BBTag/Kanji Tatsumi/Combos

From Dustloop Wiki
 Kanji Tatsumi
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 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



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
4A 4AAA > dl j.236A, 4AA > 5A > 2C, 4AAA > j.214A~A/B/C Any 5851 Twitter 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 Twitter 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 Twitter 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 Twitter 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 Twitter 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 Twitter 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 Twitter Same as 4A starter routing.
2A 2A > 4AAA > dl j.236A, 4A > 5AAA > 5BB > 2B > 214B~A/B/C Any 5786 Twitter 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 Twitter 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+ Twitter 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 Twitter 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 Twitter 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 Twitter
Throw 6T > 236B, 2A > 5AAA > 5BB > 2C, 4A > 5AAA > 2B > 214B~A/B/C Corner 6172 Twitter 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 Twitter 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+ Twitter 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 Twitter Only works on very close 236B hit
236B 236B, 2A > 5AAA > 5BB > 2C, 4AAA > j.214B~A/B/C Corner 7160 Twitter
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+ Twitter 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 Twitter 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 Twitter 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 Twitter 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 Twitter 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

Navigation

 Kanji Tatsumi
Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information