Kimimaro (SCON4)

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Kimimaro
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HP 210
Guard Gauge 1680
Jab Speed Frame 13
Jab Height High
Backdash Type Normal
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Summary

"I'm a big scary dinosaur" - Translation of Kimimaro's round win quote.
Largely unchanged from his Vanilla counterpart, Kimimaro does not have access to much in the way of unique mechanics or tricks. Rather, he is a physical combatant who hits hard with slicing bone attacks and giant dinosaur tail. The leader of the sound five has made many a ninja, genin and jounin alike, cry foul of his sheer efficiency grounding their health bar to zero.

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Frame 13 jab. -11 with 2 active frames. is -9 with 2 active frames. Double hits on-the-ground (OTG).
A back flip kick which spinning launches. Seldom used due to its recovery. Can link to at low combo counts.
Down Double hits OTG. Notably does not sweep or turn the opponent, nor does it high crush.
Away from opponent One of the more notorious 4B's of the game. Massive upwards tail swipe that spinning launches the victim and links to combos. Lifts on block. High crushes during the wind up and low crushes during the little hop after the attack.
Towards opponent Quick kick mid with tail swipe string follow ups. Notably does not stagger or turn the opponent.
Running Jumping run attack with a upwards tail swipe string.
One of Kimi's best moves. Quick overhead tail swipe which bounces the opponent or pushes on block. Recovery is cancelled if Kimi lands on the ground. Has a tendency to hit behind as well as in front of him.
Special Moves
Kimi's 10-finger drilling bullets justu. Charge launches a large number of bones which deals significant chip damage and can leave Kimi in frame advantage when blocked.
Kimi's "dancing" spin into the air. Carries the opponent with him inflicting lots of chip damage when blocked. Can also be used as a janky substitution punish.
Down Low lunging bone slash. Sweeps the opponent.
Away from opponent Dance of the Larch. Counter. Upon activation, Kimi spins and slashes with bones and knocks away the opponent.
Towards opponent A lunging overhead slash. Rarely used.
Running Dino tackle! Sudden and far-reaching. Knocks the opponent down on hit.
Kimi throws a few bone bullets down at a 45 degree angle. Slightly slower than standard "air shanks".
Throws
Standard throw
Air throw
Super Moves
Dance of the Clematis. Kimi brandishes a giant bone construct and spears the opponent. The activator has Kimi lunge forward with seven active frames making it effective as a wake-up-super (WUS) or to whiff punish an unsuspecting foe.
Down Kimi's Dance of the Seedling Fern jutsu. He summons a field of bone trees completely surrounding him. Hits multiple times and, due to how inconsistently the bone trees hit, behaves like a variable damage attack. Tends to hit more times when Kimi has open space in front of him; generally, Kimi wants to be far from the wall for higher amounts of damage. Can be used as a sub punish or a "checkmate" move when the opponent is at low health and will die regardless of whether they choose to substitute or not. This attack hits in the same direction Kimi is facing regardless of his location in relation to the opponent so it is unblockable if Kimi gets in front of the opponent, with his back to their face. The attack can be 4B'd irrespective of positioning, though the victim will still take chip damage.

Frame data

Blocked frame advantage

  • B -11
  • BB -9
  • BBA -18
  • 6B -18
  • 6BB -9
  • 2B -14
  • 2A -19
  • 2AA -26
  • 6A -10
  • 6AA -18
  • wrA -25
  • jB +11 to +19 (approximately)

Active frames

  • B 2
  • BB 2
  • 4B 5
  • X 7

Strategy

While he lacks any true tick throws or teleport cross-ups, Kimi deals lots of guard damage and has a number of viable options and whiff strings which keep opponents guessing.

  • , , Towards opponent, Towards opponent, and Down (depending on opponent) are safe strings
  • , , on whiff
  • as a low committal poke
  • Some characters without standard air shanks struggle to punish Kimi's or

Away from opponent is a high damage launcher with guard frames

  • Large hitbox
  • Five active frames
  • High crushes at the startup, ducking down which may also low profile incoming attacks
  • Jumps during the attack with low crush frames
  • Functions as an effective anti-air option
  • Highly rewarding to land due to its damage and link to while building chakra

can be done on whiff and high and low crushes at several points.
Kimimaro has several strong punishes for missed ground techs

  • Down hits twice OTG, as does
  • Down combos OTG, making Kimi capable of closing rounds suddenly after a missed tech
  • is quick enough to hit OTG from the air when the opportunity arises

At the wall, a blocked can lead to an unavoidable due to the push on block.

Combos

Combos Notes
> Easy, meterless super confirm
Y-Cancel > Towards opponent >
> Towards opponent > Y-Cancel > Walk forward after the throw.

Additional notes:

  • Down can confirm most places can and is unavoidable in many situations, though its damage suffers from damage scaling making it less effective with larger combo counts.

Changes from Vanilla

This list may be outdated.

  • WUK: uses the 2A(A) animation
  • Grabbable Moves: JA
  • 5B: elbow hitbox removed; hand hitbox made smaller for first frame only
  • 5B(B): improved by 6 frames on hit and block
  • 5BBB(B): has more lift on the second hit; does not lift on block
  • 6B: turns back turned people around on hit, more lift
  • 6B(B): more stun
  • 6BB(B): replaced with 4B
  • 6BAA(A): added as 6AAA(A)
  • 2B(B): now launches
  • 8B: has spinning knockback and ends sooner, more lift on hit
  • 6A: more hitstun, more lift on hit, swapped with 6A(A); hitbox appears one frame sooner
  • 6A(B): increased hit stun
  • 6A(A): made a strong hit, swapped with 6A
  • 6AA(A): made a strong hit, launches
  • 6AAA(A): does one more damage on each hit with less lift and better connection in the air
  • 8A(B): less lift on hit
  • 8A(A): less lift on hit
  • 4A: window for activation increased
  • A4A: all hits are unblockable except the last, links better on airborne
  • 2A(A): has more lift on hit
  • 2AA(A): added as 6AAA(A)
  • 5X: hitbox appears 5 frames sooner with adjusted hitbox
  • 2X: bones that did 6 damage now do 5 damage
  • GRKnJ: intangibility removed; made a mid from a high
  • ARKnJ: intangibility removed

Resources

Guides and Info

Gameplay footage

Super Naruto: Clash of Ninja! 4
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