Inuzuka Kiba
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TS Inuzuka Kiba
Move list
(With the character facing right)
GROUND STRINGS
- A slash, akamaru bites, then another slash - 3 hits
- Slash, akamaru bites, followed by a synchronised attack - 5 hits
- Kiba punches then Akamaru headbutts - 7 hits
- Kiba does a double kick then Akamaru bites - 8 hits
- Kiba executes a spinning slash attack - 10 hits
- Akamaru does a belly-flop on the opponent - 7 hits
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- Followed by a quick slash - 3 hits
[AWAKENING ONLY] - Kiba rides on Akamaru whilst attacking the opponent - 10 hits
- Akamaru bites opponent below the belt - 1 hit
- Followed by an overhead strike - 2 hits
[AWAKENING ONLY] - Below the belt attack, overhead, followed by a double attack - 3 hits
- Akamaru flips into the opponent - 2 hits
- followed by a slash-uppercut - 3 hits
[AWAKENING ONLY] - Flip attack, slash uppercut, then Kiba volleys Akamaru
- Akamaru grabs opponent with teeth and then Kiba kicks the enemy into the air - 2 hits
AERIAL STRINGS
A.
- Followed by a punch - 2 hits
A.
- Akamaru barges into the enemy - 3 hits
A.
- Followed by another kick - 2 hits
A.
- Akamaru gnaws the opponent - 3 hits
A.
- Followed by another punch - 2 hits
A.
- Akamaru bounds opponent - 3 hits
A.
- Kiba uses both feet to propell himself backward and kicking the opponent into the ground - 2 hits
JUTSUS
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- Close combat attacks, followed by a double gatsuuga - 23 hits
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- Akamaru and Kiba perform thier signature jutsu, Gatsuuga - 7 hits
OUGIS
(Level 1) - Kiba barges into opponent.
(Reversal) - Kiba barges into opponent, but uses more range.
(Awakening) - Kiba barges into opponent.
Hold
- Awakening - Fanged Beast Mode
Activation Condition: Provoke Type (2 seconds taunt)
Duration: Approximately 25 seconds
Effect: Attack up, Defense up, Speed up, attacks bounce higher, additional attack to
and
. Attack change of
.
Special Item - Food pill, increases attack by 3.2%
Damage Chart
Was done on Sai who has C-class (Average) defence.
Strategy & Gameplan
TS Kiba is a D-Tier character, meaning he is just below average (C-Tier). It may take time to effectively use TS Kiba because most of his moves start up slow which could allow the opponent to strike first. Because of this, you may find that you are x-dashing alot to land in some aerial combos. He really has nothing outstanding that allows him to stand out or appeal to players, and even compared to his PTS counterart, which is why he is usually undermined.
Despite this, TS Kiba can be a fun character to use because you can use a range of mixups to combine his better moves with the slower ones. Here are a few:
-
can be SHC into wither throw or his
guard break.
In addition, TS Kiba can add pressure with
which has alot of range, or it can even be used to keep opponents at a distance. Obviously, this move bypasses the idea that when your opponent knj's they appear right behind you, and this is also a great move against chakra denial characters. You might find that this move may be the one you use the most often.
It is also important to note that if your opponent knj's the last hit of the
, TS Kiba will still attack but he may not move the distance, which places you into a position where your opponent is right behind you and could land attacks.
It is not really advised to use Kiba's gatsuuga jutsu (
) because not only is it quite weak for a jutsu but it can also be knj'ed easily. In the case where you are near a wall, it can leave you vulnerable to attacks from behind, especially a jutsu or ougi. The only real times you may want to use this is where you ground break your opponent near a wall as it chains and it's nice damage in total. This move shouldn't really be used to get closer to your opponent as it is quite a waste of chakra as he has his
alternative.
In terms of TS Kiba's ground strings, avoid using
. This string will leave you open if your opponent knj's because it cannot be SHC. Intead, try using
because it is safe on block and if you SHC. It can also avoid most character X-dashes. The other two unmentioned ground strings can also be SHC.
TS Kiba's
,
,
and ground throw work well to punish x-dashers, but it may better to avoid the use of the jutsu, in case the opponent knj's. In this case, this would be a chance for you to seek to go into awakening, so either
or his ground throw.
Kiba may start of as a turtler character, but once in awakening he can change completely into a rushdown character due to the speed and the moveset change. Before we move on how his awakening would be advantageous to the match it's better to knows the setups he has to be able to use the taunt. Both his ground throw and his
are perfect as awakening setups because not only are they untechable but they give you enough time just to make the awakening.
As said before, while in his awakening state TS kiba can continue to pressure.
has been changed to
which he can sill pressure with. You can conitnously tap
to maintain the attack. As useless as this sounds as you will cause the opponent to collapse, it may help to keep the opponent against the egde of the stage (if there are wallas/trees etc) if they don't jump from the ground. He will even continue to do this if his awakening state dies out. As TS Kiba gains a speed increase from the awakening, it is much easier and faster to SHC any of his strings which could not be done oringinally. Kiba also gets an extra attack to
. This may be good to hit airbourne opponents and prevent an enemy hawk but obviously because it's the third hit that counts it may not be so worthwhile to do the move at times. He also gets an extra hit to his
and although this does not bounce the opponent, it attack whacks the opponent to the end of the stage. In this matter you can use
(or
if not in awakening state at the time) to continue to the pressure. If you use the food pill while Kiba is in the awakening state you will further increase the damage that Kiba deals. You can potentially end the match very quickly at this moment with added pressure. Finally, because of this speed Kiba's [UP
jutsu combos easily and nicely into any ground string that Kiba could not normally do, for example:
Reading all this you can understand why his awakening maybe key in a match as it could really turn the tables in your favour. Also, now that we have analysed what sort of gameplay Kiba can we can pick out his advantages and disadvantages.
ADVANTAGES
-Very destructive in awakening mode
-
has great range/ In awakening
has great mobility.
DISADVANTAGES
-Can be very stiff to use.
-Gatsuuga jutsu can be pointless and is weak.
-In awakening,
can only make you move in one direction as long as you tap O.
-It would be difficult to overcome chakra denial characters because generally TS Kiba lacks speed.
-Getting into awakening mode may be a hassle as it takes a while and generally you may have to use other moves to be able to use it.
-You may find that you X-dash alot to deal damage with aerial strings. This will cause predictability and you may get punished for it.
Tips/Tricks & Extra Notes
INFINITE
TS Kiba has an infinite in his awakening mode.
~SHC and repeat. In case the infinite does not result in a match end near when the duration time is time, you could end the combo with
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~
BIG DAMAGE
TS Kiba can really deal some damage and even end the match quickly if you go into awakening mode and use the food pill. The food pill should not really be used unless you are in the awakening mode. A demonstration is shown below in the media section.
Specific Matchups
Against...
Chakra Denial - This is where Kiba may be at a great disadvantage. Try to deal your own pressure with
and most of the time you may want to avoid using ground strings they are generally not easy to SHC and they are easy to knj, but at the same time you may want to try playing safe. For example, using
and SHC or SHC short strings I.E
SHC. It also may be risky using his ground throw because if the opponent knj's, they've got you, as you can't SHC that move. Avoid using Gatuuga too, you will be only really helping your opponent, as it's a waste of chakra.
Bulldogging - This may be with the same situation as chakra denial characters but it is not as fierce. Again to try utilise the range that Kiba has with
.
Ranged Attackers - You will need to get in close, and the only way you could is with
. Continue the SHC with short strings so you can keep in close and avoid being pushed back the distance the opponent wants you at.
Rushdown - This is another unfortunate matchup for Kiba. Most of his attacks are too slow to compete with characters such as TS Temari or Kakashi, especially if you knj and they SHC their attack to keep the pressure. Your best bet is to retaliate with his
and find openings so you can get into his awakening state and deal some damage.
Media
TUTORIAL VIDEOS
Guide to Team 8 (Fullarmorbass takes credit for this)
GAMEPLAY VIDEOS
Forte (TS Kiba/PTS Kiba) vs PeterPopoff (Kisame/ Haku)
Kiba (TS Kiba) vs Kid (Kakashi)
PTS Inuzuka Kiba
Move list
GROUND STRINGS
- slashes into an overhead attack - 4 hits
- ends with a spinning drill kick attack - 6 hits
- Akamaru jumps in attack then kiba barges into opponent - 9 hits
- Kiba kicks opponent skyward - 6 hits
- Kiba does a breakdance for the combo finish - 13 hits
~ - Kiba continually slashes the opponent [damage on block also] - 20 hits
- Kiba lunges into the opponent - 2 hits
- Kiba flip attacks into the opponent - 4 hits
- kiba lunges into another uppercut slash - 5 hits
- Kicks opponent into air with both legs - 2 hits
AERIAL STRINGS
A.
- kick, punch then a spin kick - 3 hits
A.
- into another kick - 2 hits
A.
- into an uppercut slash - 4 hits
A.
- into another slash - 2 hits
A.
- Kicks opponent behind him - 2 hits
JUTSUS
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- Kiba and akamaru perform close range combat then end in a cross slash attack - 12 hits
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- Kiba performs his signature technique, Gatsuuga - 7 hits
OUGIS
(Level 1) - Kiba slashes the opponent.
(Reversal) - Kiba slashes the opponent in an uppercut-like motion.
(Awakening) - A long range barge
Hold
- Awakening - Food Pills Mode
Activation Condition: Provoke Type (1 second taunt)
Duration: Approximately 25 seconds
Effect: Attack up, Defense up, Speed up, attacks bounce higher.
Damage Chart
Was done on Sai who has C-Class (Average) defence.
Strategy & Gameplan
OVERVIEW
PTS Kiba is an all around character with no real weakness. His Air hawk
helps him to pressure the opponent. It can be chained into his
string or even better his guard break, which would force the opponent to knj. Taking this into consideration, this turns kiba into quite an offensive character. The aim with kiba is to try to be mostly on the offensive whilst finding oppurtunities to go into awakening mode to end the match quickly.
Kiba's
has no real trick to it, however, by SHC the
into his guard break, you are potentially adding more pressure to the opponent.
JUTSU
In terms of jutsu, try to avoid using gatsuuga. Sure it help him to home in on opponent or even get away from certain circumstances, it has low damage, and really isn't worth the chakra. His cutscene
is better because it does more damage, and also releases chakra balls on hit. In additional, ocassionally you may be able to taunt to get into awakening. In the case where the opponent may quickly recover and try to stop you from fully taunting you can cancel the tautn and move to the offensive. This may prove to be an effective bluff against the opponent. This jutsu can also be used in combination with his guard break, and although it's techable it's unescapable (unless they knj). Furthermore, it can be used to punish x-dashers on block.
With this being said about the jutsus, you may find that you may be able to maintain a high level of chakra throughout games(This does not include match ups against chakra denial characters).
AWAKENING MODE
Kiba's throw is untechable and gives you just enough time to get into his awakening mode. His awakening taunt has the effect of potentially turning the match into your favour due to the dramactic increase in speed and power. As the taunt is quite quick, it opens up more possibilities for you to pull it out, for example, after landing his guard break, when far from your opponent etc.
ADVANTAGES
-More versatile than TS counterpart.
-Has his hawk to give added pressure.
-Quite easy for him to go into his awakening, snd land an ougi where there big damage can be inflicted.
-Awakening ougi does the same damage as his reversal ougi.
-Destructive in awakening mode.
DISADVANTAGES
-
is useless, it doesn't combo.
-Gatsuuga can be useless as the damage is small.
Tips/Tricks & Extra Notes
AWAKENING OUGI
-Kiba's awakening ougi startup causes about 4 second stun block on the opponent, so you can chain this into his ![]()
or even use his throw.
-Kiba's awakening is the only ougi to give the same damage output as his reversal.
INFINITE
Normally, Kiba's infinite is A
~ x dash and repeat. In awakening mode he has a larger variety. For example, he has:
Specific Matchups
Media
TUTORIAL VIDOES
Guide to Team 8 (Fullamorbass takes credit for this)
GAMEPLAY VIDEOS



