Kiba (SCON4)
| Kiba Inuzuka | |
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| HP | 210 |
| Guard Gauge | 1640 |
| Jab Speed | Frame 15 |
| Jab Height | High |
| Backdash Type | Normal |
Summary
From Vanilla to Super, this character has recieved nothing but quality of life improvements to his setplay style. With the help of his dog Akamaru, you can now pull off some nasty crossups into long, meterless combos using both characters and good spacing. The best example of his improvement was the increased window in pulling off the now-developer-celebrated "Dog Glitch", where Kiba puts Akamaru in a state where he is both charging and left alone, allowing for insane pressure from all sides. Kiba has also recieved improved frame data across the board and has a new move that commands Akamaru to perform a sand-kick.

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| An average high jab | |
| A crescent-moon style kick. Respectable on block, good juggle tool and leads into | |
| A breakdance move. Possibly the fastest high-crush in the game attached to a normal. | |
| A slow overhead kick that has OK guard frames. Leads into stagger and deals respectable damage, making it good for followups to Akamaru's bite. Also has low crush frames at the startup. | |
| A crouching slash launcher with high crush properties. Good for damage and KnJ bait since the followup summons Akamaru to lunge at the opponent. | |
| An incredibly fast roll attack that goes above lows and can be tilted in 5 different directions after landing. Roll back to punish KnJ, roll forward to walls for juggle combos. Insane whiff punish move and hits OTG the second time. | |
| Divekick style roll attack, the followups are the same as | |
| Special Moves | |
| Summon Akamaru for a high lunge attack. If charged, Akamaru will go for an unsubbable bite attack that lasts for about 2 seconds, and has them stunned for about 4. Performing | |
| Standard up-shuriken | |
| Holding this will command Akamaru to sit. Awww! Let go and he performs an area-of-effect sand kick attack that heavily push-backs on block, and staggers on hit. | |
| Standard counter move that staggers on activation hit. | |
| 2-stage slash attack ( | |
| A sliding elbow jab straight from the anime. Amazing for tick throws on characters with low or normal walk speed. The | |
| Air shuriken (standard air shanks) | |
| Super Moves | |
| This super high crushes on the very first frame all the way to the last. Very poor damage but good for when you don't have Akamaru set up during a combo and you need some form of a finisher. Useful against characters with high jabs. | |
| High crushes at later frames and holding |
Strategy
What Kiba desires the most is to constantly trick the opponent like slap-stick in the battle field. Meaning you'll want to be as unpredictable as possible, which isn't that hard when abusing delay on his (throwable) ![]()
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, or camping close to his companion when performing the "Dog Glitch".
His ![]()
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and ![]()
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are amazing block and sidestep pressure tools with thick and lingering hitboxes which often are responsible for guard breaks, but watch out for air-shanks. If an opponent tries to outsmart you and delay the shank, simply finish the string off (press
) to perform Kiba's upwards roll attack.
There is one godlike tool in Kiba's kit involving ![]()
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. It can be done on whiff, and what it does is summon Akamaru to perform a flip-combo. The trick to this move is how it tracks from anywhere, meaning you can use it to cover your back, or a sidestepping opponent. It leads into anything you want as long as the angle is acceptable for Kiba to combo off it. The stun that the first doggy flipkick does is so powerful that Kiba can actually stop the string and go for another jab.
Combos
| Combos | Notes |
|---|---|
| A 360 juggle-into-super. | |
| Basic BnB off a jab confirm that gives you easy damage. | |
| Yet another basic BnB that Kiba can go for off a respectable mid normal. | |
| BnB off a low. Doesn't matter if Kiba lands his low or not; as long as Akamaru lands his, it works. | |
| Small BnB off an anti-air. Depending on the juggle height you can actually go for | |
| Super confirm off of | |
| This is not a combo. This is a hilarious block string into super due to Kiba not suffering animations during |
Changes from Vanilla
- Health: increased from 200 to 205
- Guard: increased from 1600 to 1640
- Grabbable moves: 8A, JA, JB(B) ending
- 5B: hitbox appears and disappears one frame later; shoulder hitbox does not appear on the first frame
- 5B(B): hitbox appears one frame later and disappears one frame sooner, improved disadvantage on block, move ends sooner
- 5BBB(A): hitbox appears one frame sooner and disappears two frames sooner, more lift on block
- 6B(B): bounces closer, ends sooner, does more damage
- 6B(2A): added as 5A
- 4B: staggers instead of bounces
- 2B: has more lift on hit
- 5A: can be grabbed during the entire animation
- 5A: Kunai cannot be charged by holding down the A button
- 4A: better activation window
- A4A: ends a bit faster, unblockable, does more damage
- 2A: 2A, when released, now performs Akamaru's 6A; a sand-kick move
- RA(B): changed to be 6B with follow ups
- 5X6: does Kidomaru's 5X activator into vanilla 5X, low crushes; has a unique super freeze animation
- GRKnJ: travels two frames slower
Resources
Guides and Info
Brutalmoon's combo and tech exhibition for Kiba's more notable SCON4 changes
Brutalmoon's special Kiba combo exhibition, also showcases some interesting interactions
Gameplay footage
Abbock's top 4 run at Combo Breaker 2022