Ultra Fight Da! Kyanta 2/ZackyWild: Difference between revisions
Sushininja05 (talk | contribs) m (fix on the levels n' stuff) |
Sushininja05 (talk | contribs) m (fixed some numbas and finished some descriptions) |
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{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
|version =j.X (Low) | |version =j.X (Low) | ||
|damage =15* | |damage =15*4 (48) | ||
|guard =High | |guard =High | ||
|startup =12 | |startup =12 | ||
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|effect =KD | |effect =KD | ||
|description=The worse version of j.X, an already bad move.<br> | |description=The worse version of j.X, an already bad move.<br> | ||
Low j.X makes ZW repeatedly bounces in a low arc across the bottom of the screen, this version will ALWAYS drop in combos.<br> | Low j.X makes ZW repeatedly bounces in a low arc across the bottom of the screen, this version will ALWAYS drop in combos letting them recover faster than you.<br> | ||
Also keep in mind that it has to be started from a bit back before your opponent or else you'll only get one or two hits before it drops. | |||
}} | }} | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
|header =no | |header =no | ||
|version =j.X (High) | |version =j.X (High) | ||
|damage =15* | |damage =15*3 (39) | ||
|guard =High | |guard =High | ||
|startup =12 | |startup =12 | ||
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|description=While cool looking and good on paper, certainly better than the low version, this almost exclusively puts ZW is a bad position.<br> | |description=While cool looking and good on paper, certainly better than the low version, this almost exclusively puts ZW is a bad position.<br> | ||
High j.X makes ZW do one large bounce in a high arc, which is highly combo-able, still it's not very good and going for it raw almost ensures a punish.<br> | High j.X makes ZW do one large bounce in a high arc, which is highly combo-able, still it's not very good and going for it raw almost ensures a punish.<br> | ||
Also, similar to its low counter-part, you have to start the move early or else you'll only get one hit. Leaving you unsafe. | |||
}} | }} | ||
}} | }} | ||
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More or less, you have to rely on psyching out the opponent with this button rather than actually setting it up.<br> | More or less, you have to rely on psyching out the opponent with this button rather than actually setting it up.<br> | ||
<br> | <br> | ||
Even then, it can still be blocked to reduce the damage by half | Even then, it can still be blocked to reduce the damage by half which also makes it impossible to combo out of.<br> | ||
Big gimmick. | Big gimmick. | ||
}} | }} | ||
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|effect =KD | |effect =KD | ||
|description=Aerial GUN, but it's 6 projectiles that don't really combo well and tends to drop.<br> | |description=Aerial GUN, but it's 6 projectiles that don't really combo well and tends to drop.<br> | ||
Not horrible and it's a very versatile call-out but still not nearly as good as Azuma-Deka's U1. | Not horrible and it's a very versatile call-out but still not nearly as good as Azuma-Deka's U1.<br> | ||
Also is easily parryable on reaction if the opponent knows what they're doing, unlike Azuma-Deka's U1. | |||
}} | }} | ||
}} | }} | ||
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|effect =KD | |effect =KD | ||
|description=More or less the same story as U1 but instead relying on calling out crouching moves.<br> | |description=More or less the same story as U1 but instead relying on calling out crouching moves.<br> | ||
Deals loads of damage, | Deals loads of damage, works as his only real reversal, and has some good carry application.<br> | ||
Problem is it costs a bar for okay-ish damage assuming they're not crouching, it scales well at least.<br> | |||
Meter is better saved for EXs and KCs. | |||
}} | }} | ||
}} | }} |
Revision as of 03:53, 11 October 2021
General
Background
ZackyWild is a famous Japanese fighting game player.
He talks a lot of trash, but he has the quick reflexes, careful strategy, and precise execution to back it up.
His top level gameplay in both popular and niche titles has earned him many fans in Japan and all over the world. His official fanclub recently surpassed 10,000 members.
"It was a 7-3 match-up and you still lost."
The community refers to him as "ZW", for simplicity's sake.
This resource refers to him as ZW, although others may vary.
Colors
Gameplay
General
Recommended Types: Stamina
ZackyWild has some very unconventional tools in his arsenal, especially his 2B, which is technically a projectile, and 5X, which can call for interesting cornering situations.
Interestingly, despite how lackluster his EX moves look, they actually have a LOT of importance for ZackyWild's gameplan.
As they force the opponent into hitstun for a long-enough period of time that Zacky can set up his helpless 5X pressure which leads to easy boko-breaks/blockstrings.
This, coupled with most of ZackyWild's funky normals and overall poor combo tools, does mean the player has to put considerably more work in to make him shine.
Also-- ZackyWild should use Stamina exclusively due to his complete lack of reversals.
U2 is his only good reversal, U1 is a good call-out if you think you'll snowball well.
(His hitbox is quite deceptive, only going up to the very bottom of his glasses. He's the same height as Buttobi.)
Tech
ZackyWild doesn't have "tech" more-so just very very janky buttons.
His j.EX only combos when full-jumping with an 8 input, his j.X and other buttons (j.B/j.X/j.EX/5X/5EX/5B) move more with super/speed type for no good reason
Outside of that, it's the usual air recovery cancels, j.A/B are often used to cancel air-recovery for their instantaneous start-up and for j.B's changing air speed.
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 Hit me! Hit me!
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2A Worse range than Kinoko's 2A Worse range than Kinoko's 2A
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J.A
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5B
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2B Mole isn't a low, it's a Mid. Mole isn't a low, it's a Mid.
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J.B
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5X Legs was the correct answer! Legs was the correct answer!
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2X
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J.X Avoid this move Avoid this move
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5EX
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2EX Instills fear, anger, and anguish. Instills fear, anger, and anguish.
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J.EX
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Ultra 1 (Y)
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Ultra 2 (j.Y) Not a High Not a High
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Grab (AB) A hug? A hug?
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Taunt (Select) FACE ME WHEN I'M TALKING TO YOU FACE ME WHEN I'M TALKING TO YOU
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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[. |
Optimal Combos
(Note: There's not really unoptimal or optimal combos for this character.
These are the only combos more or less and they almost all involve U1, very easy to learn.)
Fullscreen
j.9EX > 5A > j.EX > 5A > 5X > (delay) 5X (118)
- Fullscreen j.EX will not link into 2B or 5B due to height, here's an alternate combo for fullscreen.
j.8EX > 2B > (delay) 5B > 5X > (delay) 5X (113)
- For whatever reason only works the higher you do j.EX, so it's best to do full-jump j.8EX.
Corner
j.A > 5B > (delay) 5B > 5X > (delay) 5X (81)
- Works close to corner, requires you to land cancel j.A.
Other Resources/Notable Players
Other Guides
ZackyWild Boppin Guide by Durdge-o
Showcases
Notable Players
- N/A
(Names to look out for when searching for VODs of this character.)