Kanae
From Poverty Wiki
Contents |
Background
An intelligence operative, attached to the second office of Ground Staff Overseeing Department. With the news of Akatsuki's revival, she is ordered to recover a secret "Blitz Engine", lost at the end of the War. (from character selection screen)
Introduction
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.
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.
- Armor Ratio = 0.975
Throws
5+A+B: Flips the opponent onto the ground for a knockdown.
4/6+A+B: 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.
j.4/5/6+A+B: 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.
Normal Moves
5A: 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.
5B: 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.
5C: 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.
2A: 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.
2B: 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).
2C: 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.
j.A: 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.
j.B: 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.
7/9C: 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.
8C: 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 - 6C: 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's cancel-able into special moves, increasing her options further upon making contact with the move.
前転受身 - Zenten Ukemi - 3C: 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 - j.2C: 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 recovery frames 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 - 236+A/B/C: 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. The A version keeps Kanae in the same place and is also comboable. The B version causes Kanae to dash forwards about a third of a screen before grabbing, and the C version moves her about half a screen's worth of distance. The A version can be directly comboed into from a close 2a, 5a, or 6c, while the other versions can be linked from these normals.
- 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.
呼吸投げ - Kokyuu Nage - 214+A/B/C: 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, Kanae will promptly counter attack. Also, unlike a reflector, this move will ignore the proceeding hits of a multi hitting attack if it is countered.
- 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 beside her. She also brings them to the opposite side of her, causing the player to change sides. Unlike reflectors, this move will catch crossups.
- The B version catches all ground/mid attacks that aren't overheads or lows. Similar to the A version, a successful counter will cause the players to change sides. The main difference with the A version is that the in the B version, Kanae tosses the opponent into the opposite wall, far away from her.
- 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.
極楽鳥 - Gokurakuchou - 22+A/B/C:
EX and Super Moves
特攻螺旋四方投げ - EX Rasen Shihou Nage - 236+B+C:
特攻呼吸投げ - EX Kokyuu Nage - 214+B+C:
特攻極楽鳥 - EX Gokurakuchou - 22+B+C:
地獄車 - Jigokuguruma - (during EX Rasen Shihou Nage) 22+B+C:
羅刹天 - Rasetsuten - (during Jigokuguruma) A+B+C:
General Strategy
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.
Combos
(reflector) 22C
- ~1700 damage. Works midscreen. Either 5C or 2C are also possible but do less damage than 22C.
6C Corner Combos
- 8C 6C 6C 5A 6C 5A 6C 5AA 6C
- ~4900 damage, it does amazing damage without using meter. If you have problems landing the last 6C, use 5B instead. You'll lose ~200 damage but the combo will be much more stable.
- 8C 6C 6C 5A 6C 5AA 22C
- ~4400 damage. You lose more damage but ending with 22C will bring you right next to the opponent for okizeme. If they are too low, 22C will whiff.
- 6C 236A 22C
- ~3800 damage (~4100 if 22B+C is used instead). Difficult to hitconfirm but can be worth it, especially on counterhit.
- (reflect) 5A 6C 6C 5A 6C 5A 6C
- ~3000 damage.
- (reflect) 5A 6C 5A 6C 5A 6C 5A 6C
- ~3000 damage.
- (reflect) 5A 6C 5A 6C 5A 22C
- ~2700 damage. Sacrifices ~300 damage for okizeme.
2A 236A Combos
- Note: 236A 22C on it's own does ~3200 damage.
- 2A 236A 22C
- ~2600 damage. Difficult to hitconfirm but can be useful off a counterhit.
- 2A 2A 236A 22C
- ~1900 damage. Easier to hitconfirm but less damaging.
- 2A 2A 2A 236A 22C
- ~1700 damage. Very easy to hit confirm but a lot less damaging, usually not worth it.
Note: Most 22C enders can also followed up with a 2C OTG ender, but it's usually not worth the extra damage in exchange for okizeme potential, and likewise for 236B+C and 22B+C.
Frame Data
source
KD - Knockdown
VB - Variable
*UV - vaule(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



