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*Small DP hitbox. | *Small DP hitbox. | ||
*Has trouble converting into high damage without assists. | *Has trouble converting into high damage without assists. | ||
*Large persona means that some of his most important moves can be easily stuffed. | |||
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Revision as of 12:17, 15 August 2019
Kanji Tatsumi |
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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 | |
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Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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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 |
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Detailed description of the usefulness of the move go here |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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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 |
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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 | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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 |
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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 |
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Detailed description of the usefulness of the move go here |
What A Pain!
What A Pain! 5A+D |
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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) |
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Added Cruel Attack
Added Cruel Attack A/B/C after certain moves |
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This'll Hurt!
This'll Hurt! 214A |
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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 |
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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 |
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Extra Skills
EX Cruel Attack
EX Cruel Attack 236C (air OK) |
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EX This'll Hurt!
EX This'll Hurt! 214C |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Detailed description of the usefulness of the move go here |
Astral Heat
The Man Series: Brofist 222B+C |
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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. |
move
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