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

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does anyone know how to do an air command grab right after the grab super, i saw someone did it but i couldn't get it to connect

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You have to be in the corner when you activate the super and then when the opponent is slammed into the other corner jump forward and input the grab. You can jump or super jump

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You have to be in the corner when you activate the super and then when the opponent is slammed into the other corner jump forward and input the grab. You can jump or super jump

Take-Mikazuchi extends the animation since he has to run across the screen corner to corner. This lets Kanji recover while the grab is still going off and let you do the air dive grab. Make sure to use the B version.

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Mid-Screen

 

FC 2C > 2B > 5C > 236B > 5AAA > j.214A > 236236A > After second hit OMC > 214214C   DMG 7065

 

FC JC > c.2B > 236B > 2A > 2B > 236B > 5AAA > j.214A > 236236A > After second hit OMC > 214214C   DMG 7184

 

FC 2C > 2B > 5C 236B > 5AAA > Shadow Frenzy > 236236A > After second hit OMC > 214214CD  DMG 5797

 

214D > Shadow Frenzy > j.214AB > 236CD > 236236A > After second hit OMC > 214214CD  DMG 5469

 

Corner combo

 

FC 2C > 214214CD > 2AB > OMB > 236B, 214B > 236236AB > 236C > 236A     DMG 8151

 

 

 

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214D > Shadow Frenzy > j.214AB > 236CD > 236236A > After second hit OMC > 214214CD  DMG 5469

 

I think that's a pretty good one since it's all burst safe which is very important. It is low damage but still.

 

I've been playing a bit of Kanji and I labbed some stuff thanks to aisight's post. I found a cool counter hit Primal Force combo, but it's rather inconsistent:

[CH]Primal Force(D)>Delayed 5C>SB Gotcha>J.B>2B>C Gotcha>Cruel Attack. Should deal about 4k

 

Works fairly well fullscreen for punishing bad attempts at zoning. It's still possible at midscreen and at point blank, but I find it a bit harder.

 

Another combo I wanted to share is [CH]5C>SB Cruel Attack>5AA>2B>C gotcha>ender (3.6/4K). It does pretty good damage and you can choose to go mandive instead of Gotcha for more damage with the supers if you have the meter or even an OMB.

 

This character is really fun, can't wait for OMB/OMC SB Chair and 5B>2B to get back

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after 236D or 236SB, j.B > 5AAA > j.214A instead of j.B > 2B > 236C will add more corner carry and possibly more damage in exchange for losing the safejump setup. If you did it from 236D, you also get the autocombo meter bonus.

 

The 214C/D > frenzy combo you quoted is the standard one, which is pretty much the only unburstable frenzy route Shadow Kanji has. I had previously listed it in this:

http://pastebin.com/b73TzsGy

 

I don't remember if the 5C > 236SB route requires a counterhit or not, but it's really only worth it if it doesn't - 5C > 2C > 2B > 236C/236B~214B both lead to 3.6k meterless. 5C > 236SB used to lead to a pretty decently damaging route in P4U1, due to 5C being fatal counter, and was a useful tool due to being able to reach opponents who were hit too far for 2C to connect. It's really not as much of a reward with regular counterhit 5C.

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Corner Combo:

FC 2C > 2B > 5C > 236B > 2A > 2B > 236B, 214B > Shadow Frenzy > 2B > 236B, 214B > 236236A > After second hit OMC > 214214CD   DMG 6746

 

:ballKA2:

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uhh, just do this lol

ender = 236236A/B > omc 2nd hit > 214214C+D

(midscreen) fc 2C > 2B > 5C > 236B > 2A > sweep > 236B > frenzy > 2B > j.B > j.C > j.214A > 236C+D > ender -- 7484

(corner) fc 2C > 2B > 5C > 236B > 2A > sweep > 236B > 5AA > 2B > 236C > 5AA > 236C > frenzy > 236236A+B > ender -- 7877

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Does anyone know of something you can combo into after a CH or FC 214A/B? All I know of is OMC > 2C > 2B > 236C > 236A, but that works without a CH.

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You can't combo off of counter or fatal counter dive grabs without OMC or OMB. Fatal counter DOES allow for bigger combos, though I can't imagine that being a common occurrence. If it ever somehow happens, it leads to pretty impressive damage. You can probably treat it like a fatal j.C starter, so something like...

 

fc j.214A/B > omc > 2C > 5C > hop j.B > 5B > sweep > 236B > 2A > 2B > 236B > 5AAA > j.214B > 236A

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what is the most damaging corner combo for shadow kanji ? what i do is:

 

FC 2C> 2B > 5C > 236B >2A > Sweep >236B> Shadow Frenzy > 2B > air B > air C > air 214 A+B > 236 C > 236236 A or B >omc > grab super A+B = 7656 damage

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fc 2C > 2B > 5C > 236B > 2A > sweep > 236B > 5AA > 2B > 236C > 5AA > 236C > frenzy > 236236A+B > 236236A/B > omc 2nd hit > 214214C+D -- 7877

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fc 2C > 2B > 5C > 236B > 2A > sweep > 236B > 5AA > 2B > 236C > 5AA > 236C > frenzy > 236236A+B > 236236A/B > omc 2nd hit > 214214C+D -- 7877

 

thanks for the help, now its my turn. If you change the "sweep > 236B > 5AA > 2B > 236C > 5AA > 236C > frenzy >" to sweep > 236B > 2A > 2B > 236C > 5AA > 236C > frenzy >  the combo does 7899 =]

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FC 2C>2B>[4]6C>2B>5C>236B>2A>2AB>236B> frenzy >2B>JB>JC>J214B>[4]6D>2B>236C>236236A>OMC>214214CD 8447

wow, thanks for this combo =D indeed stronger, but have the down side that only works if we are truly very close to the corner, anyway, if you change the "frenzy >2B>JB>JC>J214B>[4]6D>2B>236C>236236A>OMC>214214CD" to 2A>2B>236C> 5AA> 236C > Frenzy > 236236AB > 236236A>omc> 214214CD, the combo does 8497 =]

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what are the most damaging meterless and with frenzy AoA > C combo ? sometimes is good to throw an AoA and i have no ideia what to do next

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I usually just go with j.A j.A j.B j.214B into whatever. AoA has ridiculous amounts of proration, and in Persona damage proration is tied to hitstun reduction, so you don't really have a whole lot of options from there; I wouldn't Shadow Frenzy from it unless you have the corner and want to just do a simple Frenzy > 236236A+B > 236236A/B > omc 2nd hit > 214214C+D for the additional 4k or so.

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Found a 150 meter route from j.214 that happened to deal about 500 more damage than the standard 236236A > omc > 214214C route. Fully burstable though, so the all-supers route is still superior in those cases.

 

https://youtu.be/4-ftO0e0Irs

j.214B > omc > 5C > 2B > 236C > 5AAA > j.214B > 236236A+B > 236C > 236A+B

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