON4 Kabuto runB.png
SCON4 Kabuto runB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 21 5 43 - - - -19
  • Description
Toggle Hitboxes
Toggle Hitboxes

j.B

Air AttackB Button
SCON4 Kabuto jB.png
SCON4 Kabuto jB hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 Mid 25 - - - - - -

Standard divekick. Not that interesting.

Toggle Hitboxes
Toggle Hitboxes

Strong Attacks

5A

A Button
SCON4 Kabuto 5A.png
SCON4 Kabuto 5A hitbox.png
Uncharged
Uncharged
SCON4 Kabuto 5A Charge.png
SCON4 Kabuto 5A charge hitbox.png
Charged
Charged
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 25, 26 - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
SCON4 Kabuto 6A.png
SCON4 Kabuto 6A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Mid 21 3 34 - - - -18

Advancing palm strike; the forward movement lets it whiff punish well and catch backdashes.

ForwardA ButtonA Button is a super cancel point, and the string ForwardA ButtonA ButtonB ButtonA Button converts into Kabuto's ground infinite on hit or keeps him safe on block. ForwardA ButtonA Button is also a low, so it can stuff certain reversals that crush highs and mids.

Flag Data
High Crush frames 9~20
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
SCON4 Kabuto 2A.png
SCON4 Kabuto 2A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13, 35 Low 44 5 - - - - -
  • Re-appearance can be delayed at the cost of chakra by holding A Button.
  • Opponent is put into a Capture state on hit

Capture state attack similar to SCON4 Kakashi Icon.png Kakashi's where Kabuto dives into the ground and appears underneath the opponent to stun them, dealing big unscaled damage and resulting in a hard knockdown. It tracks the opponent's position, but the slow start-up and highly punishable recovery on whiff make it not that good in neutral, especially since projectile spamming isn't all that common. 2A is rather Kabuto's ideal combo ender when he doesn't have enough chakra for supers.

Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
SCON4 Kabuto 4A.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 8 28 - - - - -
  • Counter. Teleports Kabuto behind the enemy.

8A

UpA Button
SCON4 Kabuto 8A.png
SCON4 Kabuto 8A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 11, 12, 13, 14 - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Running A

RunA Button
SCON4 Kabuto runA.png
SCON4 Kabuto runA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 17, 18 - - - - - -

A running kunai throw attack. Plus on block, leading to strike/throw/pressure if the opponent blocks it and has hard-to-punish recovery on whiff if it's stepped.

Toggle Hitboxes
Toggle Hitboxes

j.A

Air AttackA Button
SCON4 Kabuto jA.png
SCON4 Kabuto jA hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 8, 10 - - - - - -
  • Description
Toggle Hitboxes
Toggle Hitboxes

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Description

j.Y

Air AttackY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - - - - - - - -
  • Description

Specials

5X

X Button
SCON4 Kabuto 5X.png
SCON4 Kabuto 5X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 70 Mid 20 14 33 - - - -

Kabuto does a shoulder charge with crazy long active frames that make it incredibly easy to wake up super with.

Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
SCON4 Kabuto 2X.png
CON4 Kabuto 2X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 30 19 79 - - - -
  • Combo counter resets on hit
  • Drains chakra on hit

Kabuto releases a Genjutsu AOE around himself that puts the opponent to sleep if they're hit on the ground and drains a small amount of their chakra. The first active frame is blockable but remaining active frames are unblockable, and it's also backturn unblockable if Kabuto and the opponent are facing the same way. Used primarily as a combo tool, but also has use as an incredibly strong, inescapable meaty unblockable on the opponent's wakeup thanks to the active frames if timed right.

Combos involving DownX Button can make getting hit on the ground by Kabuto a death sentence, as the uncombo properties paired with his B ButtonB ButtonA ButtonB ButtonA Button standing infinite let him dish out massive damage or even TOD combos when executed properly. Sleep is long enough to let Kabuto follow up with any of his loop starters to finish his combo optimally without accidentally giving the opponent enough meter to KnJ out.

Toggle Hitboxes
Toggle Hitboxes

Strategy

Kabuto is a fundamentals-heavy character who relies on a straightforward yet strong selection of buttons and strings. His low HP, which is the smallest in the game, is made up for by continual regeneration after taking damage, and as such zoners like SCON4 Haku Icon.png Haku or SCON4 Sakura Icon.png Sakura will be limited in their ability to threaten Kabuto with chip damage. On the other hand, Kabuto must be wary of being on the receiving end of touch-of-death combos that would not be able to finish the round against a character with a normally sized health bar.

Kabuto's blockstrings apply good pressure and tend to leave him in an advantageous position. B ButtonB ButtonB ButtonB Button (or DownB ButtonB Button) lifts the opponent in the air, giving Kabuto an opportunity to Air AttackY Button or mix their landing. If the opponent uses jump kunai or a swordsmen Air AttackA Button, Kabuto's A ButtonA ButtonA ButtonA Button string finisher has guard frames and will punish the attack, though this finisher will whiff if the opponent double jumps first.

DownA Button is an extremely strong capture state combo-ender, often accessed with DownB ButtonB ButtonA ButtonY-CancelDownA Button.

Kabuto has a grounded infinite, linking the string B ButtonB ButtonA ButtonB ButtonA Button into itself on repeat, which combines the hitstun of his horizontal kunai slash and the speed of his quick jab. This loop can also be started with RunA Button, ForwardB ButtonA Button, or ForwardA ButtonA ButtonB Button. Kabuto can kill opponents caught grounded with low meter by linking the loop with B ButtonB ButtonDownX Button, which drains meter and starts a new combo. The A+B tech can be used to make the link from the kunai slash to jab easier. B ButtonB ButtonA ButtonB ButtonB Button can also link into B Button if the opponent does not mash out of stagger state.

Colors

Default ()
Color 2 ()
Color 3 ()
Anbu ()

Changes from Vanilla

(May be outdated. Please let an editor know about further changes.)

  • Health: increased from 180 to 190
  • Grabbable moves: RA, JA, 8A, 2A landing
  • 5B: hitbox appears two frames later, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2; one more frame blockstun
  • 5B(B): has slightly more stun; hitbox appears and disappears a frame later; slightly more lift on hit
  • 5BBAB(B): transition time adjusted to match 6B(B); slightly more lift on hit (not on 6B(B))
  • 5BBAA(A): guard frames changed to be start to 22 instead of the entire move; pushes on block
  • 6B(B): has four frames less endlag
  • 6BA(B): high crush added to frame 18-21
  • 2B: high crush from 11-31; transition to 2B(B) window increased by 10 frames
  • 2BB(B): replaced with a custom 6BA(B) that knocks away on hit and block; hitbox appears one frame later
  • 2BB(A): has guard frames from 1-22
  • 8B: high crushes on landing; 4 less recovery frames
  • RB: changed to strong and pushes on block, bigger hitbox
  • JB: launches instead of staggers
  • 6A: has high crush on frames 9-21
  • 6A(A): has more stun
  • 6AA(A): now also lifts on block
  • 4A: window improved
  • A4A: comes out quicker and ends quicker
  • 2A: flags adjusted to match the animation better, cannot sub during the animation, unscaled damage applies to both players
  • A2A: can be hit at the peak of his jump
  • 5X: activator has the hitbox appear 4 frames sooner and begins moving 3 frames sooner
  • 2X: does slightly more damage, drains chakra, second frame to end is unblockable; hit airborne launches higher; stuns much longer when not putting into sleep

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