Kiba (GNT4): Difference between revisions
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|{{B}} | |{{B}} | ||
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|- | |- | ||
|{{8}}{{B}} | |{{8}}{{B}} | ||
| | |Launcher | ||
|- | |- | ||
|{{2}}{{B}} | |{{2}}{{B}} | ||
| | |Sweep | ||
|- | |- | ||
|{{4}}{{B}} | |{{4}}{{B}} | ||
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|- | |- | ||
|{{6}}{{B}} | |{{6}}{{B}} | ||
| | |Launcher | ||
|- | |- | ||
|{{Run}}{{B}} | |{{Run}}{{B}} | ||
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|- | |- | ||
|{{2}}{{A}} | |{{2}}{{A}} | ||
| | |Counters non-super Taijutsu if {{A}} is held and Kiba is hit | ||
|- | |- | ||
|{{4}}{{A}} | |{{4}}{{A}} | ||
| | |Counters non-super Taijutsu | ||
|- | |- | ||
|{{6}}{{A}} | |{{6}}{{A}} | ||
| | |Launcher; deals chip damage | ||
|- | |- | ||
|{{Run}}{{A}} | |{{Run}}{{A}} | ||
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|} | |} | ||
===Combo List=== | ===Combo List=== | ||
{{GNT4BasicCombos | |||
{ | |Combo01={{B}}{{B}}{{B}}{{B}} | ||
| | |Notes01= | ||
|Combo02={{B}}{{B}}{{B}}{{A}}{{A}}{{B}} | |||
|Notes02=Can {{YCancel}} on 5th hit | |||
|Combo03={{B}}{{B}}{{B}}{{A}}{{B}}{{B}} | |||
|Notes03= | |||
|Combo04={{B}}{{B}}{{A}}{{A}}{{A}} | |||
|Notes04= | |||
| | |Combo05={{6}}{{B}}{{B}}{{B}} | ||
| | |Notes05=Can {{YCancel}} on 1st hit | ||
|Combo06={{6}}{{B}}{{A}} | |||
|Notes06=Can {{YCancel}} on 1st hit | |||
| | |Combo07={{2}}{{B}}{{A}} | ||
| | |Notes07= | ||
|Combo08={{8}}{{B}}{{B}}{{B}}{{B}} | |||
|Notes08=Can {{YCancel}} on 1st hit | |||
| | |Combo09={{8}}{{B}}{{B}}{{B}}{{A}}{{A}}{{B}} | ||
| | |Notes09=Can {{YCancel}} on 1st and 5th hit | ||
|Combo10={{8}}{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} | |||
|Notes10=Can {{YCancel}} on 1st hit | |||
| | |Combo11={{8}}{{B}}{{B}}{{A}}{{A}}{{A}} | ||
| | |Notes11=Can {{YCancel}} on 1st hit | ||
|Combo12={{Run}}{{B}}{{B}} | |||
|Notes12=Can {{YCancel}} on 2nd hit<br>(standalone hit)<br>Holding a direction during 2nd hit<br>propels Kiba to that direction,<br>including diagonals | |||
| | |Combo13={{Air}}{{B}}{{B}} | ||
| | |Notes13=Can {{YCancel}} on 2nd hit<br>(standalone hit)<br>Holding a direction during 2nd hit<br>propels Kiba to that direction,<br>including diagonals | ||
|Combo14={{6}}{{A}}{{B}} | |||
|Notes14=Can {{YCancel}} on 1st hit | |||
| | |Combo15={{Run}}{{A}}{{A}} | ||
| | |Notes15= | ||
|Combo16={{Run}}{{A}}{{B}}{{B}}{{B}}{{B}} | |||
|Notes16=Can {{YCancel}} on 2nd hit | |||
| | |Combo17={{Run}}{{A}}{{B}}{{B}}{{B}}{{A}}{{A}}{{B}} | ||
| | |Notes17=Can {{YCancel}} on 2nd and 6th hit | ||
|Combo18={{Run}}{{A}}{{B}}{{B}}{{B}}{{A}}{{B}}{{B}} | |||
|Notes18=Can {{YCancel}} on 2nd hit | |||
| | |Combo19={{Run}}{{A}}{{B}}{{B}}{{A}}{{A}}{{A}} | ||
| | |Notes19=Can {{YCancel}} on 2nd hit | ||
}} | |||
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===Advanced Combos=== | ===Advanced Combos=== | ||
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On neutral, pressure with 2ba and airthrow. Look for an opening mid-string and punish with either 5bbbaa for damage or rBy to quickly set up Akamaru glitch. Once Akamaru is on-lock, the game is yours if you play smart. You now are open to real pressure, since landing Akamaru Lunge could cost them the round if you punish accordingly. | On neutral, pressure with 2ba and airthrow. Look for an opening mid-string and punish with either 5bbbaa for damage or rBy to quickly set up Akamaru glitch. Once Akamaru is on-lock, the game is yours if you play smart. You now are open to real pressure, since landing Akamaru Lunge could cost them the round if you punish accordingly. | ||
Use 2A for tradeoffs and Akamaru positioning. | Use 2A for tradeoffs and Akamaru positioning. | ||
====<span style="color:blue;">Against Kiba</span>==== | ====<span style="color:blue;">Against Kiba</span>==== | ||
Any string other than 5b is punishable on block, even 2ba (Just jump attack). Also, Kiba can't deal with distant pressure. | Any string other than 5b is punishable on block, even 2ba (Just jump attack). Also, Kiba can't deal with distant pressure. | ||
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!Video | !Video | ||
|- | |- | ||
|{{B}}{{B}}{{B}}{{A}}{{A}}{{ | |{{B}}{{B}}{{B}}{{A}}{{A}}{{YCancel}} > {{6}}{{B}}{{YCancel}} × n > {{6}}{{B}}{{A}} | ||
|Wasshoi combo. | |"Wasshoi" combo. Once you see that your opponent has substituted, shoot out Akamaru. | ||
|- | |- | ||
|{{B}}{{B}}{{B}}{{A}}{{A}}{{ | |{{B}}{{B}}{{B}}{{A}}{{A}}{{YCancel}} > {{B}}{{B}}{{X}} | ||
| | |Combo into super. | ||
|- | |- | ||
|{{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} > ({{6}}{{B}}{{Y}}) {{6}}{{B}}{{A}} > {{2}}{{X}} | |{{B}}{{B}}{{B}}{{A}}{{A}}{{Y}} > ({{6}}{{B}}{{Y}}) {{6}}{{B}}{{A}} > {{2}}{{X}} | ||
| | |Max damage combo from {{B}}. If you input too fast, Akamaru will not be able to catch up, so appropriate delay is required. | ||
|} | |} | ||
===== Akamaru Lock Glitch ===== | ===== Akamaru Lock Glitch ===== | ||
Normally, Kiba's charged A move has him stay put on the floor until you release the A button to make Akamaru lunge at the opponent. However, by inputting A, releasing the button, and quickly holding A afterwards, Kiba will be able to move freely and attack with B or Y while Akamaru is charging his lunge. This allows for mindgames and combos involving Akamaru's special charged biting lunge. | Normally, Kiba's charged A move has him stay put on the floor until you release the A button to make Akamaru lunge at the opponent. However, by inputting A, releasing the button, and quickly holding A afterwards, Kiba will be able to move freely and attack with B or Y while Akamaru is charging his lunge. This allows for mindgames and combos involving Akamaru's special charged biting lunge. | ||
Latest revision as of 06:02, 20 December 2021
| Kiba Inuzuka | |
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| Ninja Registry Number | 012620 |
| Birthday | July 7th (13 years old; Cancer) |
| Height | 152.5cm (5'0") |
| Weight | 44.7kg (98.5 lbs) |
| Blood type | B |
| Personality | Action-oriented Short-tempered Wild |
| Likes eating | Beef jerky Gristle |
| Dislikes eating | Soft food you can't chew |
| Favorite word | 赤丸 "Akamaru" |
| Wants to fight | Naruto |
| Hobbies | Walking Akamaru |
| Voiced by | |
Summary
Has a very good boy following him around.
| HP | 200 |
|---|---|
| Defense | 1600 |
Akamaru lets him put together some really crazy combos.

at Character Select.
at Character Select.Moveset
Individual Move Breakdown
| Basic Moves | Notes |
|---|---|
| Launcher | |
| Sweep | |
| Launcher | |
| Special Moves | |
| Counters non-super Taijutsu if | |
| Counters non-super Taijutsu | |
| Launcher; deals chip damage | |
| Super Moves | |
Combo List
| Combo 1 | ||
| Combo 2 | Can | |
| Combo 3 | ||
| Combo 4 | ||
| Combo 5 | Can | |
| Combo 6 | Can | |
| Combo 7 | ||
| Combo 8 | Can | |
| Combo 9 | Can | |
| Combo 10 | Can | |
| Combo 11 | Can | |
| Combo 12 | Can (standalone hit) Holding a direction during 2nd hit propels Kiba to that direction, including diagonals | |
| Combo 13 | Can (standalone hit) Holding a direction during 2nd hit propels Kiba to that direction, including diagonals | |
| Combo 14 | Can | |
| Combo 15 | ||
| Combo 16 | Can | |
| Combo 17 | Can | |
| Combo 18 | Can | |
| Combo 19 | Can |
Advanced Combos
| Input |
|---|
Kiba's genin-level combo. An 8-hit combo.
| Input |
|---|
Kiba's chunin-level combo. A 16-hit combo.
| Input |
|---|
Kiba's jonin-level combo. A 26-hit combo.
Strategy
Blockstrings
5b, 2ba 5b (on wall)
As Kiba
On neutral, pressure with 2ba and airthrow. Look for an opening mid-string and punish with either 5bbbaa for damage or rBy to quickly set up Akamaru glitch. Once Akamaru is on-lock, the game is yours if you play smart. You now are open to real pressure, since landing Akamaru Lunge could cost them the round if you punish accordingly. Use 2A for tradeoffs and Akamaru positioning.
Against Kiba
Any string other than 5b is punishable on block, even 2ba (Just jump attack). Also, Kiba can't deal with distant pressure.
Combos and Tech
| Combos | Notes | Video |
|---|---|---|
| "Wasshoi" combo. Once you see that your opponent has substituted, shoot out Akamaru. | ||
| Combo into super. | ||
| Max damage combo from |
Akamaru Lock Glitch
Normally, Kiba's charged A move has him stay put on the floor until you release the A button to make Akamaru lunge at the opponent. However, by inputting A, releasing the button, and quickly holding A afterwards, Kiba will be able to move freely and attack with B or Y while Akamaru is charging his lunge. This allows for mindgames and combos involving Akamaru's special charged biting lunge.
High Crushing
5X, 2B, and 6B are excellent high crush moves. Use 5X right as an opponent is about to jab you. Watch out for sweeps, though, they will mix up if they are smart. In that case, jBy.
Punishes
Use 2A for Akamaru positioning, this allows for the 5bbaaa unblockable string.
On corners, 2BA allows for juggles and super punishes.
jBy is your best combo extender.
On KnJ ready opponents, use rBy.
Matchups
Coming soon.
Resources
GNT4 - Best of Netplay Ninjas #1 (2/28/2018) - Netplay Ninjas combo video
Naruto Clash of Ninja 4 (GNT4) : DDM Combos III - DanDaMan combos
Frame Data
Coming soon.
References
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