Ultra Fight Da! Kyanta 2/Robo-Azuma: Difference between revisions
Sushininja05 (talk | contribs) m (region note cuz region matters when your netcode is bad) |
Sushininja05 (talk | contribs) m (nicer descs) |
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'''"GOSH. DAMN."'''<br> | '''"GOSH. DAMN."'''<br> | ||
<br> | <br> | ||
The community refers to him under a few different nicknames, they are: "Razuma" and "Robo".<br> | The community refers to him under a few different nicknames, they are: "Razuma" and "Robo".<br> | ||
This resource refers to him as Razuma, although others may vary. | This resource refers to him as Razuma, although others may vary. | ||
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== Movelist == | == Movelist == | ||
{{MoveData | {{MoveData | ||
|input =5A | |input =5A | ||
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|adv.parry =-2 | |adv.parry =-2 | ||
|effect =N/A | |effect =N/A | ||
|description=Can be low-profiled and is a mid, so it's better to use 2A | |description=Fast jab.<br> | ||
Can be low-profiled and is a mid, so it's better to use 2A.<br> | |||
}} | }} | ||
}} | }} | ||
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|adv.parry =-2 | |adv.parry =-2 | ||
|effect =N/A | |effect =N/A | ||
|description=A standard jab | |description=A standard low jab with a great hitbox.<br> | ||
Paired with crouch slide this gives Razuma most of his openings. | |||
}} | }} | ||
}} | }} | ||
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|punish =N | |punish =N | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Very big and safe "active until ground" j.A, prone to trading.<br> | ||
}} | }} | ||
}} | }} | ||
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|adv.parry =-5 | |adv.parry =-5 | ||
|effect =N/A | |effect =N/A | ||
|description=The | |description=The long and fast disjointed low.<br> | ||
Great combo tool and poke. | |||
}} | }} | ||
}} | }} | ||
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|punish =N | |punish =N | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Very safe and disjointed instant overhead.<br> | ||
A major part of Razuma's hi/lo pressure. | A major part of Razuma's hi/lo pressure. | ||
}} | }} | ||
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|effect =KD, KB | |effect =KD, KB | ||
|description=Serves as a combo-tool, due to the 8 hits, extremely good for meter-gain.<br> | |description=Serves as a combo-tool, due to the 8 hits, extremely good for meter-gain.<br> | ||
Doesn't apply that well outside of combos, | Doesn't apply that well outside of combos due to the slow start-up, reserved for whiff punishes. | ||
}} | }} | ||
}} | }} | ||
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|adv.parry =-3 | |adv.parry =-3 | ||
|effect =KD | |effect =KD | ||
|description= | |description=Fast overhead combo starter.<br> | ||
Very telegraphed, can be difficult to hit in some match-ups, so rely on his hi/lo to enforce it. | |||
}} | }} | ||
}} | }} | ||
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|punish =Y | |punish =Y | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Fast air-fireball that falls at a downward arc.<br> | ||
Great for covering space, can be unsafe if poorly timed. | |||
}} | }} | ||
}} | }} | ||
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|effect =KD, KB, C | |effect =KD, KB, C | ||
|description=Your main reversal, covers every single angle around Razuma.<br> | |description=Your main reversal, covers every single angle around Razuma.<br> | ||
Has poor iframes so loses iframe wars. | |||
}} | }} | ||
}} | }} | ||
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|adv.parry =-3 | |adv.parry =-3 | ||
|effect =KD | |effect =KD | ||
|description= | |description=Works as a pseudo anti-air reversal and instant overhead.<br> | ||
Works as a pseudo anti-air reversal | The hitbox comes out at around the HP-display and you lose your invuln from there.<br> | ||
Far slower than 2X. | |||
}} | }} | ||
}} | }} | ||
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|punish =N | |punish =N | ||
|effect =KD | |effect =KD | ||
|description= | |description=Buffed j.X.<br> | ||
Deals ludicrous damage, can be looped in combos. | |||
}} | }} | ||
}} | }} | ||
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|adv.parry =N/A | |adv.parry =N/A | ||
|effect =N/A | |effect =N/A | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
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|adv.parry =? | |adv.parry =? | ||
|effect =KD, KB, BD, F, NC | |effect =KD, KB, BD, F, NC | ||
|description= | |description=Insane disjoint and can be popped at anytime (even in the air) for massive damage.<br> | ||
Very long punish window after popping so make sure it hits. | |||
Very | |||
}} | }} | ||
}} | }} | ||
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|adv.parry =-11 | |adv.parry =-11 | ||
|launcher =KD, KB, C | |launcher =KD, KB, C | ||
|description= | |description=Ridiculous iframe bulldog super.<br> | ||
Can be used to forcefully approach or to corner carry of most knockdowns.<br> | |||
There's also no recovery on whiff, strangely, so it's better to punish it via blocking. | |||
}} | }} | ||
}} | }} | ||
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|adv.parry =N/A | |adv.parry =N/A | ||
|effect =KD, KB | |effect =KD, KB | ||
|description= | |description=Meterlessly combos in the corner, middle of the line grab.<br> | ||
<br> | <br> | ||
}} | }} | ||
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|adv.parry =N/A | |adv.parry =N/A | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Upon taunting grants the next move a +20 damage bonus.<br> | ||
Can be used as a gimmick to lure players in if you have explosion primed. | Can be used as a gimmick to lure players in if you have explosion primed. | ||
}} | }} | ||
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|adv.parry =N/A | |adv.parry =N/A | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Unique movement option, allows Razuma to initiate a crouch slide by pressing 3, which then can be continued by holding 2.<br> | ||
It allows Razuma to approach with advancing lows and low profile things his tall hurtbox normally cannot.<br> | |||
It | |||
}} | }} | ||
}} | }} | ||
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|link = https://www.youtube.com/watch?v=ukjRXP0lYW0 | |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> | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
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|regionNote = West Coast | |regionNote = West Coast | ||
|status = Active | |status = Active | ||
|notes = {{CharLink-Kyanta|Robo-Azuma| Robo-Azuma}} / {{CharLink-Kyanta|ZackyWild| ZackyWild}} / {{CharLink-Kyanta| | |notes = {{CharLink-Kyanta|Robo-Azuma| Robo-Azuma}} / {{CharLink-Kyanta|ZackyWild| ZackyWild}} / {{CharLink-Kyanta|Azuma-Deka| Azuma-Deka}} <br> | ||
I wrote this page! '''The Robo-Azuma Guy''', has done ALL of the work for him. <br>[https://www.youtube.com/watch?v=aPoT8YUEDSs Example Play] | I wrote this page! '''The Robo-Azuma Guy''', has done ALL of the work for him. <br>[https://www.youtube.com/watch?v=aPoT8YUEDSs Example Play] | ||
}} | }} |
Revision as of 18:30, 20 November 2022
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.
Overview
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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2EX
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J.EX
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Ultra 1 (Y or j.Y)
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Ultra 2 (Y)
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Grab (AB)
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Taunt (Select)
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Crouch Slide (3)
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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
Guides/Showcases
Robo-Azuma Cool Kid Guide by Durdge-o
Razuma Combos by Durdge-o
AUTOMATIC GATOR by Durdge-o
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
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Durdge-o |
United States West Coast |
Active | Robo-Azuma / ZackyWild / Azuma-Deka I wrote this page! The Robo-Azuma Guy, has done ALL of the work for him. |