P4AU/Kanji Tatsumi/Combos

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Kanji Tatsumi
P4U Kanji Portrait.png

Health: 10,500

Combo Rate: 60%

Persona Cards: 3

Backdash Time: 26

Backdash Invincibility: 1-6



Movement Options
1 Double Jump/Airdash, Dash type: Run with delayed startup
Play-style
Grappler
Full Frame Data
P4AU/Kanji Tatsumi/Frame Data
  
Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(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.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2


Copy and paste the code from Point 1 to Point 2 as many times as you need to.


2B Starter

  • 2B > 5C (Delay) > 236B > 5AAAA > 214A (B is possible, but timing is strict) > 236A

Requirements: Must start on counter hit
Damage: 3,725/3,781 . SP Gain: 43/44
Extra Notes: Can be done anywhere on screen

Midscreen to Corner

Corner Only