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[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"

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On another note, I noticed the 2a OTG raises them off the ground slightly more allowing for a larger window for you to do the 5b/2b. Its still super tight, but yeah, I find it a bit easier.

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Ok thanks for detailed help didn't think about delaying the 5b after the 2a will hit the training lab and practice that. For the 214b grab am i suppose to tiger knee to get it to connect in that combo or just jump and do it fast. anyway thanks for the tips and help on that combo.

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Ok thanks for detailed help didn't think about delaying the 5b after the 2a will hit the training lab and practice that. For the 214b grab am i suppose to tiger knee to get it to connect in that combo or just jump and do it fast. anyway thanks for the tips and help on that combo.

If you are talking about doing jump 214B grab after 2B or 5C, then that is not a tiger knee. 2B and 5C are not jump cancellable. What you have to do is special cancel into 236B, then cancel that into 214B.

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Hey, I was wondering what you guys did for a FC 5C air hit combo. Currently I'm dropping FC 5C (Air Hit) >236B>2A>5B>2B>5C>2A>5B>2B>236B~214B>236B, but always missing the 236B~214B ender. Or 5C>2C (Charged)>5B>2B>236B>2A>5B>2B>5C>236B~214B>236B at certain ranges. Are there better options, also any tips on how to hit the 236B~214B at the end of the first comb

I was also wondering like a earlier post how to do the 214214C/D>214B/A+B combo.

Thanks in advance ^^!

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For your first combo....just do it faster, that's all there is to it.

I've never even tried your 2nd combo, it looks interesting, I'll try it.

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Hey, I was wondering what you guys did for a FC 5C air hit combo. Currently I'm dropping FC 5C (Air Hit) >236B>2A>5B>2B>5C>2A>5B>2B>236B~214B>236B, but always missing the 236B~214B ender. Or 5C>2C (Charged)>5B>2B>236B>2A>5B>2B>5C>236B~214B>236B at certain ranges. Are there better options, also any tips on how to hit the 236B~214B at the end of the first comb

I was also wondering like a earlier post how to do the 214214C/D>214B/A+B combo.

Thanks in advance ^^!

For the second combo, you have to Tiger Knee that one. So input, 2147B/A+B instead.

Edit: Oh yeah, forgot to note. The follow up combo is easier or harder depending on where on the stage you did your 214214C/D (Burn To A Crisp).

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FC 5C combos:

Midscreen and Corner

FC 5C > 236A+B > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236B~214B > 236A/B [Cost: 25 meter, Meter Gain: 11, Damage: 5752]

Midscreen and Corner

FC 5C > 236A+B > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236C > 236A/B [Cost: 25 meter, Meter Gain: 11, Damage: 5748]

For these, I optimized them a little more with a different route, resulting in a little more damage, but same meter gain. Just move the 5B, 2B after the last 5C in the combo. So...

Corner

FC 5C > 236A+B > 5B > 2B > 5C > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B~214B > 236A/B [Cost: 25 meter, Meter Gain: 11, Damage: 5800]

Midscreen and Corner

FC 5C > 236A+B > 5B > 2B > 5C > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B [Cost: 25 meter, Meter Gain: 11, Damage: 5796]

This also easier to do, and less likely to drop on characters with weird hitboxes. The drawback is the combo ending with 236B~214B > 236A/B now becomes a corner only combo.

Some 5AA combos in to sweep

Midescreen

5AA, 2A, 5B, 2A+B, OMC, 2C, 5B, 2B, 236C, 236A/B [Cost: 50 meter, Damage 3002]

Midscreen or Corner

5AA, 2A, 5B, 2A+B, OMC, airdash, j.B, 5C, 5B, 2B, 236C, 236A/B [Cost: 50 meter, Damage: 3151]

Corner

5AA, 2A, 5B, 2A+B, OMC, airdash, j.B, 5C, 2B, 236C, 5AA, 236C, 236A/B [Cost: 50 meter, Damage: 3517]

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For the second combo, you have to Tiger Knee that one. So input, 2147B/A+B instead.

Edit: Oh yeah, forgot to note. The follow up combo is easier or harder depending on where on the stage you did your 214214C/D (Burn To A Crisp).

I've tried the Tiger Knee input but always end up short, it's possible anywhere you hit the supper correct?

Edit: Figured out the timing for 214B/A+B in both corners, midscreen I still have no idea D:

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If Kanji has to run into the picture from off the screen after the super, then only the j.214A+B version is available. j.214B will not reach far enough.

On another note, I found a easier combo for challenge combo 30. It is actually one of the combos posted earlier. :D

Charged FC 2C > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236B~214B > OMB > 5C > 236B~214B > 236236A/B > OMC (Second hit of super) > 214214B/C [Cost: 150 meter and OMB, Damage: 9136]

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Hey again, i'm having trouble getting the chair to hit for the 236236A/B>omb/omc combo's in mid screen. As in the chair whiffs after the 5a's in most of those combo's. I think I'm not walking forward enough but i'm not sure :X. Any tips ? (*'-')

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The sweep combo I prefer is...

5AA > 5B > 2A+B OMC 2C > 5B > 2B > 236B~214B > 236A/B (3008)

I also like how you can OMC again after j.214B if you feel that the damage is important. So that would be...

5AA > 5B > 2A+B OMC 2C > 5B > 2B > 236B~214B OMC 2C > 2B > 236C > 236A/B (3832)

Throwing a 2A before the 5B gets you LESS damage, so I feel that it's better to keep it simple.

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Midscreen and Corner

FC 5C > 236A+B > 5B > 2B > 5C > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B [Cost: 25 meter, Meter Gain: 11, Damage: 5796]

how in the seven hells did you get that last 5B 2B to connect. I can never get the 2b at all.

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how in the seven hells did you get that last 5B 2B to connect. I can never get the 2b at all.

It is just strict on timing. If the 5B misses and then you did 5B too late. If they get hit by the 5B but does a ground tech before you can get off the 2B follow up, then you did it too early. The 5B > 2B itself musts be done really fast too.

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It is just strict on timing. If the 5B misses and then you did 5B too late. If they get hit by the 5B but does a ground tech before you can get off the 2B follow up, then you did it too early. The 5B > 2B itself musts be done really fast too.
Is it character specific at all? I seem to recall trying it and straight up Missing the last 2B mid screen.

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I just did it on everyone and it works fine. Make sure you are hitting them with the top corner of the 5B hit box (Above the exclamation point and question mark) as they bounce off the ground from the 5C.

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Baited Burst punishes using resources? it seems without using anything 5aa ja jb ja jb j214b 236a is optimal.

if this is wrong please let me know!

As far as I can tell, our best bet for getting decent punishes off baited bursts, especially considering how easily burstable most of our fatal combos are... it's probably going to be RCing a 5C or a 2B and blocking a predicted burst and having a good 'higher than normal air burst punish' like 5c air hit :V

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At the very least, we should all be comfortable punishing stupid bursts. It's good to get lucky with people bursting high up.

5AA > j.A > j.B > dj.A > j.B > j.214B > 236A/B ... I suppose this is the easiest thing to do and should work regardless of how high they are in the air. If they're high enough where you think you can land 5C, you could do something like...

5C > 214B > 5AA > j.A > j.B > dj.A > j.B > 214B > 236A/B ... This should be a good 1500-ish extra damage over the first one. I'm not at my console to check right now.

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You can also do 5C > 236B > 5A/2A > 5B > 2B > 236C/236B~j.214B and get around 3400/3500 off a high burst.

I don't bait bursts with Kanji, people tend to burst the first combo against me. D:

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Until I get used to someone's bursting habits, I tend not to bait at all. I'm always surprised by dumb players who don't burst when they should lose the entire match.

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