Kimimaro (SCON4)
| Kimimaro | |
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| HP | 210 |
| Guard Gauge | 1680 |
| Jab Speed | Frame 13 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
"I'm a big scary dinosaur" - Translation of Kimimaro's round win quote.
Largely unchanged from his Vanilla counterpart, Kimimaro does not have access to much in the way of unique mechanics or tricks. Rather, he is a physical combatant who hits hard with slicing bone attacks and giant dinosaur tail. The leader of the sound five has made many a ninja, genin and jounin alike, cry foul of his sheer efficiency grounding their health bar to zero.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| Frame 13 jab. | |
| A back flip kick which spinning launches. Seldom used due to its recovery. Can link to | |
| Double hits OTG. Notably does not sweep or turn the opponent, nor does it high crush. | |
| One of the more notorious 4B's of the game. Massive upwards tail swipe that spinning launches the victim and links to combos. Lifts on block. High crushes during the wind up and low crushes during the little hop after the attack. | |
| Quick kick mid with tail swipe string follow ups. Notably does not stagger or turn the opponent. | |
| Jumping run attack with a upwards tail swipe string. | |
| One of Kimi's best moves. Quick overhead tail swipe which bounces the opponent or pushes on block. Recovery is cancelled if Kimi lands on the ground. Has a tendency to hit behind as well as in front of him. | |
| Special Moves | |
| Kimi's 10-finger drilling bullets justu. Charge | |
| Kimi's "dancing" spin into the air. Carries the opponent with him inflicting lots of chip damage when blocked. Can also be used as a janky substitution punish. | |
| Low lunging bone slash. Sweeps the opponent. | |
| Dance of the Larch. Counter. Upon activation, Kimi spins and slashes with bones and knocks away the opponent. | |
| A lunging overhead slash. Rarely used. | |
| Dino tackle! Sudden and far-reaching. Knocks the opponent down on hit. | |
| Kimi throws a few bone bullets down at a 45 degree angle. Slightly slower than standard "air shanks". | |
| Throws | |
| Standard throw | |
| Air throw | |
| Super Moves | |
| Dance of the Clematis. Kimi brandishes a giant bone construct and spears the opponent. The activator has Kimi lunge forward with many active frame making it effective as a wake-up-super (WUS) or to whiff punish an unsuspecting foe. | |
| Kimi's Dance of the Seedling Fern jutsu. He summons a field of bone trees completely surrounding him. Hits multiple times and, due to how inconsistently the bone trees hit, behaves like a variable damage attack. Tends to hit more times when Kimi has open space in front of him; generally, Kimi wants to be far from the wall for higher amounts of damage. Can be used as a sub punish or a "checkmate" move when the opponent is at low health and will die regardless of whether they choose to substitute or not. This attack hits in the same direction Kimi is facing regardless of his location in relation to the opponent so it is unblockable if Kimi gets in front of the opponent, with his back to their face. The attack can be 4B'd irrespective of positioning, though the victim will still take chip damage. |
Strategy
![]()
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is a strong block string which leaves Kimimaro in an advantageous position.
![]()
is a high damage launcher and is known for scoring "cheap" openings due to its high and low crushes, as well as its large hitbox. The upwards swing of the tail functions as an effective anti-air option. It is rewarding to land as it easily links to
while building chakra.
Kimimaro has several strong punishes for missed ground techs. ![]()
hits twice OTG, as does ![]()
. ![]()
![]()
![]()
combos OTG, making Kimi capable of closing rounds suddenly after a missed tech. ![]()
is also quick enough to hit OTG from the air, perhaps if Kimi has jumped out of a combo in an effort to bait a substitution or punish an attacking sub.
At the wall, a blocked ![]()
leads to an unavoidable
due to the push on block.
Combos
| Combos | Notes |
|---|---|
| Easy, meterless super confirm | |
| Walk forward after the throw. |
Additional notes:

can confirm most places
can and is unavoidable in many situations, though its damage suffers from damage scaling making it less effective with larger combo counts.
Changes from Vanilla
This list may be outdated.
- WUK: uses the 2A(A) animation
- Grabbable Moves: JA
- 5B: elbow hitbox removed; hand hitbox made smaller for first frame only
- 5B(B): improved by 6 frames on hit and block
- 5BBB(B): has more lift on the second hit; does not lift on block
- 6B: turns back turned people around on hit, more lift
- 6B(B): more stun
- 6BB(B): replaced with 4B
- 6BAA(A): added as 6AAA(A)
- 2B(B): now launches
- 8B: has spinning knockback and ends sooner, more lift on hit
- 6A: more hitstun, more lift on hit, swapped with 6A(A); hitbox appears one frame sooner
- 6A(B): increased hit stun
- 6A(A): made a strong hit, swapped with 6A
- 6AA(A): made a strong hit, launches
- 6AAA(A): does one more damage on each hit with less lift and better connection in the air
- 8A(B): less lift on hit
- 8A(A): less lift on hit
- 4A: window for activation increased
- A4A: all hits are unblockable except the last, links better on airborne
- 2A(A): has more lift on hit
- 2AA(A): added as 6AAA(A)
- 5X: hitbox appears 5 frames sooner with adjusted hitbox
- 2X: bones that did 6 damage now do 5 damage
- GRKnJ: intangibility removed; made a mid from a high
- ARKnJ: intangibility removed
Resources
Guides and Info
Gameplay footage
- Ricky Ant vs Skeet, Magikarpino and Semreh at Sweatfest Vol. 1

- Ricky Ant vs cjmarrz, Paradise and Dope at TPK Esports #2

- Ricky Ant vs Kandle, CEOtaku 2022 Winner's Finals
