Super Naruto: Clash of Ninja 4/Kisame

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Kisame

SCON4 Kisame Portrait.png
Health: 230
Guard Gauge: 1840
Backdash Type: Normal


Summary

As a clone character, Kisame trades away some of the string prowess and agility of his swordsman brethren SCON4 Zabuza Icon.png Zabuza, and instead benefits from the chakra-sapping sword Samehada. Similar to his Vanilla incarnation, Kisame emphasizes a simple gameplan with the undeniable power of meter drain.

Character Traits

  • High health and strong guard bar.
  • Samehada attacks have long range and drain chakra from the opponent (6A, 8A, 5BBA(A), 5X)
    • They're also notably slow to start up and recover. Hard to poke or counterpoke with any of them except j.A.
  • Like Zabuza, has an alternate throw that sideswitches on demand and is one of the best combo starters in the game
  • Only really has one usable low (2A) and it's very poor, so Kisame is weak to high+mid crush reversals and WUK
  • Very weak string pressure. All of Kisame's strings are either really short, really easy to escape or both. Relies on spamming j.A and 5BB for pressure more than anything.
  • No projectiles outside of 2X, but at least his sword attacks can deflect some

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 02, can hold the final input to change the move's effect.
CONR3 STRING.png 02 B ButtonB ButtonB ButtonA Button
CONR3 STRING.png 03 B ButtonB ButtonA ButtonA ButtonB Button
CONR3 STRING.png 04 B ButtonB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 05 B ButtonA ButtonB ButtonA Button
  • Can hold the final input to change the move's effect.
CONR3 STRING.png 06 ForwardB ButtonB Button
CONR3 STRING.png 07 ForwardB ButtonA Button
  • Can hold the final input to change the move's effect.
CONR3 STRING.png 08 BackB ButtonB ButtonB Button
CONR3 STRING.png 09 BackB ButtonB ButtonA Button
  • Can hold the final input to change the move's effect.
CONR3 STRING.png 10 BackB ButtonA ButtonA ButtonB Button
CONR3 STRING.png 11 BackB ButtonA ButtonA ButtonA Button
CONR3 STRING.png 12 DownB ButtonA Button
  • Can hold the final input to change the move's effect.
CONR3 STRING.png 13 UpB ButtonB ButtonB Button
CONR3 STRING.png 14 UpB ButtonB ButtonA Button
  • Can hold the final input to change the move's effect.
CONR3 STRING.png 15 UpB ButtonA Button
CONR3 STRING.png 16 A ButtonA ButtonA ButtonB Button
CONR3 STRING.png 17 A ButtonA ButtonA ButtonA Button
CONR3 STRING.png 18 A ButtonB ButtonB Button
CONR3 STRING.png 19 A ButtonB ButtonA Button
  • Can hold the final input to change the move's effect.
CONR3 STRING.png 20 DownA ButtonB ButtonA Button

Weak Attacks

5B

B Button
SCON4 Kisame 5B.png
SCON4 Kisame 5B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 High 15 2 29 - - - -
  • Primary Jab.
  • Can go into B Button(B Button) on whiff.
Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
SCON4 Kisame 6B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
14 Mid 21 4 34 - - - -
  • Staggers on hit
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 22 3 38 - - - -
  • Ground bounces on hit
Flag Data
High Crush frames 25~49

4B

BackB Button
SCON4 Kisame 4B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
26 Mid 38 4 44 - - - -
  • Description
Flag Data
Autoguard frames 2~21
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
SCON4 Kisame 8B hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 High 19 4 31 - - - -
  • Description
Flag Data
High Crush frames 6~14
Low Crush frames 15~35
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
22 Mid 17 4 39 - - - -
  • Description
Flag Data
Low Crush frames 1~20

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
25 [13] Mid [Low] 29 Until L [+ 2] 56 - - - -
  • Sword hit launches on hit

Kisame stops his air momentum, then mounts and slams straight down with his sword. The sword can hit on its way down, and also upon landing he creates a shockwave that his 360 degrees around himself, but only hits grounded opponents. High damage attack that can hit below Kisame, but is very slow and punishable. Most of the time j.B is used, it's rather in Kisame's iconic "pogo" combos where he loops it into itself repeatedly with Y-Cancel to optimize damage.

Strong Attacks

5A

A Button
SCON4 Kisame 5A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
25 Mid 31 3 42 - - - -
  • Description
Flag Data
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
SCON4 Kisame 6A hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
4, 3x4 Mid 32 2(2)1(3)1(3)1(3)1 59 - - - -
  • Description
Flag Data
Toggle Hitboxes
Toggle Hitboxes

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
18 Low 29 4 37 - - - -
  • Description

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 12 24 - - - - -
  • Can counter projectiles

Counter move that works on projectiles and triggers into an unblockable counterattack. Kisame can Y-Cancel the counterattack on hit to start a combo.

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
28
(5, 4x4, 7)
Mid 33 2(1)1(1)1(1)1(1)1(1)1 long af - - - -
  • Description
Flag Data
High Crush frames 11~31
Low Crush frames 32~

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
22 - 19 3 32 - - - -
  • Description

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 - 17 3 - - - - -
  • Staggers on hit

Kisame trades having a fast air projectile like most characters to instead have a massive arcing swordsman sword slash. Air AttackA Button is one of Kisame's absolute best tools in his entire moveset that can work for almost everything due to the speed and range of the attack. It leads to plus frames on block for pressure, staggers on hit for combos, can help him mash out of pressure reset and mix attempts after he gets lifted on block, and also uniquely neutralizes projectiles it swings through. However, it's also one of the few moves in the game that is completely throw vulnerable , so while his control with this attack is very good it's not foolproof to characters and players who are ready to air throw him if he's spamming it too predictably.

When Air AttackA Button connects with the opponent on Kisame's very last frame before landing, a Phantom Sword can occur, allowing it to double as meterless unblockable oki at any time.

Flag Data
Throw Immunity None

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

2Y

DownY Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
40 - - - - - - - -
  • Description

Special

5X

X Button
SCON4 Kisame 5X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 71 Mid 26 4 44 - - - -
  • Costs 100% (4 bars) chakra
  • Drains ~75% (3 bars) chakra from the opponent on hit

Cinematic sword ranbu super; the activator is a massive sword chop similar to A Button, but faster. Kisame's combo ender super does a good job at eating the opponent's resources in the middle or at the end of a round, and is also great as a wake-up super due to having lots of range to reach back rolls while still outspacing WUK.

Toggle Hitboxes
Toggle Hitboxes

2X

DownX Button
SCON4 Kisame 2X hitbox.png
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
60 - 13 60? - - - - -
  • Costs 75% (3 bars) chakra
  • Can't really hit opponents until frame 16

Kisame launches a very high priority Shark Bomb projectile at the opponent. This is his only projectile attack, but it's huge, fast, and eats basically all other non-super projectiles for breakfast. Good for chip kills as well since the big hitbox and long actives are unsteppable on wakeup.

Toggle Hitboxes
Toggle Hitboxes

Strategy

Like Zabuza, Kisame opens the opponent frequently using his overhead aerial slash, Air AttackA Button. The attack auto-cancels on landing, resulting in plus frames (approximately between 6 and 17 depending on how far Kisame is from the ground when the attack is blocked) and leading to a strike/throw mix. The quickness and range of Air AttackA Button can punish opponents for recklessly mashing in neutral or attempting to take their turn back after a Kisame string, and can also be used defensively to punish blockstrings which lift Kisame into the air.

As counterplay, once Kisame jumps, the opponent can sidestep to put Kisame off-axis and avoid and punish Air AttackA Button. While Air AttackA Button gives Kisame a powerful mix on block, the vast majority of Kisame's strings past B ButtonB Button are slow and allow the opponent to BackB Button or sidestep to punish Kisame for over-committing. As such, much of Kisame's guard pressure will rely on Air AttackA Button, B Button, and B ButtonB Button.

  • Zabuza and Kisame's backwalks are faster than most other characters, allowing them to walk backwards out of some blockstrings.
  • Phantom Sword: There is a one-frame window just before Kisame lands in which the hitbox of Air AttackA Button will be displaced, resulting in an unblockable attack that also hits to the sides of Kisame.
  • Kisame's signature punish, B ButtonB ButtonA ButtonA ButtonB ButtonY-CancelCONR3 TO.pngB ButtonB ButtonX Button drains chakra both mid-combo and during the super, making it one of the most devastating combos in the game. Kisame can then press his advantage due to his opponent likely being left with little or no meter. The combo requires a just-frame input for 5X, though Kisame's just-frame window is 2 frames due to the amount of active frames on his B Button(B Button).
  • UpB Button is a deceptively fast high crush and is a good option against characters with fast high jabs such as Lee or Gai. UpA Button also high crushes and saps chakra. Activated BackA Button saps chakra and can be Y-Cancel leading to his BnB. Kisame's BackB Button is poor and should be used sparingly.
  • DownX Button, Kisame's only ranged attack, beats projectiles and can be used to whiff punish or punish charged attacks at range. It also hits on-the-ground (OTG) and can finish combos or rounds.
  • Against SCON4 Kankuro Icon.png Kankuro, Kisame may have trouble cancelling his Air AttackB Button due to the shockwave hitting Karasu. Kisame can instead combo with B ButtonB ButtonA ButtonA ButtonY-Cancel.

Colors

Default ()
Color 2 ()
Color 3 ()
CONR3 Alternate ()

Changes from Vanilla

(May be outdated. Please contact an editor with further updates.)

  • Health: decreased from 240 to 230
  • Guard: decreased from 1920 to 1840
  • 5Y: does normal overhead throw
  • 2Y: is slam throw
  • Grabbable Move: JB Ground Hit
  • All non sword moves: do -2 damage (except 5B and 5B(B))
  • 5B: elbow hitbox appears on active frame 2
  • 5BBB(B): can now be delayed
  • 6B: staggers
  • 2B: ends sooner
  • 2B(A): changed to be 6A
  • 8B: high crushes on frame 6
  • 8B(B): added as 6B with follow ups
  • JB: shockwave hitbox is now -1 on hit (was -8)
  • 5A: +5 damage and block damage, more lift on hit
  • 5A(A): has more lift on hit
  • 6A: uncharged juggles better, hitbox appears one frame sooner, hilt hitbox is larger; final hit on 1 and 2 charges is a sweep
  • 6A2C: is unblockable; sweep ender is untechable
  • 4A: Window for activation improved
  • A4A: is unblockable and drains chakra
  • 8A: high crush changed from 1-end to 11-32 to match the animation better
  • JA: phantom sword glitch applies to both players; hitbox is active for one more frame
  • 5X: hitbox appears one frame sooner; drains 50% meter (GNT4 is 47.8%)
  • 2X: requires and costs 75%; changed to a single hit from a multi-hit move
  • GRKnJ: changed to a custom 6B


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