Kabuto (SCON4)
| Kabuto Yakushi | |
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| HP | 190 |
| Guard Gauge | 1640 |
| Jab Speed | Frame 13 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
Kabuto was often considered a sleeper character in Vanilla GNT4. In Super, he augments his great jab, low sweep, and ![]()
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.

at Character Select.
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 | |
| Low, high crush sweep and also low profiles incoming attacks. Good at round start. | |
| Guard frame attack. Staggers, leading to a strike/throw mix. | |
| Hits mid | |
| Pushes on block | |
| Dive kick | |
| Special Moves | |
| Kunai throw, chargeable | |
| Up kunai | |
| Powerful capture state move and combo-finisher. Hold | |
| Counter. Teleports Kabuto behind the enemy. | |
| High crushes frame 9. Good whiff punish and can catch back dash. Good round starter. | |
| Running kunai throw and can set up tick throw scenarios based on spacing. Can also be followed by | |
| Air kunai | |
| Super Moves | |
| "Taijutsu isn't my specialty". | |
| 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. ![]()
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or ![]()
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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.
![]()
is an extremely strong capture state combo-ender, often accessed with ![]()
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.
Kabuto has a grounded infinite, ![]()
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> ![]()
, which combines the hitstun of his horizontal kunai slash and the speed of his quick jab. This loop can also be started with ![]()
or ![]()
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. Kabuto can kill opponents caught grounded with low meter by linking the loop with ![]()
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, 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. ![]()
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can also link with
if the opponent does not mash out of stagger state.
Combos
| Combos | Notes |
|---|---|
| Grounded super confirm | |
| Short combo into | |
| Touch of death using | |
| 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
- Paradise vs LilyHV (Temari) and Ricky Ant (Naruto/Guy), Biweekly 26 (5/17/2020)
- Dark Tournament 2: Dope vs Jerry
and vs Kandle