Akatsuki Blitzkampf/Kanae

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An intelligence operative belonging to the G-2 Division of the Ground Staff Office. In response to the news of Akatsuki's revival, she is ordered to recover the highly classified "Blitz Motor" that was lost at the last stage of the Great War. (from character selection screen) Read the translation of her arcade mode!


She may not look like it upon first glance, but Kanae is the grappler of the game. Following many grappler archetypes from other existing fighting games, Kanae has to rely on dishing out damage mainly with her normals and signature grab move(s). One significant difference from numerous grapple character stereotypes is that Kanae has decent speed and isn't really hindered in terms of movement.

Another of her distinctions is that she can combo into her grabs like SNK titles. As well, the fact that all of Kanae's special moves cannot be tech rolled lead to her terrifying oki mixup game. Although her combo potential is pretty low compared to the other cast members, Kanae has her own sets of tricks that can be utilized for success.

Similar to: Shermie, Hugo, Zangief

Strengths Weaknesses
  • Command Throw Mixup: Like any good grappler Kanae has strong 50/50 with her command throw and even has easy access to frame traps and plus frames with her 6C.
  • Diverse Defense: With a reversal command grab super and her counter series, she has multiple ways to get out of pressure.
  • Consistent Safe Jump: Kanae can enforce safejumps easily in the corner from her command grab.
  • Strong Normals: Kanae's normals are big and don't whiff for very long.
  • Good Anti-Air: Kanae's 2B is among the better anti-airs in the game, and she also has her anti-air command grab series with 22X.
  • Poor Neutral: Kanae has poor movement and her options to quickly close the gap like 3C and 236C require her to commit heavily.
  • Weak to Fast Reversals: Invincible attacks 4 frames or faster, such as Akatsuki's 22A or Adler's 214BC, invalidate Kanae's safejump setup.
  • Can't Enforce Mixups Midscreen: Outside of hard reads, Kanae has issues punishing backdashes and up backing in midscreen.
  • Low Damage Strikes: Outside of specific combo starters, Kanae cannot convert into damage or knockdown.
  • Struggles to Punish Jumping: Jumping is very strong in ABK, and unfortunately while she is capable of punishing it, most punishes do little damage outside of hard reads.

All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Character Summary

Move list

Special Moves
236A/B/C (EX OK) - Rasen Shihou Nage: Dashing command grab
214A/B/C (EX OK) - Kokyuu Nage: High/medium/low counter
22A/B/C (EX OK) - Gokurakuchou: Anti-air command grab
(During EX Rasen Shihou Nage) 22+B+C - Jigokuguruma: Metered followup to 236EX
Level 3 Super
(during Jigokuguruma) A+B+C - Rasetsuten: Extremely high damage metered followup to 236EX > 22EX for 3 bars total
Unique Attacks
6C, 3C, j.2C
Stats & vitals

  • Armor Ratio = 0.975
  • Forward Speed = 4.5 dots/f
  • Backward Speed = 3.5 dots/f
  • Jump Startup = 4F
  • Backdash Duration = 12F
Quick combo reference

Basic BNB: 2A > 236A > 22C > (> 9.j.C safejump in the corner)

Metered BNB: 2A > 236A > 22B+C

6C > 2C/236A/236B+C

Reflector: B+C > 2C

Notes on Ausf. Achse

Universal Changes

Changes to throw invulnerability after air resets mean that she no longer gets an unblockable setup with her command grabs after air resets.

Character Changes

She now has a close 5B. It hits crouching opponents and is ok as an anti-air. It's plus on hit and even on block. It is not special cancelable.

Complete Changelog

Normal Moves

Damage Guard Startup Adv Hit Adv Block
450 High/Low 4 +0 +0

Quick outwards palm strike. It has limited range and decent poking capabilities. It is also one of the few cancelable normals Kanae has. Should be used sparingly, as 2A is generally a better normal to be poking out. Can be used as an emergency anti-air.

Damage Guard Startup Adv Hit Adv Block
900 High/Low 6 +0 -2

Kanae does a side kick. It has moderate range, but cannot be canceled into anything. Despite its range, it comes out relatively fast, making it a great poke. It can also used be to finish off a 2A mash/poke string for pressure or to squeeze out damage from stray 2A pokes.

Damage Guard Startup Adv Hit Adv Block
1450 High/Low 13 KD -4

Kanae turns a bit, executing an outside spin kick. This move has a couple notable merits. One is that this normal is one of Kanae's longest reaching normal moves and will often be safe from reflectors if used at max range. Another point to note is that it knocks down on hit. Kanae benefits very much from knock downs, so this is a nice move to stick out once in a while. It doesn't cancel into anything, but you can connect with an additional 2C before the opponent techs if it was hit in the corner.

Damage Guard Startup Adv Hit Adv Block
350 High/Low 4 +0 +0

Another quick, short palm strike, but this time Kanae does it while in a crouching position. This normal is also cancelable, much like the standing version. An advantage this has over the 5A is that it doesn't miss crouching opponents. Notable things to cancel into from this normal are 6C or her 236 series.

Damage Guard Startup Adv Hit Adv Block
750 High/Low 6 +0 -2

Kanae strikes upwards with her palm. As the motion of this attack suggests, this is best used as an anti-air. Upon a successful ground to air hit, Kanae can catch the airborne opponent with a 22 B+C for extra damage (although the hit doesn't put the opponent into an unrecoverable state).

Damage Guard Startup Adv Hit Adv Block
1150 Low 9 KD -12

Lowering her whole body onto the ground, Kanae reaches out with a leg for a sweep kick. This is a pretty useful and indispensable normal attack for Kanae. The first thing to keep in mind is that this the only attack out of Kanae's moveset that hits low. It also comes out moderately fast and has a pretty long reach for a 2C. Lastly, this normal keeps Kanae extremely low to the ground, allowing her to sweep under various high/mid-range attacks without trading or taking damage, and can sometimes even be used as an anti-air.

Damage Guard Startup Adv Hit Adv Block
450 High 5 Variable Variable

An aerial palm attack. A quick air-to-air normal, great for stuffing people out of the air. If the j.A is blocked mid-air, Kanae can link into an air-throw.

Damage Guard Startup Adv Hit Adv Block
950 High 6 Variable Variable

A low angled kick aimed towards the floor. Due to its ability to cross-up, this is a pretty useful air attack for Kanae when she's on the offensive.

Damage Guard Startup Adv Hit Adv Block
1200 High 7 Variable Variable

Kanae executes a mid-air dropkick that's slightly aimed downwards. Not a bad normal for air-to-ground purposes. Using it while jumping backwards can be an effective defensive maneuver.

Damage Guard Startup Adv Hit Adv Block
1450 High 7 Variable Variable

This looks much like Kanae's 5C, except done in the air. The important thing about this normal is that upon hit, it'll knock the opponent into the air slightly, putting them into an unrecoverable state, allowing the user to follow up with an attack. The optimal place to land this is in the corner, as it leads into Kanae's damaging palm loop combo.

Command Normals

鎧大筒 - Yoroi Oodzutsu
Damage Guard Startup Adv Hit Adv Block
1600 High/Low 15 +12 +8

Kanae hops forwards slightly before making an attack with both of her palms.

  • For Kanae, this move is a valuable offensive tool. Though there's a slight delay before the active frames, Kanae recovers from the attack very quickly, granting her a sufficient amount of advantage frames both on block and hit. This allows the user to put pressure on the opponent with sequential attacks.
  • Mixups off of 6C are great catalysts to force opponents into the corner quickly and continue to maintain momentum. As mentioned above, 6C is used for the situational corner palm loop combos. To top it all off, it can also link into 236A on hit, though in midscreen it requires a microwalk.
前転受身 - Zenten Ukemi
Damage Guard Startup Adv Hit Adv Block

Kanae rolls forwards about a half a screen.

  • Due to the reach and speed, it's a decent move to pull out once in a while to close the distance between the opponent.
  • It possesses some strange invincibility properties, being invulnerable to ground/mid ranged attacks and jump attacks, though it'll get hit by ground executed overheads and low attacks. It also goes under high fireballs, but will get hit by fireballs of lower height.
  • Kanae is left wide open during the recovery frames of this move, so it'll have to be used with discretion.
天呑 - Tendon
Damage Guard Startup Adv Hit Adv Block
1200 High 11 Variable Variable

Kanae spreads both of her arms wide, crashing down onto her opponent with her chest aimed towards the ground. Appearance-wise, it's similar to a certain Russian wrestler's body splash. Also known as 'boob splash,' and a signature move of a certain waffle enthusiast.

  • Upon execution, Kanae will 'hop' slightly in the air, lifting her a bit before she drops down with the splash.
  • If hit, the opponent will become knocked down.
  • The hitbox for this move is quite large, basically stretching from her feet to the top of her head, and the frames are active upon input and don't end until Kanae hits the ground/opponent, so it's quite a versatile move.
  • Also, unlike most air activated moves of this type, the splash is an overhead.
  • She has 12F landing recovery upon landing though, so despite its versatility, careless usage will put users into trouble.

Special Moves

螺旋四方投げ - Rasen Shihou Nage
- - - - -

Upon grabbing her opponent, Kanae twirls them around her several times before tossing them into the air and letting them slam into the ground. This is Kanae's signature grab move.

  • Being a command grab, this move is unblockable.
  • The three buttons change the distance traveled before Kanae executes her grab animation.
  • After tossing the opponent into the air, it can be followed up with a Gokurakuchou (22+A/B/C) or its EX version to catch them for extra damage.
Version Damage Guard Startup Adv Hit Adv Block
A 1600 + 800 N/A 3 KD N/A
  • The A version keeps Kanae in the same place and is also comboable.
  • Can be directly comboed into from a close 2A, 5A, or 6C
B 1600 + 800 N/A 17 KD N/A
  • The B version causes Kanae to dash forwards about a third of a screen before grabbing
  • Main version to use for tick throws
C 1600 + 800 N/A 25 KD N/A
  • The C version moves her about half a screen's worth of distance
EX 2400 + 1000 N/A 3 KD N/A
  • Invincible grounded command throw. Can work as a reversal.
  • Excellent command throw that is inescapable post-flash. Does a boatload of damage.
  • Invincible until startup, will blast through pokes that are out as long as the grab is in range.
呼吸投げ - Kokyuu Nage
- - - - -

Kanae glows blue while raising her arms readily to catch her opponent's attack. This is Kanae's counter grab special.

  • The move is active while Kanae glows blue. This duration lasts slightly longer than a normal reflector. While this is active, if an opponent attacks with something that corresponds to the version of the move used, Kanae will promptly counter attack. All three versions place the opponent behind Kanae, putting her in an especially good position if she lands a counter while cornered.
  • Unlike a reflector, this move will ignore the proceeding hits of a multi hitting attack if it is countered. Further unlike reflectors, this move will catch crossups.
  • Using this move extends Kanae's hurtbox, meaning you can catch moves outside of their usual hittable range! On the other hand, missing a counter will make it easier for the opponent to hit Kanae from further away.
Version Damage Guard Startup Adv Hit Adv Block
A 2200 N/A 1 KD N/A
  • The A version only catches attacks that are of overhead property (most air attacks, ground executed overheads). Upon catching them, Kanae will slam the opponent into the ground.
B 2200 N/A 1 KD N/A
  • The B version catches all ground/mid attacks that aren't overheads or lows. On success, Kanae tosses the opponent into the opposite wall, far away from her.
C 1200 + 1000 N/A 1 KD N/A
  • The C version only catches low hitting attacks (the majority of which are 2Cs).
  • Upon a successful counter, Kanae will flip her opponent upwards to the opposite side, giving her a brief chance to follow up with an attack. In mid-screen, the most you can follow up with is 2C, while in the corner, you can do a couple 2A into 6Cs.
EX 400x4 + 800 N/A 1 KD N/A

Versatile version of Kanae's counter. Excellent reversal

  • 1f invuln counter super. Can be used to get out of tight spots. Thankfully, does not have a superflash unless the counter is activated.
  • Obviously still not throw invincible, but catches all Highs, Mids, and Lows. Still loses to throws and projectiles.
  • Throws the opponent far away behind her, similar to 214B.
極楽鳥 - Gokurakuchou
- - - - -

Kanae leaps into the air, performing a ground-to-air grab that knocks down on hit.

  • Another command grab, thus unblockable. Great if you read the opponent jumping out, as it does the same damage as regular airthrow.
  • Has no startup invuln, so don't try to use this as an anti-air against jump-ins.
  • The button pressed determines the angle that Kanae jumps forward. Because of the startup, using this move raw can be a risk as it won't necessarily grab somebody if the angle is wrong (e.g. 22B won't catch people directly above you).
  • This move can be performed after Rasen Shihou Nage for extra damage and better positioning. It leaves Kanae much closer to the opponent and deals more damage. You should pretty much always be using this move as a followup from command throw, but the version to be used is dependent on positioning and your goal. C version is the most consistent followup to a grab, and has some leniency if you delay it. B version works in a similar regard, but delaying it to intentionally whiff puts Kanae at a good position for a crossup j.B. A version is inconsistent and unreliable, sometimes even in the corner.
  • After landing this move midscreen, Kanae can crossup after knockdown with a dash or 6C. Delaying either leads to crossup fakeouts. You can also land an OTG 2C if necessary/warranted.
Version Damage Guard Startup Adv Hit Adv Block
A 2200 N/A 11 KD N/A
  • A version is purely vertical, but has the least recovery.
B 2200 N/A 11 KD N/A
  • B version makes Kanae jump forward about a 1/4th screen distance.
C 2200 N/A 11 KD N/A
  • C version makes Kanae jump about 1/3rd - half screen distance, with the most recovery on whiff.
EX 270x11 N/A 11 KD N/A

Invulnerable version of Kanae's anti-air throw. Can be used as a follow up 22A/B/C.

  • As with Kanae's other two EX moves, they cannot be reflected or blocked. It must be avoided.
  • Despite the startup invlun, it is not entirely invincible until startup. On top of that, it's a little on the slow side to be used as a standalone move.
  • Can be used as a followup to regular command throw, just as the meterless versions. It does more damage, but puts Kanae in a less advantageous position than regular 22A/B/C. Better if you want corner carry or to just do more damage or guarantee a kill.
地獄車 - Jigokuguruma
(During EX Rasen Shihou Nage) 22+B+C
Damage Guard Startup Adv Hit Adv Block
2000 N/A 13 KD N/A

236B+C-followup-specific version of Gokurakuchou.

  • Essentially the same as 22A/B/C, putting Kanae in a position closer to regular 22A/B/C than 22B+C.
  • Can only be done as a followup to 22B+C. Requires two bars to perform.
  • Can put Kanae in a position for crossup j.B, but she needs to back up a bit first. The move gives you more time to act before the opponent gets up, but the distance is too far for Kanae to be able to crossup dash.

Universal Mechanics


Neutral Throw
Damage Guard Startup Adv Hit Adv Block
2100 N/A 5 KD N/A

Flips the opponent onto the ground for a knockdown. You'll want to keep this loaded in your arsenal as it has the advantage of not requiring a motion, like 236A.

Forward/Backward Throw
Damage Guard Startup Adv Hit Adv Block
1200 N/A 5 +2 N/A

Spins the opponent around and places them back on their feet depending on which direction was held. Holding 4 puts them on the left side and 6 on the right side. They can mash out afterwards if you try to throw them again, so mix in some 2As.

Air Throw
Damage Guard Startup Adv Hit Adv Block
2200 N/A 3 KD N/A

Catches the opponent and bodyslams them onto the ground. Kanae will end up on the opposite side of the opponent unless they land in the corner.


Standing Reflector
Damage Guard Startup Adv Hit Adv Block
500~ High/Low 7 KD +3

Kanae pushes her opponent away with her aura(?). Mainly comboed into 22X but can lead to a palm loop in corner.

Crouching Reflector
Damage Guard Startup Adv Hit Adv Block
400~ N/A 7 KD +3

Effectively the same as standing reflector but crouching.

Jumping Reflector
Damage Guard Startup Adv Hit Adv Block
500~ N/A 7 KD +2

Effectively the same as standing reflector but in the air.

Super Move

羅刹天 - Rasetsuten
(during Jigokuguruma) A+B+C
Yes, that's a t-pose. Again.
Yes, that's a t-pose. Again.
Damage Guard Startup Adv Hit Adv Block
2300 N/A 58 KD N/A

Damaging followup to 236B+C > 22B+C. Kanae's level 3 super.

  • Large chunk of damage. Raw sequence of Kanae's Ex Grabs does ~6700 damage.
  • Excellent for closing out matches, due to being Kanae's highest damage option.
  • Requires all of Kanae's meter, so use it wisely.
  • Recovery allows for crossup j.B setup, but not for crossup dash.

General Strategy

Kanae Tutorial video.

General Rundown of above video

  • 2A for oki/pressure escape. Confirms into 5B or 236A in range.
  • 5B for spacing. Discourages button pushing.
  • 5C for further spacing and knockdown.
  • 2C to go under things and knockdown. Low. Ghetto Anti-Air.
  • 6C for frametraps and stuffing mashers.
  • j.B for crossups, and j.8C and j.7/9C for spacing.
  • Play the spacing game until you score a knockdown, then get in and run mixups.
  • Mix in 2As and 5As and 6Cs to discourage jump outs and mashing, then throw them when they start blocking.
  • Use airthrow or 22A/B/C to discourage empty jumps, but read them, don't throw them out. Similarly, use j.A as well to discourage buttons in the air.
  • 214A/B/C after you've gotten into their head and know attacks are coming. 214B+C as a reversal.
  • j.2C for crossups, but don't get too silly with it.

Tick throw setups:

  • 2A walking 236A. If the 2A is canceled too quickly it will not grab out of blockstun. Instead, if you delay the 236A it will grab the opponent as blockstun ends.
  • [2A]xN 236B. Any number of 2A's (typically 1 - 3 unless against Tank) canceled into 236B.
  • 6C 236B. Used in variation to 6C 2C. Because her 6C is +8 on block and her 2C has 9 frames of startup it can catch people trying to jump after blocked 6C, while the 236B would otherwise grab them if they don't jump.
  • j.B 236A. Used in variation with j.B 2A or whatever other ground attack. Also useful when j.B is done as a crossup.
  • j.C 236B. Similar to above.
  • Corner 2A airblocked 6C 236B. If the opponent fears a throw after 2A and attempts to airblock after the 2A the 6C will hit them while they are airblocking. When they land the 236B is sometimes completely unavoidable (jumping won't avoid it). The 6C also does a substantial amount of guard damage.
  • Oki whiff 2A/5A/6C 236A. Do it early to bait reflectors. Use 236B+C if you start getting poked instead.

Post 22A/B/C setups

  • OTG 2C > Crossup j.2C. Probably the weakest option, because ambiguous crossup splash, awesome as it is, is a free punish if blocked.
  • Any grounded tick throw setup listed above. They're all good.
  • Corpse dash or early 6C. This will crossup the opponent before they wakeup if done early enough. Great for the confusion factor, especially when done in conjunction with...
  • Delayed 66 or 6C. Slightly delaying the input negates the crossup, so if your opponent expected it, you get free 2As > 5B/236A. You can also do...
  • slightly delayed 236C or delayed 236B. This is where it gets nasty. Since Kanae's dash throws use the same animation as her regular dash, this is what makes her oki mixup absolutely terrifying.


Combo terminology

Symbol Meaning
> Cancel from the previous move to the following move
land The player must land
, Link from the previous move to the following move
dl./delay Delay before using the following move
nj.X Neutral Jump
AA Anti-Air, must hit an airborne opponent
[X] Hold the input
(X) Optional input
[X]*N Repeat (sequence) N number of times

Note: Damage values always assume the least meter-hungry option (and no OTG 2C). It is also possible to replace 236A with 236BC in every combo featuring it for even more damage.

Midscreen Combos

Combo Damage Video Notes
5A/2A*2 > 5B ~1000 -

Kanae's BnB blockstring is also her most damaging midscreen combo outside of command grab range. Resets neutral, as it doesn't knock the opponent down.
You can hit up to 3 jabs before having to use 5B.

5A > 2B ~1000 -

Main midscreen anti-air combo. At least it knocks them down.

5AA > 22C ~1800 -

Emergency midscreen anti-air combo. 5AA won't work against airborne opponents unless they're low enough

nj.C, j.A*2, {22C, (2C)}/22BC ~2500 -

For the rare occasion you land nj.C midscreen while being next to the opponent. Very difficult to hit confirm. Only use 22BC if you're certain that it will bring the opponent to the corner, otherwise you'll just corner yourself.

(j.C), 236X > {22C, (2C)}/22BC ~3200 -

(Almost) raw command grab. Using 2C isn't generally worth going for unless you want to go for ambiguous j.2C crossups. It is possible to replace 22C with 22BC for more damage and corner carry, but Kanae cannot follow up with OTG 2C.

2A*2 > 236A > {22C, (2C)}/22BC ~2600 -

Hit confirm into command grab.
It is recommended to hit 2A up to 2 times before using 236A, as third 2A can make it whiff at certain ranges

Reflector > {22C, (2C)}/22BC ~1700 -

Basic easy Reflector combo that leads to Kanae's oki. 5C and 2C are also possible but both are less rewarding than 22C/22BC.

Corner Combos

Note: All of the Reflector combos listed below can only be done in ABK Vanilla.

Opponent is cornered
Combo Damage Video Notes
nj.C, 6C*2, [5A > 6C]*2, 5AA > 6C ~4900 -

Kanae's meterless corner BnB (AKA "Palm Loops") that does more damage than Elektrosoldat's raw Level 3. The final 6C can be replaced by 5B for a less damaging but much more stable combo.

nj.C, 6C*2, 5A > 6C, 5AA > 22C, (2C) ~4400 -

A variant of the Palm Loop that "trades" damage for oki. 22C will whiff if the opponent is too low. Only go for OTG 2C if it's going to kill.

nj.C, 6C*2, [5A > 6C]*2, 5AA > 22BC ~5200 -

Metered variant of a regular Palm Loop, that is also Kanae's highest damage combo (it does as much damage as Blitztank's raw Level 3). 5AA > 22BC is very tight. 22BC will whiff if the opponent is too low.

5A > 2B, [5A > 6C]*2 ~2100 -

Kanae's regular anti-air combo can lead into Palm Loops in the corner.

5A > 2B, 5A > 6C, 5AA > 22BC ~2500 -

Metered variant of the previous combo that gives better oki.

5A > [5A > 6C]*3 ~2500 -

Palm Loop off panic anti-air. The first 6C must be delayed.

5A > [5A > 6C]*2, 5AA > 22BC ~3000 -

Metered variant of the previous combo that gives better oki.

6C/j.C, 236A > {22C, (2C)}/22BC ~3800 -

Corner command grab confirm for when Kanae catches someone trying to mash out of her pressure (or safejumps, for some reason). Can be difficult to hitconfirm.

Reflector, 5A > 6C*2, [5A > 6C]*2 ~3000 -

Reflector can also lead to Palm Loops.

Reflector, [5A > 6C]*4 ~3000 -

Same as the previous combo, but a bit harder and slightly more damaging. The second 5A needs to be delayed.

Reflector, [5A > 6C]*3, 5AA > 6C ~3200 -

Even harder and more damaging Palm Loop off a successful Reflector.

Reflector, [5A > 6C]*3, 5AA > 22BC ~3500 -

Metered (and max damage) variant of the previous combo that is also harder to perform.

Reflector, [5A > 6C]*2, 5A > {22C, (2C)}/22BC ~2700 -

A variant of the Reflector Palm Loop that sacrifices damage for oki.

Reflector, 6C, [5A > 6C]*3 ~3500 -

Confirming with 6C is much harder but buffs damage output.

Kanae is cornered
Combo Damage Video Notes
214C, [5A > 6C]*4 ~3800 -

The starter of this Palm Loop is very risky, since 214C only catches lows. However, the reward for landing it is extremely high, since it basically gives Kanae her win condition.

214C, [5A > 6C]*2, 5AA > 22C ~3500 -

A variant of the previous combo that "trades" damage for oki.

214C, [5A > 6C]*3, 5AA > 22BC ~4100 -

Metered (and max damage) variation of the Palm Loop with a 214C starter.

Ausf Achse Combos

This will only lists combos that changed.

Reflector Combos

Opponent is cornered
Combo Damage Video Notes
Reflector, 2A > 6C, 2C - -

New corner Reflector route. Palm Loops off Reflector aren't possible anymore due to the Reflector changes.

Frame Data

KD - Knockdown
VB - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
                5+A+B  |  22   |    5    |   KD   |    --    |  
              4/6+A+B  |  22   |    5    |   +2?  |    --    | *UV
          j.4/5/6+A+B  |  18   |    3    |   KD   |    --    |
                5+B+C  |  17   |    7    |   KD   |    +3    |
                c.B+C  |  17   |    7    |   KD   |    +3    |
                j.B+C  |  17   |    6    |   KD   |    +2    |
                  A+C  |  98   |   --    |   --   |    --    | cancellable after 36F
              Normals  ---------------------------------------
                   5A  |  15   |    4    |   +0   |    +0    |
                   5B  |  21   |    6    |   +0   |    -2    |
                   5C  |  32   |   13    |   KD   |    -4    |
                  c.A  |  15   |    4    |   +0   |    +0    |
                  c.B  |  21   |    6    |   +0   |    -2    |
                  c.C  |  36   |    9    |   KD   |   -12    |
                  j.A  |  18   |    5    |   -2   |    -2    |
                  j.B  |  21   |    6    |   VB   |    VB    |
                 7/9C  |  26   |    7    |   VB   |    VB    |
                   8C  |  24   |    7    |   KD   |    VB    |
      Command Normals  ---------------------------------------
                   6C  |  28   |   15    |  +12   |    +8    |
                   3C  |  33   |   --    |   --   |    --    |
                 j.2C  |  VB   |   11    |   VB   |    VB    | landing recovery 12F *UV
             Specials  ---------------------------------------
                236+A  |  32   |    3    |   KD   |    --    |
                236+B  |  46   |   17    |   KD   |    --    |
                236+C  |  54   |   25    |   KD   |    --    |
                214+A  |  44   |   --    |   KD   |    --    | counter stance 1~19F
                214+B  |  42   |   --    |   KD   |    --    | counter stance 1~19F
                214+C  |  42   |   --    |   KD   |    --    | counter stance 1~19F
                 22+A  |  40   |   11    |   KD   |    --    |
                 22+B  |  44   |   11    |   KD   |    --    |
                 22+C  |  48   |   11    |   KD   |    --    |
       EX and Level 3  ---------------------------------------
              236+B+C  |  46?  |    3    |   KD   |    --    | 1~3F invincible, *UV
              214+B+C  |  43   |   --    |   KD   |    --    | 1~1F invincible, counter stance 1~19F
               22+B+C  |  46   |   11    |   KD   |    --    | 1~10F invincible
     236+B+C > 22+B+C  |  58   |   13    |   KD   |    --    |
... > 22+B+C  > A+B+C  |   ?   |   58    |   --   |    --    | superflash 50F


Kanae's Ending
  • Kanae's rank is First Lieutenant (二尉 - Nii) in the Japan Ground Self-Defense Force (JGSDF). She is assigned to the Ground Staff Office (陸上幕僚監部) abreviated as 陸幕 (Rikubaku). The GSO is a special agency of the Ministry of Defense that commands the GSDF. Kanae is a member of the G-2 (二部), the division in charge of intelligence and operation support.

Marilyn Sue
System Specifics