Kankuro (GNT4): Difference between revisions

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|{{B}}{{B}}{{A}}{{B}}{{A}} * n
|{{B}}{{B}}{{A}}{{B}}{{A}} * n
|Loop control. {{B}}{{B}}{{A}}{{B}} {{A}}+{{B}} is recommended to be pressed at the same time
|Looping combo. For {{B}}{{B}}{{A}}{{B}}"{{A}}", the {{A}} should be pressed at the same time as the {{B}}.
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|{{B}}{{A}} * n
|{{B}}{{A}} * n
|Loop control part 2. Anyway, the advantage is that you only have to press the {{B}} button and the {{A}} button alternately. It is also attractive that there is a chance to return to {{B}} again even if you fail to push and become {{B}}{{A}}{{B}}{{A}}
|Looping combo #2. The advantage to this one is that you only have to press {{B}} and {{A}} separately. The good thing is that even if you mess up your timing and get {{B}}{{A}}{{B}}{{A}}, you have a chance to get back to just {{B}} again.
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|{{B}}{{B}}{{B}}{{A}}> {{Air}}{{X}}
|{{B}}{{B}}{{B}}{{A}}> {{Air}}{{X}}
|One of the means to take damage stably
|One of the most reliable ways to do damage.
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|-
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|{{B}}{{B}}{{B}}{{A}} > {{B}}{{B}}{{X}}
|{{B}}{{B}}{{B}}{{A}} > {{B}}{{B}}{{X}}
|If you do not pick it up from the dash, the mystery will be ska
|If you do not connect this high enough from the dash, you won't get the super.
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|({{6}}{{B}}{{A}}or{{B}}{{B}}{{A}}{{B}}{{A}}) > {{B}}{{B}}J{{X}} > {{B}}{{B}}{{A}}{{B}}{{B}}{{B}} ({{Y}}{{Air}}{{X}})
|({{6}}{{B}}{{A}} or {{B}}{{B}}{{A}}{{B}}{{A}}) > {{B}}{{B}}{{Air}}{{X}} > {{B}}{{B}}{{A}}{{B}}{{B}}{{B}} ({{YCancel}}{{Air}}{{X}})
|A combo that cannot be transformed from {{Air}}{{X}}. ({{Y}}{{Air}}{{X}}) is limited to the edge of the screen. It is necessary to jump the crow between {{B}}{{B}} and {{Air}}{{X}} (input as {{2}}{{X}}) and to dash the crow in front between {{B}}{{B}} and {{B}}{{B}}{{A}}. {{Y}}{{Air}}{{X}} also jumps the crow in advance and inputs {{2}}{{X}}
|A combo, which cannot be substituted, for {{Air}}{{X}}. ({{YCancel}}{{Air}}{{X}}) is limited to the edge of the screen. You need Karasu to jump between {{B}}{{B}} and {{Air}}{{X}} (input as {{2}}{{X}}) and have Karasu dash forward between {{B}}{{B}} and {{B}}{{B}}{{A}}. {{YCancel}}{{Air}}{{X}} also requires you to have the Karasu jump in advance and inputs {{2}}{{X}}.
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|{{2}}{{A}}{{A}}> {{2}}{{A}}{{A}}{{A}} (Delay)> {{2}}{{A}}{{A}}{{A}}{{A}}{{A}}
|{{2}}{{A}}{{A}} > {{2}}{{A}}{{A}}{{A}} (Delay) > {{2}}{{A}}{{A}}{{A}}{{A}}{{A}}
|Crow combo. It doesn't cause much damage, so it may be better to get up and attack at the end rather than hitting it
|Karasu combo. It doesn't do much damage, so it may be better to go for a wake up attack at the end rather than hit it all.
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Latest revision as of 00:40, 21 December 2021

Kankuro
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Ninja Registry Number 54-002
Birthday May 15th
(15 years old;
Taurus)
Height 167cm
Weight 61.2kg
Blood type B
Personality Scheming
Likes eating Hamburger steak
Dislikes eating Spinach
Favorite phrase 好機、逸すべからず
"Never miss a good opportunity"
Wants to fight Anyone but Gaara
Hobbies Colecting marionettes
Voiced by Japan Yasuyuki Kase
class="gnt4_nav" colspan="13"


Summary

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Vitals
HP 185
Defense 1480

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Press at Character Select.
Press at Character Select.

Moveset

Individual Move Breakdown

Basic Moves Notes
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Down
Away from opponent
Towards opponent
Running
Special Moves
Down
Away from opponent
Towards opponent
Running
Super Moves
Down

Combo List

Combo 1
Combo 2
Combo 3
Combo 4 Can Y-Cancel on 6th hit
Combo 5
Combo 6
Combo 7 (into Combo 1-9)
Combo 8 (into Combo 1-9)
Combo 9
Combo 10 (into Combo 1-9)
Combo 11 Down
Combo 12 Down
Combo 13 Towards opponent (into Combo 1-9)
Combo 14 Towards opponent Can Y-Cancel on 6th hit
Combo 15 Towards opponent
Combo 16 Towards opponent
Combo 17 Towards opponent
Combo 18 Towards opponent Can Y-Cancel on 6th hit
Combo 19 Towards opponent
Combo 20 Towards opponent
Combo 21 Towards opponent (into Combo 1-9)
Combo 22 Down


Advanced Combos

Input
(Wait) * n

Kankuro's infinite.

Discussions

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Learning Kankuro

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Strategy

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As Kankuro

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Against Kankuro

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Combos and Tech

Combos Notes Video
* n Looping combo. For "", the should be pressed at the same time as the .
* n Looping combo #2. The advantage to this one is that you only have to press and separately. The good thing is that even if you mess up your timing and get , you have a chance to get back to just again.
> One of the most reliable ways to do damage.
> If you do not connect this high enough from the dash, you won't get the super.
(Towards opponent or ) > > (Y-Cancel) A combo, which cannot be substituted, for . (Y-Cancel) is limited to the edge of the screen. You need Karasu to jump between and (input as Down) and have Karasu dash forward between and . Y-Cancel also requires you to have the Karasu jump in advance and inputs Down.
Down > Down (Delay) > Down Karasu combo. It doesn't do much damage, so it may be better to go for a wake up attack at the end rather than hit it all.

Matchups

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Resources

Why Kankuro is Broken

Frame Data

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References

Back 2 Basics Kankuro Move List

Willvolution.com Kankuro Threads Archive

JP GNT4 Wiki article on Kankuro


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