Overview
Kunoichi is highly mobile and versatile character that is capable of adapting to the opponent and fighting at all ranges.
Thanks to her double jump, teleports, and air stalls, Kunoichi is a highly mobile character that can be very difficult to pin down. Using her unique movement to get around the screen is an essential part of her gameplan.
In neutral, she can control the opponent via her 6S and j.S projectiles, or lock down the screen with 236MGuard:
AllStartup:
30Recovery:
Advantage:
+120, which, when blocked, allows Kunoichi to apply heavy guard bar pressure or perform a plethora of high/low mixups.
Where Kunoichi's most threatening mixups begin are when she can score a hit and end a a combo with an MP skill to apply her unique debuff, Burning Stigma, which sets off a delayed explosion on the opponent. The threat of the explosion allows Kunoichi to cover gaps in her stagger pressure, enabling high/low and strike/throw mixups.
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Health |
930 |
Guard Gauge |
1150 |
MP Regen Rate |
12 /second |
Prejump |
4F |
Backdash |
Fastest Attack |
2A (5F)(7F) |
Reversals |
623M (15F) |
Kunoichi is classified as a Traps type. She is highly mobile thanks to her airborne jump and teleportation moves. She can enhance the properties of MP moves by charging them. She can also inflict Burning Stigma to the opponent, which sets off delayed explosions.
- Space Control: Kunoichi's kunai projectiles from 6S/j.S and MP Skills give her incredible control over the screen. 236M and 214M in particular are very large and hard to avoid while also being highly advantageous on block.
- Mobility: being the only character with a double jump as well as having a teleport, Kunoichi is highly mobile. This also synergizes quite well with her space control.
- Versatility: All of her MP Skills apply Burning Stigma on the opponent and can be charged for increased effectiveness.
- Pressure: Kunoichi's plethora of projectiles also lend themselves to being strong pressure tools. She can use their plus frames to easily cover teleports in blockstrings for extended pressure, and use the threat of Burning Stigma detonation to cover any gaps the opponent would be able to normally contest.
- Spacing Dependent: Due to almost all of her of her normals and special cancels being unsafe on block, Kunoichi's pressure sequences must be ended in MP skills to be truly safe, which even then can be contested depending on Kunoichi's spacing relative to the opponent's reversal options.
Unique Mechanics
Normal Moves
5A
Kunoichi's 5A is short, fast, and an amazing pressure tool. Its frame advantage is very good which makes resetting pressure afterwards quite easy.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -1 |
5AA
Combo and pressure extension from 5A. Very similar in usage to 5A and has the same frame advantage.
- Cancels from 5A on hit, block, and whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +1 |
5B
Good poking normal with a bit more range than 2B. This move has a lot more range than it would seem due to Kunoichi taking a big step forward before slicing. Its range is also supplemented by Kunoichi's quick ground movement.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -2 |
2A
Repeatable low attack and Kunoichi's fastest normal. Surprisingly minus on block, requiring more conditioning to reset pressure from.
- Cancels into itself up to 3 times.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
55% | -7 |
2B
Low poke and the complement to 5B. Does not cancel into any other normal, only Skills and MP Skills.
- Knocks down on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | ~ |
j.A
Kunoichi’s fastest (and shortest) jump-in normal. Cancels into j.B for combos and as a double overhead.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
Kunoichi’s crossup normal and a slightly bigger jump-in than j.A.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
Universal Mechanics
Throw
A+B
Kunoichi’s throw puts the opponent very far away. This is great in terms of corner carry but her midscreen meaties after suffer as a result. Being fullscreen as Kunoichi isn’t the end of the world either. In the corner, Kunoichi can catch jumps with 5B.
With Burning Stigma, Kunoichi can also combo after throw by OTGing the opponent with 236M. An example setup 2A 2A 2B 5S2 5M is an auto timed safe jump. If you empty jump throw the opponent, the Burning Stigma will detonate late enough for 236M to OTG..
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+2) |
Guard Cancel
6B+S
Skills
Note: Kunoichi has a double jump that is put here on the movelist. Unless meaningful frame data is found, there will not be a move card for it other than this notice.
Flame Cut
5S
Two quick kunai slices. Makes for good combo and blockstring filler as both hits are special cancellable.
Kunoichi can continue the combo with 4M if relatively close, 4S j.AB j.2S at most ranges even if the combo starts with 2A 2A, or 5M.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 |
Rising Cut
2S
A giant dragon punch style attack. Useful as an anti air, but be warned it has no invincibility, grounded or airborne. Note that Kunoichi recovers midair, meaning that she can do an air normal or her double jump afterwards. This lets her get an air combo afterwards, and can also make the move difficult to punish for opponents who aren't aware.
- Kunoichi can double jump after 2S recovers.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
- air recovery
Kunai Throw
6S or j.S Is a projectile property attack
- 6S
Kunoichi throws three kunai in a vertical stack. Makes for a basic space control tool but is very negative if used up close. Synergizes very well with Conversion.
- Top kunai will whiff against crouching opponents.
- j.S
Kunoichi throws three kunai at three different angles. j.S is an excellent airborne projectile, however j.M is better to use to stop opponents directly below Kunoichi.
- Does not affect Kunoichi’s air momentum.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
6S | 80%×3 | -11 | |||
j.S | 80%×3 |
Ninpo: Log Clone
4S Temporarily fully invincible
Kunoichi’s teleport. Has slightly different properties depending on if a Burning Stigma is present or not. Teleport makes for both a combo extender after 5S and a pressure extender when covered by Burning Stigma or her MS Skills.
- Travels a set distance, Kunoichi can appear behind the opponent if close enough.
- When the opponent is cornered, Kunoichi will appear above the opponent.
- When the opponent is affected by Burning Stigma, Kunoichi will teleport just behind the opponent.
- Under no circumstances can this move crossup in the corner.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
- full invuln frame 9 to 15
Flying Squirrel
j.2S Is a projectile property attack
Can hit a knocked down opponent off the ground
Kunoichi tosses a bomb diagonally down. Useful for ending air combos and adding damage to combos using 236M.
- Knocks a grounded opponent down.
- Pushes Kunoichi backwards in the air. This does not occur if done extremely close to the ground, giving Kunoichi much higher frame advantage.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
MP Skills
Burning Stigma
Automatic after MP Skills Debuff inflicted by hitting an opponent Kunoichi's MP skills. Explodes after a delay dealing damage and launching the opponent.
Is a projectile property attack
Inflicts hard knockdown on hit
Can hit a knocked down opponent off the ground
A debuff that is applied to enemies after they are hit with any of Kunoichi's MS Skills. Causes a delayed explosion after a few seconds. This delayed explosion can be used to cover pressure resets and gives Kunoichi an extra turn after her already extraordinarily plus MS Skills.
- Debuff can be removed by hitting Kunoichi before it explodes.
- Explosion causes a hard knockdown on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Fire Art: Fireball
5M (Hold OK) Is a projectile property attack
- Normal
Extremely active poke, blockstring ender and Kunoichi's cheapest special for extending combos and removing the opponent's white health.
- 6 hits total.
- Charged
Reaches further than uncharged 5M, costs less MP, deals more damage, and is plus on block. It's not likely Kunoichi will be able to use this in blockstrings due to how slow it is to utilize the frame advantage.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5M | 90%×6 (~53%) | ||||
5[M] | 90%×9 (~39%) |
- Values in brackets are charge times when in Awakening
Heavenly Fire Blast
2M (Hold OK) or 623M (Hold OK) Temporarily fully invincible
Is a projectile property attack
Can hit a knocked down opponent off the ground
- Normal
Kunoichi’s invincible reversal. Somewhat safe on block if the opponent blocks both hits.
- 623M has a rollable gap between the first and second hit.
- Charged
Charged 623M fires three sequential total projectiles that increase their angle towards the opponent subsequently instead of one. This move covers a ton of space due to the added explosions.
- Sets up an autotimed 9j.A safejump.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%, 50%×2 (~23%) | ||||
623[M] | 90%, 50%×6 (~1%) |
- reversal
- reversal
- Values in brackets are charge times when in Awakening
Flame Tornado
6M (Hold OK) or 236M (Hold OK) Is a projectile property attack
Can hit a knocked down opponent off the ground
- Normal
Kunoichi summons a highly active flame tornado that travels roughly halfscreen. A slow but rewarding pressure reset, neutral haymaker, and combo tool. If blocked, Kunoichi has plenty of time to jump and perform a high/low mixup, and serves as a useful combo tool as both the charged and normal versions hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", and the long duration of the move combined with the long untech time afterwards frequently provide enough time for Burning Stigma to detonate, extending combos or enabling okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
- Charged
Has a taller hitbox, does more damage, and travels fullscreen in exchange for longer startup. Useful as a way to force the opponent into action and for extending combos after Burning Stigma detonates.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×29 (~5%) | ||||
236[M] | 90%×33 (~3%) |
- Values in brackets are charge times when in Awakening
Toad Oil Bomb
4M (Hold OK) or 214M (Hold OK) Is a projectile property attack
Can hit a knocked down opponent off the ground
- Normal
Summons a toad in the air above Kunoichi. The toad hits on the way down, then fires a large fireball forwards after landing. 214M is an amazing pressure tool as there’s enough time between the toad and the fireball to threaten a throw. It is not without its downsides, as even though 5S > 214M is plus enough on roll to punish, it will lose to mashing. 5S is also quite negative, forcing her to use a slightly charged 5M first to establish respect.
- Toad persists if Kunoichi is hit.
- Charged
The charged version of Toad Oil Bomb summons the toad at the opponent's current location. While it tracks their horizontal position, the toad will whiff against jumping opponents as the vertical position it is summoned at is fixed.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×3 (~73%) | ||||
214[M] | 90%×3(~73%) |
- Values in brackets are charge times when in Awakening
Flying Air Shuriken
j.M (Hold OK) Is a projectile property attack
Can hit a knocked down opponent off the ground
- Normal
Kunoichi cancels her air momentum and throws an array of explosive kunai beneath her in a cone area. Each kunai hits individually and creates an explosion on impact that counts as a separate hit, making this a highly multi-hitting move that is excellent for beating armor.
- Charged
Kunoichi fires three volleys of kunai instead of only one.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
j.M | 90%×7 (~48%) | ||||
j.[M] | 90%×17 (~17%) |
- Values in brackets are charge times when in Awakening
Awakening Skill
Sword of Kusanagi
AS
Cinematic Super. Very easy to combo into, but little application in neutral. Removes awakening state and leaves Kunoichi fullscreen from the opponent.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Colors
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |
