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Kunoichi’s reversal appears to be safe on block, but it can be punished by rolling in between the first and second hits. When the projectile hits the ground, the hitbox expands upwards following the explosion animation. | Kunoichi’s invincible reversal. Initially appears to be safe on block, but it can be punished by rolling in between the first and second hits. When the projectile hits the ground, the hitbox expands upwards following the explosion animation. | ||
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;Charged | ;Charged |
Revision as of 02:44, 4 July 2022
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Kunoichi 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 Dependant: 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.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Increases the speed of binding Nin by 10 frames and decreases the MP consumption of Nin-Bound moves by 5.Kunoichi | |
---|---|
Health: | 930 |
Guard Gauge: | 950 |
MP Regen Rate: | 12 |
Prejump: | 4 |
Backdash: | |
Unique Movement Options: | Double Jump, Ninpo: Log Clone |
Normal Moves
5A
Kunoichi’s 5A is shorter teaching than most, but is quite fast overall and has good frame advantage. It makes for a good pressure tool as even though it can’t gatling into itself like 2A, it’s much safer on block.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -1 |
5AA
Combo and pressure extension from 5A. Also blessed with pretty good frame advantage for pressure resets and tick throw attempts.
- Gatlings 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. Smaller than most other character’s neutral options, but Kunoichi’s mobility is above average to compensate.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -2 |
2A
Good, repeatable pressure tool. Surprisingly minus on block which gives 2A and 5A different usages.
- Gatlings 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 gatling 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. Gatlings 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
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
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +12 |
Special Moves
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
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
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 Kunoichi throws three kunai in a vertical stack. Makes for a basic space control tool, but is very negative if used up close.
- Top kunai will whiff against crouching opponents.
j.S Kunoichi throws three kunai at three different angles.
- 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
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 |
---|---|---|---|---|
- | - |
Flying Squirrel
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 Special Moves
Burning Stigma
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
- Normal
Extremely active poke, blockstring ender and Kunoichi's cheapest special for combos. Also sets up an auto timed safe-jump if the opponent is high enough, ie: 5S2 5M
- 6 hits total.
- Charged
Reaches further than uncharged 5M, costs less MP, deals more damage, and is plus on block.
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
- Normal
Kunoichi’s invincible reversal. Initially appears to be safe on block, but it can be punished by rolling in between the first and second hits. When the projectile hits the ground, the hitbox expands upwards following the explosion animation.
- Charged
Charged 623M fires three sequential total projectiles that increase their angle towards the opponent subsequently instead of one. Due to the explosions extending the projectile hitboxes upwards, this move covers a lot of space on the screen.
- 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
- 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 OTG The 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 your combo or enabling okizeme From 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 at fullscreen 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
Version | Damage | GuardHow this attack can be blocked. Throws have their throw range listed instead. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Invuln | MP CostThe total Mana cost for using this move. |
---|---|---|---|---|---|---|---|---|
Toad Oil Bomb | 80, 80, 80 | All | 31 | 18,(56),24/until collision,10 | 6 | +13 ~ +14 | none | 70 |
Nin-Bound Toad Oil Bomb | 100, 90, 90 | All | 63 [53] | 18,(55),24/until collision,10 | 6 | +17 | none | 65 |
- Normal
Summons a toad in the air above Kunoichi. The toad hits on the way down, then fires a large fireball forwards after landing.
- 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.
- Placeholder
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
- 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.
- Placeholder
- Charged
Kunoichi fires three volleys of kunai instead of only one.
- Placeholder
No results
No resultsAwakening Moves
Sword of Kusanagi
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% | +2 |
Colors
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •