Difference between revisions of "BBTag/Kanji Tatsumi"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Kanji Tatsumi}}
 +
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
 
|-
 
|-
 
!Kanji Tatsumi
 
!Kanji Tatsumi
 
|-
 
|-
 
||
 
||
[[File:BBTag_Kanji_Portrait.png|350x500px|center]]
+
[[File:BBTag_Kanji_Portrait.png|300x500px|center]]
 
|-
 
|-
 
||
 
||
{{#lsth:BBTag/Kanji Tatsumi/Data|SystemData}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|System Data}}
 
;Movement Options
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run
 
* Double Jump, 1 Airdash, Dash Type: Run
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</div>
 
</div>
 
==Overview==
 
==Overview==
''"I still don't really get what bein' "strong" means, but I'm gonna start by not lying to myself. No more being scared of everyone, hiding my hobbies, staying away from people... Anytime, anyplace, I'm gonna bust right through as my own self!"''
+
{{Bio
 
+
| name = Kanji Tatsumi
===Backstory===
+
| game = BBTag
 +
| icon = BBTag_Kanji_Icon.png
 +
| quote = I still don't really get what bein' "strong" means, but I'm gonna start by not lying to myself. No more being scared of everyone, hiding my hobbies, staying away from people... Anytime, anyplace, I'm gonna bust right through as my own self!
 +
| lore =  
 
Kanji is the only child of the Tatsumi family, owners of the textile shop in Inaba's Central Shopping District.  
 
Kanji is the only child of the Tatsumi family, owners of the textile shop in Inaba's Central Shopping District.  
  
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After accepting his shadow, and becoming a part of the Investigation Team, Kanji now understands the true meaning behind his father's last words, and vows to never again hide his genuine feelings and passions from others, and, most importantly, from himself.
 
After accepting his shadow, and becoming a part of the Investigation Team, Kanji now understands the true meaning behind his father's last words, and vows to never again hide his genuine feelings and passions from others, and, most importantly, from himself.
 +
}}
  
===Playstyle===
 
Kanji is a grappler with amazing mixups and oki. He is able to lock players down once he gets a knockdown. Once the opponent is knocked down he is able to inflict a vortex situation. That is the main goal when playing Kanji Tatsumi.
 
 
===Strengths/Weaknesses===
 
{|
 
|-style="text-align:left;"
 
! Strengths !! Weaknesses
 
|- style="vertical-align:top;text-alighn:left"
 
| style="width: 50%;"|                                                 
 
*Great Pressure options and oki with or without assists.
 
*Unique pressure based assists.
 
*Strong Frame traps and tick throws.
 
*0 frame distortion command grab.
 
| style="width: 50%;"|
 
*Poor air game and neutral due to slow startup normals (outside of j.5A) and poor movement speed and air speed.
 
*Small DP hitbox.
 
*Has trouble converting into high damage without assists.
 
*Large persona means that some of his most important moves can be easily stuffed.
 
|
 
|}
 
====Persona: Take-Mikazuchi====
 
 
===Charged Attacks===
 
===Charged Attacks===
 
Kanji's persona can perform charged attacks that change in power and usage depending on when the charge is released. If the button used to start the attack is not held at all or released before the end of the start-up, Take-Mikazuchi will attack as soon as the start-up frames end. If it is released part-way through, the attack will launch immediately. 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, Take-Mikazuchi will disappear and Kanji is free to perform any action.
 
Kanji's persona can perform charged attacks that change in power and usage depending on when the charge is released. If the button used to start the attack is not held at all or released before the end of the start-up, Take-Mikazuchi will attack as soon as the start-up frames end. If it is released part-way through, the attack will launch immediately. 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, Take-Mikazuchi will disappear and Kanji is free to perform any action.
Line 60: Line 44:
  
 
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.
 
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.
 +
===Playstyle===
 +
{{StrengthsAndWeaknesses
 +
|intro=
 +
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.
 +
|pros=
 +
* 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 unbockable.
 +
* Unique pressure based assists.
 +
* Strong Frame traps and tick throws.
 +
* 0 frame distortion command grab.
 +
|cons=
 +
* 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.
 +
}}
  
<br style="clear:both;"/>
 
{{#lst:BBTag/Kanji Tatsumi/Data|Links}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
  
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <span style="visibility:hidden;font-size:0">4A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_4A.png |caption=
 
|image=BBTag_Kanji_4A.png |caption=
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=4A}}
 
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Kanji Tatsumi/Data|4A}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|4A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Jump cancelable.
 
* Jump cancelable.
 
* Throw cancelable.
 
* Throw cancelable.
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  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=4AA}}
 
{{AttackVersion|name=4AA}}
{{#lsth:BBTag/Kanji Tatsumi/Data|4AA}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|4AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Jump cancelable.
 
* Jump cancelable.
 
* Throw cancelable.
 
* Throw cancelable.
  
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 5A outside of some unusual circumstances.
+
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.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=4AAA}}
 
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Kanji Tatsumi/Data|4AAA}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|4AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Follow-up attack only comes out on hit against the opponent's point character.
 
* Follow-up attack only comes out on hit against the opponent's point character.
 
* Follow-up attack ground bounces.
 
* Follow-up attack ground bounces.
 
* Follow-up attack cannot be Cross Burst.
 
* Follow-up attack cannot be Cross Burst.
  
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.
+
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.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=4AAAA}}
 
{{AttackVersion|name=4AAAA}}
{{#lsth:BBTag/Kanji Tatsumi/Data|4AAAA}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|4AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Launches opponents away on hit.
 
* Launches opponents away on hit.
  
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  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_5A.png |caption= Sticks and stones may break my bones but words will always hurt me.
 
|image=BBTag_Kanji_5A.png |caption= Sticks and stones may break my bones but words will always hurt me.
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5A}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|5A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Throw cancelable.
 
* Throw cancelable.
 
* Deletes projectiles on impact.
 
* Deletes projectiles on impact.
  
Good horizontal reach, damage, scaling, and frame advantage on block. Used to reset pressure (usually 4A) or for setting up tick-throws (even command grabs). 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.
+
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.
 
}}
 
}}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5AA}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|5AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Throw cancelable.
 
* Throw cancelable.
 
* Jump cancelable.
 
* Jump cancelable.
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  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5AAA}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|5AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Knocks airborne opponents down on hit.
 
* Knocks airborne opponents down on hit.
  
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  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5AAAA}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Launches opponents away on hit.
 
* Launches opponents away on hit.
 +
* Opponent cannot Cross Burst during this attack.
  
Same as 4AAAA but done after better scaling normals. Kanji's best move for optimizing damage in assist combos and Cross Combos. When the persona stops moving, Kanji can do 5B from the persona's location.
+
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.  
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_5B.png |caption=
+
|image=BBTag_Kanji_5B.png |caption=Just frame for massive damage.
|image2=BBTag_Kanji_5BB.png |caption2=
+
|image2=BBTag_Kanji_5BB.png |caption2=Vacuum opponents for throw mix-ups.
 
|name=5B
 
|name=5B
 
|data=
 
|data=
Line 176: Line 178:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5B}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=*Fantastic horizontal and mediocre vertical reach
+
{{Description|8|text=
*Relatively high startup
+
* Values in [] are for just frame.
* Persona attacks 15 frames after releasing button
+
* Ground bounces airborne opponents on hit.
* Values in [] are just frame
+
* Can be charged by holding B, attack comes out 15 frames after release.
* Just frame timing is 37 frame hold
+
* Just frame timing is 37 frame hold.
* If held for 38 frames, attack feints and is 45T
+
* If held for 38 frames, attack feints and recovers 7 frames later. 45 frames total.
* On just frame hit, opponent experiences 8 additional hitstop
+
* On just frame hit, opponent experiences 8 additional frames of hitstop.
  
While 5B has excellent horizontal reach, its arc is a little deceiving as it does not cover above Kanji very well. While a very useful poking tool, if done max range 5BB will whiff, requiring either a preemptive assist call or something with long, fast reach like 2C or 236C to confirm. Using 5B purely for poking can still be good, but being wary of its tip can be important.
+
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.
  
High startup to balance out its long-reach, so it will not naturally combo off of A starters or confirm off of most 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.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Kanji Tatsumi/Data|5BB}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|5BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=*Good horizontal reach, though slightly less than 5B
+
{{Description|8|text=
* Suctions the opponent slightly toward Kanji
+
* Values in [] are for just frame.
* Persona attacks 6 frames after releasing button
+
* Vacuums the opponent on hit or block.
* Values in [] are just frame
+
* Can be charged by holding B, attack comes out 6 frames after release.
* Just frame timing is 35 frame hold
+
* Just frame timing is 35 frame hold.
* If held for 36 frames, attack feints and is 46T
+
* If held for 36 frames, attack feints and recovers 10 frames later, 46 frames total.
* On just frame hit, opponent experiences 8 additional hitstop
+
* On just frame hit, opponent experiences 8 additional frames of hitstop.
  
An important though finnicky tool for Kanji, as while it has good range it is not nearly as long as 5B's range. As a result, it can easily whiff when trying to use 5B's long range, but if within range the suction helps him stay in, especially important due to his grounded mobility issues.
+
Follow-up attack that 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 as a combo part as 2B tends to miss due to its short horizontal range. 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.
 
 
For combos, the suction is important for solo routes as it allows 2B > 214B to combo as otherwise the 2B would miss due to its short horizontal range.  
 
 
 
While minus if not canceled out of, the threat of gatlings or special-cancels can scare the opponent into letting Kanji reset pressure. With the suction pulling the opponent fairly close to Kanji, it offers a good opportunity to utilize his command grabs to open the opponent's defense.
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_5C.png |caption= An overhead so manly he takes it literally
+
|image=BBTag_Kanji_5C.png |caption=An overhead so manly he takes it literally.
 
|name=5C
 
|name=5C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|5C}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=
 +
* 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.
  
Risky overhead to use, since it's -10. Does combo off of CH 5B and can be used as a frame trap after 5B.
+
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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_2A.png |caption=
 
|image=BBTag_Kanji_2A.png |caption=
Line 232: Line 233:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|2A}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=
 +
* Throw cancelable.
  
Detailed description of the usefulness of the move go here
+
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.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_2B.png |caption=
 
|image=BBTag_Kanji_2B.png |caption=
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|2B}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Mediocre antiair with horrible horizontal and lacking vertical reach
+
{{Description|7|text=
* Relatively slow, does not naturally combo off A
+
* 8-20f head invulnerable.
* 8-20f head invulnerable
+
* Launches opponents on hit.
  
Due to its lacking hitbox and speed, committing to this as an antiair is risky, especially if an opponent has their double jump available. As it can be very awkward and risky to use, opting to use DP instead, with its high active frames, wide hitbox, and air-unblockable status may be preferable.
+
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.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_2C.png |caption=
+
|image=BBTag_Kanji_2C.png |caption=Sweep Loops
 
|name=2C
 
|name=2C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|2C}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Long-reaching sweep that forces the opponent to worry about lows
+
{{Description|7|text=
*Unsafe on block
+
* Knockdown on hit.
*Cannot be special-canceled on block
+
* Can only cancel into Additional Cruel Attack and only on hit.
*Can be canceled into Additional Cruel Attack on hit
 
  
While it is unsafe if blocked, assist calls at the same time as 2C serve both to make it safe as well as provide an opportunity to hit confirm. Fairly important for 5A starters.
+
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.
 
 
Kanji's only threatening low-option, so it may be important to bring out if the opponent does not respect Kanji's ability to go low.
 
 
}}
 
}}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_jA.png |caption=
 
|image=BBTag_Kanji_jA.png |caption=
Line 286: Line 286:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.A}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=*Decent speedy air-to-air if within range
+
{{Description|8|text=
 +
* Double jump cancelable.
  
Strictly for air-to-air purposes, as its vertical hitbox is virtually non-existant. While its speed and reach is solid, due to Kanji's horrible dash speed and resulting poor jump momentum, it can be hard for him to even get close enough to utilize it.
+
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.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=j.AA}}
 
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.AA}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=
 +
* Double jump cancelable.
  
Detailed description of the usefulness of the move go here
+
Downward chair slam 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.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_jB.png |caption=
 
|image=BBTag_Kanji_jB.png |caption=
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|j.B}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Decent horizontal and good vertical reach
+
{{Description|7|text=
*Fairly fast, easiest aerial to confirm off of
+
* Double jump cancelable.
  
While it sports fairly respectable horizontal and vertical reach for its speed, j.B is held back due to Kanji's grounded normals. If not done fairly close to the ground and opponent, Kanji cannot confirm off it without an assist call as 5B and 2B are too slow to cover distances that his A normals cannot.
+
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.
 
 
Can be used in conjunction with j.214X as the long reach can easily force a high block, but because Kanji is unable to easily hit confirm when utilizing j.B's long reach without counterhit or assist, wise opponents may choose to eat stray j.B hits rather than risk a higher damage command grab into knockdown setups.
 
 
}}
 
}}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_jC.png |caption=
+
|image=BBTag_Kanji_jC.png |caption=The anti-anti-air.
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|j.C}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Combo starter only off counterhit or assist
+
{{Description|7|text=
*Unable to perform any aerial actions afterward
+
* Stuns opponents on hit.
*Body invuln from button release to Active frames
+
* Can be charged by holding C, attack comes out 6 frames after release.
*Can be held for any amount of time
+
* Becomes Body invulnerable from button release through the active frames. Can start as early as frame 18.
* Attacks 6 frames after release
+
* If held until landing, attack feints and has no landing recovery.
* Earliest possible invul starts on 18F
+
* Unable to perform any aerial actions until landing.
* Does not include landing recovery if attack never becomes active
 
  
In patch 1.5 this move got improved quite a bit; It can be used to bait or flat out beat anti-airs and DP's. Because jB is telegraphed, you might want to mix this in to catch them throwing out anti-airs. Be careful, however, the invul frames come out very late after startup.
+
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.
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
  
 
==Universal Mechanics==
 
==Universal Mechanics==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_GroundThrow.png |caption=
 
|image=BBTag_Kanji_GroundThrow.png |caption=
Line 353: Line 354:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|BC}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 100% minimum damage (2000)
+
{{Description|7|text=
 +
* 100% minimum damage (2000)
 +
* Wall bounces on hit.
 +
* Holding back when inputting the grab will result in Kanji throwing his opponent behind him.
  
Unfortunately, this grab is very unique in that irregardless of distance from the opponent, the time it takes to grab is fixed. This means when Kanji throws versus reject guard, the opponent can still up back or tech the throw sometimes, unlike other characters who grab based on proximity.  
+
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.  
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">What A Pain!</font> ======
+
====== <span style="visibility:hidden;font-size:0">What A Pain!</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_WhatAPain.png |caption=Get bent! Get bent! Get bent!
+
|image=BBTag_Kanji_WhatAPain.png |caption= You're saying I like dudes?
 
|name=What A Pain!
 
|name=What A Pain!
 
|input=5A+D
 
|input=5A+D
Line 369: Line 374:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|AD}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|AD}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Lacking "horizontal" reach
+
{{Description|7|text=
*Kanji's whole body becomes a hitbox with high active frames
+
* Guard-points on start-up through the active frames.
* If GP 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 the Guard-Point catches an attack before this move hits anything, an invisible counter-attack generates after 19 frames that is active for 30 frames and Kanji becomes invulnerable until recovery frames end.
 +
* Both versions are air unblockable and launch opponents on hit.
 +
* Kanji cannot Cross Burst if he is hit during the recovery of this move.
 +
* 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 however is that if an opponent connects a move's hurtbox while Kanji's DP is active, they will be electrocuted, making his DP hitbox fairly flexible so long as the opponent commits to something.
+
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's also a relatively good anti-air as it beats opponents trying to use jump-ins, cross-ups, or empty-jump lows or throws. 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.
 
 
A relatively good antiair as it beats opponents trying to connect aerials, go for crossups, or simply fall down on top of Kanji. Wise opponents may be aware of the DP's lacking hitbox if they do not commit to any moves and exploit this weakness however, so while it can be very strong it can also be very weak.
 
 
}}
 
}}
 
}}
 
}}
 
 
<br style="clear:both;"/>
 
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">Cruel Attack</font> ======
+
====== <span style="visibility:hidden;font-size:0">Cruel Attack</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_CruelAttack.png |caption=
+
|image=BBTag_Kanji_CruelAttack.png |caption="Watch out, WATCH OUT!"
 
|name=Cruel Attack
 
|name=Cruel Attack
 
|input=236A/B (air OK)
 
|input=236A/B (air OK)
Line 394: Line 397:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Kanji Tatsumi/Data|236A}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|236A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=
 +
* Hits twice.
 +
* Both hits knockdown airborne opponents on hit.
 +
* Kanji becomes airborne around frame 10.
  
Detailed description of the usefulness of the move go here
+
Kanji leaps a short distance forward and slams his chair into the ground. At 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.
  
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Kanji Tatsumi/Data|236B}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Can cancel the startup into j.214B
+
{{Description|8|text=
 +
* 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.
  
Detailed description of the usefulness of the move go here
+
Kanji leaps higher into the air, traveling 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.
  
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Air A}}
 
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.236A}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.236A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=
 +
* Hits twice.
 +
* Second hit knocks down grounded opponents on hit.
 +
* Both hits knockdown airborne opponents on hit.
  
Detailed description of the usefulness of the move go here
+
Kanji falls to the ground in a slight arc before slamming his chair into the ground. 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.
  
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Air B}}
 
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.236B}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|8|text=
 +
* Hits twice.
 +
* Second hit knocks down grounded opponents on hit.
 +
* Both hits knockdown airborne opponents on hit.
  
Detailed description of the usefulness of the move go here
+
Kanji travels further horizontally than the A version. 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.
  
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Added Cruel Attack</font> ======
+
====== <span style="visibility:hidden;font-size:0">Added Cruel Attack</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_AddedCruelAttack.png
+
|image=BBTag_Kanji_AddedCruelAttack.png |caption= Get Bent! Get Bent! Get Bent!
 
|input=A/B/C after certain moves
 
|input=A/B/C after certain moves
 
|name=Added Cruel Attack
 
|name=Added Cruel Attack
Line 438: Line 456:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|Knockdown > X}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|Knockdown X}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Cannot call assist after j214X, and 214X versions.
+
{{Description|7|text=
 +
* Can only be used after 214X, j.214X, or 2C successfully hit the opponent's point character.
 +
* 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.
  
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">This'll Hurt!</font> ======
+
====== <span style="visibility:hidden;font-size:0">This'll Hurt!</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_ThisllHurt.png |caption=
 
|image=BBTag_Kanji_ThisllHurt.png |caption=
Line 454: Line 478:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|214A}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|214A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Minimum damage 100% (3100)
+
{{Description|7|text=
*Fast, short-range command grab
+
* Throw invincible on start-up.
With Kanji's below-average runspeed and airdash, it can be difficult to get in range to utilize this command grab. Despite this, at 7 frames 214A is a very fast command grab, so if able to set up situations where Kanji ends up close to the opponent it is a good option to consider for mixup.
+
* 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.
 +
* Minimum damage 100% (3100)
 +
 
 +
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.
  
Some examples of ways to set up 214A: 5BB because of its suction, blocked 236X/j.236X, Kanji 5P into Active Change, after point-blank blocked 4AA/5A/5AA, corner knockdown to avoid forward and back rolls, etc.
 
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Gotcha!</font> ======
+
====== <span style="visibility:hidden;font-size:0">Gotcha!</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_Gotcha.png |caption=
+
|image=BBTag_Kanji_Gotcha.png |caption="ah, Gotcha! GG's"
 
|name=Gotcha!
 
|name=Gotcha!
|input=214B
+
|input=214B (Chargeable)
 
|data=
 
|data=
  {{AttackDataHeader-BBTag}}
+
  {{AttackDataHeader-BBTag|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=Normal}}
 +
{{#lst:BBTag/Kanji Tatsumi/Data|214B}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|214B}}
+
{{AttackVersion|name=Charged}}
 +
{{#lst:BBTag/Kanji Tatsumi/Data|214[B]}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Fast, good hitbox antiair
+
{{Description|8|text=
*Highly committal
+
* Can be charged, during which Kanji can move but can't use persona attacks or grounded command grabs.
*Invul on Persona 14~24 H
+
* 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.
  
Generally combo fodder after 2B since it's part of Kanji's more damaging routes. As it is fairly fast, and offers much better vertical reach than his other antiairs, it can be a decent option if confident that the opponent will be in the air at the specific angle it covers. If it whiffs and the opponent is somewhat close however, expect a mean punish.
 
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Bet Ya Can't Take This!</font> ======
+
====== <span style="visibility:hidden;font-size:0">Bet Ya Can't Take This!</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_BetYaCantTakeThis.png |caption=The return of the legendary Flying Shitlord
+
|image=BBTag_Kanji_BetYaCantTakeThis.png |caption=The return of the legendary Flying Shitlord.
 
|name=Bet Ya Can't Take This!
 
|name=Bet Ya Can't Take This!
 
|input=j.214A/B
 
|input=j.214A/B
Line 491: Line 533:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.214A}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=*Aerial command grab that can land on standing or airborne opponents
+
{{Description|8|text=
*Cannot hit crouching opponents
+
* Works against standing and airborne point characters, even in hitstun.
*Can be canceled into Additional Cruel Attack on hit
+
* Whiffs against crouching opponents.
*Fairly short arc with little horizontal distance
+
* Cancels into Added Cruel Attack on hit.
*Unsafe on whiff, especially on close landing
+
* Opponent is invincible to all other attacks until Kanji releases them.
 +
* Opponent cannot burst during a throw.
  
Aerial command grab that beats standing and airborne opponents that do not have active moves or are crouching.
+
Kanji discards his chair and leaps forward. If he catches the opponent, he slams them to the ground, punches them twice, and finishes with a powerful hammer blow. 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.
  
The horizontal distance it covers is extremely short. It can be used against opponents blocking high expecting j.B or j.C, and even after a blocked j.B if not too far. However, an opponent aware of Kanji's relatively slow air options will be careful about auto-piloting high block just because he's in the air, and may react by crouching or DPing if they notice the animation or are wary of the gap.
 
 
}}
 
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.214B}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.214B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Aerial command grab that can land on standing or airborne opponents
+
{{Description|8|text=
**Cannot hit crouching opponents
 
*Can be canceled into Additional Cruel Attack on hit
 
*Long arc with long horizontal distance
 
*Useful for crossup shenanigans due to speed
 
*Unsafe on whiff, especially on close landing
 
  
Aerial command grab that beats standing and airborne opponents that do not have active moves or are crouching.
+
Similar to the A version but it 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.
  
The horizontal distance it covers is fairly long, especially in comparison to j.214A. While this distance is useful, especially for mobility and crossup shenanigans, it does mean there's a distance between j.214A and j.214B that can only be covered by j.214C if j.214X is desired.
 
 
Can be used to confirm off stray assist hits that cannot be covered by Kanji's slower, longer normals, but it's a fairly tough confirm for most assists which are unlikely to have generous hitstun.
 
 
}}
 
}}
 
}}
 
}}
 
<br style="clear:both;"/>
 
  
 
==Extra Skills==
 
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Cruel Attack</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Cruel Attack</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_CruelAttack.png |caption=
+
|image=BBTag_Kanji_CruelAttack.png |caption=Heat-Seeking Chair
 
|name=EX Cruel Attack
 
|name=EX Cruel Attack
 
|input=236C (air OK)
 
|input=236C (air OK)
Line 534: Line 566:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Kanji Tatsumi/Data|236C}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Knocks down on hit
+
{{Description|8|text=
 +
* Hits twice.
 +
* Second hit knocks down grounded opponents on hit.
 +
* Both hits knockdown airborne opponents on hit.
 +
* Kanji becomes airborne around frame 15.
  
Useful to get in or to attempt crossup shenanigans, as its fairly safe on whiff and slightly plus on block.
+
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.
  
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Kanji Tatsumi/Data|j.236C}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Knocks down on hit
+
{{Description|8|text=
 +
* 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.
  
Useful to get in or to attempt crossup shenanigans, as its fairly safe on whiff and slightly plus on block.
 
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">EX This'll Hurt!</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX This'll Hurt!</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_ThisllHurt.png |caption=
 
|image=BBTag_Kanji_ThisllHurt.png |caption=
|image2=BBTag_Kanji_ThisllHurt2.png |caption2= The move everyone forgets about
+
|image2=BBTag_Kanji_ThisllHurt2.png |caption2= C-Could this be the return of D-Grab december?
 
|name=EX This'll Hurt!
 
|name=EX This'll Hurt!
 
|input=214C
 
|input=214C
Line 560: Line 601:
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|214C}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|214C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Minimum damage 100% (3500)
+
{{Description|7|text=
* Slightly slower, mid-short range command grab
+
* Throw invincible on start-up.
 
+
* Cannot be used during or shortly after Gotcha!
Has very slightly more range than 5A.
+
* 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.
 +
* Minimum damage 100% (3500)
  
Despite being 5 frames slower and only dealing 500 more damage than regular 214A, it does have its uses.
+
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 highly telegraphed which defeats the entire purpose of a command grab. It is better to save meter for Kanji's super command grab which is deals better damage and has faster start-up.
  
It can be used for interesting frame trap setups, on block or hit. Use this move sparingly, Kanji has much better use for meter.
 
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">EX Bet Ya Can't Take This!</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Bet Ya Can't Take This!</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_BetYaCantTakeThis.png |caption=EX Flying Shitlord
 
|image=BBTag_Kanji_BetYaCantTakeThis.png |caption=EX Flying Shitlord
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  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|j.214C}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|j.214C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Aerial command grab that can land on standing or airborne opponents
+
{{Description|7|text=
*Cannot hit crouching opponents
+
* Works against standing and airborne point characters, even in hitstun.
*Can be canceled into Additional Cruel Attack on hit
+
* Whiffs against crouching opponents.
*Tracks toward the location the opponent was at upon use
+
* Cancels into Added Cruel Attack on hit.
*Can cover up to fullscreen
+
* Opponent is invincible to all other attacks until Kanji releases them.
Aerial command grab that beats standing and airborne opponents that do not have active moves or are crouching.  
+
* Opponent cannot burst during a throw.
 +
* Tracks the opponent's location at the time the attack was used.
  
While the tracking on this is fairly good and allows Kanji to potentially snipe opponents anywhere on the screen, it will not catch opponents dashing forward or moving vertically very quickly.
+
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.
  
Due to its ability to reach anywhere on the screen, it does force opponents to be much more considerate about going into the air or committing to projectiles. Outside of j.B range however, Kanji lacks moves that hit high, so catching people with it that are not committing into anything is the result of matchup inexperience.
 
 
}}
 
}}
 
}}
 
}}
<br style="clear:both;"/>
 
  
 
==Partner Skills==
 
==Partner Skills==
  
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_2C.png |caption=
+
|image=BBTag_Kanji_2C.png |caption= Ah, the good ol' days of score attack BS
 
|name=5P
 
|name=5P
 
|input=2C
 
|input=2C
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{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|5P}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Fairly fast with decent horizontal reach
+
{{Description|7|text=
*Provides a fast wall bounce on hit
+
* Wall bounces on hit.
*Slightly unsafe
+
* Travels half-screen.
  
Kanji's most easily usable, flexible assist. For its speed its reach is very good, and if it hits it provides reasonable time to confirm.
+
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.
  
As it can leave Kanji point-blank to the opponent, it can be risky if the opponent is wary and Kanji is not backed up well.
 
 
}}
 
}}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">6P</font> ======
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_AssWhoopinTatsumiStyle.png |caption=take a seat
+
|image=BBTag_Kanji_AssWhoopinTatsumiStyle.png |caption="Kanji, could you please set up the chairs? No, waIT KANJI NO-"
 
|name=6P  
 
|name=6P  
 
|input=Ass Whoopin', Tatsumi-Style
 
|input=Ass Whoopin', Tatsumi-Style
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{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|6P}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Slow startup
+
{{Description|7|text=
*Somewhat inconsistent 2 hit projectile
+
* Projectile gains another hit and bounces forward in an arc if it hits anything.
*Ample hitstun if both hits connect
+
* The first hit launches on hit.
*Clashes with projectiles but changes trajectory after
+
* The second hit knocks down on hit.
*Lacking vertical hitbox compared to other projectile assists
 
*whiffs point-blank
 
  
While a decent assist, it is a little outshined by projectile assists such as Es's or Jin's. While it does not lose to single hit projectiles, it starts traveling in a short horizontal arc when it clashes with an opponent or projectile, making it a little unpredictable. Before it clashes, its vertical hitbox is fairly narrow, making it easy to avoid.
+
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.
  
5P is generally preferable due to its speed and ability to pressure close and midrange, but 6P has the advantage when called fullscreen or when its startup can be guaranteed.
 
 
}}
 
}}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">4P</font> ======
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_2D.png |caption=Nox Nyctores Gigant? That's for posers
+
|image=BBTag_Kanji_2D.png |caption=Nox Nyctores Gigant? That's for posers!
 
|name=4P  
 
|name=4P  
 
|input=P4A 2D
 
|input=P4A 2D
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  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|4P}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Slow startup
+
{{Description|7|text=
*Low horizontal, good vertical reach
+
* Hits 4 times.
*Fairly good lockdown if it can connect
+
* Launches opponents on hit.
*Ample time to hit confirm if it can connect
+
* Has infinite vertical range.
  
A good, though somewhat finnicky assist. As it has high-startup and lacking horizontal range, if not called properly it's likely to whiff due to natural attack pushback. Finds niche use if the opponent is significantly moved around the screen, as in the case for Chie's 236AAA, as the hitbox and active frames of the electricity allows Kanji to catch opponents relatively easily.
+
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.
  
Fairly strong in the corner where its lacking horizontal reach matters less and its high active frames can be utilized easily.
 
 
}}
 
}}
 
}}
 
}}
 
<br style="clear:both;"/>
 
  
 
==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Ass Whoopin', Tatsumi-Style</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ass Whoopin', Tatsumi-Style</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_AssWhoopinTatsumiStyle.png |caption= "Why don't you take a seat?" - Canji Hantsumi
 
|image=BBTag_Kanji_AssWhoopinTatsumiStyle.png |caption= "Why don't you take a seat?" - Canji Hantsumi
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|236BC}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|236BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Values in [] for Enhanced version
+
{{Description|7|text=
*Fullscreen projectile
+
* Values in [] for Enhanced version
*Somewhat inconsistent 2 hit projectile
+
* Invincible on start up.
*Zips through many projectiles
+
* Hits 4 times (10 times in RB).
*Trajectory changes when colliding with a hurtbox
+
* If the first hit whiffs or is blocked, Kanji throws his chair as a fullscreen projectile.
*Reversal
+
* 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.
 +
* 25% - 27%, 20% Minimum Damage: 375 + 650 + 972 + 20 = '''2017'''
 +
* (RB) 25% - 27% Minimum Damage: 375 + 700 + 900 + 150 + (26x5) + 25 = '''2180'''
  
Varies greatly in power depending on the situation. Even if successfully calling out something like fullscreen projectile startup, damage off it is very lacking as Kanji only goes into its full animation when done point-blank. Furthermore, it needs a fair bit of time to travel across the screen, so its punishing capabilities are further lowered.
+
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.
  
As a close-range reversal, it can be fairly difficult to punish, especially for certain characters. After colliding, the chair will travel in a short horizontal trajectory which will stuff an opponent that immediately tries to punish with regular normals.
 
 
To avoid the chair, reversals with long enough range can work, as well as dashing forward immediately after blocking it leaves enough room to punish if close enough, assuming a fast enough dash and relatively fast, long starter. Alternatively, a well-timed throws with average dash startup can punish it fairly reliably, although damage is limited by throw scaling.
 
 
If not done point-blank, it's difficult for many characters to punish Kanji, but as he will not get the full animation in such a case, the reward is lowered for the risk.
 
 
}}
 
}}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0"> Burn To A Crisp!</font> ======
+
====== <span style="visibility:hidden;font-size:0"> Burn To A Crisp!</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_BurnToACrisp.png |caption=''"Time to end this!"''
 
|image=BBTag_Kanji_BurnToACrisp.png |caption=''"Time to end this!"''
|image2=BBTag_Kanji_BurnToACrisp2.png |caption2=''"Crush them to '''DUST'''"''
+
|image2=BBTag_Kanji_BurnToACrisp2.png |caption2=''"Crush them to '''DUST!'''"''
 
|input=214B+C
 
|input=214B+C
 
|name=Burn To A Crisp!
 
|name=Burn To A Crisp!
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|214BC}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Values in [] for Enhanced version
+
{{Description|7|text=
*Minimum damage 100% (5900) [6800]
+
* Values in [] for Enhanced version
* '''Frame 0''' grab distortion, meaning that you cannot move after your opponent presses the buttons to do this super.
+
* Invincible on start up.
* Thus, if you are right in front of Kanji when he uses this super, and you did not jump preemptively to avoid it, you cannot escape it and you'll get hit.
+
* 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.
Outside of being a strong offensive mixup to go for if within close range, it is fairly strong as a defensive option during the opponent's pressure. With its invuln, it beats short-ranged stagger pressure, frametraps, and universal 5Cs. Because Kanji does a run into his grab instead of going for an immediate grab if the opponent is airborne, this allows 214B+C to beat hopping 5Cs.
+
* 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.
 +
* 100% Minimum Damage: (5900) [6800]
 +
 
 +
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.
  
Its weakness, as is the case for most command grabs, is the opponent jumping or simply being out of range for the grab. While Kanji can land 214B+C from ranges that are not point-blank, this adds enough startup with his run that the opponent has plenty of time to jump reactively if they had not already committed to something. Opponents wary of Kanji using it as a defensive option can jump-cancel their pressure or ensure their blockstrings end outside his range.
 
 
}}
 
}}
 
}}
 
}}
 
<br style="clear:both;"/>
 
  
 
==Distortion Skill Duo==
 
==Distortion Skill Duo==
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{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|Distortion Skill Duo}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Values in [] for Enhanced version
+
{{Description|7|text=
 +
* Identical to Kanji's solo version of Ass Whoopin', Tatsumi-Style except it deals slightly higher minimum damage.
 +
* Values in [] for Enhanced version
 
* Minimum damage 100% (2500) [3000]
 
* Minimum damage 100% (2500) [3000]
  
Detailed description of the usefulness of the move go here
+
Only use this super if it will K.O. an opponent, otherwise meter should be conserved for reversal supers or EX moves in neutral.
  
 
  }}
 
  }}
 
}}
 
}}
<br style="clear:both;"/>
 
  
 
==Astral Heat==
 
==Astral Heat==
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Kanji_TheManSeriesBrofist.png |caption=''"Hope you're prepared!"''
 
|image=BBTag_Kanji_TheManSeriesBrofist.png |caption=''"Hope you're prepared!"''
|image2=BBTag_Kanji_TheManSeriesBrofist2.png |caption2=''"Here goes, damnit!" <br>'''"FEEL THE PAIN!"'''''
+
|image2=BBTag_Kanji_TheManSeriesBrofist2.png |caption2=''"Here goes, dammit!"<br>'''"FEEL THE PAIN!"'''''
 
|input=222B+C
 
|input=222B+C
 
|name=The Man Series: Brofist
 
|name=The Man Series: Brofist
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{{!}}-
 
{{!}}-
{{#lsth:BBTag/Kanji Tatsumi/Data|222BC}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Must have 9 bars to use
+
{{Description|7|text=
* 100% Minimum Damage (30350)
+
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
 +
* Invincible on start-up.
 +
* Works against both grounded and airborne point characters, even in hitstun.
 +
* Grants victory upon a successful hit.
 +
* 100% Minimum Damage: (30350)
  
Very easy to combo into. All versions of cruel attack (including additional cruel attack) can combo into astral. With Kanji's long grab animations, you can easily steal a win even if you start a combo with low meter.
+
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.
  
 
  }}
 
  }}
 
}}
 
}}
<br style="clear:both;"/>
+
 
 +
==Roadmap==
 +
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 +
{{Roadmap}}
  
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Kanji Tatsumi/Data|Links}}
+
{{#lst:BBTag/Kanji Tatsumi/Data|Links}}
 
{{notice|To edit frame data, edit values in [[BBTag/Kanji Tatsumi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[BBTag/Kanji Tatsumi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Kanji Tatsumi]]
 
[[Category:Kanji Tatsumi]]

Latest revision as of 06:36, 28 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Kanji Tatsumi
BBTag Kanji Portrait.png

Health: 18,000
Prejump: 4F
Backdash Time 24F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Grappler, Mid-range, Reactive
Team role
Point, Support

Overview[edit]


32px Kanji Tatsumi
"I still don't really get what bein' "strong" means, but I'm gonna start by not lying to myself. No more being scared of everyone, hiding my hobbies, staying away from people... Anytime, anyplace, I'm gonna bust right through as my own self!"
Lore:Kanji is the only child of the Tatsumi family, owners of the textile shop in Inaba's Central Shopping District.

Kanji was usually known around town as a punkish delinquent, due to his brash demeanor, his choice of clothing, and his tendency to beat up local biker gangs. However, in truth, Kanji dislikes violence, attacked biker gangs to prevent them from disturbing his elderly mother, and wears the clothes he does in order to embody a more masculine identity. He is also very amicable when spoken to, and usually tries not to do anything bothersome, even going so far as to not join any clubs in fear of scaring the other members. Kanji's other actions, which caused misconceptions about him, were because he was very insecure about his interests and hobbies in arts, crafts, and cooking, as well as his previously shy and polite personality, which he viewed as stereotypically "feminine." This can be traced back to his deceased father, whose last dying words to him were "If you are a man, you have to become strong." The bullying he received from girls during middle school only further boosted his doubts about himself, and gave him intense feelings of loneliness and resentment.

After accepting his shadow, and becoming a part of the Investigation Team, Kanji now understands the true meaning behind his father's last words, and vows to never again hide his genuine feelings and passions from others, and, most importantly, from himself.

Charged Attacks[edit]

Kanji's persona can perform charged attacks that change in power and usage depending on when the charge is released. If the button used to start the attack is not held at all or released before the end of the start-up, Take-Mikazuchi will attack as soon as the start-up frames end. If it is released part-way through, the attack will launch immediately. 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, Take-Mikazuchi will disappear 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.

Playstyle[edit]

Playstyle
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.
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 unbockable.
  • 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.


Normal Moves[edit]

4A[edit]
4A
P4Arena Kanji 5A.png
P4AU Kanji 5AA.png
P4AU Kanji 5AAA.png
P4AU Kanji PrimalForce.png
Primal Force
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1000 All 6 3 17 -6 -
  • Jump cancelable.
  • Throw cancelable.

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.

4AA 1500 All 10 3 17 -3 -
  • Jump cancelable.
  • Throw cancelable.

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.

4AAA 1500*2 All 15 3 25 -9 -
  • 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.

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.

4AAAA 2400 All 16 12 25 -6 -
  • Launches opponents away on hit.

Kanji's P4AU charge input special move, now 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.

5A[edit]
5A
P4Arena Kanji 5B.png
Sticks and stones may break my bones but words will always hurt me.
P4Arena Kanji 5AA.png
P4Arena Kanji 5AAA.png
P4AU Kanji PrimalForce.png
Primal Force
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 11 5 13 -1 -
  • Throw cancelable.
  • Deletes projectiles on impact.

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.

5AA 1500 All 10 5 12 0 -
  • Throw cancelable.
  • Jump cancelable.

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

5AAA 2000 All 17 6 26 -11 -
  • Knocks airborne opponents down on hit.

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.

5AAAA 2400 All 16 12 25 -6 -
  • Launches opponents away on hit.
  • Opponent cannot Cross Burst during this attack.

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.

5B[edit]
5B
P4Arena Kanji 5C.png
Just frame for massive damage.
P4Arena Kanji 2C.png
Vacuum opponents for throw mix-ups.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 2000 [3000] All 20~52 3 30 -12 -
  • Values in [] are for just frame.
  • 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.

5BB 2000 [3000] All 20~41 2 20 -1 -
  • 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.

Follow-up attack that 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 as a combo part as 2B tends to miss due to its short horizontal range. 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.

5C[edit]
5C
P4Arena Kanji AOA.png
An overhead so manly he takes it literally.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 22 3 24 -10 -
  • 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.

2A[edit]
2A
P4Arena Kanji 2A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 Low 8 3 12 0 -
  • 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.

2B[edit]
2B
P4Arena Kanji 2B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 18 3 31 -15 9~20 H
  • 8-20f head invulnerable.
  • 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.

2C[edit]
2C
P4Arena Kanji Sweep.png
Sweep Loops
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 Low 13 10 - - -
  • 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.

j.A[edit]
j.A
P4Arena Kanji jA.png
BBTag Kanji jAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1500 High 10 3 11 - -
  • Double jump cancelable.

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.

j.AA 1700 High 13 4 9 - -
  • Double jump cancelable.

Downward chair slam 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.

j.B[edit]
j.B
P4Arena Kanji jB.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 High 16 3 19 - -
  • 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.

j.C[edit]
j.C
P4Arena Kanji jC.png
The anti-anti-air.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 All 22+ 5 Until landing+9L - Release~Active B
  • Stuns 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.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
P4Arena Kanji GroundThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 Throw 7~30 3 23 - -
  • 100% minimum damage (2000)
  • 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.

What A Pain![edit]
What A Pain!
5A+D
P4Arena Kanji BD.png
You're saying I like dudes?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2200 Air Unblockable 13 19 34 -34 1~31 GP All
  • Guard-points on start-up through the active frames.
  • If the Guard-Point catches an attack before this move hits anything, an invisible counter-attack generates after 19 frames that is active for 30 frames and Kanji becomes invulnerable until recovery frames end.
  • Both versions are air unblockable and launch opponents on hit.
  • Kanji cannot Cross Burst if he is hit during the recovery of this move.
  • 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's also a relatively good anti-air as it beats opponents trying to use jump-ins, cross-ups, or empty-jump lows or throws. 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.


Skills[edit]

Cruel Attack[edit]
Cruel Attack
236A/B (air OK)
P4Arena Kanji CruelAttack.png
"Watch out, WATCH OUT!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1300*2 All 17 until landing, 6 19 -1 -
  • Hits twice.
  • Both hits knockdown airborne opponents on hit.
  • Kanji becomes airborne around frame 10.

Kanji leaps a short distance forward and slams his chair into the ground. At 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.

B 1500*2 All 30 until landing, 6 7 +6 -
  • 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.

Kanji leaps higher into the air, traveling 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.

Air A 1300*2 All 17 until landing, 6 17 +1 -
  • Hits twice.
  • Second hit knocks down grounded opponents on hit.
  • Both hits knockdown airborne opponents on hit.

Kanji falls to the ground in a slight arc before slamming his chair into the ground. 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.

Air B 1500*2 All 24 until landing, 6 13 +6 -
  • Hits twice.
  • Second hit knocks down grounded opponents on hit.
  • Both hits knockdown airborne opponents on hit.

Kanji travels further horizontally than the A version. 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.

Added Cruel Attack[edit]
Added Cruel Attack
A/B/C after certain moves
P4Arena Kanji AddedCruelAttack.png
Get Bent! Get Bent! Get Bent!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1200 - until landing 6 13 - -
  • Can only be used after 214X, j.214X, or 2C successfully hit the opponent's point character.
  • 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.

This'll Hurt![edit]
This'll Hurt!
214A
P4Arena Kanji ThisllHurt.png
P4Arena Kanji ThisllHurt2.png
Twitch.tv/Moopoke
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500, 2000, 100*6 Throw 7 4 31 - 1-10 T
  • Throw invincible on start-up.
  • 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.
  • Minimum damage 100% (3100)

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.

Gotcha![edit]
Gotcha!
214B (Chargeable)
P4Arena Kanji Gotcha.png
"ah, Gotcha! GG's"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Normal 0*2, 550*9 Air Unblockable 22 11 54T - Persona Active-Active End H
Charged 0*2, 550*9 Air Unblockable 41~141 11 40T - 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.

Bet Ya Can't Take This![edit]
Bet Ya Can't Take This!
j.214A/B
P4Arena Kanji BetYaCantTakeThis.png
The return of the legendary Flying Shitlord.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 0, 600*2, 1600 Throw* 18 Until landing 20 - -
  • 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.

Kanji discards his chair and leaps forward. If he catches the opponent, he slams them to the ground, punches them twice, and finishes with a powerful hammer blow. 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.

B 0, 600*4, 1600 Throw* 27 Until landing 20 - -

Similar to the A version but it 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.


Extra Skills[edit]

EX Cruel Attack[edit]
EX Cruel Attack
236C (air OK)
P4Arena Kanji CruelAttack.png
Heat-Seeking Chair
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1700*2 All 28 until landing, 6 7 +6 -
  • 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.

Air 1700*2 All 19 until landing, 6 13 +6 -
  • 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.

EX This'll Hurt![edit]
EX This'll Hurt!
214C
P4Arena Kanji ThisllHurt.png
P4Arena Kanji ThisllHurt2.png
C-Could this be the return of D-Grab december?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500, 2400, 100*6 Throw 12 4 31 - 1-15 T
  • Throw invincible on start-up.
  • 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.
  • Minimum damage 100% (3500)

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 highly telegraphed which defeats the entire purpose of a command grab. It is better to save meter for Kanji's super command grab which is deals better damage and has faster start-up.

EX Bet Ya Can't Take This![edit]
EX Bet Ya Can't Take This!
j.214C
P4Arena Kanji BetYaCantTakeThis.png
EX Flying Shitlord
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 4500 Throw 19 Until landing 20 - -
  • 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.


Partner Skills[edit]

5P[edit]
5P
2C
P4Arena Kanji Sweep.png
Ah, the good ol' days of score attack BS
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2200 All (17)+13 8 47 -34 -
  • 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.

6P[edit]
6P
Ass Whoopin', Tatsumi-Style
P4Arena Kanji AssWhoopinTatsumiStyle.png
"Kanji, could you please set up the chairs? No, waIT KANJI NO-"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1300, 1500 All (17)+33 Until Hit(18)Until Hit Total: 89 -5 -
  • 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.

4P[edit]
4P
P4A 2D
P4Arena Kanji 5D.png
Nox Nyctores Gigant? That's for posers!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900*4 All (17)+11 {5(5)}*3,5 Total: 84 -16 -
  • 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.


Distortion Skills[edit]

Ass Whoopin', Tatsumi-Style[edit]
Ass Whoopin', Tatsumi-Style
236B+C
P4Arena Kanji AssWhoopinTatsumiStyle.png
"Why don't you take a seat?" - Canji Hantsumi
P4Arena Kanji AssWhoopinTatsumiStyle2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500, 2600, 3600, 100
[1500, 2600, 3600, 1000*2, 100]
All 4(+59)+6 3 48 -30 1~12 All
  • Values in [] for Enhanced version
  • Invincible on start up.
  • Hits 4 times (10 times in RB).
  • 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.
  • 25% - 27%, 20% Minimum Damage: 375 + 650 + 972 + 20 = 2017
  • (RB) 25% - 27% Minimum Damage: 375 + 700 + 900 + 150 + (26x5) + 25 = 2180

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.

Burn To A Crisp![edit]
Burn To A Crisp!
214B+C
P4Arena Kanji BurnToACrisp.png
"Time to end this!"
P4Arena Kanji BurnToACrisp2.png
"Crush them to DUST!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 100, 1000*2, 3700
[0, 100, 1000*2, 4700]
Throw 6(+100)[+0](+2) 5 49 - 1~9 All
  • Values in [] for Enhanced version
  • Invincible on start up.
  • 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.
  • 100% Minimum Damage: (5900) [6800]

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.


Distortion Skill Duo[edit]

Ass Whoopin', Tatsumi-Style
P during Main Character's Distortion Skill
P4Arena Kanji AssWhoopinTatsumiStyle.png
P4Arena Kanji AssWhoopinTatsumiStyle2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500, 800, 1000, 200
[500, 800, 1000, 250, 250, 200]
All 1(+93)+1 3 48 -30 1~4 All
  • Identical to Kanji's solo version of Ass Whoopin', Tatsumi-Style except it deals slightly higher minimum damage.
  • Values in [] for Enhanced version
  • Minimum damage 100% (2500) [3000]

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


Astral Heat[edit]

The Man Series: Brofist
222B+C
P4Arena Kanji TheManSeriesBrofist.png
"Hope you're prepared!"
P4Arena Kanji TheManSeriesBrofist2.png
"Here goes, dammit!"
"FEEL THE PAIN!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 30350 Throw 10(+50)+10 3 45 - 1~27 All
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Works against both grounded and airborne point characters, even in hitstun.
  • Grants victory upon a successful hit.
  • 100% Minimum Damage: (30350)

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.


Roadmap[edit]

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