|image=BBTag_Kanji_5B.png |caption=Just frame for massive damage.
|image2=BBTag_Kanji_5BB.png |caption2=
|image2=BBTag_Kanji_5BB.png |caption2=Vacuum opponents for throw mix-ups.
|name=5B
|name=5B
|data=
|data=
Line 179:
Line 179:
{{#lst:BBTag/Kanji Tatsumi/Data|5B}}
{{#lst:BBTag/Kanji Tatsumi/Data|5B}}
{{!}}-
{{!}}-
{{Description|7|text=*Fantastic horizontal and mediocre vertical reach
{{Description|7|text=
*Relatively high startup
* Values in [] are for just frame.
* Persona attacks 15 frames after releasing button
* Ground bounces airborne opponents on hit.
* Values in [] are just frame
* Can be charged by holding B, attack comes out 15 frames after release.
* Just frame timing is 37 frame hold
* Just frame timing is 37 frame hold.
* If held for 38 frames, attack feints and is 45T
* If held for 38 frames, attack feints and recovers 7 frames later. 45 frames total.
* On just frame hit, opponent experiences 8 additional hitstop
* On just frame hit, opponent experiences 8 additional frames of hitstop.
While 5B has excellent horizontal reach, its arc is a little deceiving as it does not cover above Kanji very well. While a very useful poking tool, if done max range 5BB will whiff, requiring either a preemptive assist call or something with long, fast reach like 2C or 236C to confirm. Using 5B purely for poking can still be good, but being wary of its tip can be important.
Persona attack with long reach and high damage but slow start-up. Can be charged to delay the attack or to cancel the attack, normally into a throw. A perfectly timed charge will result in a huge improvement in damage, scaling, and hitstun, opening up new combo routes. Note that this move will not naturally combo off of most A or B starters, even with counterhits outside of j.C.
High startup to balance out its long-reach, so it will not naturally combo off of A starters or confirm off of most counterhits outside of j.C.
While 5B appears to have extreme range, it's arc is deceiving as it does not reach nearly as high and slightly as far as the animation implies. If this move hits at max range 5BB will whiff, requiring either a preemptive assist call or a fast move with long reach like 2C or 236C to continue into a combo. Be careful when using this attack as a poking tool.
}}
}}
{{!}}-
{{!}}-
Line 195:
Line 195:
{{#lst:BBTag/Kanji Tatsumi/Data|5BB}}
{{#lst:BBTag/Kanji Tatsumi/Data|5BB}}
{{!}}-
{{!}}-
{{Description|7|text=*Good horizontal reach, though slightly less than 5B
{{Description|7|text=
* Suctions the opponent slightly toward Kanji
* Values in [] are for just frame.
* Persona attacks 6 frames after releasing button
* Vacuums the opponent on hit or block.
* Values in [] are just frame
* Can be charged by holding B, attack comes out 6 frames after release.
* Just frame timing is 35 frame hold
* Just frame timing is 35 frame hold.
* If held for 36 frames, attack feints and is 46T
* If held for 36 frames, attack feints and recovers 10 frames later, 46 frames total.
* On just frame hit, opponent experiences 8 additional hitstop
* On just frame hit, opponent experiences 8 additional frames of hitstop.
An important though finnicky tool for Kanji, as while it has good range it is not nearly as long as 5B's range. As a result, it can easily whiff when trying to use 5B's long range, but if within range the suction helps him stay in, especially important due to his grounded mobility issues.
Follow-up attack that drags opponents closer to Kanji to extend combos or apply pressure. For combos, the suction is important for solo routes as it allows 2B to be used as a combo part as 2B tends to miss due to its short horizontal range. For pressure, the strong pull-in after his longest range normals helps Kanji overcome his poor mobility by bringing opponents to him. Thanks to this attack's being only -1 on block, Kanji can use the threat of gatlings or special-cancels to scare the opponent into letting him reset pressure, creating a good opportunity to utilize his command grabs to pierce the opponent's defense.
For combos, the suction is important for solo routes as it allows 2B > 214B to combo as otherwise the 2B would miss due to its short horizontal range.
While minus if not canceled out of, the threat of gatlings or special-cancels can scare the opponent into letting Kanji reset pressure. With the suction pulling the opponent fairly close to Kanji, it offers a good opportunity to utilize his command grabs to open the opponent's defense.
}}
}}
}}
}}
Revision as of 02:55, 3 April 2020
Kanji Tatsumi
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.
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
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
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
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
Sticks and stones may break my bones but words will always hurt me.
Good horizontal reach, damage, scaling, and frame advantage on block. Used to reset pressure (usually into 4A) or for setting up tick-throws. This attack can destroy a single hit of a projectile, making it useful for contesting zoning. If 5A hits at max range 5AA will whiff.
5AA
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
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
Launches opponents away on hit.
Opponent cannot Cross Burst during this attack.
Same as 4AAAA but done after better scaling normals. Combo extension is only possible via an assist or a Cross Raid. Kanji's best move for optimizing damage in assist combos and Cross Combos. When the persona stops moving, Kanji can do 5B from the persona's location.
Can be charged by holding B, attack comes out 15 frames after release.
Just frame timing is 37 frame hold.
If held for 38 frames, attack feints and recovers 7 frames later. 45 frames total.
On just frame hit, opponent experiences 8 additional frames of hitstop.
Persona attack with long reach and high damage but slow start-up. Can be charged to delay the attack or to cancel the attack, normally into a throw. A perfectly timed charge will result in a huge improvement in damage, scaling, and hitstun, opening up new combo routes. Note that this move will not naturally combo off of most A or B starters, even with counterhits outside of j.C.
While 5B appears to have extreme range, it's arc is deceiving as it does not reach nearly as high and slightly as far as the animation implies. If this move hits at max range 5BB will whiff, requiring either a preemptive assist call or a fast move with long reach like 2C or 236C to continue into a combo. Be careful when using this attack as a poking tool.
5BB
Values in [] are for just frame.
Vacuums the opponent on hit or block.
Can be charged by holding B, attack comes out 6 frames after release.
Just frame timing is 35 frame hold.
If held for 36 frames, attack feints and recovers 10 frames later, 46 frames total.
On just frame hit, opponent experiences 8 additional frames of hitstop.
Follow-up attack that drags opponents closer to Kanji to extend combos or apply pressure. For combos, the suction is important for solo routes as it allows 2B to be used as a combo part as 2B tends to miss due to its short horizontal range. For pressure, the strong pull-in after his longest range normals helps Kanji overcome his poor mobility by bringing opponents to him. Thanks to this attack's being only -1 on block, Kanji can use the threat of gatlings or special-cancels to scare the opponent into letting him reset pressure, creating a good opportunity to utilize his command grabs to pierce the opponent's defense.
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.
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.
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
Important points go here
Detailed description of the usefulness of the move go here
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.
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.
Unfortunately, this grab is very unique in that irregardless of distance from the opponent, the time it takes to grab is fixed. This means when Kanji throws versus reject guard, the opponent can still up back or tech the throw sometimes, unlike other characters who grab based on proximity.
Kanji's 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.
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.
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.
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
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.
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.
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.
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.
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.
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
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.
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.