BBTag/Kanji Tatsumi

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Overview

Overview
Kanji is a grappler with amazing mixups and oki. Once the opponent is knocked down he is able to inflict a vortex situation. He struggles to get said mix-ups going due to his poor mobility and frame data. The main goal when playing Kanji Tatsumi is to use meter and assists to get him into close range to start his cycle of pain.
Kanji Tatsumi


BBTag Kanji Portrait.png
Health
18,000
Prejump
4F
Backdash
24F (1~7F Inv All)
Fastest Attack
4A (6F)
Reversals
A+D (13F)
236B+C (10F)
214B+C (6F)
Pros
Cons
  • Great Pressure options and oki with or without assists.
  • Massive damage, especially off his charged attacks.
  • Long reach with his persona attacks.
  • Multiple anti-airs, some of which air unblockable.
  • Unique pressure based assists.
  • Strong Frame traps and tick throws.
  • 0 frame distortion command grab.
  • Poor air game and neutral due to slow startup normals and poor movement speed.
  • Small DP hitbox.
  • Anti-airs are highly committal.
  • Has trouble converting into high damage without assists.
  • Large persona means that it can easily be broken by stray attacks.


Unique Ability: Charged Attacks

Kanji's persona can perform charged attacks that change in power and usage depending on when the charge is released. If it is released on the last possible frame, the attack will gain increased damage, improved scaling, more hitstun, and additional frames of hitstop on hit (this is indicated by the opponent flashing yellow with electricity). If the charge is held past the last frame, the attack is canceled and Kanji is free to perform any action.

Charge Attacks:

  • 5B
  • 5BB
  • j.C
Note: j.C doesn't have the "Just Frame" property that 5B and 5BB have and Take-Mikazuchi disappears once Kanji reaches the ground, regardless of how long the move has been charged.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 6 3 17 -6 B
4AA 1500 All 10 3 17 -3 B
4AAA 1500, 0, 1500 All 15 3 25 -9 B
4AAAA 2400 All 16 12 25 -6 B
  • Jump cancelable.
  • Throw cancelable.

4A is Kanji's fastest attack and thus vital for starting pressure or forcing your way out of an opponent's pressure. Has comparable horizontal reach to 5A, while providing a better followup option in 4AA than 5AA. This attack's vertical range is good enough that it can OTG opponents and potentially even anti-air.


  • Jump cancelable.
  • Throw cancelable.

4AA is safe on block and advances towards the opponent, making this a strong button for applying pressure or mix-ups. Has a very good hitbox, almost never whiffing after 4A outside of some unusual circumstances.


  • Follow-up attack only comes out on hit against the opponent's point character.
  • Follow-up attack ground bounces.
  • Follow-up attack cannot be Cross Burst.

4AAA is an attack-grab that leads that can cancel into Bet Ya Can't Take This for ending combos and into Air Cruel Attack for assist combos. In the corner, the B and EX versions of Cruel Attack can be used to convert into a full combo without using an assist, anywhere else delayed A version of Cruel Attack can combo into 4A or 2A.


  • Launches opponents away on hit.

4AAAA is an auto-combo finisher that can also be used in the air. Has no cancel options, is unsafe on block, and doesn't lead into any follow-ups outside of some very unconventional situations where the grounded version anti-airs an opponent in the corner, so don't use this move in blockstrings or when an assist is unavailable. Only good for assist extensions in the corner. The only time where you can use this in neutral is when 4AAA hits an assist character as 4AAAA can stuff a careless approach from their point.

Version Level P1 P2
4A 2 100 75
4AA 3 100 80
4AAA 4 100 85
4AAAA 5 100 90

4A:
4AA:
4AAA:

  • Only performs first hit on block or whiff
  • Cannot use Partner actions during followup attack


4AAAA:


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 11 5 13 -1 P1
5AA 1500 All 10 5 12 0 B
5AAA 2000 All 17 6 26 -11 B
5AAAA 2400 All 16 12 25 -6 B
  • Throw cancelable.
  • Deletes projectiles on impact.

5A has good horizontal reach, damage, scaling, and frame advantage on block. Used to reset pressure (usually into 4A) or for setting up tick-throws. This attack can destroy a single hit of a projectile, making it useful for contesting zoning. If 5A hits at max range 5AA will whiff.


  • Throw cancelable.
  • Jump cancelable.

5AA is mostly combo and blockstring filler. Even on block, making this good for resetting pressure or for setting up tick-throws.


  • Knocks airborne opponents down on hit.

5AAA is a natural frame trap after 5AA and has fantastic scaling as a starter but this gap makes it susceptible to reversals. Combos into 2B even against grounded opponents, making it important for maximizing damage at the end of combos.


  • Launches opponents away on hit.
  • Opponent cannot Cross Burst during this attack.

5AAAA is same as 4AAAA but done after better scaling normals. Combo extension is only possible via an assist or a Cross Raid. Kanji's best move for optimizing damage in assist combos and Cross Combos. When the persona stops moving, Kanji can do 5B or 214B from the persona's location.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 5 100 90
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 2000 [3000] All 20~52 3 30 -12 B
5BB 2000 [3000] All 20~41 2 20 -1 B
  • Ground bounces airborne opponents on hit.
  • Can be charged by holding B, attack comes out 15 frames after release.
  • Just frame timing is 37 frame hold.
  • If held for 38 frames, attack feints and recovers 7 frames later. 45 frames total.
  • On just frame hit, opponent experiences 8 additional frames of hitstop.

Persona attack with long reach and high damage but slow start-up. Can be charged to delay the attack or to cancel the attack, normally into a throw. A perfectly timed charge will result in a huge improvement in damage, scaling, and hitstun, opening up new combo routes. Note that this move will not naturally combo off of most A or B starters, even with counterhits outside of j.C.

While 5B appears to have extreme range, it's arc is deceiving as it does not reach nearly as high and slightly as far as the animation implies. If this move hits at max range 5BB will whiff, requiring either a preemptive assist call or a fast move with long reach like 2C or 236C to continue into a combo. Be careful when using this attack as a poking tool.


  • Values in [] are for just frame.
  • Vacuums the opponent on hit or block.
  • Can be charged by holding B, attack comes out 6 frames after release.
  • Just frame timing is 35 frame hold.
  • If held for 36 frames, attack feints and recovers 10 frames later, 46 frames total.
  • On just frame hit, opponent experiences 8 additional frames of hitstop.

5BB drags opponents closer to Kanji to extend combos or apply pressure. For combos, the suction is important for solo routes as it allows 2B to be used to launch the opponent. For pressure, the strong pull-in after his longest range normals helps Kanji overcome his poor mobility by bringing opponents to him. Thanks to this attack's being only -1 on block, Kanji can use the threat of gatlings or special-cancels to scare the opponent into letting him reset pressure, creating a good opportunity to utilize his command grabs to pierce the opponent's defense.

Version Level P1 P2
5B 5 80 [90] 90
5BB 5 80 [90] 90

5B:

  • Can be held for 45f
  • Persona attacks 15 frames after releasing button
  • Values in [] are just frame
  • Just frame timing is 37 frame hold
  • If held for 38 frames, attack feints and is 45T


5BB:

  • Can be held
  • Persona attacks 6 frames after releasing button
  • Values in [] are just frame
  • Just frame timing is 35 frame hold
  • If held for 36 frames, attack feints and is 46T

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 22 3 24 -10 B
  • Knockdown on airborne hit.
  • On standing hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

Kanji's only grounded overhead, making it an important but risky tool. Has a small hitbox but Kanji steps forward during the start-up to increase its range. Counter hit or charged 5B / 5BB can combo into this move for good damage. Doing so into Extra assault results in a massive amount of unburstable damage. Frame traps after 5B and 5BB.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 8 3 12 0 F
  • Throw cancelable.

Kanji's fastest and safest low, as well as another pressure reset tool. Can cancel into or from 5A only once, making it a good poke as it can use 5A's jump cancel to set up jump-in mix-ups or cross-ups.

Level P1 P2
3 90 80


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 18 3 31 -15 B 9~20 H
  • Launches opponents on hit.

Due to its poor horizontal range, slow start-up, and long recovery, committing to this as an anti-air is very risky. Consider using 4A or DP instead if the situation calls for a lower risk, lower reward anti-air. As a combo tool, this move is very powerful as Kanji lacks launchers that have good scaling and don't need assists or the corner to extend. Note that only 5AAA, 5B, and 5BB can combo directly into this move and only if the opponent is fairly close to Kanji.

Level P1 P2
4 90 85


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 3* Until Landing + 36 -20 F
  • Knockdown on hit.
  • Can only cancel into Additional Cruel Attack and only on hit.

Leaping dropkick that auto-combos into Cruel Attack on hit. Has long range and low start-up, making it a decent poke if an assist is available to cover Kanji on block or convert into a combo on hit. It can also link into 4A or 2A if the opponent was high enough when they got hit, allowing Kanji to loop 2C into 2A for as long as hitstun permits. While this move is unsafe on block, Kanji keeps a low stance during the recovery and the push-back on block is high, making it difficult for some characters to punish. Keep in mind that this attack has no cancel options on block or whiff so don't use it recklessly.

Level P1 P2
4 90 85
  • Airborne on frame 5-15
  • Can have up to 10 active frames if Kanji is suspended in the air (e.g. due to Tager's magnetism), however under normal circumstances it has 3 active frames
  • Can only be canceled into Additional Cruel Attack on hit


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 10 3 11 H
j.AA 1700 High 13 4 9 H
  • Double jump cancelable.

j.A's poor vertical hitbox makes it impossible to use as a jump-in against crouching opponents and makes it prone to whiffing in air combos if Kanji's jumps aren't delayed. Still, its speed and horizontal reach is solid so it can be used for air-to-air situations and for extending air combos.


  • Double jump cancelable.

j.AA is used for extending combos and blockstrings against airborne opponents. Has the same damage but faster start-up than j.B, making it a better choice in most cases but can be difficult to use due to j.AA being locked behind j.A.

Version Level P1 P2
j.A 3 80 80
j.AA 4 80 85

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 16 3 19 H
  • Double jump cancelable.

Kanji's main air-to-ground move thanks to its power, reach, and angle. Has high push-back on hit or block, making it difficult for Kanji to follow it up with his grounded normals. If not done fairly close to the ground and opponent, Kanji cannot combo off it without an assist call as 5B and 2B are too slow while his A normals lack the needed range. Can be used in conjunction with j.214X as the long reach can easily force a high block, but because Kanji is unable to consistently hit confirm this move without a counter hit or an assist, wise opponents may choose to eat stray j.B hits rather than risk a higher damage command grab into knockdown setups.

Level P1 P2
4 80 85


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All 22+ 5 Until landing+9L -7 at best H Release~Active B
  • Staggers opponents on hit.
  • Can be charged by holding C, attack comes out 6 frames after release.
  • Becomes Body invulnerable from button release through the active frames. Can start as early as frame 18.
  • If held until landing, attack feints and has no landing recovery.
  • Unable to perform any aerial actions until landing.

Chargeable persona attack that lacks a just frame. Kanji drifts backwards and becomes body invincible once he unleashes the attack, making this a powerful tool against opponents who attempt to anti-air his jump-ins. Cannot lead into a combo without a counter hit or an assist but it has great damage and scaling, making it very rewarding on hit.

This move got improved in patch 1.5 by quite a bit; It can be used to bait or flat out beat anti-airs and DP's. Because j.B is telegraphed, you might want to mix this in to catch them throwing out anti-airs. Use it careful as the invulnerability frames come out very late into the startup.

Level P1 P2
5 80 90
  • Can be held until landing
  • Attacks 6 frames after release
  • Earliest possible invul starts on 18F
  • Does not induce landing recovery if attack never becomes active
  • Crumple Duration 30F, Crumple Fall 53F



Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Wall bounces on hit.
  • Holding back when inputting the grab will result in Kanji throwing his opponent behind him.

Kanji's basic grab and the only one that can lead into a combo mid-screen without an assist or Resonance Blaze. It also has significantly greater range than his command grabs and can also pick which side the opponent is thrown, helping Kanji get corner oki. Unfortunately, this grab is very unique in that irregardless of the distance from the opponent, the time it takes to grab is fixed. This means when Kanji throws while the opponent uses a reject guard, the opponent can potentially up back or tech the throw, unlike other characters who grab based on proximity. As of patch 2.0, Kanji’s grab is more in line with other characters and no longer has a fixed grab timing.

Level P1 P2
0, 5 100 50
  • Minimum Damage 2000


What A Pain!

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 Air Unblockable 13 19 34 -34 B 1~31 Guard All
  • Behaves like a counter on start-up through the active frames.
  • The counter will activate upon hitting any strike-attribute attack of the point character.
  • If the counter catches an attack before this move hits anything, an invisible counter-attack generates at the opponent's position after 19 frames that is active for 30 frames and Kanji becomes invulnerable until recovery frames end.
  • Opponents are locked in place if they trigger this counter, except if the triggering move was a 'Persona'-type move (i.e. Yu's j.B)
  • Both versions are air unblockable and launch opponents on hit.
  • 5% Minimum Damage: 110

At a glance, the horizontal reach of Kanji's DP is very lacking as it essentially ends at his foot. The real strength of his DP is that if an opponent's physical attack connects while Kanji's DP is active, they will be electrocuted regardless of the distance between them. This makes his DP's hitbox fairly flexible so long as the opponent commits to a non-projectile option. It also hits all around Kanji. Both the raw attack and the counter version are air unblockable as well. If this move counter hits an opponent at its max vertical height or the opponent triggers the counter at a high enough elevation, Kanji can convert the hit into 4A for a full combo. Wary opponents can bait out this move and punish the recovery by out-spacing or by guarding on the ground so use it carefully.

Level P1 P2
4 80 60
  • If Guard Point catches an attack before the Reversal Action hits anything, generates invisible counter-attack after 19 frames that is active for 30 frames, and Kanji becomes invulnerable for duration
  • If an attack is successfully caught, the opponent is forced into 20f of hitstop for the counter attack, except if the strike is a 'Persona' style normal


Skills

Cruel Attack

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1300×2 All 17 until landing, 6 19 -1 H, B
236B 1500×2 All 30 Until L,6 7 +6 H, B
j.236A 1300×2 All 17 Until L,6 17 +2 H, B
j.236B 1500×2 All 24 Until L,6 13 +6 H, B
  • Hits twice.
  • Both hits knockdown airborne opponents on hit.
  • Kanji becomes airborne around frame 10.

236A is only -1 on block, this move can be used to end blockstrings safely. Can stuff throws and some lows due to the short hop Kanji does before the slam. Combos into 4A on grounded counter hit.


  • Hits twice.
  • Second hit knocks down grounded opponents on hit.
  • Both hits knockdown airborne opponents on hit.
  • Kanji becomes airborne around frame 15.
  • Can cancel the startup into j.214B.

236B travels farther than the A version. Has more start-up but has more damage, a better frame advantage on block, and better combo options on hit. Can jump over the opponent if done too close, resulting in Kanji whiffing the attack and leaving himself vulnerable to a punish. Combos into 4A and 2A on hit.


  • Hits twice.
  • Second hit knocks down grounded opponents on hit.
  • Both hits knockdown airborne opponents on hit.

j.236A generally used to convert an air hit into a ground combo with the help of an assist. Note that Kanji can combo into 4A or 2A if the opponent was above him when he hit them.


  • Hits twice.
  • Second hit knocks down grounded opponents on hit.
  • Both hits knockdown airborne opponents on hit.

j.236B is used in corner combos to convert 4AAA into a ground combo. Kanji can combo into 5A if the opponent was above him when he hit them.

Version Level P1 P2
236A 4 80 85
236B 4 80 85
j.236A 4 80 85
j.236B 4 80 85

236A:

  • 18f startup on crouching point blank
  • Minimum Damage 65×2 (130)
  • Maximum Slide duration 1F


236B:

  • 32f startup on crouching point blank
  • Minimum Damage 75×2 (150)
  • Maximum Slide duration 1F


j.236A:

  • Minimum Damage 65×2 (130)
  • Maximum Slide duration 1F


j.236B:

  • Minimum Damage 75×2 (150)
  • Maximum Slide duration 1F


Added Cruel Attack

A/B/C after certain moves

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Until L 6 13 B
  • Can only be used after 214X, j.214X, or 2C successfully hit the opponent's point character.
  • Can be delayed to whiff after j.214X
  • Tracks the opponent's position.
  • Ground-bounces opponents on hit.

Follow-up version of Cruel Attack that only works after a command grab or a sweep. Generally used to end combos with safe-jump oki, extend them if an assist is available, or end combos with a super if Kanji is in Resonance Blaze. Against faster reversals, Kanji must IAD immediately for the safe-jump to work.

The chair slam is susceptible to bursts, so consider forgoing it to deny the opponent a chance to swap characters, or to get kanji himself out. Forgoing the Added Cruel Attack also gives kanji great frame advantage, which an be leveraged to add more layers to Kanji's plethora of mind games.

Level P1 P2
3 80 80
  • Can use Partner actions only if done after 2C
  • Minimum Damage 60


This'll Hurt!

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500, 2000, 100×6 Throw 7 4 31 T 1~10 T
  • Cannot be used during or shortly after Gotcha!
  • Cancels into Added Cruel Attack on hit.
  • Only works against standing or crouching point characters who aren't in blockstun or hitstun.
  • Opponent is invincible to all other attacks until the last hit of lightning connects.
  • Opponent cannot burst during a throw.

With Kanji's below-average speed on both his run and air dash, it can be difficult to get in range to utilize this command grab. However the grab itself is very fast at 7 frames of start-up and is throw invincible, so if Kanji is able to set up a situation where he ends up close to the opponent (like after 5BB suction on block or after Added Cruel Attack on hit) it is a strong mix-up option. Use an assist after the Added Cruel Attack to convert into a full combo. If Kanji lands this move in the corner, he can combo directly into 5A for a good damage and no resources or into a super for big unburstable damage.

Level P1 P2
0, 5, 4, 3×6 100 50
  • Minimum damage 3100
  • Can cancel into Additional Cruel Attack on hit


Gotcha!

214B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 0×2, 550×9 Air Unblockable 22 11 Total 54 H Persona Active~Active End H
214[B] 0, 550×9 Air Unblockable 41~141 11 Total 40 H Persona 14~24 H
  • Can be charged, during which Kanji can move but can't use persona attacks or grounded command grabs.
  • Normal version cancels into Added Cruel Attack on hit.
  • Charged version activates once the opponent's point character becomes airborne or after a set amount of time.
  • Works against airborne point characters, even in hitstun.
  • Opponent is invincible to all other attacks until Take-Mikazuchi releases them.
  • Opponent cannot burst during a throw.
  • Persona is head attribute invincible once it leaves the ground.

After a small delay, Kanji's persona leaps off the ground to grab airborne opponents. If it catches the opponent, it shocks them then body-slams them into the ground. Used in neutral as a slow but long range anti-air that can be converted into a combo via an assist. This is also one of Kanji's main combo enders whenever Bet Ya Can't Take This! can't be used. This attack can be charged, placing Take-Mikazuchi on the ground and allowing Kanji to move freely at the expense of a longer start-up and disabling some of his moves until his persona disappears. Kanji can combo into the charged version off of his normal throw or an assist, leading into easy active switches or mid-combo Resonance Blaze activations. Both versions eat up a lot of the combo timer so don't expect long follow-ups.

Version Level P1 P2
214B 0×2, 4×8, 5 80 100×2, 60
214[B] 4×8, 5 80 100, 60

214B:

  • Burst disabled from 14f
  • Can cancel into Additional Cruel Attack on hit
  • Can only hit airborne opponents
  • Minimum Damage 243


214[B]:

  • Minimum Damage 243


Bet Ya Can't Take This!

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 0, 600×2, 1600 Throw* 18 Until L 20 T
j.214B 0, 600×4, 1600 Throw* 27 Until landing 20 T
  • Works against standing and airborne point characters, even in hitstun.
  • Whiffs against crouching opponents.
  • Cancels into Added Cruel Attack on hit.
  • Opponent is invincible to all other attacks until Kanji releases them.
  • Opponent cannot burst during a throw.

j.214A is an air command grab that is commonly used as a mix-up against grounded opponents between this move which must be crouched and j.B which must be standing blocked. Also used to end certain combos mid-screen, mostly after 4AAA.


j.214B has more start-up, travels further, has more hits, and deals more damage. Kanji's best combo ender for meterless routes. The long animation on hit makes it very good for active switches, allowing Kanji to safely swap with his partner and give said partner time to create set-ups (like Seth's Captive Segment projectiles or having Teddie throw out his items) or generate resources (like charging Yukiko's fire level or having Celica heal). Eats up even more of the Combo timer than the light version so avoid using it as a combo part.

Version Level P1 P2
j.214A 4×3, 5 100 100×3, 50
j.214B 4×5, 5 100 100×5, 50

j.214A:

  • Can cancel into Additional Cruel Attack on hit
  • Catches standing and jumping opponents, but whiffs on crouching opponents
  • Minimum Damage 140


j.214B:

  • Can cancel into Additional Cruel Attack on hit
  • Catches standing and jumping opponents, but whiffs on crouching opponents
  • Minimum Damage 140



Extra Skills

EX Cruel Attack

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1700×2 All 28 6, 6 7 +6 H, B
j.236C 1700×2 All 19 until landing, 6 13 +6 H, B
  • Hits twice.
  • Second hit knocks down grounded opponents on hit.
  • Both hits knockdown airborne opponents on hit.
  • Kanji becomes airborne around frame 15.

Kanji travels more than half screen before slamming his chair into the ground. This move leaves him plus on block and near the opponent, perfect for applying mix-ups and resetting pressure. Leads into less damage than the B version mid-screen due to the slightly longer groundslide on the second hit putting the opponent out of range of 5AAA.


  • Hits twice.
  • Second hit knocks down grounded opponents on hit.
  • Both hits knockdown airborne opponents on hit.

Kanji tracks the opponent's location and slams his chair on them. Can be used to extend blockstrings and combos in the same fashion as the grounded version. Sees more use then the grounded version as the tracking allows Kanji to cover extreme distances in very little time which is sort of speed he desperately needs. Note that the tracking becomes highly inconsistent if the opponent is running or jumping so try to only use it when the opponent is locked down by an assist or has used up their all their movement options.

Version Level P1 P2
236C 4 80 85
j.236C 4 80 85

236C:

  • 32f startup on crouching point blank
  • Minimum Damage 170×2 (340)
  • Maximum Slide duration 1F


j.236C:

  • Minimum Damage 170×2 (340)
  • Maximum Slide duration 1F


EX This'll Hurt!

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500, 2400, 100×6 Throw 12 4 31 T 1~15 T
  • Cannot be used during or shortly after Gotcha!
  • Cancels into Added Cruel Attack on hit.
  • Only works against standing or crouching point characters who aren't in blockstun or hitstun.
  • Opponent is invincible to all other attacks until the last hit of lightning connects.
  • Opponent cannot burst during a throw.

This version of Kanji's command grab has more range, damage, and hitstun but it also has more start-up and costs one bar of meter. Thanks to the increased start-up, the bright flashes of blue around Kanji, and the unique sound that all EX moves make, this version is ill-suited for mixup compared to 214A. However, it's extended range is useful to catch people off guard, anticipating an opportunity to pushblock kanji away after one of his strike moves. That said, it is generally better to save meter for Kanji's super command grab which is deals better damage, has faster start-up, and invulnerability.

Level P1 P2
0, 5, 4, 3×6 100 50
  • Minimum damage 3500
  • Can perform Additional Cruel Attack on hit


EX Bet Ya Can't Take This!

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 4500 Throw 19 Until L 20 T
  • Works against standing and airborne point characters, even in hitstun.
  • Whiffs against crouching opponents.
  • Cancels into Added Cruel Attack on hit.
  • Opponent is invincible to all other attacks until Kanji releases them.
  • Opponent cannot burst during a throw.
  • Tracks the opponent's location at the time the attack was used.

Kanji streaks through the sky and tackles the opponent, delivering a powerful hammerblow. The tracking is excellent at allowing Kanji to rapidly travel full screen, whether as a punish against laggy moves or projectiles or to force his way in neutral when covered by an assist. Out of all three versions, this one deals the most damage while using up the least amount of damage scaling and combo timer, making it very good for extending combos with assists. It is also the only one that lets Kanji do a late Added Cruel Attack, allowing him to do a hard to see meaty with his command grab by intentionally dropping the combo before the follow-up attack.

Level P1 P2
5 100 100, 50
  • Can perform Additional Cruel Attack on hit
  • Catches standing and jumping opponents, but whiffs on crouching opponents
  • Minimum Damage 450



Partner Skills

5P

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All (18)+13 8 47 -34 B
  • Wall bounces on hit.
  • Travels half-screen.

Kanji's most flexible and easy-to-use assist. Has the best combination of speed and range, making it useful extending combos. If the generous push-back on block of this assist is interrupted with another move, Kanji will pass through the opponent creating a sandwich situation if Active Switch or Cross Combo is used.

Level P1 P2
5 70 90
  • Minimum Damage 110


6P

Ass Whoopin', Tatsumi-Style

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300, 1500 All (18)+33 Until Hit(18)Until Hit Total: 89 -5 P
  • Projectile gains another hit and bounces forward in an arc if it hits anything.
  • The first hit launches on hit.
  • The second hit knocks down on hit.

Kanji throws his chair just like his Ass Whoopin', Tatsumi-Style super does on whiff. If the chair hits, is blocked, or clashes with anything, it bounces and gains another hitbox which destroys the chair if it touches something again or reaches the ground. While it is slow for a projectile assist, it is very easy to confirm off a successful hit and the second hit can lead into unusual pressure situations such as covering jump cancels or landing throws before the opponent blocks the follow-up hit. Kanji can also have multiple chairs active out at once via an active switch into Ass Whoopin', Tatsumi-Style or a Cross Combo into another 6P. It can even punish single hit projectiles if they clash at the proper distance. This is a very versatile assist that requires proper planning to fully utilize.

Level P1 P2
3 70, 100 80
  • Minimum Damage 65, 75 (140)


4P

P4A 2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900×4 All (18)+11 {5(5)}×3,5 Total: 84 -16 P
  • Hits 4 times.
  • Launches opponents on hit.
  • Has infinite vertical range.

Kanji summons Take-Mikazuchi to call down 4 bolts of lightning directly in front of him. Strong lock down assist due to its many hits and long blockstun. Its generous hitstun also makes it useful in corner combos but the lack of horizontal range makes it hard to use mid-screen. It can also be used in neutral to wall off opponents as it stops aerial opponents from passing through and can eat up the hits of multi-hit projectiles. Note that Active Switch or Cross Combo will recall Take-Mikazuchi and cancel the attack so don't use it in those situations.

Level P1 P2
3 70 95×4
  • Minimum Damage 45×4 (180)



Distortion Skills

Ass Whoopin', Tatsumi-Style

236B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 1500, 2600, 3600, 100
[1500, 2600, 3600, 1000×2, 100]
All 4+(59 Flash)+6 3 48 -30 B 1~12 All
  • If the first hit whiffs or is blocked, Kanji throws his chair as a fullscreen projectile.
  • Projectile gains another hit and bounces upward in an arc if it hits an opponent.
  • Projectile has infinite hits until it touches an opponent, hit or block.
  • Projectile's first hit launches on hit, its second hit knocks down on hit.

Kanji performs a small combo where he hits the opponent with a thrown chair, kicks them, and punches them into the ground so that bounce into the air where the chair returns to knock them down. The enhanced version has Take-Mikazuchi follow up the sequence by stabbing the opponent with his lightning spear before calling down 5 bolts of electricity. This is Kanji's main ender for high damage combos as it is his only super that can be used mid-combo. Provides very basic oki on hit, only enough for a meaty with 5A or 5B. As a reversal, it is both fast and surprisingly safe thanks to the chair's second hit covering Kanji's recovery. To punish this move, opponents must either use moves with projectile or full invincibility or attacks that push Kanji and themselves out of the chair's collision course. The infinite hits on the projectile can be used to blow through zoning and reclaim control of the neutral though at the cost of two bars and low damage on hit. Depending on the partner choice, a preemptive assist call can lead into a conversion off a successful projectile hit.

Version Level P1 P2
236BC 5 80 100

236BC:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1950 [2450]
  • Throws a chair projectile on block/whiff. Chair has damage 1500×2, P1=80, P2=60, minimum damage 300×2 (600)
  • Crumple Duration 80F, Crumple Fall 103F


Burn To A Crisp!

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 100, 1000×2, 3700
[0, 100, 1000×2, 4700]
Throw 6+(100 Flash)+0 5 49 T 1~9 All
  • If Kanji isn't close enough for the grab to connect, he will slide a short distance then attempt a throw. Adds two frames of start-up.
  • Cannot be used during or shortly after Gotcha!
  • Only works against standing or crouching point characters who aren't in blockstun or hitstun.
  • Opponent is invincible to all other attacks until Take-Mikazuchi releases them.
  • On hit, Kanji cannot use Persona attacks or command throws until Take-Mikazuchi disappears.

Kanji throws the opponent into the air and has Take-Mikazuchi catch them on the way down, slamming them into the corner before shocking them. Kanji's fastest throw and his most damaging, leading into strong oki or even a short combo depending on Kanji's resources and the distance the opponent travels (the less they travel the greater Kanji's frame advantage is). It is also a strong option on defense as it's a fully invincible reversal that invalidates safe-jumps thanks to its throw properties. After the 6 frames of start-up (and the additional 2 frames if the opponent isn't within immediate grab range) and the super freeze occurs, the move has zero frames of further start-up so if the opponent is in throw range they cannot do anything to avoid it. However, this is Kanji's riskiest reversal due to the two bar cost, high recovery on whiff, and poor range so don't use this predictably.

Level P1 P2
1, 5×3 80 60
  • Values in [] are for Enhanced version
  • Minimum damage: 5900 [6800]



Distortion Skill Duo

Ass Whoopin', Tatsumi-Style

P during Main Character's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500, 800, 1000, 200
[500, 800, 1000, 250×2, 200]
All 1+(93 Flash)+1 3 48 -30 B 1~4 All
  • Identical to Kanji's solo version of Ass Whoopin', Tatsumi-Style except it deals slightly higher minimum damage.

Only use this super if it will K.O. an opponent, otherwise meter should be conserved for reversal supers or EX moves in neutral.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]
  • Crumple Duration 80F, Crumple Fall 103F



Astral Heat

The Man Series: Brofist

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 30350 Throw 10+(50 Flash)+10 3 45 T 1~27 All
  • Works against both grounded and airborne point characters, even in hitstun.

Kanji slowly walks up and reaches forward. If it hits, Kanji smacks them into the air with his chair and into Take-Mikazuchi's thunderbolt. Kanji and his persona then fist bump just as the opponent falls between them, defeating the opponent. Very easy to combo into as all versions of Cruel Attack (including Additional Cruel Attack) can cancel directly into this move. It can also be used a high risk, high reward reversal thanks to its start-up invincibility, though the lack of a zero frame start-up after the super freeze makes this difficult to pull off.

Level P1 P2
5 100 100
  • Can be comboed into
  • Minimum Damage: 30350


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