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Thread: Kanji vs Yukiko

  1. #1
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    Koopa_Klawz's Avatar
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    Kanji vs Yukiko

    Discuss the match up vs Yukiko

  2. #2
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    BloodyNights's Avatar
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    I'm looking for advice, how would a Kanji player get in on a Yukiko player. I'm mainly looking for advice so a friend of mine can get better with Kanji in this match up. With Kanji's slow movement speed, it seems really easy to keep him in place, and as long as I look out for his EX air command grab. I don't feel like he can touch me.

    What are some options that he might have against her? That he may not know about?

  3. #3
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    Ghurdrich's Avatar
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    My roomie who uses Kanji discovered the other day that his lightning can block incoming fans. Might at least be a good launching point for your friend not to just get locked down from the get go. As far as how Kanjis get in on me, he likes to set down a lightning in front of me and use it to block fans (Thus forcing me to actually get creative) then close as much distance as he can with a TK airthrow (This is a bit risky. Obviously only go for it if you can make it.) Other than that, try focusing on breaking her Persona, if you can. Yukiko really can't do jack all without it.

    (Apologies if this is something the majority of Kanjis already knew about, but we Yukiko peasants aren't as well-informed.)
    Official fan of Fans, Knuckle Trains and Labrys' Accent

  4. #4
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    Kanji isn't very safe when he throws out that lightning, if I'm smart enough I will run through it and punish him on his start up frames. Or I will just throw the projectile threw the lightnings gaps. Though if you can break her Persona that might help a good bit :P

  5. #5
    New Kid in School
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    almost impossible to win this matchup if the yukiko player is optimal. best chance is if the yukiko messes up spacing, has bad pressure, or you can catch him being braindead

  6. #6
    New Kid in School ProudDisciple's Avatar
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    Its a slow and steady battle to gain ground. Lightning vs fans is something I attempt sparingly but honestly just walking forward and blocking, jumping forward and blocking or timing your evasive action perfectly through fans.

    Though risky I anticipate fans and SB Bet ya can't take this! when I have meter.

  7. #7
    LotkaVolterra is right, this is Yukiko's match to lose. When she approaches the matchup correctly, Kanji has almost zero chance of winning. You're basically capitalizing on the mistakes she's making, that's really your only hope.

    Some interesting things you guys may/may not know though:

    -If Yukiko does any ground flame move, if you're close to her, you can actually grab her right out of it with 214C/214CD/214214C. This includes her awakening super, which you can start pumping during the super flash (so you can do it on reaction).

    -Aside from DPing, you can actually 214D out of her unblockable setup, assuming she commits to it (by unblockable, I don't mean her unblockable flame, I mean her high/low unblockable). This is preferable if it actually connects because you can go straight into RPS from it. You can only do this while the persona is still coming down on you, obviously, you can't once you start blocking.

    -You can roll through her 5D, and if you're close enough, you may be able to nab her with a command throw, although not as a punish. Be weary though, she can throw stuff behind the 5D, but if you time it right, you can at least roll through and block.

    -If she has 50 meter, she can cancel a blocked DP into a super, which will beat an immediate command throw or CH 2B attempt. What I recommend doing instead is blocking the DP, and if she doesn't the super immediately, 214C her. If she goes right into super, during super flash, you can 214D and it'll beat her super, otherwise, you can just block and 214C/214CD/214214C her.

  8. #8
    New Kid in School ProudDisciple's Avatar
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