Kabuto (SCON4): Difference between revisions

From Naruto: Wiki of Ninja
Jump to navigation Jump to search
(Created page with "{{WIP}} {{SCON4_profile |name=Kabuto |image=Image:char_gnt4_kab.png |HP=999 |Guard=9999 |Jab Speed=Frame xx |Jab Height=xx |Tier=x |Backdash=x }} {{SCON4 MiniNav}} ==Summary== CHARACTER SUMMARY HERE (2-3 sentences) thumb|255px|'''Press {{A}} at Character Select.''' thumb|255px|'''Press {{Y}} at Character Select.''' ==Gameplay== ===Moveset=== {|class="wikitable" |- !Basic Moves !Notes |- |{{B}} |Fra...")
 
Line 78: Line 78:
|-
|-
|{{2}}{{X}}
|{{2}}{{X}}
|Blockable area-of-effect attack around Kabuto that inflicts the sleep state and drains a small amount of chakra.
|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).  
|}
|}



Revision as of 19:45, 16 June 2022

 Error creating thumbnail: Unable to save thumbnail to destination Bear with us! This article is a work in progress.

We're currently gathering more information for this article. Stay tuned!

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
class="gnt4_nav" colspan="13"
Random


Summary

CHARACTER SUMMARY HERE (2-3 sentences)

Press at Character Select.
Press 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 Down or Towards opponent afterwards to beat a jab.
Down Low, high crush sweep and also low profiles incoming attacks. Good at round start.
Away from opponent Guard frame attack. Staggers, leading to a strike/throw mix.
Towards opponent Hits mid
Running Pushes on block
Dive kick
Special Moves
Kunai throw, chargeable
Up kunai
Down Powerful capture state move and combo-finisher. Hold at the cost of meter to delay the grab.
Away from opponent Counter. Teleports Kabuto behind the enemy.
Towards opponent High crushes frame 9. Good whiff punish and can catch back dash. Good round starter. Towards opponent is a super cancel point.
Running Running kunai throw and can set up tick throw scenarios based on spacing. Can also be followed by Down to beat a counter-jab attempt.
Air kunai
Super Moves
"Taijutsu isn't my specialty".
Down 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 basic moveset featuring many strong buttons and strings. His low HP, which is the smallest in the game, is made up for by continual regeneration after taking damage. Zoners like Haku or Sakura will be limited in their ability to threaten Kabuto with chip damage. However, Kabuto must be wary of damaging 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, lack obvious sidestep points, and tend to leave him in an advantageous position. or Down 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 Kabuto's finsher will whiff if the opponent double jumps first.
Down is an extremely strong capture state combo-ender, often accessed with DownY-CancelDown.
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 Running or Towards opponent. Kabuto can execute touch of deaths on opponents caught grounded with low meter by linking the loop with Down, 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
Down > Towards opponent > > Down DownY-Cancel > Down Touch of death using Down meter drain. Can also begin with Towards opponentDown.
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

Super Naruto: Clash of Ninja! 4
Random