EN-Eins Perfektewelt/Kati

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Kati's official profile image

Background

"A German little girl who went missing. She was somehow protected in Tibet and now sets out on a new journey wielding a strange wand."

Introduction

Kati is an unusual character, that while sounding weak on paper, is among the strongest characters in the game. Kati has good range on most of her normals, allowing her to play well from a distance and get good whiff punishes. Making this stronger is she has ways to convert off most of her attacks, including her 22X due to her EX j.214 being a fantastic move for combos. Furthermore, her 22A is fully invincible and is fast, and leads to full combos, giving her one of the strongest reversals in the game. This does come with flaws though, as she has some of the slowest movement in the game and the worst defense rating. Additionally, her neutral is flawed, as while she has very good buttons, similar to Sai she can struggle at dealing with projectiles and characters better at zoning, and unlike Sai, doesn't have as many tools to get in quickly. Still, she's a character who has good pressure while being hard to pressure against, and a strong combo game to support it.

  • Armor Ratio = 1.050 (Lowest Defense)
  • Forward Speed = 4.5 (Third Slowest)
  • Backwards Speed = 3.5 (Second Slowest)
  • Jump Startup = 4F (Second Slowest)
  • Backdash Duration = 23F (Fourth Shortest)

Pros

  • Strong pokes that lead to conversions
  • Decent mixups
  • Can convert into full damage at any part of the screen
  • Strongest reversal in the game
  • Can block out of her dashes, meaning you can't check her dash
  • Best girl don't @ me

Cons

  • Slow movement
  • Can struggle in neutral when her opponent is out of range of her pokes
  • Bad defense rating


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

Normal Moves

5A
EE Kati 5A.png
Damage Guard Startup Adv Hit Adv Block
400 High/Low 4 +0 +0

Lower 5A similar to Sai's. While it has less vertical range than most, it has better horizontal range.

5AA
EE Kati 5AA.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 4 -4 -4

Same as 5A with more recovery.

5AAA
EE Kati 5AAA.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 4 -4 -4

Very long ranged 5AAA but won't ever be used.

5AAAA
EE Kati 5AAAA.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 4 -8 -8

Has a lot of range but it's a perfect chain ender so there's little reason to use it.

5B
EE Kati 5B.png
Damage Guard Startup Adv Hit Adv Block
900 High/Low 9 -3 -5

One of the best pokes in the game. Goes incredibly far, is completely safe except at point blank, and confirms into combos consistently.

5BB
EE Kati 5BB.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 7 -5 -7

Pulls Kati forwards. Great combo filler as it puts her in range to get good conversions after a 5B.

5BBB
EE Kati 5BBB.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 7 -4 -8

Bad finisher, shouldn't ever be used.

5C
EE Kati 5C.png
Damage Guard Startup Adv Hit Adv Block
1200 High/Low 11 KD -9

Decent anti-air button and combo tool. Kati dashes forward slightly before swinging up so that can throw off your spacing.

5CC
EE Kati 5CC.png
Damage Guard Startup Adv Hit Adv Block
735 High 6 KD -8

Pretty good, as it comes out relatively fast for a 5CC and isn't that weak either. Her main midscreen ender without meter. Groundbounces, and can actually be comboed off in the corner.

2A
EE Kati 2A.png
Damage Guard Startup Adv Hit Adv Block
300 High/Low 4 0 0

Pretty typical 2A. Good for abare and starting combos.

2B
EE Kati 2B.png
Damage Guard Startup Adv Hit Adv Block
700 Low 7 -2 -4

Another fantastic poke. This move is huge and can catch a lot of players stand blocking. While harder to confirm than 5B, this is still a great starter and has some safe buffers. It's also completely safe on block.

2C
EE Kati 2C.png
Damage Guard Startup Adv Hit Adv Block
1100 Low 11 KD -11

Kati does a short slide along the ground. Doesn't low profile as hard as other sweeps and despite being a slide, the range isn't amazing. It's unsafe at all ranges but if spaced well enough some characters may not be able to punish it. At longer ranges it doesn't knockdown and is minus on hit.

j.A
EE Kati j.A.png
Damage Guard Startup Adv Hit Adv Block
400 High 4 VB VB

Mediocre air jab, exclusively used for air to air.

j.B
EE Kati j.B.png
Damage Guard Startup Adv Hit Adv Block
945 High 6 VB VB

Decent jump-in but generally outclassed by j.C.

j.C
EE Kati j.C.png
Damage Guard Startup Adv Hit Adv Block
1470 High 9 VB VB

Incredibly good aerial. Huge jump heavy with decent speed. Good as an air to air and for jump ins.

Command Normals

昇天モルゲンシュテルン - Shouten Morgenstern
5[C]
EE Kati 5(C).png
Damage Guard Startup Adv Hit Adv Block
1400 High/Low 24 KD -5

Has full armor during startup, making it a scary move for opponents. Can be used in frame traps or to bait the opponent into doing an option. Being only -5 on block means it's relatively safe to throw out too. Launches so it leads to good combos.

圧砕モルゲンシュテルン - Assai Morgenstern
6C
EE Kati 6C.png
Damage Guard Startup Adv Hit Adv Block
1260 High 23 KD -9

Decent overhead that leads to alright combos. However, it can't be canceled into from any other moves and isn't very safe on block.

Special Moves

制裁モルゲンシュテルン - Seisai Morgenstern
236+A/B/C/D
EE Kati 236A.png
Power pole extend!
Power pole extend!
EE Kati 236B.png
EE Kati 236C.png
EE Kati 236D.png
- - - - -

The closest thing Kati has to a projectile. Kati makes her wand extend. Reaches far and can be used for many different purposes depending on the version used.

Version Damage Guard Startup Adv Hit Adv Block
A 800 Low/High 9 -16 -21
  • Hits the opponent without doing anything else.
  • Best version for neutral play, as it reaches decently far and won't put you in a bad situation if it's blocked from a distance
  • Still not a great move as projectiles will go through it while you're recovering, often leading to her getting counter hit
B 900 Low/High 9 +0 -11
  • Kati extends the wand and then pulls it.
  • Pulls opponent to her on hit, and pulls her to the opponent on block.
  • Can be used for some gimmicks when it hits due to it being +0 (throwing immediately, dping).
  • Dangerous to use in neutral since you're pulling yourself right to the opponent if they block while minus
  • Can be used in a few super confirms for slightly higher damage over 236C.
C 600 x 2 Low/High 9 KD -19/-47
  • Kati pulls the wand and follows it up with a smack.
  • Used as a combo ender for some meterless combos and to set up super cancels.
  • If its blocked, it'll beat people who mash after the first hit since Kati is invincible between the first and second hit, meaning it'll beat invincible moves. However, the second hit can be reflectored.
  • It's also incredibly unsafe if the second hit is simply blocked.
EX 900 x 4 Low/High 9 KD -9
  • Kati extends the wand and makes it extra big.
  • Can be used to make an otherwise unsafe blockstring or dp safe
  • Wallsplats, but this isn't very useful since Kati gets pushed back so far from the opponent.
  • Has use in a few combos since it can be used for a good amount of corner carry, but Kati has better options
爆走カルーセル - Bakusou Karussell
214+A/B/C/D (Air OK!)
EE Kati 214A.png
EE Kati 214D 1.png
EE Kati 214D 2.png
- - - - -

Kati spins with her wand, hitting the opponent multiple times. Has occasional use as a combo ender but is more used for extending combos.

Version Damage Guard Startup Adv Hit Adv Block
A 1000 Low/High 10 -2 -6
  • Kati swings her wand once
  • Has little use in her moveset, isn't a good combo ender, can't extend combos, and 214C or 22X are better for confirming into supers
  • Can be used to end a block string to ensure you're safe
B 700 x 2 Low/High 10 KD -7
  • Kati swings her wand twice
  • Launches, and can be linked into 2A for extended albeit difficult combos in both midscreen and corner
C 600 x 3 Low/High 10 KD -12
  • Kati swings her wand three times, dealing the most damage
  • Can't link into 2A like 214B
  • Canceled into supers for some combos, but isn't used much otherwise
EX 1000 x 6 Low/High 7 KD -15

Kati hits a pose then swings her wand 5 times before slamming the opponent into the ground.

  • Kati's best combo ender in longer combos when 22 EX would drop.
  • If comboed into a launched opponent when the max gravity scaling has already been reached, the opponent will fall to the ground before the final hit, meaning it counts as OTG. It isn't techable but it means you get less knockdown time
Version Damage Guard Startup Adv Hit Adv Block
j.A 800 Low/High 10 VB VB
  • Kati spins in the air, jumping up slightly
  • Stays in place, removing all her aerial momentum
  • Has use for cross up mixups but not much else
j.B 800 Low/High 10 KD VB
  • Kati spins in the air, jumping a little higher
  • Goes slightly forwards, helping her cross up mixups
j.C 800 Low/High 10 KD VB
  • Kati spins in the air, jumping the highest of the j.214X series.
  • Flies very far forwards, can be used similarly to Sai's 214C as a tool to get in
  • Can't really be used for cross ups like the other two since it goes so far
j.EX 800 x 5 Low/High 7 KD VB

Kati spins around 5 times, normally hitting 3 times. One of her most important moves.

  • Often combined with a 22C or 22B to extend combos, since if comboed off them she will reach the ground and recover before the opponent can, allowing her to link into a normal
  • Can also be used after a 22A reversal to get a full combo off it.
  • Can be canceled into after a blocked DP to not only be safe, but be PLUS. This allows her to extend pressure and combined with it leading to a full combo on hit is part of why wakeup DP is incredibly threatening with Kati.
華麗ヴィルベル - Karei Wirbel
22+A/B/C/D
EE Kati 22A.png
EE Kati 22D 1.png
EE Kati 22D 2.png
I hope you like getting stepped on
I hope you like getting stepped on
- - - - -

Kati's DP. One of the better DPs in the game thanks to 214EX existing, leads to some of her strongest combos, her main combo ender, and a good reversal.

Version Damage Guard Startup Adv Hit Adv Block
A 1200 Low/High 5 KD -26
  • Her fastest DP. Mainly used as a wake-up option
  • Used in a few combos to cancel into 214 EX
  • On hit can be canceled into j.214EX to get a combo out of it
  • On block can be canceled into j.214EX to be plus.
  • Her only meterless DP that is fully invincible.
  • Surprisingly hard to punish even when not canceled into a safe EX move
B 800 x 2 Low/High 7 KD -26
  • Her least used version of the DP, albeit still useful
  • Used in combos that allow her to switch sides, and in a few niche corner combos
  • Used as a combo ender in a few combos
C 700 x 3 Low/High 9 KD = 30
  • Main version for combos
  • Not as good as a reversal due to it having little invincibility
  • Can be canceled into 214 EX for strong combos, used frequently for this purpose
  • Her main meterless combo ender
  • Also surprisingly hard to punish
  • Good for extending pressure by canceling into j.214EX since you have tons of time to hit confirm.
EX 1000 x 4 + 800 + 200 Low/High 5 KD -36

Kati brings them up to the air with her spinning wand, then slams them back to the ground and kicks them away.

  • Her highest damaging EX move, used as a combo ender for combos that aren't too long, mainly combos that use 236B or 236C
  • Can't be used for any extended combos since it only takes a tiny bit of gravity scaling for it to drop

Universal Mechanics

Throws

Forward Throw
4/5/6+A+B
EE Kati A+B.png
Damage Guard Startup Adv Hit Adv Block
2000 N/A 5 KD N/A

An ok throw. Launches the opponent fairly far from her, but not too far.

Air Throw
j.4/5/6+A+B
EE Kati j.A+B.png
EE Kati j.A+B 2.png
Damage Guard Startup Adv Hit Adv Block
~2000 N/A 3 KD N/A

A pretty good air grab. Kati grabs the opponent and slams them down to the ground. Keeps her close to the opponent and gives her a mixup.

Reflectors

Standing Reflector
4/5/6+B+C/D
EE Kati Standing Reflector.png
Damage Guard Startup Adv Hit Adv Block
800 High/Low - KD -

Typical standing reflector. Leads to fairly bad 5A combos. Has better combos in corner.

Crouching Reflector
1/2/3+B+C/D
EE Kati Crouching Reflector.png
Damage Guard Startup Adv Hit Adv Block
600 N/A - KD -

Actually leads to better combos than her standing reflector, starting with 5A or 5B.

Jumping Reflector
7/8/9+B+C/D
EE Kati Jumping Reflector.png
Damage Guard Startup Adv Hit Adv Block
700 N/A - KD -

One of the worst jumping reflectors, only leads to a combo starting with 5A or 5B.

Dash Attack

66X
EE Kati 66X.png
Damage Guard Startup Adv Hit Adv Block
1000 High/Low 7 KD -10

Slightly worse than average dash attack, not very active and only has an average amount of range. However due to her unique dash she can take advantage of it. Used in a couple combos but not many.

Super Moves

兇眼モルゲンシュテルン - Kyougan Morgenstern
A+B+C
EE Kati A+B+C 1.png
EE Kati A+B+C 2.png
Kati smash!
Kati smash!
Damage Guard Startup Adv Hit Adv Block
1800 + 4000 Low/High 5 KD -12

Kati shoots an eye projectile out of her wand, locking the opponent in place while she jumps up, increasing the size of the wand and slams the opponent.

  • The only level 3 in the game you can combo off of, although the scaling applied makes it not really worth it. The combos you get off it also aren't great.
  • Since it's only two hits comboing into her level 3 increases the damage scaling so much that it's not worth using.
  • Can be used as a reversal as it comes out just as fast as her 22A or 22 EX but it's a high price to pay if it doesn't hit.
暴走ロコモーティヴ - Bousou Lokomotive
A+B+D
EE Kati A+B+D 2.png
EE Kati A+B+D 3.png
Damage Guard Startup Adv Hit Adv Block
2800 x 2 Low/High 10 KD -32

Kati goes into a runner's starter stance before dashing forward, hitting the opponent twice. After hitting the opponent, she does her victory pose.

  • One of the worst Kanzen Shinsatsus, incredibly unsafe on block, even more so than others.
  • Doesn't do a particularly high amount of damage or allow you to combo off of it to make up for it

General Strategy

Neutral

Kati has strong neutral thanks to her different tools. 5B and 2B are great pokes at midscreen, and both lead to combos, although she needs to be close to the opponent to get her more damaging combos. 236X is also functionally a poke, with each of their different functions having different risks. 5C is a good anti-air range wise, although it doesn't do much besides leaving her plus. She can also take advantage of being able to block out of her forward dash to gain ground on the opponent. On occasion a j.214C can be used to quickly reach the opponent, but this is risky. j.C is also a very strong landing aerial, as well as a good air to air one, making it useful in neutral situations too. Overall she has decent neutral that requires very good balancing of her tools to avoid being punished.

Combo Game

Kati has ok combo game. While she can get good combos from any part of the screen, her combos aren't quite as damaging as other members of the cast, although it's nothing to scoff at. Her main combos involve either canceling 236B or 236C into 22D, or canceling 22C into j.214 EX to extend the combo. Her combos all give a good amount of corner carry, and while it may not be Sai levels where she gets instant corner, it's more than average. In corner, she can use 214B to get stronger combos and better damage. Overall, her combo game, while slightly lacking damage wise, has strong corner carry and many ways to access her good combos.

Offensive Pressure

Kati has ok pressure, with good ways to mix the opponent and some ways to make her pressure safe. Kati has an overhead with her 6C, which can lead to some fairly damaging combos. Combined with 2B and 2C, her lows, she has strong ways to mix the opponent. She can also use 5[C] to catch mashing opponents due to its armor. 5[C] leads to some of her strongest and most carrying combos, making it very scary, as well as being safe on block in most situations. Finally, she can use 214A to make an otherwise unsafe block somewhat safe, although it's still punishable if the opponent reacts quickly enough. This makes her pressure, while not the best, still pretty good.

Okizeme

Kati has above average oki, with once again, her two lows and high making her a threat to block against. 5[C] against a knocked down opponent is also strong, as it'll be mash on wakeup and invincible moves (assuming it isn't a command grab), and even if it's blocked it's fairly safe. She can also add in her throw as an additional mixup. This comes together to give her pretty good okizeme, albeit nothing to overwhelming.

Reversal Options

Kati has one of the best reversal options in the game in the form of 22A. 22A, while not being the fastest reversal in the game, is still pretty fast, and is relatively hard to punish for a DP. On hit, she can cancel it into j.214 EX to get a combo afterwards, making it dangerous to get hit by. 22B and 22C have less invincibility than their startup, making them not so good reversal options unfortunately. 22 EX comes out the same frame as 22A while being more unsafe and dealing less damage than a combo after 22A with j.214 EX, making it somewhat pointless to use as a reversal. Kati can also use her level 3 as a risky reversal option, and while it comes out fast for a level 3 and has full invincibility, it's not really worth using due to the cost of using it.

Overview

Overall, Kati is a bizarre character that has many strong tools that require good knowledge of how they work to be able to use her at her highest potential. She does very well in every part of the game with the slight exception of neutral game. This comes together to make a stronger member of the cast.

Other Resources

Combos

Midscreen Combos

5A > 5B > 5BB > 5C > 5CC

5A > 5B > 5BB > 236C

5A > 5B > 5BB > 214C

5A > 5B > 5BB > 22C

5A > 5B > 5BB > 214B > 2A > 22C

5A > 5B > 5BB > 214B > 2A > 5B > 5BB > 236C

6C > 5A > 5B > 5BB > 236C

5[C] > 5CC > 5A > 5B > 5BB > 236C

5[C] > j.A > j.B > land > 66X

5[C] > j.A > j.B > land > j.A > j.B > j.C

5[C] > j.A > j.B > land > 5A > 5B > 5BB > 236C

5A > 5B > 5BB > 236B > 22D

5A > 5B > 5BB > 214C > 22D

5A > 5B > 5BB > 214C > 236D > Double jump forwards > j.C > 2C

5A > 5B > 5BB > 22C > j.214D > 5A > 5B > 5BB > 22B

5A > 5B > 5BB > 22B OR 22C (two hits) > j.214D > 5A > 5B > 5BB > 22C

6C > 5A > 5B > 5BB > 236C > 214D

5[C] > j.A > j.B > land > 5A > 5B > 5BB > 236C > 214D

5[C] > j.A > j.B > land > j.A > j.B > j.214D > 5A > 236C

5A > 5B > 5BB > 22C > j.214D > 5A > 5B > 5BB > 236C > 214D

5A > 5B > 5BB > 22B OR 22C (two hits) > j.214D > 5A > 5B > 5BB > 236C > 214D

6C > 5A > 22B OR 22C (two hits) > j.214D > 5A > 5B > 5BB > 236C > 214D

5[C] > j.A > j.B > land > j.A > j.B > j.214D > 5A > 236C > 214D

A+B+C > 5A > 5B > 5BB > 236C

Corner Combos

5A > 5B > 5BB > 214B > 2A > 5B > 5BB > 22C

5A > 5B > 5BB > 214B > 2A > 5AA > 2A > 5B > 5BB > 22C

6C > 5A > 5AA > 5A > 5B > 5BB > 22C

5[C] > j.A > j.B > 66X > 5A > 5B > 5BB > 5C > 5CC

5[C] > j.A > j.B > land > j.A > j.B > j.C > 2A > 2A > 2B > 22A

5[C] > j.A > j.B > land > j.A > j.B > j.C > 2A > 2A > 2B > 22A > 214D

5A > 5B > 5BB > 214B > 2A > 5B > 5BB > 22B > j.214D > 5A > 5B > 22A> 214D

6C > 5A > 5B > 5BB > 22B > j.214D > 5A > 5B > 22A > 214D

5[C] > j.A > j.B > land > j.A > j.B > j.214D > 5A > 5B > 22A > 214D

A+B+C > 5A > 5B > 5BB > 22C

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"
N/A - not applicable
WB - wall bounce
WS - wall splat/stick
GB - ground bounce

                            |     Frames      |  Frame Advantage  |
                    Attack  | Total | Startup | On Hit | On Block | Notes
      Universal Mechanics  ---------------------------------------
                4/5/6+A+B   |  25   |    5    |   KD   |    N/A   |
              j.4/5/6+A+B   |  VB   |    4    |   KD   |    N/A   |
                  5+B+C/D   |  36   |    7    |   KD   |    -2    |
                  c.B+C/D   |  36   |    7    |   KD   |    N/A   |
                  j.B+C/D   |  36   |    6    |   KD   |    N/A   |
                      66X   |  32   |    7    |   WS   |    -10   |
                  Normals  ---------------------------------------
                      5A    |  15   |    4    |   +0   |    +0    |
                      5AA   |  19   |    4    |   -4   |    -4    |
                      5AAA  |  19   |    4    |   -4   |    -4    |
                      5AAAA |  N/A  |    4    |   -8   |    -8    |
                      5B    |  27   |    9    |   -3   |    -5    |
                      5BB   |  N/A  |    7    |   -5   |    -7    |
                      5BBB  |  N/A  |    7    |   -4   |    -8    |
                      5C    |  35   |    11   |   KD   |    -9    | 
                      5CC   |  N/A  |    6    |   GB   |    -8    |
                      c.A   |  15   |    4    |   +0   |    +0    |
                      c.B   |  25   |    7    |   -2   |    -4    |
                      c.C   |  40   |    11   |   KD   |    -11   |
                      j.A   |  VB   |    4    |   VB   |    VB    |
                      j.B   |  VB   |    6    |   VB   |    VB    |
                      j.C   |  VB   |    9    |   VB   |    VB    |
          Command Normals  ---------------------------------------
                       5[C] |  47   |    24   |   KD   |    -5    |
                       6C   |  43   |    23   |   GB   |    -9    |
                 Specials  ---------------------------------------
                    236+A   |  44   |    9    |   -16  |    -21   |
                    236+B   |  47   |    9    |   -0   |    -11   |
                    236+C   |  50   |    9    |   KD   |   -19/-47|
                    214+A   |  31   |    10   |   -2   |    -6    | 
                    214+B   |  45   |    10   |   KD   |    -7    | 
                    214+C   |  62   |    10   |   KD   |    -12   | 
                  j.214+A   |  VB   |    10   |   VB   |    VB    | 11F landing lag
                  j.214+B   |  VB   |    10   |   KD   |    VB    | 15F landing lag
                  j.214+C   |  VB   |    10   |   KD   |    VB    | 19F landing lag
                     22+A   |  46   |    5    |   KD   |    -26   | 7F invincible
                     22+B   |  51   |    7    |   KD   |    -26   | 6F invincible
                     22+C   |  57   |    9    |   KD   |    -30   | 4F invincible
               EX, Supers  ---------------------------------------
                  236+D     |  44   |    9    |   WS   |    -8    | 8F invincible
                  214+D     |  95   |    7    |   KD   |    -15   | 6F invincible
                j.214+D     |  VB   |    7    |   KD   |    VB    | 6F invincible, 5F landing lag
                   22+D     |  57   |    5    |   KD   |    -36   | 7F invincible
                  A+B+C     |  32   |    5    |   GB   |    -12   | 8F invincible
                  A+B+D     |  75   |    10   |   KD   |    -32   | 10F invincible

Trivia

  • The German girl who was possessed by Mycale in the events of ABK/AA.



Arcade Story

  • Opening
 Kati, a German little girl who went missing while going out,
 was somehow protected in the hinterland of Tibet, but instead of returning home to her parents
 she set out on a new journey wielding a strange wand after recovering from a debilitating condition.


  • VS Generic
 Uwaa, I won...


  • VS Sai
 Ah, mister long legs...? (*1)


  • VS Perfecti
 Are you okay?
 Hey, wait a moment...


  • First Interaction
 Suddenly, piercing the South Pole's permafrost, the form of a huge structure appeared.
 Perfecti:
 So you are still alive... but why did you come to this place?
 Oh well... This must also be destiny. I will personally grant your soul salvation.


  • Second Interaction
 Valkyria:
 To think you could defeat the Perfecti Mycale... Was it the power of that wand's evil eye?
 However, this ends here. Accept your death archaic human.
 I am Valkyria, the one who brings death to the Old World.


  • Ending
 Kati:
 Perfecti-chan... no, Mycale-chan, wake up!
 Kati understands very well that Mycale-chan has been lonely for a long time.
 That's why I came to see you... and... I hope we can be friends.
  • Translation Notes
  • (*1) 足長おじさん (ashinaga ojisan) (1) anonymous scholarship system for orphans whose parents have been killed in traffic accidents (from Daddy-Long-Legs, a 1912 novel by Jean Webster); (2) harvestman; daddy long-legs (arachnid of order Opiliones). Sai helped Kati (it's uncertain if he had something to do with either her being found safe in Tibet or her recovery from a weakened state), so they know each other and they use Japanese familiar terms when they speak to one another. Kati uses おじさん (oji-san) [old man; mister] for Sai so in Japanese this is a pun that has both the same meaning of "Daddy-Long-Legs" and "mister long-legs". Sai refers to Kati as お嬢ちゃん (ojou-chan) a familiar term from the polite お嬢さん (ojou-san) [young lady] usually translated as "missy" or "little lady". Both also have the meaning of uncle and daughter (not family related) respectively but using those terms would lead to confusion.


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