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[P4AU] Kanji Tatsumi Gameplay Discussion "Brofist it out!"

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Play patiently, I guess? Her stuff is hard to deal with as long as she keeps her distance, but she has a decidedly poor DP option and relatively slow startup on normals so she's not as capable of just poking out. On the other hand, you can't just force your way in since spear doesn't care about shoulder charge and her normals are fairly quick for their range.

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Just found something really funky with SB (and ONLY SB; I checked the others) chair super. If you hold down any of the buttons until the initial swing occurs, Kanji will not do the rest of the combo and recover in time to do pretty much anything afterward thanks to the crumple the first hit does. If it were a spin like the second hit, it would even combo into SB grab super. Only works on hit, though. Might be gimmicky, but maybe it'd be worth something if it Fatals?

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Sorry for asking a dumb question, but what would be great neutral for Kanji? I'm usually lost on how to approach any character when playing onlne.

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It depends on the matchup. Some you're allowed to be airborne, others you're stuck on the ground. Your goal is usually to either make them block j.B so you're extremely plus and force them to make a decision/reaction (will I do j.B > j.236B, or j.B land into walk forward, or other??), or to make them block D lightning and force them to guess.

 

In air, j.B is the god. If they block this, you are ultimate plus, and the hitbox is great. j.236A (forward or air-turned) is great for mobility, and is plus on block if they don't have a good answer. Starting airborne, j.236B is easier to react to so I don't recommend abuse it, but having it in your pocket keeps your opponent guessing on your angle of approach/retreat.

 

When grounded, 2B jump-ins, obviously. 5B is probably your best poke. It stops most run-ups, except for characters with ridiculous range like Chie 5C and Mitusuru. 2A is a decent poke, too. You can't really cancel 2A/5B on reaction into anything since sweep is horribly unsafe on block, but just making them block it is enough.

 

Learn when to use your 5C in neutral. It's usually a bad idea since it's easy to react to and slow, but if you can make them block a lot of time you can cancel it into 2D/5D and get pressure.

 

[4]6C is good to pull out of your pocket, but don't overuse it since it's a free persona card if blocked. If they block it you can usually j.D for free depending on the range and start your approach.

 

A lot of people can't deal with TK j.236A/B. It's your fastest forward approach and has a real janky angle that's hard to anti-air. It can be DPed, but like [4]6C/D/CD pulling it out of your pocket every now and again is a good way to get in.

 

 

 

 

People love to abuse Kanji's weakness at mid-range in neutral, so more often your best neutral option is to block. Especially jump-ins. 2B is basically a hard read with how slow it is.

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Does anyone know what allows you to pick up someone with 5A after landing 236C? I can do it in the corner after a weird combo, but I can't seem to get it to work otherwise. 

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When do you usually use this?

Kanji's Primal Force is a tool best used at neutral when your opponent has entered their "Kanji is allergic to projectiles right?" state. It punishes alot of mindless projectile spamming and can be a good tool full screen to put on pressure. It works great when Yukikio's empty's her fans out, Naotos's shooting up the hood or when Yukari's he too busy dispensing "justice" with a butt ton of arrows. It's also a great tool for some non projectile call-outs like when Junpei is using trismagistis full screen and if early enough can catch adachi setting up ziodyne. Of course its weakness is on the approach because it can me destroyed when its standing in front of you pre-charge and can easily be jumped over or rolled through at close enough distances. Also if the opponent blocks it full screen you can actually save yourself from them punishing the persona by going into his D Lightning and punish them at the same time!

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