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MashThat5A

[P4A] Yu Narukami vs Kanji Tatsumi

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2B or crouch to hurt him for doing dive grab. If you're in air you can j.B+D if you react quick enough.

Whiff punish his 5C with 214D/SB.

Play the lame game and bait those B+D.

Block Punishes vs Kanji:

B+D

- CH 214A

- FC 2C

Note: When punishing with a persona attack (5C/2C) wait slightly or the lightning hits your persona.

A+B

- (dash) 5A

Bet Ya Can't Take this! A/B/SB

- crouch CH 5C

Ass Whoppin', Tatsumi Style!

- dash 5C

- (during flash) A+C > dash 5C

- (during flash) Ziodyne/Cross Slash

The Man Series: Brofist

- (during flash) jump CH j.B

- (during flash) A+C > FC 214B/FC 2C/CH 214A

- (during flash) Ziodyne/Cross Slash/Myriad Truths

I'll edit this if something's wrong or needs to be added.

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What can we do once Kanji gets his auto-combo and be very close to us to use his 214C/D? Spam Furious Action?

Especially if I'm cornered, I often find it hard to guess whether he's going to command grab or to normal attack.

Thanks before!

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I'm not sure if BD is a good idea, since if Kanji goes for a grab I would think you would go through his invinceframes, and then he'd just grab you when you land.

Once Kanji gets in, do not god damn tech immediately. Delay your tech or don't tech at all and surprise them with a 5A or something. Once you condition them to this, you can often tech right through a pickup they may try, or screw their grab timing up. Eventually it may be safe enough to start trying to tech immediately again. Jump in the air and air dash sparingly, or you'll get caught with one of the two AA throws he's got. Whenever Kanji jumps, be on guard for his j.214A/B. If you're paying attention, it's not too hard to crouch it on reaction, and then make them eat something big. It seems you can also beat it out with 2B, but I don't see a reason to risk it, you can get a clean ground CH of whatever you want to punish if you crouch it.

If you get paralyzed, it's usually best to just suck it up and stay still and block. Kanji still has to respect you since you can still do 214A/B/C/D, which covers a fair distance to nail him if he thinks you're free bait and just charges in recklessly. Also be wary of using zio from mid-full screen. He might catch you with your pants down with a lightning strike or the air to ground grab.

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After they do the air grab if it wiffs a lot of them dp as soon as they land so be careful. They tend to make sure the air grab doesn't land near to u so u can run and think your getting a free punish....

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This is a grounded match up, you don't want to be in the air a lot. A few tips when fighting Kanji:

  • Be wary of his j.C, it can fatal you, if you're on the ground Kanji can easily pick up a 4K combo.
  • Play the spacing game until you feel he is respecting you. If you're not going in in the beginning, he won't use his R-Action since you're out of range.
  • When Kanji does his jumping air throw, crouch and punish; it will whiff you, even the EX version cannot catch you.
  • In Kanji's pressure string, when he goes for 2.C (his persona vortex move), jump over it. it's slow enough to react to it and if you don't evade it, the move brings you to Kanji.s range.
  • Be aware of Kanji's Persona air throw, getting caught with that will lead to big damage. Staying grounded benefits you, if you're far enough, you can short hop to make it whiff.
  • 2B is your best friend and your worst enemy here; it can stop Kanji from approaching in the air but if used too much, he can bait it and if whiffed, the recovery on 2B can allow him to punish you. Use it but don't spam it.
  • The oki game works well against him, just keep your eyes open if he DP's through it. You can block it when trying to mix him up, it might cost you a persona card so if it's early on, it's OK but don't try to use this tactic when you're down to your last 2 persona cards, they will get blown up and you do not want to fight Kanji w/o your persona for any number of seconds.
  • Kanji's persona can easily be broken in this match up with patience, and once he is persona broken, he is going to be really defensive. Jumping around and running away, that is the time go in an hit him with a huge combo.

Summary:

Play patiently against Kanji and when you have the upper hand, go in. Stay grounded as much as possible, space him out, punish his aerial approaches and severely punish Kanji when you Persona break him.

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on wakeup what do you guys do to react to his B+D, block then go a for a counterhit? Is it possible to roll through his Furious Action? I can't respond with my own Furious as Kanji's still catches me when I am in the air.

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If Kanji is using Furious Action on your wake up, block it. Once you block it he will still be in the animation of his Furious action but you are able to attack him. But you don't want to put yourself in a position that he's in your face to begin with; avoid this scenario if you can because he could change it on you and do a command throw or his persona air throw so be careful if he does get that close.

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If you're ground zoning kanji try to use 2C>236CD when he's near to maintain zone and setups for 5D.. and also 2C has a safe distance from his throw and can trigger FC's

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Does 2C avoid the air grab? Or is Yu not crouching anymore when you use that move? I know I should stick to 2B but just out of curiosity. Can we also use slide to avoid the grab?

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Does 2C avoid the air grab? Or is Yu not crouching anymore when you use that move? I know I should stick to 2B but just out of curiosity. Can we also use slide to avoid the grab?

I've tested this and yes, 2C does avoid the air grab as if he was crouching, spaced well enough and you'll even get a free fatal

Slide can be used to avoid it yes but its mostly in the timing, I believe he can grab you out of the startup

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