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[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"

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Information

  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only the most optimal combos will be listed in this thread.

    Collapsed: Notation Used:

    • Notations in red are for prefixes only. Notations in blue are for suffixes only.
    • [table=width: 700, align: center]

      General Notations Used

      Guide Specific Notations Used

      [table=width: 350, class: grid, align: center]

      >

      Gatling/cancel the previous move into the following move.

      ,

      Link the previous move into the following move.

      |>

      After landing.

      j

      Jump

      sj

      Super Jump

      h

      Hop

      hc

      Hop Cancel

      ad

      Air Dash

      iad

      Instant Air Dash

      jc

      Jump Cancel

      sjc

      Super Jump Cancel

      dc

      Dash Cancel

      OMC

      One More! Cancel

      AoA~C

      All Out Attack into C ender

      AoA~D

      All Out Attack into D ender

      CH

      Counter Hit

      FC

      Fatal Counter

      [ ]

      Hold Input

      (N)

      Attack must deal N amount of hits.

      [???] xN

      Repeat ??? N amount of times.

      [/table]

      [table=width: 350, class: grid, align: center]

      c.

      The attack must be used as close to the opponent as possible.

      f.

      The attack must be used as far away from the opponent as possible.

      [sS]

      Side Swap combo

      [CO]

      Crouching Opponent

      [AA]

      Anti-air or Air-to-Air

      [RP]

      Roll Punish

      [sD]

      Shadow Only Combo

      [N%]

      Player SP % required before combo start.

      [N/N%]

      Damage/SP Gain %

      [/table]

      [/table]

      Challenge Mode Combos

      Collapsed: ]

      [b:

      Mission #01

      -

      Mission #02

      -

      Mission #03

      -

      Mission #04

      -

      Mission #05

      -

      Mission #06

      -

      Mission #07

      -

      Mission #08

      -

      Mission #09

      -

      Mission #10

      -

      Mission #11

      -

      Mission #12

      -

      Mission #13

      -

      Mission #14

      -

      Mission #15

      -

      Mission #16

      -

      Mission #17

      -

      Mission #18

      -

      Mission #19

      -

      Mission #20

      -

      Mission #21

      -

      Mission #22

      -

      Mission #23

      -

      Mission #24

      -

      Mission #25

      -

      Mission #26

      -

      Mission #27

      -

      Mission #28

      -

      Mission #29

      -

      Mission #30

      -

      Mid-screen:

      Normal Starters

      FC j.C > 5C > 2C > 5B > Sweep > 236B > 5A > 2B > 236B > 5AAA > j.214B > 236236AB > 236C > 236A/B/AB

      Skill Starter

      FC 214C/D > 236B > 5AAA > j.214A > 236A/B/AB

      System Starter

      -

      SP Skill Starter

      -

      Near-Corner:

      Normal Starters

      -

      Skill Starter

      -

      System Starter

      -

      SP Skill Starter

      -

      Corner:

      Normal Starters

      -

      Skill Starter

      -

      System Starter

      -

      SP Skill Starter

      -

Edited by Omex

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11/28 P4U2 - Tokyo Leisureland Launch Tournament

FC j.C - 5C - 2C - 5B - Sweep - 236B (?) - 5A - 2B - 236B - 5AAA - j.214B - 236236AB - 236C - 236A/B/AB

Needs at least 20 Meter before doing j.C .

DMG: 6573

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I've made a huge list of combos by following Kanji vids. Most of them are Shadow Kanji combos so I'll make them purple:

Collapsed: ]
Mid-screen

[u:

Normal Starters

5AAAA
5AAA > j.214A
5AA > Sweep > 236A
5AAAA > Shadow Rush > 236B > j.214B > 236236B > OMC > 214214D/CD
5AAAA > Shadow Rush > 5AA > 2B > 236B > 236236B > OMC > 214214D/CD
CH 2B > 5C > 236B > 5AAA > j.214A > 236236AB > 236C > 236B
CH 2B > 5C > 236B > Shadow Rush > 2B > j.B > j.C > j.B > j.C > j.236B > 236236B > OMC > 214214D/CD
FC j.C > 5C > 2C > 5B > Sweep > 236B > 5A > 2B > 236B > 5AAA > j.214B > 236236AB > 236C > 236A/B/AB
FC j.C > 5C > 2C > Sweep > 236B > 5A > 2B > 236B > Shadow Rush > 2B > j.B > j.C > j.B > j.C > j.236B > 236236B > OMC > 214214D/CD
CH j.B > 5A > 2B > 236C > 236A
CH j.B > 5AAA > j.214A > 236236AB > 236C > 236A
CH 2B > 5AAA > j.214A > 236236AB > 236C > 236A
CH 2B > 5C > 236B > 5AAA > j.214A > 236236AB > 236C > 236A


Skill / Boost Skill Starters
j.214B > Shadow Rush > 6 > 2C > 2B > j.B > j.C > j.B > j.C > j.236B > 236236B > OMC > 214214D/CD
j.214B > Shadow Rush > j.66 > j.B > 2B > j.B > j.C > j.B > j.C > j.236B > 236236B > OMC > 214214D/CD
214C/D/CD > Shadow Rush > j.214B > 236236B > OMC > 214214D/CD
214C/D/CD > Shadow Rush > 66 > j.B > 236236B > OMC > 214214D/CD
FC 214C/D/CD > 236B > Shadow Rush > 5C > 236236B > OMC > 214214D/CD
CH 236CD > j.B > 2B > 236C > 236A



System Starters
Sweep > 236B > Shadow Rush > 236236B > OMC > 214214D/CD


SP Skill / Awakening SP Skill Starters
-




Near-corner

Normal Starters
FC j.C > 5C > 2C > Sweep > 236B > 5A > 2B > 236B > 2A > 2B > 236B > j.214B > Shadow Rush > 5C > 236B > j.214B > 236236B > OMC > 214214D/CD




Skill / Boost Skill Starters
-



System Starters

-


[bSP Skill / Awakening SP Skill Starters

[*]-

Corner

Normal Starters

[*]-

Skill / Boost Skill Starters

[*][*]214C/D/CD > 2B > 236C > 236236AB > 236C > 236B

[*]214C/D/CD > 2B > 236C > Shadow Rush > 236236B > OMC > 214214D/CD

[*]214C/D/CD > Shadow Rush > 236B > j.214B > 236236B > OMC > 214214D/CD

[*]214C/D/CD > Shadow Rush > j.66 > j.B > 2B > 236C > 236236B > OMC > 214214D/CD

System Starters

[*]-

SP Skill / Awakening SP Skill Starters

[*]-

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Just some quick counterhit things

 

ch [4]6C > 5AAA > j.214A is an easy 2.7k or so

 

fc [4]6C > 2B > 236B > 2A > 2AB > 236B > 5AAA > j.214A is 4.5k

fc 5A > 2B > 5C > 236B > 2A > 2AB > 236B > 5AAA > j.214A is 4.1k

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AoA midscreen weirdness:

 

AoA>18 hits>C launcher>jump>jA>jB>j236A second hit whiff>2A>236C>236A

 

3168. Seems to be a bit character specific.

 

Non-weird:

 

3092

AoA>18 hits>C Launcher>jump>j236A second hit whiff>5AAA>j214B>236A

 

 

Our Sweep > RC AD > jB > 5C stupidity is still doable.

 

50 Meter

DM: 3025/3076

5AA>2A>5B>2A+B>RC AD>jB>5C>2B>236C or 236B~j214B>236A

 

j214B is a bit stricter but so much corner carry.

 

 

5A Fatal into Super Throw

DM: 4588

FC 5A>5C>5>21414D

 

Only takes 50 SP as opposed to 150 on the 236236A/B>RC>Super Throw routes. Can be followed up in corner for more than 5k

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don't remember where i saw it, but here's a nice jC FC combo that nets you a ridiculous amount of meter and damage

 

FC jC > 2C > 5C > hop jB > 2B > 5C > 5B > Sweep > 236B > 2A > 2B > 236B > 5aaa > 214B > 236A (I personally like the EX ender better cuz more damage and faster recovery. you're getting a ton of meter anyways)

 

Also, the 5B after 5C can be either fully charged up or done like the old p4a 5C > 5B > 2B combos

 

I'm finding it a bit inconsistent, though. maybe there's a trick to it I'm missing or something :/ 

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easy timing fc combos

 

fc 2C > 2B > 5C > 236B > 2A > 2AB > 236B > 5AAA > j.214A > 236A -- 5.6k

(close) fc j.C > 2B > 5C > 236B > 2A > 2AB > 236B > 5AAA > j.214A > 236A -- 5.4k

(far) fc j.C > 2C > 5C > 2AC > j.B > 2B > 5C > 236B > 5AAA > j.214A > 236A -- 5.3k

 

As far as I can tell these combos are extremely consistent and don't have any "late timing" points, though they sacrifice around 500-600 damage from the optimal.

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don't remember where i saw it, but here's a nice jC FC combo that nets you a ridiculous amount of meter and damage

 

FC jC > 2C > 5C > hop jB > 2B > 5C > 5B > Sweep > 236B > 2A > 2B > 236B > 5aaa > 214B > 236A (I personally like the EX ender better cuz more damage and faster recovery. you're getting a ton of meter anyways)

 

Also, the 5B after 5C can be either fully charged up or done like the old p4a 5C > 5B > 2B combos

 

I'm finding it a bit inconsistent, though. maybe there's a trick to it I'm missing or something :/ 

After experimenting with the 5B > sweep > 236B in a variety of combos, from what I can tell it's a somewhat tight timing in that it's possible to get both too early and too late. In other words, this is the new 5B > 2B > 5C > 5B > 2B > 236B combo piece.

 

In the case of after 5C, if you do 5B way too early, they fall to the ground before you can connect with sweep. If you do it slightly too early, you connect with sweep but they hit the ground too soon after the sweep and the untech time runs out before 236B can reach. If you do it slightly too late (and still do an immediate sweep), they're still too high and your sweep goes under them. If you do it way too late, they bounce out of range of 5B.

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yep aisight, you just described everything that happens when you do it wrong lol honestly, it feels way tighter than 5b > 2b > 5c > 5b > 2b > 236B i've gotten this combo once every 10 times i try it. i think, for the sake of practicality and consistency, its just better to go for slightly less damaging, but easier FC jC combos... ESPECIALLY on netplay haha. did you ever land the combo tho? isn't it the greatest feeling? mmmm

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I haven't been able to do that combo you listed yet, getting a proper timing after 2B > 5C seems really tough.

 

From what I can tell, most optimal fatal routes (including punishing fatal recovery) involve

... > 5C > 5B/5 > sweep > 236B > 2A > 2B > 5C > 236B > 5AAA > j.214B > (ender)

 

In damage, enders are around..

236A - 200

236AB - 450

236236A - 700

236236AB > 236C > 236A - 900

 

Omitting the 5C in the 2A > 2B > 5C > 236B piece will sacrifice 300 damage but allows you to do 2A > 2B > 236B without any delayed cancels. Using 5A > 2B > 236B further reduces damage by another 150, but makes the timing for following up after 236B much looser. Performing j.214A instead of j.214B sacrifices about 100 damage for the same sort of ease in execution. The routes I'm currently running for fatals are:

 

fc 5AA > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A - 4.3k

fc 2B > 5[C] > 236B > 2A > sweep > 236B > 5AAA > j.214B > 236A - 4.7k

fc [4]6C > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214B > 236A - 4.7k

 

fc 2C > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A - 5.8k

fc j.C > 2C > 5C > hop > j.B > 5B > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A - 5.8k

 

 

 

EDIT: Quick and easy 10k for Challenge 25

2[C] > 2B > 5C > 5 > sweep > 236B > 2A > 2B > 236B > OMB > 5C > 2B > 236C > 5AAA > j.214B > 236236A/B > OMC > 214214C/D - 10052

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Hey Guys,

 

Here is a pretty fun Shadow Kanji Combo that I crafed in the lab and like using. Midscreen to corner only.

 

5AA > Sweep > SB > 5C > 2B(Immediately after the hit confirm of 5C) > HJC > J.A > J.B > J.C > 214A(start to charge 46D) > 46D > Sweep > BD >   236236AB(2 Hits) >  OMC > 214214CD = 5571

 

I've seen alot of FC only combos since kanji is pretty situational, however this combo is a normal state one. Hope you guys like it. Let me know.

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Just as a note, 236236A+B doesn't deal more damage than 236236A/B except for the third hit, so if you're using the chair super to OMC into 214214C+D, there's no point in spending the extra ~8 Shadow Frenzy meter.

 

That said, I like the damage, and I'm wondering if there's some more possibilities in there. I've seen Shadow Frenzy Kanji combos involving something like j.B > j.C > dj. > j.B > j.C > j.214A+B

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Oh very cool! Honestly I had no idea if there was differance in damge using 214AB since its relativley low with S. Kanji anyways. You can actually do a normal jump cancel and go into just JB > JC > 214B. However in my match exp. people seem to tech out of that one alot for some odd reason either due to net or just a timing slip up. However I have experimented and you can do a follow up of 46 D > Sweep > 46C > 2A > 5B > BD > 236236B > OMC > 214214CD(close to or in corner only). I maybe landed that like 3 times out of ten online. Its an odd time frame.

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you can do 5AA>sweep>SB>jB>2B>jc>jB>jC>j214B>46D>sweep>46C>2A>5B>sweep>BD>236236A>OMC>214214CD for 5989 midscreen to corner

 

can change j214B to j214A to make it easier but needs to be closer to coner

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I dig that damage! I ll have to try this when i get home from work. However, from SB > j. B. would you have to do a slight air dash? since SB activation puts kanji in the air for a brief time and then plants him back down.

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I'm not great at combos but I found a few things:

214C/D > 2B > 236C >236A is still a thing, I think it does more damage then in P4A

CH B > 214C seems to not be consistent anymore 

5C >2C is a true cancel now 

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Are there any resources for normal kanji combo routes? A lot in this thread seems to be for shadow Kanji at the moment. 

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Normal Kanji gets pretty straightforward. I can write something up later today, unless you're looking for a specific starter.

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Normal Kanji gets pretty straightforward. I can write something up later today, unless you're looking for a specific starter.

 

Just some general combo route stuff would be helpful. I just got the American release and didn't follow anything Kanji related up until yesterday so I'm not sure where to start other than putting his auto combo in everything. 

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NORMAL HITS, METERLESS

5AAA > j.214A > 236A -- 1880

(crouching OR anti-air) 5AA > 2B > 236C > 236A -- 2039

5B > sweep > 236A -- 1383

2A > 5B > sweep > 236A -- 1320

2B > 236C > 236A -- 2258

 

sweep > 236A -- 1328

throw > 236A -- 1860

(cornered) throw > sweep > 236A -- 2124

 

(close) 5C > 5 > 214C > 236A -- 3888

(anti-air) 5C > 236B > 5AAA > j.214A > 236A -- 3662

2C > 2B > 236C > 236A -- 3054

 

214C/D > 236A -- 2854/3154

(corner) 214C/D > 2B > 236C > 236A -- 3440/3740

j.214A/B > 236A -- 2080/2280

236C > 236A -- 2160

236D > j.B > 5AAA > j.214A -- 2740

 

COUNTERHITS, METERLESS

ch 5A > 5 > 214C > 236A -- 2734 (this is probably unconfirmable)

ch 5B > 214C > 236A -- 2855

ch 2A > 2B > 236C > 236A -- 1912

(close) ch 2A > 5 > 214C > 236A -- 2752

ch 2B > 5[C] (slight charge) > 236B > 5AAA > j.214A > 236A -- 3725

 

ch 5C > 2C > 2B > 236C > 236A -- 3655

 

ch [4]6C/D > 5AAA > j.214A > 236A -- 2701

 

(Easy) FATAL COUNTERS, METERLESS

fc 5A > 2B > 5C > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 4162

fc 5B > 5AA > 2B > 5C > 236B > 5AAA > j.214A > 236A -- 3434

fc 2A > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 3603

fc 2B > 5[C] (slight charge) > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 4730

 

fc 5C > 2C > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 5572

fc 2C > 2B > 5C > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 5586

fc j.C > 2C > 5C > hop j.B > 2B > 5C > 236B > 5AAA > j.214A > 236A -- 5334

 

fc 214C/D > 236B > 5AAA > j.214A > 236A -- 4023/4323

fc [4]6C/D > 2B > 236B > 2A > sweep > 236B > 5AAA > j.214A > 236A -- 4683

 

(Harder) FATAL COUNTERS, METERLESS

fc 5AA > 2B > 5C > 5 > sweep > 236B > 2A > (slight delay) 2B > 5C > 236B > 5AAA > (slight delay) j.214B > 236A -- 4598

fc 2A > 2B > 5C > 5 > sweep > 236B > 2A > (slight delay) 2B > 236B > 5AAA > (slight delay) j.214B > 236A -- 4147

fc 2B > 5[C] (slight charge) > 5 > sweep > 236B > 2A > (slight delay) 2B > 5C > 236B > 5AAA > (slight delay) j.214B > 236A.... you get the idea

 

fc j.C > 2C > 5C > hop j.B > sweep > 236B > 2A > 2B > 5C > 236B > 5AAA > j.214B > 236A -- 6123

 

VARIOUS THINGS

From j.214A or j.214B enders, you can usually do

j.214A > OMC > 2C > 2B > 236C > 236A

for around an extra 1000 damage. If you did it from a raw j.214, it adds an extra 1600 or so.

 

From raw j.214A or j.214B, you can do

(midscreen) j.214A > OMC > 2C > 2B > 236C > 236A -- 3638

(midscreen) j.214A > OMB > 5C > 236B > 5AAA > j.214A > 236A -- 4335

(corner) j.214A > OMC > 5C > 2B > 236C > 5AAA > j.214B > 236A -- 4375

(corner) j.214A > OMB > 5C > 236B > 5AA > 2B > 236C > 5AA > 236C -- 4915

(corner) j.214A > OMB > 5C > 2B > 236C > 5AAA > j.214B > 236A -- 4657 (use this route if you want the j.214B ender, to allow for extra damage off of super cancels)

 

For 150 meter, you can end any combo from j.214 ender with 236236A > omc 2nd hit > 214214C/D. At full scaling, the minimum damage of this is an additional 2610 unburstable damage.

 

At full scaling, the minimum damage of 236A ender is 200. The minimum damage of 236A+B ender is 450. The minimum damage of 236236A/B ender is 690.

In the corner, for 75 meter, you can end the j.214 with 236236A+B > 236C > 236A. This deals 950 damage at maximum scaling, 1200 if 236A+B is used for a total of 100 meter.

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Thanks! This is exactly what I was looking for. Quick question. When I bait a DP, is 2c his go to ground punish for guaranteed fatal? 

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