P4AU/Kanji Tatsumi/Combos

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Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo Theory

Kanji has a bit of freedom in deciding how he wants to end or extend his combos. This will mostly provide you with more damage depending on meter, or better oki. For the sake of brevity, enders will not always be posted in combo routes, so refer to this section and insert them in your gameplay wherever appropriate. Generally speaking, after 214A/B, you may choose to end with 236A, and extend with 236236A/B/AB or OMC (if hitstun deterioration is not very high).

  • Meterless: 236A. Used because you want to save meter for later, or otherwise don't have enough.
  • 50 SP: OMC. Cancel the last hit of 214A/B, then follow up with 2C > 2B > 236C > 236A
  • 75 SP (with corner carry): 236236AB. The bounces allow for Kanji to connect with 2B > 236C > 236A
  • 100 SP (with corner carry): 2nd hit super OMC. This ender gives you a potential reset. The ender goes as follows: 236236A/B > OMC (2nd hit) > 214C > 2B (reset) > 236C > 236A. 236C will only catch opponents who tech away or up. Options to cover other techs are currently being explored.
  • 150 SP (with awakening): Atomic Press. This ender uses all of your meter and squeezes out every bit of damage needed for closing out rounds. The ender goes as follows: 236236A/B > OMC (2nd hit) > 214214C/D.

Midscreen

5A Starter

  • [1958] 5AAA > 214B > 236A

SP Gain:
Notes: Kanji's optimal meterless BnB. The timing on 214B is rather strict, so feel free to use 214A instead, although the damage and SP gain will be slightly lessened.

  • [1615] 5AA > 2A > 5B > 2AB > 236A

SP Gain:
Notes: Less damaging than the previous combo that opts to cancel into 2A to maintain pressure. 5AAA is -6 on block, while 2A and 5B are both 0. Hit confirm this from 5AA as a block string to stay even. If you start to get a read on your opponent's habits, you can even charge 5B to become plus, or if it hits, combo into your command grab.

  • [2884] 5AA > 2A > 5B> 2AB > OMC > 5C > 2B > 236C > 236A

SP Gain:
Notes: A basic OMC combo that extends from your blockstring. Use if you have the meter after hit confirming.

2B Starter

  • [2258] 2B > 236C > 236A

SP Gain:
Notes: Basic anti-air combo.

  • [3527] 2B > 236B~214B > OMC > 2C > 2B > 236C > 236A

SP Gain:
Notes: A powered up version of the previous combo. Use if you have the meter.

  • [4621] 2B > 236B~214B > 236236A/B > 2nd hit OMC > 214214C/D

SP Gain:
Notes: Meter hungry anti-air combo. Generally should only be used to end rounds, as the cost is otherwise too high and circumstances unlikely.

  • [3725/3781] CH 2B > 5C (Delay) > 236B > 5AAAA > 214B > 236A

SP Gain: 43/44
Notes: Can be done anywhere on screen

j.B Starter

  • [2232] j.B > 5AAA > 214A > 236A

SP Gain:
Notes: Your BnB with a jump-in start. Try to hit j.B somewhat low to the ground or after IAD.

  • [3268] CH j.B > 2AB > OMC > 5C > 2B > 236C > 236A

SP Gain:
Notes: If you're lucky enough to score a counter hit with meter, go for it.

5C Starter

  • [5620] FC 5C > 2C > 2B > 236B > 2A > 2AB > 236B > 5AAA > 214B > 236A

SP Gain:
Notes: One of Kanji's highest damage meterless combos. The trick to this combo is hitting 2A as Kanji lands, but before he puts the chair away. Double tapping is advised.

2C Starter

  • [5634] FC 2C > 2B > 236B > 2A > 2AB > 236B > 5AAA > 214B > 236A

SP Gain:
Notes: Nearly identical to the previous combo. Same principles apply.

j.C Starter

  • [5788] FC j.C > 2C > 5C > Hop j.B > 2AB > 236B > 2A > 2B > 236B > 5AAA > 214B > 236A

SP Gain:
Notes: Kanji's anti-anti-air combo. Sometimes requires a short walk forward after j.C depending on spacing. Timing on sweep is tricky after j.B. Inputting sweep while Kanji is still airborn will eat your input, and mashing may not leave you with enough time to land 236B after. Be patient and wait for him to land.

Midscreen to Corner

Corner Only


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