Man I can’t remember what any of his specials are called since they’re all phrases. Aside from “The Man Series: Brofist.”
What is that move called in Japan?
Man I can’t remember what any of his specials are called since they’re all phrases. Aside from “The Man Series: Brofist.”
What is that move called in Japan?
I’d prefer “Dive Grab” if anything. “Take This” isn’t as self-explanatory as the others.
“Gotcha” will forever be the “Thunder Hug” to me.
Gotcha = Anti Air Grab= 236C/D
Bet Ya Can’t Take This = Air Grab= j. 214A/B
This Will Hurt = Command Grab
Sweep = Dive Kick = 2A+B
That’s mainly how I label them. Hardly use C+D in the air so replace it with “Bet Ya Can’t Take This”
Would be nice to have a discussion on having a universal label on his moves rather than using number notation.
Air Grab is way too misleading tho, seeing you can literally “AIR GRAB” (jumping C+D). ^^
I dislike using number notations in conversations as well, so I think it’s important too.
acg or jcg? air command grab or jump command grab? lol
either way thanks for the info in the posts 8bit, ive recently come across a decent naoto online that i added, gonna try a few of those things
i found that pet video after the first time i played him, didnt know you could cancel out those traps with an attack at first
Never thought I end up in a Kanji lobby full of scrubs. All 3 players just mash B+D throughout the whole match while I just sit there and watch in amazement of how dumb each of the players get caught constantly from that. Had to leave the lobby after getting few laughs out of it.
Sleeper Reaper: I hear you, loud and clear. Kanji has two habit-forming moves. One is B+D, as you noticed. It’s an extremely good move, often his only direct solution to certain problems. I am not too surprised we’re seeing players getting addicted to it, though it’s something we should all be on guard against.
The other is his dive tackle, j.214A/B, whatever you care to call it. Probably a good 1/3rd or so of the Kanjis I run into toss this move out way too often, showing the same bad habits early T. Hawk players do; over-use of specials because they seem intuitive and useful. It betrays a certain impatience on their part… and this is a habit that must be broken. Like it or not, Kanji players need patience and a willingness to do a slow, methodical approach. Anything else is all too often met by an anti-air or other punish for your hasty attack.
Edit: On a happier note, I am pleased crowds have begun doing the Colossus Yell whenever Kanji does a B+D.
These are extremely good points. I will say that the more I play, the less I find myself using any of Kanji’s command grabs because good players remain very cognizant of them and are ready to punish on a moment’s notice, which is sad because they are very fun to do. The advantage to this though is that have found myself more reliant on his physical normals and less reliant on anything persona based, so that I still have a fighting chance as Kanji when my Persona gets broken/I get silenced or something stupid.
Are their any situations where I can make Kanji’s All Out Attack useful? I want to use it but it doesn’t move him forward like with the other characters and the armor takes a while to kick in.
Naoto can DP on reaction and counter your lightning. If they are doing this, you have to do feints and/or staggers.
The best tool Kanji has against Naoto is j.B.
You can DP or super if you block the first hit of her double fangs, although I’m not sure if this is universal to all versions or only specifics versions.
This matchup isn’t as annoying as a perfectly played Yukiko, but unlike Yukiko, Naoto can dish the pain under the right circumstances (which happen a lot more than you would think). Not a good matchup for Kanji.
works best when they’re stuck in lightning, IE: lightning, run up, AoA, etc.
its also good vs people who mash DP on wakeup, but it’s huge risk/huge reward stuff. gotta have a read on your opponent to start throwing out his AoA outside of lightning.
other than that, you won’t be using it that much unless you’re willing to take the risk of just throwing it out there in a block string. plus if you ever actually need to open them up to block high, you could always just command grab them… since theyre blocking all day.
I hope in a future patch they’ll remove the ability for the roll to ignore command grabs. shit is annoying.
I’m pretty sure it only ignores command grabs if you’re at point blank range when they do it, which is kind of annoying, but just something you have to keep in mind.
Kanji is a scrub character, that is all.
Impressive Kanji. Take note people.
http://ogarabu.blog.fc2.com/blog-entry-106.html
Scrub killer maybe.
Good info, Kanji all day!!!
ProudDisciple on XBL and PSN
Man I have no idea what to do against Yosuke. I can’t seem to hit him with anything or block him for the life of me. He can easily bait BD and I get counter hit out of any move I try to use offensively. When he finishes a combo with me way in the air and he’s still running around on the ground am I supposed to late tech in order to avoid getting hit again?
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I’m watching the Wednesday Night Fights archive while in training mode and I’ve realized that I’m having trouble doing things at different speeds with both hands. Namely, I’m seeing people call down lightning and time it so the opponent stays locked down while they run up. Unfortunately when I try that i double tap D as I’m double tapping forward to run and mess up my timing. Anyone has any tips or do I just need to untrain and retrain my muscle memory for that?
I hope in a future patch they nerf Kanji’s grab damage by 50%.