Color 10
Iron TagerColor 11
PotemkinColor 15
Akihiko Sanada (P3)Color 22
Take-Mikazuchi (P4)Color 28
Theodore (P3P)
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* Inflicts Shock for 300F on hit. | * Inflicts Shock for 300F on hit. | ||
Kanji's D button makes Take-Mikazuchi appear and shoot lightning at one of 3 pre-set locations. No longer has projectile invuln during the lightning strikes. Primarily used to close the gap while also setting up projectile okizeme at the same time after either of his throws connect. | Kanji's D button makes Take-Mikazuchi appear and shoot lightning at one of 3 pre-set locations. No longer has projectile invuln during the lightning strikes. Primarily used to close the gap while also setting up projectile okizeme at the same time after either of his throws connect. | ||
After the fourth lightning strike, Kanji has immediate access to persona moves again. If Take-Mikazuchi is in front of Kanji, persona moves will occur from Take-Mikazuchi's current position. Otherwise, persona moves will occur from their default location. For example, if Kanji rolls through his opponent during lightning, any persona move immediately after will come from behind them. On the other side, Kanji can air trap by running up during lightning and following with C gotcha. | |||
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* Can be cancelled into from {{clr|2|B}} and {{clr|3|C}} normals | * Can be cancelled into from {{clr|2|B}} and {{clr|3|C}} normals | ||
* Always throws the opponent behind Kanji | * Always throws the opponent behind Kanji | ||
Kanji lunges forward a fair distance before grabbing the opponent. It is slower than other characters' throws and Kanji's {{clr|3|C}} command grab, but has range comparable his {{clr|4|D}} command grab without being terribly risky. Combos into {{clr|1|A}} Additional Cruel Attack. In the corner, you can add a sweep before the Additional Cruel Attack. | Kanji lunges forward a fair distance before grabbing the opponent. It is slower than other characters' throws and Kanji's {{clr|3|C}} command grab, but has range comparable to his {{clr|4|D}} command grab without being terribly risky. Combos into {{clr|1|A}} Additional Cruel Attack. In the corner, you can add a sweep before the Additional Cruel Attack. | ||
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Revision as of 23:49, 24 September 2022
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Kanji Tatsumi is Persona's resident grappler, but with a shocking twist. With the typical traits like high damage, slow movement speed, unmatched ability to kill his opponent off of one good read, and snowball potential, Kanji fits like a glove to anyone hoping to play a grappler here. What truly makes Kanji shine is his ability to keep his offense going thanks to his Persona, Take-Mikazuchi, threatening at any range and electrocuting the opponent in place to begin Kanji's nightmarish pressure. Moreover, Kanji doesn't actually lack the ability to dash, double jump or airdash unlike many other grapplers, which lets him play a bit more aggressively if you'd prefer a more "hybrid"-styled grappler. Combined with counter-zoning options, Kanji is surprisingly rounded and capable.
It should be noted that Kanji must be prepared for some volatile and difficult situations. His Furious Action is more of a counter than a true reversal, as it can trigger both early and in some situations unavoidably upon being struck at any range, however when used as a reversal is easily option-selected for a Fatal punish. For as much as Kanji can bully his opponent, he can unfortunately find himself in the center of Persona's nonsense frequently, because many of his tools are either highly committal or are too easily counterable. This isn't helped by the linearity of his gameplan, which can come across as being ironically "honest" to his competition.
Kanji is a relatively easy character to pick up and play when starting the game thanks to the surface-level strength of his command grabs. Fear Inaba's top class knitter!
Kanji Tatsumi Kanji Tatsumi shocks his enemies into submission and then pounds them into lemonade with counterhits and grabs.
- All It Takes Is One: When all goes to plan, Kanji nails down his opponents like no other. His grabs are quick and painful, and counterhits on disrespecting opponents can easily deal over 50% without even spending meter. Very potent at both snowballing and comebacks.
- Stunning!: Numerous moves apply Shock on hit, even Kanji's 214C+D grabGuardThrow (235)Startup4Recovery31Advantage-, leaving them dangerously at the mercy of Kanji's approach and grappler mixup.
- The Bigger They Are: Many large-range normals and projectiles to help Kanji navigate neutral, most leading to good damage and/or Shock.
- The Harder They Fall: High HP, a strong reversal grab and a uniquely applicable Furious Action is already great, but combined with Awakening, Kanji becomes absurdly tanky and has access to one of the most damaging supers in the game.
- Prophets Only: Needs to make several good reads and huge risks to win in a game filled with fair characters. His grabs are effectively his only mixup option, and his Furious Action is easily option-selected among other issues. As such, Kanji demands intensely strong yomi. This is Kanji's universal problem throughout his entire kit, and ironically contradicts his character.
- Skipped Leg Day: While retaining movement options atypical to most ArcSys grapplers, Kanji still has some very slow dashes which hinder his movement greatly. To worsen things, his normals are sluggish and committal, suffering in the mid-range and forcing him to play defensively in neutral quite a lot.
- Loves His Persona: More dependent on his Persona than his own mother. Kanji loses effectively every tool he has when Persona Broken, even his grabs and DP, and may as well be unable to play the game. This isn't helped at all by his small deck, especially with how many risks he needs to take greatening his odds of being broken.
Normal Attacks
5A
- 5A
- Kanji's fastest button
Solid 5A, serves as the main strike option in Kanji's RPS mix-up game due to its speed and chain options. Can't be low profiled in any way and has great horizontal range. Bad advantage on block though, so always try to cancel into 5AA or any other safer button.
- 5AA
- Moves Kanji forward
Kanji's 5AA is a great addition to his arsenal. While it does lack the vertical hitbox of his Shadow 5AA and is more negative on block than it, the fact it moves him forward ensures he won't be too far away to confirm on a grounded opponent, and leaves him at the perfect spacing to use other normals for frametraps or his grab to open them up. Also useful for combos as it combos directly into 2B on crouching hit.
- 5AAA
- Technically a strike.
- Leaves Kanji airborne on hit.
Kanji's Normal 5AAA is an incredible improvement over his Shadow one - while risky to use as a frametrap, the option is there, and thanks to the movement of 5AA you can confirm into this after almost every major combo route, ensuring you have the option to get meter and burst bonus at the end of your combo, or better damage from a cancel into j.214A.
- 5A
- 6 frame startup, 1f slower than the fastest jabs.
Solid 5A. Can't be low profiled in any way and has great horizontal range.
- 5AA
- Excellent frame advantage and vertical reach.
Surprisingly not as good for tick throws as his Normal 5AA, but still great for pressure resets due to its frame advantage.
- 5AAA
- Good proration for continuing combos.
2A
- Kanji's fastest recovering normal
Standard low kick. Useful for hit-confirm strings, and for stopping the opponent from trying to upback during pressure strings. 0 on block just like 5B, allowing some more stagger pressure. However, if people are hopping to avoid Kanji's grabs, then 2A will whiff.
5B
- Projectile attribute, clashes with 1-hit projectiles
- Range increases when charged
- Causes spin state on CH or if charged
- Zero hitstop.
Kanji's 5B is a projectile attack with no hurtbox that hits both in front of him and behind him, with relatively good numbers on block for setting up mixup. Full charging leaves you at +2, allowing you to stop the opponent from mashing on you quite easily. Another quirk about this move is that it has no hitstop at all. It's both a blessing and a curse, as it means Kanji can go for near immediate mix-ups / RPS on block, but also that his 5B > 2B chain combo on crouching hit is prone to dropping if not executed properly. 5B can also chain into 2B in juggle combos for some damage optimization.
If you're looking to do 5B, 5B in a pressure sequence, be careful not to press the second 5B too quickly, as if you do, the projectile will not come out since the old one will still be dissipating.
2B
- Dash cancellable on connect, -16 on block.
Kanji swings his chair up for a slow, but high damage 2B. It can be difficult to anti air using this move due to its speed, but it has very long head invulnerability frames, and on CH it can combo into 5C for high damage. You can forward dash cancel this move, but it's not all that useful. 2B > 5B whiff is one way to safely confirm whether your 2B anti aired in time or not.
j.A
- Can chain into itself multiple times on connect
- Cannot hit crouching opponents.
A angled punch. Kanji's fastest air to air option, that will see use in poking the opponent out of the air.
Interestingly, Kanji's air blockstring ability with j.A mash is a little stronger in the corner, as in some situations he can use it to land before the opponent and then grab them out of the air with a 236C. Hard-to-escape setup without an air DP.
j.B
- Huge air button with a great hitbox.
Kanji's j.B is a fantastic poke, but its speed means it will lose to air-to-air buttons relatively often.
All Out Attack
5A+B
- Can increase range by holding [6] during startup
- Increasing range also increases guard point frames and startup, and worsens frame advantage on block
- Values in brackets [] are when AoA is range increased.
Kanji headbutts the opponent for a very manly universal overhead. Kanji has better mix-up surrounding his command grab, so his AoA is not used often. Uniquely, he can hold forward to increase the range on his AoA, making it similar to Sho/Minazuki's in that he can use it to blow through the opponent's mid-range attacks to score a combo. This is risky, but can still useful for him since his mobility and neutral are lacking.
Sweep
2A+B
- Now has Chest invulnerability!
- Low profiles during recovery.
Has use in fatal combo routes due to allowing for 236B followups when hitting an airborne opponent in Fatal combos.
Persona Attacks
5C
- Dash cancellable, -11 on block
- Can be held with [C], release after 50F for "just-frame" version that deals 1.5x damage and Fatal Counters on normal hit.
- Alternatively, you can hold it until the move cancels itself
- Inflicts Shock status for 100F on hit
- Ground bounces on air hit
Take-Mikazuchi slams his lightning bolt forward. Kanji's 5C is relatively slow, but boasts high damage and long range. This is Kanji's closest thing to a normal ground poke among his numerous situational moves, so don't be afraid to throw it out occasionally to catch an opponent off guard as they try to space or zone you out. On any hit the opponent is Shocked, allowing Kanji to gain some ground or set up D button lightning to begin an offense, but on air hit Kanji can even spend meter to go into a full combo. Do note, the attack does not hit any higher than Kanji's head, allowing for the opponent to airdash over it.
5C's damage, hitstun, range, and ground bounce makes it a key combo part in a lot of combos for Kanji, as it can be chained into from any CH starter, and itself can basically go into any of his other moves on Counter Hit.
There's not much to be said about the "just-frame" version and the feint, and you can safely ignore them. They're both gimmicks that don't help Kanji at all, because in most if not all situations, you're going to want to let 5C rip immediately. They are not going to get hit by a 64-frame mid.
2C
- Dash cancellable, -16 on block
- Can be held with [C], release after 54F for "just-frame" version that deals 1.5x damage and Fatal Counters on normal hit.
- Alternatively, you can hold it until the move cancels itself
- Vacuums the opponent on hit/block
- Forces Fatal Counter on Counter Hit
Take-Mikazuchi sweeps the opponent in towards Kanji. Incredibly long start-up, but is also incredibly plus on block, putting the opponent at Kanji's mercy in terms of mix-up. This can be used in extended blockstrings to feel out an opponent's habits, or to bring the opponent in range of Kanji after a blocked 5C to start pressure / RPS. Beware that 2C is Foot attribute, allowing for characters to hop over it. It is also Kanji's only Fatal starter, so 2C is vital for punishes.
Similar to 5C, you can safely ignore the "just-frame" and feint, even moreso since 2C is already a Fatal starter.
j.C
- Can be held with [C]
- Crumples on Counter Hit
Kanji jumps back as Take-Mikazuchi goes to crush the opponent. This is Kanji's primary anti-anti air; it can be used to bait out and punish an opponent attempting to 2B Kanji's jump, as it keeps him out of the way and the Persona will trade at worst. Unfortunately no longer causes Fatal Counter on Counter Hit, but can still allow Kanji to go into a nice combo.
5D, 2D, j.D
- Press D again to fire additional lightning bolts, up to 3 more times.
- 2D is the closest to Kanji, followed by 5D, with j.D being the farthest.
- Inflicts Shock for 300F on hit.
Kanji's D button makes Take-Mikazuchi appear and shoot lightning at one of 3 pre-set locations. No longer has projectile invuln during the lightning strikes. Primarily used to close the gap while also setting up projectile okizeme at the same time after either of his throws connect.
After the fourth lightning strike, Kanji has immediate access to persona moves again. If Take-Mikazuchi is in front of Kanji, persona moves will occur from Take-Mikazuchi's current position. Otherwise, persona moves will occur from their default location. For example, if Kanji rolls through his opponent during lightning, any persona move immediately after will come from behind them. On the other side, Kanji can air trap by running up during lightning and following with C gotcha.
Universal Mechanics
Ground Throw
C+D
- Unusual throw; slower than average, but with forward movement
- Can be cancelled into from B and C normals
- Always throws the opponent behind Kanji
Kanji lunges forward a fair distance before grabbing the opponent. It is slower than other characters' throws and Kanji's C command grab, but has range comparable to his D command grab without being terribly risky. Combos into A Additional Cruel Attack. In the corner, you can add a sweep before the Additional Cruel Attack.
Air Throw
j.C+D
It's an air throw. Doesn't lead to much, but don't forget that Kanji can use this for air situations instead of always trying to catch airborne opponents with 2B or his command air throws.
What A Pain!
- Cannot be used during Persona Break.
- Skips straight to the attack if hit on start-up.
- Applies Shock on hit.
- Fatal Recovery.
Kanji's DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. is both an attack-type and a guardpoint attack. Regarding the latter property, it will shock the opponent for almost any attack they land on him at any distance, throw-types included, as long as it is not stored in a completely separate file from the character. This means that you must be hitting him with Persona attacks to avoid getting counter-shocked from the guardpoint.
The properties of Kanji's DP makes it very obnoxious to deal with; numerous safe-jump setups have to be changed and thus lose strength, or are outright not possible on him at all. It is also very valuable for many match-ups to punish the opponent using their characters' favorite space-control or neutral options such as Labrys's Chain KnuckleGuardAllStartup20Recovery25~32Advantage-1 or Teddie's 5B, but at the same time is very risky as any whiffed or baited DP results in Kanji being punished with a Fatal combo.
Guard Cancel Attack
6A+B while blocking
Kanji's Guard Cancel Attack actually has a slightly faster start-up than most, helping his defense a bit.
Skill Attacks
Cruel Attack
236A/B (air OK)
- All Ground Versions
- Commonly referred to as just "Chair".
- All Air Versions
- Commonly referred to as just "Air Chair".
Chair guillotine! Cruel Attack is a tool that Kanji has to help him navigate his lacking neutral. He can either close the gap from blocked normals, hop clear over some attacks, or continue into a combo from some of his pokes. Cruel Attack is not a foolproof option by any means, but you must make use of it from time to time as it's all you have in certain match-ups and situations.
- 236A
A poke that goes slightly further than 5B. It gets Kanji closer when cancelled into from a 5C, but does not have much privilege on block for him to continue. It can also hop over some moves that hit low to the ground, but don't rely on it as he does not high profile that well. However, it does end up advantageous on normal hit, so in such a situation it can actually get Kanji in, and so you should be ready to confirm to it correctly to get your offense started.
On Counter Hit, it can link into 15A for a crouch confirm combo instead.
- j.236A
- Knocks the opponent down on hit.
Similar to the ground version, the first of many air chairs. You'll probably be using this version more than the ground A version, due to having many more strengths. It allows Kanji to change his air trajectory to bait out moves and come down on top of the opponent's head, and also has a better frame advantage on block. Finally, like all air versions it knocks down the opponent on air hit, giving him a more stable ender to any air combos than his air command throws.
- 236B
- Knocks the opponent down on hit.
Relatively similar to 236A, but Kanji leaps much higher with 236B, deals more damage, and it is advantageous on any connect (hit or block), but all of this is at the cost of start-up. Deals a good amount of damage in Kanji's juggle combos, but cannot be used too often in the middle of them.
Uniquely, it can be canceled into j.214A/B/A+B on startup, as a technique known as a "Chair Cancel" that sees major use in combos, and sometimes raw to punish certain moves.
- j.236B
- Knocks the opponent down on hit.
Similar to j.236A, except it goes about twice as far, and as a result sees even more use than Kanji's j.236A for neutral due to its range. Not much else to say otherwise.
- 236A+B
- Forces the opponent into crouching state on hit.
The SB version is a long, horizontal chair hop that of course carries the best traits of the other two versions and even more, at the cost of only mediocre start-up. It has an even better high profile than 236A that is actually reliable for going over sweeps and other lows, travels half-screen distance, is plus on block, and on hit leaves the opponent crouching with enough advantage to go into a crouch confirm without a CH. Overall, a very good use of 25 meter for Kanji.
It can still be cancelled into j.214A/B/A+B, but it gives a different trajectory than 236B~j.214A/B/A+B, so be sure to experiment between the two Chair Cancels.
- j.236A+B
- Knocks the opponent down on hit.
SB air chair follows the same metered trend of better damage and being advantageous always, but only goes as far as the B version. Not used very often if at all since ground SB chair is overall better.
Added Cruel Attack
236A/B after knockdown
- Special only comes out if the opponent is completely knocked down
Added Cruel Attack is an altered version of Cruel Attack that serves as Kanji's own take on other grapplers' OTG (off/on the ground) or advantage-pressing specials. It will home in on a knocked down opponent's position, regardless of distance and hit them OTG for extra damage. Obviously, it is used to let him get back in on the opponent after combos and command grabs, to keep the pressure up and loop his offense.
- Knockdown > 236A
- Recovery is reduced if the attack is whiffed
- Cannot be cancelled into anything on hit
The fastest knockdown follow-up, while setting Kanji up next to the opponent for more mix-ups. You will most likely be using this one after most knockdowns you land in the middle of a round if you aren't able to kill. Essential to Kanji's gameplan even with the high recovery on hit, as Kanji is still at an advantage and command throw range despite it.
If this move whiffs due to you delaying the input and the opponent doesn't delay their ground tech, the recovery is greatly shortened so Kanji will not be made open to a punish if such a situation were to happen and can still go on offense.
- Knockdown > 236B
- Can be cancelled to j.214X during start-up
- Recovery can be cancelled into attacks if the attack connects
A more damaging version of OTG 236A with normal and special cancels in the recovery on hit, but unfortunately is slower so it does not combo after any knockdown unless it is in a Fatal Counter combo. If the opponent chooses not to tech or delays their tech for too long, this can hit and allow Kanji to deal great damage by continuing a combo afterwards, but that does not happen often or in some cases even at all, thus raw OTG 236B lacks a lot of use.
However, OTG 236B is a very strong Fatal Counter combo tool that is used in almost every FC combo for its high damage and OTG properties. It can land after a FC command grab on moves with Fatal recovery, or after sweep hitting an airborne opponent in a Fatal combo.
As of 2.0, it shares the same gimmick of regular 236B in that it can be cancelled to j.214X during its start-up, although putting two gimmicks together doesn't help this move much.
- Knockdown > 236A+B
A variation of OTG 236A with faster recovery, allowing Kanji to punish the opponent refusing to tech after this hits. This version does no extra damage compared to OTG 236A but has an extra benefit of being cancellable into One More Cancel, either of his supers, and One More Burst. This version sees round-ending use by converting a relatively short combo with a knockdown ender with One More Burst to continue the combo and greatly increase the damage, and for moments of meter dumping after using 236C.
This'll Hurt!
214C/D
- All Versions
- Can be used while Persona broken, but deals much less damage
- Can be combo'd into if the opponent is in spin state
- Often referred to as just "Grab"
Kanji grabs the opponent and throws them across the screen, before Take-Mikazuchi appears to stab and electrocute them. His command grab series serves as his main mix-up and an alternative punish tool in his lack of traditional high-low mix-up and fast Fatal starters. All versions set up for 5D oki or a 236A followup afterward.
All versions can also be extended in the corner by linking a 2B > 236C for extra damage.
- 214C
- Fast, bread and butter command grab
- No invulnerability
Kanji's 214C is the main command grab you will be using, as it is the fastest meterless version, making it great for his RPS mix-up game and is even generally more useful than his strange normal throw. Also has relatively good range compared to the other command grabs in this game. Beware the long recovery on whiff, as if the opponent jumps your grab, they can punish with a full combo.
- 214D
- Delayed command grab with mid-startup invincibility
- Holding [6] increases forward movement at the cost of startup
- Data in brackets [ ] are for when the range is extended.
Kanji's slower command grab, designed to go through gaps in offense or pressure with its invincibility, and can grab from even further if you choose to extend the range while also dealing more damage than the C version. It's only invulnerable from frame 3 onwards, preventing it from being used on wakeup or on just any gap in pressure. This, alongside its even longer whiff recovery than C grab makes it very situational and risky to use without a read or as a match-up solution, and should not be your first choice of a defensive option.
- 214C+D
- Kanji's fastest grab
- Retains some invulnerability like the D version
- Applies Shock on hit
Now THIS is the great defensive option, if you have the meter for it. SB grab is a good mix of his other two grabs: very fast start-up, yet has still some invincibility on start-up, but also moves Kanji forward a bit to give it some extra range. However, it still only fits in the same gaps in pressure as his D grab, but the actual grab comes sooner so it's more likely to connect. This grab causes Shock on hit, so the mix-up situation afterward will be a knowledge check on top of a stronger RPS situation, as it seals off their conventional and non-committal options for escaping.
SB grab is also nice because it does not have Fatal recovery, unlike his DP which can punish 1F gaps but will be punished with a Fatal combo if it is baited. Choose between the two wisely on defense.
Gotcha!
Take-Mikazuchi grabs the opponent out of the air and electrocutes them. This is Kanji's set of grappler anti-air specials to deal with opponents in the air space in neutral, which he can't cover well otherwise. They can also allow Kanji to convert into extended combos or consistently land a knockdown at the end of combos.
- 236C
- Fastest version
Take-Mikazuchi leaps immediately upward a steep angle. Is faster than his 2B, has less recovery on whiff and reaches higher, but lacks horizontal range and most importantly lacks head invulnerability, so it is not recommended to use this over 2B as an anti-air. The C version is typically used as a more reliable ender to Kanji's combos, as it is easy to land and less prone to dropping at the end of longer or worse prorating combos compared to 236B~j.214B. It can also be used as a hard call-out on opponents trying to shimmy Kanji's defensive command throws by jumping backwards.
Another combo quirk is that 236C is more advantageous the higher in the air the opponent is when they are grabbed, allowing for a pick up with 5A afterwards if the opponent is launched high enough in a corner combo.
- 236D
- Kanji can move after the initial placement
- Automatically triggers on airborne opponents after 43F
Take-Mikazuchi is set down instead of leaping immediately, and after a long startup, it will leap out and attempt to grab at the opponent, or automatically if they are airborne past about half the start-up time. D version makes Take-Mikazuchi also travel at a more shallow angle that covers more horizontal screen space. Not very useful as Kanji can't use Persona normals / moves while it's set, and thus Kanji cannot threaten much if they can't jump, but he can still move in at the same time and it can catch opponents while superjumping. Loses to opponents double jumping or air backdashing during their jump.
236D finds its use as Kanji's main OMB combo part, as that gives him enough time to set it up outside of CH 2B.
- 236C+D
- Kanji can move after the initial placement
- Automatically triggers on airborne opponents after 19F
Faster version of 236D that will sit in place for longer, is angled even more horizontal, and tracks the opponent's jump much earlier but cannot catch any superjumping opponent. Great for catching moves like Mitsuru j.C or Liz j.B, but is still very reactable.
236C+D does amazing work in letting Kanji get an extended combo or conversion off of long range air hit 5C, or after normal hit 2B to help improve his damage output.
Primal Force
- All Versions
- Launches the opponent on normal hit.
- Displaces Take-Mikazuchi.
- Commonly referred to as "Tackle"
Kanji will cross his arms and pose, while Take-Mikazuchi tackles across the screen with full projectile armor. He takes a bit to reach the opponent, but in general this move is intended to plow through certain projectile attacks and punish the opponent or give Kanji some time to close any gaps. Primal Force also displaces Take-Mikazuchi, to where any Persona attacks that Kanji does shortly after its recovery barring D lightnings will perform them from that position instead of next to him.
Do note that tackles can be 5A'd after being blocked by most characters to take a Persona card easily, so you should be throwing these out very carefully and aim to hit.
Tackles also have some combo potential, as their launches on hit can allow linking or chaining into other moves for combos in certain situations.
- [4]6C
The C version is the fastest version that travels a majority of the screen, and for that reason it is the version that will probably be using the most. After the opponent blocks it, you can set up 5d to make it safe.
C Tackle is used in optimized corner combos due to the launch, with a string as simple as 2B > [4]6C, 5A > continue combo.
- [4]6D
Kanji sets down Take-Mikazuchi, and recovers before he attacks after a delay, somewhat similar to 236D. Makes his tackle much more reactable, but it will go full-screen distance and Kanji can also run in behind Take-Mikazuchi to counter or punish some of the opponent's options for dodging it. Even though it looks like a set-up tool, it has very limited use in offense if at all outside of certain setups and is not recommended for that purpose.
- [4]6C+D
- Passes through the opponent while charging.
- Wall bounces on Counter Hit.
- Can be cancelled into other Persona attacks on connect.
The SB version is slightly slower than the C version, but makes up for it with its reduced recovery time for Kanji, its speed, and its overall utility. The fact that it can be cancelled straight into Persona normals and specials means that Kanji can get better reward, and actually cut the entire gap between him and the opponent on normal hit with (5C) > 236C > OTG 236A post-hit. Even on block, he can cancel it straight into D lightnings to keep the opponent on lockdown.
Since it passes through the opponent completely, it is safe for Take-Mikazuchi on block, and it can also be useful for tricky/gimmicky setups. For example, Kanji can SB Tackle the opponent's block, and then immediately send a round-trip C Tackle to try to catch them off-guard. He can also set up an offscreen D tackle, or offscreen 236D, both of which not being able to be easily hit.
SB Tackle is also amazing for combos; Kanji can greatly increase the damage and corner carry of his crouch confirms anywhere with it, by comboing into it from his 2B.
Bet Ya Can't Take This!
j.214A/B
- Invincible to throws
- Whiffs against crouching opponents
- Can be cancelled into during the start-up of ground B Cruel Attack (236B)
- Often referred to as just "Dive", among other colloquial names
Kanji's infamous air dive, a pseudo-low from the air as it hits standing and airborne opponents only. Kanji can use this as a way to mix up an opponent looking to block a j.B from him on his way down, or to fling himself at and punish an opponent setting up or playing air footsies in neutral. Not recommended to be used randomly without a read because the reactable start-up and long recovery makes it serve as just a knowledge check in most situations, as Kanji can be punished heavily by an opponent who knows how to defend against this.
On the other hand, this move is incredibly useful to end combos with, as it can be led into from most juggles thanks to the B Cruel Attack, and then leads to either OTG Cruel Attack okizeme or more unburstable damage if super cancelled. Alternatively, it can also be used to set up air reset situations with Kanji that are tricky to escape.
- j.214A
Kanji leaps forward a very short distance. Has a rare use as an anti-anti-air at close range or just changing Kanji's air trajectory, but poor safety and reward compared to just using j.C.
- j.214B
Similar to j.214A, but goes further and deals more damage on a successful grab. The dive of choice for ending combos, and is a little better for catching the opponent in neutral situations.
- j.214A+B
Starts up considerably faster and does more damage than the other two versions, and will also uniquely track the opponent's position on execution from almost any range. This version is typically reversed for hard reads in neutral, or in a last ditch effort to reach the opponent.
SP Skill Attacks
Ass Whoopin', Tatsumi-Style
236236A/B
- Chair will fall ~60 frames after the attack ends.
Kanji's autocombo super, will either throw a chair at a distance or go into a 3 hit combo if the opponent is close enough. OMCing at the second hit allows you to combo into his grab or his supergrab. Fantastic damage and relatively good p1/p2 scaling, allowing for heavily damaging combos afterwards.
236236A+B will cause wallslams between both walls, similar to Naoto's reversal kick, allowing for Kanji to combo 236C or 5C afterwards. 236236A+B also has very high minimum damage.
Awakened SP Skill Attacks
Burn To A Crisp!
- All Versions
Kanji's supergrab, he only has access to this in Awakening. Slams the opponent into the corner from anywhere on screen. Can potentially be followed up based on screen positioning.
If Kanji is Persona Broken, he can still use Burn to a Crisp. If the opponent is grabbed, instead of the normal animation, Kanji will perform a special version of Ass Whoopin', Tatsumi-Style.
Fatal Recovery
- 214214C
Fast, invuln supergrab, slightly slower than his 214C.
- 214214D
Longer startup, longer invuln and goes further than 214214C.
- 214214C+D
Does an additional thousand damage over the other two variations, while being the slowest version of all 3 grabs. Moves further forward similarly to 214214D.
Instant Kill
The Man Series: Brofist
- This move is invulnerable through frames 1-78, so practically the whole thing up until the recovery. It can be used to walk through other SP skills with lengthy recoveries.
Kanji walks towards his opponent and attempts to grab them. If it lands, he launches the opponent upwards where his persona throws a lightning bolt from above. The screen cuts to both Kanji and his persona preparing to punch the opponent from both sides, and the entire screen is flashed with white light and thunder-shocks the moment of impact. Unlike most other instant kills, Kanji actually moves during the animation. It's still an instant kill though, so unless you visualize the other player like a textbook, it isn't going to be that practical.
Colors
Color 10
Iron TagerColor 11
PotemkinColor 15
Akihiko Sanada (P3)Color 22
Kanji TatsumiColor 28
Theodore (P3P)
Players To Cite / Watch
It is also advised that you try searching the player's name via the kanji listed, if you can't find any footage of them via their conventional tag.
Name | Color | Location | Where to find | Notes | RT Link |
---|---|---|---|---|---|
Gachapin (ガチャピン) |
Japan | PS4 Youtube |
Active Japanese P4U2R streamer. Plenty of footage against countless matchups. Known for going for optimal combos. |
RT Link
| |
Otodori (音鳥) |
Japan | PS4 Youtube |
Active Japanese P4U2R streamer. | RT Link
| |
Oboro (おぼろ) |
Japan | PS4 |
Active Japanese P4U2R Player. | RT Link
| |
Diosama | Canada | PC / PS4 Youtube Twitch |
Dio of the Kanji Conglomerate P4U2R (PFC) Discord Community Co-Leader |
RT Link
| |
Haitoku (背徳) |
Japan | PS4 Youtube |
Pro Japanese P4U2R Player. | RT Link
| |
AKIRA (Robo_Akira) |
Japan | Arcade / PS4 |
Longest known Kanji veteran from P4A with endless 2.0 Arcade footage. Enters Aoi's (あおい) GP tournaments every week. |
RT Link
| |
Megaho (めがほ) |
Japan | PS4 Twitch |
Solid Kanji that's given lots of tech in the PS4 remaster. | RT Link
| |
Masterstud | North America | PC Twitch |
Good Kanji player with sets vs very solid players. Member of the P4U2R (PFC) discord and helps fellow Kanji players frequently. | RT Link |
External References
- Japanese Name: 巽 完二 (たつみ かんじ)
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data