Kakashi (SCON4)

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Hatake Kakashi
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HP 230
Guard Gauge 1840
Jab Speed Frame 14
Jab Height High
Backdash Type x
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Summary

Having two forms, numerous super-cancel points and directional inputs, Kakashi can be one of the more intricate characters in the game to play. While his base form is somewhat slow and limited, with his Sharingan activated he gains access to several exceptional buttons, one of the most damaging supers in the game, and Sharingan cancels.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Frame 14 high jab
Launches and links with . Can be a decent anti-air call out.
Down Beats wakeup kick
Down Quick low kick
Away from opponent Guard frames starting on frame 2, can do Away from opponentY-Cancel for conversions
Towards opponent Big kick which launches into flying screen, combos into Down if Y Cancelled (Y-Cancel). Low crush and beats wake-up-kick (WUK). Good whiff punish.
Towards opponent Similar to Towards opponent but does a double kick instead. Serves as an option select against WUK.
Running Running slide, high crushes and launches. Can be super/Sharingan cancelled or used as an OTG hit followed by a Sharingan activation. If the enemy subs during the Running, the Sharingan cancel will give Kakashi plus frames giving Kakashi a 50/50 strike/throw mix.
Divekick
Special Moves
Throw shuriken
Standard up-shuriken
Down Goes underground and grabs you from your feet can be delayed by holding at the cost of chakra. Can be used to punish laggy projectile moves or combo'd off of Towards opponent. Delaying Down can be used to catch a victim who attempts to KNJ.
Away from opponent Counter, can be held at the cost of chakra (up to two bars). Hard knockdown.
Away from opponent Frame 3 counter which teleports Kakashi behind the opponent. Can counters supers. A small number of supers will be copied by Kakashi and turned on the opponent.
Towards opponent Staggers and can link to . Good for catching run step and good for catching high crush attempts due to being a mid.
Towards opponent Double kunai slash, launches
Running Running shuriken throw
Air shuriken (standard air shanks)
Super Moves
Chidori, can be charged to increase damage
Away from opponent Activates sharingan
Chidori, now only costing 3 bars, can be charged to increase damage
Down One of the highest damaging supers in the game
Away from opponent Dubbed "Sharingan Cancel" deactivates your Sharingan, this action has no duration and you can take any action directly after deactivating Sharingan

Strategy

Kakashi should enter Sharingan mode whenever he has a chance, most often after scoring a knockdown, since it gives him access to several of his best moves and Sharingan cancels. While attacking the enemy's guard in Sharingan mode, every super-cancel point becomes a mix-up as Kakashi can either continue his string or disabling Sharingan, and either starting a new block string or going for a throw.

Kakashi's numerous super-cancel points allow him to utilize Sharingan-cancels in many of his strings

Combos

Combos Notes
DESCRIPTION
> DESCRIPTION
Towards opponentY-Cancel > DownY-Cancel > DESCRIPTION
Towards opponentY-Cancel > Towards opponentY-Cancel > Y-Cancel > Towards opponent Lily Combo (swagged out it's mind)

Changes from Vanilla

  • LIST
  • OF
  • IMPORTANT
  • DIFFERENCES

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

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