Ultra Fight Da! Kyanta 2/Robo-Azuma: Difference between revisions
Sushininja05 (talk | contribs) m (fixed U1 to be more consistent with all other multi-stage moves) |
Birdypilot (talk | contribs) m (→Movelist) |
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|recovery =2 | |recovery =2 | ||
|invuln =0 | |invuln =0 | ||
|adv.block = | |adv.block =10 | ||
|adv.hit = | |adv.hit =10 | ||
|adv.parry = | |adv.parry =-2 | ||
|effect =N/A | |effect =N/A | ||
|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> | ||
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|recovery =2 | |recovery =2 | ||
|invuln =0 | |invuln =0 | ||
|adv.block = | |adv.block =10 | ||
|adv.hit = | |adv.hit =10 | ||
|adv.parry = | |adv.parry =-2 | ||
|effect =N/A | |effect =N/A | ||
|description=This move seems simple on the surface, but | |description=This move seems simple on the surface, but its pairing with crouch-sliding makes it an active powerhouse, it handles all of your troubles.<br> | ||
Meter? Damage? Juggles? Carries? You name it, it can do it. It hits fairly low and with proper spacing you can safely poke without putting your hurtbox into the fray.<br> | Meter? Damage? Juggles? Carries? You name it, it can do it. It hits fairly low and with proper spacing you can safely poke without putting your hurtbox into the fray.<br> | ||
Bread n' butter basically, just don't spam it, ok? | Bread n' butter basically, just don't spam it, ok? | ||
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|recovery =4 | |recovery =4 | ||
|invuln =0 | |invuln =0 | ||
|adv.block = | |adv.block =9 | ||
|adv.hit = | |adv.hit =9 | ||
|adv.parry = | |adv.parry =-4 | ||
|effect =N/A | |effect =N/A | ||
|description=I take back what I said.<br> | |description=I take back what I said.<br> | ||
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|recovery =5 | |recovery =5 | ||
|invuln =0 | |invuln =0 | ||
|adv.block = | |adv.block =9 | ||
|adv.hit = | |adv.hit =9 | ||
|adv.parry = | |adv.parry =-5 | ||
|effect =N/A | |effect =N/A | ||
|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 =7 | |recovery =7 | ||
|invuln =0 | |invuln =0 | ||
|adv.block = | |adv.block =9 | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
|adv.parry = | |adv.parry =-7 | ||
|effect =KD, KB | |effect =KD, KB | ||
|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 =9 | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
|adv.parry = | |adv.parry =-3 | ||
|effect =KD | |effect =KD | ||
|description=Has huge start-up, it hardly matters since you're moving the whole time, it's | |description=Has huge start-up, it hardly matters since you're moving the whole time, it's surprisingly evasive and can hop over most slides or projectiles.<br> | ||
It's also your main combo-starter. You'll be relying on this to start everything, often trying to hit it from okizeme, it's incredibly prone to being DP'd so don't spam it.<br> | It's also your main combo-starter. You'll be relying on this to start everything, often trying to hit it from okizeme, it's incredibly prone to being DP'd so don't spam it.<br> | ||
Through and through 2X is the stable JUMPANG we all know and love--- it's also safe on block and to some extent parry. | Through and through 2X is the stable JUMPANG we all know and love--- it's also safe on block and to some extent parry. | ||
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|recovery =1 | |recovery =1 | ||
|invuln =1-15 | |invuln =1-15 | ||
|adv.block = | |adv.block =10 | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
|adv.parry = | |adv.parry =-1 | ||
|effect =KD, KB | |effect =KD, KB | ||
|description=Your main reversal, covers every single angle around Razuma. It's essentially a good version of 5B, but hitting all of the hits is just as | |description=Your main reversal, covers every single angle around Razuma. It's essentially a good version of 5B, but hitting all of the hits is just as finnicky.<br> | ||
But due to | But due to its relative speed, odd hitboxes, and great invulnerability, this is your go-to reversal.<br> | ||
It's not half-bad either, in neutral you can hit 5EX(2-hit) for a free launcher. | It's not half-bad either, in neutral you can hit 5EX(2-hit) for a free launcher. | ||
}} | }} | ||
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|recovery =1 | |recovery =1 | ||
|invuln =1-11 | |invuln =1-11 | ||
|adv.block = | |adv.block =10 | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
|adv.parry = | |adv.parry =-3 | ||
|effect =KD | |effect =KD | ||
|description=Very good anti-air reversal, the hitbox comes out at around the hp-display and you lose your invulnerability from there.<br> | |description=Very good anti-air reversal, the hitbox comes out at around the hp-display and you lose your invulnerability from there.<br> | ||
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|effect =KD | |effect =KD | ||
|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> | ||
It blocks all projectiles in | It blocks all projectiles in its path too, so you should throw this move out in neutral and approach with it. | ||
}} | }} | ||
}} | }} | ||
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|recovery =23 | |recovery =23 | ||
|invuln =0-57 | |invuln =0-57 | ||
|adv.block = | |adv.block =-5 | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
|adv.parry = | |adv.parry =-11 | ||
|launcher =KD, KB | |launcher =KD, KB | ||
|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> |
Revision as of 14:04, 15 October 2021
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" and "Robo".
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.
U2 Carry
Yep. Just as the name implies, you can carry players off knockdowns using U2 due to it's multi-hit nature.
It's extremely good at carrying fullscreen, although you won't get much damage.
It's important to know and take advantage of this carry to even up the disadvantage between U1 and U2.
Carries:
- Air Hit -> U2
- 2X -> 5A > U2
- 5EX -> U2
- J.EX -> U2
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 | |
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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".
Simply putting "U1", by itself means to activate and prime it as one full use. You will usually see that the most, but PLEASE make sure to properly notate it.
Optimal Combos
Air
5B > KC > 5B(FB) > 5X > U1 Prime > 5A(FB) > U1 Activate (203)
5B (2-hit) > 5X > 2B (55)
5B > (j.EX)x4 > 2B (168)
- Cut out j.EXs depending on meter
Midscreen
Both
2X > 2B > j.B > 3Ax4 (71)
- All Characters
2X > 2B > j.B > 3Ax7 (80)
- Hisomi/Rogue Only
Slow Movement
j.B > 3Ax2 (26)
3Ax4 (14)
- First 3A must cross-up
Fast Movement
j.B > 3Ax3 (29)
(3A)x6 (20)
- First 3A must cross-up
Demon Midscreen
5X > DC > 5EX YFD Combo (65)
5EX (3-hit) > DC > 5EX (1-hit) > (j.EX)x4 > 5EX (3-hit) (183)
Corner
Both
2X > 2B > 5X > U1 Prime > 5A(FB) > U1 Activate (168)
- Meter-build variant. Used if you're out of meter completely coming into the corner combo.
2X > 2B > j.B > 2B > U1 Prime > U1 Activate (185)
- Kill variant. Works even from Midscreen, use this if you have .75 coming into the corner combo.
Grab > 3Ax6 (63)
- If you land a grab smack in the corner you get this, regardless of movement speed.
Slow Movement
j.B > (3A)x4 > (U1) (142)
Fast Movement
j.B > (3A)x6 > (U1) (144)
Character-Specific
K. Kyanta/Rare - J.B > 2B > 3Ax4-6
- Corner Only 3As are variable depending on movement speed.
Taro - J.B > 2Bx2 > 3Ax3-5
- Has extra hitstun so this connects, 3As are variable depending on movement speed.
Blockstrings
U1 Prime > j.B > 3Ax10-15 > U1 Activate
- Will Boko Break on all characters, all types, and all sizes consistently. This blockstring is true as well, cannot be escaped without a red-parry.
3AxN (Until Boko-Break)
- 3A lab loops is one of the only true blockstrings in the game that corner carries, forces opponents to escape with a red-parry or force an EX. Use the first version if you want to guarantee a boko-break.
Flash Bonus
2X > 2B > KC >(delay) 5X(FB)> U1 Prime> 5A(FB) > U1 Activate (185)
- Corner Only Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.
2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > 3Ax3 (408)
- Corner Only You need to come into this combo with a bit of Boko cranked. Really dumb Solos kill-combo, not even impractical. Wow.
2X > 2B > KC >(delay) j.B(FB)> (j.EX)x3 > 2B (183)
- Corner Only Difficult tk.j.EX combo, almost impossible without the EX macro. Not sure if practical.
2X > 2B > KC >(delay) j.B(FB)> U1 Prime > U1 Activate (213)
- Corner Only High damaging U1-confirm out of the normal 2X>2B>j.B juggle. A nice way to get a Duos kill off the meter confirm.
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.)