Matrimelee/Kanji

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Kanji Kokuin
Colors

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
  • 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.
  • 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.

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
MM Kanji 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Special
Super
Mid - - - - - -

Air Unblockable.
Self chains into 5.C.


5.B
MM Kanji 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Mid - - - - - -

Air Unblockable.


5.C
MM Kanji 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Mid - - - - - -

Air Unblockable.


5.D
MM Kanji 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -


5.CD
MM Kanji 5CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
24 24 Special
Super
Mid - - - - - -

Air Unblockable.
Hard WallSlam


Close Standing Normals

cl.5A
MM Kanji cl5a.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self
Special
Super
Mid - - - - - -

Air Unblockable.


cl.5B
MM Kanji cl5b.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Low - - - - - -

Air Unblockable.


cl.5C
MM Kanji cl5c.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid - - - - - -

Air Unblockable.


cl.5D
MM Kanji cl5d.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Mid - - - - - -

Air Unblockable.


Crouching Normals

2.A
MM Kanji 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 8 Self
Special
Super
Mid - - - - - -

Air Unblockable.


2.B
MM Kanji 2b.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Self
Special
Super
Low - - - - - -

Natrually chains into 5.B.


2.C
MM Kanji 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Special
Super
Mid - - - - - -

Air Unblockable.


2.D
MM Kanji 2d.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Low - - - - - -

Short sweep. Pushes Kanji a bit forward to compensate but has some slow start-up.


2.CD
MM Kanji 2cd.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Low - - - - - -

Air Unblockable.


Jumping Normals

8.A
MM Kanji 8a.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 N/A High - - - - - -

Hitbox is shorter than the actual cane.


8.B
MM Kanji 8b.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 N/A High - - - - - -

Can cross-up. Not much hitstun but can set up an Option Select grab or low starter.


8.C
MM Kanji 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 N/A High - - - - - -

Natrually chains into 7/9.C. Extremely huge hitstun and decently long air normal.


8.D
MM Kanji 8d.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
- 7 N/A High - - - - - -

Can cross-up.


7.C or 9.C
MM Kanji 79c.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 N/A High - - - - - -

Extremely long normal but has a long start-up animation.


7.D or 9.D
MM Kanji 79d.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 N/A High - - - - - -

Can cross-up.


Command Normals

6.A
MM Kanji cmd 6a.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
0 0 N/A N/A - - - - - -

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.


6.A > P
MM Kanji cmd 6a 1.png
Follow-up to 6.A.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A High - - - - - -

Overhead


6.A > K
MM Kanji cmd 6a 2.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 N/A High - - - - - -

Slow overhead compared to the Punch follow-up.


Dash Normals

66.A or C
MM Kanji 66P.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

Air Unblockable.
Kanji's best tool. Starter to most combos.


66.B or D
MM Kanji 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
24 12 Special
Super
Mid - - - - - -

Air Unblockable.


Rage Explosion, Throws & Guard Cancel

Grabs
MM Kanji Gthrow.png
4/6.C or j.6C
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Grab - - - - - -

Can also be done in the air. Power pole go woooo!!


Guard Cancel
MM Kanji 66P.png
5.CD (On block)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 8 Special
Super
Mid - - - - - -

Requires 1 Stress Meter to active and can only be done on block.


Rage Explosion
MM Kanji RageExplosion.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 N/A Mid - - - - - -

Air Unblockable.
Can only be done when one Stress Meter is filled. On hit it puts the opponent into a juggle state.

Special Moves

Loincloth Strike

41236.B
MM Kanji 41236b.png
Isshakufu Da (Loincloth Strike)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
2 1 N/A Mid - - - - - -

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.


41236.D
MM Kanji 41236d.png
Second hit.
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid - - - - - -

Air Unblockable.
Hits twice and causes a knockdown.


Small Spirit Bullet

63214.A or C
MM Kanji 63214p.png
Genmei Kikou Dan (Small Spirit Bullet)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 N/A Mid - - - - - -

Air Unblockable.
Both versions are similar except the A version is much faster. Absorbs other projectiles.


Flash Cane

Mash A or C
MM Kanji pppp.png
Gekijou Juujitsuki (AKA "Flash Cane")
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 (per hit) 2 N/A Mid - - - - - -

Air Unblockable.
The more you press the more hits you can get. Both A and C versions are the same.


Dash Mash A or C
MM Kanji Dash 4xP.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
27 13 N/A Mid - - - - - -

Air Unblockable.
Always hit 6 times and projects kanji forward instead of pushing him back. Extremely good tool for combos and option selects.

Rising Headbutt

641236.A or C
MM Kanji 641236p.png
Kyosuihizaryou (AKA "Rising Headbutt")
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid - - - - - -

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.


Dash 641236.A or C
MM Kanji Dash 632146P.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 12 N/A Mid - - - - - -

Hits four times. Easily outshined by dash flash cane in damage and funcuality.

Super Moves

Stress Shot

[4]6.B+D
MM Kanji 46bd.png
Start-up
MM Kanji 46bd 2.png
Final hit
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.

Ippatsu Ougi

B+D,B,B,D
MM Kanji bdbbd lvl2 startup.png
Start-up
MM Kanji bdbbd lvl2 hits.png
on hit
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 - - - - - -

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.

Combos

Combo Total Damage Permanent Damage Notes
Basic Combos
9.D >> 2.A > 2.A > 2.A xx [4]6.BD 51 25 Requires 1 Stress Meter.
66.P (3 hits) xx PPPP 45 27 Good utility combo to force the opponent to guess a grab or a low.
66.P (3 hits) xx 632146.C 33 16
66.P (3 hits) xx 41236.B >> cl.5C xx PPPP 41 20
9.D >> 2.CD xx [4]6.BD 65 32 Requires 1 Stress Meter.
66.P (3 hits) xx B+D,B,B,D 82 41 Requires 2 Stress Meter
Intermediate Combos
66.P (3 hits) > cl.5A > cl.5A > 5.A > C xx 41236.B >> cl.5C xx PPPP 49 24
66.P > cl.5A > cl.5A > 5.A > C xx 41236.B >> cl.5D xx [4]6.BD 68 39 Requires 1 Stress Meter.
66.P > cl.5A > cl.5A > 5.A > C xx 41236.B >> 5.CD 43 43 41236.B >> 5.CD is a low frame link.
66.P (3 hits) >> cl.5A > cl.5A > 5.A > C xx B+D,B,B,D 83 46 Requires 2 Stress Meter.
Advanced Combos
9.C >> 2.CD > 6.A > K 28 14 Corner only.
66.P (3 hits) > PPPP xx [4]6.BD 78 39 You must buffer Flash Cane before the last hit of 66.P to land [4]6.BD.
Requires 1 Stress Meter.
66.P (3 hits) >> 2.B ~> cl.5A > 5.A > C xx 41236.B >> cl.5D xx [4]6.BD 71 35 2.B ~> cl.5A is a P-link. In order to land this, you need to do 2.B ~> cl.5A,B to cancel the recovery of 2.B.
Requires 1 Stress Meter.
66.P >> 2.B ~> cl.5A > 5.A > C xx 41236.B >> 5.CD 46 46 2.B ~> cl.5A is a P-link. In order to land this, you need to do 2.B ~> cl.5A,B to cancel the recovery of 2.B.
66.P >> 2.B ~> cl.5A > 5.A > C xx 41236.B >> cl.5C xx PPPP 54 27 2.B ~> cl.5A is a P-link. In order to land this, you need to do 2.B ~> cl.5A,B to cancel the recovery of 2.B.
66.P (3 hits) ~> cl.5A > 5.A > C xx B+D,B,B,D 75 37 2.B ~> cl.5A is a P-link. In order to land this, you need to do 2.B ~> cl.5A,B to cancel the recovery of 2.B.
Requires 2 Stress Meter.
8.C > C >> 5.A > C >> 5.A > C xx 41236.B >> 5.CD 56 56 You must microwalk forward to land the first 5.A > C and be close enough to do it again.
41236.B >> 5.CD is a low frame link.
66.P > PPPP >> 2.B > B > 5.D xx 41236.B >> cl.5D xx [4]6.BD 97 48 Opponent must be crouching for 2.B to link. You must buffer Flash Cane before the last hit of 66.P to land 2.B.
Requires 1 Stress Meter.
66.P > PPPP >> 2.B > B > 5.D xx B+D,B,B,D 101 50 Opponent must be crouching for 2.B to link. You must buffer Flash Cane before the last hit of 66.P to land 2.B.
Requires 2 Stress Meter.
66.P > PPPP >> 2.B > B > 5.D xx 41236.B >> cl.5C xx PPPP 77 38 Opponent must be crouching for 2.B to link. You must buffer Flash Cane before the last hit of 66.P to land 2.B.
You can land more hits of flash cane in the corner.
66.P > PPPP >> 2.B > B > 5.D xx 41236.B >> 5.CD 72 72 Opponent must be crouching for 2.B to link. You must buffer Flash Cane before the last hit of 66.P to land 2.B.
41236.B >> 5.CD is a low frame link.
(Air to Air) 8.C > C >> cl.5D > cl.5C xx PPPP >> cl.5D xx [4]6.BD 92 46 Only works on Saizo, Poochy and Chinnen.
Corner Only.
(Juggle) cl.5C xx PPPP >> cl.5C xx PPPP >> cl.5C xx PPPP >> cl.5C xx PPPP >> cl.5C xx [4]6.BD 127 63 Only works on Saizo, Poochy and Chinnen.
Corner Only.

Additional Character Resources

  • Kanji Combo Expo 1 (Various Advanced Combos)
https://www.youtube.com/watch?v=y4WqapKgYHs
  • Kanji P-Linking Demonstration
https://www.youtube.com/watch?v=K3R_fYZNN-E


Matrimelee
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Characters AnnyBuntaroChinnenClaraEliasHikaruJimmyJonesKanjiKeithLynnOlofPoochyReijiSaizoShintaroSissyTaneUmeWhite

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