BBTag/Kanji Tatsumi

From Dustloop Wiki
< BBTag
Revision as of 01:14, 19 September 2019 by Jaeger (talk | contribs) (→‎Overview)
Kanji Tatsumi
BBTag Kanji Portrait.png
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



Normal Moves

4A
4A
BBTag Kanji 4A.png
BBTag Kanji 4AA.png
BBTag Kanji 4AAA.png
BBTag Kanji 4AAAA.png
Template:AttackDataHeader-BBTag
4A


4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 3 17 -6 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Kanji 4A.png
BBTag Kanji 4A Hitbox.png
  • Jump-cancelable on block

Comparable horizontal reach to 5A, while providing a better followup option in 4AA than 5AA.

4AA


4AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 3 17 -3 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 19 22 33 14 +0 +2
BBTag Kanji 4AA.png
BBTag Kanji 4AA Hitbox.png
  • Jump-cancelable on block

Has more horizontal reach than 5AA, causing it not to whiff even on max-range 4A.

4AAA


4AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500, 0, 1500 All 15 3 25 -9 B - SP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19, Launch*2 19, 30, 30 + GBounce - - 12 12, 20 +5
Only performs first hit on block or whiff
Cannot use Partner actions during followup attack
P4AU Kanji 5AAA.png
BBTag Kanji 4AAA Hitbox.png
  • Branching point for damaging routes

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.

4AAAA


4AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2400 All 16 12 25 -6 B - P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 35 Launch 51 13 +0 +8
BBTag Kanji 4AAAA.png
BBTag Kanji 4AAAA Hitbox.png
  • Cannot be special-canceled

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. 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.

5A
5A
BBTag Kanji 5A.png
Sticks and stones may break my bones but words will always hurt me
BBTag Kanji 5AA.png
BBTag Kanji 5AAA.png
BBTag Kanji 5AAAA.png
You sayin' I like dudes!?
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 5 13 -1 P1 - CSTP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 5 +0 +2
BBTag Kanji 5A.png
BBTag Kanji 5A Hitbox.png
  • Important points go here

Good horizontal reach, but when done max range 5AA will whiff, making 4AA a better go-to normal for that distance.

5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 5 12 0 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Kanji 5AA.png
BBTag Kanji 5AA Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here

5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 17 6 26 -11 B - CSP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 19 21 + Down 23 25 37 + Down 23 13 +0 +8
BBTag Kanji 5AAA.png
BBTag Kanji 5AAA Hitbox.png
  • Branching point for damaging routes
  • Frame-trap between 5AA > 5AAA

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.

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2400 All 16 12 25 -6 B - P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 35 Launch 51 13 +0 +8
BBTag Kanji 5AAAA.png
BBTag Kanji 5AAAA Hitbox.png
  • Can not be special-canceled

Very niche use in CC or as a happy birthday. When the persona stops moving, Kanji can do 5B from the persona's location.

5B
5B
BBTag Kanji 5B.png
BBTag Kanji 5BB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [3000] All 20~52 3 30 -12 B - CSP 80 [90]
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 21 [38] 25 + GBounce [44 + GBounce] 27 [44] 41 + GBounce [60 + GBounce] 13 +0 [+8] +8
Can be held for 45f
Persona attacks 15 frames after releasing button
Values in [] are just frame
Just frame timing is 37 frame hold
If held for 38 frames, attack feints and is 45T
BBTag Kanji 5B.png
Just frame for massive damage.
BBTag Kanji 5B Hitbox.png
  • 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


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [3000] All 20~41 2 20 -1 B - CSP 80 [90]
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 21 [27] 21 [37] 27 [33] 37 [53] 13 +0 [+8] +8
Can be held
Persona attacks 6 frames after releasing button
Values in [] are just frame
Just frame timing is 35 frame hold
If held for 36 frames, attack feints and is 46T
BBTag Kanji 5BB.png
Vacuum opponents for throw mix-ups.
BBTag Kanji 5BB Hitbox.png
  • 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
BBTag Kanji 5C.png
An overhead so manly he takes it literally
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 22 3 24 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Kanji 5C.png
BBTag Kanji 5C Hitbox.png
  • 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
BBTag Kanji 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Low 8 3 12 0 F - CSTP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 14 17 17 22 31 11 +0 +2
BBTag Kanji 2A.png
The cornerstone of your pressure game
BBTag Kanji 2A Hitbox.png


  • Important points go here

Detailed description of the usefulness of the move go here

2B
2B
BBTag Kanji 2B.png
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 18 3 31 -15 B 9~20 H CSP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 26 Launch 41 12 +0 +5
BBTag Kanji 2B.png
Would it really hurt to make this jump-cancellable?
BBTag Kanji 2B Hitbox.png
  • 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
BBTag Kanji 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 13 3* Until Landing + 36 -20 F - (S)×P 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 30 + Down 25 Launch 45 + Down 25 12 +0 +5
Airborne on frame 5-15
Can have up to 10 active frames if Kanji is suspended in the air (e.g. due to Tager's magnetism), however under normal circumstances it has 3 active frames
Can only be canceled into Additional Cruel Attack on hit
BBTag Kanji 2C.png
Sweep Loops
BBTag Kanji 2C Hitbox.png


  • 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
BBTag Kanji jA.png
BBTag Kanji jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 10 3 11 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Kanji jA.png
BBTag Kanji jA Hitbox.png
  • 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


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 13 4 9 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 22 24 37 12 +0 +5
BBTag Kanji jAA.png
BBTag Kanji jAA Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here

j.B
j.B
BBTag Kanji jB.png
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 16 3 19 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 22 24 37 12 +0 +5
BBTag Kanji jB.png
This one attack IS your neutral game.
BBTag Kanji jB Hitbox.png
  • 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
BBTag Kanji jC.png
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 22+ 5 Until landing+9L -7 at best H Release~Active B P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Crumple 41 + Down 23 Crumple 57 + Down 23 13 +0 +12
Can be held until landing
Attacks 6 frames after release
Earliest possible invul starts on 18F
Does not induce landing recovery if attack never becomes active
Crumple Duration 30F, Crumple Fall 53F
BBTag Kanji jC.png
The anti-anti-air.
BBTag Kanji jC Hitbox.png


  • 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
BBTag Kanji GroundThrow.png
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7~30 3 23 - T - S 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 5 - Launch 120 + WBounce + Down 25 - - - - 0 +0
Minimum Damage 2000
BBTag Kanji GroundThrow.png
BBTag Kanji Throw Hitbox.png


  • 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
BBTag Kanji WhatAPain.png
Get bent! Get bent! Get bent!
Template:AttackDataHeader-BBTag
AD
What a Pain!
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 Air Unblockable 13 19 34 -34 B 1~31 Guard All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 44 Launch 59 12 +0 +5
If Guard Point catches an attack before the Reversal Action hits anything, generates invisible counter-attack after 19 frames that is active for 30 frames, and Kanji becomes invulnerable for duration
If an attack is successfully caught, the opponent is forced into 20f of hitstop for the counter attack, except if the strike is a 'Persona' style normal
BBTag Kanji WhatAPain.png
BBTag Kanji RA Hitbox.png


  • 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)
BBTag Kanji CruelAttack.png
Template:AttackDataHeader-BBTag
A


236A
A Cruel Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300×2 All 17 until landing, 6 19 -1 H, B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 23 24 19 + Slide + Down 10 29 34 + Slide + Down 10 7 +0 +5
18f startup on crouching point blank
Minimum Damage 65×2 (130)
Maximum Slide duration 1F
BBTag Kanji CruelAttack.png
BBTag Kanji 236A1 Hitbox.pngBBTag Kanji 236A2 Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here

B


236B
B Cruel Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All 30 Until L,6 7 +6 H, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19, Launch 19 + Slide + Down 10, 25 + GBounce + Slide + Down 10 24, Launch 34 + Slide + Down 10, 40 + GBounce + Slide + Down 10 9 +0 +5
32f startup on crouching point blank
Minimum Damage 75×2 (150)
Maximum Slide duration 1F
BBTag Kanji CruelAttack.png
BBTag Kanji 236A1 Hitbox.pngBBTag Kanji 236A2 Hitbox.png
  • Can cancel the startup into j.214B

Detailed description of the usefulness of the move go here

Air A


j.236A
A Air Cruel Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300×2 All 17 Until L,6 17 +2 H, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 24 19, Launch 19 + Slide + Down 10 24, Launch 34 + Slide + Down 10 7 +0 +5
Minimum Damage 65×2 (130)
Maximum Slide duration 1F
BBTag Kanji CruelAttack.png
BBTag Kanji 236A1 Hitbox.pngBBTag Kanji 236A2 Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here

Air B


j.236B
B Air Cruel Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All 24 Until L,6 13 +6 H, B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 24 19, Launch 19 + Slide + Down 16, 25 + GBounce + Slide + Down 16 24, Launch 34 + Slide + Down 16, 40 + GBounce + Slide + Down 16 7 +0 +5
Minimum Damage 75×2 (150)
Maximum Slide duration 1F
BBTag Kanji CruelAttack.png
BBTag Kanji 236A1 Hitbox.pngBBTag Kanji 236A2 Hitbox.png
Not actually this large. The grab only actually connects at his hand
  • 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
BBTag Kanji AddedCruelAttack.png
Template:AttackDataHeader-BBTag
Knockdown > X
Additional Cruel Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200 - Until L 6 13 - B - (P)× 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 10 32 + GBounce 15 46 + GBounce 7 +0 +2
Can use Partner actions only if done after 2C
Minimum Damage 60
BBTag Kanji AddedCruelAttack.png
BBTag Kanji 236A2 Hitbox.png


  • Cannot call assist after j214X, and 214X versions.
This'll Hurt!
This'll Hurt!
214A
BBTag Kanji ThisllHurt.png
BBTag Kanji ThisllHurt2.png
Youtube.com/Moopoke
Template:AttackDataHeader-BBTag
214A
This'll Hurt!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 500, 2000, 100×6 Throw 7 4 31 - T 1~10 T (S)× 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 5, 4, 3×6 - Launch 120 + WBounce + Down 133, 60 + Down 28×6 - - - - 0×2, 12, 0/+3×6 +0×3, +3×6
Minimum damage 3100
Can cancel into Additional Cruel Attack on hit
BBTag Kanji ThisllHurt.pngBBTag Kanji ThisllHurt2.png
Not actually this large. The grab only actually connects at his hand
BBTag Kanji 214A Hitbox.png


  • 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
BBTag Kanji Gotcha.png
Template:AttackDataHeader-BBTag
214B
Gotcha!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2, 550×9 Air Unblockable 22 11 Total 54 - H Persona Active~Active End H (S)× 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×2, 60 0×2, 4×8, 5 - - 60 + Down 33 - - - 0×10, 0/+13 -
Burst disabled from 14f
Can cancel into Additional Cruel Attack on hit
Can only hit airborne opponents
Minimum Damage 243
P4Arena Kanji Gotcha.png
BBTag Kanji 214B Hitbox.png


  • 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
BBTag Kanji BetYaCantTakeThis.png
The return of the legendary Flying Shitlord
Template:AttackDataHeader-BBTag
A


j.214A
A Bet Ya Can't Take This!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 600×2, 1600 Throw* 18 Until L 20 - T - (S)× 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×3, 50 4×3, 5 - Launch 80 + Down 23 - - - 0×3, 13 -
Can cancel into Additional Cruel Attack on hit
Catches standing and jumping opponents, but whiffs on crouching opponents
Minimum Damage 140
P4Arena Kanji BetYaCantTakeThis.png
BBTag Kanji j214A Hitbox.png
  • 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


j.214B
B Bet Ya Can't Take This!
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 600×4, 1600 Throw* 27 Until landing 20 - T - (S)× 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×5, 50 4×5, 5 - Launch 80 + Down 23 - - - 0×4, 13 -
Can cancel into Additional Cruel Attack on hit
Catches standing and jumping opponents, but whiffs on crouching opponents
Minimum Damage 140
P4Arena Kanji BetYaCantTakeThis.png
BBTag Kanji j214A Hitbox.png
  • 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)
BBTag Kanji CruelAttack.png
Template:AttackDataHeader-BBTag
Ground


236C
EX Cruel Attack
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 All 28 6, 6 7 +6 H, B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19, Launch 19 + Slide + Down 10, 25 + GBounce + Slide + Down 10 24, Launch 34 + Slide + Down 10, 40 + GBounce + Slide + Down 10 9 +0 +5
32f startup on crouching point blank
Minimum Damage 170×2 (340)
Maximum Slide duration 1F
BBTag Kanji CruelAttack.png
Heat-Seeking Chair
BBTag Kanji 236A1 Hitbox.pngBBTag Kanji 236A2 Hitbox.png
  • 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


j.236C
EX Air Cruel Attack
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 All 19 until landing, 6 13 +6 H, B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 24 19, Launch 19 + Slide + Down 16, 25 + GBounce + Slide + Down 16 24, Launch 34 + Slide + Down 16, 40 + GBounce + Slide + Down 16 7 +0 +5
Minimum Damage 170×2 (340)
Maximum Slide duration 1F
BBTag Kanji CruelAttack.png
Heat-Seeking Chair
BBTag Kanji 236A1 Hitbox.pngBBTag Kanji 236A2 Hitbox.png
  • 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
BBTag Kanji ThisllHurt.png
BBTag Kanji ThisllHurt2.png
The move everyone forgets about
Template:AttackDataHeader-BBTag
214C
EX This'll Hurt!
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 500, 2400, 100×6 Throw 12 4 31 - T 1~15 T (S)× 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 5, 4, 3×6 - Launch 120 + WBounce + Down 133, 60 + Down 28×6 - - - - 0×2, 12, 0/+3×6 +0
Minimum damage 3500
Can perform Additional Cruel Attack on hit
P4Arena Kanji ThisllHurt.pngP4Arena Kanji ThisllHurt2.png
BBTag Kanji 214C Startup Hitbox.pngBBTag Kanji 214C Catch Hitbox.png
The step greatly improves the range.


  • 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
BBTag Kanji BetYaCantTakeThis.png
EX Flying Shitlord
Template:AttackDataHeader-BBTag
j.214C
EX Bet Ya Can't Take This!
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 4500 Throw 19 Until L 20 - T - (S)* 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 50 5 - Launch 80 + Down 33 - - - 0, 13 -
Can perform Additional Cruel Attack on hit
Catches standing and jumping opponents, but whiffs on crouching opponents
Minimum Damage 450
BBTag Kanji BetYaCantTakeThis.png
BBTag Kanji j214A Hitbox.png


  • 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
BBTag Kanji 2C.png
Template:AttackDataHeader-BBTag
5P
2C
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All (18)+13 8 47 -34 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 50 + WBounce 50 - - 13 +0 +0
Minimum Damage 110
BBTag Kanji 2C.png
Ah, the good ol' days of score attack BS
BBTag Kanji 2C Hitbox.png


  • 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
BBTag Kanji AssWhoopinTatsumiStyle.png
take a seat
Template:AttackDataHeader-BBTag
6P
Ass Whoopin', Tatsumi-Style
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300, 1500 All (18)+33 Until Hit(18)Until Hit Total: 89 -5 P - - 70, 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 32 + Down 23, 50 + Down 23 - - 0/+11, 0/+6 +11, +6 +13, +8
Minimum Damage 65, 75 (140)
BBTag Kanji AssWhoopinTatsumiStyle.png
"Kanji, could you please set up the chairs? No, waIT KANJI NO-"
BBTag Kanji 6P Hitbox.png
  • 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 Nox Nyctores Gigant? That's for posers
Template:AttackDataHeader-BBTag
4P
P4A 2D
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
900×4 All (18)+11 {5(5)}×3,5 Total: 84 -16 P - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
95×4 3 16 Launch 40 - - 0/+11 +11 +13
Minimum Damage 45×4 (180)
BBTag Kanji 4P.png
BBTag Kanji 4P Hitbox.png


  • 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
BBTag Kanji AssWhoopinTatsumiStyle.png
"Why don't you take a seat?" - Canji Hantsumi
BBTag Kanji AssWhoopinTatsumiStyle2.png
Template:AttackDataHeader-BBTag
236BC
Ass Whoopin', Tatsumi-Style
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500, 2600, 3600, 100
[1500, 2600, 3600, 1000×2, 100]
All 4+(59 Flash)+6 3 48 -30 B 1~12 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20, 16 Crumple, Launch×3 Stand, 81, 81 + Down 23, 30 + Down 23
[Stand, 81, 81 + Down 113, 21 + Down 43, 60 + Down 123×2, 30]
Crumple, Launch×3
[Crumple, Launch×5]
97, 91, 91 + Down 33, 30
[97, 91, 91 + Down 113, 37 + Down 43, 76 + Down 123×2, 46]
25, 0/+11 25, 30×2, 0/+11
[25, 30, 20, 0/+13, 0/+3×2, 0/+11]
-
Values in [] are for Enhanced version
Minimum Damage: 1950 [2450]
Throws a chair projectile on block/whiff. Chair has damage 1500×2, P1=80, P2=60, minimum damage 300×2 (600)
Crumple Duration 80F, Crumple Fall 103F
BBTag Kanji AssWhoopinTatsumiStyle.pngBBTag Kanji AssWhoopinTatsumiStyle2.png
BBTag Kanji 236BC1 Hitbox.pngBBTag Kanji 236BC2 Hitbox.png


  • 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
BBTag Kanji BurnToACrisp.png
"Time to end this!"
BBTag Kanji BurnToACrisp2.png
"Crush them to DUST"
Template:AttackDataHeader-BBTag
214BC
Burn To A Crisp!
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 100, 1000×2, 3700
[0, 100, 1000×2, 4700]
Throw 6+(100 Flash)+0 5 49 - T 1~9 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 1, 5×3 - Launch 200, 80×2, 80 + WStick 40 + WBounce 100 - - - - 0 +0
Values in [] are for Enhanced version
Minimum damage: 5900 [6800]
BBTag Kanji BurnToACrisp.pngBBTag Kanji BurnToACrisp2.png
Here lies whoever thought they could safejump you.
BBTag Kanji 214BC1 Hitbox.pngBBTag Kanji 214BC2 Hitbox.png


  • 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
BBTag Kanji AssWhoopinTatsumiStyle.png
BBTag Kanji AssWhoopinTatsumiStyle2.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Ass Whoopin', Tatsumi-Style
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500, 800, 1000, 200
[500, 800, 1000, 250×2, 200]
All 1+(93 Flash)+1 3 48 -30 B 1~4 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Crumple, Launch×3 Stand, 81, 81 + Down 23, 30 + Down 23
[Stand, 81, 81 + Down 113, 21 + Down 43, 60 + Down 123×2, 30]
Crumple, Launch×3
[Crumple, Launch×5]
97, 91, 91 + Down 33, 30
[97, 91, 91 + Down 113, 37 + Down 43, 76 + Down 123×2, 46]
25 25, 30×2, 0/+11
[25, 30, 20, 0/+13, 0/+3×2, 0/+11]
-
Values in [] are for Enhanced version
Minimum Damage: 2500 [3000]
Crumple Duration 80F, Crumple Fall 103F
BBTag Kanji AssWhoopinTatsumiStyle.pngBBTag Kanji AssWhoopinTatsumiStyle2.png
BBTag Kanji 236BC1 Hitbox.pngBBTag Kanji 236BC2 Hitbox.png


  • 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
BBTag Kanji TheManSeriesBrofist.png
"Hope you're prepared!"
BBTag Kanji TheManSeriesBrofist2.png
"Here goes, damnit!"
"FEEL THE PAIN!"
Template:AttackDataHeader-BBTag
222BC
The Man Series: Brofist
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 30350 Throw 10+(50 Flash)+10 3 45 - T 1~27 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 - - - - - - 0 -
Can be comboed into
Minimum Damage: 30350
BBTag Kanji TheManSeriesBrofist.pngBBTag Kanji TheManSeriesBrofist2.png
"Hope you're prepared!""Here goes, dammit!"
"FEEL THE PAIN!"
BBTag Kanji 222BC Hitbox.png


  • 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.


Navigation

To edit frame data, edit values in BBTag/Kanji Tatsumi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.