Kanji Kokuin
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Introduction
Kanji found out about the Matrimelee tournament through Kintaro Kokuin, who told him that many other relatives were invited to it. Kanji was surprised at not receiving an invitation and later found out the prize for the winner was to earn the hand of a young princess. Kanji wanted a bride and grew impatient as the tournament was approaching so he stole an invite from another fighter.
Overview
Strengths |
Weaknesses
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- Best Stress Shot super that's air unblockable and has a lot of start-up frames. Very versatile super.
- good options for chip kills using EX Flash Cane.
- Good throw. Keeps the opponent in Kanji's comfort zone.
- EX flash cane can be linked into Stress Shot.
- Excellent corner carry using dash punch and EX Flash Cane. Safe on block and can lead to a throw option select.
- Easy, damaging basic combos.
- Can easily can go for a hard knockdown to end combos with.
- 63214.A/C absorbs other projectiles.
- Damaging Ippatsu Ougi to end combos with.
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- Has few low starters that can lead to advanced combos.
- 2.B needs to be point-blank for 2.B > B> 5.D chain to hit
- 6.A cane stance is really slow and its follow-ups cannot be canceled.
- Getting hit out of 6.A cane stance immediately puts Kanji in a juggle.
- His Ippatsu Ougi has few practical uses due to long startup and multiple button input.
- Kanji's 63214.A/C is a terrible DP with no start-up invincibility frames.
- Short range 5.CD and 2.CD.
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Strategy
Use dash C > EX flash cane whenever your opponent is in a corner or you are about to get rage explosion. Jumping D (or jumping C if the opponent has long air pokes) for air-to-air.
Can end pressure strings on 41236B/D pretty safely but some characters can punish it.
If your opponent is throwing projectiles at you, your 63214.A will absorb most of them.
Normal Moves
Far Standing Normals
5.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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4
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2
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Self chains into 5.C.
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5.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10
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5
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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|
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5.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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|
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5.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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18
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9
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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5.CD
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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24
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24
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Hard WallSlam
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Close Standing Normals
cl.5A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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5
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2
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Self Special Super
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Mid
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-
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-
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-
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-
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-
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-
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|
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cl.5B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
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4
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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|
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cl.5C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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15
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7
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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|
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cl.5D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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|
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Crouching Normals
2.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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4
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8
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Self Special Super
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Mid
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-
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-
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-
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-
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-
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-
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|
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2.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
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4
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Self Special Super
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Low
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-
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-
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-
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-
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-
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-
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Natrually chains into 5.B.
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2.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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14
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7
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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|
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2.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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18
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9
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Short sweep. Pushes Kanji a bit forward to compensate but has some slow start-up.
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2.CD
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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|
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Jumping Normals
8.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
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4
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N/A
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High
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-
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-
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-
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-
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-
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-
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Hitbox is shorter than the actual cane.
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8.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
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4
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N/A
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High
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-
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-
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-
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-
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-
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-
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Can cross-up. Not much hitstun but can set up an Option Select grab or low starter.
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8.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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12
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6
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N/A
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High
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-
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-
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-
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-
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-
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-
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Natrually chains into 7/9.C. Extremely huge hitstun and decently long air normal.
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8.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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-
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7
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N/A
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High
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-
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-
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-
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-
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-
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-
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7.C or 9.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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12
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6
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N/A
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High
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-
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-
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-
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-
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-
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-
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Extremely long normal but has a long start-up animation.
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7.D or 9.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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14
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7
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N/A
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High
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-
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-
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-
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-
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-
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-
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Command Normals
6.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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0
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0
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N/A
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N/A
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-
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-
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-
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-
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-
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-
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The Pogo Stance. You can leave this stance by holding down or pressing a punch or a kick to do an attack. Follow-ups listed below. This stance also changes Kanji's movement and does not allow him to jump. If Kanji is hit in this stance he will be considered airborne and be put in a juggle state.
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6.A > P
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Follow-up to 6.A.
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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N/A
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High
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-
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-
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-
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-
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-
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-
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6.A > K
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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N/A
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High
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-
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-
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-
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-
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-
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-
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Slow overhead compared to the Punch follow-up.
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Dash Normals
66.A or C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
18
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9
|
Special Super
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Mid
|
-
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-
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-
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-
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-
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-
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Air Unblockable. Kanji's best tool. Starter to most combos.
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66.B or D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
|
24
|
12
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Special Super
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Mid
|
-
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-
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-
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-
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-
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-
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Rage Explosion, Throws & Guard Cancel
Grabs 4/6.C or j.6C 4/6.C or j.6C
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Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
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Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
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N/A
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Grab
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-
|
-
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-
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-
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-
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-
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Can also be done in the air. Power pole go woooo!!
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Guard Cancel 5.CD (On block) 5.CD (On block)
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
|
8
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8
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Special Super
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Mid
|
-
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-
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-
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-
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-
|
-
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Requires 1 Stress Meter to active and can only be done on block.
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Rage Explosion
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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6
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3
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Can only be done when one Stress Meter is filled. On hit it puts the opponent into a juggle state.
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Special Moves
Loincloth Strike
41236.B
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Isshakufu Da (Loincloth Strike)
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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2
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1
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Extremely low damage but a great tool that stuns your enemies to follow-up with a 5.CD, Flash Cane or Stress Shot.
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41236.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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20
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10
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Hits twice and causes a knockdown.
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Small Spirit Bullet
63214.A or C
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Genmei Kikou Dan (Small Spirit Bullet)
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
|
18
|
9
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N/A
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Mid
|
-
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-
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-
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-
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-
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-
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Air Unblockable. Both versions are similar except the A version is much faster. Absorbs other projectiles.
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Flash Cane
Mash A or C
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Gekijou Juujitsuki (AKA "Flash Cane")
Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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5 (per hit)
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2
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N/A
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Mid
|
-
|
-
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-
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-
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-
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-
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Air Unblockable. The more you press the more hits you can get. Both A and C versions are the same.
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Dash Mash A or C
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Total Damage
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Permanent Damage
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Cancel
|
Guard
|
Gauge
|
Startup
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Active
|
Recovery
|
Hit Adv
|
Block Adv
|
27
|
13
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N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
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-
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Air Unblockable. Always hit 6 times and projects kanji forward instead of pushing him back. Extremely good tool for combos and option selects.
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Rising Headbutt
641236.A or C
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Kyosuihizaryou (AKA "Rising Headbutt")
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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A very funny looking DP with an equally funny input. NOT air unblockable and doesn't have much use outside of combo enders.
- A Version has less horizontal range but less recovery frames.
- C Version has more horizontal range but has much more recovery frames.
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Dash 641236.A or C
|
Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
12
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N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
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-
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Hits four times. Easily outshined by dash flash cane in damage and funcuality.
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Super Moves
Stress Shot
[4]6.BD
|
Bakuretsu Houhi (Exploding Fart)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
53
|
26
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Kanji's most versatile tool with a large amount of start-up invincibility and a very quick charge input.
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Ippatsu Ougi
BD,B,B,D
|
Kankadou Icchoku Sen (Restore to life)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
85
|
42
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. Slow start-up but is extremely damaging and is best used to end grounded combos for massive damage or corner carry. This move has issues hitting opponents in the air and cannot be comboed from 41236.B.
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Combos
Combo
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Total Damage
|
Permanent Damage
|
Notes
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Combos
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Additional Character Resources