Difference between revisions of "BBTag/Kanji Tatsumi"

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(Cruel Attack)
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|image2=BBTag_Kanji_4AA.png |caption2=
 
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|image3=BBTag_Kanji_4AAA.png |caption3=
|image4=BBTag_Kanji_4AAAA.png |caption4=
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{{#lsth:BBTag/Kanji Tatsumi/Data|4A}}
 
{{#lsth:BBTag/Kanji Tatsumi/Data|4A}}
 
{{!}}-
 
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{{Description|7|text=*Jump-cancelable on block
+
{{Description|7|text=
 +
* Jump cancelable.
 +
* Throw cancelable.
  
Comparable horizontal reach to 5A, while providing a better followup option in 4AA than 5AA.
+
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.
 
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{{!}}-
 
{{!}}-
{{Description|7|text=*Jump-cancelable on block
+
{{Description|7|text=
 +
* Jump cancelable.
 +
* Throw cancelable.
  
Has more horizontal reach than 5AA, causing it not to whiff even on max-range 4A.
+
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.
 
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{{#lsth:BBTag/Kanji Tatsumi/Data|4AAA}}
 
{{#lsth:BBTag/Kanji Tatsumi/Data|4AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=*Branching point for damaging routes
+
{{Description|7|text=
 +
* 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.
  
Canceling into j.236X into an assist call provides access to a great deal of damage if the assist bar is available. If not, canceling into j.214X > followup provides a more solid knockdown.
+
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.
 
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{{#lsth:BBTag/Kanji Tatsumi/Data|4AAAA}}
 
{{#lsth:BBTag/Kanji Tatsumi/Data|4AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=*Cannot be special-canceled
+
{{Description|7|text=
 +
* Launches opponents away on hit.
  
Essentially pointless. 4AAA itself provides more than ample time and clear animations to confirm off of, so there is little reason to ever accidentally stumble into this.
+
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.
The only time where you can use this respectably is when 4AAA hits an assist character. Kanji will hit them instead of doing the grab animation. 4AAAA can stuff a careless approach from their point.
+
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====== <font style="visibility:hidden" size="0">5A</font> ======
 
====== <font style="visibility:hidden" size="0">5A</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Kanji_5A.png |caption= Sticks and stones may break my bones but words will always hurt me
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|image=BBTag_Kanji_5A.png |caption= Sticks and stones may break my bones but words will always hurt me.
 
|image2=BBTag_Kanji_5AA.png |caption2=
 
|image2=BBTag_Kanji_5AA.png |caption2=
 
|image3=BBTag_Kanji_5AAA.png |caption3=
 
|image3=BBTag_Kanji_5AAA.png |caption3=
|image4=BBTag_Kanji_5AAAA.png |caption4=You sayin' I like dudes!?
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|image4=BBTag_Kanji_5AAAA.png |caption4=Primal Force
 
|name=5A
 
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|data=
 
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{{#lsth:BBTag/Kanji Tatsumi/Data|5A}}
 
{{#lsth:BBTag/Kanji Tatsumi/Data|5A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|7|text=
 +
* Throw cancelable.
 +
* Deletes projectiles on impact.
  
Good horizontal reach, but when done max range 5AA will whiff, making 4AA a better go-to normal for that distance.
+
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.
 
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{{#lsth:BBTag/Kanji Tatsumi/Data|5AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|7|text=
 +
* Throw cancelable.
 +
* Jump cancelable.
  
Detailed description of the usefulness of the move go here
+
Mostly combo and blockstring filler. Even on block, making this good for resetting pressure or for setting up tick-throws.
 
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{{#lsth:BBTag/Kanji Tatsumi/Data|5AAA}}
 
{{#lsth:BBTag/Kanji Tatsumi/Data|5AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=*Branching point for damaging routes
+
{{Description|7|text=
*Frame-trap between 5AA > 5AAA
+
* Knocks airborne opponents down on hit.
 
 
While a somewhat hard confirm since 5AAA happens relatively fast, going into 2C with an assist call and 236X > followup allows Kanji to get fairly good damage off a 5A starter.
 
  
5AAA frametraps between 5AA > 5AAA, while 4AA > 4AAA is gapless. 4AAA and 5AAA function basically the same, but if this gap is not desired 4AAA should be gone into instead.
+
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.
 
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{{#lsth:BBTag/Kanji Tatsumi/Data|5AAAA}}
 
{{#lsth:BBTag/Kanji Tatsumi/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=*Can not be special-canceled
+
{{Description|7|text=
 +
* Launches opponents away on hit.
  
Very niche use in CC or as a happy birthday. When the persona stops moving, Kanji can do 5B from the persona's location.
+
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.
 
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Revision as of 06:37, 11 November 2019

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

"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!"

Backstory

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.

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

Strengths Weaknesses
  • Great Pressure options and oki with or without assists.
  • 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 (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

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.




Normal Moves

4A
4A
P4Arena Kanji 5A.png
P4AU Kanji 5AA.png
P4AU Kanji 5AAA.png
P4AU Kanji PrimalForce.png
Primal Force
Version Damage Guard Startup Active Recovery Frame Adv.
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 5A 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.

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
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 Guard Startup Active Recovery Frame Adv.
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 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.

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.

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.


5B
5B
P4Arena Kanji 5C.png
P4Arena Kanji 2C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 2000 [3000] All 20~52 3 30 -12
  • Fantastic horizontal and mediocre vertical reach
  • Relatively high startup
  • Persona attacks 15 frames after releasing button
  • Values in [] are just frame
  • Just frame timing is 37 frame hold
  • If held for 38 frames, attack feints and is 45T
  • On just frame hit, opponent experiences 8 additional 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.

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.

5BB 2000 [3000] All 20~41 2 20 -1
  • Good horizontal reach, though slightly less than 5B
  • Suctions the opponent slightly toward Kanji
  • Persona attacks 6 frames after releasing button
  • Values in [] are just frame
  • Just frame timing is 35 frame hold
  • If held for 36 frames, attack feints and is 46T
  • On just frame hit, opponent experiences 8 additional 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.

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.


5C
5C
P4Arena Kanji AOA.png
An overhead so manly he takes it literally
Damage Guard Startup Active Recovery Frame Adv.
800+ High 22 3 24 -10
  • Important points go here

Risky overhead to use, since it's -10. Does combo off of CH 5B and can be used as a frame trap after 5B.


2A
2A
P4Arena Kanji 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 8 3 12 0
  • Important points go here

Detailed description of the usefulness of the move go here


2B
2B
P4Arena Kanji 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 18 3 31 -15
  • Mediocre antiair with horrible horizontal and lacking vertical reach
  • Relatively slow, does not naturally combo off A
  • 8-20f head invulnerable

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.


2C
2C
P4Arena Kanji Sweep.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 13 10 - -
  • Long-reaching sweep that forces the opponent to worry about lows
  • Unsafe on block
  • Cannot be special-canceled on block
  • 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.

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.


j.A
j.A
P4Arena Kanji jA.png
BBTag Kanji jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 10 3 11 -
  • Decent speedy air-to-air if within range

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.

j.AA 1700 High 13 4 9 -
  • Important points go here

Detailed description of the usefulness of the move go here


j.B
j.B
P4Arena Kanji jB.png
Damage Guard Startup Active Recovery Frame Adv.
1700 High 16 3 19 -
  • Decent horizontal and good vertical reach
  • Fairly fast, easiest aerial to confirm off of

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.

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.


j.C
j.C
P4Arena Kanji jC.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All 22+ 5 Until landing+9L -
  • Combo starter only off counterhit or assist
  • Unable to perform any aerial actions afterward
  • Body invuln from button release to Active frames
  • Can be held for any amount of time
  • Attacks 6 frames after release
  • Earliest possible invul starts on 18F
  • 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.



Universal Mechanics

Ground Throw
Ground Throw
5B+C
P4Arena Kanji GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
2000 Throw 7~30 3 23 -
  • 100% minimum damage (2000)

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.


What A Pain!
What A Pain!
5A+D
P4Arena Kanji BD.png
Get bent! Get bent! Get bent!
Damage Guard Startup Active Recovery Frame Adv.
2200 Air Unblockable 13 19 34 -34
  • Lacking "horizontal" reach
  • Kanji's whole body becomes a hitbox with high 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.

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.

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.



Skills

Cruel Attack
Cruel Attack
236A/B (air OK)
P4Arena Kanji CruelAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 1300*2 All 17 until landing, 6 19 -1
  • Important points go here

Detailed description of the usefulness of the move go here

B 1500*2 All 30 until landing, 6 7 +6
  • Can cancel the startup into j.214B

Detailed description of the usefulness of the move go here

Air A 1300*2 All 17 until landing, 6 17 +1
  • Important points go here

Detailed description of the usefulness of the move go here

Air B 1500*2 All 24 until landing, 6 13 +6
  • Important points go here

Detailed description of the usefulness of the move go here


Added Cruel Attack
Added Cruel Attack
A/B/C after certain moves
P4Arena Kanji AddedCruelAttack.png
Damage Guard Startup Active Recovery Frame Adv.
1200 - until landing 6 13 -
  • Cannot call assist after j214X, and 214X versions.


This'll Hurt!
This'll Hurt!
214A
P4Arena Kanji ThisllHurt.png
P4Arena Kanji ThisllHurt2.png
Twitch.tv/Moopoke
Damage Guard Startup Active Recovery Frame Adv.
500, 2000, 100*6 Throw 7 4 31 -
  • Minimum damage 100% (3100)
  • Fast, short-range command grab

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.

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.


Gotcha!
Gotcha!
214B
P4Arena Kanji Gotcha.png
Damage Guard Startup Active Recovery Frame Adv.
0*2, 550*9 Air Unblockable 22 11 54T -
  • Fast, good hitbox antiair
  • Highly committal
  • Invul on Persona 14~24 H

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.


Bet Ya Can't Take This!
Bet Ya Can't Take This!
j.214A/B
P4Arena Kanji BetYaCantTakeThis.png
The return of the legendary Flying Shitlord
Version Damage Guard Startup Active Recovery Frame Adv.
A 0, 600*2, 1600 Throw* 18 Until landing 20 -
  • Aerial command grab that can land on standing or airborne opponents
  • Cannot hit crouching opponents
  • Can be canceled into Additional Cruel Attack on hit
  • Fairly short arc with little horizontal distance
  • 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.

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.

B 0, 600*4, 1600 Throw* 27 Until landing 20 -
  • Aerial command grab that can land on standing or airborne opponents
    • 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.

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.



Extra Skills

EX Cruel Attack
EX Cruel Attack
236C (air OK)
P4Arena Kanji CruelAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1700*2 All 28 until landing, 6 7 +6
  • Knocks down on hit

Useful to get in or to attempt crossup shenanigans, as its fairly safe on whiff and slightly plus on block.

Air 1700*2 All 19 until landing, 6 13 +6
  • Knocks down on hit

Useful to get in or to attempt crossup shenanigans, as its fairly safe on whiff and slightly plus on block.


EX This'll Hurt!
EX This'll Hurt!
214C
P4Arena Kanji ThisllHurt.png
P4Arena Kanji ThisllHurt2.png
The move everyone forgets about
Damage Guard Startup Active Recovery Frame Adv.
500, 2400, 100*6 Throw 12 4 31 -
  • Minimum damage 100% (3500)
  • Slightly slower, mid-short range command grab

Has very slightly more range than 5A.

Despite being 5 frames slower and only dealing 500 more damage than regular 214A, it does have its uses.

It can be used for interesting frame trap setups, on block or hit. Use this move sparingly, Kanji has much better use for meter.


EX Bet Ya Can't Take This!
EX Bet Ya Can't Take This!
j.214C
P4Arena Kanji BetYaCantTakeThis.png
EX Flying Shitlord
Damage Guard Startup Active Recovery Frame Adv.
0, 4500 Throw 19 Until landing 20 -
  • Aerial command grab that can land on standing or airborne opponents
  • Cannot hit crouching opponents
  • Can be canceled into Additional Cruel Attack on hit
  • Tracks toward the location the opponent was at upon use
  • Can cover up to fullscreen

Aerial command grab that beats standing and airborne opponents that do not have active moves or are crouching.

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.

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.


Partner Skills

5P
5P
2C
P4Arena Kanji Sweep.png
Damage Guard Startup Active Recovery Frame Adv.
2200 All (17)+13 8 47 -34
  • Fairly fast with decent horizontal reach
  • Provides a fast wall bounce on hit
  • Slightly unsafe

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.

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.


6P
6P
Ass Whoopin', Tatsumi-Style
P4Arena Kanji AssWhoopinTatsumiStyle.png
take a seat
Damage Guard Startup Active Recovery Frame Adv.
1300, 1500 All (17)+33 Until Hit(18)Until Hit Total: 89 -5
  • Slow startup
  • Somewhat inconsistent 2 hit projectile
  • Ample hitstun if both hits connect
  • Clashes with projectiles but changes trajectory after
  • 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.

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.


4P
4P
P4A 2D
P4Arena Kanji 5D.png
Nox Nyctores Gigant? That's for posers
Damage Guard Startup Active Recovery Frame Adv.
900*4 All (17)+11 {5(5)}*3,5 Total: 84 -16
  • Slow startup
  • Low horizontal, good vertical reach
  • Fairly good lockdown if it can connect
  • Ample time to hit confirm if it can connect

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.

Fairly strong in the corner where its lacking horizontal reach matters less and its high active frames can be utilized easily.



Distortion Skills

Ass Whoopin', Tatsumi-Style
Ass Whoopin', Tatsumi-Style
236B+C
P4Arena Kanji AssWhoopinTatsumiStyle.png
"Why don't you take a seat?" - Canji Hantsumi
P4Arena Kanji AssWhoopinTatsumiStyle2.png
Damage Guard Startup Active Recovery Frame Adv.
1500, 2600, 3600, 100
[1500, 2600, 3600, 1000*2, 100]
All 4(+59)+6 3 48 -30
  • Values in [] for Enhanced version
  • Fullscreen projectile
  • Somewhat inconsistent 2 hit projectile
  • Zips through many projectiles
  • Trajectory changes when colliding with a hurtbox
  • Reversal

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.

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.


Burn To A Crisp!
Burn To A Crisp!
214B+C
P4Arena Kanji BurnToACrisp.png
"Time to end this!"
P4Arena Kanji BurnToACrisp2.png
"Crush them to DUST"
Damage Guard Startup Active Recovery Frame Adv.
0, 100, 1000*2, 3700
[0, 100, 1000*2, 4700]
Throw 6(+100)[+0](+2) 5 49 -
  • Values in [] for Enhanced version
  • Minimum damage 100% (5900) [6800]
  • Frame 0 grab distortion, meaning that you cannot move after your opponent presses the buttons to do this super.
  • 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.

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.

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.



Distortion Skill Duo

Ass Whoopin', Tatsumi-Style
P during Main Character's Distortion Skill
P4Arena Kanji AssWhoopinTatsumiStyle.png
P4Arena Kanji AssWhoopinTatsumiStyle2.png
Damage Guard Startup Active Recovery Frame Adv.
500, 800, 1000, 200
[500, 800, 1000, 250, 250, 200]
All 1(+93)+1 3 48 -30
  • Values in [] for Enhanced version
  • Minimum damage 100% (2500) [3000]

Detailed description of the usefulness of the move go here


Astral Heat

The Man Series: Brofist
222B+C
P4Arena Kanji TheManSeriesBrofist.png
"Hope you're prepared!"
P4Arena Kanji TheManSeriesBrofist2.png
"Here goes, damnit!"
"FEEL THE PAIN!"
Damage Guard Startup Active Recovery Frame Adv.
0, 30350 Throw 10(+50)+10 3 45 -
  • Must have 9 bars to use
  • 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.


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