P4U2R/Kanji Tatsumi/Resources

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Kanji Tatsumi

Preface

This page is Kanji Tatsumi's "Resource Dump" page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets

If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.

Documents

You can embed links to external documents or User Docs here.

Videos

You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.

Playlists

Dio's 4 Essential Kanji Combos

MasterStud's 2b Fatal Route

Fc 2b>5c>5b>sweep>236b>2a>2b>hop>j.b>j.236a>2a>2b>236b>2a>2b>236b~214b>236a

Kanji Tatsumi Challenge Mode 25 2C Starter 10K Damage

CORNER fc 2c>5c>2b>[4]6c>omb>236d>2b>5c>5b>sweep>236b>2a>5b>2b>5c>236c>2a>2b>236b~214b>236236a>omc>214214c 10038dmg COST: OMB+150SP

2015 "P4U2 2.0 Kanji Combos

P4U2 Ver. 2.0 Shadow Kanji Combos

Plain Text

You can write your own content here, or post transcriptions of content from potentially impermanent sources here.

Ideal Punish for each DP on RPS

Narukami - 2C

Yosuke - hold 2C and wait for counter whiff or 2C on reaction to counter

Chie- 2b on rps will catch the endlag of her parry

Kanji-2c but any starter will be good enough

Minazuki/Sho-2c

Marie-2b or 5c

Margaret- Jump or hop to bait it and punish with j.c, It's fatal recovery so big damage

Teddie and Naoto- counter dps just hold 2c or punish on reaction

Yukiko- 2b

Ken and Koro-hop j.c

Yukari-2c

Labrys-on block can't be punished? instant block allows for 2b punish, roll on reaction also allows for 2b aswell, roll on rps allows for 2c punish

Mitsuru-2c

Aigis-microdash 2c

Adachi-after blocking overhead hit, hop the low and punish with j.c, roll on rps allows for 2c punish

Liz-hop and j.c

Akihiko-2b

Shabrys-2b

Junpei-2b

Rise-2c, or jump over when you see counter and j.c

Shadow Kanji Flaws by Cyberman

Shadow Kanji Flaws

  • Worse auto combo.
    • Regular Kanji's auto has much better usage and better for RPS as there's more pushback with Shadow's auto. This is due to regular Kanji's 5AA pushing him forward.
  • Less Damage.
    • A character that revolves around RPS, you'll need to do more RPS scenarios. Which adds another flaw you'll have to deal with. You also may finally land that command grab and the opponent may have a pixel left due to less damage. In a sense with this, it lets the opponent take more risks.
  • Frenzy combos for Shadow Kanji require a lot of meter compared to other shadow characters to do damage.
    • This is due to his long animations ranging from air dive, command grab, gotcha, etc. You need a minimum of 59 meter to do chair super to command grab super. Its a mess that doesn't benefit him at all to where normal Kanji can get that damage and more with OMB.
    • Normal Kanji also has unburstable combos anyway.
  • Since Kanji is prone to getting locked down in the corner, you'll most likely have to use your burst to where you won't use your Frenzy.
    • Basically you're stuck with a handicapped Kanji in ways doing less damage overall
  • Have to be more conservative with meter.

Overall, he's the worst shadow by a margin and worse than normal Kanji in ways. Especially where most of the cast already outclasses him. But as always, this is always in theory from experience and you can still win/rob rounds.

Oki Pros and Cons

Lightning Oki
+Better mix
-Requires proper spacing, missing could result in losing a persona card
-Opponent has more time to think
-Persona moves are locked out till 4th bolt/time expires

Cruel attack oki
+Additional confirmed damage
+Opponent has less time to think
-Mix is limited to rps

Counterhit 2b and 5c labbed by ZeBo 05/23/2022

CH 2b>236d, 2a, j.B, 5c>5b>2b>236c>236a 4060 dmg 31 sp
Corner CH 2b>236d, 2a, j.B, 5c>2b>[4]6c, 5aa>j.ABC, 2a>236c>236a 4902dmg 46 sp
Corner CH j.C, 236d, 2b, j.B, 5c>2b>[4]6c, 5aa>j.ABC, 2a>236c>236a 5549dmg 49 sp
CH j.C, 236d, (66) 2b, j.B, 5c>5b>2b>236c>236a 4707 dmg 35 sp ( microdash required depending on distance)

Rock Paper Scissors Breakdown

Rock, Paper, Scissors (rps) is the most important part of Kanji's offense.
rps is set up anytime Kanji is plus and close
common rps set ups are:
any knockdown that leads into added cruel attack,5b,2c,any d normal, and grounded 236b
basic rps options are:
5a-beats jump, hop, mash
c grab-beats roll,block,mash
and block to beat reversals

Special/Throw Starters

(CHAIR STARTER)
236ab>5aa>5b>2b>236c>236a 3105dmg COST 25sp
236ab>5aa>5b>2b>236b~214b>236a 3100 SUPER/OMC/OMC EXTEND POSSIBLE, COST 25sp

fc 236ab>5aa>5b>2b>236b>2a>2b>236b~214b>236a 3992 dmg COST 25sp
fc 236ab>5aa>5b>2b>236b>2a>2b>236c>236a 3977 dmg COST 25sp
fc 236ab>2b>5c>236b>5aaa>214a>236a 4199dmg COST 25sp
fc 236ab>5b>2b>5c>236b>2a>sweep>236b>5aa>2b>236b~214b>236a 5044dmg COST 25SP

CORNER fc 236ab>2a>2b>236b>2a>sweep>236b>5aa>236c>5aaa>214a>236a 4557dmg COST 25sp
CORNER fc 236ab>2a>2b>5c>236b>2a>sweep>5a>236c>5aaa>214a>236a 4941 dmg COST 25sp

(GOTCHA STARTER)
236d>2b>236b~214b>236a 2944dmg 19sp
236d> j.b> 5aa> 2b> 236b~214b> 236a ???dmg ??sp
236cd>2b>236b~214b>236a 2422dmg COST 25

(COMMAND GRAB STARTER)
CORNER 214c>2b>236c>236a 2857dmg 27sp
CORNER 214d>2b>236c>236a 3157 29sp

fc 214c>236b>5aaa 2955dmg 40sp
fc 214c>236b>5aa>236c>236a 3011dmg 32sp

(SHITLORD STARTER)
214a>omc>5c>c tackle>236c>236a 3180dmg COST 50sp
214a>omb>6>5c>236cd>iad j.B>2b>236c>236a 3676dmg COST BURST+25sp
214a>omb>6>5c>236cd>iad j.B>2b>236b~214b>236a 3691dmg COST BURST+25sp

(NORMAL THROW)
cd>omc>2c>2b>236c>236a 2812dmg
CORNER cd>sweep>236a 2024dmg 12sp
CORNER cd>sweep>omc>5c>2b>236c>5aa>236c>236a 3189dmg
CORNER cd>sweep>omc>5c>2b>236c>5aaaa 3177dmg

(AIR THROW)
j.CD>omc>j.B>5aaaa 2368dmg
j.CD>omc>j.B>5aa>236c>236a 2518dmg

Meterless BNB's

(NON-SPECIAL/SUPER STARTER)

5aaaa 1186dmg 21sp MORE SP
5aaa>214a>236a 1655dmg 18sp MORE DAMAGE
5aa>2a>5b>sweep>236a 1528dmg 15sp NOT OPTIMAL

cc 5aa>2a>5b>2b>236c>236a 2025dmg 17sp MORE DAMAGE
cc 5aa>2a>5b>2b>236b~214b>236a 2020dmg 19sp MORE SP GAIN

ch 5a>5c>5[b]>214c>236a 2335dmg 29sp

ch 5b>5c>2b>236c>236a 2636dmg 20sp
ch 5b>5c>2b>236b~214b>236a 2622dmg 23sp
ch 5b>214d>236a 2817dmg 25sp OPTIMAL DAMAGE+SP BUT REQUIRES A READ

ch 2a>5c>5[b]>214c>236a 2097dmg 29sp

ch 2b>delay 5c>236b>5aaa>214a>236a 3410dmg 29sp SUPER/OMC/OMB EXTEND POSSIBLE
ch 2b>delay 5c>236b>2a>5b>2b>236c>236a 3706dmg 29sp MORE DAMAGE
ch 2b>delay 5c>236b>2a>5b>2b>236b~214b>236a 3688dmg 31sp MORE SP, SUPER/OMC/OMB EXTEND POSSIBLE

5c (air hit, close)>236b>5aaa>214a>236a 3261dmg 27sp
5c (air hit, close)>236b>5aa>5b>2b>236c>236a 3508 dmg 24sp
5c (air hit, close)>236b>5aa>5b>2b> 3490 26sp
5c (air hit, far)>236cd>iad j.B>2b>236c>236a 3647dmg COST 25sp
5c (air hit, far)>236cd>iad j.B>2b>236b~214b>236a 3695dmg COST 25sp

ch 5c>2c>2b>236b~214b>236a 3676dmg 25sp MORE DAMAGE, SUPER/OMC/OMB EXTEND POSSIBLE
ch 5c>2c>2b>236c>236a 3567dmg 23sp
ch 5c>5[b]>214c>236a 3082 dmg 28 sp MORE SP

ch j.C>236d>2b>j.B>2b>236b~214b>236a 4179dmg 28sp MORE DAMAGE
ch j.C>236d>2b>j.B>2b>236c>236a 4131dmg 29sp MORE SP GAIN

FC 5c>2c>2b>236b>2a>sweep>236b>5aaa>214a>236a 5145dmg 45sp

FC 2c>DP>2a>5b>2b>236b>2a>sweep>236b>5aaa>214a>236a 5069dmg 44sp NOT OPTIMAL
FC 2c>2b>5c>236b>2a>sweep>236b>5aaa>214a>236a 5137dmg 47sp MORE SP
FC 2c>5c>2b>236b>2a>sweep>236b>5aa>2b>236b~214b>236a 5345dmg 45 sp MORE DAMAGE (BAITED DP PUNISH COMBO)

FC j.C>2c>5c>hop j.B>sweep>236b>2a>2b>5aa>2b>236b~214b>236a 5721dmg 52sp (FATAL RECOVERY PUNISH COMBO)

CORNER ch j.C>5c>2b>236c>5aa>5b>2b>236c>236a 4429dmg 36sp NOT OPTIOMAL
CORNER ch j.C>5c>2b>236c>5aa>5b>2b>236b~214b>236a 4547dmg 37sp OPTIMAL DAMAGE+SP, SUPER/OMC/OMB EXTEND POSSIBLE

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