< BBTag | Kanji Tatsumi
Combo Notation Guide | |||||||||
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Combo List
Routes
Red text means these attacks will not combo and are part of a reset setup.
Starter | Combo | Position | Damage | Partner | Meter Usage | Video | Notes |
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4A | 4AAA > dl j.236A, 4AA > 5A > 2C, 4AAA > j.214A~A/B/C | Any | 5851 | Universal solo midscreen BnB. Finicky on Platinum, Jubei, Teddie, Linne, Orie, Vatista, MNika, and Heart, but still works - just a much stricter timing window on the j.236A delay timing. | |||
4A | 4AAA > dl j.236A, 4AA > 5AAA > 5BB > 214B~A/B/C | Any | 6095 | CHARACTER SPECIFIC ROUTE. Works on: Noel, Rachel, Hakumen, Makoto, Izayoi, Nine, Naoto K., Susanoo, Es, Yu, Yosuke, Chie, Yukiko, Akihiko, Elizabeth, Labrys, Adachi, Wald, Blitztank | |||
4A | 4AAA > dl j.236A, 4A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 6225 | CHARACTER SPECIFIC ROUTE. Works on: Noel, Tager, Makoto, Izayoi, Celica, Nine, Naoto K., Es, Yosuke, Akihiko | |||
4A | 4AAA > dl j.236A, 2A > 2C, 4AAA > j.214A~A/B/C | Any | 5651 | Blitztank ONLY route. Sideswaps. | |||
4A | 4AAA > dl j.236A, 4AA > 5AAA > 5BB > dl 236B+C | Any | 7792 | 2 | CHARACTER SPECIFIC ROUTE. Works on: Noel, Rachel, Hakumen, Makoto, Izayoi, Nine, Naoto K., Susanoo, Es, Yu, Yosuke, Chie, Yukiko, Akihiko, Elizabeth, Labrys, Adachi, Wald, Blitztank | ||
4A | 4AAA > j.236B, 5AAA > 5BB > 2B > 236Bxxj.214B~A/B/C | Corner | 6769 | Universal solo corner BnB. | |||
4A | 4AAA > j.236B, 5AAA > 5BB > 236B+C | Corner | 8023 | 2 | Super ender variant of corner BnB. | ||
4A | 4AAA > j.236B, 5AA > 2C, 5AAA > 5B > 236B+C | Corner | 8219 | 2 | Optimal if committing to super ender. | ||
4A | 4AAA > j.236B, 5AAA > 5BB > 236B+P | Corner | 6006+ | X | 1 Cross Gauge | Reset setup. Sets up a sandwich against all techs except forward ground tech. Effectiveness depends on assist used. | |
4A | 4AAA > j.236B, 4AAA > j.236B, 2A > 236B, 214A/dl 214B+C | Corner | 5821+ | 0/2 | Unjumpable grab setup on block against forward/backward airtech. 236B will hit opponent if they don't airblock from the airtech. Kanji is plus on whiff against neutral air tech. Opponent can escape with forward ground tech. 236B whiffs on forward/backward airtech against Rachel, Tager, Hazama, Makoto, Nine, Es | ||
4A | 4AAA > j.236B, 4AAA > j.236B, 4A > dl 214A/dl 214B+C | Corner | 5767+ | 0/2 | Unjumpable command grab setup only usable against neutral air tech. Very situational, only use this if you have conditioned the opponent into typically attempting neutral air tech. | ||
2A | 2A > 4AAA > dl j.236A, 4AA > 5A > 2C, 4AAA > j.214A~A/B/C | Any | 5617 | Same as 4A starter routing. | |||
2A | 2A > 4AAA > dl j.236A, 4A > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 5786 | Same as 4A starter routing. CHARACTER SPECIFIC ROUTE. Works on: Noel, Tager, Makoto, Izayoi, Celica, Nine, Naoto K., Es, Yosuke, Akihiko | |||
2A | 2A > 4AAA > dl j.236A, 4A > 5AAA > 5BB > dl 236B+C | Any | 7792 | 2 | CHARACTER SPECIFIC ROUTE. Works on: Noel, Tager, Makoto, Izayoi, Celica, Nine, Naoto K., Es, Yosuke, Akihiko | ||
2A | 2A > 4AAA > j.236B, 5AAA > 5BB > 2B > 236Bxxj.214B~A/B/C | Corner | 6234 | Same as 4A starter routing. | |||
2A | 2A > 4AAA > j.236B, 5AAA > 5BB > 236B+C | Corner | 7695 | 2 | Same as 4A starter routing. | ||
2A | 2A > 4AAA > j.236B, 5AA > 2C, 5AAA > 5B > 236B+C | Corner | 7832 | 2 | Same as 4A starter routing. | ||
2A | 2A > 4AAA > j.236B, 5AAA > 5BB > 236B+P | Corner | 6006+ | X | 1 Cross Gauge | Reset setup. Sets up a sandwich against all techs except forward ground tech. Effectiveness depends on assist used. | |
2A | 2A > 4AAA > j.236B, 2A > 236Bxxj.214B | Corner | 4690+ | Catches ALL techs as well as no tech/delay tech. | |||
5A | 5AAA > 2B > 214B~A/B/C | Any | 5787 | Universal solo midscreen. | |||
5A | 5AAA > 2C~A/B/C | Any | 4736 | For when opponent is too far away for 2B. | |||
5A | AA 5AAA > 5BB > 2B > 236Bxxj.214B~A/B/C | Any | 7319 | Air hit 5A confirm. | |||
5A | AA 5AAA > 5BB > 2C, 4AA > 5A > 2C, 4AAA > j.214A~A/B/C | Any | 7778 | Air hit 5A confirm. Stricter on timings, but a fair bit more corner carry. | |||
5A | 5AAA > 236A > P, 236B, 5AAA > 5BB > 2B > 236Bxxj.214B~A/B/C | Any | 8780 | X | 1 Cross Gauge | Universal assist extension routing. Damage listed based on using Yu 4P. | |
5A | CH 5A > 5BB > 236A > P, 5BB > 236A > CC > P, 5BB > 236B+C > P | Any | 15210 | X | 2 + Cross Combo | General Cross Combo DP punish routing. Damage listed based on using Yu 4P and 5P. | |
5A | CH 5A > 5BB > 236A > P, 5BB > 236A > CC > P, 5BB > 5A > 236Cxxj.214B + switch | Any | 10015+ | X | 1 + Cross Combo | Tech trap reset from DP punish routing. Catches all air techs and can blue beat no tech if timed correctly. Opponent cannot burst when caught by j.214B, allowing you to guarantee further damage by going straight into supers. | |
5A | 5AAA > 236A, 214A/214B+C | Any | 4590+ | 0/2 | Cute reset against grounded opponents. 214A can be risky since it will lose to 7f attacks. | ||
5B | 5BB > 5AAA > 2C~A/B/C | Any | 6024 | Far 5B starter. | |||
5B | 5BB > 5AAA > 2B > 214B~A/B/C | Any | 6705 | Closer universal 5B confirm. | |||
5B | 5BB > 2B > 236Bxxj.214B~A/B/C | Any | 6056 | Only works against grounded or low-in-the-air opponents. Make sure you're in range for 2B to connect. | |||
5B | AA 5BB > 5A > 2C, 4AA > 5AAA > 5BB > 2B > 214B~A/B/C | Any | 7169 | Universal air hit confirm. | |||
5B | AA 5BB > 5AA > hjc > j.AA > j.B > jc > j.A > dl j.B > dl j.236A, 4AAA > j.214A~A/B/C | Any | 7355 | CHARACTER SPECIFIC ROUTE. j.A will whiff against Noel, Es, Jubei Nine, Izayoi, Naoto K., Yosuke, Naoto S., Mitsuru, Akihiko, Elizabeth, Linne, Neo, Yumi | |||
5B | 5BB > 236A > P, 236B, 5AAA > 5BB > 2B > 236Bxxj.214B~A/B/C | Any | 9116 | X | 1 Cross Gauge | Universal assist extension routing. | |
5B | 5BB 236A, 214A/214B+C | Any | 4397+ | 0/2 | Cute reset against grounded opponents. 214A can be risky since it will lose to 7f attacks. | ||
5B | AA (anything) > 5BB > 214[B] | Any | varies | Reset that can catch both forward and backward air tech. | |||
2B | 2B > 214B~A/B/C | Any | 4084 | This is all you're getting from a normal hit 2B starter. | |||
2B | 2B > 236Bxxj.214B~A/B/C | Any | 4514 | Doesn't work if opponent is too high in the air from 2B, so unlikely to work from an anti-air. | |||
2B | 2B > 214B~A/B/C > P, 5BB > 5AAA > 2C~A/B/C | Any | 6963 | X | 1 Cross Gauge | Universal assist extension routing. | |
2B | CH 2B > 5[B]B > 5AAA > 236B(2), 2A > 5AAA > 5BB > 214B~A/B/C | Any | 8494 | Universal solo counterhit routing. | |||
2B | CH 2B > 5[B]B > 5AAA > 236B(2), 2A > 5AAA > 5BB > 236B+C | Any | 10166 | 2 | Super ender version of above. | ||
j.B | CH AA j.B ▷ 5BB > 5AA > hjc > j.AA > j.B > jc > j.A > j.B > j.214A~A/B/C | Any | 7090 | j.A whiffs on Noel, Es, Jubei Nine, Izayoi, Naoto K., Yosuke, Naoto S., Mitsuru, Akihiko, Elizabeth, Linne, Neo, Yumi | |||
j.B | CH j.B ▷ 5BB > 5AAA > 2B > 214B~A/B/C | Any | 6952 | ||||
j.C | CH j.C ▷ 236B, 2A > 2C, 2A > 2C, 2A > 4AA > 236B+C | Any | 8887 | 2 | |||
Throw | 4/6T > 236B, 2A > 5AAA > 5BB > 2C, 4AAA > j.214A~A/B/C | Any | 6112 | ||||
Throw | 6T > 236B, 2A > 5AAA > 5BB > 2C, 4A > 5AAA > 2B > 214B~A/B/C | Corner | 6172 | Can work midscreen against Rachel, Kanji, Mitsuru, Elizabeth, Ruby, Weiss, Yang, Heart, Yumi | |||
Throw | 4/6T > 236B, 4AAA > dl j.236A, 4AA > 5A(+P) > 236Cxxj.214B + switch | Any | 5124+ | X | 1 + 1 Cross Gauge | Reset that catches all air techs and maintains advantage on whiff against no tech. | |
Throw | 6T > 236B, 4AAA > j.236B, 2A > 236Bxxj.214B | Corner | 4989+ | Catches ALL techs as well as no tech/delay tech. | |||
236A | CH 236A, 4AAA > dl j.236A, 4AAA > j.214A~A/B/C | Any | 5892 | ||||
236B | 236B, 4AAA > dl j.236A, 4AAA > j.214A~A/B/C | Any | 6001 | Universal solo route | |||
236B | 236B, 2A > 5AAA > 5BB > 2C, 4AAA > j.214A~A/B/C | Any | 7072 | Only works on very close 236B hit | |||
236B | 236B, 2A > 5AAA > 5BB > 2C, 4AAA > j.214B~A/B/C | Corner | 7160 | ||||
214A | 214A~A/B/C > P, 5BB > 5AAA > 2C~A/B/C | Any | 6719 | X | 1 Cross Gauge | Universal assist extension routing. | |
214A | 214A, 5AAA > 5BB > 2B > 236Bxxj.214B~A/B/C | Corner | 6605 | Universal corner solo routing from command grab | |||
214A | 214A, 5AAA > 5BB > 2C, 4A > 236B, 214A/dl 214B+C | Corner | 6040+ | Unjumpable grab setup on block against forward/backward airtech. 236B will hit opponent if they don't airblock from the airtech. Kanji is plus on whiff against neutral air tech. Opponent can escape with forward ground tech. 236B whiffs on forward/backward airtech against Rachel, Tager, Hazama, Makoto, Nine, Es | |||
214A | 214A, 4AAA > j.236B, 2A > 236B, 214A/dl 214B+C | Corner | 5314+ | Same route as above, but more lenient on timing. 4A whiffs on Hyde and Merkava. 236B whiffs on forward/backward airtech against Rachel, Tager, Hazama, Makoto, Nine, Es | |||
214A | 214A, 4AAA > j.236B, 4A > dl 214A/dl 214B+C | Corner | 5241+ | 0/2 | 4A whiffs on Hyde and Merkava. Unjumpable command grab setup only usable against neutral air tech. Very situational, only use this if you have conditioned the opponent into typically attempting neutral air tech. | ||
214A | 214A, 5AAA > 5BB 236B+P | Corner | 5566+ | X | 1 Cross Gauge | Reset setup. Sets up a sandwich against all techs except forward ground tech. Effectiveness depends on assist used. | |
214[B] | 214[B], 236B, 2A > 5AAA > 5BB > 2C, 4AAA > j.214A~A/B/C | Any | 5995 | Must time 236B carefully to land both hits for full damage. Can be finicky on certain characters. | |||
214[B] | 214[B], 5AAA > 5BB > 2C, 4AAA > j.214A~A/B/C | Any | 5525 | Less optimal than above route, but allows you to avoid the 236B timing. | |||
214[B] | 214[B], 236B, 2A > 5AAA > 5BB > 2C, 4AAA > j.214B~A/B/C | Corner | 6055 | The corner allows for some extra damage by ending in j.214B instead of j.214A. | |||
214[B] | 214[B], 236B, 2A > 5AAA > 5BB > 2C, 4A > 5AAA > 5B > 236B+C | Corner | 7921 | 2 | Max damage super ender routing. | ||
214[B] | 214[B], 5BB > 2C, 4AA > 5AAA > 5BB > 214B~A/B/C | Corner | 5877 | Less optimal routing that avoids the 236B timing. | |||
214B | 214B~A/B/C > P, 5AAA > 5BB > 2B > 236Bxxj.214B~A/B/C | Any | 5632 | X | 1 Cross Gauge | Universal assist extension routing | |
214B | 214B~A/B/C > P, 236B, 5AAA > 5BB > 2B > 236Bxxj.214B~A/B/C | Any | 5723 | X | 1 Cross Gauge | Assist-dependent routing | |
j.214A/B/C | j.214A/B/C~A/B/C > P, 5BB > 2C, 4AAA > j.214A~A/B/C | Any | 6100/7000/7400 | X | 0/0/1 + 1 Cross Gauge | Universal assist extension routing | |
214B+C | 214B+C, (run) 2C~A/B/C | Any | 6843 | 2 | Universal solo extension from grab super | ||
214B+C | 214B+C, (run) 2C~A/B/C > P, 236B+C | Any | 9461 | X | 4 + 1 Cross Gauge | Assist extension from grab super into a second super; deals better damage than Duo | |
214B+C | 214B+C, (run) 2C, 2A > 236B, 214A/dl 214B+C | Corner | 6924+ | 2/4 | Unjumpable grab setup on block against forward/backward airtech. 236B will hit opponent if they don't airblock from the airtech. Kanji is plus on whiff against neutral air tech. Opponent can escape with forward ground tech. 236B whiffs on forward/backward airtech against Rachel, Tager, Hazama, Makoto, Nine, Es | ||
214B+C | 214B+C, (run) 2C, 2A > 236Bxxj.214B | Corner | 6924+ | 2 | Tech trap reset against forward/backward air tech | ||
5A | CH 5A > 5BB > 236A > 236B+C | Any | 9464 | 2+Resonance | Time-efficient Resonance Blaze punish route. | ||
j.214C | j.214C > 214B+C(whiff), 5AAA > 5BB > 2C, 4A > 5AAA > 5B > 2C~A/B/C > 236B+C | Corner | 9593 | 5 | Max damage Resonance Blaze routing from j.214C | ||
214B+C | 214B+C, (run) 2C~A/B/C > 236B+C | Any | 10586 | 4+Resonance | Double super Resonance Blaze route. |
Combo Theory
Kanji is somewhat limited in launching hits but can deal plenty of damage on air hits. Most of his important routes involve the 4AAA > dl j.236A, 4A link and linking off of air hit 2C into either 2A or 4A. All knockdowns allow him to end with Additional Cruel Attack, which puts him right next to the opponent with enough advantage for a safejump. Outside of that, a lot of deeper combo understanding will involve taking advantage of combo timer to set up interesting resets.
Resets
- All a tech trap reset is is catching the opponent right when and where they air tech, generally with a command grab. This can be done off general reads (dropping an air combo on purpose then delaying 214B to catch the opponent where they tech), or with specific setups.
- On an airborne opponent, 5A 236Cxxj.214B can be a reset that catches all techs. A common way to do this is assist 5BB 5A 236Cxxj.214B+D. Video Example
- On a similar note, 4AA 236Cxxj.214B can also be a reset on airborne/otg opponents that catches forward and back air tech in the corner. You can also do 4AA 236Cxxj.214B midscreen to catch all techs.
- Unjumpable grab resets are done by having the opponent block something in the air, then be stuck in landing frames when they land. The most common way of getting this can be seen in the 4A starters tab. Video Example
- 214B is also commonly used for tech trap resets.
- You can commonly tick grab reset with 214A/214B+C in the middle of combos if the opponent is on the ground.
- You can switch right on any reset to start a combo with your other character off of it. All resets can be used with assist to continue with a combo afterward. It is recommended to do this on resets for unburstable kill confirms, or generally just to combo off it.
- NEW TO 2.0: 214[B] resets can be done at any time you hit the opponent in the air with 5BB to catch forward and back tech. Video Example
- Resets are gimmicky. By giving this knowledge to you, a Kanji player (or someone trying to learn how to get out of Kanji resets), I trust these secrets in your hands...
Video Examples
Kanji Combos
External Documents and References
System Pages
Mechanics
Application & Advanced Information
Archived Information