Ultra Fight Da! Kyanta 2/Robo-Azuma: Difference between revisions
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|recovery =2 | |recovery =2 | ||
|invuln =0 | |invuln =0 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =? | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =No | |launcher =No | ||
|description=Most characters have their best jabs as 5A, ZackyWild and Well-Done have amazing 5A jabs, Razuma just doesn't.<br> | |description=Most characters have their best jabs as 5A, ZackyWild and Well-Done have amazing 5A jabs, Razuma just doesn't.<br> | ||
Line 85: | Line 85: | ||
|recovery =2 | |recovery =2 | ||
|invuln =0 | |invuln =0 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =? | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =No | |launcher =No | ||
|description=This move seems simple on the surface, but it's pairing with crouch-sliding makes it an active powerhouse, it handles all of your troubles.<br> | |description=This move seems simple on the surface, but it's pairing with crouch-sliding makes it an active powerhouse, it handles all of your troubles.<br> | ||
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|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =0 | |invuln =0 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =? | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =No | |launcher =No | ||
|description=The biggest j.A hitbox in the game (maybe?), extremely safe and fast to use. Pokes for free, as long as you don't get hit on the leg hurtbox.<br> | |description=The biggest j.A hitbox in the game (maybe?), extremely safe and fast to use. Pokes for free, as long as you don't get hit on the leg hurtbox.<br> | ||
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|recovery =4 | |recovery =4 | ||
|invuln =0 | |invuln =0 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =? | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =No | |launcher =No | ||
|description=A very poor move, can't cover space and can't really punish due to the arm starting high up and lowering down.<br> | |description=A very poor move, can't cover space and can't really punish due to the arm starting high up and lowering down.<br> | ||
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|recovery =5 | |recovery =5 | ||
|invuln =0 | |invuln =0 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =? | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =No | |launcher =No | ||
|description=The longest 2B hitbox in the game (maybe?), fast and safe to use. Pokes for free, am I repeating myself? Oh, right, it's got a really really messed up disjoint on it.<br> | |description=The longest 2B hitbox in the game (maybe?), fast and safe to use. Pokes for free, am I repeating myself? Oh, right, it's got a really really messed up disjoint on it.<br> | ||
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|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =0 | |invuln =0 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =? | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =No | |launcher =No | ||
|description=You use j.A to get in, you use j.B when you're in. It's got a very safe and disjointed hitbox, along with it ending as soon as you touch the ground, it's a great poke.<br> | |description=You use j.A to get in, you use j.B when you're in. It's got a very safe and disjointed hitbox, along with it ending as soon as you touch the ground, it's a great poke.<br> | ||
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|recovery =7 | |recovery =7 | ||
|invuln =0 | |invuln =0 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =Knockdown | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =Yes | |launcher =Yes | ||
|description=An amazing whiff-punish and oki-tool. Along with being a great combo-tool as well. It has a lot of hits, so it's great for meter-gain and boko-bar damage.<br> | |description=An amazing whiff-punish and oki-tool. Along with being a great combo-tool as well. It has a lot of hits, so it's great for meter-gain and boko-bar damage.<br> | ||
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|recovery =1 | |recovery =1 | ||
|invuln =0 | |invuln =0 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =Knockdown | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =Yes | |launcher =Yes | ||
|description=Has huge start-up, it hardly matters since you're moving the whole time, it's suprisingly evasive and can hop over most slides or projectiles.<br> | |description=Has huge start-up, it hardly matters since you're moving the whole time, it's suprisingly evasive and can hop over most slides or projectiles.<br> | ||
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|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =0 | |invuln =0 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =? | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =No | |launcher =No | ||
|description=Middle of the line air-fireball. Seems bad, but it's great for controlling space considering how slow Razuma is.<br> | |description=Middle of the line air-fireball. Seems bad, but it's great for controlling space considering how slow Razuma is.<br> | ||
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|recovery =1 | |recovery =1 | ||
|invuln =1-15 | |invuln =1-15 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =Knockdown | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =Yes | |launcher =Yes | ||
|description=Your main reversal, covers every single angle around Razuma. It's essentially a beefy 5B and hitting all of the hits is just as finneky.<br> | |description=Your main reversal, covers every single angle around Razuma. It's essentially a beefy 5B and hitting all of the hits is just as finneky.<br> | ||
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|recovery =1 | |recovery =1 | ||
|invuln =1-11 | |invuln =1-11 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =Knockdown | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =Yes | |launcher =Yes | ||
|description=Very situational reversal, the hitbox comes out at around the hp-display and you lose your invulnerability from there.<br> | |description=Very situational reversal, the hitbox comes out at around the hp-display and you lose your invulnerability from there.<br> | ||
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|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =1-10 | |invuln =1-10 | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =Knockdown | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =Yes | |launcher =Yes | ||
|description=Broken move, for realsies. Requires you to hit tiger-knee combos to make it shine, but once you do it rips through characters like a hot knife through butter.<br> | |description=Broken move, for realsies. Requires you to hit tiger-knee combos to make it shine, but once you do it rips through characters like a hot knife through butter.<br> | ||
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|recovery =? | |recovery =? | ||
|invuln =? | |invuln =? | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =Knockdown | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =Yes | |launcher =Yes | ||
|description=Deals huge damage and is super useful in any combo as it can be cancelled into once primed after ANY move (except Grab).<br> | |description=Deals huge damage and is super useful in any combo as it can be cancelled into once primed after ANY move (except Grab).<br> | ||
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|recovery =? | |recovery =? | ||
|invuln =? | |invuln =? | ||
|adv. block =? | |adv.block =? | ||
|adv. hit | |adv.hit =Knockdown | ||
|adv. parry =? | |adv.parry =? | ||
|launcher =Yes | |launcher =Yes | ||
|description=Applies as a very good carry, but on block it's very punishable.<br> | |description=Applies as a very good carry, but on block it's very punishable.<br> | ||
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|recovery =5 | |recovery =5 | ||
|invuln =0 | |invuln =0 | ||
|adv. block = | |adv.block =Knockdown | ||
|adv. hit | |adv.hit =Knockdown | ||
|adv. parry =N/A | |adv.parry =N/A | ||
|launcher =Yes | |launcher =Yes | ||
|description=Can't be combo'd out of without KC, even with U1's cancel ability.<br> | |description=Can't be combo'd out of without KC, even with U1's cancel ability.<br> | ||
Line 370: | Line 370: | ||
|recovery =? | |recovery =? | ||
|invuln =N/A | |invuln =N/A | ||
|adv. block =N/A | |adv.block =N/A | ||
|adv. hit | |adv.hit =N/A | ||
|adv. parry =N/A | |adv.parry =N/A | ||
|launcher =No | |launcher =No | ||
|description=Practically the same as InAzuma's taunt, just slower, so don't use it.<br> | |description=Practically the same as InAzuma's taunt, just slower, so don't use it.<br> |
Revision as of 08:55, 28 October 2020
General
Background
Robo-Azuma? Azuma-Robo? is a robot created by Michelle, designed to mimic Azuma’s appearance. It will carry out its orders at any cost.
It can be found late at night in dark alleys, capturing those who cross its path to take back to Michelle’s lair for experiments.
It will fight back when in danger, using its drill with deadly force. In an emergency, it can self-destruct to keep its internal data confidential.
When its synthetic skin is off, it is in combat mode, ready to use its full strength and weaponry.
"GOSH. DAMN."
The community refers to him under a few different nicknames, they are: "Razuma", "Robo", and "Raz".
This resource refers to him as Razuma, although others may vary.
Colors
Gameplay
General
Recommended Types: Stamina/Super/Speed
Razuma plays as a sort of "reversal-powerhouse", having little-to-no-range due to his incredibly slow speed, forcing him to rely on parries or EX moves to cover distance.
But what he lacks in speed, he makes up for in moves, he has some of the safest and strongest moves in the game, his full kit is full of ridiculous buttons and he relies on leveraging these huge pokes to get things done.
Not only that, but thanks to his odd U1 and his ability to crouch-slide, he gains extreme TOD potential and has complete control over opponent's boko-bars. You never want to be caught blocking against Razuma.
Just in general, you're playing an uphill battle with extreme reward, one slip-up on the side of the opponent can be certain death.
Often times, Razuma just can't get in due to his speed, forcing him to drop meter or make trades to get things done, some MUs are just complete hell for the poor gator.
Keep in mind, one of the hardest characters, Razuma has to work twice as hard for these things.
Tech
If you're looking to play Razuma, you're going to need to understand the buffer-system present in Kyanta 2 and play up to an expert level. (At least Kyanta-wise anyways.)
Well, as one of the few characters with a cancel and tech, let's get started.
Crouch-Slide
As the name implies, you crouch and slide across the ground.
It's performed by holding 3 or down-right, once the combo-counter hits 8-hits-or-so, you'll stop moving forward.
It's a pretty unique movement option, allowing Razuma to approach despite his huge hurtbox at times, but mainly to extend his 3A-jab combos.
His 3A-jab combos are the corner-stone of why this movement is so important, every jab can extend for mulitple hits and a potential follow-up, along with it being one of his safest pokes.
It builds tons of meter, does lots of damage, on block it has no drawback, meaning you can infinitely jab an opponent in the corner until their boko-bar breaks or they red-parry.
A great way to mix that up, is to approach with U1 already primed, then activate U1 upon hitting the half-way point on a boko-bar break. Forcing the opponent to try a risky option or risk a full boko-break combo.
Movelist
Notation notes:
If you see something like, 5(5)5(5) for Active, that means that all #s outside of parenthesis are active frames and anything in parenthesis are inactive frames in-between each hitbox.
Also taunt recovery refers to the length of the taunt, if you see a # for startup frames, that will be how long until the taunt's effect activates.
However, if the taunt has a hitbox (i.e. Spike), it will be formatted in the same way that a normal move would be.
(Damage buff taunts will not do this, since there is no way to accurately measure when the buff kicks in.)
5A Handshake gone wrong Handshake gone wrong
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2A Pawnch Pawnch
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J.A Link Neutral Air, the sequel. Link Neutral Air, the sequel.
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5B Bad, move. Great anti-air. Bad, move. Great anti-air.
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2B Literal Stanky Leg Literal Stanky Leg
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J.B METALLIC FIST OF POWER METALLIC FIST OF POWER
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5X home depot power drill home depot power drill
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2X Alex stomp will never die Alex stomp will never die
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J.X (Insert Pirate joke) (Insert Pirate joke)
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5EX Multi-bop done right Multi-bop done right
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2EX Y'know how I said it was like Alex stomp? Yeah... Y'know how I said it was like Alex stomp? Yeah...
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J.EX (Insert Pirate Joke x100) (Insert Pirate Joke x100)
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Ultra 1 (Y) BWAAAAAAAAAAAAAAA BWAAAAAAAAAAAAAAA
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Ultra 2 (j.Y) Hyper-charging Star! Hyper-charging Star!
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Grab (AB) BLENDER TIME BLENDER TIME
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Taunt (Select) Every robot has gotta have spinny-limb taunt! Every robot has gotta have spinny-limb taunt!
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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[. |
Razuma's Ultra-1 has special notation, starting it is referred to as "U1 Prime", while using it after it's activated is referred to as "U1 Activate".
Air
5B > KC > 5B(FB) > 5X > U1 Prime > 5A(FB) > U1 Activate
5B (2-hit) > 5X > 2B
5B > (j.EX)x2-4
Midscreen
2X > 2B > j.B > 3Ax6
j.B > 3Ax2
3Ax3
Speed / Super Midscreen
j.B > 3Ax3
3Ax4
Demon Midscreen
j.A/B or 5X > DC > 5EX YFD Combo
5EX (3-hit) > DC > 5EX (1-hit) > (j.EX)x4 > 5EX (3-hit)
Corner
2X > 2B > 5X > U1 Prime > 5A(FB) > U1 Activate
2X > 2B > j.B > (j.EX)x3 > 2B
Grab(3-hit) > KC > (j.EX)x3 > 2B
j.B > (3A)x5 > (U1 Prime > U1 Activate)
Speed / Super Corner
j.B > (3A)x7 > (U1 Prime > U1 Activate)
Demon Corner
2X > 2B > DC >(delay) j.B(FB)> (j.EX)x4 > 2B
Flash Bonus Combos
2X > 2B > KC >(delay) 5X(FB)> U1 Prime> 5A(FB) > U1 Activate
2X > 2B > KC >(delay) j.B(FB)> (j.EX)x3 > 2B
Other Resources/Notable Players
Other Guides
Robo-Azuma Cool Kid Guide by Durdge-o
Showcases
Notable Players
- Durdge-o
(Names to look out for when searching for VODs of this character.)