A rising slash to launch the opponent, then a hammer kick. Displaces even guarding opponents.
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Throws 2 kunai upside-down.
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A jumping spin attack.
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A spinning slash into a side kick.
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Throws 2 kunai.
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In air,
A high kick.
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In air,
A double slash.
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In air,
Throws a pair of kunai.
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In air,
Throws a pair of kunai.
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In air,
Throws a pair of kunai.
Usage Tips[]
The Kunai are the most basic of the Ranged Class' weapons and the ones every player starts out with. They offer a limited movepool where each natural combo string can end with the wielder in the air throwing kunai and as such promote an airborne playstyle. Since the Kunai lack any unique moves, every wielder should at least consider their alternatives, which generally come with some sort of upside for minor tradeoffs. While the Kunai may be serviceable, their only draw is the specific moveset they provide.
The most interesting string is because of the multiple follow-up options it leads to.
Like with all Ranged-type's weapons, fo fully exploit their weapon's potential the wielder needs to master the use of their ranged projectiles. This means to understand their effective range, their stopping power and what it does not apply to, as well as when wielder needs to retreat.
Kunai spam can be very effective in suffocating most engagement attempts from opponents but can rarely keep away multiple opponents simultaneously. Furthermore all classes have tools to deal with suppressive fire so it is important to scout these tools out and keep track of their cooldowns and stay out of their effective range.
Example Combos[]
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jumpjumpdash
This is a basic example of how kunai throws can be canceled into each other. Note how the first jump does not consume the mid-air jump when timed correctly.
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The bread and butter combo with decent damage, reliability and agility. Can easily be canceled into kunai throws or Ninjutsu.