BBTag/Kanji Tatsumi/Strategy

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 Kanji Tatsumi


Team Synergy

Point

Kanji's options in point are extremely questionable and often have limited reward for how much is risked. Using an assist to augment the reward and/or situation on block from using attacks like 236B, j.214B, j.B, and 2C will be key. During Cross Combo, Kanji has some pretty decent active switch options along with a 5BB that locks opponents out of escaping through pushblock.

Anchor

Kanji 5P is a very interesting assist with good startup, Lv5 hit properties, and a decent active switch window. It completely lacks a collision box, so overriding its high pushback with an attack from your point character can cause Kanji to cross through, creating a sandwich positioning.

Kanji's 4P requires some setup due to being fairly slow, but provides decent lockdown that originates from a Persona and thus can't be escaped through pushblock.

Kanji 6P has a few niche uses as an awkward slow projectile that hits twice - of note is that he maintains an unusually high active switch window for a projectile assist. The 6P projectile itself has a blind spot right in front of Kanji, though...

Kanji has admittedly good returns during Resonance for staging a comeback, but his overall neutral gameplan when playing solo remains suffering so it's generally not recommended for him to be the final anchor.

Recommended Partners

BBTag Kanji Synergy Chart.png

Order for tiers C and below are lax. The ones in the first two tiers are what's most important.

This synergy list is not relative to the general meta of the game, but more so relative to Kanji teams. For example, Carmine/Kanji is a good Kanji team, but not that great a team in context of the overall meta. Most Kanji teams are played for the purpose of playing Kanji.

General Tactics

Fighting as Kanji can be very difficult for the neutral game. However, if he gets in, he has a variety of options for mixups. Unlike the other grapplers in this game, Kanji's excellent air mobility gives him several unique options: (Cross-ups with air specials + assist) (Amazing corner carry) (A greater variety of unblockable resets that work in more situations)

Despite any temptation to spam j214X, do not try to j214X in neutral without an assist to back yourself up unless you are confident you will land it (ie after the enemy throws a fireball)

If you don't have an assist to work with, try mixing it up by using jB with different movements (mix between double jump jB, IAD jB, etc), while trying to bait anti-airs.

The most important part about playing Kanji however is knowing when to raw 5B in neutral. This can be difficult against some characters like Vatista, but easier against others like Ragna.

Okizeme

Normally, you want to do your okizeme in the form of a safejump with jB. The frame advantage off of additional cruel attack is perfect so that you can immediately regular jump to set up an easy safejump with jB. Should they start teaching in directions that go against the safejump setup, try running forward and pressing 5B. Almost all universal DP's in the game whiff on Kanji's max range 5B. In the corner, the safejump works consistently by jumping backwards and pressing jB.

Blockstrings

It is not recommended to use 214B to catch jump in blockstrings, because it is extremely committal and may not work. It does not work against mashing. You will want to use frametraps to catch jump instead of using 214B, since they catch mashing.

Kanji "block pressure" needs to be very short, leading into a mixup as soon as possible, since Kanji doesn't have great ways to deal with pushblock. As soon as you are in the advantageous position, you want to mix them up with either a command grab or frametrap.

Basic pressure ideas:

4A/2A 214A/236A - Command grab/frame trap mixup off either 4A or 2A.

5BB 214A - Basic tick grab off 5BB.

5B 5A - Rebeat to throw people off and bait pushblocks

assist + 236B in a blockstring - Creates a sandwich.

236B 214A - 236B is plus, can lead into a tick grab.

Active switching on command grab is very good for Kanji and a key part of his pressure. A very good situation for Kanji would be an assist behind him while he is up close to the opponent. As soon as you have the opportunity, active switch command grab or frame trap. This is safe to a lot of reversals, because what will happen is the reversal will whiff when you active switch to your partner. They will have to take the mixup. Some good assists for this would be projectile assists, or simply using an assist then pushing the opponent forward to create space between you and your assist. Example

Active switching on command grab is easy if you negative edge active switch. If you need help on how to input negative edge switch, here is a snippet from a BBTag guide.

Tips and Tricks

Fighting Kanji

BBTag Kanji Matchups.png

Kanji does not have any real neutral threat without assist. If you see him superjumping, he is probably aiming to call assist on you to help his neutral. Find a way to snipe his assist, and he'll be helpless. For example, Kanjis often like to use a good assist with j.214B/C to play neutral, but if you hit the assist and dodge the grab, he'll be helpless and can be punished.

Doing oki on Kanji can be scary, since safejumps usually don't work on him because he has a guard point DP and command grab super. Using a meaty assist on him while getting out of range of his defensive options are a good tactic, and will force Kanji to respect you on wakeup.

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