Kidomaru (SCON4)

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Kidomaru
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HP 220
Guard Gauge 1760
Jab Speed Frame 15
Jab Height High
Backdash Type Normal
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Summary

The web-spitting, Sound Four Kidomaru is one of the more unique fighters in SCON4. His Spider-Man , reminiscent of Temari and CS2, allows him to safely poke in neutral with a high damage launcher. The fun really begins once you start to master his special attacks and ring combo jutsu which features hit-grabs, unblockables, KNJ web traps, super confirms and one of the better counters in the cast. If you like making the most of an off-beat, varied moveset full of situational but powerful attacks, Kidomaru might be the arach-ninja for you.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
DESCRIPTION
DESCRIPTION
Down DESCRIPTION
Away from opponent DESCRIPTION
Towards opponent DESCRIPTION
Running DESCRIPTION
DESCRIPTION
Special Moves
DESCRIPTION
DESCRIPTION
Down DESCRIPTION
Away from opponent DESCRIPTION
Towards opponent DESCRIPTION
Running DESCRIPTION
DESCRIPTION
Super Moves
DESCRIPTION
Down DESCRIPTION

Strategy

Ring Jutsu

Kidomaru has a few strings which allow him to use any of his four directional special attacks- or a spearing gold spear attack if the control stick is in neutral position. The ring jutsu locations are:

  • - RING
  • Towards opponent - RING
  • Towards opponent - RING
  • - RING
  • Running - RING

Combos

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

Changes from Vanilla

List may be outdated

  • Air Throw added
  • Ring Combo: 8A is 8A; 6A is 6A; 2A is 2A; 4A is 4A; 5A is 5BBB(A)
  • WUK animation: is 2B(B); has one additional frame of intangibility before fuse and the hitbox starts and ends one frame later
  • 3MC: 6A and 8A killing in no longer locks out the use of the same moves
  • Grabbable Moves: 6A, 2A, JA, 8A, 5BBBB(A), 2BBB(A), 5BBAB(A), 2BBAB(A)
  • 5B: has more lift on hit
  • 5B(B): stuns longer by 2 frames on hit and 3 frames on block
  • 5BB(B): hitbox adjusted slightly, hitbox active one more frame, animation ends 5 frames earlier; can delay into A follow up longer
  • 5BBA(R): ring transition made one frame later
  • 5BBB(B): flags cleaned up; recovers faster
  • 5BBB(A): is now ring combo
  • 5BBBB(B): increased damage
  • 5BBAB(B): has no knockback on the first two hits and none of the hits pushes block
  • 5BBAB(A), 5BBBB(A): now sends opponent flying across the screen instead of bouncing
  • 5BBAB(A): follow up does not last as long; changed to match others
  • 6B(B): has one more frame duration and slightly more lift on hit
  • 6B(A): added as ring
  • 6BB(B): does more damage; 3 frames before the teleport that are grabbable added; can be delayed 14 frames longer
  • 6BB(A): now leads to ring
  • 4B: first two hits link into the third better
  • 2B: has sweep added with less lift
  • 2BB(B): has more lift; flags adjusted; ends earlier
  • 2BBB(B): flags adjusted
  • 2BBAB(B): does more damage
  • 8B(R): ring added
  • JB: hitbox appears a frame earlier
  • RB: flags adjusted to better fit the move; ends 9 frames earlier
  • 5A: has no charges but releases the charged projectile
  • 4A: def starts frame 12, loop that drains chakra starts at frame 2 (from 20), drains 190 units per frame (from 180)
  • A4A: activates into a single frame of blocking if needed
  • 6A: does 1+10 damage instead of 5 damage
  • RAA(B): transition much faster with an end window
  • RAA(A): now leads to ring combo
  • JA: staggers
  • 5X: transfers into the activated animation quicker; hitboxes appear one frame sooner, all hitboxes made slightly bigger; middle arm hitbox moved to waist
  • 2X: is immune to mids and highs until he begins to lower his hands; spider hitbox is bigger
  • GRKnJ: changed to a custom animation using the 5X activator; moved back a bit

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

Super Naruto: Clash of Ninja! 4
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