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[P4A] Kanji Tatsumi Q&A Thread

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The only tech trap I know is this one:

After a 5C hit or any big move your opponent has a tendancy to tech back, you can actually 5D their back tech.

Now the trap is while you are pressing 5D you do j.214B/AB and pounce on them.

This is the only one I know and I seldom use it.

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At least that is one thing to remember.

A while back I faced a kanji player that used a combo that ended me in the air so that if I teched he could 236C. Does anyone know anything like that?

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I think 5aa can be used for that tech trap fairly often, though the only time 5aa happens in the middle of a combo is like... in the corner or off of a Fatal Counter.

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Probably asked, but would you guys say it's worth doing "optimal" meterless 5AA combos over 5AAAA? I don't ask that out of laziness or inability to do them, I ask because the damage really doesn't seem worth it on the optimal ones over the meter you gain from 5AAAA and sometimes 2A whiffs mid-combo due to spacing.

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You only use the optimal 5A combos that knocks down for yes the knockdown.

For air confirm you have no reason not to go for it, the corner carry on 5AA>Air combo is amazing.

Sometimes it is good to use auto combo for the meter there are also times you don't need the meter.

Primarily when you have 100/150 meter anyway.

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You also have additional opportunities during the non-auto-combos to cut it short and mix in a command throw, for fun and profit!

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I get it now, 2AB > 236A gives slightly better oki and positioning than a standing 236A ender. I was mainly asking because I saw a really high level Kanji player just go for As after a knockdown and I figured there might be little reason to get for the only slightly stronger combos over meter.

Another question, much more subjective: who do you guys feel Kanji does well against? While I'm FAR from a Kanji expert, it seems to me like the only character he does well against is Akihiko, then even against a few characters, then disadvantageous against quite a few characters - again though, I don't know all of Kanji's tools, and I don't know the current meta-game with Kanji.

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Akihiko is probably the only character he isn't disadv vs, but Kanji does fine against any players who are careless.

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Kanji does well against Akihiko, Labrys, Yu, Yosuke, and Aigis.

You just gotta be aware of what they can and can't do.

Edit: I am gonna do a huge edit on the first post when I rest from Frosty Faustings, expect it done tomorrow.

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What's a good plan after catching someone midscreen with 214214, so that you aren't given the time to combo into j.214? Lately I've been messing around with 5C/2C/236D since Take-Mikazuchi stays in the corner next to the opponent if you use those attacks ASAP, but it doesn't really provide any helpful followups; and fullscreen 236236 feels like a waste of meter unless it'd actually KO.

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If you land a midscreen 214214C then always use j.214AB if you have the meter.

Easy to do any tacks on a nice bit of damage.

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hooray time to ask random kanji questions for shits and giggles. hopefully I won't repost anything because i was too lazy to check the thread.

Repost from twitter last night: "okay i'll bite what do we have on Aigis"

[Aigis] isn't really scary since her dumb stuff like random Megido flare gets blown up easily, her approaches aren't really unbeatable, AND her normals aren't that scary. Her persona is a problem and blocking her 2B in the air gives her a free Orgia. If you don't stand still then you can make her waste orgia meter, if she is not in orgia then she isn't winning because that's what makes her scary. Also, Orgia flight approach is only safe at certain angles and/or when she uses j.C, and you can chicken block to make her waste Orgia meter just trying to get you to sit still. Her knockdown mix ups do make Kanji feel sad though. In other words, play her weaknesses to the extreme.

TL:DR don't let her get started, stall her instead, which Kanji can definitely do. (Edited to remove twitter grammar, hope you don't mind/hope i didn't misinterpret =3=)

Next up: You mentioned something about easily blowing up Aigis' DP --> Shield super?

Any tips to dealing with gimmick reliant yosukes? I've gotten way better in the matchup but particularly if they rely on getting lots of run blockstring --> air slide teleport cancel --> more flips/gimmick setups I generally have no idea what to do lol.

General Labrys gameplan? I know I win if I'm being patient but even watching my replays I have no idea wtf my gameplan was/is.

Dealing with patient, baiting based akis? Either people who just jump around constantly slightly out of range until random airdash or the smarter people who rely on spacing j.c pressure.

What to do after a successful B+D? Specifically, if I catch an air move with it (particularly teddy and yu I think) and they airtech and best way to stop people who just tech mash 5A on the ground (usually yosuke lol.) admittedly i haven't sat down to think about the latter myself yet but may as well while asking everything else!

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General Labrys gameplan? I know I win if I'm being patient but even watching my replays I have no idea wtf my gameplan was/is.

React react react! All of her mixups are telegraphed as hell. Block low and react to her extremely slow overheads. She will never take a round with 5C, unless you are playing hella bad (~1k-1.5k damage per 5C mixup = you guessing wrong 8-10 times...)

You can buffer 214D during her awakening gear super and take the round free (unless you magically let her get into awakening and gain back to 50% health or something ridiculous).

You don't have to respect j.B and can just DP it. So if she's in the air, block high and wait for air dash/double jump and either anti-air or DP when she gets in range. It's not like she can delay her descent with j.C/j.D/j.214A. Maybe j.214B but blocking high and punishing beats that free too.

What a good matchup.

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Yeah forgive twitter grammar 140 characters are too short for proper use of it.

For you first question: http://www.youtube.com/watch?feature=player_detailpage&v=wduiDrsFTxA#t=6s

Use this and you get a free command grab or a 5AA air confirm depending on how fast you are.

The air dash variation is very nice and I really wanted to use it on Danke but he didn't do it. D:

About gimmick reliant Yosukes:

Gimmicky Yosukes rely on making you feel like you have to hit them in odd places and that's how they get their hits.

Don't mess with tricky areas that you aren't sure about, let them fly around for a bit and look for a pattern.

Yosuke is easiest to deal with when he is running toward you or trying to run away.

That's why in videos Yosuke players are playing footsies with Kanji.

The gameplan against Labrys:

Your priority is to not let her have red Axe period! This has and always will be a primary rule.

Her normals are slow and have long reach.

Don't forget 5B may have 11F startup but it's a projectile and does not extend Kanji's hitbox, abuse it whenever you can!

j.B can be beaten in 2 ways both are reliable:

If she is doing a low hitting j.B then DP it when you see it.

If it's high hitting then IB and jab.

She loses if you IB a high hitting j.B, this applies to S.Lab as well.

If she likes to stay in the air and turtle then use 236CD.

The only thing you really want to look for and punish outside of j.B in this match up is DP.

Also guillotine is safe on block but the push back lets you use 5C to hit her for following up with another normal.

About dealing with patience:

Don't DP if they like to jump around unless they are doing something reactable.

I prefer to move around if they jump cancel stuff unless its that jump back air turn backdash trick.

About successful B+D:

I got killed because of mash after DP so many times, the safest thing you can do is block.

Yes I tried everything and there is always a guessing game with it and it's not in your favor at all.

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I thought you can't j.214 after 214214 unless you landed 214214 from almost across the entire field?

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Nah You can use j.214AB if 214214C takes you off screen say from midscreen to corner or from corner to corner.

You can only use j.214B if you are not close to the corner when using j.214B.

I can't wait to get my capture card there is a lot of info to share and it would be much easier to show you.

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Hi, I'm new to the amazing world of P4A and ArcSys games as a whole, and I'm really loving using Kanji, and I want to get to a decent level before Ultimax drops; However, I just can't see to get the AoA > j.A > j.B .... Combo going. Is there really strict timing?

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Are you getting a Fatal Counter on the C launch? You need to land exactly 14 All-Out Rush hits for it.

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Does it need to be FC? And no I don't think I've been landing the full 14 hit, the maximum I can seem to get is 11. Do I just suck?

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