Kimimaro
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Health:
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210
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Guard Gauge:
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1680
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Backdash Type:
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Normal
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Summary
Largely unchanged from his Vanilla counterpart, Kimimaro does not have access to much in the way of unique mechanics or tricks. Rather, he is a physical combatant who hits hard with slicing bone attacks and giant dinosaur tail. The leader of the Sound Five has made many a ninja, genin and jounin alike, cry foul of his sheer efficiency grounding their health bar to zero.
Notes
String List
String #
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Inputs
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Notes
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01
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Cancellable at ()
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02
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03
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04
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05
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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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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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16
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17
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18
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19
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20
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21
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22
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23
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24
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25
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26
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27
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28
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29
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30
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31
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Weak Attacks
5B
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Damage
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Hit Level
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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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13
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High
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13
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2
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30
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195
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19
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-
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-11
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- Primary Jab.
- Can go into () on whiff.
5BB is 23F blockstun, -9 on block with 2 active frames (Kimimaro BBX is a just-frame). Double hits on-the-ground (OTG).
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Toggle Hitboxes Toggle Hitboxes
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6B
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Damage
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Hit Level
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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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20
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Mid
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18
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4
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34
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300
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18
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-
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-18
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Quick kick mid with tail swipe string follow ups. Notably does not stagger or turn the opponent.
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Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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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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12, 18
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Low
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16
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4(12)2
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32
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180, 270
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18×2
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-
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-
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Double hits OTG. Notably does not sweep or turn the opponent, nor does it high crush.
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Toggle Hitboxes Toggle Hitboxes
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4B
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Damage
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Hit Level
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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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26
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Mid
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28
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5
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34
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390
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7
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-
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-
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One of the more notorious 4B's of the game. Massive upwards tail swipe that spinning launches the victim and links to combos. Lifts on block. Sometimes can low profile things during the wind up, and also low crushes during the little hop right before active frames. The upward swing and tail disjoint also makes it potentially usable as an anti-air too.
Flag Data
Low Crush
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frames 21~
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Autoguard
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frames 2~19
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Toggle Hitboxes Toggle Hitboxes
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8B
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Damage
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Hit Level
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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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20
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Mid
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17
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4
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41
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300
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7
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-
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-
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A back flip kick which spinning launches. Seldom used due to its recovery. Can link to 5B when it connects on a high up opponent, such as after a throw.
Flag Data
Low Crush
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frames 12~
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Damage
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Hit Level
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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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15
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High
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22
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4
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36
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225
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18
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-
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-19
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Jumping run attack with a upwards tail swipe string.
Flag Data
Low Crush
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frames 7~29
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Toggle Hitboxes Toggle Hitboxes
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j.B
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Damage
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Hit Level
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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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18
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Mid
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15
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4
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-
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420
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28
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-
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-
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One of Kimi's best moves. Quick overhead tail swipe which bounces the opponent on hit or pushes on block. Recovery is cancelled if Kimi lands on the ground. Is able to hit behind Kimi on later frames, so it can be used as a cross-up mix on the opponent's wakeup or to keep him safe from people running under him.
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Toggle Hitboxes Toggle Hitboxes
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Strong Attacks
5A
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Damage
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Hit Level
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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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5+2 x2
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-
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22, 25
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Until hit
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-
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-
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-
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-
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-
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Kimi's 10-finger drilling bullets justu. 5[A] launches a large number of bones which deals significant chip damage and can leave Kimi in frame advantage when blocked.
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Hit Level
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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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16
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High
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24
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4
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31
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240
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23
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-
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-10
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A lunging overhead slash. Rarely used.
Flag Data
Low Crush
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frames 5~23
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Toggle Hitboxes Toggle Hitboxes
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2A
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Damage
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Hit Level
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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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18
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Low
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18
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6
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33
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270
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18
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-
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-19
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Low lunging bone slash. Sweeps the opponent.
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Toggle Hitboxes Toggle Hitboxes
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4A
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Damage
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Hit Level
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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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-
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-
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10
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26
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17
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-
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-
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-
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-
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Dance of the Larch. Counter. Upon activation, Kimi spins and slashes with bones and knocks away the opponent.
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Toggle Hitboxes Toggle Hitboxes
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8A
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Damage
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Hit Level
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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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7x4
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Mid
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16
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3(...
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-
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105×4
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-
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-
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-
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Kimi's "dancing" spin into the air. Carries the opponent with him inflicting lots of chip damage when blocked. Can also be used as a janky substitution punish.
Flag Data
Low Crush
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frames 16~
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Toggle Hitboxes Toggle Hitboxes
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Running A
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Damage
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Hit Level
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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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25
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High
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16
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15
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31
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375
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23
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-
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-20
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Dino tackle! Sudden and far-reaching. Knocks the opponent down on hit.
Flag Data
Low Crush
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frames 8~37
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Toggle Hitboxes Toggle Hitboxes
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j.A
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Damage
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Hit Level
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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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-
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-
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13
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Until hit
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-
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-
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-
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-
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-
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Kimi throws a few bone bullets down at a 45 degree angle. Slightly slower than standard air shanks but has a better forward spread.
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Toggle Hitboxes Toggle Hitboxes
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Throws
5Y
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Damage
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Hit Level
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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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20
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-
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1
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1
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48
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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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Hit Level
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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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-
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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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Special
5X
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Damage
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Hit Level
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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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-
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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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Dance of the Clematis. Kimi brandishes a giant bone construct and spears the opponent. The activator has Kimi lunge forward with seven active frames making it effective as a wake-up-super (WUS) or to whiff punish an unsuspecting foe.
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Toggle Hitboxes Toggle Hitboxes
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2X
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Damage
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Hit Level
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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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-
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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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Kimi's Dance of the Seedling Fern jutsu where he summons a field of bone trees completely surrounding him. Hits multiple times, but the way the trees spawn is semi-random so the damage of this super is sometimes variable. Tends to hit more times when Kimi has open space in front of him; generally, Kimi wants to be far from the wall for higher amounts of damage. Can be used as a sub punish or a "checkmate" move if the opponent is at low health and will die regardless of whether they choose to substitute or not, alongside being a backturn unblockable. The attack can be 4B'd irrespective of positioning, though the victim will still take chip damage.
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Toggle Hitboxes Toggle Hitboxes
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Strategy
While he lacks any true tick throws or teleport cross-ups, Kimi deals lots of guard damage and has a number of viable options and whiff strings which keep opponents guessing.
- , , , , and (depending on opponent) are safe strings
- , , on whiff
- as a low committal poke
- Some characters without standard air shanks struggle to punish Kimi's or
- is a high damage launcher with guard frames
- Large hitbox
- Five active frames
- May low profile incoming attacks
- Jumps during the attack with low crush frames
- Functions as an effective anti-air option
- Highly rewarding to land due to its damage and link to while building chakra
- can be done on whiff and high and low crushes at several points.
- Kimimaro has several strong punishes for missed ground techs
- hits twice OTG, as does
- combos OTG, making Kimi capable of closing rounds suddenly after a missed tech
- is quick enough to hit OTG from the air when the opportunity arises
- At the wall, a blocked can lead to a guaranteed due to the extended blockstun from pushing on block.
Matchups
Colors
Changes from Vanilla
This list may be outdated. Please feel free to update if need be.
- WUK: uses the 2A(A) animation
- Grabbable Moves: JA
- 5B: elbow hitbox removed; hand hitbox made smaller for first frame only
- 5B(B): improved by 6 frames on hit and block
- 5BBB(B): has more lift on the second hit; does not lift on block
- 6B: turns back turned people around on hit, more lift
- 6B(B): more stun
- 6BB(B): replaced with 4B
- 6BAA(A): added as 6AAA(A)
- 2B(B): now launches
- 8B: has spinning knockback and ends sooner, more lift on hit
- 6A: more hitstun, more lift on hit, swapped with 6A(A); hitbox appears one frame sooner
- 6A(B): increased hit stun
- 6A(A): made a strong hit, swapped with 6A
- 6AA(A): made a strong hit, launches
- 6AAA(A): does one more damage on each hit with less lift and better connection in the air
- 8A(B): less lift on hit
- 8A(A): less lift on hit
- 4A: window for activation increased
- A4A: all hits are unblockable except the last, links better on airborne
- 2A(A): has more lift on hit
- 2AA(A): added as 6AAA(A)
- 5X: hitbox appears 5 frames sooner with adjusted hitbox
- 2X: bones that did 6 damage now do 5 damage
- GRKnJ: intangibility removed; made a mid from a high
- ARKnJ: intangibility removed
Resources
Kimimaro Replaytheater
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name
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Usual Color
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Region
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Contact
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Example Play
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Ricky ant
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Dominican Republic
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Unavailable
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Ricky ant matches
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Navigation
General
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Characters
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Archived Information
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