Ultra Fight Da! Kyanta 2/MMichelle
Bio
This is just Michelle wearing a mask.
The mask does not have any special powers and it does not conceal his identity in the slightest.
"Omigah!"
Gameplay
Recommended Types: Stamina/Super
Masked Michelle is a footsies-oriented character, with strong fast disjoints in 5B, 5X, 2X, and j.B.
Then once he's in, he frame traps with his nearly uncontestable 5EX, or high rolls for U1 when they're conditioned.
M. Michelle's lack of approach tool is his biggest weakness, but patient approaches utilizing parry, 5EX, and 2X can force an option from the opponent to get in.
Movelist
Input | Damage | Guard | Notes |
5A | 5 | Mid | 1 frame. |
2A | 5 | Low | 1 frame. |
j.A | 15 | High | Standard long-lasting kick, but has slow start-up compared to the usual j.A. Often used to mix-up with j.B. |
5B | 15*2(28) | Mid | 2 hit fairly fast long range poke with a disjointed hitbox. Can be used as situational anti air. Unlike Michelle's 5B, it links from 5A and 2A. |
2B | 25 | Low | Disjointed low poke, not nearly as fast as other similar low pokes, such as Blues' 2B. |
j.B | 20 | High | Moves M. Michelle down and forward, like a divekick. Mix in with j.A and 2X to approach. Hitbox only exists around M. Michelle's legs, so not useful as air-to-air. When used in maximum jump height, j.B will not hit the opponent at all. This can bait out the opponent to block and Michelle can throw instead after landing. |
5X | 15*3(39) | Mid | M. Michelle dashes to the opponent and swings a sword 3 times. Requires specific amounts of gravity scaling to juggle properly depending on character.[1] On midrange, 5X can be used to as a ground approach tool thanks to the high speed of the dash. It can be used to do meaty against the opponent on wakeup, as the dash at startup allows M. Michelle to follow the direction of the opponent's ukemi. |
2X | 15*3(39) | Mid | Invulnerable DP with no landing lag. Hitbox is only on the sword, so it's prone to whiffing if improperly spaced. |
j.X | 10*9(31+) | High | Michellecopter. Keeps horizontal momentum. Almost impossible to get all the hits. |
5EX | 10, 15*5(50) | Mid | Prone to dropping hits at midscreen, allowing M. Michelle to get punished during the animation. Use it for an easy I-frame in and for reversals. |
2EX | 25*3(69) | Mid | Hits 3 times only against airborne opponent, much greater horizontal range. EX DP when 2X won't cut it. |
j.EX | 15*9(48+) | High | Useful getting out of corner and to force an approach from fullscreen, unsafe on block but deceptively hard to hit. Seemingly impossible to get all the hits. |
Ultra 1 (Y) | 20*14(158) | Mid | Huge damage invulnerable approach or combo ender. As of Patch 22, appears to have very little vulnerable recovery, if any at all. |
Ultra 2 (j.Y) | 30*4(108) | High | Not the highest damage, but a versatile invulnerable approach in the same vain as Cocorn U2. |
Throw | 30,15(45) | Grab | 2-hit throw with okay follow-ups using KC. |
Taunt | - | - | Grants 1 EX Gauge. |
Sample Combos
Midscreen
5A/2A , 2B
5A/2A , 5B
5A/2A , 5X [2]
5A/2A , 2X
5A/2A , U1
Corner
5X grounded hit juggles are outdated as of Patch 22, 5X's launch height is now so low you can no longer juggle a grounded hit(RIP)
5A/2A(1-3) , 5X , 5A , 2B [1]
5A/2A(1-3) , 5X , 2EX [1]
5A/2A(1-3) , 5X , 5A , 5A , 5X , 5A , 5A , 2X
- Only hits large characters
Throw(1) > KC , 2B , 2B , 5X , 5A , 5X , 5A , 5A , 2X
- Big characters (Spike?) only.
Throw(2) > KC , 2B , 5A , 5X , 5A , 5X , 5A , 5A , 2X
- For Rare's wonky hurtbox. The throw's second hit hits much earlier than it looks, must be KC'd very early.
Throw(1) , KC , 2B , KC , j.B(Flash Bonus) , 5A , 5A , 5A , 5A , 5X , 5A , 2X