P4U2R/Kanji Tatsumi/Matchups

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Kanji Tatsumi

Summaries

  • Character Strategy pages generally have at least some basic counterplay. All information on this page is subject to change as new strategies and counterplay are discovered and agreed upon.

Aigis

Aigis"RPS? Not when I kick it into Orgia OVERDRIVE!"
Disadvantage

  Kanji vs Aigis is a very patient filled MU for Kanji where you'll have to play around Aigis controlling the space of the neutral both on the ground and in the air with her projectiles and Persona attacks. She has superior speed and mobility. Play patiently against Aigis when approaching and stay clear of Orgia Boost air attacks when on the defense.

Main Author: risingsonic17

Neutral


Careful air dashing against her.

While jumping trying to set up Lightning with Kanji, Aigis can 2B on reaction and her bullets will hit Kanji's Persona. Protect those persona cards.

If Aigis uses Orgia Boost towards you and you're in the air, SB Betcha Can't Take This can be a really good tool to catch her in the air.

Don't let Aigis Mode Change for free at a distance, use Lightning to stop her. Mode Change leaves Aigis punishable for a decent amount.

Tackles can go through Gattling Gun, Grenade Cannons, and Missile Launcher. The aerial Vulcan can will dodge the tackle but the Tackle will still absorb the bull hits.

  • For Missile Launcher, use Tackle (D) and Tackle (SB) for your best punishes.

When Aigis sets up 5D, with some space between you and Athena, you can set up tackle to block any incoming projectiles Aigis shoots at you and still be able to block the counterattack from Athena.

  • Lightning (5D and JD) is also the safest bet to try and catch Aigis when Athena is distanced from her so you won't accidentally trigger the counter attack and potentially catch Aigis doing Gattling Gun or Mode changing.

Air Contesting against Aigis is stinky because of how massive and fast her JC and Megido Fire locking you down and leaving her plus for more pressure, do not recommend it. Mostly try and stay grounded.

Offense


Ideal DP Punish: Block into microdash 2c. If Aigis' back is to the corner, delay 2c to catch the landing for maximum reward.

Orgia Mode During RPS: Aigis gets access to a 1-7 frame invincible backdash on wakeup while in Orgia Mode. This backdash will beat all standard RPS options.

  • Risky, but use 2D or 236236A/B Super as a read to punish/deny the getaway attempt.

Defense


7th Gen Vulcan Cannon (j.236A/B): You can catch Aigis wit SB Air dive if you super jump because the angle will catch Aigis. But in some cases you can double jump when the move ends and Aigis can still get caught because of the landing lag. But you can't dive too early else you accidentally fly over her.

Orgia Boost J.B: Mid screen, you can potentially have the time to punish with Kanji 2B. However it is hard to react to it unless the Aigis player telegraphs it from afar.

  • Kanji's Gotcha (236C) and reversal is the safest bet online (especially in the corner) but use it carefully.

Heavenly Spear (214214C/D/CD): Move is quite safe being +4 on block, but at close range kanji's DP beats it, meaning he can DP on reaction to the super flash and punish.

Goddess Shield (236236C/D/CD): On block: At mid range, you can punish with 5a. Close, you can Sweep (2AB).

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Akihiko Sanada

Akihiko SanadaMan to Man
Unknown

 

Neutral


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Offense


Ideal DP Punish: 2B

Defense


Kill Rush (236B/AB): Akihiko rushes forward and delivers a flurry of punches. This move has Fatal Recovery on "B" and "AB" versions.

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Chie Satonaka

Unknown

 

Neutral


Chie 5C

Offense


Ideal DP Punish: 2B on RPS will catch the endlag of her parry.

Defense


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Elizabeth

ElizabethCatch the elevator attendant!
Unknown

  This match up is rough until you learn how Liz' pressure works.

Neutral


Super Jump over full screen Zio if possible.

Offensive


Ideal DP Punish: Hop j.c.

Defensive


j.B/5B: Pulls you in. blocking this can draw you closer to Liz (good).

Roar/Zio/Bufu (2C/ 236A/B / 214A/B): Mash (unless they have 50 meter and they're willing to use it)

Charged Roar (2[C]): Block

Thanatos Command Grab (5D): Jump and punish

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Junpei Iori

Unknown

 

Neutral


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Offense


Ideal DP Punish: 2b

Defense


j.B/5B: This move can deflect Kanji's 5D/j.D/2D moves and his DP back at him in the form of a fireball.

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Kanji Tatsumi

Kanji TatsumiWinner of RPS gets to play more RPS!
Neutral

  An explosive ditto as DP and Burn To A Crisp! (214214C/D/CD) baiting leads to Fatal Combos and massive damage potential.

Neutral


IAD j.B pokes and 5A starter block strings galore. D grab is a valid choice here, be ready to jump out of command grabs. Both Kanjis will be aiming to capitalize off of a correct read on each other's defense and confirm in neutral. Like many other matchups, it is important to carefully examine the enemy Kanji's habits and punish them accordingly. Tackle is one of Kanji's best neutral tools, as it leads to lightning and enabling you starting up your offense. You should aim to destroy Kanji's persona often as he loses a defensive option (DP) and has a more difficult time getting his offense started up. Knowing the fundamentals of your kit will lead you to counteract what the opposing Kanji may guess on his defense. You should get used to moving around freely while keeping lightning active as it will be effective

Offense


Ideal DP Punish: 2c but any starter will be good enough as the move has Fatal Recovery. The window to go for hop j.c on block is tight.

  • Since a lot of Kanji's buttons are relatively slow, it is easier to recognize when you will get a counter hit or land a poke.
  • If you are persona broken and manage to land a hit, take advantage of the long animation of your moves and spend SP to allow your persona to recover.
  • Your goal is to put yourself in as many RPS situations as possible. Typical buttons and setups to put you in that situation are 5B, most knockdown situations that enables the Added Cruel Attack, any version of your command grab, lightning (2D, 5D, j.D). Uncommon buttons that will allow you to put you in those setups are grounded regular throw, midscreen 236236AB, and any form of Kanji's awakening super grab.
  • Using D grab on offense is easily reactable, and a poor option that only catches opponents that aren't paying close enough attention.

Defense


Ass Whoopin', Tatsumi-Style (236236A/B/AB): Chair throw super. Roll through to punish.

Burn To A Crisp! (214214C/D/CD): Kanji's super throw. Attempt to jump/hop on super flash and punish with j.C.
The move has Fatal Recovery so if whiffed from a distance, any fatal starter is possible.

Bet Ya Can't Take This! (214A/B/AB): Kanji drops the chair and goes for an aerial dive tackle. Crouching beats this move.

(Grounded) Cruel Attack (236A/B/AB): Kanji's Chair Slam. The "A" version is unsafe on block. If a Kanji goes for this in their blockstring, their turn ends.
Grounded "B" Version is safe.

(Delayed) Added Cruel Attack: When the opposing kanji lands any knockdown on you, don't tech on recovery to avoid their delayed additional cruel attack whiff mixup.

Understanding Kanji's gameplan as a grappler means that it's an RPS situation for both offense and defense. A big reason for the outcome of the Kanji mirror depends on how many educated guesses you can make on the opposing Kanji.

  • Using 2B as an anti-air is unreliable due to how slow startup it has. Typically you would use this as a read on the opponent's jump-in, or a read on their hop on RPS.
  • Kanji can still use his command grabs when persona broken. You will have to input the Added Cruel Attack on Kanji's 214C/D/CD fairly quickly since the animation involving his persona is skipped. Using 214214C/D/CD while persona broken will do a special version of his Ass Whoopin', Tatsumi-Style.
  • In the sense of the Kanji mirror match, using DP is relatively dangerous because the opposing kanji will be able to get an easy fatal combo off of most of his buttons. Do not DP often otherwise you run the risk of being punished heavily.
  • Your 214C/D/CD are strong defensive options. If the opposing Kanji chooses to do nothing on RPS to bait out your DP, you can take advantage of their RPS choice and use 214C. In particular, 214CD is very quick and has some invincibility frames just like the D version. Your D grab and Awakened super grab can go through all of Kanji's supers on the super flash. Note that if the opposing kanji uses the C version of the super grab right next to you, then you will need to start up the D Grab before the flash.

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Ken Amada

Unknown

 

Neutral


Ken uses his dog "koromaru" to play neutral. Why risk it himself?

Offense


Ideal DP Punish: 2B after block. beats out Ken's super cancel. Leads into into:

  • 236D: You can then follow up with D Gotcha that will turn around and catch Ken behind you. Jab with 5a before Ken hits the ground to improve consistency.
  • 5C: You can also follow up with Delay 5C after 2B. However, because Ken goes behind you afterwards, you must delay the 236B follow up to give Kanji time to turn around.
    • This is potentially the more damaging follow up.

Persona Breaks are important in this MU as Ken can't really lock Kanji down without his persona.

Defense


Kanji's DP works during Ken's pressure. React to his spear extension move and go for it.

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Labrys

LabrysJust the Labrys, Hold the Shadow
Unknown

  Axe gauge goes up to red!

Neutral


Placeholder.

Offense


Ideal DP Punish: 236A after block. The counter-hit allows for 236A>5aa>2B>236C>236A.

Defense


5C: Sweep beats 5C even if inputted pretty late so you can usually react to it

Weaver's Art: Breaking Wheel (214214C/D): Labrys gears can be punished 1 of 2 ways:

The simplest answer is to use D grab.

  • You will be invulnerable before gears are active and power through for roughly 3k.

The other option is to double jump over the gears and punish with j.C.

  • This will net you 3.5-5k damage depending on screen position.
  • The double jump is important because although the gears only hit grounded opponents, they remain active even if Labrys is hit, thus you must hit her as late into the attack as possible.

Weaver's Art: Orb (236C/D): Tackle as soon as she sets up bubble and it'll break the persona and make it disappear

Guillotine Axe (214A/B): IB the first hit of guillotine and dp through it or even cmd grab super with Kanji

Chain Knuckle (236A/B): DP beats chain knuckle if they are too predictable with it and beats all the followups except if they cancel -> block

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Margaret

Disadvantage

  Bullet points initially provided by the findings of Masofist. Reversal portion written by MC Parking Lot.

Neutral


  • Tackle does almost nothing. If you're being stuck at full screen and wanting to do tackle into j.D to get in, Margaret has her 236C to quickly take away your cards.
  • If you do manage to get a j.D or 5d on her, her 5a reaches really far so she might be able to tag you as you're running towards her
  • Don't try to persona break her. Her pokes and pressure puts her personas into relatively safe positions and really the only time you might be breaking her persona is on a read/react on her mistake in pressure.
  • DP is exceptionally terrible in this matchup. Our DP most of the time will catch only the persona, and then Margaret can get a free fatal on us. Do not recommend to DP a lot in this matchup. Realistically, you might be using DP as a read on her 2a.
  • If you are put into hard knockdown, don't try to contest her meaty j.C. To my knowledge, nothing that kanji has will make him safe, as DP will catch only the persona, and an evasive action is caught by her 2a. If in neutral and you feel like she may IAD j.C in you, you might be able to read her with a 2b... And depending on the height of her jump, might be able to react with 236c.
  • I find it hard to approach Margaret in neutral. This could be the wrong way to go about the matchup, but I was finding myself kind of playing footsies with j.B and j.C.

Offense


Ideal DP Punish: Jump or hop to bait it and punish with j.C. Margaret's DP has fatal recovery, so get ready to punish with a fatal combo route.

Reversals:

  • Power Slash: Midscreen, all versions can be rolled and punished. In the corner, B Power Slash can beat instant rolls. Since there is no way to tell between the A and B versions by the time the flash happens, universal mechanics cannot be used to mindlessly beat this super. However, Kanji can perform a micro-delayed 214D[6], which grabs A Power Slash, and can cause a double whiff with B Power Slash, allowing Kanji to land a counter hit 5C. The extra flash indicating the SB version gives away that it is safe to roll, so there's not much to mention about it.
  • Panta Rhei: All versions can be rolled and lightly punished midscreen. In the corner, D grab is your friend. In fact, it's your most consistent punish regardless, due to the super's okay-ish recovery and Kanji's slow moveset limiting his options after rolling.
  • Hassou Tobi: Screen positioning does not affect your options against this super. A/B: Jump over it. If it comes out quickly, that's the A version and you can reliably j.C it. The slower B version can be empty jump 2C'd. Finally, against the SB version, roll it and land a 2B.
  • Mediarahan: lol (the A and SB versions can be 2C'd on reaction to flash. If you're not confident in when the armor will drop, just grab her. She's not airborne, and is only invulnerable to strikes.)

Defense


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Marie

Unknown

 

Neutral


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Offense


  • Ideal DP Punish: 2b or 5c. Careful, Marie can spend 50 meter to make the DP safe on block via super (Shell of Denial or Shining Arrows.)

Defense


Guard Cancel Evasive Action (50 Meter) can get Kanji out of the corner if Marie has too much pressure on the field.

j.C: 2B works if Marie performs it higher up.

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Minazuki

Disadvantage

 

Neutral


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Offense


Ideal DP Punish: 2c

Defense


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Mitsuru Kirijo

Mitsuru Kirijo"Queen of Executions" is an understatement
Unfavorable/Disadvantage

  One of Kanji's worst matchups.

Explanation of the Mitsuru MU Round Start and 5A range written by Grant

Neutral


Starting the round at 5a range makes it a bit tricky. you do not have the means to challenge her without taking a massive gamble, so avoid those using options like DP and sweep to low profile if you have no reason to think that particular mits player will go for it. If she wants to bait out a round start DP and delay the 5a, you get to leave mits 5a range for free and that's a dub. I usually opt to block, backdash or jump backwards at round start. Blocking can give the mits player a sense of security. Since a good mits will know that Kanji players just want to DP 5a and eat hot chip, the less you actually use it, the stronger it becomes. A really big part of defending successfully in this mu is to let the Mitsuru vibe a bit on her offense. She really doesn't have a means to pressure with her persona moves unless she's in the corner (compared to something like Narukami 5/2c which he can throw out anywhere if he thinks you're going to DP his 5b), so even though she is very oppressive, her need to utilize phys attacks makes her have to think about every poke, and on your end it gives you the security in knowing that it's necessary for her to put herself at risk in order to keep you at bay. Backdash/Jump back is strong in that both creates space and forces the Mits to consider the need to approach in her mental stack.

You have to play the long game and get the download if you want to win. Prioritize early game decisions that will give you the most information that you can work with rather than a more immediate reward. 5a can potentially catch you out of jump startup, but a really important thing to note about this mu when it comes to risk reward is that if she tags you in the air with a max range 5a, she cannot convert off of it, and instead must make the most of the tech chase situation after.

Offense


Ideal DP Punish: 2c

Defense


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Naoto Shirogane

Naoto ShiroganeLove Hurts
Unfavorable

  Kanji vs Naoto the matchup is pretty rough. You have to play super patient because the Naoto is gonna be too scared to approach. If her persona breaks, it does not really matter because she still has her normals but she cant DP. If kanji gets in on Naoto, he can snowball match momentum.

Written by: Suckmytwat51

Neutral


Approach:

If the Naoto plays more defensively and uses bullets you can use Primal Force ([4]6C/D) to stop them.

  • Careful not to run in front of your persona or the bullets will catch you.

Don't really spam Bet Ya Can't Take This! (j.214A/B/AB) or air cruel attack (j.236A/B/AB) because the naoto can use 236c and anti air you.

For approach options, use sweep, j.B, and Primal Force ([4]6C/D).

  • most of naotos normal are chest property and sweep is chest inv

Traps:

Kanji really struggles to get around traps unless there is a gap. In this scenario you can use j.214B/AB to chase naoto. (risky/nonoptimal)

[4]6D will destroy traps after you send out your persona then follow up with a j214AB to catch the naoto off guard but its better to be patient.

A good move to destroy the traps are 5c because of its range.


Offense


Ideal DP Punish: Naoto's Furious Action is a counter DP, so just hold 2c or punish on reaction.

  • Of course get your rps right and lightning oki
  • When you get in naoto face if you know the naoto is gonna DP you can hold D grab and punish her also if your feeling different you can punish your dp with your kanji dp but its not worth it leaves you open if you whiff
  • If you break naoto persona she cant set up traps and use DP
  • 5b is 0 on block if naoto try’s mashing 5a because both kanji and naotos 5a are both 6 frames if kanji can read the mash he can just DP

Defense


Be patient because of zoning and her pressure up close is not that scary she likes to stagger pressure so she doesn't have a lot of mix

  • 5c: Sweep because sweep has chest inv
  • 2[c]: DP, jump or backdash only DP if naoto is close to you and if she not just jump or backdash to be safe
  • j.C: Gotcha! (236C) because its a really good air catching move
  • 5b: Sweep because sweep has chest inv
  • Double fang: DP beats omc
  • (note for 5aa): its a low so be aware of that

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Rise Kujikawa

Unknown

 

Neutral


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Offense


Ideal DP Punish: 2c, or jump over when you see counter and j.c

Defense


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Shadow Labrys

Slight Advantage

 

Neutral


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Offensive


  • Ideal DP Punish: 2b

Defensive


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Sho

Slight Disadvantage

 

Neutral


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Offense


Ideal DP Punish: 2c

5C can out range a few of Sho's moves in neutral.

Defense


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Teddie

TeddieAn Un-bear-able Circus Act
Unknown

  Kanji vs Teddie is a strange match up. In this match up, it is very easy for Teddie to easily break Kanji's Persona due to his very strong Mid range moves such J.C, Bat, and Puppets. If you're not too careful with your persona usage, you will find yourself without your Persona for the majority of the match. Tackle is an essential move in this match up as it has a number of advantages to some (but not all] of Teddie's items. Be patient on how you use your Persona attacks and defending against his strong Mid range buttons. Use your knowledge of how you can interact with Teddie's item to give yourself an edge and counterplay.

Author: risingsonic17

Neutral


Tackle interactions with Teddie's items:

Tackle can be a strong tool against Teddie's items being able to either break, push, set off, and go through a number of items that Teddie can through. However, Tackle is not the viable option against these items.

  • Tackle can break: MF-06 Brahman, Heavy Armor Agni, Turbo Recon Dyaus, Dry Ice.
  • Tackle can Push: Dr. Salt Neo, Mystery Food X, and Muscle Drink. If Tackle manages to push the Muscle Drink into Teddie, the tackle can hit Teddie due to him being inflicted with Rage. Even can set up for free Lightning oki
  • Tackle Does Not Interact with: Motorcycle Key, Smart Bomb, Vanish Ball, Mobile Model Varna, and Ball Lightning. These items cannot be moved or affected.
  • Tackle goes through and blocks these items but they will not be destroyed: Oil Drum (the barrel will still keep moving), Firecracker (it will keep moving), Pinwheel (continues to stay out), D-Type Prithvi (can set it off early), Amagiya Buckets (Can block but the Buckets will continue to rain down. Against Buckets, D grab is the safest best for the Buckets to be blocked while still having Kanji be able to block the Buckets himself. Use D Tackle only if Buckets is being used from Teddie at full screen)

Teddievision:

Always be aware of where Teddie will come out of the TVs. You can camp near the TVs and hit him as he warps out for a potential Fatal Starter. If you find yourself at a distance, if Teddie chooses to warp from the bottom TV, you can potentially catch him with your command grab. However, Teddie can also jump immediately to avoid that so don't rely on it heavily. If you find yourself in the air and Teddie warps at you from the top TVs, prepared to tech the potential air throw.

Offense


Ideal DP Punish: Teddie's Furious Action is a counter DP. Just hold 2c or punish on reaction.

Defense


5B: Teddie with a baseball bat. At close range, Kanji can Sweep (2AB) due to chest invul. At a distance, rolling is a better option.

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Tohru Adachi

Tohru AdachiA Fool or a Clown? Try "Dickhead"
Unfavorable/Disadvantage

  One of Kanji's worst matchups. Adachi's tools make for devastating pressure.

Neutral


Adachi j.C dominates the airspace. 2b is possible but ill-advised. Adachi is punishable if j.C is used early enough in his jump arc. Adachi 5C is a threatening poke. It can catch Instant Air Backdashes and beat out any of your slower moves. 2C/j.2C makes going for 214A/B/AB risky. Adachi needs meter to cash out on his lows (SB gunshot)

Offensive


Ideal DP Punish: After blocking overhead hit, hop the low and punish with j.c, roll on rps allows for 2c punish.

Defensive


DP: A High into Low Furious Action. When he's got 50%, watch out for DP into heat riser

5C: A poke that is hard to contest. Roll beats it and is the main counterplay.

J.C: A very safe landing tool for Adachi. Best to block and wait for an opening.

2C/j.2C: Adachi sends his persona upward with an air-unblockable hit grab. Adachi is crouched while using the grounded version, countering the use of Kanji's 214A/B/AB.

2D/j.2D: An orbital strike from above. It is an opportunity to reduce Adachi's persona cards as well. You can 5a on reaction to break the persona early instead of blocking but the risk is high. If Adachi is close, you may be punished for going for the persona break.

5D: Adachi's full screen laser. Has 60 frames of startup. At full screen, use j.D to punish. At closer distances, [4]6C tackle works if you're quick to react.

214A/B/AB: Adachi's gunshot is a far reaching low with the SB version covering 2/3rds of the screen. He is able to special cancel this move into other specials or DP/Sweep, so be wary of this at mid/far range as it can dissuade you from walking or running forward.

  • Watch out for double gunshot
  • Try to instant block gunshot to stop his pressure and take your turn back.
  • Do not mash on SB gunshot
    • It's +13, which means if u get caught mashing, he can get whatever starter he wants

Megidola (214C/D): Adachi's Command Grab. React to it and do short hop j.C.

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Yosuke Hanamura

Yosuke HanamuraQuit Jumping Around and Fight Me Like a Man!
Unknown

 

Neutral


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Offense


Ideal DP Punish: hold 2c and wait for counter whiff or 2c on reaction to counter

Defense


Against people that like to spam kunai, try to place your D tackle and catch their landing recovery

Be able to react to whether they are going for grounded anti-air (2B) or air-to-air (j.a) and adjust your JC timing accordingly

His overhead and crossups are done by himself instead of the Persona, so show him you are willing to DP that

Also show him that you know how to deal with his dp baits (C gotcha, wake up j.b>j.c, etc...)

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Yu Narukami

Yu NarukamiSparring Match With Senpai
Unknown

 

Neutral


Narukami 5B and safejumps.

Offense


Ideal DP Punish: Can be 2C’d on block. If Yu DPs while in mid-air, you will have to delay the 2C to get the grounded starter.

Defense


Cross Slash (214214C/D/CD): C and CD versions can be rolled through on superflash and can result in 214c as a punish if close. Delay the roll a bit to punish D version with 2C. On block, best you’ll get punish-wise is Sweep (2A+B)

Grounded Raging Lion (214A/B/AB): Narukami's overhead downward dive move. The "A" version can be Instant Blocked for a Fatal 214c punish. The other versions are too safe.

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Yukari Takeba

Unknown

 

Neutral


Play patient and tackle ([4]6D/CD) her projectiles at the right time.

Offense


Ideal DP Punish: 2C

Kanji's [4]6CD: Sends persona forward really quickly, shielding from projectiles. Godlike tool. If Yukari blocks it, she gets locked down. Start 5D/2D/j.D Lightning RPS.

Defense


  • After blocking 5C, depending on the distance, you can go for delay 5A which will:

Guard her 2C cancel because of the delay Beat 5D and dash cancel

After blocking JC, mashing 2B will beat JD

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Yukiko Amagi

Yukiko AmagiFight through the Fans and Flames!
Unfavorable/Disadvantage

  Kanji vs Yukiko is a matchup where you have to be very patient and look out to punish her persona. When Yukiko is persona broken, she loses her ability to DP and has poor defensive options versus Kanji’s offense, while reducing her own pressure potential as well.

Even if you lose persona cards in the process, use your lightning and tackle very frequently to punish Yukiko’s persona while also protecting you from her fans.

Its one of the MUs where Kanji really needs to understand her blockstrings and what the Yukiko players flowchart/do.

Main Author: IFistPeople

Neutral


Rather than focusing getting in, you wanna focus on their Persona first. Eventually you'll break all of their cards.

You can 5a, 2a, 5b Sakuya (Yukiko's Persona), even when she's behind Kanji.

  • Attempting to DP the persona works, be weary of additional chip damage from fans.

If Yukiko holds her DP, throwing the chair from your chair super and lightning won’t work on her because it’s considered a projectile.

  • Use tackle to knock her out of it.


Lightning (5D/2D/j.D)

It is absolutely necessary to be comfortable to move freely while using lightning!

Try to preemptively use lightning before she throws out her fans or make her block before trying to use lightning.

  • You cannot reactively use lightning to punish Yukiko. Take-Mikazuchi has a fat hurtbox and will get destroyed before the lightning comes out.

If lightning hits Yukiko or forces her to block after any fans are out, the fans will drop and “get destroyed.”

Lightning destroys Maragi if the moves collide with each other.


Tackle ([4]6C/D/CD)

All forms of Kanji’s tackle destroy her fans and goes through her Maragi, Agi, and fire bird.

  • It's honestly worth it to take a fan hit for breaking a card.

Since you’re likely going to be full screen versus Yukiko pretty often, one of the safer ways to use your full screen lightning (j.D) is to use it after using D tackle.

Be careful to not use your D tackle if Yukiko is attacking you with her persona normals.

Offense


Ideal DP Punish: 2B

Defense


Common Block Strings:

5c > 2c: it is possible to hop j.C over the 2C.

  • This is not recommended every time as Yukiko can mix up her offense and use 5D instead of 2C for a fatal combo against you.

Agidyne (236236C/D (Chargeable)) / Maragidyne (214214C/D):

Kanji can reactively punish Yukiko’s supers with D grab or your grab super if you’re right next to her.

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Kanji Tatsumi