Ultra Fight Da! Kyanta 2/Buttobi: Difference between revisions
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|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
|damage = | |damage =5 | ||
|guard =Mid | |guard =Mid | ||
|startup = | |startup =3 | ||
|active = | |active =1 | ||
|recovery = | |recovery =2 | ||
|invuln =N/A | |invuln =N/A | ||
|adv.block = | |adv.block =9 | ||
|adv.hit = | |adv.hit =9 | ||
|adv.parry =N/A | |adv.parry =N/A | ||
|effect =N/A | |effect =N/A | ||
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|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
|damage = | |damage =5 | ||
|guard =Low | |guard =Low | ||
|startup = | |startup =2 | ||
|active = | |active =1 | ||
|recovery = | |recovery =2 | ||
|invuln =N/A | |invuln =N/A | ||
|adv.block = | |adv.block =9 | ||
|adv.hit = | |adv.hit =9 | ||
|adv.parry =N/A | |adv.parry =N/A | ||
|effect =N/A | |effect =N/A | ||
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|data = | |data = | ||
{{AttackData(Jump-In)-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage = | |damage =15 | ||
|guard = | |guard =Overhead | ||
|startup = | |startup =10 | ||
|active =Until Ground | |active =Until Ground | ||
|recovery =Until Ground | |recovery =Until Ground | ||
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|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
|damage = | |damage =20 | ||
|guard =Mid | |guard =Mid | ||
|startup = | |startup =10 | ||
|active = | |active =7 | ||
|recovery = | |recovery =6 | ||
|invuln =N/A | |invuln =N/A | ||
|adv.block = | |adv.block =4 | ||
|adv.hit =N/A | |adv.hit =N/A | ||
|adv.parry =N/A | |adv.parry =N/A | ||
|effect = | |effect =KD | ||
|description=Dashing straight. Has a hitbox all the way down to Buttobi's feet, so it will never whiff on crouchers if you are close enough | |description=Dashing straight. Has a hitbox all the way down to Buttobi's feet, so it will never whiff on crouchers if you are close enough | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
|damage = | |damage =20 | ||
|guard =Low | |guard =Low | ||
|startup = | |startup =15 | ||
|active = | |active =7 | ||
|recovery = | |recovery =1 | ||
|invuln =N/A | |invuln =N/A | ||
|adv.block =N/A | |adv.block =N/A | ||
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|data = | |data = | ||
{{AttackData(Jump-In)-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage = | |damage =20 | ||
|guard =Mid | |guard =Mid | ||
|startup = | |startup =14 | ||
|active =N/A | |active =N/A | ||
|recovery =N/A | |recovery =N/A |
Latest revision as of 00:15, 11 May 2024
Background
Buttobi was the leader of a large biker gang ever since graduating high school.
His glares could strike fear into every person in the room, and he had the guts and strength to match.
Everything changed one night when he crashed into a young girl in a biking accident, killing her.
He ended a person’s life for the first time, and it was a devastating feeling.
While recovering in the hospital, he vowed to give up his outlaw ways, stepping down from his gang.
If trouble were ever to come his way, he could still hold his own in a fight.
Overview
Movelist
5A
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2A
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J.A
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5B
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2B
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J.B
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5X
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2X
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J.X
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5EX
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2EX
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J.EX
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Ultra 1 (2Y)
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Ultra 2 (Y)
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Grab (AB)
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Taunt (Select)
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Combos
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
FB | Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move. |
KC | Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel. |
DC | Refers to cancelling a move by activating Demon type's buff, similar to KC. |
XEX | Refers to pressing X+Y on the same frame, or the macro-button for X+Y. This is known as an EX move, for example: j.EX>5EX>2EX. |
{X/Y/Z} | Move X or Y or Z can be used. |
#X | Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.) If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere. |
(X)xN or (X)xN-N | Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing. Also occasionally includes a dash to indicate that a varying amount of hits can be performed. |
j.X | Button X is input while you are in the air jump. |
X(whiff) | Indicates that X is intended to whiff. |
(Delay) or (Wait) | Indicates a short delay on the hit. |
(X) | X move is omittable from the combo, this will be mentioned in the hover text. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
AA | Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA. |
[X] | Indicates if a move should be held down. |
]X[ | Indicates if a held move should be released, for example: 5[B] > 5]B[. |
MID
Any Standing Normal, U2
2X,2B,U1,5Bx3
Grab, 2/5B
Corner
Grab, 5A, U1, (FB)5Bx3
Taro Infinite 2A,5B*
Other Resources
Guides/Showcases
PRE IBBE
Boku Wa Fight
Buttobi - Ultra 1 Into Kyanta Cancel Basics