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

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Random little combo, not sure if it's useful or not.

ch 2B (ground hit only) > 236B > 5AA > j.A > j.B > j.214B > 236A/B (~3570 damage)

It seems to deal respectable damage while covering more horizontal distance than the ch 2B > 5C setup, though unfortunately if you counter-hit them out of the air with 2B then 236B will whiff, and anti-ground 2B ch's are quite rare.

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Random little combo, not sure if it's useful or not.

ch 2B (ground hit only) > 236B > 5AA > j.A > j.B > j.214B > 236A/B (~3570 damage)

It seems to deal respectable damage while covering more horizontal distance than the ch 2B > 5C setup, though unfortunately if you counter-hit them out of the air with 2B then 236B will whiff, and anti-ground 2B ch's are quite rare.

Is there a range at which 2B will hit that 5C won't pick up? 5C is pretty wide and the hit box is kinda square so it shouldn't miss in that situation unless they extended their hitbox from pretty far away.

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Sorry, by "covering more horizontal distance" I meant traveling farther for the purposes of pushing toward the corner.

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In situations where you get a CH 2B doing 236B is inconsistent.

It would be easier to just do CH 2B > 5AA > j.A > j.B dj.A > j.B > j.214B.

Like if it was a ground CH (You probably tested ground CH) it would be more consistent.

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Regarding this combo:

FC 2C > 2B > 5C > 236B > 2A > 2B > 236B > 2A > 2B > 236C>236A/B [DM: 5099] +46SP

Found a slightly better variant:

FC 2C > 5B > 2B > 5C > 236B > 2A > 2B > 236B > 5AA > 236C > 236A/B [DM: 5108] +47SP

Also, I think this one's worth considering:

FC 5C (air hit) > 236B > 2A > 2B > 236B > 5AA > j.A > j.B > j.214B > 236A/B [DM: 4431] +41SP

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Found this just now, testing for better variants right this moment, but this is pretty fucking nice:

5A Confirm (close range)

5AA > 2A > 5B > 2A+B > OMC > 2C > 5B > 2B > 236B (miss) > j.214B > 236A/B [DM: 3003] [-38 net SP, consumes 50, requires 40 before confirm]

Revised:

5AA > 5B > 2A+B > OMC > 2C > 5B > 2B > 236B (miss) > j.214B > 236A/B [DM: 3008] [-39 net SP, consumes 50, requires 41 before confirm]

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Found this just now, testing for better variants right this moment, but this is pretty fucking nice:

5A Confirm (close range)

5AA > 2A > 5B > 2A+B > OMC > 2C > 5B > 2B > 236B (miss) > j.214B > 236A/B [DM: 3003] [-38 net SP, consumes 50, requires 40 before confirm]

Revised:

5AA > 5B > 2A+B > OMC > 2C > 5B > 2B > 236B (miss) > j.214B > 236A/B [DM: 3008] [-39 net SP, consumes 50, requires 41 before confirm]

I've been using the second one you posted for a while. It's great and pretty easy to confirm into.

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2B -> 236C -> OMC -> dash -> 2A -> 5B -> 2B -> 236C -> 236A/B [DM: 3300]

2B -> 236B~j.214B -> OMC -> dash 2C -> 5B -> 2B -> 236C -> 236A/B [DM: 3633]

Have not tested on all characters yet, it feels like it may only work on some. Nevermind, it seems pretty damn reliable.

Confirmed on Yu, S.Lab.

The 236C hits them really high in the air and looks swaggy as fuck.

Slightly Better 5C FC [25 SP]

FC 5C > 236A+B > 5B > 2B > 5C > 236B > 2A > 5B > 2B > slight delay 5C > 236B~ slight delay ~j.214B > 236A/B [DM: 5568]

Much Better 2C FC [25 SP] (exact same thing as ^)

FC 2C > 236A+B > 5B > 2B > 5C > 236B > 2A > 5B > 2B > slight delay 5C > 236B~ slight delay ~j.214B > 236A/B [DM: 5610]

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Some of the combos and most of the fatal combos need a lot of updating and have for a loong time.

Main thing I am seeing is that in most situations where it says 2C > 2B you can actually get away with 2C > 5B > 2B for a decent chunk more damage. Not all of them though.

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Some of the combos and most of the fatal combos need a lot of updating and have for a loong time.

Anything in particular?

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Anything in particular?
Some of them appear to be worse version of other combos on the list. and j.A j.B j.A j.B shouldn't be in any of them ever. I'm not really that great at p4 but I guess I could go over them.

I'm sure someone by now is good at hitting the 2B>5C>5B>2B thing, but I'm not.

Excluding the obviously best 5C 5B stuffs these all improve on one or more of the FC combos in the thread.

FC 2C > 5B > 2B > 5C > 236B , 2A > 5B > 2B > 5C > 236B~214B->236A/B 5142

FC 2C > 5B > 2B > 5C > 236B , 2A > 5B > 2B > 5C > 236B~214B OMC6 2C > 2B > 236C->236A/B 5832 50 meter

FC j.C, 2C > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236B~214B->236A/B 5241

FC j.C, 2C > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236C+D, 2B 236C->236A+B 5900 50 meter

FC 5C > 236A+B , 5B > 2B > 5C > 236B , 2A > 5B > 2B > 5C > 236B~214B->236A/B 5568

These simple changes make a Lot of the fatal combos obsolete, including several at 25% or 75% meter because EX chair adds 400 to these combos.

Everyone can see where I'm going with this right?

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Anything in particular?

A lot of the FC 2C combos are a big waste of SP.

-FC 2C > 2B > 236C > OMC, dash 2B > 5C>236B > 2A > 5AA > j.A > j.B > j.214B > 236A/B *cost 50 SP* [DM: 5286]

-FC 2C > 2B > 236B > 5A > 2B > 236B~j.214B > OMB. walk forward 5C > 236C+D > j.B > 2B > 236C > 236A/B *cost 1 burst and 25 SP* [DM: 5495]

-FC 2C > 214214C *cost 50 SP* [DM: 5214]

-FC 2C > 2B > 5C > 236B > 2A > 2B > 236B > 2A > 2B > 236C>236A/B [DM: 5099]

-FC 2C > 2B > 5C > 236B > 2A > 2B > 236B > 2A > 236C > OMC dash 2B > 236C > 236A+B *cost 75 SP* [DM: 5696]

-FC 2C > 2B > 5C > 236B > 2A > 5AA > j.A > j.B > dj.A > dj.B > j.214B > 236A/B [DM: 4899]

-FC 2C > 2B > 5C > 236B > 2A > 5AA > j.A > j.B > j.214B > OMC, dash 2C > 2B > 236C > 236A+B *cost 75 SP* [DM: 5871]

-FC 2C > 2B > 5C > 236B > 2A > 5AA > J.A > j.B > j.214B > 236236A/B > OMC (2nd hit) 214214C *cost 150 SP* [DM: 7116]

-FC 2C > 2B > 5C > 236B > 5A > 2B > 236B~j.214B > OMB, walk forward 5C > 236C+D > j.B > 2B > 236C > 236A/B *cost 1 burst and 25 SP* [DM: 5873]

-FC 2C > 5B > 2B > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C > 236A/B [DM: 5636]

Compared to just doing this (the last combo listed is fine):

2C FC [25 SP] (same thing for 25 SP 5C FC as well)

FC 2C > 236A+B > 5B > 2B > 5C >236B > 2A > 5B > 2B > 5C > 5B > 2B > 236C >236A/B [DM: 5847]

I'm sure someone by now is good at hitting the 2B>5C>5B>2B thing, but I'm not.

I'm getting the hang of it in Training, but I definitely would stick to easier stuff in Netplay.

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those are the easy mode combos.

I suppose I can remove them.

Also the OMB>236C+D is burst safe.

@ Osuna: J.a>j.B>j.a>j.B is great corner carry and can give you the needed meter for 150 meter combo and less likely to drop.

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I mean I understand the need for easy combos. There's no point doing anything difficult if you can kill them with something easy (quite the opposite, because you're allowing their Burst gauge to charge while you do your long/pointless combo). But at the very least you should be able to do FC 2C > 5B > 2B or you shouldn't be playing Kanji D:

I'm just a huge optimal combo nut, I can't get enough of wasting hours and hours to find a vague, finicky combo that does 3 more damage.

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I'm sure someone by now is good at hitting the 2B>5C>5B>2B thing, but I'm not.

Excluding the obviously best 5C 5B stuffs these all improve on one or more of the FC combos in the thread.

FC 2C > 5B > 2B > 5C > 236B , 2A > 5B > 2B > 5C > 236B~214B->236A/B 5142

FC 2C > 5B > 2B > 5C > 236B , 2A > 5B > 2B > 5C > 236B~214B OMC6 2C > 2B > 236C->236A/B 5832 50 meter

FC j.C, 2C > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236B~214B->236A/B 5241

FC j.C, 2C > 5C > 5B > 2B > 236B > 2A > 5B > 2B > 5C > 236C+D, 2B 236C->236A+B 5900 50 meter

FC 5C > 236A+B , 5B > 2B > 5C > 236B , 2A > 5B > 2B > 5C > 236B~214B->236A/B 5568

These simple changes make a Lot of the fatal combos obsolete, including several at 25% or 75% meter because EX chair adds 400 to these combos.

Everyone can see where I'm going with this right?

Edit: 2A 5B 2B 5C 236B~214B is same meter, and considerably more damage and already pretty good corner carry. Though there is a spot on the stage where you could get corner off of abab that you couldn't off of normal means.

Edit edit: These seem to be typos -FC 5C > 2C > 236B > 5A/2A > 5B > 2B > 5C > 236C 236A/B [DM: 4950/5050]

-FC 5C > 2C > 236B > 5A/2A > 5B > 2B > 5C > 5B > 2B 236C > 236A/B [DM: 5237/5342]

Also, easy mode combos, whatevz, but a lot of them seem to be bolded, which I was told meant they were optimal, which they really are not.

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Just noticed, we're rather lacking in...

1. 5C air hit in the corner

2. 5c FC air hit in the corner

3. both above + at a range where 236B won't combo.

and I think the midscreen 5C 236CD (out of range of 236B) combos might be able to be improved as well. not 100% on that tho! I've already figured out a few combos that're better than the ones listed for corner but I'll wait like... a day to transcribe them if needed. I'm -awful- at figuring out combos and I figure someone can find better optimized stuff than what I was doing.

oh, and stupid shit: based on spacing air hit FC J.C OMC j.b j.214B OMC 2C 2B 236C 236A/B - 4117

probably hard to hit considering j.c omc j.b but hey even for 100 meter i can think of a lot of times i'd have loved 4k off of j.c hitting someone derping in the air

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I correct those when I get the chance.

I will also post some 5C corner combos.

Not much I found but its better than you what we have.

Also EX chair does 600 unprorated damage.

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I correct those when I get the chance.

I will also post some 5C corner combos.

Not much I found but its better than you what we have.

Also EX chair does 600 unprorated damage.

it does some sort of minimum scaling 600 at the end of lengthy FC combos but it doesn't do 600 on stuff like grab --> chair, 5aa sweep --> chair, shortish, non FC combos etc.

unless you mean 236AB in combos in which case i dunno w

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I meant during combos.

Seems like it does a bit more if the combo isn't long.

Gotcha does unprorated 400 damage iirc.

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oh, and stupid shit: based on spacing air hit FC J.C OMC j.b j.214B OMC 2C 2B 236C 236A/B - 4117

probably hard to hit considering j.c omc j.b but hey even for 100 meter i can think of a lot of times i'd have loved 4k off of j.c hitting someone derping in the air

You could always go with that silly combo in that one video...

FC j.C > OMC > j.66 > j.B > 5A > j.A > j.B > land > j.A > j.B > land > j.A > j.B > dj > j.A > j.B > j.214B > 236A/B

http://www.youtube.com/watch?v=UsTo89j9W90#t=1m39s

Also EX chair does 600 unprorated damage.

EX Chair is 1500 base damage, compared to normal chair's 1000 base. With Kanji's combo hits immediately scaling down to 60% from the second hit onward, this translates to roughly +300 damage for the 25 meter, could be less based on how far into the combo you are.

EDIT: +300 compared to normal chair... actual values would be 900 vs 600.

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You could always go with that silly combo in that one video...

FC j.C > OMC > j.66 > j.B > 5A > j.A > j.B > land > j.A > j.B > land > j.A > j.B > dj > j.A > j.B > j.214B > 236A/B

http://www.youtube.com/watch?v=UsTo89j9W90#t=1m39s

EX Chair is 1500 base damage, compared to normal chair's 1000 base. With Kanji's combo hits immediately scaling down to 60% from the second hit onward, this translates to roughly +300 damage for the 25 meter, could be less based on how far into the combo you are.

EDIT: +300 compared to normal chair... actual values would be 900 vs 600.

It actually would almost never be less, and almost always be more. The minimum is much more important than those values.

Anything but the shortest Kanji combos hit minimum for the follow up damage surprisingly fast. So it is actually a much closer to a difference of 400 (200 minimum vs 600) on average if you going through the trouble of calculation.

Edit: to clarify it is minimum damage which is not the same as unprorated damage.

Edit:-FC 5C > 2B > 236B > 2A > 5AA > j.A > j.B > dj.A > j.B > j.214B > 236236A/B > OMC, (2nd hit) 214214C *cost 150 SP* [DM: 6915] For example on bolding obviously not optimal combos, how is this optimal? You don't exactly need corner carry when you end the combo in 214214C/D, and even if you did distance doesn't count for being optimal. It doesn't even do 7k and easy bench mark met with 150 meter on a fatal counter.

I'm Really confused on what optimal is supposed to mean here, cuz technically optimal would be all about getting 2B 5C 5B 2B. If that's too hard for people then you'd still get as much 5B 2B as you can, if That's too hard for everybody then you're so far from optimal at that point what is the point of bolding?

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Okay so I fiddle about with the 2B 5C 5B 2B situation in training for a bit today.

I find it noticeably easier to get the 5B 2B if I input a forward dash before the 2B 5C.

For example

FC 2C > 5B > 2B > 5C > 5B > 2B instead do FC 2C > 66 > 5B > 2B > 5C > 5B > 2B

It really feels like the timeframe to input the 5B is more forgiving when you dash forward a tiny bit first, obviously the opponent will be closer to you after the 5C doing this.

Obviously if you're starting on CH 5C you're pretty much at the mercy of wherever you were when you confirmed. But FC 2C gives you enough time to input a dash regardless.

---

Similarly, it's much easier to land 236B~j214B on this:

...5C > 236B > 2A > 5B > 2B > 236B~j214B

by simply adding a microdash before 2A thus

...5C > 236B> 66.2A > 5B > 2B > 236B~j214B

Also, random observation:

-CH 2B > 5C > 236B > 2A > 5B > 2B > 236B~j.214B > 236A/B [DM: 3989]

Actually does 3993.

---

Another random note:

CH 5A > 5C does combo successfully on standing. So you can do CH 5A > 5C > 2B > 236B~j214B > 236A/B

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