BlazBlue Cross Tag Battle

BlazBlue Cross Tag Battle

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Kanji [ Destroyer of the Worlds ] Guide (OUTDATED WILL MAKE AN UPDATE SOON)
By funny
So you have picked up Blazblue Cross Tag Battle and you have decided to main the Alpha male Kanji you came to the right place :^)
(DISCLAIMER: This guide was made in BBTAG's alpha state, an updated ver. will be made soon otherwise take the contents of this guide with a grain of salt)
   
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So who do i main now in BBTAG?

























You main Kanji.....yeah main Kanji hes the best after all
Combo Notation
Just a quick Recap of what a Combo notation is for those people that can't read universal inputs.
Now that you have understand combo notation let's proceed shall we?
Who is Kanji?
This handsome Hunk of Muscle, Alpha Male Kanji is a grappler/Rushdown as he has a pretty somewhat decent movement choices for a grappler unlike Tager and Waldstein's Movement but how do you exactly play kanji?
How to play him?
As kanji you're the man(?) with a chair you're job is to piss off your enemies but how? by being P A S S I V E which means letting them have the offensive that's right folks let them get the advantage it should look something like this (not really), though being passive isnt the best choice you can always make you can take the initiative by using j.5B though it can be punished so proceed with caution as always as Kanji is a high risk/high reward grappler, tons of risk than what tager or waldstein offers.
Important Moves
Heres where i will show you what kanji's best moves or neutrals

4AAA

A Good neutral short range, good after proccing Yu's 5P Never do 4AAAA as the 4th A ends the combo. on the 3rd A in 4A, you can follow it up with j.214A

5AAA

Kanji's Neutral, Startup has good horizontal range never whiff 5A or else you're ♥♥♥♥♥♥ because whiffing 5A, kanji won't be able to follow up another 5A overall its a good startup for combos can be followed up by 236A after 5AAA

5BB

Kanji's 5B, Fantastic horizontal and mediocre vertical reach, Relatively High startup, Can be used as a Poke tool however dont make it a habit, If 5B hits opponent on a max Range 5BB will WHIFF never do 5B in close range as you'll be punish because of its high start up. After proccing 5BB can be followed up by 236A similar to 5AAA > 236A.

2C

Kanji's Low neutral can be followed up with a cruel attack (A/B/C Follow Up on hit), unsafe on block though can be bandaged by using Assist, Kanji's only LOW option alongside 2A

j.5B

One of Kanji's best aerial moves, decent horizontal range and good reach hitting a counter on an opponent while the Opponent is on mid-air can be followed up with 5AAA

j.5C


A Combo starter only on counter hit other than hitting this you wont be able to do anything afterwards if its not a counter hit.

5A+D


THE MOVE THAT SMITES THE GODS, Kanji's DP is good for both Offensive and defensive as long as you can read your opponent's moves you can always use this to take the initiative Whiffing this will send your kanji to the shadow realm, Turns Kanji's whole body into an active hitbox Kanji's DP will punish anything as long as its not a projectile however timing Kanji's DP will provide invincibility frames for projectiles, Beats other DPs and Grabs I.e Tager's Command Grab and Waldstein's Command Grab this move is powerful and weak at the same time.

236A/B/C

Kanji's Combo filler or Followup for 5AAA or 5BB can be used Aerial too though never use 236B on 5AAA or 5BB as it will whiff and can be punished afterwards 236C is an EX ver. of it using this while on 5AAA or 5BB will ultimately whiff it even more so only use 236A for combos.

214A/C



Kanji's Command Grab can be used as a wakeup tool but not guranteed to be reliable its C is an EX version of his command grab which makes kanji move a bit before grabbing his opponent

214B
Kanji's Anti-Air its fast and a combo fodder after 2B one of kanji's most damaging routes can be followed up with a Cruel Attack(A/B/C Follow up on hit)

j.214A/B/C


The Unga Bunga Strat aka The ♥♥♥♥ it i give up playing aka the ♥♥♥♥♥♥♥ aka idc anymore
an aerial command grab that can land on standing or airborne opponents will whiff if opponent is crouching punishable on whiff can be used as a Combo Ender(j.214A) can be punished with DP so use it with risk. A is a short hop of this, B is a longer hop of this, C is an EX ver. of it which is a Homing ver. of it will miss if opponent is dashing forward or moving vertically unsafe on whiff again.

236B+C



Can be used as a combo ender, damage depends on distance if done on Long Range it wont have a follow up and only do 2k+ damage however if hitted point blank it will make a follow up kick and a punch, somewhat unpunishable on block on close range because the chair bounces 2 times on hit otherwise still solid distortion.

214B+C


Kanji's Distortion Command Grab good move for wakeups however punishable on whiff opponents can jump on it.
Partner
Your best partner is Yu Narukami because of his amazing Neutral Assist (5P)
This one to be exact as it creates tons of Combo potential for Kanji.

Yu's 6P is decent if you want to Create space or zone out your opponents
Combos
Im just gonna share few combos for you guys so that you can have a headstart.

1.) 5AAA > 2CC > 5P > 4AAA > 236A > A/B/C - 6603

2.) 5AAA > 236A > 5P > 5BB > 2B > 236B > A/B/C - 8k+

that's about im about to share because the fun part is managing to find out more combos, Though keep in mind that you can replace both 5AAA into 5BB

Credits
Sprite Images taken from Dustloop Wiki you can check their site on below:
http://www.dustloop.com/wiki/index.php?title=Main_Page

Thanks to Stephen Greg for suggesting on adding Universal Notation for other people to understand what those inputs are for.
END
And there you have it you now know how kanji works or not.
10 Comments
JoiseyDragun 26 Jan, 2022 @ 6:47pm 
Reminder that you can link into 5AAA after 5BB. 5AAA > 236A > 5P usually allows for all sorts of carnage.
TrainerWSM 2 Nov, 2019 @ 3:26pm 
Can he still do FC J.c 5c 2c 5aaa 236236b OMB 214124d
funny  [author] 25 Jul, 2018 @ 3:30am 
@SKVR -KrystalChan will try this out sooner or later thanks for the info! :SD_Hazama:
Krystalchan 24 Jul, 2018 @ 8:11pm 
I found some Tech that Kanji and a few others with slower command grabs can exploit. They are able to command grab active switch. This works on Kanji's j214[A/B/C] and the input goes as follows. Kanji j214[A/B/C]+P -> D Its important that 1) the assist DOESNT hit the target and ruin the grab and 2) You switch before the grab connects.

Example combos with Noel:
Kanji j214[A/B/C]+P -> D [Noel] -> 5AAA -> jcAA -> jcAA -> jcC236BC;
Noel 214A+P -> D [Kanji] -> 5BB -> 2B -> 214B -> [A/B/C]

I have noticed while it can still be hit by anti air command grabs, the timing is way harder since command grabs need to be input while kanji is still active. If Kanji gets reversaled, anti aired or if the grab misses, since you now on your partner you can go in and punish or at least run up and reject guard it.
remilia 23 Jun, 2018 @ 7:41pm 
pick a top tier
funny  [author] 23 Jun, 2018 @ 7:37pm 
dont play ruby
remilia 23 Jun, 2018 @ 4:37pm 
dont play kanji
funny  [author] 19 Jun, 2018 @ 7:40pm 
@Stephen Greg will do :SD_Hazama:
Stephen Greg 19 Jun, 2018 @ 8:00am 
all ini all, its a good guide, but i suggest put up a virtual d-pad for the numbering, because it can be really confusing to understand without the dpad directional
funny  [author] 19 Jun, 2018 @ 3:10am 
@shadowice777 you can deal with projectile spam with Yu's assist(5P or 6P) or you can use 214B or 214C and 236B and 236C depending on the range, though you have to remember that crouching opponents will always whiff Kanji's 214B or 214C so 236B or 236C is a more safer choice or just generally use Yu's assist to get closer.