<?xml version="1.0"?>
<rss version="2.0"><channel><title>Kanji Tatsumi Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/196-kanji-tatsumi/</link><description>Kanji Tatsumi Latest Topics</description><language>en</language><item><title>[P4AU] Kanji Tatsumi Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/7992-p4au-kanji-tatsumi-video-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/P4U2/Graphics/Kanji/P4U2_Header_Video_Thread.png" alt="P4U2_Header_Video_Thread.png"><p>
</p><p>
<strong><em>*Note* - When browsing the CHARACTER forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -&gt; </em></strong><a href="" http: rel="external nofollow"><strong><em>Site Rules</em></strong></a><strong><em>.</em></strong></p></div><p></p><p>
</p><p>
</p><ul><li>If you'd like to contribute, please feel free to do so! Just link the video along with the time that CHARACTER appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it.<br></li><li>Listings are going new to old, and with the CHARACTER players name on the left side always.<br></li><li>Please refrain from going off topic in this thread. This thread is for posting of videos only.<br>
<br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Notable Players</b></div><p></p><ul data-ipsBBCode-list="true"><p>
</p><li><strong>Nakiri/Shadow YMST</strong> [??th Dan]<br><p><div style="margin-left:{option}px">PSN: ???</div><br><div style="margin-left:{option}px">
Twitter: </div><a href="" https: rel="external nofollow"><div style="margin-left:{option}px">@Pekuche7</div></a></p><p><br></p></li><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Misc Videos</b></div><p>
</p><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Tutorial Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<p>
-</p><p>

</p></div>
</div>
</div><p>
</p><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Combo Videos</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<p>
-</p><p>

</p></div>
</div>
</div></div><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Match Videos</b></div><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballAI.png" alt=":ballAI:"></p><p>
[11/28/2013] <a href="" http: rel="external nofollow">Mitafu (Aigis) VS ??? (Kanji)</a></p><p>
[11/28/2013] <a href="" https: rel="external nofollow">Mitafu (Aigis) VS Nakiri (Kanji) </a></p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballAK.png" alt=":ballAK:"></p><p>
-</p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballCHIE.png" alt=":ballCHIE:"></p><p>
[11/28/2013] <a href="" https: rel="external nofollow">STD (Chie) VS Nakiri (Kanji) </a></p><p>
[11/30/2013] <a href="" http: rel="external nofollow">Nakiri (Kanji) VS Chie (Azuo)</a></p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballEL.png" alt=":ballEL:"></p><p>
[11/28/2013] <a href="" http: rel="external nofollow">??? (Kanji) VS Tokutaken (Elizabeth)</a></p><p>
</p><p>
</p><p>
<strong>Vs.</strong> JUNPEI</p><p>
[11/28/2013] <a href="" https: rel="external nofollow">Kakeji (Kanji) VS Pet (Junpei)</a></p><p>
</p><p>
<strong>Vs.</strong> :ballKA:</p><p>
-</p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballLB.png" alt=":ballLB:"></p><p>
-</p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballMT.png" alt=":ballMT:"></p><p>
[11/30/2013] <a href="" http: rel="external nofollow">No Card Yellow Palette Kanji VS Maliwan (Mitsuru)</a></p><p>
[11/30/2013] <a href="" http: rel="external nofollow">Red/Grey Kanji VS Mitsuru </a></p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballNA.png" alt=":ballNA:"></p><p>
[11/29/2013] <a href="" http: rel="external nofollow">White/Black Kanji VS Default Naoto </a></p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballSLB.png" alt=":ballSLB:"></p><p>
[11/28/2013] <a href="" http: rel="external nofollow">Kakeji (Shadow Kanji) VS Unknown (Shadow Labrys)</a></p><p>
</p><p>
<strong>Vs.</strong> SHO</p><p>
[11/28/2013] <a href="" http: rel="external nofollow">Nakiri (Kanji) VS Random (Sho)</a></p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballTD.png" alt=":ballTD:"></p><p>
-</p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYO.png" alt=":ballYO:"></p><p>
-</p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYU.png" alt=":ballYU:"></p><p>
[11/30/2013] <a href="" http: rel="external nofollow">Nagisa (Kanji) vs Blue/Blonde Narukami </a></p><p>
</p><p>
</p><p>
<strong>Vs.</strong> YUKARI</p><p>
-</p><p>
</p><p>
<strong>Vs.</strong> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYK.png" alt=":ballYK:"></p><p>
-</p><p>
</p></div></ul></div></li></ul>
]]></description><guid isPermaLink="false">7992</guid><pubDate>Thu, 28 Nov 2013 21:50:58 +0000</pubDate></item><item><title>[P4AU] Kanji Tatsumi Combo Thread "Over? Its never over!"</title><link>https://www.forums.dustloop.com/forums/topic/7993-p4au-kanji-tatsumi-combo-thread-over-its-never-over/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/P4U2/Graphics/Kanji/P4U2_Header_Combo_Thread.png" alt="P4U2_Header_Combo_Thread.png"><p>
</p><p>
<strong><em>*Note* - When browsing the CHARACTER forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -&gt; </em></strong><a href="" http: rel="external nofollow"><strong><em>Site Rules</em></strong></a><strong><em>.</em></strong></p></div><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Information</b></div><p>
</p><ul><li>If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page <a href="" http: rel="external nofollow">here</a>. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations.<br></li><li>Please refrain from going off topic in this thread. This thread is for posting of combos only.<br></li><li>Only the most optimal combos will be listed in this thread.<br>
<br><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Notation Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>Notations in <strong><span style="color:#ff0f00">red</span></strong> are for prefixes only. Notations in <strong><span style="color:#0085cb">blue</span></strong> are for suffixes only.<br></li><p></p><p>
[table=width: 700, align: center]</p><p>
</p><tr><p>
	</p><td><strong>General Notations Used</strong></td><p>
	</p><td><strong>Guide Specific Notations Used</strong></td><p>
</p></tr><p>
</p><tr><p>
	</p><td>[table=width: 350, class: grid, align: center]<p>
</p></td></tr><tr><p>
	</p><td><strong>&gt;</strong></td><p>
	</p><td>Gatling/cancel the previous move into the following move.</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>,</strong></td><p>
	</p><td>Link the previous move into the following move.</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>|&gt;</strong></td><p>
	</p><td>After landing.</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>j</strong></td><p>
	</p><td>Jump</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>sj</strong></td><p>
	</p><td>Super Jump</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>h</strong></td><p>
	</p><td>Hop</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>hc</strong></td><p>
	</p><td>Hop Cancel</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>ad</strong></td><p>
	</p><td>Air Dash</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>iad</strong></td><p>
	</p><td>Instant Air Dash</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>jc</strong></td><p>
	</p><td>Jump Cancel</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>sjc</strong></td><p>
	</p><td>Super Jump Cancel</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>dc</strong></td><p>
	</p><td>Dash Cancel</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>OMC</strong></td><p>
	</p><td>One More! Cancel</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>AoA~C</strong></td><p>
	</p><td>All Out Attack into C ender</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>AoA~D</strong></td><p>
	</p><td>All Out Attack into D ender</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>CH</strong></td><p>
	</p><td>Counter Hit</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>FC</strong></td><p>
	</p><td>Fatal Counter</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>[ ]</strong></td><p>
	</p><td>Hold Input</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>(N)</strong></td><p>
	</p><td>Attack must deal N amount of hits.</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>[???] xN</strong></td><p>
	</p><td>Repeat ??? N amount of times.</td><p>
</p></tr><p>
[/table]</p><p>
	</p><td>[table=width: 350, class: grid, align: center]<p>
</p></td><tr><p>
	</p><td><strong>c.</strong></td><p>
	</p><td>The attack must be used as close to the opponent as possible.</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong>f.</strong></td><p>
	</p><td>The attack must be used as far away from the opponent as possible.</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong><span style="color:#ff0f00">[sS]</span></strong></td><p>
	</p><td>Side Swap combo</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong><span style="color:#ff0f00">[CO]</span></strong></td><p>
	</p><td>Crouching Opponent</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong><span style="color:#ff0f00">[AA]</span></strong></td><p>
	</p><td>Anti-air or Air-to-Air</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong><span style="color:#ff0f00">[RP]</span></strong></td><p>
	</p><td>Roll Punish</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong><span style="color:#ff0f00">[sD]</span></strong></td><p>
	</p><td>Shadow Only Combo</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong><span style="color:#ff0f00">[N%]</span></strong></td><p>
	</p><td>Player SP % required before combo start.</td><p>
</p></tr><p>
</p><tr><p>
	</p><td><strong><span style="color:#0085cb">[N/N%]</span></strong></td><p>
	</p><td>Damage/SP Gain %</td><p>
</p></tr><p>
[/table]</p><p>
</p><p>
[/table]</p><p>

</p>

<p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Challenge Mode Combos</b></div><p>
</p><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>]</i><p>
[b: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></p></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
Mission #01<p>
-</p><p>
</p><p>
<strong>Mission #02</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #03</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #04</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #05</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #06</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #07</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #08</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #09</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #10</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #11</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #12</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #13</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #14</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #15</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #16</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #17</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #18</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #19</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #20</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #21</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #22</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #23</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #24</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #25</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #26</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #27</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #28</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #29</strong></p><p>
-</p><p>
</p><p>
<strong>Mission #30</strong></p><p>
-</p><p>
</p><p>

</p></div>
</div>
</div><p>
</p></div><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Mid-screen:</b></div><p>
<strong>Normal Starters</strong></p><p>
FC j.C &gt; 5C &gt; 2C &gt; 5B &gt; Sweep &gt; 236B &gt; 5A &gt; 2B &gt; 236B &gt; 5AAA &gt; j.214B &gt; 236236AB &gt; 236C &gt; 236A/B/AB</p><p>
</p><p>
<strong>Skill Starter</strong></p><p>
FC 214C/D &gt; 236B &gt; 5AAA &gt; j.214A &gt; 236A/B/AB</p><p>
</p><p>
<strong>System Starter</strong></p><p>
-</p><p>
</p><p>
<strong>SP Skill Starter</strong></p><p>
-</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Near-Corner:</b></div><p>
<strong>Normal Starters</strong></p><p>
-</p><p>
</p><p>
<strong>Skill Starter</strong></p><p>
-</p><p>
</p><p>
<strong>System Starter</strong></p><p>
-</p><p>
</p><p>
<strong>SP Skill Starter</strong></p><p>
-</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Corner:</b></div><p>
<strong>Normal Starters</strong></p><p>
-</p><p>
</p><p>
<strong>Skill Starter</strong></p><p>
-</p><p>
</p><p>
<strong>System Starter</strong></p><p>
-</p><p>
</p><p>
<strong>SP Skill Starter</strong></p><p>
-</p><p>
</p><p>
</p></div></ul></div></div></div></li></ul></div>
]]></description><guid isPermaLink="false">7993</guid><pubDate>Thu, 28 Nov 2013 21:51:50 +0000</pubDate></item><item><title><![CDATA[[P4AU] Kanji Tatsumi Q&A Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/7994-p4au-kanji-tatsumi-qa-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/P4U/Kanji/Graphics/Main_Header_Q&amp;A_Thread.png" alt="Main_Header_Q&amp;A_Thread.png"></div><p></p><p>
</p><p>
</p><p>
</p><p>
Ask questions here!</p>
]]></description><guid isPermaLink="false">7994</guid><pubDate>Thu, 28 Nov 2013 21:54:13 +0000</pubDate></item><item><title>[P4AU] Kanji Tatsumi 2.0 Changelist</title><link>https://www.forums.dustloop.com/forums/topic/10198-p4au-kanji-tatsumi-20-changelist/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U2/Graphics/Kanji/P4U2_Header_Combo_Thread.png" alt="P4U2_Header_Combo_Thread.png"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="font-size:8px;">*Needs a better image*</span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><u><strong>Remember that these changes may or may not be final. The 2.0 patch hits Arcades on January 15th. This topic is meant to follow said changes as close as possible.</strong></u></p>
<p style="text-align:center;"> </p>
<div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;text-align:center;"><span style="font-size:14px;">Thanks to Sourenga for translating all of the following:</span></div>
<div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;text-align:center;"> </div>
<div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;text-align:center;">
<div style="margin:0px;">
<div style="margin:0px;"><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b><u><strong>Confirmed Changes by Arcsys</strong></u></b></div>
<div style="margin:0px;">
<div style="margin:0px;">SB Added Cruel Attack can be both OMC'd &amp; Super Canceled</div>
<div style="margin:0px;">j.C has faster start-up, landing recovery decreased</div>
<div style="margin:0px;">5C has now longer reach, its hitbox is horizontally longer.</div>
</div>
</div></div>
</div>
</div>
<div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;text-align:center;">
<div style="margin:0px;"> </div>
</div>
<div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;text-align:center;"><strong>The following are (yet) Unconfirmed changes/Speculation/Impressions of Japanese players as of November's loketest:</strong></div>
<div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </div>
<div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>Changes to Kanji's Normals</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

<div style="margin:0px;">Auto Combo is more difficult to combo into Bet Ya Cant Take This (j.214AB), but SB version still works</div>
<div style="margin:0px;">5B  and charged 5B connect to 2B on hit</div>
<div style="margin:0px;">J.C changes: </div>
<ul><li>          Rising j.C works</li>
<li>          Both Fatal Counter &amp; Fatal Recovery removed</li>
<li>          Causes crumbling on counter hit.</li>
</ul></div>
</div>
</div></div>
<div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>System Changes</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

<div style="margin:0px;">Increased range and slower startup on his Throw (C+D)</div>
<div style="margin:0px;">All-out Attack:</div>
<ul><li>              Whether it's Kanji-only or just a bug is unclear, but he's able to cancel All-out Attack with Skills.</li>
<li>              -4 or less on block (Akihiko's 5A couldn't punish it)<strong> (System Change, AOA's are more safe)</strong>
</li></ul></div>
</div>
</div></div>
<p></p><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>Special Moves</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

<p></p><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>This'll Hurt (214A/B)</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

<div>
<div>SB version damage nerfed. </div>
<p>Overall damage nerf. SB now deals same damage as C version used to. Order is C &lt; SB &lt; D (Current order is C&lt;D&lt;SB)</p>
<p>D version no longer has fatal recovery</p>
</div>
<p>
</p></div>
</div>
</div>
<div><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>Primal Force</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

<div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">       C-version</div>
<ul><li>             A lot faster start-up</li>
<li>             No bounce even on counter hit</li>
<li>             Can pass through the opponent if used close by</li>
<li>             Takemikazuchi disappears faster on hit and on block</li>
</ul><p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">       D-version</p>
<ul><li>            A lot more slower start-up</li>
<li>            Takemikazuchi appears, waits a moment then starts to attack. Kanji becomes able to move when Takemikazuchi starts to move. <strong>Vid shows that, literally, Kanji gets to move right when Take can.</strong>
</li><li>            Bounce on counter hit</li>
</ul><div style="margin:0px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><strong>  </strong>    SB-version            </div>
<ul><li>           </li>
</ul><p>
</p></div>
</div>
</div>
<p></p><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>Bet ya Can't take this! (J.214A/B)</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

<p>Harder to combo into Mandive from 5AAA in both A and B versions. SB is fine.
</p></div>
</div>
</div>
<p></p><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>Gotcha! (236C/D)</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

</div>
</div>
</div>
<p></p><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>Cruel Attack (236A/B) (Air Ok)</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

<p>SB Version of Added Cruel Attack is now both OMC and Super Cancelable
</p></div>
</div>
</div>
</div>
<p>
</p></div>
</div>
</div>
<div>
<p></p><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>Super Moves</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

<p></p><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>Ass Whooping (236236A/B)</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

</div>
</div>
</div>
<p></p><div style="margin:20px;margin-top:5px;">
<div style="margin-bottom:2px;"><b>Collapsed:</b> <i>Burn to a Crisp! (214214A/B)</i>: </div>
<div style="margin:0px;padding:6px;border:1px inset;">
<div>

</div>
</div>
</div>
<p>
</p></div>
</div>
</div>
<p> </p>
<p>Other Stuff:</p>
<p> </p>
<p>Video Changes:</p>
<p>Primal Force C is slower</p>
<p>Primal Force can be OMC'd (no clue if universal or C/D specific)</p>
<p>Primal Force D has more startup, Kanji can move when Take can.</p>
<p>SB is fast. It shows that you can set Take back with 5D but <strong>I don't know if it's just to show that you can do so so fast that you avoid punishes or if it's that you can only move Take-Mikazuchi with the SB one</strong></p>
<p>SB Cruel Attack allows for good combos. 5B&gt;2B seems to be back as well.</p>
<p>SB Chair Follow up can be super canceled.</p>
<p>Grab Damage nerfed.</p>
<p>Sweep now has chest invuln.</p>
</div>
]]></description><guid isPermaLink="false">10198</guid><pubDate>Sat, 03 Jan 2015 22:44:37 +0000</pubDate></item><item><title>[P4AU] Kanji Tatsumi Gameplay Discussion "Brofist it out!"</title><link>https://www.forums.dustloop.com/forums/topic/7996-p4au-kanji-tatsumi-gameplay-discussion-brofist-it-out/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/P4U/Kanji/Graphics/Main_Header_Gameplay_Discussion.png" alt="Main_Header_Gameplay_Discussion.png"></div><p></p><p>
</p><p>
</p><p>
Talk about general gameplay and your thoughts.</p>
]]></description><guid isPermaLink="false">7996</guid><pubDate>Thu, 28 Nov 2013 22:09:25 +0000</pubDate></item><item><title>[P4AU] Kanji Tatsumi Critique Thread "I'll teach you how to be a man!"</title><link>https://www.forums.dustloop.com/forums/topic/7995-p4au-kanji-tatsumi-critique-thread-ill-teach-you-how-to-be-a-man/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/P4U/Kanji/Graphics/Main_Header_Critique_Thread.png" alt="Main_Header_Critique_Thread.png"></div><p></p><p>
</p><p>
</p><p>
Talk about each others play here so we can learn and grow together.</p>
]]></description><guid isPermaLink="false">7995</guid><pubDate>Thu, 28 Nov 2013 22:05:48 +0000</pubDate></item><item><title><![CDATA[[P4U > P4U2] Kanji Tatsumi Final Changelog]]></title><link>https://www.forums.dustloop.com/forums/topic/8010-p4u-p4u2-kanji-tatsumi-final-changelog/</link><description><![CDATA[
<p>(Will be updating this with free time and as info is confirmed)<br><br>
System changes:<br>
Now has 3 Persona Cards (Recharges faster than 4 persona cards when persona broken)<br><br><br>
Normals:<br>
New Dial A:<br>
5AA - Shoulder tackle with the chair. Worse at picking up air opponents. Chain options similar to P4A. -3 on block.<br>
5AAA - An uppercut that will confirm into a grab upon hit. ~-0<br>
5AAAA - j.236a.</p>
<p>Shadow 5AAA - P2 reduced from 600 to 400.</p>
<p>5B - Now 0 on block. Can no longer chain to 2b.<br>
5B - Can now be charged to become larger. Forces spinstate on normal hit. +2 on block<br>
5C - No longer a Fatal Counter starter, paralyzes on hit, dash cancelable. Can now chain into 2D.<br>
2C - Dash cancelable</p>
<p>2B - Dash cancelable. <br>
j.C - Hitbox is worse, both hands have a hitbox now, Fatal Recovery, can't perform air actions afterwards.<br>
5/2/j.D - Projectile invuln removed<br>
AoA - Can now move forward, increasing the startup and decreasing the advantage on block so it can have more range.<br><br><br>
Specials:<br>
Primal Force Added - [4] &gt; 6 C/D, Takemikazuchi flies out and hits the opponent with a shoulder tackle. C version is fast with less range, D version is slow with more range. Takemikazuchi is left on screen after the attack, allowing you to do moves from that position (5D puts him back at Kanji's position). CH on hit, wallbounce on hit/ch? All version are plus on block.<br>
j.236A/B/AB added (For new combo routes, also allows for Kanji to attack from new angles in the air to make him harder to anti air) All versions are +1 on block. Have harsher proration than the ground versions.<br>
214C no longer has invuln frames/<br>
214D Fatal Recovery, can now move forward at the expense of startup time.<br>
B+D Fatal Recovery<br>
Followup 236AB minimum damage lowered<br>
Follow up 236B added, Kanji jumps in a large arc similar to his normal 236B, can only combo after very + knockdowns (air sweep, fatal 214C/D/CD) (Allows for 5A pickup afterwards for combo extension)<br>
236C angle changed to be more forward and outward, may have better tracking(?)<br>
Personaless 214C added (Does 250 damage, can chair followup(?), cannot use it during j.D or 236D. If OMC'd, has only 100 proration, allowing for a full combo)<br>
214CD Paralyzes, now has invuln from frames 2-4.</p>
<p>j.214A/B - 1/2 more frames of startup added (respectively) preventing combos from j.b &gt; j.214A/B</p>
<p>2D recovery changed to reflect it's viability as a 5C &gt; 2D cancel</p>
<p>Startup on 236D/CD slightly increased(?)</p>
<p> </p>
<p>System changes</p>
<p>Grab now starts up 3f faster (13 &gt; 10) but no longer goes forward with dash momentum, but has better scaling</p>
<p>Airgrab proration/damage nerfed</p>
<p><br><br>
Supers -</p>
<p>236236A - Startup frames changed from 3+8 to 4+7, making it a better reversal (harder to kara cancel into a roll on reaction)<br>
236236AB - higher damage, causes wallbounce like Naoto's houtenjinesque kick (Critical Shot) 3750 damage raw. Can combo 236C or link 5C afterwards (5C will paralyze and that's about it)</p>
<p>214214C - One more frame of invuln and active added.<br>
214214D added, 10f startup after superflash (allowing the opponent to jump out) but has 30f of invuln and twice as many active frames, allowing Kanji to invuln through more moves.<br>
214214CD - 13f startup after flash, but moves further forward, has tons of invuln and does 5500 damage on hit.</p>
<p>Personaless 214214C/D/CD - Exact same startup frames and invuln, but on successful grab, goes into 236236A/B/AB instead. </p>
<p> </p>
<p>Other:<br>
General combo damage will be way higher due to the existence of Fatal Recovery moves (Fatal 5A leads to 4k+ meterless easily)<br>
Air backdash distance nerfed, goes about half distance of current</p>
]]></description><guid isPermaLink="false">8010</guid><pubDate>Sun, 01 Dec 2013 03:28:15 +0000</pubDate></item><item><title>[P4A] Kanji Tatsumi Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/5189-p4a-kanji-tatsumi-video-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U/Kanji/Graphics/Main_Header_Video_Thread.png" alt="Main_Header_Video_Thread.png"></div><p></p><p>
</p><p>
Yep Kanji has a new new video thread because the old one got nuked.</p><p>
Post only post patch Kanji videos here.</p><p>
Help me fill this thread up with delicious Kanji matches.</p><p>
</p><p>
</p><p>
Known players:</p><p>
FAB</p><p>
Hakese</p><p>
PET</p><p>
Kizaki</p><p>
Hima (takehimazuchi)</p><p>
Yamamura</p><p>
</p><p>
vs <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYU.png" alt=":ballYU:"></p><p>
</p><p>
<a href="" rel="external nofollow">PET vs Theodore P1</a>  </p><p>
<a href="" rel="external nofollow">PET vs Theodore P2</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Yu Kansai exhibitions </a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Yu</a><a href="" rel="external nofollow"> Kamikumamoto tourney 3/4</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Yu Kamikumamoto tourney 4/4</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Yu Kyaragetto random 2 on 2</a></p><p>
<a href="" rel="external nofollow">Chiba Felicidad Ranbat 7/13/2012 Part 2/5</a></p><p>
<a href="" rel="external nofollow">7/14/12 Ji-kamu Kami Kumamoto Random 2on2 Part 5 of 5</a></p><p>
<a href="" rel="external nofollow">7/15 Nihonbashi Furipu Athena Ranbats [4/6]</a></p><p>
<a href="" rel="external nofollow">7/12/12 Machida Taito Random 2on2 Part 1 of 3 (1/2)</a></p><p>
</p><p>
vs <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYO.png" alt=":ballYO:"></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yosuke Nakamurabashi 2 on 2</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yosuke Kansai exhibitions</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yosuke Kamikumamoto tourney 3/4</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yosuke Amusement space Tougeki qualifier</a></p><p>
<a href="" rel="external nofollow">Hakase vs Gogo</a></p><p>
<a href="" rel="external nofollow">Chiba Felicidad Ranbat 7/13/2012 Part 4/5</a></p><p>
<a href="" rel="external nofollow">7/12/12 Machida Taito Random 2on2 Part 2 of 3 (3/3)</a></p><p>
</p><p>
</p><p>
vs <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballCHIE.png" alt=":ballCHIE:"></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Chie p1</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Chie p2</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Chie p3</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Chie p4</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Chie p5</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Chie Pasopiado tourney</a></p><p>
<a href="" rel="external nofollow">PET vs Theodore Chariot Ranbats</a></p><p>
<a href="" rel="external nofollow">PET vs Theodore Casuals</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Chie Kamikumamoto tourney</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Chie Unrestricted psr tourney</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Chie Unrestricted psr tourney</a></p><p>
</p><p>
</p><p>
vs <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballYK.png" alt=":ballYK:"></p><p>
<a href="" rel="external nofollow">PET vs Unknown Yukiko</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yukiko Kamikumamoto Yukiko exhibition</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yukiko Kamikumamoto Yukiko exhibition</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yukiko </a><a href="" rel="external nofollow">Unrestricted PSR Tournament</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yukiko </a><a href="" rel="external nofollow">Unrestricted PSR Tournament</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yukiko Sakuragaoka tourney</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Yukiko </a><a href="" rel="external nofollow">Amusement Space Tougeki Qualifier</a></p><p>
<a href="" rel="external nofollow">Hakase Suitengu sensui Obasan p1</a></p><p>
<a href="" rel="external nofollow">Hakase Suitengu sensui Obasan p2</a></p><p>
<a href="" rel="external nofollow">6/30/12 Hachiouji Wakarase Battle: Shuteingu Sensu Obasan (Yukiko) vs Hakase (Kanji) (1/2)</a></p><p>
<a href="" rel="external nofollow">6/30/12 Hachiouji Wakarase Battle: Shuteingu Sensu Obasan (Yukiko) vs Hakase (Kanji) (2/2)</a></p><p>
<a href="" rel="external nofollow">Chiba Felicidad Ranbat 7/13/2012 Part 4/5</a></p><p>
<a href="" rel="external nofollow">Central Hiriji at Sakuragaoka 7/15/2012 Casuals 2/???</a></p><p>
</p><p>
vs <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballTD.png" alt=":ballTD:"></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Teddie 15 on 15 tourney</a></p><p>
<a href="" rel="external nofollow">Unknown Kanji vs Unknown Teddie  Unrestricted psr tourney</a></p><p>
<a href="" rel="external nofollow">7/12/12 Machida Taito Random 2on2 Part 2 of 3 (2/3)</a></p><p>
<a href="" rel="external nofollow">7/12/12 Machida Taito Random 2on2 Part 3 of 3 (2/2)</a></p><p>
</p><p>
vs :ballKA:</p><p>
<a href="" rel="external nofollow">7/1 Intermediate Tournament [1/?]</a></p><p>
</p><p>
vs:ballNA:</p><p>
<a href="" rel="external nofollow">PET vs Shadow Chariot casuals</a></p><p>
<a href="" rel="external nofollow">Iincho vs Hakase p1</a></p><p>
<a href="" rel="external nofollow">Iincho vs Hakase p2</a></p><p>
<a href="" rel="external nofollow">7/14/12 Ji-kamu Kami Kumamoto Random 2on2 Part 5 of 5</a></p>
]]></description><guid isPermaLink="false">5189</guid><pubDate>Wed, 11 Jul 2012 15:16:29 +0000</pubDate></item><item><title>[P4AU] Kanji Loketest/Changes Discussion</title><link>https://www.forums.dustloop.com/forums/topic/6646-p4au-kanji-loketestchanges-discussion/</link><description><![CDATA[
<p>Freshly updated with new P4U2 info!</p><p>
</p><p>
Currently Known:</p><p>
(thanks to Omex and stunedge for translating stuff)</p><p>
</p><p>
LOKETEST #3 INFO AS OF NOVEMBER 18TH, 2013:</p><p>
</p><ul><li>214D fatal recovery<br></li><li>j.c hitbox nerfed, harder to anti anti air, can’t do instant j.c, fatal recovery, cannot take air actions afterwards, comes out slower<br></li><li>they nerfed the tackle<br></li><li>5C does not fatal counter, full charge does still<br></li><li>5B gatling is unchanged form last loketest<br></li><li>Can cancel last hit of dial A into either air cruel attack or j.214a<br></li><li>due to the j.C hitbox nerf so it does not hit people if you do instant j.c, it has also become weaker as an anti anti air. <br></li><li>Shadow Kanji Combo - Dive &gt; 236236AB &gt; 236236AB &gt; 236CD &gt; j.B &gt; 2B comboed, damage was around 3100. 214CD does 2568<br></li><li>214D has increased forward momentum, same with 214214CD<br></li><li>Charge 5B might be + on block<br></li><li>5C still paralyzes<br></li><li>5AA still advances him forward<br></li><li>Dial A is much improved<br></li><li>Both arms have a hitbox for j.C<br></li><li>j.C is slower, doesn’t hit standing opponents, Fatal Recovery<br></li><li>All CMD grabs have Fatal Recovery<br></li><li>Less gatlings with 5B?<br></li><li>Mobility still reduced<br></li><li>D moves no longer have projectile invuln<br></li><li>Tackle performance reduced<br></li><li>214C Invuln removed<br></li><li>note - as of day two, kanji’s 214c is no longer FC recovery. lol?<br></li><li>236236AB counterhit does 3720<br></li><li>214214CD does 5500 (supposedly) (first time it’s had a damage buff)<br></li><li>2C dash cancelable<br></li><li>Can combo his current dial A into j.214A for a hard knockdown, though it sounds like the current auto combo leads into j.236A/b<br></li><li>5C &gt; 2D is now a gatling<br></li><li>TK j.236AB has a ‘good trajectory’, meaning it covers a distance/angle Kanji currently does not have<br></li><li>SBバスタ派生耐えてがBバスタぐらいのショボイ移動距離だったような。いよいよ死に技？タイミング？<br></li><li>5C &gt; 2D chain is rollable, but 5C &gt; Primal Force(tackle) will hit the rollers<br></li><li>Currently, 214C/Ds will turn into Primal Forces (due to charge input? the person who mentions this thinks it might be exclusively his arcade station)<br></li><li>236236AB minimum damage is 1k<br></li><li>j.236a is +2, j.236b is -? apparently they both frametrap jumpers nicely off of j.b<br></li><li>there are cancel frames on the last frames of 236A to air chair or j.214SB. because of it, the player didn’t manage to supercancel into 236236AB. lol what the hell<br></li><li>2C &gt; Special cancel doesn’t work(?)<br></li><li>because of the slower j.c startup stylish combos involving it are gone<br></li><li>j.B &gt; dive doesn’t work, 214214C &gt; Dive doesn’t work.<br></li><li>Seems like Kanji wills till have a very hard time vs Hanamura, Yukiko, Yukari<br><br><br><br><br><span style="text-decoration:underline;">Universal System Changes:</span><ul><li><br></li><li>Guardroll added. (Kanji's is short as fuck, though.)<br></li><li>Air moves can now be used after backdash.<br></li><li>New autocombo.<br></li><li>Blocked DP &gt; Super still in.<br></li><li>Characters now have Skill Boost supers; 75 meter for more damage. (Some supers exempt)<br></li><li>Special cancel possible after D followup for AoA.<br></li><li>Gold burst nerfed, much longer overall frames.<br></li><li>Attacks can be canceled into short hop.<br></li><li>Attacks can be done much sooner after a short hop.<br></li><li>Can burst during the shadow overdrive animation (so you can burst it on reaction)<br></li><li>Shadow character intro animations are different<br></li><li>Fatals might do 20% on first hit rather than 10%<br></li><li>S hold super is 236236A<br></li><li>S hold supers do not consume meter<br><br><br><br><span style="text-decoration:underline;">New Move: Primal Force</span><ul><li><br>
Kanji strikes a pose while Take-Mikazuchi does a flying shoulder check across the screen. Penetrates projectiles. Cannot be OMC. Can chain Primal Force &gt; AoA for whatever reason.<br></li><li>Primal force sets Take behind the opponent, allowing for Yukiko-esque combos<br></li><li>Can combo Primal Force &gt; 5D<br></li><li>Can combo off of Primal Force (Tackle) with 5C/2C<br></li><li>Primal Force has a better hitbox (in terms of not getting persona broken) than Yosuke 5D<br><br><span style="text-decoration:underline;">Buffs:</span><ul><li>Kanji can now charge his 5B to make it bigger, causes spinning CH on normal hit when charged<br></li><li>236A/B performable in air.<br></li><li>EX chair super wallbounds on last hit. (Functions like Naoto wallbound?)<br></li><li>Command Throws are available in Persona Break.<br></li><li>214214CD doesn't have 0F startup, but increased range over 214214C/D.<br></li><li>5C causes Paralysis on hit<br></li><li>5C and 2B are both hop cancelable. <br></li><li>5C is dash cancelable.<br></li><li>5B &gt; AoA now works.<br></li><li>j.b j.b j.236A/B works, but might be FC only.<br></li><li>5C can be canceled into 214c(!?), which is why 5B 5C is gone apparently.<br></li><li>backdash &gt; yolodive works.<br></li><li>Normal grab now leaves opponent close to kanji, dial A possible most likely<br></li><li>SB Chair super - 2B comboed after for sure<br></li><li>Still possible to get an easy 5K off of 5C FCs despite combo changes<br></li><li>236C has new movement/tracking to improve it<br></li><li>2C has dash cancel<br></li><li>Hitbox underneath j.C may have been added<br><br><br><br><span style="text-decoration:underline;">Nerfs:</span><p></p><ul><li>Persona Cards lowered to 3.<br></li><li>j.B to 214B no longer works.<br></li><li>Air backdash distance reduced by half.<br></li><li>Normal grab range shortened.<br></li><li>Recovery after j.C is increased.<br></li><li>j.B Untechable time reduced.<br></li><li>Cannot do personaless 214C when 5/j/2D is active.<br></li><li>5B&gt;2B and 5B&gt;5C removed.<br></li><li>236A/B followup changed (no longer auto tracks at full screen)<br></li><li>Can’t do air actions after whiffing j.c<br></li><li>SB followup chair now does 450 guaranteed damage rather than 600<br></li><li>Chair after 236236A no longer floats the opponent on hit<br></li><li>Followup 236B is garbage<br></li><li>j.C now has FC recovery in the air, but not on the ground<br></li><li>j.D does not have projectile invuln<br></li></ul><p></p><p>
</p><p>
<span style="text-decoration:underline;">Unknown/Unconfirmed:</span></p><p>
[*]New move/motion was seen after landing a grab</p><p>
[*]Recovery of charge 5B does not change</p><p>
[*]236B followup chair might have VERY fast recovery, allow for 5AA pickup</p><p>
[*]YMST says Kanji’s neutral is stronger</p><p>
[*]214C/D/CD damage increased？　SB grab was 3300</p><p>
[*]5AA and 5AAA are now different. 5AA now hits like A.B.A.'s Moroha HS, 5AAA throws the opponent into the air. Theoretically we can combo after that with air moves. 5AA has the same cancel options as it does now.</p><p>
[*]236A/B followup changed, not quite sure how at the moment. SB version is either unchanged or just hasn't been changed yet.</p><p>
[*]Faster sweep?</p><p>
[*]D grab changed (able to move before throw comes out?)</p><p>
</p><p></p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;">Shadow Kanji Info:</span></p><p>
[*]when shadow kanji wins, he puts on the fundoshi and poses <img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"></p><p>
[*]Shadow activate looks like it can be used as an OMC。5AA sweep &gt; activate &gt; 2C possible.</p><p>
[*]by the way, ~Sweep &gt;Activate &gt; 5C &gt; 236AB &gt; 236236a &gt; 214214C only does 5k</p><p>
[*]Near, corner, AoAD&gt; 2A &gt; 2B &gt; CorD tackle comboed, but it seemed like 5A would not combo afterwards</p><p>
[*]２Ｂ＞５Ｃ＞236B＞２Ａ＞５Ｂ＞Sweep ＞omc iad j.B＞５Ｃ＞２Ｂ＞236C = 4700</p><p>
214C＞Shadow mode＞DP＞236236A＞236236A＞214214C seems possible</p><p>
</p><p></p><p>
</p><p>
<span style="text-decoration:underline;">Combo Change Nonsense</span></p><p>
[*][5B] &gt; AoA comboed</p><p>
[*]236D/CD -&gt; Command grab does not work</p><p>
[*]When doing 236C 5AA 236C combos, going for 236C 5AAAAAA will be a viable option now, as it ends in hard knockdown and the damge difference is not great + burst + meter gain</p><p>
[*]雄たけび時の5B&gt;5C&gt;2C&gt;小ジャンJB&gt;2B&gt;JBが小ジャン以降全部クリーンヒットで空中波動で〆て3300すね (if he’s referring to charged 5B as ‘war cry’ then 5B &gt; 5C &gt; 2C &gt; hop j.b &gt; 2B &gt; hop cancel j.b works as a combo for 3300. not sure on ender. </p><p>
[*]SB Chair super - 2B comboed after for sure,　あと椅子投げで１０００くらい減ったよ</p><p>
[*]For now, comboing into j.236B &gt; 236236A seems stable</p><p>
[*]According to moke(?), it’s possible to do Primal Force &gt; 5C &gt; knockdown, so you can get paralyze okizeme on hit. depends on spacing</p><p>
</p><p></p></li></ul></li></ul></li></ul></li></ul>]]></description><guid isPermaLink="false">6646</guid><pubDate>Fri, 16 Aug 2013 04:53:13 +0000</pubDate></item><item><title><![CDATA[[P4A] Kanji Tatsumi Q&A Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/5202-p4a-kanji-tatsumi-qa-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U/Kanji/Graphics/Main_Header_Q&amp;A_Thread.png" alt="Main_Header_Q&amp;A_Thread.png"></div><p></p><p>
</p><p>
</p><p>
This will be frequently asked questions thread.</p><p>
<em><span style="text-decoration:underline;">What is 236B~j.214B?</span></em></p><p>
It's a notation telling you to cancel 236B mid air into j.214B since you can cancel 236B into that move.</p><p>
As you may know j.214A/B is a sneaky unblockable attack that must be ducked to actually avoid.</p><p>
</p><p>
<span style="text-decoration:underline;"><em>How come you didn't add the SB version of 236A/B for most combos?</em></span></p><p>
I am gonna say this here and now, for all these combos that end with 236A/B, you can skill boost them for added damage.</p><p>
The skill boosted version adds a minimum of 300 damage but in most cased does around 600 damage.</p><p>
</p><p>
<em><span style="text-decoration:underline;">Chair hit? what the heck!</span></em></p><p>
Yes for Kanji's 236236A/B special the chair that was sent flying comes back and the great thing is you can One more cancel or burst and have it land</p><p>
in the middle of your combo allowing you to extend it.</p><p>
</p><p>
<em><span style="text-decoration:underline;">Where are those combos that lead to corner?</span></em></p><p>
Because of the nature of Kanji's specials and the way his combos work, he can get good corner carry just by being himself.</p><p>
If you really want corner just tack on j.214B in a combo.</p><p>
</p><p>
<span style="text-decoration:underline;"><em>Some damage information is missing.</em></span></p><p>
As you may know I got this information from the jp wiki...um I can't really do anything about this until I get the game.</p><p>
</p><p>
<span style="text-decoration:underline;"><em>How to do 5A/2A &gt; 5B &gt; 2B?</em></span></p><p>
This a quite troublesome for new Kanji players but it's valuable to know.</p><p>
After landing a 5A/2A press 5B and before 5B becomes active quickly input 2B if done right it should come out and red beat.</p><p>
Takes practice but once you get it down you can do stuff like 5A&gt;5B&gt;2B&gt;236B~j.214B&gt;OMC dash 2C&gt;236C which nets out really good damage.</p><p>
</p><p>
<span style="text-decoration:underline;"><em>How to do 236236A/B &gt; OMC, (2nd hit) 214214C/D?</em></span></p><p>
It's harder than expected but totally worth it.</p><p>
What you wanna do is input 214214C/D during the second hit of 236236B and OMC and rapidly press D right when Kanji touches the ground.</p><p>
You can actually Input 66 really fast and OMC before as early as possible to air dash and input 214214C/D that way.</p><p>
Either one works, do what works best for you!</p><p>
</p><p>
<span style="text-decoration:underline;"><em>I have a hard time doing j.214B &gt; OMC, dash 2C and other OMB combos!</em></span></p><p><span style="text-decoration:underline;"><em>
</em></span>You just have to input your dash during the final hit of j.214B so when you OMC Kanji starts running already then press 2C after he does a short run, if you do it right you will scoop them in with 2C.</p><p>
Now for OMB combos there is no landing recovery after a OMB so just hold any movement input after the OMB or attack as soon as you hit the ground.</p>
]]></description><guid isPermaLink="false">5202</guid><pubDate>Wed, 11 Jul 2012 17:16:40 +0000</pubDate></item><item><title>[P4A] Kanji Tatsumi Critique Thread "You are not doing it right!"</title><link>https://www.forums.dustloop.com/forums/topic/5204-p4a-kanji-tatsumi-critique-thread-you-are-not-doing-it-right/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U/Kanji/Graphics/Main_Header_Critique_Thread.png" alt="Main_Header_Critique_Thread.png"></div><p></p><p>
</p><p>
</p><p>
Thread made for critiquing each other.</p><p>
Enjoy talking about how good or bad we play.</p>
]]></description><guid isPermaLink="false">5204</guid><pubDate>Wed, 11 Jul 2012 17:28:00 +0000</pubDate></item><item><title>[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"</title><link>https://www.forums.dustloop.com/forums/topic/5205-p4a-kanji-tatsumi-combo-thread-i-am-not-done-beating-you-yet/</link><description><![CDATA[
<p>Combo thread for all our combo needs.</p><p>
Post some ones you find.</p><p>
Lets try again and be the best combo thread ever!</p><p>
We can do it I know we can.</p><p>
</p><p>
</p><p></p><div style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U/Kanji/Graphics/Main_Header_Combo_Thread.png" alt="Main_Header_Combo_Thread.png"></div><p></p><p>
</p><p>
</p><p>
</p><p>
[TABLE=width: 710, align: center]</p><p>
</p><p>
</p><strong>General Notations Used</strong><p>
</p><strong>Special Notation Used</strong><p>
</p><p>
</p><p>
</p><p></p><div style="text-align:left;"><p>[TABLE=class: grid, width: 335]</p><p>
</p><p>
</p><strong>j.</strong><p>
</p>Jump<p>
</p><p>
</p><p>
</p><strong>hj.</strong><p>
</p>High Jump<p>
</p><p>
</p><p>
</p><strong>ad.</strong><p>
</p>Air Dash<p>
</p><p>
</p><p>
</p><strong>iad.</strong><p>
</p>Instant Air Dash<p>
</p><p>
</p><p>
</p><strong>mj.</strong><p>
</p>Mini Jump<p>
</p><p>
</p><p>
</p><strong>dj.</strong><p>
</p>Double Jump<p>
</p><p>
</p><p>
</p><strong>hjc.</strong><p>
</p>High Jump Cancel<p>
</p><p>
</p><p>
</p><strong>ji.</strong><p>
</p>Jump Install<p>
</p><p>
</p><p>
</p><strong>dc.</strong><p>
</p>Dash Cancel<p>
</p><p>
</p><p>
</p><strong>sc.</strong><p>
</p>Super Cancel<p>
</p><p>
</p><p>
</p><strong>CH</strong><p>
</p>Counter Hit<p>
</p><p>
</p><p>
</p><strong>FC</strong><p>
</p>Fatal Counter<p>
</p><p>
</p><p>
</p><strong>OMC</strong><p>
</p>One More Cancel<p>
</p><p>
</p><p>
</p><strong>OMB</strong><p>
</p>One More Burst<p>
</p><p>
</p><p>
</p><strong>AOA-C</strong><p>
</p>All-Out Attack ending with C finish<p>
</p><p>
</p><p>
</p><strong>AOA-D</strong><p>
</p>All-Out Attack ending with D finish<p>
</p><p>
</p><p>
</p><strong>QE</strong><p>
</p>Quick Escape<p>
</p><p>
</p><p>
</p><strong>AT</strong><p>
</p>Air Turn<p>
</p><p>
</p><p>
</p><strong>{ }</strong><p>
</p>Whiffed Input<p>
</p><p>
</p><p>
</p><strong>[ ]</strong><p>
</p>Hold Input<p>
</p><p>
</p><p>
</p><strong>(N)</strong><p>
</p>Attack must deal N amount of hits.<p>
</p><p>
</p><p>
</p><strong>[???] xN</strong><p>
</p>Repeat ??? N amount of times.<p>
</p><p>
[/TABLE]</p><p>
</p></div><p></p><p>
</p><p>
</p>[TABLE=class: grid, width: 335]<p>
</p><p>
</p><strong>DM:</strong><p>
</p>Damage<p>
</p><p>
</p><p>
</p><strong>SP:</strong><p>
</p>SP Gain<p>
</p><p>
</p><p>
</p><span style="color:#0000FF;">Text</span><p><span style="color:#0000FF;">
</span><strong>Bold Text</strong></p><p>
</p>Challenge Mode Combos<p>
Optimal combos</p><p>
</p><p>
[/TABLE]</p><p>
</p><p>
</p><p>
</p><p>
[/TABLE]</p><p>
</p><p>
Combos taken from here: <a href="" rel="external nofollow">http://w.livedoor.jp/p4u_matome/d/%c3%a7%b4%b0%c6%f3%a1%a1%a5%b3%a5%f3%a5%dc%a5%ec%a5%b7%a5%d4#content_1_1</a></p><p>
Shoutouts to jp wiki for having combos for me to take before US release.</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong> Q&amp;A moved to the Q&amp;A thread</strong></span></p><p><strong>
</strong></p>
]]></description><guid isPermaLink="false">5205</guid><pubDate>Wed, 11 Jul 2012 17:30:31 +0000</pubDate></item><item><title>[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"</title><link>https://www.forums.dustloop.com/forums/topic/5190-p4a-kanji-tatsumi-gameplay-discussion-brofisting-is-in/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://kurushii.tv/Dustloop/P4U/Kanji/Graphics/Main_Header_Gameplay_Discussion.png" alt="Main_Header_Gameplay_Discussion.png"></div><p></p><p>
</p><p>
</p><p>
Discuss game play and whatever you want here.</p><p>
Just keep it closely related with the character.</p>
]]></description><guid isPermaLink="false">5190</guid><pubDate>Wed, 11 Jul 2012 15:24:39 +0000</pubDate></item><item><title>[P4A] Kanji Wiki Discussion</title><link>https://www.forums.dustloop.com/forums/topic/5622-p4a-kanji-wiki-discussion/</link><description><![CDATA[
<p>Hey, use this thread to discuss plans for editing the wiki, or to critique edits already made.</p><p>
</p><p>
<strong>Some notes on formatting</strong></p><p>
</p><ul><li>Indent paragraphs by putting a colon ( : ) before the first character. Add more colons for additional indentation.<br></li><li>Create lists using asterisks ( * ). Add more asterisks for sub-lists.<br></li><li>Preview your changes. If it looks ugly, fix it.<br>
<br><br><br>
<strong>Combo Notation</strong><br><p></p><ul data-ipsBBCode-list="true"><p>
</p><li>&gt; denotes a gatling (a cancel between normals)<br></li><li>, denotes a link (where a normal fully recovers, then the next attack is performed)<br></li><li>xx denotes a special cancel (where a normal is canceled into a special move, or a special is canceled into a super)<br></li><li>(#) after an attack means you should cancel the attack after that many hits (example: <em>236236A(2) OMC 214214C</em>)<br></li><li>For OMCs and OMBs, don't use any other indicator between them (see above example)<br></li><p></p></ul></li></ul>
]]></description><guid isPermaLink="false">5622</guid><pubDate>Wed, 05 Sep 2012 17:51:16 +0000</pubDate></item><item><title>[P4A] Kanji Combo Theory Discussion</title><link>https://www.forums.dustloop.com/forums/topic/6242-p4a-kanji-combo-theory-discussion/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><p>Kanji Combo Theory ver 1.1</p><p>
</p><p>
version 1.1 changelog: actually wrote a bit about yellowbeat combos and whatnot WHOOPS</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Introduction</strong></span></p></div><p></p><p>
SO, you’re picking Kanji, and you want to learn how the hell/why the hell his combos are the way they are from a mechanical/math perspective! I have no idea why you would do that! Well, good news regardless, for some raisin I wanted to do a very thorough write up on it so everyone gets to benefit and/or come in and correct me when I'm wrong, hooray! This post will take some knowledge of the game/Kanji to understand, though I'll do my best to make everything easy to understand. Literally, this is the whole "You don't have to know how your car works in order to drive your car well" situation, you can get by without ever knowing this stuff, but it can teach you some interesting things!</p><p>
</p><p>
Seriously, there's probably a few things in here that i'm wrong about, like maybe how SMP works or other details-Naturally, I will update as much of the post as I can to correct and update everything to be more accurate as it's brought up. AND an update for better formatting that doesn't murder your eyes once someone lets me know what formatting (whatever dustloop runs on) prefers for fancy stuff.</p><p>
</p><p>
To start, a few details ripped straight from the wiki’s <a href="" rel="external nofollow">combo section</a>: Every move has a level rating and 3 combo scaling values: p1, p2, and SMP. Level is what determines how much hitstun/untech time you deal with each hit, and the combo scaling values are numbers that get added to a grand total every time you use each move in a combo. The higher that grand total is (referred to as the ‘Proration Tally’ from here on out), the less hitstun/untech time your moves deal, and they do less damage. P1 is a value that is only applied when a move is used as the combo starter, P2 always takes effect, and SMP is a value that is only added when a move is used more than once in each combo.  For example, let’s take Kanji’s 5A:</p><p>
5A: Level 2, P1 200, p2 200, SMP 50.</p><p>
Level 2: The move being level 2 means that it will deal 13f of hitstun and 12f of blockstun, meaning it can combo into anything with 13f or less startup when it hits and it will be a tight blockstring into anything with 12f of startup. Spiffy!</p><p>
P1 – 200: 200 P1 means that if 5A is the first hit in the combo, an additional 200 will be added to the Proration Tally on top of the P2 value. P1 is never used outside of the first hit. A High P1 = not a good normal to start a combo with unless it does a metric butt ton of damage, in which case you probably don't care. In Kanji's case, a high p1 always means it's a bad combo starter. </p><p>
P2 – 200: A value of 200 means that 5A will always add at least 200 to the proration tally every time it’s used in a combo, whether it’s the first or the last hit. High P2 value = Makes your combos end faster/do less damage, and for Kanji, usually means it’s a combo ender like j.214b or 236C.</p><p>
SMP - 50: Most of Kanji’s moves have an SMP value of 50, which means the second time the move is used in a combo, it will add an extra 50 to the proration tally-For example, if you start a combo and combo into 5A twice (not as the first hit) the first 5A will add 200 to the Proration Tally, and the second will add 250, (and a third will be 250, etc.). For context, the only movie Kanji will usually be doing multiple times in one combo with an SMP higher than 50 is 236B. Simply put, Higher SMP = Not a good move to use more than once. Thankfully, Kanji only has a few moves with high SMP. </p><p>
 </p><p>
In addition to these values, the most important factors to keep in mind when combo theorycrafting are crouch confirms, CH hits, and FC hits. The first two add +2 hitstun to all of the moves in your combo, and the last one adds +5, enabling much better and more damaging combo options.</p><p>
 </p><p>
The reason any of this is nice to know is because it lets you understand exactly how and why you can do certain combos off of each normal but not others, and it makes it pretty easy to sit down and find optimal combos off of each starter via MATH thanks to Kanji’s limited moveset! Naturally, none of this is really NEEDED to find new combos, but it helps me out a lot. Now that I’ve spent an entire page summarizing stuff off of the wiki, let’s go through each move individually!</p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><span style="text-decoration:underline;"><strong>SECTION 2: A FAR TOO IN-DEPTH ANALYSIS OF KANJI'S ATTACKS.</strong></span></p></div><p></p><p>
</p><p>
Before going in detail, if you're intimately familiar with each of Kanji's moves, you can probably skip this section and just read the tl;dr at the bottom and get P1/P2/SMP values from the wiki. </p><p>
</p><p>
(Unless otherwise noted, the move has 50 SMP.)</p><p>
<span style="text-decoration:underline;"><strong>5A –</strong></span> As previously mentioned, Kanji’s 5A has a P1/p2 of 200/200, and an SMP of 50, in addition to being 6F startup. Having a p1 of 200 makes it his second best ground combo starter, thanks to its speed and overall chain options into either j.a combos, sweep, or on CH 236C combos.  Unfortunately, because the move has a 200 P2, it’s generally preferable to use 2A to extend your combos instead, as it’s only 2 frames slower and has a P2 of 100. Regardless, 5A is a wonderful staple for comboing into 5AA (for jump cancels/juggles into J.A), OTGing heavily prorated combos (usually into 236C) or similar thanks to it being Kanji’s fastest ground normal. </p><p>
</p><p>
<span style="text-decoration:underline;"><strong>5AA</strong></span> – P1 0, P2 100, This normal would be an amazing starter and infinitely better than 5A in literally every way thanks to that + being a level 4 attack!... unfortunately it’s not really viable as a starter thanks to chaining off of 5A and will mostly used to juggle opponents after 5A and for jump cancels. Thanks to the low p2, you’ll generally be going for it any time you use 5A, especially if you need a jump cancel.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>5AAA</strong></span> - Just a special mention, because of the fact 5AAA has a special property that slams the opponent to the ground regardless of where you hit them, you won't really be using it in combo theory. </p><p>
</p><p>
<span style="text-decoration:underline;"><strong>2A –</strong></span> P1 500 (!!) P2 100, level 3 attack. Thanks to the massive 500 P1, this move is actually an awful starter, limiting your options severely after a few hits. (Granted, the only time that really comes into effect is when you OMC something to extend further…) Thankfully, with its lv 3 hitstun, 8f startup and 100 P2, it’s a fantastic normal for Kanji to extend combos with outside of that, generally used for OTGs into 5B 2B to pick the opponent up off the floor, as it floats the opponent on hit.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>J.A</strong></span> – P1 200 P2 100. Extremely unremarkable as far as combos go-You generally need it to combo into J.B as it’s 6f faster, but there’s not much more to say about it outside of that. On CH both J.A and J.B stun the opponent until they hit the floor so it has utility as a faster CH poke than J.B, but generally your options will be between using J.B and airthrow in those situations. As for air to ground… very unikely :C</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>5B</strong></span> – P1 300, P2 100. Thanks to being a relatively quick level 4 normal with a low p2, this is another one of Kanji’s bread and butter normals, allowing for otg relaunches off of 2A, adding extra damage before a sweep/2B, and utility as an extender off of 5C (5b 2b) for optimal combos. In addition, it causes a spinning state if you start a combo with CH 5b, enabling you to combo into 214C/D/CD/214214C. Unfortunately, the hit stun does not last long enough for anything else new.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>2B</strong></span> – P1 200 P2 100 lv4. Welcome to Kanji’s best non persona ground starter! Arguably, anyway. Thanks to it being a launcher, it limits his combos considerably as a starter, as the lv4 untech time is not enough to combo into 236B or anything else either due to duration or height, limiting Kanji to 236C, mostly. Thankfully, on CH, it keeps the opponent stunned in the air until they land, allowing Kanji to combo into 5c (!) and net an easy 4k damage combo off of a normal hit. Outside of that, it’s part of Kanji’s bread and butter triad of 2a 5b 2b thanks to 5b being lv 4 and all 3 moves having 100 P2. Fancy! Can also be used as a burst safe normal if you space it to OTG someone with the tip of the move (such as after OMCing something and running up for an extra 236C ender or after J.C)</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>J.B</strong></span> – p1 200, p2 100, lv4. Very similar to J.A in terms of comboing, except better in every way thanks to level 4 and more damage! On CH, it works exactly the same as J.A (No teching until they hit the ground) allowing you to follow up with whatever you can throw out in time based on height. Outside of that, thanks to being lv4 and a good downwards hitbox, it’s Kanji’s only jump in, giving him enough blockstun to have a true blockstring afterwards if you space it well. Outside of the increased blockstun however, it’s basically just a good jumpin starter to 5A, and on CH it can go into sweep (if spaced far) or… still 5A. Thanks to both this and J.A having only 100 p1 however, it’s great to throw into any air combos twice (ja jb ja jb) since even with SMP it won’t add too much for the damage it’ll bring overall.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>5C</strong></span> -  P1 0 P2 200 LV 5 – Finally, the big boy starters. Having a P1 of 0 and Fatal Counter on counterhit, this and 2C are Kanji’s ideal starters in all situations, though not his easiest to land. While having a P2 of 200, it’s still ideal to throw as many 5C and 2Cs into a combo as you possibly can-the high damage, lv5 and mere 50 SMP means it’ll always be your optimal choice to extend combos, though the 25f startup makes it hard to utilize it after a few hits into the combo. In addition, the FC CH that the move brings adds a massive +5f of hitstun to every hit in the combo, making it the essential move for Kanji getting to do an ACTUAL combo. Not only that, but on FC, the ground bounce this move gives is completely ridiculous, giving you nearly three whole seconds to confirm and/or juggle with 2C (on air hit), despite its 30f startup. Also, it can be charged up to force the FC but good luck with that ‘ 3 ‘</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>2C</strong></span> – P1 0 P2 200 LV5 – Similar to 5C, this is the big boy normal to confirm with, arguably even moreso than 5C. All of the above reasons to use 5C are still true with 2C, except it brings a different juggle and CH property on hit-On Juggle, it draws the opponent towards Kanji rather than groundbouncing them (One of the only ways to combo into Kanji’s DP and be able to continue without super canceling) and on the ground it will create a spinning CH that will allow you to combo into whatever you damn well please and/or including grabs! Unfortunately, thanks to the 30f startup it’s even harder to combo into this than 5C, generally limiting it to after FC 5Cs, OMBs, 236236A/B OMCs, and similar bounces. Doing so when possible is great however, adding extra damage while avoiding SMP from using 5C over and over. All that, plus it moves Take slightly forward to let you… I dunno, give 5C or 5D a little more range. Also, honorable mention, it’s a foot attribute normal, so don’t get hopped trying to poke with it! Also, it can be charged up to force the FC but good luck with that ‘ 3 ‘ (though this might be possible in 5C air hit FCs!)</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>J.C</strong></span> – P1 200 P2 100 Level 6. Level 6 means that J.C has a unique hitstun amount rather than a fixed one. J.C is Kanji’s more reliable big damage starter-Thanks to being body type and 19f startup, it’s his most likely way to land an FC combo (via beating anti airs and similar). Unfortunately, it boasts a P1 of 200 to compensate for this, but considering the extra damage it allows for Kanji to tack onto a combo (an extra ~1200 C move that he cannot combo into otherwise) it evens up as equal, if not more damage than his 5C/2C combos. Landing a CH with this move puts the opponent into a crumple state similar to SF4’s focus attacks, and makes the next hit juggle the opponent. Unfortunately, on air hit it’s pretty hard to extend into a good combo off of this normal without OMB, but near the corner a FC j.C air hit will confirm into delicious damage with OMB. The hitbox on it also makes it amazing for beating anti airs and starting combos… so it’s honestly Kanji’s best starter period, in terms of damage/reliability/overall</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>J/5/2D</strong></span> – P1 0, P2 200, level 1. Honestly one of Kanji’s worst starters, but definitely one of his most interesting. Thanks to the move taking away Kanji’s persona normals/specials and the fact each beam individually adds +200 to the Proration Tally for only level 1 hitstun, combo options are not only limited but actually rather execution heavy at times. However, each bolt shocks for a short duration and you can confirm with a j.a or 5a on both air or ground confirms if you dash immediately after setting it up. (2D has more recovery time, but you’ll be closer anyway). Do note that hitting the last bolt will lets you immediately cancel into persona normals/specials without issue!</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>236A</strong></span> – P1 0, P2 300, lv4. SMP 500. A mixed bag of a starter for Kanji. Thanks to the long recovery of it, you can only combo meterless off this by CHing, which will net you a nice and easy 5AA 2B 236C, which is quite nice. Unfortunately, thanks to the fact it’s -3 it’s pretty bad to just throw out, and it won’t juggle airborne opponents, but it jumps over most of the cast’s 2as for a clean CH and can be supercanceled into 236236A/B enders for certain combos. Outside of that, you’ll generally be looking elsewhere. Also, high SMP means you won’t be using it twice in a combo… not that you’ll really get the opportunity anyway.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>236B</strong></span> - P1 0, P2 300, lv4. SMP 500. One of Kanji’s biggest bread and butter extenders, this glorious little normal combos off of 5C on juggled opponents for high damage (~1800!) and allows for a 2A extend afterwards. Unfortunately, the huge 500 SMP makes it very hard to utilize more than once in a combo, as well as the 27f startup makes it hard to combo it after anything except a 5C. It can also be used to set up a j.214B in combos by canceling the startup into it, and you can super cancel it. Note, it is actually possible to get the SMP glitch to work with this move… but thanks to the proration of Kanji’s combos, by the time you hit SMP status with it, you’ll only be able to use it once more before needing to super cancel into 236236A/B for logical damage (ending at ~8100, same as you can get without SMP). Long story short? This move should be in every combo you can possibly fit it in (once) and it’s very unlikely to get it as a starter, but if you do get it, it’ll let you net at least a 2A 5B 2B 236C (on air hit anyway, ground hit nets you a knockdown.)</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>236AB</strong></span>- P1 0, P2 300, lv4. SMP 500. A very interesting special for Kanji, as it’s one of his only ones that moves him forward (very far forward in fact) and allows him to extend combos pretty well! Unfortunately, it loses the juggle-ness that 236B has, but it allows for guaranteed combos off of 5C FC, granted for 25 meter. Thanks to SMP counting 236AB and 236B separately, this adds a LOT of damage to Kanji’s combos, allowing him to get two ~1800 dmg extenders in a combo. On CH, it works exactly like 236A, allowing for a quick 5B2B/5AA 2B followup to 236C, netting you a nice combo for getting a CH. Unfortunately, the utility of the move is basically just around 5C FC combos thanks to the no juggle aspect of it + kanji’s 2A 5B 2B bnb extensions.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>236C </strong></span> - p1 500, p2 500+100, lv~5 – One of Kanji’s two bread and butter combo enders! First thing to notice is the hilariously bad P1-unfortunately, Kanji is not Tager. Netting a random 236C does not net you a combo so much as a quick knockdown even with meter, thanks to the extra 500 added in there.  In addition, the 600 P2 ensures it’ll generally be ending your combos even if you have meter-sure, you can extend, but generally it won’t do enough damage for 50 meter. In the corner however, if the opponent is juggled up high enough, you can 5AA 236C once again, using it as a double ender for more damage.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>236A/B/AB</strong></span>  (combo finisher version) p2 100 – Well, it’s impossible to use this outside of ending the combo, but it gets a special note here for the fact it does 1000/1500(sp) damage if the opponent does not tech in time, which is nice.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>236D/CD</strong></span> -  p1 500, p2 500+100, lv~5 – Unfortunately, while this move has high utility in a match in terms of controlling the neutral game, it sucks in combos ;w; It still retains the 500 P1 from 236C, so being able to move close to the opponent and hit him as take hits the ground does not have that much utility, outside of getting a free j.b in the combo. 236CD is nice for comboing off of air hit 5C when 236B will not reach, however! Avoid using it in combos outside of that when possible~</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>214C/D/CD</strong></span> -  P1 0 P2 1900 – Kanji’s grabs. Thanks to the hilariously high scaling, you won’t be getting anything more than a 2B 236C or a sweep after this without using OMB, but it works well in a pinch for unburstable damage to end a combo.</p><p>
</p><p>
j<span style="text-decoration:underline;"><strong>.214A/B/AB</strong></span> – The wayne brady. Kanji’s ideal 150 meter combo ender, it does slightly more damage than 236C, but gives Kanji less options for oki afterwards. Thanks to its 600 p2, it generally is restricted to either ending a combo or hurting the proration of it drastically, though it’s occasionally a necessary evil (such as using it to OMC and extend for around ~3-4k off of non CH/FC starters.) Avoid using it before the end of a combo unless it’s literally your only option~</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Sweep</strong></span> – P1 200 P2 100 lv 5 800 dmg. One of Kanji’s most interesting normals for comboing, as it only tacks on 100 P2, does good damage and Kanji’s best OMC-for-more-damage normals  because of that! Not only that, but it can be OMC’d to make Kanji airborne, giving him j.b as an overhead option or just an extra ~700 damage with 100 p2 added on. Definitely a good go to in ‘max damage off bad confirm’ situations, such as going for j.b -&gt; sweep OMB.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Furious Action</strong></span> – p1 800, p2 100, lv4. That massive P1 is in place to prevent Kanji from getting massive damage off of supercanceling it into 236236A/B, but is quite interesting for the fact it only has 100(!) p2! The only way to viably combo off of it without super is to hit in the later active frames, essentially limting it to be used after 2C in a juggle combo. Aside from that, can tack on a good 1000 damage for only 100 p1, and can replace a 236C at the end of corner combos to give the opponent shock while managing Kanji’s HP!</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>AoA/follow-ups:</strong></span> there’s a fair amount of things to say about Kanji’s AoA, so here’s the quick summary: Kanji’s most reliable overhead option, in the corner he gets an easy ~4k off of FC D into his bnb relaunch into 5C 236C, while the rest of the time it’s optimal to go for FC C ender. Also, there may be some crazy combo involving corner AoA FC C launch J.C J.C OMB that pet was going for, I have no idea!</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Grab</strong></span> – p1 1000+100 -  A useful quick starter for Kanji (since it slides with his dash momentum) but the 1100 p2 prevents him from doing anything TOO interesting with it. Can be OMC’d for a 2C -&gt; things for more damage, but outside of that you’re limited to sweep if you throw them into the corner, and 5D oki if it’s CH.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Air Grab</strong></span> – Similar to ground grab, the 1100 P2 prevents Kanji from doing anything too interesting with it, but OMC 5AA and OMC j.b are both possible, and air grab is pretty important for Kanji’s anti air game as a starter. Can also be OMC’d before Kanji hits the opponent, but I have no idea what you can use that for at the moment. (And the 0 damage first hit is what applies the 1k p2)</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>236236A/B</strong></span> – P1 0 P2 500. Kanji’s most interesting attack for OMCing, each hit gives him different hit states and OMCing even on block can give you the chair projectile.  As a starter, OMCing the last hit can net kanji an easy 5k on all characters on anywhere in the screen, so it’s essentially Kanji’s fastest non grab punish, albeit expensive. The second hit is also Kanji’s best way to set up unburstable damage + his 150 meter ender (into 214214C), as it allows for grabs to combo. Outside of that, unfortunately, the 500 P2 limits the combo potential after it’s used, though it can be a better option than an SMP’D 2A 5B 2B.</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>214214C/D</strong></span> – Kanji’s super grab. Prorates the combo a huge amount, obviously leaving it as his ideal combo ender, but it can combo into a few different things as a starter thanks to unique hitstun it deals at the end. (Ideally, a point blank to the corner 214214c allows for a 2B 236C ender, which puts the damage over 5k.) Otherwise, if you want more than 2 hits, you’ll have to use OMB.</p><p>
</p><p>
 </p><p>
<span style="text-decoration:underline;"><strong>Tl;DR pointless combo starter tier list:</strong></span></p><p>
S+ kenshiro 236D into fatal. come on guys <em>seriously</em>. </p><p>
S j.c, 5C, 2C 236236A</p><p>
A 2B 5A 5B CH j b CH236A/AB</p><p>
B 2A j.214a/b 236D/CD</p><p>
C  236C (god I hate you 500 p1) everything else</p><p>
Basically kanji’s best BnB combo filler is 5C/2C, especially 5C 5B 2B. After that, 2A -&gt; 5B -&gt; 2B, then 5AA j.a j.b etc, and using 236B more than once is generally a bad idea. </p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><span style="text-decoration:underline;"><strong>SECTION 3: HARD NUMBERS.</strong></span></p></div><p></p><p>
</p><p>
Okay, here’s the fun part. Thanks to Kanji’s setpieces being so cut and paste (whatever into 5B 2B, 5AA J.A J.B, 5C, 236B, etc) and his enders being very similar (2b into 236C/j.214B and/or j.a j.b into j.214B) it is ungodly easy to just sit down and calculate when he can no longer use each setpiece/ender based on math.</p><p>
</p><p>
Quick primer: hitstun/untech time is not affected until ~1200 (tho hitstun might be earlier/later than that.) Additionally, hitstun and untech time drop to 1f once you hit 3400 total in the Proration Tally. Lastly, unfortunately, we do not have hard numbers on air untech time dealt by each level of normal and how hitstun/other things are affected by combo scaling, so some of this is speculation that I will update as new info is confirmed! Now then, the fun numbers:</p><p>
</p><p>
Format: Combo setpiece, proration/SMP’d proration:</p><p>
5C 5B 2B – 400/550</p><p>
2A 5B 2B – 300/450</p><p>
5AA J.A J.B J.A J.B – 800/900 (5a/aa smp added only))</p><p>
5C 236B – 500/1050(!)</p><p>
</p><p>
Fun proration tally numbers and facts! (Note, these are estimated by my own work/understanding, and will be updated as I find more useful numbers/am proven wrong on them, or I can make them more accurate)</p><p>
Without CH/FC, 2A will not combo into 2B (ala FC 236B 2A 2B). Now, some important Proration Tally values, as I've found them:</p><p>
</p><p>
Reminder, crouch confirms and CH give +2 frames on top of whatever is normally dealt, and FC gives +5, so with/without these, different values are relevant. </p><p>
1100 - FC 2b 5c still works (Meaning; 2b 5C always works before you get to 1200 proration)</p><p>
~1100 - FC 2B will not combo into 236B. </p><p>
1300 - non CH/FC J.B does not combo to j.214</p><p>
1400 - Non CH/FC J.A doesn’t combo to j.b</p><p>
1900 - FC 236B 2A does not combo</p><p>
2100 - FC 2b does not combo to 5C</p><p>
~3300 - 2b will not combo to 236C</p><p>
</p><p>
Using the P1/2/SMP values and knowledge of how moves juggle, you can now sit at class/work/the bus to UFGT9 (see you nerds there!) and create combos on paper! Naturally, all things will need to be tested to see if any oddities arise, like hitbox issues or how they juggle, but let’s be honest, this is kanji, once you practice around ~7 combos you can see all the ‘oddities’ that will generally occur. </p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><span style="text-decoration:underline;"><strong>SECTION 4: ACTUAL THEORYCRAFTING</strong></span></p></div><p></p><p>
</p><p>
Now, for a quick demonstration, I’ll go over one of Kanji’s 5C FC BnBs and create it ~purely with theorycrafting~! Hooray!</p><p>
</p><p>
<strong>5C FC</strong> - P1: 0 P2: 200 SMP: 0 </p><p>
(5C gives a glorious amount of hitstun on FC and the FC will give all following moves a good amount of +frames, giving us a lot of combo potential! And from here on out, we can completely ignore P1. )</p><p>
<strong>2C</strong> P2: 200 SMP: 0 Total: 400 </p><p>
(Brings the opponent closer to us to continue comboing and gives great damage for only 200 p2!)</p><p>
<strong>2B</strong> - P2: 100  SMP: 0 Total: 500</p><p>
One of the few chains available to us off of 2C, gives us launch for only 100, tho using it this early will add SMP to it later. It’s possible to fit a 5B into the combo right here, but we don’t for a reason that’ll be discussed later!</p><p>
<strong>236B</strong> - P2: 300 SMP: 0 Total: 800</p><p>
One of Kanji’s best extenders, gives us a base damage of 1800(!) while letting us extend off of it with a 2A. This is one of the only combos Kanji has where doing it twice is advisable! </p><p>
<strong>2A</strong> - P2: 100 SMP: 0 Total: 900</p><p>
Pops the opponent up. Thanks to this being an FC combo, it combos directly into 2B. </p><p>
<strong>2B</strong> - P2: 100 SMP: 50 Total: 1050</p><p>
SMP starts kicking in at this point, but being only 50, it does not hurt Kanji too much. Now, we could have slipped 5B into this combo twice so far, once before each 2B, but if we had, the 2B would not have comboed into 236B since it is only a level 4 attack! At this point, 5C 236B will still work, but we’re keeping the combo simple for this demonstration, so~</p><p>
<strong>236B</strong> - P2: 300 SMP: 500(!) Total: 1850</p><p>
Once again, we use Kanji’s most damaging extender, AND the move with the highest SMP (that he’ll likely be using twice in a combo, anyway.) Utilizing it means our combo is going to end very soon, but thankfully we already know that FC 236B 2A still works at 1800 proration, and hitstun is not reduced until 1900!</p><p>
<strong>2A</strong> - P2: 100 SMP: 50 Total: 2000</p><p>
Kanji can barely fit another 8f 2a in to pop them up, adding SMP in the process-This late in the combo, the damage is more worthwhile than keeping proration down, however. </p><p>
<strong>5B</strong> - P2: 100 SMP: 0 Total: 2100</p><p>
We slip 5B in becauase 2A 2B will drop at this point, and it happens to be free, non SMP damage!</p><p>
<strong>2B</strong> - P2: 100 SMP: 50 Total: 2250</p><p>
Once more, we use SMP’d 2B to launch the opponent. Thankfully, 2B into (ender) doesn’t drop until much higher proration. </p><p>
<strong>236C</strong> - P2: 100 + 500 SMP: 0 Total: 2850</p><p>
And thus, we land our combo ender special, adding a huge amount of P2 with damage and a hard knockdown. OMCing here will allow for another 2B 236C to combo, but the damage will be pretty minimal, so it might be wiser to spend it on 236AB (chair ender), as it will add 600 minimum damage to the combo total, quite a lot with 2850 damage and hitstun proration already in effect!</p><p>
<strong>236A/B</strong> - P2 100 + SMP 0 Tota: 2950.</p><p>
And Kanji’s trademark combo ender. hooray we’re done etc</p><p>
</p><p>
There you have it! Once hard numbers are figured out for when certain combos/juggles will no longer work, it’s pretty easy to go through and COMBOTHEORY your way to victory. Of course, however, that’s pretty boring, we’re nerds on the internet playing an ANIME game, let’s figure out something stupid with our newfound abilities? LIKE AN SMP COMBO GLITCH FOR KANJI HOT DANG</p><p>
</p><p>
(Context/Reminder: the SMP glitch is something that lets you remove the Same Move Proration tally for one move in a combo-In other words, what lets those scrubby Naotos kill you in one hit online. :C In order to achieve it, we need to use Kanji’s only useful combo extender normal with high SMP, 236B, as the 11th hit with SMP in a combo! From that point on, 236B will only have it’s P2 added when used.)</p><p>
</p><p>
<strong>FC 2C air hit</strong> P1: 0 P2: 200 SMP: 0 SMP count: 1</p><p>
We’ll be using a non traditional starter here for several reasons here. 1. it allows for a high damage combo 2. We need to maximize the number of moves we use before 236B, so using a hard to combo normal as a starter like 2C is wise 3. the air hit allows us for some non traditional combo extension, and 4. even if it’s stupid and situational this is some stupid combo video stuff anyway so OH WELL!</p><p>
<strong>5A </strong>- P2: 200 SMP: 0 Total: 400 SMP count: 2</p><p>
As previously stated, we need to fit in as many moves as possible-2C’s swipe lets us juggle into 5AA so we can use air normals to extend. Otherwise, we’d avoid using 5A due to it’s 200 P2. </p><p>
<strong>5AA</strong> 500 - P2: 100 SMP: 0 Total: 500 SMP Count: 3</p><p>
Extra damage, extra SMP count, and jump cancelable to J.A.</p><p>
<strong>J.A</strong> - P2: 100 SMP: 0 Total: 600 SMP Count: 4</p><p>
More SMP count, more damage.</p><p>
<strong>J.B</strong> - P2: 100 SMP: 0 Total: 700 SMP Count: 5</p><p>
More SMP count, more damage. </p><p>
<strong>DJ.C</strong>  - P2: 100 SMP: 0 Total: 800 SMP Count: 6</p><p>
Originally, when making this combo, this was actually where I got hung up-I forgot OMB does not have SMP, so it does not count towards the ‘10 moves’ to set up 236B. Thankfully, you can in fact combo off Kanji J.C with OMB air hit in the corner, so here’s our 6th normal!</p><p>
<strong>OMB</strong> - P2: -200 SMP: No value Total 600: SMP Count: 6</p><p>
As OMB has no SMP, we’re mostly using it for -200 (more damage) and to link into the next part of the combo with it’s massive untechable launch. </p><p>
<strong>2A </strong>- P2: 100 SMP: 0 Total: 700 SMP Count: 7</p><p>
Normally, comboing off of OMB with 5C is far more optimal for kanji in nearly all situations, but thanks to the SMP glitch’s requirements, starting with 2A is essential here. </p><p>
<strong>5B</strong> - P2: 100 SMP: 0 Total: 800 SMP Count: 8</p><p>
Part of Kanji’s bread and butter series.</p><p>
<strong>2B</strong> - P2: 100 SMP: 0 Total: 900 SMP Count: 9</p><p>
Part of Kanji’s bread and butter series. </p><p>
<strong>5C</strong>  - P2: 200 SMP: 0 Total: 1100 SMP Count: 10</p><p>
Finally, the reason we didn’t use 5C as our starter or our OMB confirm, so we could successfully combo into 236B, as FC 2b 236B drops at only ~1000 proration!</p><p>
<strong>236B</strong>  - P2: 300 SMP: 0! Total: 1400 SMP Count: 11! dai success minna san</p><p>
CONGRATULATIONS GUYS WE DID IT WE HAVE REMOVED SMP FROM 236B AND PROVEN WE DO NOT IN FACT LIKE DUDES. </p><p>
<img src="http://puu.sh/2sHRX" alt="2sHRX"></p><p>
On top of that, it does it’s usual job of extending the combo for lots of damage. </p><p>
<strong>2A</strong>  - P2: 100 SMP: 50 Total: 1550</p><p>
Kanji’s bread and butter for extending off of 236B. SMP is now in effect for it, reducing our combo options/damage. </p><p>
<strong>5B</strong>  - P2: 100 SMP: 50 Total: 1700</p><p>
Bread and butter. SMP is now in effect.</p><p>
<strong>2B</strong>  - P2: 100 SMP: 50 Total: 1850</p><p>
Bread and butter, SMP is now in effect.</p><p>
<strong>5C</strong>  - P2: 200 SMP: 50 Total: 2100</p><p>
Unfortunately, this far into the combo, 2B does not combo into 236B, meaning we’ll have to throw a 5C in in order to use it’s LV5 hitstun to combo instead into it instead!</p><p>
<strong>236B</strong>  - P2: 300 SMP: Total: 2400</p><p>
CONGRATULATIONS WE HAVE LANDED OUR SECOND 236B WITHOUT SMP AFFECTING IT WE STILL DON’T LIKE DU... er wait. Unfortunately, thanks to the SMP from earlier hits and the large 300 P2 value on 236B... we can no longer use 5A or 2A to link off of it. Well, crap. Maybe we can use our super to extend...?</p><p>
<strong>236236A</strong> Second hit OMC - P2: 500 SMP: 0 Total: 3100 </p><p>
thankfully the second hit always has consistent hitstun</p><p>
<strong>214214C</strong> - P2: 1900 SMP: 0 Total: 5000 (lol)</p><p>
the only reason this does actual damage anymore is because of minimum scaling hooray. landing anything outside of 236A/B at this point (as j.214B is in fact possible due to special hitstun) does 0 damage, but as 236A/B does minimum damage guarenteed... you can tack an extra 200 onto there if you want!</p><p>
</p><p>
TOTAL DAMAGE: 8128ish. Which, admittedly, is... the exact same as most of Kanji’s corner BnBs ending in J.214b, omb, 5c j.214b and the same super ender. Oh well, we still did it, gentlemen! Guess we still like dudes tho. I think there’s a few alternate setups that might do a little more damage, especially if you abuse the separate SMP values on 236AB and 236B, but I doubt much will beat doing whatever into the usual 150 meter ender. :C</p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><span style="text-decoration:underline;"><strong>SECTION 5: NO TECH AND YELLOW COMBOS</strong></span></p></div><p></p><p>
</p><p>
Alright, now you understand general combo proration and when combos will drop and why! Naturally, this has a few uses outside of just figuring out combos, particularly against those silly people who don't take VS Kanji! When a combo 'drops' but the opponent doesn't tech or you continue a combo when the opponent should have teched (such as catching someone with 5AA after 214C 2B in the corner, when they try to avoid 236D setups, or picking them up off the ground with a meaty 5A) the combo meter goes yellow. The good/bad news about this is you can actually continue the combo as soon as you land that hit! The opponent is placed in hitstun as he normally would be in any combo, the only problem is that the proration tally from the previous combo will still carry over. Thanks to the nature of Kanji's combos, this usually means they will be able to flip out after a few hits :C</p><p>
</p><p>
...But sometimes not! Let's take a few examples. </p><p>
</p><p>
Say you punish a max range AoA with Sweep --&gt; Cruel attack, and the opponent doesn't tech in an attempt to dodge meaty pressure. You land a yellow combo 5A hitting them up off the ground as a result! Thankfully, Sweep only has a P1 of 200 and a P2 of 100, and cruel attack ender only has a P2 of 100, so hitstun has not been reduced at all. This means once Kanji lands 5A afterwards, he actually has enough hitstun left to do a full 5AA J.A J.B J.A J.B j.214B punish, netting him around twice as much damage as he would have gotten from just the sweep --&gt; Chair ender! Hooray!</p><p>
</p><p>
Unfortunately, being able to land a full combo isn't too common with Kanji's enders. A more common combo of 5AA, 5B sweep 236A/B puts his proration tally up to 800 before he goes for a meaty 5A-Meaning, by the time you get to the usual air combo finisher, the opponent will be able to flip out before you get to J.214B. Kanji can still, however, go for 5AA 236C, netting him a more solid knockdown and some extra damage! So, knowing your general proration tally at the end of each combo can be useful to optimally punish any yellow combos you get from no techers. </p><p>
</p><p>
The other obvious use of this is to punish people who don't tech properly off of certain moves by going for a full combo after moves they don't tech properly, as after that initial 'yellow combo' hit you can string together a fully legitimate combo to punish!-Unfortunately, Kanji really doesn't have the tools to utilize this tactic very often since most of his combos rely on FC to allow 236B and 5C extensions, but hey, if you're a non Kanji main reading the thread, go experiment! '3'</p><p>
</p><p>
Lastly, if you're watching your tally carefully, you can even pretend to be Tager and set up some lovely gimmick tech punishes! For example, if the Proration Tally is high enough in a combo involving 236CD, it's possible to force hold techers to tech in the air after 236CD &gt; J.B! Normally, the hit from that J.B has enough untech time to allow them to land before teching, but since 236CD adds a fair bit of Proration to the combo, you can catch them off guard by hitting them with J.B and setting up 236CD to catch them once they tech unexpectedly! Hooray! There's actually a lot of potential for setting up early tech traps like this with Kanji, but I'll leave that for everyone to figure out for themselves~ </p><p>
</p><p>
TL;DR - The proration tally carries over from legit combos to 'not legit' hits in a yellow beat combo, so you can utilize that to create normally impossible combos or punish latetechers with a OTG 5A! And knowing your proration tally well lets you set up better tech traps than usual. </p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p><span style="text-decoration:underline;"><strong>SECTION 6: OTHER APPLICATIONS</strong></span></p></div><p></p><p>
...unfortunately I forgot a few things I was going to write about when I initially posted this thread. I'LL ADD THEM AS SOON AS I GET FREETIME HOORAY. </p><p>
</p><p>
***</p><p>
</p><p>
And there you have it! Kanji combo theory. Take all that I detailed in this post and you can go and create combos without even opening training mode once you know enough about how his normals combo! Some useful information is missing still, and I plan to update it in the upcoming days/weeks/months/whatever once school is not getting in the way and people correct me for being HORRIFICALLY wrong. So, thank you SO MUCH for reading!</p><p>
</p><p>
On next week’s episode, we discuss how Platinum’s 22C combos are dumb and understanding how they work made them even dumber, and Zomb stops playing SWR and VSav long enough to explain how to drop one normal in any Chie combo to avoid ever dropping combos due to tourney nerves! ( ﾟ∀ﾟ)ｱﾊﾊ八八ﾉヽﾉヽﾉヽﾉ ＼ / ＼/ ＼</p>
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