P4U2R/Kanji Tatsumi/Combos

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 Kanji Tatsumi



Combo Notation GuideCharacter Name Abbreviations
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+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


Combo List

Basic Combo Primer

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Normal Type Kanji's AutocomboClose range 5A hits go here.
Very Easy


5A > 5AA > 5AAA > 5AAAA (j.236A) or j.214A > OTG 236A
Kanji's main strike option off of RPS caused by OTG 236A knockdowns, which also acts as his main BnB due to his inability to route into his heavier moves on normal hit.

Routing into j.214A will net you more damage and corner carry, and will send you right back to a standard RPS situation, in which 5A and 214C will easily meaty.

5AAAA, AKA stylish j.236A, on the other hand, will give you the autocombo bonus of 10 SP and a 10% refill on your burst gauge (if it's not already full). Additionally, this leaves Kanji at a greater knockdown advantage, allowing him to meaty with 5C, or 2C against delay techs, making strike a much more powerful option compared to what he gets with an OTG chair knockdown. You also get access to setting a mostly safe 236D that beats hops, punishes some DPs on its own, and even stuffs instant gold bursts!

Shadow Type Kanji's BnBKanji learns to fly.
Very Easy


AA 5A > 5AA > 5AAA > 2AC > j.B, 2AB > OTG 236A
Shadow Type Kanji's basic routing off of a 5A hit on an airborne opponent.

Shadow Kanji's autocombo ender (stylish 236A) gets finicky on air hits, so it's important to have this routing on hand so that you don't end up needlessly whiffing and giving up your turn.

SweepFor when you're too far away.
Very Easy


Starter > (5B) > 2AB > OTG 236A
Sometimes, you won't be able to connect with 5AAA, Shadow Type's 5AA, or sometimes even 5A on a j.A/B hit.

It's not very much, but routing into 2AB secures a knockdown that allows you to maintain offense.

5B or Normal 5AA into 2BExtensions possible, the fun begins.
Very Easy


Starter > 2B > 236C/236B~214B > OTG 236A
On crouching hit (and air hit in this case), Kanji now has the ability to use metered extensions such as [4]6CD and 236CD by connecting with 2B.

It is very important to know you can go into 2B on crouching hits, as you can avoid going into 2AB due to the former's range. You gain more meter, do more damage, and can even go into a safejump by omitting OTG 236A and performing an IAD j.B (if you chose 236C) .

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character


Metered 5C RoutingFeel the pain!
Easy~Medium

5C > 2B > [4]6CD > 5C > 236CD, (66), j.B, 2B > 236C > OTG 236A
If you have the meter to extend a 5C route, you probably should. This routing provides TONS of damage and corner carry, works anywhere, and is a reliable starter for punishing heavily minus moves like DPs and supers.

On CH, you can add a 2C after 5C. If not, the routing works just fine without it.

On an anti-air CH, you'll have to properly delay 2C, and add a 5B before going into 2B. Other than that, there are no big problems this route faces.

If you're having trouble charging up [4]6CD, CH 5C > 2C is recommended as a starter, so that you can get more of a feel for the charge timing.


Counter Hit j.CAnti-anti-air the hell out of them!
Easy

CH j.C, (66), 2C > (5B) > 2B > 236C > OTG 236A
This combo works off of a counter hit j.C anywhere on the screen against a grounded opponent, and due to the gracious crumple time provided to you, you have plenty of time to run up to connect 2C should you hit an opponent's disjointed hurtbox.

Decent damage and meter gain, and sets you up right in their face when you're done.


(Anti-Air) 2BThe fly swatter.
Easy

CH 2B > C > 236B, 5A > 5AA > 2B > 236C OTG 236A
This route works on both grounded and anti-air counter hits, due to 2B's exceptional launch being completely untechable in the air.

Being able to utilize (mostly) universal anti-air 2Bs is essential, and Kanji is no exception. However, due to the somewhat clunky nature of Kanji's 2B, you should also be on the lookout for 236C catches when the opponent is too high/far away.


Basic 2C FatalYou died.
Easy

FC 2C > 2B > 5C > 236B, 2A > 2AB > OTG 236B, 2A > 2B > 236B~214B > OTG 236A
Kanji's most simple fatal counter route off of his only fatal counter starter. Even for a basic route that works anywhere, it still deals more than what most characters get from advanced fatal combos.

Ending with chair cancel is preferred over 236C, as you can super cancel without needing to throw in OTG 236AB and burning 25 meter for almost no reason.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute


Counter Hit 5C > 2D ConversionA necessary evil.
Hard


CH 5C > 2D > D > D > 2AB > OTG 236B > D, 5A > 5AA > 2B > 236C > OTG 236A
A very situational and spacing-dependent combo. In order for this to work, you're going to need to be out of 2C followup range, yet close enough so that they don't fall out of the fourth D. If you're too far away, you'll have to just take the autocombo after using all of your lightning strikes.

The ending is also dependent on having the 5C starter, as 2D's starter proration will make 2B fall off and force you into 5AAA.


Getting Creative With SB Primal ForceGood luck setting this up.
Very Hard


CH [4]6CD > dl. 5C > [4]6C, 5B > 2B > 236CD, 66, j.B, 2B > 236C > OTG 236A
For this one, you're going to need to have your back to the corner, so that 5B will connect. 5C has to be delayed so that Take-Mikazuchi is behind them after they wall bounce.

On a CH air hit, 5C is omitted, and variable timing of [4]6C now exists in regard to how high the opponent is, and how far away they were upon getting hit.

This routing occurring is a very rare scenario that requires a keen eye in order to properly execute, but pays off extremely well if seen through.


Detailed Combo List

A Normal Starters

Combo Position Damage Meter Works On Difficulty Notes
5A > 5AA > 5AAA > 5AAAA Anywhere 1186 (1109) +21 (+24) Everybody Very Easy Standard autocombo confirm.


Values in brackets are for Shadow Kanji.

5A > 5AA > 5AAA > j.214A > OTG 236A Anywhere 1655 +18 Everybody Very Easy Alternate routing with a 5A starter.


Normal Kanji only.

5A > 5AA > 5AAA > 2AB > OTG 236A Anywhere 1451 +19 Everybody Very Easy Alternate routing with a 5A starter.


Shadow Kanji only.

5A > 5AA > 2A > 5B > 2AB > OTG 236A Anywhere 1528 (1418) +14 (+18) Everybody Very Easy Routing for when you're too far away to finish Kanji's autocombo.


Values in brackets are for Shadow Kanji (note that this may drop for him when applying 2A due to his 5AA's lack of forward movement, and that going straight to 5B is more consistent).

Crouching Hit 5A > 5AA > 5B > 2B > 236C > OTG 236A Anywhere 1996 (1830) +18 (+23) Everybody Easy Standard midscreen crouch confirm off of 5A. Normal Kanji can omit 5B for consistency.


Values in brackets are for Shadow Kanji.

Crouching Hit 5A > 5AA > 5B > 2B > [4]6C, 5A > 5AA > 9 > j.A > j.B > j.C, 2A > 236C > OTG 236A Corner 2940 +35 Everybody Medium Corner route for crouching 5A hits. 5B can be omitted for consistency.


Normal Kanji Only, as Shadow Kanji cannot properly finish the route when applying his 5AA after [4]6C.

Crouching Hit 5A > 5AA > 5B > 2B > [4]6C, 5A > 5AA > 9 > j.A > j.B > 9 > j.A > j.B > j.236A Corner 2505 (2322) +27 (+35) Everybody Medium Corner route for crouching 5A hits, optimized for Shadow Kanji. 5B CANNOT be omitted as Shadow Kanji, as his 5AA carries less hitstun than Normal Kanji's.


Values in brackets are for Shadow Kanji.

Anti-Air 5A > 5AA > 2B > 236C > OTG 236A Anywhere 1860 +16 Everybody Very Easy Midscreen route for anti-air 5A hits.


Normal Kanji only.

Anti-Air 5A > 5AA > 5AAA > 2AC > j.B, 2AB > OTG 236A Anywhere 1619 +22 Everybody Very Easy Midscreen route for anti-air 5A hits.


Shadow Kanji Only.

Anti-Air 5A > 5AA > 9 > j.A > j.B > 9 > j.A > j.B > j.236A Anywhere 1499 (1391) +15 (+18) Everybody Very Easy Midscreen route for anti-air 5A hits, optimized to be accessible to Shadow Kanji.


Values in brackets are for Shadow Kanji.

2A > 5B > 2AB > OTG 236A Anywhere 1320 (1187) +12 (+14/15) Everybody Very Easy Yeah, Kanji doesn't get very much here. Maybe you opened them, though?


Values in brackets are for Shadow Kanji.

Combo Position Damage Meter Works On Difficulty Notes
CH 5A/2A > 5C > 5[B] > 2B > 236C > OTG 236A Anywhere 2405, 2324 (2154, 2089) +20, +21 (+26, +26) Everybody Very Easy Counter hit 5A/2A starter. Requires awareness or a leap of faith to route into 5C.


Values in brackets are for Shadow Kanji.


Values behind commas are for the secondary starter, in this case 2A.

CH 5A/2A > 5C > 5[B], 214C > OTG 236A Anywhere 2335, 2097 (2100, 1886) +28, +28, (+35, +36) Everybody Easy Counter hit A starter that utilizes spin state in order to pull off a command grab mid-combo. OTG chair can be replaced with lightning oki.


Values in brackets are for Shadow Kanji.


Values behind commas are for the secondary starter.


Combo Position Damage Meter Works On Difficulty Notes
FC 5A > 5AA > 2B > 5C > 5[B] > 2AB > OTG 236B, 2A > 2B > 5C > 236B, 2A > 2B > 236B~214B > OTG 236A Anywhere 4030 (3664) +51 (+66) Everybody Hard Fatal counter confirm for when you hit a fatal recovery move with 5A. 2AB timing varies with character air hurtboxes, and the 2B before the last 5C needs to be slightly delayed. 5A > 5AA can be substituted with 2A, resulting in minimally less damage/meter gain.


Values in brackets are for Shadow Kanji.

B Normal Starters

Notes:

All A normal crouch confirms work with a 5[B] starter.

Combo Position Damage Meter Works On Difficulty Notes
5[B], 5A > 5AA > 5AAA > 5AAAA Anywhere 1558 (1443) +23 (+27) Everybody Easy Standard route for normal hit 5[B].


Values in brackets are for Shadow Kanji.

5[B], 5A > 5AA > 5AAA > j.214A > OTG 236A Anywhere 1984 +20 Everybody Easy Routing for normal hit 5[B] optimized for corner carry and damage. j.214A can be substituted for j.214B in the corner to increase the damage from 1984 to 2056.


Normal Kanji only.

5[B], 5A > 5AA > 2A > 5B > 2AB > OTG 236A Anywhere 1823 (1680) +16 (+21) Everybody Easy Routing for far 5[B] hits. Shadow Kanji may have to omit 5AA.


Values in brackets are for Shadow Kanji.

5[B], 214C > OTG 236A Anywhere 1871 (1683) +23 (+29) Everybody Easy Grab route utilizing 5[B]'s spin state. You can omit OTG 236A in favour of 5D oki.


Values in brackets are for Shadow Kanji.

2B > 236C > OTG 236A Anywhere 2064 (1853) +14 (+17) Everybody Very Easy Normal hit 2B routing. Nothing special. 236C can be replaced with 236B~214B for slightly more damage and meter.


Values in brackets are for Shadow Kanji.

Combo Position Damage Meter Works On Difficulty Notes
CH 5B > 5C > 2B > 236C > OTG 236A Anywhere 2636 (2369) +20 (+26) Everybody Easy Counter Hit 5B routing. 5C is less of a risk here than as opposed to coming after 5A, making this relatively safe to string into and confirm with 2B.


Values in brackets are for Shadow Kanji.

CH 5B > 214D > OTG 236A Anywhere 2817 (2536) +25 (+31) Everybody Easy Yes, Kanji can 214D on counter hit 5B. No, it's not confirmable at all, you'll just have to do it. Like with the 5[B] route, OTG 236A can be omitted for 5D oki.


Values in brackets are for Shadow Kanji.

CH 2B > 5C > 236B, 2A > 5B > 2B > 236C > OTG 236A Anywhere 3706 (3330) +29 (+37) Everybody Medium Counter hit 2B routing. the ending sequence can be tricky at first, and can be safely swapped out for autocombo (or a jump sequence).


Values in brackets are for Shadow Kanji.

CH 2B > 5C > 5[B] > 2B > 236C > OTG 236A Anywhere 3357 (3017) +24 (+30) Everybody Medium Situational counter hit 2B routing, for when 2B hits directly above Kanji, making other conversions difficult and/or hard to tell if they'll land.


Values in brackets are for Shadow Kanji.

CH 2B > 236D set, 2A > 236D catch, j.B, 2B > 236C > OTG 236A Anywhere 3484 (3121) +25 (+32) Everybody Easy Different routing for counter hit 2B. Not very hard as is, but crucial to know in order to go into more rewarding routes. On air hit, 2A can be replaced with 5B or even nothing, depending on the opponent's height.


Values in brackets are for Shadow Kanji.

CH 2B > 236D set, 5B > 2AB > 236D catch, j.B, 5C > 2AC > j.B, 5B > 2B > 236C > OTG 236A Anywhere 4510 (4041) +38 (+48) Everybody Very Hard Optimal meterless counter hit 2B combo. Only available on an essentially point blank grounded hit, otherwise 236D will catch after 5B (which happens to be what you do on an air hit, anyway). j.B into 5C is Kanji's toughest link, especially when his persona is around (see 236D), as it needs to be back in a usable state when j.B connects, as the link is 1 frame going by hitstun. This means you have to perfectly manage your height or you'll either just drop the combo, or whiff a button with lengthy recovery.


Values in brackets are for Shadow Kanji.

CH 2B > 236D set, 2A > 236D catch, j.B, 2B > [4]6C, 5A > 9 > j.A > j.B > j.C, 2A > 236C > OTG 236A Close to Corner 4517 (4049) +40 (+51) Everybody Medium Simple counter hit 2B confirm near the corner. Utilizing j.B into 2B allows Shadow Kanji to access [4]6C routes.


Values in brackets are for Shadow Kanji.

Combo Position Damage Meter Works On Difficulty Notes
FC 5B > 2C > 2B > 5C > 5[B] > 2AB > OTG 236B, 2A > 2B > 5C > 236B, 2A > 2B > 236B~214B > OTG 236A Anywhere 4903 (4411) +54 (+71) Everybody Hard Fatal 5B route. Not required to have on hand, as 5B is a very unlikely fatal confirm.


Values in brackets are for Shadow Kanji.

FC 2B > 236D set, 2A > 236D catch, 2B > 5C > 5[B] > 2AB > OTG 236B, 2A > 2B > 5C > 236B, 2A > 2B > 236B~214B > OTG 236A Anywhere 5490 (4928) +57 (+73) Everybody Hard Fatal counter confirm off of 2B. On air hits, 2A is replaced with 5B.


Values in brackets are for Shadow Kanji.

C Normal Starters

Kanji's C normal fatals have a lot of flexibility in how you choose to pilot them. It is recommended to try out different strings and find what works for you if things feel off.

Combo Position Damage Meter Works On Difficulty Notes
5C/2C > 2B > 236C > OTG 236A Anywhere 2860 (2570) +18 (+23) Everybody Very Easy The definitive 5C/2C route for normal hits.

With 5C, you can pepper in 5[B] at close ranges, but it's not very confirmable, and neither variation of 5B can go into 2B on block, meaning you're playing RPS if things go wrong.

Values in brackets are for Shadow Kanji.

Combo Position Damage Meter Works On Difficulty Notes
CH 5C > 2C > 2B > 236C > OTG 236A Anywhere 3567 (3204) +23 (+29) Everybody Very Easy Standard counter hit 5C confirm.


On anti-air, 2C will need to be delayed (if the hit is applicable, as there is a too high here, and 5B may need to be thrown in before 2B in order for 236C to connect.


Values in brackets are for Shadow Kanji.

CH 5C > 2C > 2B > [4]6C, 5A > 5AA > 9 > j.A > j.B > j.C, 2A > 236C > OTG 236A Corner 5056 +39 Everybody Medium Corner hit (more like corner smush, seeing the conditions) counter hit 5C routing.


Normal Kanji only.

CH 5C > 2C > 2B > [4]6C, 5A > 5AA > 9 > j.A > j.B > 9 > j.A > j.B > j.236A Corner 3979 +31 Everybody Medium Shadow Kanji's variation for corner hit counter hit 5C.


Shadow Kanji only.

CH 5C > 2D > D > D > 2AB > OTG 236B > D, 5A > 5AA > 2B > 236C > OTG 236A Anywhere* 4116 +24 Everybody Very Hard Far hit counter hit 5C conversion. Dash timing out of 2D's recovery can be very tricky, as well as timing all the lightning strikes properly.


  • Anywhere means that this combo cannot be done while hugging the corner, as a far CH 5C hit is impossible.


Normal Kanji only.

CH 5C > 2D > D > D > 2AB > OTG 236B > D, 5A > 5AA > 9 > j.A > j.B > 9 > j.A > j.B > j.236A Anywhere* 3472 +41 Everybody Very Hard Shadow Kanji's variation of the above routing.


  • Anywhere means that this combo cannot be done while hugging the corner, as a far CH 5C hit is impossible.


Shadow Kanji only.

CH j.C, 2C > 5B > 2B > 236C > OTG 236A Anywhere 3687 (3314) +24 (+31) Everybody Easy Far hit counter hit j.C routing. You have plenty of time to run up before hitting 2C, so even on a hit on a disjoint, this combo is still doable.


Values in brackets are for Shadow Kanji.

CH j.C, 236D set, 2B > 236D catch, j.B, 2B > 236C > OTG 236A Anywhere 4131 (3703) +28 (+36) Everybody Easy Close range counter hit j.C routing. May require a dash before 2B.


Values in brackets are for Shadow Kanji.

CH j.C, 236D set, 2B > 236D catch, j.B, 2B > [4]6C, 5A > 9 > j.A > j.B > j.C, 2A > 236C > OTG 236A Corner 5164 (4631) +44 (+56) Everybody Medium Corner counter hit j.C routing. Can be used by Shadow Kanji, as j.B corrects the enemy's height for the later portion of the combo.


Values in brackets are for Shadow Kanji.

CH j.C, 236D set, 2B > 236D catch, j.B, 5C > 2AC > j.B, 5B > 2B > 236C > OTG 236A Anywhere 4808 (4311) +36 (+47) Everybody Very Hard Optimal counter hit j.C routing. Everything about this after the 236D catch is very difficult to properly time, and use of this routing in competitive play (i.e. tournaments) is not advised unless practiced thoroughly.


Values in brackets are for Shadow Kanji.


Combo Position Damage Meter Works On Difficulty Notes
FC 5C > 2C > 2B > 2AC > j.B, 2B > 2AC > j.A > j.236A, 2A > 2B > 236B, 2A > 2B > 236B~214B > OTG 236A Anywhere 5967 (5369) +57 (+73) Everybody Medium Standard fatal counter 5C route.


Values in brackets are for Shadow Kanji.


FC 2C > 2B > 5C > 236B, 2A > 2AB > OTG 236B, 2A > 2B > 236B~214B > OTG 236A Anywhere 5215 (4689) +43 (+55) Everybody Easy Basic fatal counter 2C confirm. Great route to use when starting out on Kanji. Good damage, and only 2AB has to be slightly delayed on some of the cast. Can also be started from 5C by shuffling the first few moves to 5C > 2C > 2B.


Values in brackets are for Shadow Kanji.

FC 2C > 2B > 5C > 5B > 2AB > OTG 236B, 2A > 2B > 2AC > j.B > j.236A, 2A > 2B > 236B, 2A > 2B > 236B~214B > OTG 236A Anywhere 6068 (5459) +58 (+74) Everybody Medium Advanced fatal counter 2C routing. Slightly less payoff than the optimal route, but much easier.


Values in brackets are for Shadow Kanji.

FC 2C, 2B > 5C > 5B > 2B > 5C > 5[B] > 2AB > OTG 236B, 2A > 2B > 5C > 236B, 2A > 2B > 236B~214B, OTG 236A Anywhere 6353 (5710) +62 (+80) Everybody Very Hard Optimal fatal counter 2C route, often reserved for punishes. Some characters are harder to juggle than others, making this already tough combo even harder.


Values in brackets are for Shadow Kanji.

FC 2C > 5C > 2B > [4]6C, 2A > 2AB > OTG 236B, 2A > 2B > 5C > 5B > 2B > 5C > 236C, 2A > 2B > 236B~214B > OTG 236A Corner 6796 (6111) +67 (+86) Everybody Very Hard Extremely damaging fatal counter 2C corner route. 2C and 5C are interchangeable as starters, should you land the latter as a fatal counter. Not required to know, but having pieces of this in your pocket can enhance your fatal routes should they proceed to the corner.


Values in brackets are for Shadow Kanji.

FC j.C, 2C > 5C > 2AC > j.B, 5B > 2B > 5C > 5B > 2AB > OTG 236B, 2A > 2B > 236B, 2A > 2B > 236B~214B > OTG 236A Anywhere 6218 (5590) +61 (+79) Everybody Hard Fatal counter j.C confirm.


Values in brackets are for Shadow Kanji.

D Normal Starters

In most cases, a lightning confirm is a lightning confirm. Routes listed will always work with less lightning hits than written provided the fourth bolt has been used, enabling Kanji to once again use his persona for other things. That being said, needing the persona is only really an issue in very specific scenarios, or in rare fatal routing.

Note that j.D tends not really go into anything from its first hit by virtue of being a fullscreen move, and that counter hits tend not to provide any additional value unless they come from the final bolt.


Combo Position Damage Meter Works On Difficulty Notes
D > D > D > D > 5A > 5AA > 5AAA > 5AAAA Anywhere 1424 (1311) +25 (+29) Everybody Very Easy Standard route off of a D hit.


Values in brackets are for Shadow Kanji.

D > D > D > 5A > 5AA > 5AAA > j.214A > OTG 236A Anywhere 1763 +21 Everybody Very Easy With less than four bolt hits, Kanji is able to route into j.214A if he feels like it.


Normal Kanji only.

D > D > D > 2BD > 236C > OTG 236A Anywhere 1833 (1646) +18 (+22) Everybody Medium D starter that cuts the A normals, has the ability to be safe, and gives a 236C knockdown if you want it. Using a BD macro for the last bolt and 2B hit is allowed, as Kanji can't Furious Action while lightning bolts are in play.


Values in brackets are for Shadow Kanji.


Combo Position Damage Meter Works On Difficulty Notes
CH D(4) > 5C > 236AB, 5A > 5AA > 5B > 2B > 236C > OTG 236A Anywhere 2796 (2536) +8, -25, +2 (+10, -25, +2) Everybody Medium If you really want to utilize D counter hits, this is the most likely way to do it, as it's not really practical to fish for a counter hit on the last hit and then 2B right after.


You'll gain 1 SP (2 SP for Shadow Kanji) before the route starts if the opponent blocks the first three D hits.


5C > 236AB only connects on standing opponents, yet forces crouch. Rather curious.


Values in brackets are for Shadow Kanji.

Combo Position Damage Meter Works On Difficulty Notes
FC D > D > D > D~2B > 5C > 5[B] > OTG 236B, 2A > 2B > 236B, 2A > 236C > OTG 236A Anywhere 3267 (2936) +43 (+55) Everybody Very Hard THE fatal counter D combo. If you somehow land a fatal outside of the first hit, routing gets easier to put together, does more damage, and allows for 2A > 2B > 236B~214B as an ender.


Realistically, you may actually see fatal D against Mitsuru, as her Coup Droit is a fatal recovery move. It won't be often, but it might come in handy and clutch the game.


Values in brackets are for Shadow Kanji.

Special Move Starters

Combo Position Damage Meter Works On Difficulty Notes
CH 236A, 5A > 5AA > 5B > 2B > 236C > OTG 236A Anywhere 2580 (2360) +20 (+26) Everybody Easy Standard counter hit 236A routing. 236A forces crouch state on hit, which gives Kanji a little more bang for his buck.


Values in brackets are for Shadow Kanji.

CH 236AB, 2B > [4]6C, 5A > 5AA > 9 > j.A > j.B > j.C, 2A > 236C > OTG 236A Corner 4405 -25, +3 Everybody Easy Counter hit 236AB allows for a 2B link, providing access to Kanji's corner tackle routing.


Normal Kanji only.

Combo Position Damage Meter Works On Difficulty Notes
236D, j.B, 2B > 236C > OTG 236A Anywhere 3075 (2756) +18 (+24) Everybody Very Easy Basic 236D catch routing. This routing is also the go-to for 236CD catches, due to that move's high P1.


Values in brackets are for Shadow Kanji.


236D, j.B, 5C > 2AC > j.B, 5B > 2B > 236C > OTG 236A Anywhere 4012 (3598) +27 (+35) Everybody Very Hard Optimal midscreen 236D catch routing. As you can probably tell by now, these are basically just CH j.C routes without the j.C.


Values in brackets are for Shadow Kanji.


236D, j.B, 5C > 2B > [4]6C, 5A > 9 > j.A > j.B > j.C, 2A > 236C > OTG 236A Corner 4878 (4380) +38 (+49) Everybody Very Hard Optimal routing for any 236D close to the corner. 5C can be omitted to make this route a lot easier, at the expense of a bit of damage/meter gain.


Values in brackets are for Shadow Kanji.


Combo Position Damage Meter Works On Difficulty Notes
[4]6D, 5A > 5AA > 5AAA > 5AAAA Anywhere 2458 (2172) +26 (+30) Everybody Very Easy [4]6D can tag people who aren't necessarily tossing projectiles at you, mainly by them trying to roll [4]6C and guessing incorrectly on the tackle version used. If you decided to run in behind your buddy, you can catch a nice little autocombo conversion.


Values in brackets are for Shadow Kanji.

Combo Position Damage Meter Works On Difficulty Notes
5AB > [AB] > C > 9, j.A > j.A > j.B > j.214B > OTG 236A Anywhere 2448 (2190) +31 (+40) Everybody Very Easy Simple AoA combo for midscreen with excellent corner carry.


Values in brackets are for Shadow Kanji.

5AB > [AB] > C > dl. 9, j.B > 9 > j.B > j.236A, 5A > 5AA > 2B > 236C > OTG 236A Anywhere* 2598 (2332) +36 (+47) Everybody Medium Tougher AoA combo that does more damage, gives more meter, and can be cut off at 236C for a safejump.


Shadow Kanji can only do this route in the corner due to his 5AA.


Values in brackets are for Shadow Kanji.

5AB > [AB] > D > IAD j.B, 5C > 2C > 5B > 2B > [4]6C, 5A > 236C, 2A > 5B > 2AB > OTG 236A Corner 3583 (3258) +53 (+68) Everybody Hard AoA blowback combo. Great damage for an AoA starter, and crazy meter gain. As always, the combo can end with 236C for a safejump.


Values in brackets are for Shadow Kanji.

Metered Extensions

Note that for a lot of extensions, the setups and followups are, to a degree, guidelines. If you believe you should stray from what this chart says, feel free to do so.

Also, unless listed as a cancel sequence, all moves in this table are to be viewed as separate entities.


Setup Move(s) Extender Immediate Followup(s) Prerequisites Resource Use Difficulty Notes
2B, 5C [4]6CD 5C The hit prior to [4]6CD should leave the opponent airborne. -25 SP Easy One of Kanji's two big 25 SP extension options.


2B, 5C 236CD j.B, 2B The hit prior to 236CD should leave the opponent airborne. -25 SP Easy The other big 25 SP extension.


2AB ABC 66 j.B, 5C - -50 SP Medium~Hard Kanji's go-to One More! Cancel extension. Managing the instant air dash can be tricky, but luckily 5C can still be used by just landing normally. Most effective use of 50 meter when going into SB persona moves is not possible.
j.214X ABC 2C, 5C (corner only), 236D set (corner only) - -50 SP Medium Kanji can squeeze quite a bit out of any of his air dives as a starter, with the midscreen routing being burst safe on its own, and the corner routing having burst safe options as well.
Most Moves 236236A/B ABC > 5C - -100 SP Medium Expensive resource dump. Typically done off of A moves, as Kanji normally benefits more from SB extensions upon landing heavier moves.
Most Moves ACD 236D, 5C Without meter investment, 236D set out of burst usually comes from 2B or [4]6C. Burst Varies One More! Burst, without any meter attached. Doesn't lend itself to larger extensions as easily as metered conversions do.
OTG 236AB ACD 236D air set > 5B - -25 SP, Burst Medium Now things get interesting. OTG 236AB > ACD is burst safe following 236C, and can be made to be burst safe for the entire extension that follows 236D landing.
236236A ACD 236D ground set > 2AB ( > OTG 236B) - -50 SP, Burst Hard Getting all the pieces of this extension can be quite the task. Fortunately, if you're keeping things burst safe, you can back off to safely 2B rather than going for the OTG chair.


Shadow Frenzy Combo List

All Shadow Frenzy Combos and their video examples were created by iFistPeople and inspired by the Discord community of the Persona Fight Club.

Detailed Combo List

A Normal Starters

Combo Position Damage Meter Requirement Works On Difficulty Notes
5A > 5AA > 2A > 5B > 2AB > Frenzy > 2AB > j.236A > 236236A > OMC 2nd hit > 214214CD Anywhere 4025 63 Everybody Easy Example
5A > 5AA > 2A > 5B > 2AB > Frenzy > 2B > [4]6C > 236CD > 2B > jc > j.BC > j.236A > 236236A > OMC 2nd hit > 214214CD Anywhere 5448 93 Everybody Medium Example
5A > 5AA > 5AAA > 5AAAA > Frenzy > 2AB > j.236A > 236236A > OMC 2nd hit > 214214CD Anywhere 4001 64 Everybody Easy Example
5A > 5AA > 5AAA > 5AAAA > Frenzy > 2B > [4]6C > 236CD > 2B > jc > j.BC > j.236A > 236236A > OMC 2nd hit > 214214CD Anywhere 5290 93 Everybody Medium Example
5A > 5AA > Frenzy > 2AB > j.236X > 2A > 5B > 2B > [4]6C > 236CD > 2B > jc > j.BC > j.236A > 236236A > OMC 2nd hit > 214214CD Anywhere 5456 99 Everybody Very Hard Example
5A > 5AA > 2AB > Frenzy > 2B > [4]6C > 236D > 2AB > 236D hug > 2B > jc > j.BC > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 6134 89 Everybody Medium~Hard Example
5A > 5AA > 5AAA > 5AAAA > Frenzy > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 5644 86 Everybody Medium~Hard Example
5A > 5AA > 5B > 2AB > Frenzy > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 5977 89 Everybody Medium~Hard Example
5A > 5AA > Frenzy > 2AB > [4]6CD > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > j.236A > 236236A > OMC 2nd hit > 214214CD Corner 5757 99 Everybody Hard Example
Air hit j.A > j.B > j.236A > Frenzy > 5A > 5AA > 5AAA > 2AB > 236236A > OMC 2nd hit > 214214CD Anywhere 4353 67 Everybody Easy Example
Air hit j.A > j.B > j.236A > Frenzy > 2A > 5B > 2B > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 5295 89 Everybody Easy~Medium Example
Air hit j.A > j.B > j.236A > Frenzy > 2A > 5B > 2B > [4]6C > 236CD > 2B > jc > j.BC > j.236B > 236236A > OMC 2nd hit > 214214CD Anywhere 5956 96 Everybody Medium~Hard Example
Air hit j.A > j.B > j.236A > Frenzy > 2A > 5B > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 6302 88 Everybody Hard Example
Air hit j.A > j.B > j.236A > Frenzy > 2A > 5B > 2B > [4]6CD > 5C > [4]6C > 5BD > 236236A > OMC 2nd hit > 5C > 5[B] > 214214CD Corner 6027 88 Everybody Hard Example
Air hit j.A > j.B > j.236A > Frenzy > 236236A > OMC 2nd hit > 5C > 5[B] > 5A > 5AA > 5AAA > 5AAAA > 5[B] > 214214CD Corner 5282 77 Everybody Hard~Very Hard Example

B Normal Starters

Combo Position Damage Meter Requirement Works On Difficulty Notes
2B > 236C > Frenzy > 2B > jc > j.BC > jc > j.BC > j.236B > 236236A > OMC 2nd hit > 214214CD Anywhere 5951 78 Everybody Easy Example
CH2B > 236D > 2A > 236D hug > Frenzy > 2B > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 6857 90 Everybody Medium~Hard Example
CH2B > dl 5C > 236B > Frenzy > 2A > 5B > 2B > [4]6C > 236CD > 2B > jc > j.BC > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 6706 97 Everybody Hard Example
CH2B > dl 5C > 236B > 5A > 5AA > 5AAA > hop j.B > 2AB > Frenzy > 2B > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 6211 87 Everybody Medium Example
2B > 236C > Frenzy > 2B > [4]6C > 236D > 2AB > 236D hug > 2B > jc > j.BC > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 7415 90 Everybody Medium~Hard Example
CH2B > dl 5C > 236B > Frenzy > 2A > 5B > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 7006 91 Everybody Hard Example
CH2B > dl 5C > dl 236C > Frenzy > 2B > [4]6C > 236D > 2AB > 236D hug > 2B > jc > j.BC > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 7792 90 Everybody Hard Example

C Normal Starters

Combo Position Damage Meter Requirement Works On Difficulty Notes
CH 5C > 2C > 2AB > Frenzy > 2B > jc > j.BC > jc > j.BC > j.236B > 236236A > OMC 2nd hit > 214214CD Anywhere 6754 76 Everybody Easy Example
CH 5C > 2D > D > D > D > 2AB > Frenzy > 2B > [4]6C > 236CD > 2B > jc > j.BC > jc > j.C > j.236B > 236236A > OMC 2nd hit > 214214CD Anywhere 6796 97 Everybody Medium~Hard Example
CH 5C > 2C > 2B > 236C > Frenzy > IAD > j.B > 2B > jc > j.BC > jc > j.BC > j.236B > 236236A > OMC 2nd hit > 214214CD Anywhere 7263 80 Everybody Easy Example
CH 5C > 2C > 2AB > Frenzy > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 8114 89 Everybody Medium Example
CH 5C > 2C > 2B > 236C > Frenzy > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 5C > 5[B] > 214214CD Corner 8658 95 Everybody Hard Example
CH 5C > 2C > 236A > Frenzy > 5C > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 8324 92 Everybody Medium~Hard Example
CH j.C > Land > Frenzy > 5C > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 6889 89 Everybody Medium Example
CH j.C > 5C > hop > j.B > 2AB > Frenzy > 2B > [4]6C > 236CD > 2B > jc > j.BC > jc > j.C > j.236B > 236236A > OMC 2nd hit > 214214CD Anywhere 7456 97 Everybody Medium Example
CH j.C > 236D > 2B > 236D hug > Frenzy > 2B > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 7439 91 Everybody Medium Example
CH j.C > 2C > 2B > 236C > Frenzy > 2B > [4]6C > 236D > 2AB > 236D hug > 2B > jc > j.BC > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 8188 90 Everybody Medium~Hard Example
CH j.C > 236D > 2B > 236D hug > Frenzy > 2B > [4]6C > 5BD > 236236A > OMC 2nd hit > 5C > 5[B] > 5A > 5AA > 5AAA > 5AAAA > 5[B] > 214214CD Corner 7470 86 Everybody Hard~Very Hard Example
CH j.C > 5C > hop > j.B > 5B > 2B > 236C > Frenzy > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 7900 90 Everybody Medium~Hard Example

Special Move Starters

Combo Position Damage Meter Requirement Works On Difficulty Notes
214C > Frenzy > j.214B > 236236A > OMC 2nd hit > 214214CD Anywhere 4900 75 Everybody Easy Example
214C > Frenzy > 2B > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 5165 89 Everybody Easy~Medium Example
214C > Frenzy > 2B > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 5295 91 Everybody Easy~Medium Example
214C > Frenzy > 2AB > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 5279 91 Everybody Medium Example
j.214A > Frenzy > [4]6CD > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 5474 99 Everybody Hard Example
j.214A > Frenzy > 2C > 2B > jc > j.BC > jc > j.BC > j.236B > 236236A > OMC 2nd hit > 214214CD Anywhere 5601 80 Everybody Easy Example
j.214A > Frenzy > 5C > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 5599 90 Everybody Medium Example
j.214A > Frenzy > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 5975 87 Everybody Medium Example
j.214A > Frenzy > 5C > 5B > 2B > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 5812 94 Everybody Medium~Hard Example
j.214A > Frenzy > 5C > [4]6C > 5BD > 236236A > OMC 2nd hit > 5C > 5[B] 214214CD Corner 5442 75 Everybody Hard Example

Universal Mechanic Starters

Combo Position Damage Meter Requirement Works On Difficulty Notes
5CD > Frenzy > 5C > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 5419 90 Everybody Medium Example
5CD > Frenzy > [4]6CD > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 5294 99 Everybody Hard Example
5CD > OTG 236AB > Frenzy > 5C > [4]6C > 236236A > OMC 2nd hit > 214214CD Anywhere 4806 88 Everybody Hard Example
(Back against corner) 5CD > Frenzy > 2B > [4]6C > 236D > 5B > 236D hug > 2B > jc > j.BC > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 5795 87 Everybody Medium Example
Combo Position Damage Meter Requirement Works On Difficulty Notes
5BD > 236236A > Frenzy > 2C > 236A > OMC > 5[B] > 214214CD Anywhere 4083 84 Everybody Very Hard Example

Neutral Frenzy Routes

Activating Shadow Frenzy during a neutral state or hop will use up only about 70% of your burst gauge. Performing Shadow Kanji's entire auto combo will also additively restore the burst gauge when Shadow Frenzy is activated this way - resulting burst being around 70% ready by the end of the route used!


Combo Position Damage Meter Requirement Works On Difficulty Notes
2B > hop > Frenzy > j.A > j.236A > 236236A > OMC 2nd hit > 214214CD Anywhere 5209 63 Everybody Medium Example
2B > hop > Frenzy > j.A > j.236A > 236236A > OMC 2nd hit > 5C > 5[B] > 5A > 5AA > 5AAA > 5AAAA > 5[B] > 214214CD Corner 5739 81 Everybody Hard Example
CH j.C > 236D > 2B > 236D hug > Frenzy > 2B > [4]6C > 236C > OTG 236AB > 5BD > 236236A > OMC 2nd hit > 214214CD Anywhere 7439 91 Everybody Medium Example
CH j.C > Land > Frenzy > 5C > [4]6C > 236CD > 2B > jc > j.BC > jc > j.C > j.236B > 236236A > OMC 2nd hit > 214214CD Anywhere 6933 98 Everybody Medium Example
CH j.C > 236D > 2B > 236D hug > Frenzy > 2B > [4]6C > 5BD > 236236A > OMC 2nd hit > 5C > 5[B] > 5A > 5AA > 5AAA > 5AAAA > 5[B] > 214214CD Corner 7470 86 Everybody Hard~Very Hard Example

Fatal Frenzy Routes

Combo Position Damage Meter Requirement Works On Difficulty Notes
FC 2C > 2B > 5C > 5[B] > 2AB > OTG 236B > Frenzy > 2B > [4]6C > 236CD > 2B > 5C > jc > j.C > j.236A > 236236A > OMC 2nd hit > 214214CD Anywhere 8302 97 Everybody Easy~Medium Example
FC 2C > 5C > 2B > 236C > Frenzy > 2B > [4]6C > 236CD > 2B > 5C > jc > j.C > j.236A > 236236A > OMC 2nd hit > 214214CD Anywhere 8018 98 Everybody Medium~Hard Example
FC 2C > 5C > 2B > 236C > 2A > 2AB > OTG 236B > Frenzy > 5C > 5B > 2B > [4]6C > 236D set and hug > 2B > 5C > jc > j.C > jc > j.C > j.236A > 5BD > 236236A > OMC 2nd hit > 214214CD Corner 9126 97 Everybody Medium~Hard Example

Combo Theory

Kanji has a relatively good and even high damage potential off of clean hits as most grapplers do, but in his case he must either spend resources or land a Counter Hit to get a good damage combo off, otherwise his combo options and routes are normally very short and simple and don't deal much, but still reward him with good hard knockdowns.

Generally, if he lands a normal hit off of his A buttons, and doesn't have resources to use SB Skills or OMC to extend his combos, you'll be doing one of these things:

  • Auto-combo 5AAAA in order to gain more meter, burst gauge refill, and more plus frames on knockdown
  • Secure corner carry with 5AAA > j.214A or
  • Chain into Sweep (2AB) into OTG 236A if the opponent is too far away for 5AAA to connect.

On crouching hits, juggles, or C normal hits, Kanji gets access to B normals in his routing, which, for the most part, (meterlessly) sends him to 236C, giving him the opportunity to close the gap, take a j.B safejump (grappler tick throws go here), or go for a frenzy (236C landing)/burst-safe OMB (OTG 236AB > OMB).

In the corner, Kanji can path into [4]6C after 2B, giving him a 5A link (or 2A) in fatal counter routing.

Chair Cancel

If you have been reading up on Kanji's Overview page, you probably know that Kanji can cancel his ground B Cruel Attack in its start-up (236B) into his air dives (j.214A/B). This is most commonly referred to as a "Chair Cancel". Comboing into his air B dive this way off of 2B is his more optimized ender on most of his shorter combos. no longer necessarily optimal with the P2 of Gotcha! being lowered from 300 to 100 and dive's P2 being raised from 600 to 1000. The chair cancel route does provide more corner carry, but comes at the cost of a worse knockdown as well as ruining your extensions.

The cancel must be done quickly, but you don't have to wait for Kanji to go very high in the air due to the lenient buffer window, and you don't have to return to neutral between the motions either. For simplicity's sake, you can input it like QCF~HCB, or 236B3214B.

It should be noted that in most cases, this can be replaced with 236C. However, you're going to need to be able to do it to properly end your fatal combos and use Kanji's chair super effectively. Using 236C only comes with the cost of lesser corner carry (P2 changes make it so that 236C doesn't neuter your OTG 236A damage, especially after longer combos (OTG chair minimum damage is no longer a thing)). This is perfectly fine, but keep the chair cancel in your pocket if you want the threat of corner on your side.

Outside of combos, there are two things to note about chair cancels:

  • 236AB~214B -- Jumpscare number one: 236AB's crazy distance coverage with a grab attached to it. In pressure, the gap is very small from 5B, and gapless from 5C. This last bit means if the opponent isn't crouching before or after blocking 5C, they can't DP out.
  • 236B~214AB -- Jumpscare number two: This one covers more distance, at the cost of being a bit slower. You can somewhat choose the distance by picking a delay time to activate 214AB, with a later activation being higher and giving a further max distance. This can be a better choice over just jumping and SB diving if you want in, as it's less reactable since you're immediately going into startup frames instead of wasting a few jumping (chair cancels keep track of 236B/AB's frames consumed, making your dive attempt faster). There are certain spacings where you can actually punish Marie for setting up clouds with this technique, to give you an idea of how low it can fly.

Extension and Ender Options

Kanji has a bit of freedom in deciding how he wants to end or extend his combos. This will provide you with the damage you really want to see coming from Kanji, with 25 meter being very powerful, and more meter being used to be safe (spaced 2B > 236CD) or claw at the opponent's last bit of health. Listed below are extension pieces (and their breakpoints before becoming less effective/completely ineffective, when metered).

Meterless

  • OTG 236A: You took this knockdown because you wanted to be in their face or you didn't really have another good option. Sets you up for a meaty 5A.
  • 2AB: Unorthodox knockdown ender, weird to take by choice. However, if you screw up the OTG 236A cancel, just know that your frame advantage lines up with a meaty 2B.
  • 236C: Instant air dash j.A/B depending on what you're going for. j.B is reliably safe against meterless reversals, whereas j.A sees more use as a fakeout for the safejump into pulling a sneaky 214C(D).
  • j.214X: No real improvement over OTG 236A. However, delaying the OTG chair can make it yellow beat, do full damage on no techs, or cause a high speed scramble on tech.
  • 214C/D/CD: 5D oki or go into OTG 236A In the corner, you can choose to set up a persona move or go for a manually timed safejump.

Metered

  • 236AB: Does not lend itself to a follow-up [4]6CD route that well if coming after anything other than raw 5C or just the move itself.
  • 236CD: The longer the combo, the less you can squeeze out of it. The j.B, 5C > hop j.B, 5B > 2B > 236C > OTG 236A extension is typically reserved for super low proration starters (mainly 5C, and heavily prorated strings lose the 5C.
  • [4]6CD: Full extension gets significantly harder once 1200 P2 is broken, and becomes impossible once 1600 is broken. Basically, bad starters don't allow this one all too well.
  • 236236A/B > OMC: Full extensions not very achievable raw. Typically seen after (5AA >) 236A.
  • 236236A/B ender: You're approximately 2AB distance away and +8. If you're not made to block or get hit, the chair will come in as an assist of varying usefulness after a short time.
  • 236236AB: Allows a short extension in the corner regardless (mostly) of when you do it, as 5C being guaranteed to connect, as supers have minimum hitstun attached to them. As an ender, allows you to set up 5D midscreen, or go for tricky shenanigans with [4]6D in the corner.
  • ACD: Reduces P2 by 200 on hit. The earlier you hit this, the more damage your entire followup will do, and the likelihood of full extensions off SB moves increases. It's a good idea to hit the lab and figure out how many heavy buttons you can throw in without compromising your OMB routes.

Combo Videos

Early 2.0 Combos




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