Ultra Fight Da! Kyanta 2/ZackyWild: Difference between revisions
Sushininja05 (talk | contribs) m (new infinite found) |
Sushininja05 (talk | contribs) m (levelled moves should have [] to denote them, if they're not levelled then they shouldn't-- also jump-in stuff) |
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|caption =[https://www.ssbwiki.com/Sex_kick Sex Kick] | |caption =[https://www.ssbwiki.com/Sex_kick Sex Kick] | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =10 | |damage =10 | ||
|guard =High | |guard =High | ||
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|recovery =3 | |recovery =3 | ||
|invuln =0 | |invuln =0 | ||
| | |kd =Y | ||
| | |punish =N | ||
|effect =KD | |effect =KD | ||
|description=Air jab with a launching hitbox.<br> | |description=Air jab with a launching hitbox.<br> | ||
Line 171: | Line 170: | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =25 | |damage =25 | ||
|guard =High | |guard =High | ||
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|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =0 | |invuln =0 | ||
| | |kd =N | ||
| | |punish =N | ||
|effect =N/A | |effect =N/A | ||
|description=Slow start-up divebomb that boosts your momentum on the way up and kills your horizontal speed.<br> | |description=Slow start-up divebomb that boosts your momentum on the way up and kills your horizontal speed.<br> | ||
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|caption =Avoid this move | |caption =Avoid this move | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|version =j.X (Low) | |version =j.X (Low) | ||
|damage =15*4 (48) | |damage =15*4 (48) | ||
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|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =0 | |invuln =0 | ||
| | |kd =Y | ||
| | |punish =Y | ||
|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> | ||
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Also keep in mind that it has to be started from a bit back before your opponent or else you'll only get 1 or 2 hits before it drops, as oppose to dropping after 3 or 4. | Also keep in mind that it has to be started from a bit back before your opponent or else you'll only get 1 or 2 hits before it drops, as oppose to dropping after 3 or 4. | ||
}} | }} | ||
{{AttackData(Jump-In)-KYANTA2 | |||
|header =no | |header =no | ||
|version =j.X (High) | |version =j.X (High) | ||
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|recovery =N/A | |recovery =N/A | ||
|invuln =0 | |invuln =0 | ||
| | |kd =Y | ||
| | |punish =Y | ||
|effect =KD | |effect =KD | ||
|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> | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
|input = | |input =2[EX] | ||
|image =UFDK2_ZW_2EX.png | |image =UFDK2_ZW_2EX.png | ||
|caption =Instills fear, anger, and anguish. | |caption =Instills fear, anger, and anguish. | ||
Line 390: | Line 386: | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =40 | |damage =40 | ||
|guard =High | |guard =High | ||
Line 397: | Line 393: | ||
|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =1-12 | |invuln =1-12 | ||
| | |kd =Y | ||
| | |punish =N | ||
|effect =KD | |effect =KD | ||
|description=Fullscreen jump-in with a good hearty chunk of damage and combo-potential.<br> | |description=Fullscreen jump-in with a good hearty chunk of damage and combo-potential.<br> | ||
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|caption =astral project yourself some neutral | |caption =astral project yourself some neutral | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =20*6(120) | |damage =20*6(120) | ||
|guard =Mid | |guard =Mid | ||
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|recovery =Until Landing | |recovery =Until Landing | ||
|invuln =0-40 | |invuln =0-40 | ||
| | |kd =Y | ||
| | |punish =N | ||
|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> |
Revision as of 07:06, 3 June 2022
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/Super
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.
He uses these unconventional tools to play a very very mean rushdown, once he gets in he sets up a horrible wake-up scenario that'll consistently keep opponents guessing.
Then, using his arguably lackluster his EXs he can the opponent into hitstun for a long-enough to loop his helpless 5X pressure which leads to easy boko-breaks/blockstrings.
While his rushdown may be oppressive in the right hands, having an option for nearly every situation, he has absolutely no reliable reversal besides U2.
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.
In general, ZackyWild should use Stamina and Super for the health boost, or just jumping in recklessly.
A lot of his gameplan heavily relies on abusing armor and making big call-outs, lending himself to a large surplus of health.
Also his buttons get slight movement speed boosts in super, such as j.B/j.X/j.EX... etc etc.
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.
Also, he has a very deceptive hurtbox, only going up to the very bottom of his glasses, similar to Buttobi's hurtbox.
Movelist
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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2[EX]
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J.EX
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Ultra 1 (Y)
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Ultra 2 (2Y)
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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[. |
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.
(5A > 2B > 2A > tk.j.A > 2B (mole hit) > j.A (hit))xN
- Tall character infinite that only works on Gators & Cocorn, not WD for some strange reason.
5[X] Corner Jank
Since 5[X] is an infinitely active button, if you do it facing away from the corner and get a hit you'll juggle until gravity takes over.
Here's the ways to set it up, assuming ZackyWild's back is to the wall:
- 5X (overlap) > 5[X]
- tk.j.7EX > 5[X]
- j.A (overlap) > 5[X]
- Opponent Jump-in > 5[X]
Works on:
- Hisomi
- Michelle
- Sendou
- Spike
- Buttobi
- Hatoyan
- Mask
- Gyanta
It does about 119~ish raw, depending on which character you do it to.
Confirmed out of tk.j.7EX it does about 130~ish depending on what character you do it to.
Here's a video showing it in action: ZackyWild 5X Jank By Durdge-o
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.)