Kankuro (SCON4)

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Kankuro
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HP 200
Guard Gauge 1600
Jab Speed Frame 15
Jab Height High
Backdash Type Long but slow
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Summary

Puppet user Kankuro received some major nerfs from Vanilla to Super, yet he remains a strong, versatile pick. He has an adaptive defense which ranges from impenetrability (without trading hits with his puppet, Crow) to completely ineffective against even basic strings. A Kankuro with strong awareness of Crow's positioning can quickly snowball even small advantages into round wins. Despite his low health and slow, high jab, he boasts extremely punishing combos, both on standing opponents and juggled ones, and a pair of some of the strongest supers to combo into, his and Down.[1]

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Despite its poor frame data and high property, it has usable range and incredibly safe follow ups.
An unusual flip move, causing Kankuro to vault forward and turn around. Can be used as an unsafe escape tool or crossup option.
Down A sweep that high crushes on frame 15. It can beat wake up kicks and follow up into further strings even on whiff, making it a good option when pressuring wakeups.
Away from opponent One of the worst Back B moves. While it has above average guard frames, the move is extremely long and will lose even to extremely slow strings.
Towards opponent A mid-hitting move that moves Kankuro forward. It's very effective at punishing your opponent's landing after an avoided jump attack.
Running A sliding kick that has long range, decent blockstun, yet is still highly punishable. It shines when you pair the high blockstun with an incoming charged smokebomb to pressure cornered opponents with low risk.
An overhead slam
Special Moves
The cornerstone of Kankuro's offense and defense. A smokebomb projectile that explodes on walls or on hit, leaving a very active cloud in its wake. The charged version's cloud is extremely large, allowing you to defend yourself in the corner or pressure cornered opponents with a bit of prediction, though it's highly unreliable midscreen without Crow being perfectly lined up with the opponent.
A barrage of kunai launched forward and upward by Crow. Your go-to midscreen trade option when Crow is aligned, and a low-risk check to opponents jumping too recklessly.
Down A spinning attack from Crow that lifts the opponent on block, and leads into decent damage on hit even at extreme ranges away from Kankuro. Can be combo'd into itself, either by looping the first hit or through the first four hits comboing into the first four hits again. Also acts as an effective high-speed close range trade option if the opponent is not lined up for an Up A, but is next to Crow.
Away from opponent Kankuro pulls Crow back to his position. Can be useful to realign Crow with the opponent, but carries high risk given how devastating punishes or block pressure on both Crow and Kankuro at the same time can be.
Towards opponent Crow lunges forward for a mid-hitting move that tracks its opponent. A useful tool for positioning the puppet in front of your opponent, and farther away from Kank, its ideal range. It can also combo into Down A loops on hit for decent reward. Extremely unreliable as a trading tool, as its tracking is only accurate at longer ranges, and even at close range it may be clipped by the same attack you were hoping to trade with given its slow startup.
Running Similar to Forward A. It's his fastest poke, hits high, and leaves Kankuro running forward during the move. Depending on spacing, you can combo the first hit of Running A directly into your jab. It's useful as a panic option while running from an opponent, but is highly unsafe. Show restraint in using this move against sidestep-happy opponents.
A multi-kunai attack from Crow in the air. Unlike most Air A kunai attacks, this move is extremely ineffective at relieving pressure during air blockstrings, and it may not control the space in front of you very well depending on Crow's positioning. It covers a wide range and is a strong meterless combo ender, due to its high damage if all kunai connect, and extreme meter gain. Extremely punishable if your opponent sidesteps it at mid range.
Super Moves
The neck breaker. Slow startup and medium damage, but there's many opportunities to route Kank's BNBs into this. Often inferior to his other two supers, but has utility as an unblockable option on wakeups.
Down Costs 75% chakra. Crow launches a stream of kunai from behind Kankuro with deceptively poor spread. Only use this move if your opponent is directly lined up with crow, otherwise you will be caught without meter and stuck in high lag.
Costs 75% chakra. The meat of Kankuro's punish game. You can combo into this after BBBA loops, dealing high damage and allowing a Running B or Forward B to hit your opponent on the ground to regain more meter. This super has extremely high value for minimal risk, use it as much as possible in your juggles.

Strategy

Kankuro is a defensive monster, as long as the puppet isn't out of position. An experienced opponent will sidestep frequently at midrange before engaging, trying to get into the puppet's blind spots before approaching to take advantage of Kankuro's abysmal defense and health without Crow to cover him. As Kankuro, your gameplan will heavily revolve around forcing those sidesteps and punishing with your jab, stacking your health lead further and further and stealing the health lead with his incredible punish options such as or his grounded , infinite.
Due to Kankuro's low health and low guard, an opponent can easily shred his health should they whiff punish his jab or other trade options. Notably, attackers can Y-Cancel off attacks which launch Crow even while Kankuro is blocking allowing for guard pressure strings only performable against Kankuro. However, due to his high damage and excellent aerial substitution Kankuro is always able to make a comeback, though he may lose access to his trades at low health.
Despite his strong punish game, it's not advised to rush in and try to mix your opponent at close range with Kankuro himself unless you have to, such as when he has a large health deficit. Kankuro is at his most deadly when he forces his opponent into approaching him in specific ways while controlling the positioning of the two fighters. A patient Kankuro can quickly become a nuisance to play against and in his strongest matchups it can feel like the health lead is all it takes for a game to spiral completely out of his opponent's control.

Combos

PLACEHOLDER

Combos Notes
DESCRIPTION
> DESCRIPTION
Towards opponentY-Cancel > DownY-Cancel > DESCRIPTION
COMBO 4 ETC

Changes from Vanilla

List may be outdated

Kankuro:

  • 3ME entrances are modified: airborne option is the same air sub as everyone else, grounded version is RB
  • Health: decreased from 185 to 180
  • Grabbable moves: 6B(A), 8B, 5A, 6A, 6A(A), 4A, 2A, 2A(A), 2AA(A), 2AAA(A), 2AAAA(A), RA, RA(A), 8A, JA
  • Health: 185 to 180
  • 5B: elbow hitbox appears on the second active frame; two less damage; more float
  • 5B(B): hitbox appears and disappears one frame later
  • 6B: hitbox disappears one frame sooner
  • 6B(A): has six more frames endlag; staggers on hit
  • 6BA(B): transition made to end at the normal timing
  • 8B strings removed; duration changed from 49 frames to 44 frames (lands on 40)
  • 6A: when done in strings has five more frames of endlag
  • 5X: starts moving two frames sooner in super freeze

Karasu ("K" affects Kankuro's puppet usage):

  • (K) Backdash ends 5 frames sooner
  • (K) Sleep stun lasts significantly longer
  • (K) Grabbable moves: 8B, 8A, JA
  • 5B: strong on block, staggers; elbow hitbox appears on the second active frame
  • 6BAAA(A) added by changing 6BAA(A) to RA
  • 2B(B) added as 8B
  • 8B(B) removed
  • (K) 2A, 2A(A), 2AA(A), 2AAA(A) have 4 more damage each
  • (K) 5Y grounded throw removed
  • (K) Air throw added

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

Notes

  1. Special thank you to Lemo for writing the bulk of this article.
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