Ultra Fight Da! Kyanta 2/Robo-Azuma: Difference between revisions
Sushininja05 (talk | contribs) m (clean up on aisle razuma) |
Sushininja05 (talk | contribs) m (combo fix and vids) |
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|data= | |data= | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *j.B > | |input = *j.B > (3A)x2 | ||
|simput = *j.B, | |simput = *j.B, (3A)x3 (Speed) | ||
|condition = Midscreen | |condition = Midscreen | ||
|characters = All | |characters = All | ||
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|metergen = .25 Bar/.3 Bar (Speed) | |metergen = .25 Bar/.3 Bar (Speed) | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=E0RrBbaf7bU | ||
|note = Generic jump-in combo with an active-until-landing jump-in.<br> | |note = Generic jump-in combo with an active-until-landing jump-in.<br> | ||
If you're using Speed/Super-type you can get an extra jab, thanks to Razuma's crouch-slide movement. | If you're using Speed/Super-type you can get an extra jab, thanks to Razuma's crouch-slide movement. | ||
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|metergen = .3 Bar/.5 Bar (Speed) | |metergen = .3 Bar/.5 Bar (Speed) | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=2ZugnmL_11k | ||
|note = Standard cross-up jab combo.<br> | |note = Standard cross-up jab combo.<br> | ||
If you're using Speed/Super-type you get two extra jabs, thanks to Rauzma's crouch-slide movement.<br> | If you're using Speed/Super-type you get two extra jabs, thanks to Rauzma's crouch-slide movement.<br> | ||
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|metergen = .30 Bar | |metergen = .30 Bar | ||
|meterspent = 1 Bar | |meterspent = 1 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=4FynL1hkdP8 | ||
|note = Finneky anti-air combo since you have to have pretty good timing for a niche pick-up.<br> | |note = Finneky anti-air combo since you have to have pretty good timing for a niche pick-up.<br> | ||
Works but it's not nearly as easy as WD's j.B pick-up, Gyanta's 5B pick-up, or Rogue's 5B pick-up. | Works but it's not nearly as easy as WD's j.B pick-up, Gyanta's 5B pick-up, or Rogue's 5B pick-up. | ||
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|metergen = .5 Bar/.75 Bar (Speed) | |metergen = .5 Bar/.75 Bar (Speed) | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=t9c_MU6eL_E | ||
|note = | |note = Taro has extra hitstun so (tk.j.B)x3 connects, you get extra 3As with faster movement speed too!<br> | ||
If this hits in the corner, you can swap out the 2B for U1 and TOD Taro. | If this hits in the corner, you can swap out the 2B for U1 and TOD Taro. | ||
}} | }} | ||
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|data= | |data= | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *2X > 2B > j.B > | |input = *2X > 2B > j.B > (3A)x5 | ||
|simput = | |simput = | ||
|condition = Close-To-Corner | |condition = Close-To-Corner | ||
|characters = All | |characters = All | ||
|damage = | |damage = 74 | ||
|meterreq = 0 Bar | |meterreq = 0 Bar | ||
|metergen = . | |metergen = .7 Bar | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=q4UmYe7wqaE | ||
|note = Depending on the character, you can get extra jabs, with the most notable being Rogue/Hisomi.<br> | |note = Depending on the character, you can get extra jabs, with the most notable being Rogue/Hisomi.<br> | ||
On Rogue/Hisomi you can get: '''2X > 2B > j.B > 3Ax7'''(80)(.90 bar built)<br> | On Rogue/Hisomi you can get: '''2X > 2B > j.B > 3Ax7'''(80)(.90 bar built)<br> | ||
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}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *2X > 2B > j.B > | |input = *2X > 2B > j.B > (3A)x4 > U1 | ||
|simput = | |simput = | ||
|condition = Close-To-Corner | |condition = Close-To-Corner | ||
|characters = All | |characters = All | ||
|damage = | |damage = 177 | ||
|meterreq = .5 Bar | |meterreq = .5 Bar | ||
|metergen = .6 Bar | |metergen = .6 Bar | ||
|meterspent = 1 Bar | |meterspent = 1 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=VjZWNGc5qUI | ||
|note = U1 version of the usual midscreen BNB.<br> | |note = U1 version of the usual midscreen BNB.<br> | ||
Does a ton of damage but you're minus after the U1, usually doesn't matter though thanks to the Boko-build scaring people. | Does a ton of damage but you're minus after the U1, usually doesn't matter though thanks to the Boko-build scaring people. | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *2X > 2B > j.B > (tk.j.EX)x4 | |input = *2X > 2B > DC >(delay) j.B(FB) > (tk.j.EX)x4 > 2B | ||
|simput = | |simput = | ||
|condition = Close-To-Corner, Demon | |condition = Close-To-Corner, Demon | ||
|characters = All | |characters = All | ||
|damage = | |damage = 189 | ||
|meterreq = 1 | |meterreq = 1 Bar | ||
|metergen = . | |metergen = .75 Bar | ||
|meterspent = | |meterspent = 1 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=s7VRiXEos2Q | ||
|note = j.EX kill | |note = j.EX kill combo, every j.EX must be within a 1f gap of each other. | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *5EX(3-hit) > DC > 5EX(1-hit) > (tk.j.EX) | |input = *5EX(3-hit) > DC > 5EX(1-hit) > (tk.j.EX)x5 | ||
|simput = | |simput = | ||
|condition = Close-To-Corner, Demon | |condition = Close-To-Corner, Demon | ||
|characters = All | |characters = All | ||
|damage = | |damage = 188 | ||
|meterreq = 1.5 Bar | |meterreq = 1.5 Bar | ||
|metergen = 0 Bar | |metergen = 0 Bar | ||
|meterspent = 1.5 Bar | |meterspent = 1.5 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=Buh_9mrW-5Y | ||
|note = | |note = Used for when you're further out than the above combo.<br> | ||
You can get a 6th tk.j.EX, but it's | You can get a 6th tk.j.EX, but it's pretty hard.<br> | ||
More power to you if you get it though. | |||
}} | }} | ||
}} | }} | ||
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|metergen = 1.5 Bar | |metergen = 1.5 Bar | ||
|meterspent = 2 Bar | |meterspent = 2 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=yrMQkXssT2A | ||
|note = Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.<br> | |note = Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.<br> | ||
Leaves you positive .5 bar when performed successfully, wackity combo. | Leaves you positive .5 bar when performed successfully, wackity combo. | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > | |input = *2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > 3A(FB)> (3A)x2 | ||
|simput = | |simput = | ||
|condition = Corner | |condition = Corner | ||
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|metergen = 2 Bar | |metergen = 2 Bar | ||
|meterspent = 4 Bar | |meterspent = 4 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=10Giq_lPdDM | ||
|note = Solos Kill Combo, you need to come into this combo with a bit of Boko cranked. Not even impractical.<br> | |note = Solos Kill Combo, you need to come into this combo with a bit of Boko cranked. Not even impractical.<br> | ||
Leaves you positive . | Leaves you positive .75 bar when performed successfully, just like the normal version of this combo. | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *Grab > | |input = *Grab > (3A)x6 | ||
|simput = | |simput = | ||
|condition = Corner | |condition = Corner | ||
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|damage = 63 | |damage = 63 | ||
|meterreq = 0 Bar | |meterreq = 0 Bar | ||
|metergen = . | |metergen = .75 Bar | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=ukjRXP0lYW0 | ||
|note = If you land a grab smack in the corner you get this, regardless of movement speed.<br> | |note = If you land a grab smack in the corner you get this, regardless of movement speed.<br> | ||
Has a tendency to naturally FB-Bonus on the first 3A after, which is really nice. | Has a tendency to naturally FB-Bonus on the first 3A after, which is really nice. | ||
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|meterspent = 1 Bar | |meterspent = 1 Bar | ||
|link = | |link = | ||
|note = | |note = Corner jump-in combo, for whatever reason only multiples of 2 allow you to link into U1. | ||
}} | }} | ||
}} | }} |
Revision as of 04:07, 15 January 2022
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're unable to crouch slide.
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.
Jab Loops
His 3A-jab combos are the corner-stone of why this movement is so important, every jab can extend for multiple hits and a potential follow-up, along with it being one of his safest pokes.
It builds tons of meter, does lots of damage, and is the general combo ender.
It's also +10 on block and completely gapless if timed right, forcing the opponent to red parry low to escape the true infinite blockstring.
This guarantees some easy Boko-breaks, with U1 already primed you can pop U1 after 10 jabs against trios. Forcing the opponent to try a risky option or risk a full boko-break combo.
On Boko-break Razuma has a number of options, if he's completely broke he can Grab > 3A(FB) > (3A)x4 for a ton of meter back.
Crouch-Slide Parry OS
As the name implies, using 3 you can OS parries, since using 3 will not consume your parry.
This means Razuma is the only character who can move and parry on the ground, this is essential for dealing with your bad match-ups.
As air parrying won't cut it.
The OS is performed as: 2 > 3 > (6)4, in which you flick your finger from 2 to 3 and then quickly flick to 6 when you need to parry.
After you hit 6, you can opt for 4 to OS block, either getting the parry or immediately blocking and being completely safe.
Movelist
5A
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2A
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J.A Link Neutral Air, the sequel. Link Neutral Air, the sequel.
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5B Awful arm-swing. Awful arm-swing.
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2B Stanky Leg 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
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5EX Main Reversal Main Reversal
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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
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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)
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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".
Simply putting "U1", by itself means to activate and prime it as one full use.
Midscreen
Close-To-Corner
Corner
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.)