Kanji has some killer approach options that Tager lacks. Using your movement options and jD/5D/2D in conjuction and let you safely approach into grab range. The ability to gatling Persona specials off of the last hit of the projectile Ds is really scary too.
I would say he does pretty well, his slow pokes are compensated by his amazing DP to dissuade enemy meaties entirely.
Also:
p4a crowd is terrible right now... Nothing but 0 bars and red names as far as the eye can see.
lol and then a 3 bar joins and the conn is even worse. It's a sign.
Completely pointless tidbit I discovered on accident in a match: You can block kanji's DP, punch him, get put into hitstop from the DP, and then nothing happens (because you already blocked the hit). Resulted in a "lolwut" moment.
Yosuke can actually 5A Tomoe out of it if you just delay your tech a tiny bit after getting sweeped. I know both Yosuke and Akihiko can do this. Haven't tested anyone else except Kanji (who can't). Best way to time it is just let yourself fully flatten onto the ground before teching. Once you get used to doing this you can dramatically change this match-up.
If I had to guess, I'd imagine anyone with a 5-frame or faster startup 5A could do it.
Make sure you realize that I said Tomoe not Chie, although I don't think Chie can really do anything fast enough to punish you for doing this.
So many SoCal GG players out there. I suppose I should start actually accepting friend invites from people on this thread. I'd really appreciate it if you'd send me a message telling me you're from dustloop. I sometimes get friend requests from weirdos from YouTube and various gaming sites so I'm usually not inclined to accept random requests.
I'm gonna get back in training in this game in the hopes that the +R patch is right around the corner.
GT: Ctrlaltwtf
Availability: Afternoon-late night on Tuesday & Wednesday. Past midnight and early morning every other day.
I think (I hope) the OP's original question was answered long ago.
Judging by the recent posts I think we've meandered into character specific discussion.
I feel like there's some confusion going on:
Easier and less optimal: jB > j2A > AD > jA > jB > etc. - You've got a large amount of time from jB's hitstun to do the follow-up.
Harder, but optimal: jB > j2A > AD > jB > jA > etc. - You've only got the small amount of time from jA's hitstun.
On both variations, it's possible to do 5C > 2C instead of just 2C. This leads to a better combo.