Kanji (WIP)

Big Advantage (7-3 in Rise's Favor)

Easily one of Kanji's worse (30-70). Primarily due to her Persona moves, speed and her setplay being strong against Kanji compared to most of the cast. This is due to Kanji's sluggish air, ground speed and mediocre reversal options besides DP. All of Rise's 5D moves allow her to gain instant pressure if both Kanji and Rise are at a distance. 2C is the other tool that gives Kanji trouble on the ground as its a physical hit, it'll break tackle if used. Makarakarn (214D) allows her to also absorb lighting fullscreen with enough time to react, perhaps sniping Kanji's persona making him lose a card (Example: https://streamable.com/qzcymt). Then she can follow up with her D moves and start her pressure and perhaps setplay. Kanji cannot react with tackle against her D moves besides 2D since the speed and startup is too fast when it comes from down to up, resulting in Kanji getting hit or having to block and lose a card. Since 2D comes from up to down, Kanji can D tackle and crouch after letting tackle go full distance.

Things good for Kanji mostly is the D tackle usage from 2D and being able to D tackle through 2C's projectile if timed right along with the proper distance (Example : Kinda niche). And of course, RPS if he can get in

- Cyber#2405

This is by far Rise's best matchup. Rise has effective options she can use at fullscreen, midscreen, and up close, which means that Rise can reliably control where and when to fight her battles.

Due to Kanji's slow speed and fullscreen punish options, Kanji cannot reliably punish a fullscreen scan setup, and for the most part doesn't have the means to escape Rise's pressure resets or setups. This means that for the majority of the match, Kanji will be losing more neutral interactions on average and will then be put in Rise's blender.

One tool that can be annoying to deal with in this matchup is Kanji's DP, as it is triggered by any non-persona physical hit. This means that in certain situations, Rise's j.B approaches can be reliably stuffed. Unfortunately for Kanji, if Rise is hit in the air and back techs, she can poke Kanji on her descent with 236C or 236CD if they don't set up an option to beat it in time, effectively fending off any approach made afterward.

Specifics

This matchup affords Rise the ability to use her more unsafe options, including 2C and 5B in niche situations. 2C covers the ground space in front of Rise fairly well and is hard to punish if used at a distance due to Kanji's slow speed. As an added bonus, the physical hitboxes up until it spawns the projectile will break Kanji's persona when he uses tackle, because it is only immune to projectiles.

In a pinch 5B can be used at a distance to keep Kanji in check and break his persona from a distance. With the projectile being neutral on block, this still leaves Rise at advantage due to her strength at midrange compared to Kanji.

Tools to Look Out For

One of Kanji's answers to zoning is his D normals (Zio). There are 3 different positions he can strike with this move, which can be used to punish some of Rise's long-range pressure tools.

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