Kabuto (SCON4): Difference between revisions
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===Strategy=== | ===Strategy=== | ||
Kabuto is a fundamentals heavy character who relies on a | Kabuto is a fundamentals heavy character who relies on a straight-forward 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 Haku or 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.<br /> | ||
Kabuto's block strings apply good pressure | Kabuto's block strings apply good pressure and tend to leave him in an advantageous position. {{B}}{{B}}{{B}}{{B}} or {{2}}{{B}}{{B}} lifts the opponent in the air, giving Kabuto an opportunity to air throw or mix their landing. If the opponent uses jump kunai or a swordsmen {{Air}}{{A}}, Kabuto's {{A}} string finisher has guard frames and will punish the attack, though this finisher will whiff if the opponent double jumps first.<br /> | ||
{{2}}{{A}} is an extremely strong capture state combo-ender, often accessed with {{2}}{{B}}{{B}}{{A}}{{YCancel}}{{2}}{{A}}.<br /> | {{2}}{{A}} is an extremely strong capture state combo-ender, often accessed with {{2}}{{B}}{{B}}{{A}}{{YCancel}}{{2}}{{A}}.<br /> | ||
Kabuto has a grounded infinite, {{B}}{{B}}{{A}}{{B}}{{A}} > {{B}}{{B}}, which combines the hitstun of his horizontal kunai slash and the speed of his quick jab. This loop can also be started with {{Run}}{{A}} or {{6}}{{B}}{{A}}. Kabuto can | Kabuto has a grounded infinite, {{B}}{{B}}{{A}}{{B}}{{A}} > {{B}}{{B}}, which combines the hitstun of his horizontal kunai slash and the speed of his quick jab. This loop can also be started with {{Run}}{{A}} or {{6}}{{B}}{{A}}. Kabuto can kill opponents caught grounded with low meter by linking the loop with {{B}}{{B}}{{2}}{{X}}, 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}}{{B}}{{A}}{{B}}{{B}} can also link with {{B}} if the opponent does not mash out of stagger state. | ||
===Combos=== | ===Combos=== | ||
Revision as of 23:09, 16 June 2022
| Kabuto | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 999 |
| Guard Gauge | 9999 |
| Jab Speed | Frame xx |
| Jab Height | xx |
| Backdash Type | x |
Summary
CHARACTER SUMMARY HERE (2-3 sentences)

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Frame 13 jab (tied for third quickest in game) | |
| Jumping low crush attack. Good frame data (-2) and leaves Kabuto with time to | |
| Low, high crush sweep and also low profiles incoming attacks. Good at round start. | |
| Guard frame attack. Staggers, leading to a strike/throw mix. | |
| Hits mid | |
| Pushes on block | |
| Dive kick | |
| Special Moves | |
| Kunai throw, chargeable | |
| Up kunai | |
| Powerful capture state move and combo-finisher. Hold | |
| Counter. Teleports Kabuto behind the enemy. | |
| High crushes frame 9. Good whiff punish and can catch back dash. Good round starter. | |
| Running kunai throw and can set up tick throw scenarios based on spacing. Can also be followed by | |
| Air kunai | |
| Super Moves | |
| "Taijutsu isn't my specialty". | |
| Area-of-effect attack around Kabuto that inflicts the sleep state and drains a small amount of chakra. Is blockable if Kabuto and the opponent are facing opposite directions, and is unblockable if they are facing the same direction, regardless of positioning (whether Kabuto or the opponent is in front). |
Strategy
Kabuto is a fundamentals heavy character who relies on a straight-forward 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 Haku or 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 block strings apply good pressure and tend to leave him in an advantageous position. ![]()
![]()
![]()
or ![]()
![]()
lifts the opponent in the air, giving Kabuto an opportunity to air throw or mix their landing. If the opponent uses jump kunai or a swordsmen ![]()
, Kabuto's
string finisher has guard frames and will punish the attack, though this finisher will whiff if the opponent double jumps first.
![]()
is an extremely strong capture state combo-ender, often accessed with ![]()
![]()
![]()
![]()
![]()
![]()
.
Kabuto has a grounded infinite, ![]()
![]()
![]()
![]()
> ![]()
, which combines the hitstun of his horizontal kunai slash and the speed of his quick jab. This loop can also be started with ![]()
or ![]()
![]()
. Kabuto can kill opponents caught grounded with low meter by linking the loop with ![]()
![]()
![]()
, 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. ![]()
![]()
![]()
![]()
can also link with
if the opponent does not mash out of stagger state.
Combos
| Combos | Notes |
|---|---|
| Touch of death using | |
| DESCRIPTION | |
| DESCRIPTION | |
| COMBO 4 | ETC |
Changes from Vanilla
- LIST
- OF
- IMPORTANT
- DIFFERENCES
Resources
Guides and Info
LINKS TO INFO AND GUIDES
Gameplay footage
LINKS TO TOURNAMENT OR CASUALS VODS