Ultra Fight Da! Kyanta 2/ZackyWild: Difference between revisions
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[[Image:UFDK2_ZW_Header.png|thumb|right|250px|'''ZackyWild''']] | [[Image:UFDK2_ZW_Header.png|thumb|right|250px|'''ZackyWild''']] | ||
== Background == | |||
ZackyWild is a famous Japanese fighting game player.<br> | ZackyWild is a famous Japanese fighting game player.<br> | ||
He talks a lot of trash, but he has the quick reflexes, careful strategy, and precise execution to back it up.<br> | He talks a lot of trash, but he has the quick reflexes, careful strategy, and precise execution to back it up.<br> | ||
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.<br> | 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.<br> | ||
"It was a 7-3 match-up and you still lost."<br> | '''"It was a 7-3 match-up and you still lost."'''<br> | ||
The community refers to him as "ZW", for simplicity's sake.<br> | The community refers to him as "ZW", for simplicity's sake.<br> | ||
This resource refers to him as ZW, although others may vary. | This resource refers to him as ZW, although others may vary. | ||
=== | == Overview == | ||
{{StrengthsAndWeaknesses | |||
| intro = '''Recommended Types: Stamina'''<br> | |||
= | |||
'''Recommended Types: Stamina | |||
<br> | <br> | ||
[[file:UFDK2_ZackyWild_Icon.png]] '''ZackyWild''' is a ''niche'' toolbox character with '''very little cohesion''', yet still having the best rushdown tools in the game. Kind of like Chipp? Good luck!<br> | |||
| pros = | |||
* '''Best-in-Class Buttons''': ZW surprisingly has some of the best buttons in the game, j.A is an amazing jump-in, 5B/2B are amazing pokes (with 2B having the added benefit of the mole), j.B and j.EX are some of ''the'' best jump-ins in the game, and 5X is an all-around ridiculous button. He also gets 2X to force a low-profile/approach anywhere on the screen! | |||
* '''Always IN''': ZW, unlike most other characters, never has to struggle to approach the opponent. Having 2X, j.EX, j.B, 2B, and 5X, he can comfortably challenge almost anything. | |||
* '''Excellent Meter-Gain''': Due to ZW being able to rep 5[X] out at the end of almost every combo, he effectively regenerates his meter after every opening, making it hard to pin him down if he continues to run his offense. | |||
* '''Great Conversions''': ZW gets to convert off of almost every knockdown he gets, given the right situation. While he may not deal the highest damage, he gets to get in a lot, when backed up with proper execution these openings only deal more! | |||
| cons= | |||
* '''Questionable EXs''': 5EX is a huge donkey kick that grants ZW the time to setup almost anything, the problem is it's insanely stubby and hard to hit. 2[EX] is better, but it's a gimmicky armored move that usually means risking everything. Because of this, he can't comfortably Iframe out of pressure. | |||
* '''j.X''': Very rarely do characters have buttons that are completely and utterly useless, ZackyWild's j.X is completely unusable and a common beginner trap, even worse than Azuma-Deka's 2B, which at least has ''some'' use. | |||
* '''Char-Specific Everything''': All of ZW's combos can have different timing from character to character and most of his more rare damaging pick-ups can be completely character-specific. Not to mention, having a character-specific infinite and the illusive reverse 5[X] combo. | |||
* '''Execution''': ZW's combos weirdly enough require a lot of delay timing for the optimal damage, while he at least doesn't require tons of parrying to be effective, he's still more demanding than most characters. | |||
* '''No Meter Taunt (Effectively)''': Meter taunts are free economy and help immensely, while ZW does have one, it's impossible to hit in a game realisitically. He can build meter well, but this still is a major downside to his very solid neutral. | |||
|tablewidth=80 | |||
}} | |||
== Movelist == | |||
=== Tech === | === Tech === | ||
ZackyWild doesn't have "tech" more-so just very very | ZackyWild doesn't have "tech" more-so just very very weird buttons.<br> | ||
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<br> | 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<br> | ||
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.<br> | 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.<br> | ||
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[[Image:UFDK2_ZW_SHBOX.png]] | [[Image:UFDK2_ZW_SHBOX.png]] | ||
== | === Moves === | ||
{{MoveData | {{MoveData | ||
|input =5A | |input =5A | ||
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|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> | ||
Can also be used on the way down to kill your horizontal speed while canceling landing, it also | Can also be used on the way down to kill your horizontal speed while canceling landing, it also extends your hurtbox for some weird grab situations. | ||
}} | }} | ||
}} | }} | ||
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|description=A fullscreen insanely low profile move that combos with a 3B Mole.<br> | |description=A fullscreen insanely low profile move that combos with a 3B Mole.<br> | ||
Usually used to go under projectiles such as Anna 5EX or K. Kyanta's U1, it's a ridiculous button with a good reward on hit.<br> | Usually used to go under projectiles such as Anna 5EX or K. Kyanta's U1, it's a ridiculous button with a good reward on hit.<br> | ||
If done raw fullscreen without a mole, it can still combo since you stop just short of the edge of the screen, really good button. | If done raw fullscreen without a mole, it can still combo since you stop just short of the edge of the screen, really good button.<br> | ||
Death on parry though. | |||
}} | }} | ||
}} | }} | ||
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|invuln =0 | |invuln =0 | ||
|kd =Y | |kd =Y | ||
|punish = | |punish =N | ||
|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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|input =J.EX | |input =J.EX | ||
|image =UFDK2_ZW_JEX.png | |image =UFDK2_ZW_JEX.png | ||
|caption = | |caption =Dolphin | ||
|data = | |data = | ||
{{AttackData(Jump-In)-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
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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 | Not horrible and it's a very versatile call-out but far too easy to parry, better off in combos or elsewhere.<br> | ||
The real application is using it to lockdown players on wake-up, it has 40f of invuln and ends in the air, leaving you ridiculously plus if you call-out an EX wake-up. | |||
}} | }} | ||
}} | }} | ||
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|adv.parry =? | |adv.parry =? | ||
|effect =KD | |effect =KD | ||
|description= | |description=Deals loads of damage, works as his only real reversal, and has some good carry application.<br> | ||
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, leaving you very minus on block/parry otherwise.<br> | ||
Problem is it costs a bar for okay-ish damage assuming they're not crouching, | |||
Meter is better saved for EXs and KCs. | Meter is better saved for EXs and KCs. | ||
}} | }} | ||
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<br> | <br> | ||
==== 5[X] | ==== Reverse 5[X] Combo ==== | ||
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.<br> | 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.<br> | ||
Here's the ways to set it up, assuming ZackyWild's back is to the wall:<br> | Here's the ways to set it up, assuming ZackyWild's back is to the wall:<br> | ||
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== Other Resources/Notable Players == | == Other Resources/Notable Players == | ||
=== Other Guides === | === Other Guides/Showcases === | ||
[https://steamcommunity.com/sharedfiles/filedetails/?id=2126720571 ZackyWild Boppin Guide by Durdge-o]<br> | [https://steamcommunity.com/sharedfiles/filedetails/?id=2126720571 ZackyWild Boppin Guide by Durdge-o]<br> | ||
<br> | <br> | ||
=== Notable Players === | === Notable Players === | ||
{{PlayerList|colorPrefix=UFDK2_ZackyWild_Color|data= | |||
{{PlayerListEntry | |||
|name = | |||
|colorNote = | |||
|region = | |||
|regionNote = | |||
|status = | |||
|notes = | |||
}} | |||
}} | |||
{{Kyanta2}} | {{Kyanta2}} | ||
[[Category: Ultra Fight Da! Kyanta 2]] | [[Category: Ultra Fight Da! Kyanta 2]] |
Latest revision as of 21:05, 20 November 2022
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.
Overview
Movelist
Tech
ZackyWild doesn't have "tech" more-so just very very weird 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.
Moves
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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2[EX] Instills fear, anger, and anguish. Instills fear, anger, and anguish.
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J.EX Dolphin Dolphin
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Ultra 1 (Y) astral project yourself some neutral astral project yourself some neutral
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Ultra 2 (2Y) 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[. |
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.
Reverse 5[X] Combo
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/Showcases
ZackyWild Boppin Guide 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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unknown unknown |