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, "Copy-cat ninja" 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. Kakashi's high damage output, varied options, and HP can truly make him feel like a Jounin in a game full of Genin.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Frame 14 high jab
Upwards kick which launches and links with . Can be a decent anti-air call out
Down A slow, low sweep
Down A quicker low kick with high crush frames
Away from opponent Guard frame attack can. Deceptively large amount of guard frames for a medium speed Away from opponent. Can conver to longer combos with Away from opponentY-Cancel.
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. Kakashi is plus after the opponent blocks the second kick. Great for okizeme when timed to hit meaty (as the opponent wakes up after a knockdown).
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 - strong combo filler
Towards opponent Overhead kick which bounces the victim and pushes on block. Can be used to cross up the opponent on oki by jumping overhead and then double jumping back to the original position. Strong when landed but can be punished with a sidestep.
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. Works on supers. For a small number of characters, Kakashi will copy the super and turn it 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. Staggers and has string follow-ups.
Air shuriken (standard air shanks)
Throws
Standard air throw
Down Kakashi pulls the victim into the Kamui dimension, dealing damage and activating sharingan at the cost of 25% chakra. Can punish a missed tech roll with or
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.

The combination of Sharingan-cancel based blockstring mix-ups and heavy guard damage means that Kakashi can often threaten guard breaks. and Towards opponent in particular are strong and low commitment.
Towards opponent is plus for Kakashi and results in a 50/50 scenario. Following with a Towards opponent, which hits mid, beats most options. If the opponent jumps back after Towards opponent, Kakashi can check with an air throw. If the opponent holds block, Kakashi can throw.

Running and Running give Kakashi two of the best approach options in the game and allow him to close distance fast, which he will need to do against projectile zoners. Both have a continuation string with , the same punch as , allowing Kakashi to activate or deactivate Sharingan after his running attacks or just combo into a super.

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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