Ultra Fight Da! Kyanta 2/Robo-Azuma: Difference between revisions
Sushininja05 (talk | contribs) m (whoops x5 instead of x4) |
Sushininja05 (talk | contribs) (last of the work before images are ready to be added, moves n' combos are complete) |
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|damage =120 | |damage =120 | ||
|guard =Mid | |guard =Mid | ||
|startup = | |startup =7 (Prime) - 7 (Activate) | ||
|active = | |active =10 | ||
|recovery = | |recovery =66 | ||
|invuln = | |invuln =0-7 (Prime) - 0-34 (Activate) | ||
|adv.block =? | |adv.block =? | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
Line 311: | Line 311: | ||
|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> | ||
It's very useful to great effect on the defensive or the offensive, perfectly playing into any type or playstyle you'd like.<br> | It's very useful to great effect on the defensive or the offensive, perfectly playing into any type or playstyle you'd like.<br> | ||
Can be applied as a pseudo-guard cancel, works as anti-air, reversal, and combo-ender. | Can be applied as a pseudo-guard cancel, works as anti-air, reversal, and combo-ender.<br> | ||
Also, after popping U1 you return to neutral, you actually float in the air for a bit while the animation is ending too. Useful for escaping projectiles or punishing DPs. | |||
}} | }} | ||
}} | }} | ||
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|damage =15*10(113) | |damage =15*10(113) | ||
|guard =Mid | |guard =Mid | ||
|startup = | |startup =2 | ||
|active = | |active =1(11)1(11)1(11)1(11)1(11)1(11)1(11)1(11)1(11)1 | ||
|recovery = | |recovery =23 | ||
|invuln = | |invuln =0-57 | ||
|adv.block =? | |adv.block =? | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
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|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> | ||
You can use it to avoid projectiles and force an approach, but overall it's far out-shadowed by Ultra 1. | You can use it to avoid projectiles and force an approach, but overall it's far out-shadowed by Ultra 1 in terms of overall use.<br> | ||
Also, there's actually no recovery if it whiffs entirely, the active frames also never "flicker" if it whiffs. Making it even better for carries. | |||
}} | }} | ||
}} | }} | ||
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|guard =Grab | |guard =Grab | ||
|startup =3 | |startup =3 | ||
|active = | |active =6 | ||
|recovery =5 | |recovery =5 | ||
|invuln =0 | |invuln =0 | ||
Line 365: | Line 367: | ||
|startup =N/A | |startup =N/A | ||
|active =N/A | |active =N/A | ||
|recovery = | |recovery =72 | ||
|invuln =N/A | |invuln =N/A | ||
|adv.block =N/A | |adv.block =N/A | ||
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5B > KC > 5B(FB) > 5X > U1 Prime > 5A(FB) > U1 Activate<br> | 5B > KC > 5B(FB) > 5X > U1 Prime > 5A(FB) > U1 Activate<br> | ||
5B (2-hit) > 5X > 2B<br> | 5B (2-hit) > 5X > 2B<br> | ||
5B > (j.EX)x2-4<br> | 5B > (j.EX)x2-4 > 2B<br> | ||
<br> | <br> | ||
=== Midscreen === | === Midscreen === | ||
Line 399: | Line 401: | ||
<br> | <br> | ||
=== Demon Midscreen === | === Demon Midscreen === | ||
5X > DC > 5EX YFD Combo<br> | |||
5EX (3-hit) > DC > 5EX (1-hit) > (j.EX)x4 > 5EX (3-hit)<br> | 5EX (3-hit) > DC > 5EX (1-hit) > (j.EX)x4 > 5EX (3-hit)<br> | ||
<br> | <br> | ||
Line 411: | Line 413: | ||
<br> | <br> | ||
'''Fast Movement'''<br> | '''Fast Movement'''<br> | ||
j.B > (3A) | j.B > (3A)x6 > (U1 Prime > U1 Activate)<br> | ||
<br> | <br> | ||
Line 424: | Line 426: | ||
<br> | <br> | ||
=== Showcases === | === Showcases === | ||
[https://www.youtube.com/watch?v=lvpF1ukIRJs Razuma Combos by Durdge-o]<br> | |||
<br> | <br> | ||
=== Notable Players === | === Notable Players === |
Revision as of 19:11, 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
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 6-hits, 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
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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 (Y)
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Ultra 2 (j.Y)
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Grab (AB)
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Taunt (Select)
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Combos
Notation Help | |
---|---|
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 > 2B
Midscreen
Both
2X > 2B > j.B > 3Ax6
Slow Movement
j.B > 3Ax2
3Ax4
Fast Movement
j.B > 3Ax3
3Ax6
Demon Midscreen
5X > DC > 5EX YFD Combo
5EX (3-hit) > DC > 5EX (1-hit) > (j.EX)x4 > 5EX (3-hit)
Corner
Both
2X > 2B > 5X > U1 Prime > 5A(FB) > U1 Activate
Grab(3-hit) > KC > (j.EX)x3 > 2B
Slow Movement
j.B > (3A)x4 > (U1 Prime > U1 Activate)
Fast Movement
j.B > (3A)x6 > (U1 Prime > U1 Activate)
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.)