< BBTag | Kanji Tatsumi
Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
Combo List
Midscreen
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | (2A) > 4AAA > j.214A~A/B/C | Any | 4410 (4528) | [1] Very Easy | 4A Smart Combo extension. |
2 | (2A) > 4AA > 5AAA > 2C~A/B/C | Any | 4560 (4636) | [1] Very Easy | 4A to 5A combo that drops after 5A at max range. |
3 | (2A) > 4AA > 5AAA > 2B > 214B~A/B/C | Any | 5183 (5087) | [1] Very Easy | Point-blank range 4A (or 2A) combo into 2B for better damage and corner carry. |
4 | AA 4AA > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 5973 | [2] Easy | Anti-air 4A combo. Used when catching opponents trying to jump out of pressure or throw mix-ups. If opponents are too high, 5A will whiff. |
5 | AA 4AA > 5AAA > 5BB > (delay) 2B > 236B~j.214B~A/B/C | Any | 6108 | [3] Intermediate | Variation of the previous combo that provides better damage and corner carry. At point-blank range, no delay should be needed but at most other distances 2B needs a small delay. |
6 | AA 4AA > sjc > j.AA > j.B > djc > j.AA > j.214A~A/B/C | Any | 5255 | [2] Easy | Anti-air 4A combo. Easier to execute, more consistent, and has higher corner carry than the previously listed versions but deals less damage. |
7 | CH 4AA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6986 | [2] Easy | Counter hit 4AA combo. |
8 | CH 4AA > 5BB > 5AAA > 2B > 214B~A/B/C | Any | 7635 | [3] Intermediate | Point-blank range counter hit 4AA combo. |
9 | 5AAA > 2C~A/B/C | Any | 4736 | [1] Very Easy | Basic 5A Smart Combo extension. 5AA whiffs at max 5A range. |
10 | 5AAA > 2B > 214B~A/B/C | Any | 5787 | [1] Very Easy | Point-blank 5A Smart Combo extension. |
11 | AA 5AAA > 5BB > 2B > 214B~A/B/C | Any | 7101 | [2] Easy | Anti-air 5A combo. Both 5AA and 5AAA may whiff if 5A wasn't done close enough to the opponent. |
12 | AA 5AAA > 5BB > (delay) 2B > 236B~j.214B~A/B/C | Any | 7319 | [3] Intermediate | Variation of the previous combo that provides better damage and corner carry. At close range, no delay should be needed but at most other distances 2B needs a small delay. |
13 | CH 5A or CH 5AA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6986 | [2] Easy | Counter hit 5A or 5AA combo. |
14 | CH 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 8199 | [2] Easy | Counter hit 5AAA combo. |
15 | CH 5AAA > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 9276 | [3] Intermediate | Advanced counter hit 5AAA combo that only works at close range that isn't point-blank. |
16 | CH 5AAA > 236C > 4AA > 5AAA > 5BB > 2B > j.214A~A/B/C | Any | 8874 | [2] Easy | Variation of the previous combo that uses EX Cruel Attack, allowing this combo to work regardless of positioning. |
17a | 5BB > 2B > 214B~A/B/C | Any | 5741 | [1] Very Easy | Basic 5B combo. |
17b | [5B]([B]) > 2B > 214B~A/B/C | Any | 7219 (7867) | [4] Hard | Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. If 5B hit at max range, then 2B requires a slight delay. |
18a | 5BB > 5AAA > 2C~A/B/C | Any | 6024 | [1] Very Easy | Close range 5B combo. 5A whiffs if 5B hit at or near max range. |
18b | [5B]([B]) > 5AAA > 2C~A/B/C | Any | 7527 (8175) | [4] Hard | Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. |
19a | 5BB > 5AAA > 2B > 214B~A/B/C | Any | 6705 | [1] Very Easy | Point-blank range 5B combo. |
19b | [5B]([B]) > (delay) 5AAA > 2B > 214B~A/B/C | Any | 8289 (8937) | [4] Hard | Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. If both 5B and 5BB are charged, then 5A requires a slight delay. |
20a | CH 5B > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 7847 | [3] Intermediate | 5B punish combo. Whiffs at close range and far range, requiring moderate spacing so that the B Cruel Attack connects properly. |
20b | CH [5B] or [5B] > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 9651 (9351) | [4] Hard | Variation of the previous combo which uses a charged 5B, with or without counter hit. |
21a | CH 5B > 236C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 7532 | [3] Intermediate | 5B punish combo. This combo works regardless of positioning. |
21b | CH [5B] or [5B] > 236C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 9311 (9071) | [4] Hard | Variation of the previous combo which uses a charged 5B, with or without counter hit. |
22 | 2B > 214B~A/B/C | Any | 4084 | [1] Very Easy | Basic 2B combo. |
23 | 2B > 236B~j.214B~A/B/C | Any | 4514 | [2] Easy | Close range 2B combo. |
24 | CH 2B > 5AA > sjc > j.AA > j.B > djc > j.AA > j.214A~A/B/C | Any | 6259 | [2] Easy | Simple counter hit 2B converted into an air combo. |
25 | CH 2B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7234 | [3] Intermediate | Simple counter hit 2B combo. |
26 | CH 2B > 236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 8128 | [3] Intermediate | Counter hit 2B combo that works both at max 2B range and point-blank range. |
27 | CH 2C > 2A > 4AAA > j.214A~A/B/C | Any | 5360 | [1] Very Easy | Counter hit sweep combo. |
28 | CH 2C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6280 | [2] Easy | Point-blank range counter hit sweep combo. |
29 | j.A or j.B > 5AAA > 2C~A/B/C | Any | 4337 (4715) | [1] Very Easy | Jump-in j.A or j.B combo. |
30 | j.A > 5AAA > 2B > 214B~A/B/C | Any | 5010 | [1] Very Easy | Jump-in j.A combo. Only works if Kanji lands at point-blank range. |
31 | CH j.A or CH j.B > 5BB > 5AAA > 2B > 214B~A/B/C | Any | 6432 (6952) | [2] Easy | Counter hit jump-in j.A or j.B combo. Opponent needs to be close or else 2B will whiff. |
32 | CH j.B > j.236B > 2A > 4AA > sjc > j.AA > j.B > djc > j.AA > j.214A~A/B/C | Any | 6414 | [3] Intermediate | Counter hit jump-in j.B combo. B Cruel Attack may whiff if the opponent is too far or too close. |
33 | CH j.C > dash 5BB > 5AAA > 2B > 214B~A/B/C | Any | 7586 | [3] Intermediate | Counter hit jump-in j.C combo. The closer to the ground Kanji is before using j.C, the more time he will have to dash in and close the distance. |
34 | CH 236A > 4AAA > j.214A | Any | 5064 | [2] Easy | Counter hit A Cruel Attack combo. |
35 | j.236A > 4A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6007 | [3] Intermediate | Air A Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation. |
36 | 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6821 | [2] Easy | B Cruel Attack combo. |
37 | j.236B > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6933 | [3] Intermediate | Air B Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation. |
38 | (j)236C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6545 | [2] Easy | EX Cruel Attack combo. |
39 | AA CH A+D > 4A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 5245 | [4] Hard | Anti-air counter hit What a Pain. Must connect against an opponent with the last active frame against an opponent who is as high up as possible. |
40 | B+C > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 5923 | [2] Easy | Throw combo utilizing B Cruel Attack. |
41 | B+C > delay 236B > 2A > 5AAA > 5BB > delay 2B > 236B~j.214B~A/B/C | Any | 6000 | [3] Intermediate | Variation of the previous combo that provides better damage and corner carry. B Cruel Attack and 2B require a slight delay for the final move, Bet Ya Can't Take This, to connect. |
With Assists
- Exact damage and the assist needed for proper extension varies depending on partner choice.
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | (2A) > 4AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6828 (6339) | [2] Easy | 4A Smart Combo extension via an assist. |
2 | (2A) > 4AAA > j.236A > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6679 (6238) | [2] Easy | Variant of the previous assist that replaces Air Primal Force with A Air Cruel Attack, making the combo more consistent. |
3 | (2A) > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 8362 (7307) | [2] Easy | 5A Smart Combo extension via an assist. |
4 | (2A) > 5AAA > 2C > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7825 (6927) | [2] Easy | Variant of the previous assist that replaces Primal Force with sweep, making the combo more consistent. |
5 | CH 5A or CH > 5BB > 2C > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 8970 | [2] Easy | Counter hit 5A or 5AA combo extension via an assist. |
6 | CH 5AAA > 5BB > 2C > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 10434 | [2] Easy | Counter hit 5AAA combo extension via an assist. |
7 | 5BB > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 8381 | [2] Easy | 5B Smart Combo extension via an assist. |
8 | [5B]([B]) > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 10103 (10751) | [4] Hard | Variant of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. |
9 | CH 2B > 236B > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C | Any | 8767 | [2] Easy | Counter hit 2B combo extended with an assist. |
10 | [Call Assist] > 2C > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7268 | [2] Easy | 2C combo extended with a preemptive assist call. |
11 | [Call Assist] > 2C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C | Any | 8429 | [3] Intermediate | Variant of the previous combo that uses a second assist thanks to the fact that the first was called preemptively. May require slight delays during the first 5B and 5A Smart Combos to buy time for the assist to be available again. |
12 | j.A or j.B > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6663 (7188) | [2] Easy | j.A or j.B combo extended with an assist. |
13 | CH j.B > 5BB > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C | Any | 8381 | [2] Easy | Counter hit j.B combo extended with an assist. |
14 | j.C > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7245 | [2] Easy | j.C combo extended with an assist. Also works with preemptive assist calls depending on partner choice. |
15 | CH j.C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C | Any | 8763 | [2] Easy | Counter hit j.C combo extended with an assist. |
16 | [Call Assist] > 236A > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6848 | [2] Easy | A Cruel Attack combo extended with a preemptive assist call. |
17 | CH 236A > 4A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6886 | [2] Easy | Counter hit A Cruel Attack combo extended with a preemptive assist call. |
18 | 236B > 2A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7529 | [3] Intermediate | B Cruel Attack combo extended with an assist. |
Corner
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | (2A) > 4AAA > j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 6769 (6234) | [2] Easy | 4A Smart Combo. |
2 | AA 4AAAA or AA 5AAAA > 4AAA > j.236B > 5AAA > 5BB > 2B > 214B~A/B/C | Corner | 8236 | [4] Hard | Anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way. |
3 | CH AA 4AAAA or CH AA 5AAAA > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 8960 | [4] Hard | Counter hit anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way. |
4 | CH 2C > 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 7082 | [2] Easy | Counter hit 2C combo. |
5 | j.A or j.B > 4AAA > j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 5714 (6179) | [2] Easy | j.A or j.B jump-in combo. |
6 | CH j.A or CH j.B > 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 6769 (7310) | [2] Easy | Counter hit j.A or j.B jump-in combo. |
7 | CH 236A > 4AAA > j.236B > 5AAA > 5BB > 2B > 214B~A/B/C | Corner | 6631 | [2] Easy | Counter hit A Cruel Attack combo. |
8 | (j)236B or (j)236C > 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 6945 (7253) | [2] Easy | B or EX Cruel Attack combo. |
9 | 214A or 214C > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 6605 (7005) | [2] Easy | This'll Hurt! converted into a combo. |
With Assists
- Exact damage and the assist needed for proper extension varies depending on partner choice.
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | AA 4AAAA or AA 5AAAA > 4A > 5AAAA > [Call Assist] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 8572 | [4] Hard | Anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way. |
2 | CH AA 4AAAA or CH AA 5AAAA > 5AAAA > [Call Assist] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 9897 | [4] Hard | Counter hit anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way. |
3 | CH 2C > 2A > 5AAAA > [Call Assist] > 5AAAA > 5BB > 2B > 214B~A/B/C | Corner | 7698 | [2] Easy | Counter hit sweep combo extended with an assist. |
4 | 214A or 214C > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C | Corner | 6850 (7250) | [2] Easy | This'll Hurt! combo extended with an assist. |
Combo Theory
Video Examples
Kanji Combos
External Documents and References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •