< BBTag | Kanji Tatsumi
Combo Notation Guide | |||||||||
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Combo List
Link to Kanji Combo Doc (from BBTag Discord)
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 | 4AAA , j.236A , 4AA > 5A > 2C , 2A > 4AAA >j.214A~A/B/C | Any | 5935 | [4] Hard | 4A Smart Combo extension. |
3 | (2A) > 4AA > 5AAA > 2C~A/B/C | Any | 4560 (4636) | [1] Very Easy | 4A to 5A combo that drops after 5A at max range. |
4 | AA 4AA > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6108 | [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 > 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. |
6 | CH 4AA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6986 | [2] Easy | Counter hit 4AA combo. |
7 | 5AAA > 2C~A/B/C | Any | 4736 | [1] Very Easy | Basic 5A Smart Combo extension. 5AA whiffs at max 5A range. |
8 | 5AAA > 2B > 214B~A/B/C | Any | 5787 | [1] Very Easy | Point-blank 5A Smart Combo extension. |
9 | AA 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7319 | [2] Easy | Anti-air 5A combo. Both 5AA and 5AAA may whiff if 5A wasn't done close enough to the opponent. |
10 | CH 5A or CH 5AA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6986 | [2] Easy | Counter hit 5A or 5AA combo. |
11 | CH 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 8199 | [2] Easy | Counter hit 5AAA combo. |
12 | 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. |
13 | CH 5AAA > 236C > 2A > 2C , 2A > 2C , 2A > 2C , 4AAA > j.214A~A/B/C | Any | 9226 | [3] Intermediate | Variation of the previous combo that uses EX Cruel Attack, allowing this combo to work regardless of positioning. |
14a | 5BB > 2B > 236B~j.214B~A/B/C | Any | 6056 | [2] Easy | Basic 5B combo. |
14b | 5[B]([B]) > 2B > 236B~j.214B~A/B/C | Any | 7559 (8207) | [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. |
15a | 5BB > 5AAA > 2B > 214B~A/B/C | Any | 6705 | [1] Very Easy | Point-blank range 5B combo. |
15b | [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. |
16a | 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. |
16b | CH 5B > 236B > 2A > 5AAA > 5BB > 2C , 4AAA | Any | 8084 | [4] Hard | Variation of the previous combo using 2C. |
16c | 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. |
17a | CH 5B > 236C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 7532 | [3] Intermediate | 5B punish combo. This combo works regardless of positioning. |
17b | 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. |
18 | 2B > 214B~A/B/C | Any | 4084 | [1] Very Easy | Max range 2B combo. |
19 | 2B > 236B~j.214B~A/B/C | Any | 4514 | [2] Easy | Close range 2B combo. |
20 | CH 2B > 214[B] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7170 | [3] Intermediate | Counter hit 2B combo. |
21a | 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. |
21b | CH 2B > 236B > 5AAA > 5BB > 2C , 4AAA > j.214A~A/B/C | Any | 8266 | [4] Hard | Variation of the previous combo using 2C. |
22 | CH 2C , 2A > 4AAA > j.214A~A/B/C | Any | 5360 | [1] Very Easy | Basic counter hit sweep combo. |
23 | CH 2C , 4AA > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6280 | [2] Easy | Point-blank range counter hit sweep combo. |
24 | CH 2C , 2A > 2C , 2A > 2C , 2A > 2C , 2A > 4AAA > j.214A~A/B/C | Any | 6726 | [3] Intermediate | Counter hit sweep combo using Kanji's sweep loop. |
25 | j.A > 2A > 4AAA > j.214A~A/B/C | Any | 4419 | [1] Very Easy | Jump-in j.A combo. |
26a | j.B > 5AAA > 2C~A/B/C | Any | 4715 | [1] Very Easy | Jump-in j.B combo. |
26b | j.B > 4AAA, j.236A , 4AA > 2C , 4AAA > j.214A~A/B/C | Any | 5538 | [4] Hard | Variation on the previous combo that only works at close range. |
27 | CH j.A or CH j.B > 5BB > 5AAA > 2B > 236B~j.214B~A/B/C | Any | 5917 (6403) | [2] Easy | Counter hit jump-in j.A or j.B combo. |
28 | CH j.B > j.236B > 2A > 2C > 2A > 2C > 2A > 2C > 4AAA > j.214A~A/B/C | Any | 6989 | [3] Intermediate | Counter hit jump-in j.B combo. B Cruel Attack may whiff if the opponent is too far or too close. |
29 | CH j.C > j.236B > 2A > 2C > 2A > 2C > 2A > 4AAA > j.214A~A/B/C | Any | 7445 | [3] Intermediate | Counter hit jump-in j.C combo. Jump and as soon as Kanji lands from the j.C to do the air version of B Cruel Attack, which has more range and thus consistency compared to the ground version. |
30a | CH 236A > 4AAA > j.214A~A/B/C | Any | 5064 | [1] Very Easy | Counter hit A Cruel Attack combo. |
30b | CH 236A > 4AAA , j.236A , 4AAA > j.214A~A/B/C | Any | 5892 | [3] Intermediate | Variation of the previous combo using delayed air A Cruel Attack. |
31 | j.236A > 4A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6125 | [3] Intermediate | Air A Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation. |
32a | 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6821 | [2] Easy | B Cruel Attack combo. |
32b | 236B > 2A > 5AAA > 5BB > 2C , 4AAA > j.214!~a/B/C | Any | 7072 | [3] Intermediate | Variation of the previous combo using 2C. |
33 | j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7084 | [3] Intermediate | Air B Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation. |
34 | (j)236C > 2A > 2C > 2A > 2C > 2A > 2C > 2A > 4AAA > j.214A~A/B/C | Any | 6947 | [3] Intermediate | EX Cruel Attack combo. |
35 | 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. |
36 | AA CH A+D > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 5787 | [3] Intermediate | Anti-air What a Pain when the counter attack is triggered near the end of the active frames. |
37a | B+C > 236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6087 | [2] Easy | Throw combo utilizing B Cruel Attack. Only works while you have your back to the corner. |
37b | B+C > 236B > 2A > 5AAA > 5BB > 2C , 4AAA > j.214A~A/B/C | Any | 6112 | [3] Intermediate | Variation of the previous combo using 2C. |
38 | B+C > 214[B] , 2A , Resonance activation , 5BB > 2C , 4AAA > j.214A~ABC >222BC | Any | 35674 | [4] Hard | Astral combo without having to be in Resonance beforehand. Requires 3 meters starting from the first grab. |
With Assists
- Exact damage and the assist needed for proper extension varies depending on partner choice.
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1A | (2A) > 4AAA(A or j.236A) > [Call Assist] > dash 5AAA > 5BB > 214B~A/B/C | Any | 6718 (6216) | [2] Easy | 4A Smart Combo extension via an assist. Replace air Primal Force with air A Cruel Attack to make the combo more consistent at the cost of damage. |
1B | (2A) > 4AAA(A or j.236A) > [Call Assist] > dash 5BB > 5AAAAA | Any | 8259 (7718) | [2] Easy | Variant of the previous combo that ends with a Cross Raid. |
2A | (2A) > 5AAAA > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 8472 (7397) | [2] Easy | 5A Smart Combo extension via an assist. |
2B | (2A) > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA | Any | 9813 (8767) | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
3A | CH 5A or CH 5AA > 5BB > 236A > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 9457 | [2] Easy | Counter hit 5A or 5AA combo extension via an assist. |
3B | CH 5A or CH 5AA > 5BB > 236A > [Call Assist] > IAD j.B > 5BB > 5AAAAA | Any | 10786 | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
4A | CH 5AAA > 5BB > 236A > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 10984 | [2] Easy | Counter hit 5AAA combo extension via an assist. |
4B | CH 5AAA > 5BB > 236A > [Call Assist] > IAD j.B > 5BB > 5AAAAA | Any | 12293 | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
5A | 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. |
5B | 5BB > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA | Any | 9841 | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
6A | [5B]([B]) > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 10172 (10820) | [4] Hard | Charged 5B Smart Combo extension via an assist. |
6B | [5B]([B]) > 5AAAA > [Call Assist] > dash 5BB > 5AAAAA | Any | 11632 (12280) | [4] Hard | Variant of the previous combo that ends with a Cross Raid. |
7A | CH 2B > 236B > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 214B~A/B/C | Any | 8642 | [2] Easy | Counter hit 2B combo extended with an assist. |
7B | CH 2B > 236B > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA | Any | 10273 | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
8 | [Call Assist] > 2C > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7435 | [2] Easy | 2C combo extended with a preemptive assist call. |
9 | [Call Assist] > 2C > IAD j.B > 5BB > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C | Any | 8425 | [3] Intermediate | Variant of the previous combo that uses a second assist thanks to the fact that the first was called preemptively. |
10A | j.A or j.B > 5AAAA > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 6747 (7269) | [2] Easy | j.A or j.B combo extended with an assist. |
10B | j.A or j.B > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA | Any | 8123 (8645) | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
11A | CH j.B > 5BB > 5AAAA > [Call Assist] > IAD j.B > 5BB > 2B > 236B~j.214B~A/B/C | Any | 8372 | [3] Intermediate | Counter hit j.B combo extended with an assist. |
11B | CH j.B > 5BB > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA | Any | 9834 | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
12 | j.C > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7408 | [2] Easy | j.C combo extended with an assist. Also works with preemptive assist calls depending on partner choice. |
13A | CH j.C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 2B > 214B~A/B/C | Any | 8920 | [2] Easy | Counter hit j.C combo extended with an assist. |
13B | CH j.C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 5AAAAA | Any | 10470 | [2] Easy | Variant of the previous combo that ends with a Cross Raid. |
14 | [Call Assist] > 236A > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7110 | [2] Easy | A Cruel Attack combo extended with a preemptive assist call. |
15A | CH 236A > 4A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 214B~A/B/C | Any | 6772 | [2] Easy | Counter hit A Cruel Attack combo extended with a preemptive assist call. |
15B | CH 236A > 4A > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA | Any | 8329 | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
16 | 236B > 2A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7529 | [2] Easy | B Cruel Attack combo extended with an assist. |
17 | 214(A or C)~A/B/C > [Assist Call] > dash 5AAA > 5BB > 214B~A/B/C | Any | 6304 (6704) | [2] Easy | This'll Hurt! combo extended with an assist. |
18A | 214B > [Assist Call] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 5388 | [2] Easy | Gotcha! combo extended with an assist. |
18B | 214B > [Assist Call] > IAD j.B > 5BB > 5AAAAA | Any | 6757 | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
19A | 214[B] > 5AAAA > [Assist Call] > 5AAA > 5BB > 214B~A/B/C | Any | 5841 | [2] Easy | Charged Gotcha! combo extended with an assist. |
19B | 214[B] > 5AAAA > [Assist Call] > IAD j.B > 5BB > 5AAAAA | Any | 7382 | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
20A | j.214(A or B)~A/B/C > [Assist Call] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 5633 (6593) | [2] Easy | Bet Ya Can't Take This! combo extended with an assist. |
20B | j.214A~A/B/C > [Assist Call] > IAD j.B > 5BB > 5AAAAA | Any | 7095 (8055) | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
21A | j.214C~A/B/C > [Assist Call] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 7091 | [3] Intermediate | EX Bet Ya Can't Take This! combo extended with an assist. |
21B | j.214C~A/B/C > [Assist Call] > IAD j.B > 5BB > 5AAAAA | Any | 8455 | [3] Intermediate | Variant of the previous combo that ends with a Cross Raid. |
22 | [Assist Call] > A+D > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Any | 5692 | [2] Easy | What a Pain! combo extended with a preemptive assist call. |
23 | 214B+C > dash 2C~A/B/C > [Assist Call] > 214[B] | Any | 8157 | [3] Intermediate | Burn to a Crisp! combo extended with an assist. Can add Ass Whoopin', Tatsumi-Style for more damage. |
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 | 5[B]([B]) > 4AAA > j.236B > 2A > 4AAA > j.214B~A/B/C | Corner | 9174 | [4] Hard | Charged 5BB corner combo. Both hits must be charged for the 4A link to work. |
5 | CH 2C , 2A > 2C , 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C | Corner | 7156 | [3] Intermediate | Counter hit 2C combo. |
6 | 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. |
7a | CH 236A > 4AAA > j.236B > 5AAA > 5BB > 214B~A/B/C | Corner | 6511 | [2] Easy | Counter hit A Cruel Attack combo. |
7b | CH 236A > 4AAA > j.236B > 5AAA > 5B > 2B > 236B~j.214B~A/B/C | Corner | 6531 | [2] Easy | Variation of the previous 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. |
10 | 214B+C > IAD j.B > 2C~A/B/C | Corner | 7338 | [3] Intermediate | Burn to a Crisp! corner 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 | 214(A or C) > 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
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