BBTag/Kanji Tatsumi/Combos

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< BBTag‎ | Kanji Tatsumi
Revision as of 20:56, 17 February 2021 by 107.203.108.50 (talk) (Undo revision 184224 by Gamedefier (talk))
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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

Link to Kanji Combo Doc (from BBTag Discord)

Routes

Solo
# Combo Position Damage Difficulty Notes
1 (2A) > 4AAA > j.214A~A/B/C Any 4410 (4528) [1] Very Easy 4A starter.
2 4AAA > delay j.236A, 4AA > (5A) > 2C, 2A > 4AAA > j.214A~A/B/C Any 5871 (5935) [3] Intermediate Advanced 4A combo. 5A may whiff on some opponents.
3 AA 4A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6265 [2] Easy Anti-air 4A starter. Use this to catch opponents trying to jump out of pressure. If opponents are too high, 5A will whiff.
4 5AAA > 2C~A/B/C Any 4736 [1] Very Easy Max range 5A starter.
5 5AAA > 2B > 214B~A/B/C Any 5787 [2] Easy Point blank 5A starter.
6 AA 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7319 [2] Easy Anti-air 5A starter. 5AA and 5AAA may whiff if the opponent is too high or too far.
7 CH 5A or CH 5AA or CH 4AA > 5BB > 2B > 236B~j.214B~A/B/C Any 6986 [2] Easy Counterhit 5A, 5AA, or 4AA starter. Works at max range.
8 CH 5AAA > 236B (or 236C), 2A > 2C, 2A > 2C, 2A > 2C, 4AAA > j.214A~A/B/C Any 8959 [3] Intermediate Counter hit 5AAA combo. B Cruel Attack will whiff if Kanji is too close to the opponent. EX Cruel Attack works at any range and deals more damage but costs 1 bar.
9a 5BB > 2B > 236B~j.214B~A/B/C Any 6056 [2] Easy 5B starter that works max range.
9b 5[B]([B]) > 2B > 236B~j.214B~A/B/C Any 7559 (8207) [4] Hard Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. If 5B hit at max range, then 2B requires a slight delay.
10a 5BB > 5AAA > 2B > 214B~A/B/C Any 6704 [2] Easy Close range 5B starter.
10b [5B]([B]) > (delay) 5AAA > 2B > 214B~A/B/C Any 8289 (8937) [4] Hard Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. If both 5B and 5BB are charged, then 5A requires a slight delay.
11 5[B][B] > 236C, 2A > 2C, 2A > 2C, 2A > 4AAA > j.214A~A/B/C Any 10469 [4] Hard Charged 5B into charged 5BB combo.
12 CH 5B or 5[B] > 236B, 2A > 5AAA > 5BB > 2C, 4AAA > j.214A~A/B/C Any 8084 (9610) [3] Intermediate Counter hit 5B starter. Also works without a counter hit if 5B was charged. B Cruel Attack will whiff if Kanji is too close to the opponent.
13 CH 5B or 5[B] > 236C, 2A > 2C, 2A > 2C, 2A > 2C, 4AAA > j.214A~A/B/C Any 7829 (9325) [3] Intermediate Counter hit 5B starter. Also works without a counter hit if 5B was charged. EX Cruel Attack works at any range but costs 1 bar.
14 CH 5[B] > 214[B], 5AAA > 2B, RB, IAD j.B > 5BB > 2B > 236B~j.214B~A/B/C > 236BC or 222BC Any 11462 (39532) [5] Very Hard Mid-combo Resonance Blaze activation off a point-blank range counter hit charged 5B. Must start combo with 5 bars of meters to end the combo with an astral.
15 2B > 236B~j.214B~A/B/C Any 4514 [1] Very Easy 2B starter.
16 CH 2B > 236B, 5AAA > 5BB > 2C, 4AAA > j.214A~A/B/C Any 8266 [3] Intermediate Counterhit 2B starter.
17 CH 2B > 214[B], RB, 5AAA > 5BB > 2C, 4AAA > j.214A~A/B/C > 236BC or 222BC Any 9427 (37497) [4] Hard Mid-combo Resonance Blaze activation off counter hit 2B. Must start combo with 2 bars of meters to end the combo with an astral.
18 2C~A/B/C Any 2434 [1] Very Easy Sweep starter.
19 CH 2C, 4AA > 5AAA > 5BB > 2B > 214B~A/B/C Any 6280 [2] Easy Point-blank range counter hit sweep combo.
20 CH 2C, 2A > 2C, 2A > 2C, 2A > 2C, 2A > 4AAA > j.214A~A/B/C Any 6726 [3] Intermediate Counter hit sweep combo using Kanji's sweep loop.
21 j.A > 2A > 4AAA > j.214A~A/B/C Any 4419 [1] Very Easy Jump-in j.A combo.
22 j.B > 5AAA > 2C~A/B/C Any 4715 [1] Very Easy Jump-in j.B combo.
23 j.A or j.B > 4AAA > delay j.236A, 4AA > 2C, 2A > 4AAA > j.214A~A/B/C Any 5195 (5613) [3] Intermediate Advanced jump-in j.A or j.B combo. j.B starter only works at close range.
24 CH j.A or CH j.B > 5BB > 5AAA > 2B > 236B~j.214B~A/B/C Any 5917 (6403) [2] Easy Counter hit jump-in j.A or j.B combo.
25 CH j.B > j.236B, 2A > 2C, 2A > 2C, 2A > 2C, 4AAA > j.214A~A/B/C Any 6989 [3] Intermediate Counter hit jump-in j.B combo. B Cruel Attack may whiff if the opponent is too far or too close.
26 CH j.C > j.236B, 2A > 2C, 2A > 2C, 2A > 4AAA > j.214A~A/B/C Any 7445 [3] Intermediate Counter hit jump-in j.C combo. Jump and as soon as Kanji lands from the j.C to do the air version of B Cruel Attack, which has more range and thus consistency compared to the ground version.
27a CH 236A > 4AAA > j.214A~A/B/C Any 5064 [1] Very Easy Counter hit A Cruel Attack combo.
27b CH 236A, 4AAA > delay j.236A, 4AAA > j.214A~A/B/C Any 5892 [3] Intermediate Variation of the previous combo using delayed air A Cruel Attack.
28 j.236A, 4A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6125 [3] Intermediate Air A Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation.
29 236B, 2A > 5AAA > 5BB > 2C, 4AAA > j.214A~A/B/C Any 7072 [3] Intermediate B Cruel Attack combo.
30 j.236B, 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7084 [3] Intermediate Air B Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation.
31 (j)236C, 2A > 2C, 2A > 2C, 2A > 2C, 2A > 4AAA > j.214A~A/B/C Any 6947 [3] Intermediate EX Cruel Attack combo.
32a B+C > 236B, 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6000 [2] Easy Throw combo utilizing B Cruel Attack.
32b B+C > 236B, 2A > 5AAA > 5BB > 2C, 4AAA > j.214A~A/B/C Any 6112 [3] Intermediate Variation of the previous combo using 2C.
33 B+C > 214[B], 2B, RB, IAD j.B > 5BB > delay 2C, 4AAA > j.214A~A/B/C > 236BC or 222BC Any 7935 (36005) [4] Hard Mid-combo Resonance Blaze activation off a throw. Must start combo with 3 bars of meters to end the combo with an astral.
With Assists
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1A (2A) > 4AAA(A or j.236A) > [Call Assist] > dash 5AAA > 5BB > 214B~A/B/C Any 6718 (6216) [2] Easy 4A Smart Combo extension via an assist. Replace air Primal Force with air A Cruel Attack to make the combo more consistent at the cost of damage.
1B (2A) > 4AAA(A or j.236A) > [Call Assist] > dash 5BB > 5AAAAA Any 8259 (7718) [2] Easy Variant of the previous combo that ends with a Cross Raid.
2A (2A) > 5AAAA > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8472 (7397) [2] Easy 5A Smart Combo extension via an assist.
2B (2A) > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 9813 (8767) [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
3A CH 5A or CH 5AA OR CH 4AA > 5BB > 236A > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 9457 [2] Easy Counter hit 5A, 5AA, or 4AA combo extension via an assist.
3B CH 5A or CH 5AA or CH 4AA > 5BB > 236A > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 10786 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
4A CH 5AAA > 5BB > 236A > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 10984 [2] Easy Counter hit 5AAA combo extension via an assist.
4B CH 5AAA > 5BB > 236A > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 12293 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
5A 5BB > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8381 [2] Easy 5B Smart Combo extension via an assist.
5B 5BB > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 9841 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
6A [5B]([B]) > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 10172 (10820) [4] Hard Charged 5B Smart Combo extension via an assist.
6B [5B]([B]) > 5AAAA > [Call Assist] > dash 5BB > 5AAAAA Any 11632 (12280) [4] Hard Variant of the previous combo that ends with a Cross Raid.
7A CH 2B > 236B > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 214B~A/B/C Any 8642 [2] Easy Counter hit 2B combo extended with an assist.
7B CH 2B > 236B > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 10273 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
8A 2C~A/B/C > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7024 [2] Easy Sweep combo extension via an assist.
8B 2C~A/B/C > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 8334 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
9A j.A or j.B > 5AAAA > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6747 (7269) [2] Easy j.A or j.B combo extended with an assist.
9B j.A or j.B > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 8123 (8645) [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
10A CH j.B > 5BB > 5AAAA > [Call Assist] > IAD j.B > 5BB > 2B > 236B~j.214B~A/B/C Any 8372 [3] Intermediate Counter hit j.B combo extended with an assist.
10B CH j.B > 5BB > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 9834 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
11A j.C > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7408 [2] Easy j.C combo extended with an assist. Also works with preemptive assist calls depending on partner choice.
11B j.C > [Call Assist] > IAD j.B > 5BB > 5AAAA Any 8681 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
12A CH j.C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 2B > 214B~A/B/C Any 8920 [2] Easy Counter hit j.C combo extended with an assist.
12B CH j.C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 5AAAAA Any 10470 [2] Easy Variant of the previous combo that ends with a Cross Raid.
13A [Call Assist] > 236A > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7110 [2] Easy A Cruel Attack combo extended with a preemptive assist call.
13B [Call Assist] > 236A > IAD j.B > 5BB > 5AAAA Any 8399 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
14A CH 236A > 4A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 214B~A/B/C Any 6772 [2] Easy Counter hit A Cruel Attack combo extended with a preemptive assist call.
14B CH 236A > 4A > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 8329 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
15A 236B > 2A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7529 [2] Easy B Cruel Attack combo extended with an assist.
15B 236B > 2A > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAA Any 8984 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
16A 214(A or C)~A/B/C > [Assist Call] > dash 5AAA > 5BB > 214B~A/B/C Any 6304 (6704) [2] Easy This'll Hurt! combo extended with an assist.
16B 214(A or C)~A/B/C > [Assist Call] > IAD j.B > 5BB > 5AAAA Any 7955 (8355) [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
17A 214B > [Assist Call] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 5388 [2] Easy Gotcha! combo extended with an assist.
17B 214B > [Assist Call] > IAD j.B > 5BB > 5AAAAA Any 6757 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
18A 214[B] > 5AAAA > [Assist Call] > 5AAA > 5BB > 214B~A/B/C Any 5841 [2] Easy Charged Gotcha! combo extended with an assist.
18B 214[B] > 5AAAA > [Assist Call] > IAD j.B > 5BB > 5AAAAA Any 7382 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
19A j.214(A or B)~A/B/C > [Assist Call] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 5633 (6593) [2] Easy Bet Ya Can't Take This! combo extended with an assist.
19B j.214(A or B)~A/B/C > [Assist Call] > IAD j.B > 5BB > 5AAAAA Any 7095 (8055) [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
20A j.214C~A/B/C > [Assist Call] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7091 [3] Intermediate EX Bet Ya Can't Take This! combo extended with an assist.
20B j.214C~A/B/C > [Assist Call] > IAD j.B > 5BB > 5AAAAA Any 8455 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
21A [Assist Call] > A+D > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 5692 [2] Easy What a Pain! combo extended with a preemptive assist call.
21B [Assist Call] > A+D > dash 5BB > 5AAAA Any 7018 [2] Easy Variant of the previous combo that ends with a Cross Raid.
22 214B+C > dash 2C~A/B/C > [Assist Call] > 214[B] > (236BC) Any 8157 (10174) [3] Intermediate Burn to a Crisp! combo extended with an assist. Can add Ass Whoopin', Tatsumi-Style for more damage.

Corner

Solo
# Combo Position Damage Difficulty Notes
1 (2A) > 4AAA > j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6769 (6234) [2] Easy 4A Smart Combo.
2 AA 4AAAA or AA 5AAAA > 4AAA > j.236B > 5AAA > 5BB > 2B > 214B~A/B/C Corner 8236 [4] Hard Anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
3 CH AA 4AAAA or CH AA 5AAAA > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 8960 [4] Hard Counter hit anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
4 5[B]([B]) > 4AAA > j.236B > 2A > 4AAA > j.214B~A/B/C Corner 9174 [4] Hard Charged 5BB corner combo. Both hits must be charged for the 4A link to work.
5 CH 2C , 2A > 2C , 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 7156 [3] Intermediate Counter hit 2C combo.
6 j.A or j.B > 4AAA > j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 5714 (6179) [2] Easy j.A or j.B jump-in combo.
7a CH 236A > 4AAA > j.236B > 5AAA > 5BB > 214B~A/B/C Corner 6511 [2] Easy Counter hit A Cruel Attack combo.
7b CH 236A > 4AAA > j.236B > 5AAA > 5B > 2B > 236B~j.214B~A/B/C Corner 6531 [2] Easy Variation of the previous combo.
8 (j)236B or (j)236C > 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6945 (7253) [2] Easy B or EX Cruel Attack combo.
9 214A or 214C > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6605 (7005) [2] Easy This'll Hurt! converted into a combo.
10 214B+C > IAD j.B > 2C~A/B/C Corner 7338 [3] Intermediate Burn to a Crisp! corner combo.
With Assists
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 AA 4AAAA or AA 5AAAA > 4A > 5AAAA > [Call Assist] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 8572 [4] Hard Anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
2 CH AA 4AAAA or CH AA 5AAAA > 5AAAA > [Call Assist] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 9897 [4] Hard Counter hit anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
3A CH 2C > 2A > 5AAAA > [Call Assist] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 7730 [3] Intermediate Counter hit sweep combo extended with an assist.
3B CH 2C > 2A > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAA Corner 9187 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
4 214(A or C) > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C Corner 6850 (7250) [2] Easy This'll Hurt! combo extended with an assist.

Combo Theory


Video Examples

Kanji Combos


External Documents and References


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