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 Normal (base) or long (Sharingan)
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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, Sharingan grants 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.[1]

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. Deceptively large amount of guard frames for a medium speed Away from opponent. Can convert 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 sweeps. 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 the opponent by the feet. Can be delayed by holding at the cost of chakra. Can punish laggy projectile moves or combo off of Towards opponentY-Cancel. 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 Mid, staggers and continues into Kakashi's string. Good for catching run step or high crush attempts.
Towards opponent Double kunai slash, launches. Compared to base form, is quicker, deals more damage, and is also a highly effective as a super confirm due to its meter build and launch height.
Running Running shuriken throw. Staggers and has string follow-ups.
Air shuriken (standard air shanks)
Throws
Standard throw
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, costs 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 as well as Sharingan cancels. While attacking the opponent's guard in Sharingan mode, every super-cancel point becomes a mix-up as Kakashi can either continue his string or disable Sharingan, allowing him to either start a new block string or attempt a throw.

The combination of Sharingan-cancel based block string mix-ups and heavy guard damage means that Kakashi can often threaten guard breaks. and Towards opponent (both base and ) 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 combo into a super.

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

Combos

Combos Notes
Y-Cancel > Down Basic, short combo into Down
Towards opponentY-Cancel > Towards opponentDown Towards opponent used as a super confirm
Towards opponentY-Cancel > Towards opponentY-Cancel > Y-Cancel > Towards opponent Lily Combo (swagged out its mind)

Changes from Vanilla

(Some of these changes may be outdated, please let us know which ones are)

  • Alternate costume changed to be ANBU Kakashi
  • J2Y: Air Throw is custom; non sharingan version puts Kakashi in sharingan mode and does not build meter, requires and costs 25% meter; in sharigan it does more damage and builds meter
  • Sharingan health drain removed
  • Grabbable moves: 8A, JA, RA, 5A, 2A landing
  • 5B: hitbox appears one frame sooner, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2; Sharingan mode has 2 more frames of block stun
  • 5B(B): has increased stun, hitbox appears and disappears one frame later
  • SBB(B): has super cancel and staggers; hitbox appears one frame sooner with one more frame of block stun; B follow up transition timing made slightly longer
  • 5BBA: Changed to 6A with roundhouse follow up 5BBA(B)
  • 5BB(6A): is a custom kunai slash forward that lifts on hit and block, super cancelable; sharingan version does not lift on block
  • 5BBB(B): does 5 more damage and is a hard knockdown
  • S5BBB(B): comes out one frame slower
  • 5BBB(A): hitbox added to knee and size adjusted, doesn't lift on block, more lift on hit
  • 6B: hitbox appears one frame earlier, more lift to match S6B's second hit
  • S6B: first hit has slightly more blockstun; second hit pushes on block with a slightly bigger knee hitbox and the hitbox disappears one frame earlier
  • 4B: floats higher
  • 8B: hitbox appears two frames later
  • RB: add super cancel
  • JB: add super cancel, better descent angle
  • 6A: has more lift
  • S6A: first hit has more lift on hit, 2 more frames on duration
  • 4A: uses animation from stance cancel
  • S4A: has 9 additional frames added to the activator to better match the animation
  • A4A: moves into launch hit faster, unblockable
  • S4A: changed Mizuki 5X properly copied
  • Act2A: is hittable at the peak of the jump; adds hits to the combo meter: +1 damage
  • 5X; duration improved from 1 frame to 7, fully charged from 1 to 8; damage adjusted to the cinematic portion of the attack
  • S5X: is 5X; on transition to capture state leaves sharingan mode; requires 75%and costs all remaining meter
  • S2X: is GNT4 S5X, activator duration increased by 2 frames; damage reduced; on transition to capture state leaves sharingan mode
  • 4X: requires and costs 25%
  • GRKnJ: travels two frames slower; appears further back

Resources

Guides and Info

A visual reference for Kakashi's super cancel points while Sharingan is activated


Gameplay footage

Super Naruto: Clash of Ninja! 4
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  1. Thanks to Paradise for move usage, Ninshi for the cancel chart and Bimbs for additional screenshots.
  2. Unfortunately the companion video, focusing more on Ahare's Kakashi is missing