Kabuto (SCON4)

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Kabuto Yakushi
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HP 190
Guard Gauge 1640
Jab Speed Frame 13
Jab Height High
Backdash Type Normal
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Summary

Kabuto was often considered a sleeper character in Vanilla GNT4. In Super, he augments his great jab, low sweep, and Down combo finisher with improvements to some of his lesser-used buttons and strings. Kabuto is a character who leverages his user's fundamentals via his above-average close-quarter attacks and strong punish game. The main gimmick of the character is continual health regeneration making Kabuto a pesky foe to defeat.

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 straight-forward yet strong selection of buttons and strings. His low HP, which is the smallest in the game, is made up for by continual regeneration after taking damage, and as such zoners like Haku or Sakura will be limited in their ability to threaten Kabuto with chip damage. On the other hand Kabuto must be wary of being on the receiving end of touch-of-death 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 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 this finisher 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 kill 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
> Grounded super confirm
DownY-Cancel > Down Short combo into Down
Down > Towards opponent > > Down > DownY-Cancel > Down Touch of death using Down meter drain. Can also begin with Towards opponentDown.
DESCRIPTION
COMBO 4 ETC

Changes from Vanilla

(May be outdated. Please let an editor know about further changes.)

  • Health: increased from 180 to 190
  • Grabbable moves: RA, JA, 8A, 2A landing
  • 5B: hitbox appears two frames later, slightly smaller hand hitbox; elbow hitbox removed; hand hitbox larger on frame 2; one more frame blockstun
  • 5B(B): has slightly more stun; hitbox appears and disappears a frame later; slightly more lift on hit
  • 5BBAB(B): transition time adjusted to match 6B(B); slightly more lift on hit (not on 6B(B))
  • 5BBAA(A): guard frames changed to be start to 22 instead of the entire move; pushes on block
  • 6B(B): has four frames less endlag
  • 6BA(B): high crush added to frame 18-21
  • 2B: high crush from 11-31; transition to 2B(B) window increased by 10 frames
  • 2BB(B): replaced with a custom 6BA(B) that knocks away on hit and block; hitbox appears one frame later
  • 2BB(A): has guard frames from 1-22
  • 8B: high crushes on landing; 4 less recovery frames
  • RB: changed to strong and pushes on block, bigger hitbox
  • JB: launches instead of staggers
  • 6A: has high crush on frames 9-21
  • 6A(A): has more stun
  • 6AA(A): now also lifts on block
  • 4A: window improved
  • A4A: comes out quicker and ends quicker
  • 2A: flags adjusted to match the animation better, cannot sub during the animation, unscaled damage applies to both players
  • A2A: can be hit at the peak of his jump
  • 5X: activator has the hitbox appear 4 frames sooner and begins moving 3 frames sooner
  • 2X: does slightly more damage, drains chakra, second frame to end is unblockable; hit airborne launches higher; stuns much longer when not putting into sleep

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

Super Naruto: Clash of Ninja! 4
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