Ultra Fight Da! Kyanta 2/Robo-Azuma: Difference between revisions

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[[Image:UFDK2_Razuma_Header.png|thumb|right|250px|'''Robo-Azuma''']]
[[Image:UFDK2_Razuma_Header.png|thumb|right|250px|'''Robo-Azuma''']]


== General ==
== Background ==
=== 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.<br>
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.<br>
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.<br>
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.<br>
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.<br>  
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.<br>  
When its synthetic skin is off, it is in combat mode, ready to use its full strength and weaponry.
When its synthetic skin is off, it is in combat mode, ready to use its full strength and weaponry.<br>
 
<br>
'''"GOSH. DAMN."'''
'''"GOSH. DAMN."'''<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.


=== Colors ===
== Overview ==
[[Image:UFDK2_Razuma_Colors.png]]
{{StrengthsAndWeaknesses
 
| intro =[[file:UFDK2_Robo-Azuma_Icon.png]] '''Robo-Azuma''', or more commonly, '''Razuma'''. Is slow, bulky, and packs a punch. Think Goldlewis.<br>
== Gameplay ==
| pros =
 
* '''Great Mix''': Razuma's suite of normals have large disjoints and are very safe, allowing him to run commanding hi/los that loop into themselves across the screen. He can mix this with his crouch slide giving him insane approaching lows and grabs.
=== General ===
* '''Top-5 Ultra''': Ultra 1, Razuma's explosion, does ''everything'', breaks rules, deals huge boko damage/normal damage, works as a "get off me", allows for super flash option selects, and lets Razuma get away scot-free in a ton of scenarios.
'''Recommended Types: Stamina/Super/Speed'''
* '''Extra Bulk''': Razuma has a +20 HP and +5 Boko boost for being a big-body, making him extra survivable and more willing to take trades.
 
* '''High Damage''': Razuma can TOD off of every single button provided he's using U1.
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.<br>
| cons=
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.<br>
* '''Tall, Slow, & Exploitable''': Characters can have infinites and instant overhead setups exclusive to the Gators just for their height and width, have reduced Ukemi speed, and are extremely slow making it hard for them to get out of bad situations.
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.<br>
* '''Can't Get In''': Unlike Deka or Natanee, which are similarly slow but have options to bypass it (or don't care), Razuma is constantly in a battle to stay near the opponent. Making Speed and Super sometimes tantalizing choices, despite usually losing out on options. This also means he must parry to get in.
<br>
* '''No Meter Taunt''': Meter taunts are free economy and help immensely, not having one, while a similar character like Cocorn has one. Makes Razuma very sad.
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.<br>
|tablewidth=80
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.<br>
}}
Keep in mind, one of the hardest characters, Razuma has to work twice as hard for these things.<br>
 
 
=== Tech ===
'''Crouch-Slide'''<br>
[[Image:UFDK2_Razuma_CrouchSlide.png]]<br>
As the name implies, you crouch and slide across the ground.<br>
It's performed by holding 3 or down-right, once the combo-counter hits 6-hits, you'll stop moving forward.<br>
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.<br>
<br>
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.<br>
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.<br>
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.<br>
<br>
'''U2 Carry'''<br>
[[Image:UFDK2_Razuma_U2.png]]<br>
Yep. Just as the name implies, you can carry players off knockdowns using U2 due to it's multi-hit nature.<br>
It's extremely good at carrying fullscreen, although you won't get much damage.<br>
It's important to know and take advantage of this carry to even up the disadvantage between U1 and U2.<br>
<br>
Carries:<br>
*Air Hit -> U2
*2X -> 5A > U2
*5EX -> U2
*J.EX -> U2


== Movelist ==
== Movelist ==
Notation notes:<br>
<br>
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.<br>
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.<br>
However, if the taunt has a hitbox (i.e. Spike), it will be formatted in the same way that a normal move would be.<br>
(Damage buff taunts will not do this, since there is no way to accurately measure when the buff kicks in.)<br>
<br>
{{MoveData
{{MoveData
|input  =5A
|input  =5A
|image  =UFDK2_Razuma_5A.png
|image  =UFDK2_Razuma_5A.png
|caption =Handshake gone wrong
|caption =
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData-KYANTA2
Line 74: Line 40:
   |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=Fast jab.<br>
It's not like it's unsafe or bad, it's just out-done by 2A. You won't be using this very often if at all, unless you're hitting the U1 Flash Bonus.
Can be low-profiled and is a mid, so it's better to use 2A.<br>
  }}
  }}
}}
}}
Line 85: Line 51:
|input  =2A
|input  =2A
|image  =UFDK2_Razuma_2A.png
|image  =UFDK2_Razuma_2A.png
|caption =Pawnch
|caption =
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData-KYANTA2
Line 94: Line 60:
   |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 it's pairing with crouch-sliding makes it an active powerhouse, it handles all of your troubles.<br>  
   |description=A standard low jab with a great hitbox.<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>
Paired with crouch slide this gives Razuma most of his openings.
Bread n' butter basically, just don't spam it, ok?
  }}
  }}
}}
}}
Line 106: Line 71:
|input  =J.A
|input  =J.A
|image  =UFDK2_Razuma_JA.png
|image  =UFDK2_Razuma_JA.png
|caption =Link Neutral Air, the sequel.
|caption =
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData(Jump-In)-KYANTA2
   |damage    =15
   |damage    =15
   |guard      =High
   |guard      =High
Line 115: Line 80:
   |recovery  =Until Ground
   |recovery  =Until Ground
   |invuln    =0
   |invuln    =0
  |adv.block  =?
  |adv.hit    =?
  |adv.parry  =?
   |effect    =N/A
   |effect    =N/A
   |description=The biggest j.A hitbox in the game (maybe?), extremely safe and fast to use. Pokes for free, as long as you don't get hit on the leg hurtbox.<br>  
   |description=Very big and safe "active until ground" j.A, prone to trading.<br>
While most of the time j.B is better, j.A is just as good as it doesn't cancel your momentum. Get used to alternating between the two for poking in and getting things done.
  }}
  }}
}}
}}
Line 131: Line 92:
   |damage    =10,10,20(28)
   |damage    =10,10,20(28)
   |guard      =Mid
   |guard      =Mid
   |startup    =10
   |startup    =9
   |active    =10
   |active    =10
   |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    =C
   |description=I take back what I said.<br>
   |description=The start-up is deceptive, it's more-so 12f start-up as oppose to the 9f due to the first state.<br>
Extremely bad move, can't cover space and can't really punish due to the arm starting high up and lowering down.<br>
The swing works in three states, which are:<br>
It's far too slow to apply in any context outside of some combos or pick-ups, usually anti-air pickups.<br>
<br>
Never use it in neutral, or in combos if you can get around it (none of the optimal combos listed below have it), but in some rare cases it can anti-air okay enough.<br>
'''High Hand'''
(Assuming you don't have meter for whatever reason.)
*3f duration
*cannot hit opponents on the ground at all
*great for anti-airs but due to 5B having collision this physically cannot hit on the ground
*drops on certain characters when hitting 5B after 2X, makes 5B have to be routed out of combos
 
'''Mid Hand'''
*4f duration
*safest hitbox, leaves you +9
*extremely slight disjoint but has the most forward momentum
*leads into a double-hit
 
'''Low Hand'''
*3f duration
*disjoint
*reset to neutral on hit or block
<br>
Since the move is very problematic to hit and is far too slow for most combos, it's used for the first hitbox's anti-air pick-ups.<br>
If you can help it, don't use this button in neutral, '''ever'''.<br>
  }}
  }}
}}
}}
Line 149: Line 127:
|input  =2B
|input  =2B
|image  =UFDK2_Razuma_2B.png
|image  =UFDK2_Razuma_2B.png
|caption =Literal Stanky Leg
|caption =Stanky Leg
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData-KYANTA2
Line 158: Line 136:
   |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 long and fast disjointed low.<br>
As we've seen with j.A, Razuma has huge legs and they're amazing pokes, this one doubling up as a combo-tool instead of just a big poke.
Great combo tool and poke.
  }}
  }}
}}
}}
Line 169: Line 147:
|input  =J.B
|input  =J.B
|image  =UFDK2_Razuma_JB.png
|image  =UFDK2_Razuma_JB.png
|caption =METALLIC FIST OF POWER
|caption =
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData(Jump-In)-KYANTA2
   |damage    =20
   |damage    =20
   |guard      =High
   |guard      =High
Line 178: Line 156:
   |recovery  =Until Ground
   |recovery  =Until Ground
   |invuln    =0
   |invuln    =0
  |adv.block  =?
  |adv.hit    =?
  |adv.parry  =?
   |effect    =N/A
   |effect    =N/A
   |description=You use j.A to get in, you use j.B when you're in. It's got a very safe and disjointed hitbox, along with it ending as soon as you touch the ground, it's a great poke.<br>  
   |description=Very safe and disjointed instant overhead.<br>
If you hit it however, you can snap right into slide-jabs, making for a nasty fuzzy-guard setup or potentially an infinite blockstring.
A major part of Razuma's hi/lo pressure.
}}
}}
{{MoveData
|input  =4X
|image  =UFDK2_Razuma_4X.png
|caption =egis reflecduurr
|data    =
{{AttackData-KYANTA2
  |damage    =N/A
  |guard      =N/A
  |startup    =?
  |active    =N/A
  |recovery  =?
  |invuln    =N/A
  |adv.block  =N/A
  |adv.hit    =N/A
  |adv.parry  =N/A
  |effect    =R
  |description=placeholder text and move entry for now<br>
I guess the developer thought "ah well, he can't get in so let's give him an option against projectiles" but instead of it being like pot's flick or something like that it's a like 40+ frame reflector that '''doesn't reflect EX projectiles''' so Razuma basically puts himself into disadvantage for trying to use this button, it has almost no application in any match-up besides katana kyanta (and that's dubious) since the opponent can then parry the reflected projectile for meter-- so you're just feeding the opponent meter you could've gained yourself by parrying<br>
<br>
it also does a couple other negative things and weird quirks:<br>
*makes your hurtbox bigger
*eats 5X inputs
*reflects from a specific frame (about 5-10f in) but doesn't care what part of the body the projectile touches, making it slower (and more unsafe) than parrying in every way
*'''doesn't reflect EX projectiles'''
*taro bones can still be piloted after reflect
*cannot be buffered on wake-up (will get 5X)
*cannot be ultra cancelled
*reflected projectiles can pop up opponents on the second hit, so there's at least some cool training mode combos
  }}
  }}
}}
}}
Line 198: Line 203:
   |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=Serves as a combo-tool, due to the 8 hits, extremely good for meter-gain.<br>  
On block it's extremely scary, leads straight into slide-jabs with no gap so blocking this in the corner almost guarantees a boko-break.
Doesn't apply that well outside of combos due to the slow start-up, reserved for whiff punishes.
  }}
  }}
}}
}}
Line 218: Line 223:
   |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 suprisingly evasive and can hop over most slides or projectiles.<br>  
   |description=Fast overhead combo starter, completely disjointed from the knees down.<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>
Very telegraphed, can be difficult to hit in some match-ups, so rely on his hi/lo to enforce it.
Through and through 2X is the stable JUMPANG we all know and love--- it's also safe on block and to some extent parry.
  }}
  }}
}}
}}
Line 230: Line 234:
|input  =J.X
|input  =J.X
|image  =UFDK2_Razuma_JX.png
|image  =UFDK2_Razuma_JX.png
|caption =(Insert Pirate joke)
|caption =
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData(Jump-In)-KYANTA2
   |damage    =10
   |damage    =10
   |guard      =Mid
   |guard      =Mid
Line 239: Line 243:
   |recovery  =Until Ground
   |recovery  =Until Ground
   |invuln    =0
   |invuln    =0
  |adv.block  =?
  |adv.hit    =?
  |adv.parry  =?
   |effect    =N/A
   |effect    =N/A
   |description=Middle of the line air-fireball. Seems bad, but it's great for controlling space considering how slow Razuma is.<br>  
   |description=Fast air-fireball that falls at a downward arc.<br>
Just don't spam it and you'll be fine.
Great for covering space, can be unsafe if poorly timed.
  }}
  }}
}}
}}
Line 250: Line 251:
|input  =5EX
|input  =5EX
|image  =UFDK2_Razuma_5EX.png
|image  =UFDK2_Razuma_5EX.png
|caption =Multi-bop done right
|caption =Main Reversal
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData-KYANTA2
Line 259: Line 260:
   |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, C
   |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 finneky.<br>  
   |description=Your main reversal, covers every single angle around Razuma.<br>
But due to it's relative speed, odd hitboxes, and great invulnerability, this is your go-to reversal.<br>
Has poor iframes so loses iframe wars.
It's not half-bad either, in neutral you can hit 5EX(2-hit) for a free launcher.
  }}
  }}
}}
}}
Line 271: Line 271:
|input  =2EX
|input  =2EX
|image  =UFDK2_Razuma_2EX.png
|image  =UFDK2_Razuma_2EX.png
|caption =Y'know how I said it was like Alex stomp? Yeah...
|caption ='''ALEX STOMP WILL NEVER DIE'''
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData-KYANTA2
Line 280: Line 280:
   |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=Works as a pseudo-anti-air reversal and instant overhead.<br>
Mainly used to punish characters like Kinoko or ZackyWild that sit above you on wake-up, great for all anti-air situations.<br>
The hitbox comes out at around the HP-display and you lose your invuln from there, making it easy to anti-air.<br>  
Although, don't throw this out in neutral unless you're trying to escape opponent's moves, you'll be very easily punished by a player who knows what to do against it.
Blazingly fast compared to 2X and tracks where the opponent is on the screen at the time of input, allowing for some nice fullscreen pick-ups and neutral skips.
  }}
  }}
}}
}}
Line 292: Line 292:
|input  =J.EX
|input  =J.EX
|image  =UFDK2_Razuma_JEX.png
|image  =UFDK2_Razuma_JEX.png
|caption =(Insert Pirate Joke x100)
|caption =
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData(Jump-In)-KYANTA2
   |damage    =40
   |damage    =40
   |guard      =Mid
   |guard      =Mid
Line 301: Line 301:
   |recovery  =Until Ground
   |recovery  =Until Ground
   |invuln    =1-10
   |invuln    =1-10
  |adv.block  =?
  |adv.hit    =Knockdown
  |adv.parry  =?
   |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=Buffed j.X.<br>
It blocks all projectiles in it's path too, so you should throw this move out in neutral and approach with it.  
Deals ludicrous damage, can be looped in combos.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input  =Ultra 1 (Y)
|input  =Ultra 1 (Y or j.Y)
|image  =UFDK2_Razuma_U1.png
|image  =UFDK2_Razuma_U1.png
|caption =BWAAAAAAAAAAAAAAA
|caption =BWAAAAAAAAAAAAAAA
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData-KYANTA2
  |version    =Prime (Y)
  |damage    =N/A
  |guard      =N/A
  |startup    =N/A
  |active    =N/A
  |recovery  =7
  |invuln    =0-7
  |adv.block  =N/A
  |adv.hit    =N/A
  |adv.parry  =N/A
  |effect    =N/A
  |description=
}}
  {{AttackData-KYANTA2
  |header    =no
  |version    =Explosion (Y or j.Y)
   |damage    =120
   |damage    =120
   |guard      =Mid
   |guard      =Mid
   |startup    =7 (Prime) - 7 (Activate)
   |startup    =7
   |active    =10
   |active    =10
   |recovery  =66
   |recovery  =66
   |invuln    =0-7 (Prime) - 0-34 (Activate)
   |invuln    =0-34
   |adv.block  =?
   |adv.block  =?
   |adv.hit    =Knockdown
   |adv.hit    =Knockdown
   |adv.parry  =?
   |adv.parry  =?
   |effect    =KD, KB, F
   |effect    =KD, KB, BD, F, NC
   |description=Deals huge damage and is super useful in any combo as it can be cancelled into once primed after ANY move (except Grab).<br>
   |description=Insane disjoint and can be popped at anytime (even in the air) for massive damage.<br>
It's very useful to great effect on the defensive or the offensive, perfectly playing into any type or playstyle you'd like.<br>
Very long punish window after popping so make sure it hits.
Can be applied as a pseudo-guard cancel, works as anti-air, reversal, and combo-ender.<br>
Also, after popping U1 you return to neutral, you actually float in the air for a bit while the animation is ending too. Useful for escaping projectiles or punishing DPs.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input  =Ultra 2 (j.Y)
|input  =Ultra 2 (Y)
|image  =UFDK2_Razuma_U2.png
|image  =UFDK2_Razuma_U2.png
|caption =Hyper-charging Star!
|caption =Hyper-charging Star!
Line 343: Line 354:
   |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, C
   |description=Applies as a very good carry, but on block it's very punishable.<br>  
   |description=Ridiculous iframe bulldog super.<br>
You can use it to avoid projectiles and force an approach, but overall it's far out-shadowed by Ultra 1 in terms of overall use.<br>
Can be used to forcefully approach or to corner carry of most knockdowns.<br>
Also, there's actually no recovery if it whiffs entirely, the active frames also never "flicker" if it whiffs. Making it even better for carries.
There's also no recovery on whiff, strangely, so it's better to punish it via blocking.
  }}
  }}
}}
}}
Line 355: Line 366:
|input  =Grab (AB)
|input  =Grab (AB)
|image  =UFDK2_Razuma_GRAB.png
|image  =UFDK2_Razuma_GRAB.png
|caption =BLENDER TIME
|caption =
|data    =
|data    =
  {{AttackData-KYANTA2
  {{AttackData-KYANTA2
Line 368: Line 379:
   |adv.parry  =N/A
   |adv.parry  =N/A
   |effect    =KD, KB
   |effect    =KD, KB
   |description=Can't be cancelled by U1 and the KC follow-ups are very underwhelming.<br>
   |description=Meterlessly combos in the corner, middle of the line grab.<br>
For whatever reason though, it combos if you're all the way in corner, as the opponent doesn't take any knockback.<br>
<br>
Still, very practical but the best you can get off of it is a U1 (extremely minus) or a bunch of slide jabs.
  }}
  }}
}}
}}
Line 389: Line 399:
   |adv.parry  =N/A
   |adv.parry  =N/A
   |effect    =N/A
   |effect    =N/A
   |description=Practically the same as InAzuma's taunt, just slower, so don't use it.<br>  
   |description=Upon taunting grants the next move a +20 damage bonus.<br>
Maybe as an off-play or if you're rolling you can taunt with it, but in general it's a mediocre taunt.<br>  
Can be used as a gimmick to lure players in if you have explosion primed.
Don't let that stop you though, extra damage is extra damage and all taunts dmg bonuses / KC bonuses apply as flat damage with no scaling.
}}
}}
{{MoveData
|input  =Crouch Slide (3)
|image  =UFDK2_Razuma_CrouchSlide.png
|caption =Makes this character playable.
|data    =
{{AttackData-KYANTA2
  |damage    =N/A
  |guard      =N/A
  |startup    =N/A
  |active    =N/A
  |recovery  =N/A
  |invuln    =N/A
  |adv.block  =N/A
  |adv.hit    =N/A
  |adv.parry  =N/A
  |effect    =N/A
  |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>
  }}
  }}
}}
}}


== Combos ==
== Combos ==
{{ComboLegend-UFDK2}}<br>
{{ComboLegend-UFDK2}}
 
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".<br>
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".<br>
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.<br>
Simply putting "U1", by itself means to activate and prime it as one full use.<br>
<br>
=== Various Combos ===
==== Stamina Midscreen ====
2X -> 2B<br>
5EX -> 5B<br>
J.B -> 3Ax2-3<br>
<br>
 
==== Stamina Corner ====
U1 Prime -> 2X -> 2B -> J.B -> 5B (1-hit) xx U1 Activate<br>
U1 Prime -> 2X -> 2B -> 5X -> U1 Activate<br>
U1 Prime -> 2X -> 2B -> J.B -> 2B xx U1 Activate<br>
2X -> 2B -> 5X -> 5/3Ax3-5<br>
J.B -> 3Ax6 -> U1/U2<br>
J.EX -> 5EX<br>
2X -> 2A -> 2X -> 5B -> 3Ax1-2<br>
2X -> 2A -> 5X -> 3Ax1-2<br>
Grab -> U2<br>
5EX -> 5X -> 5/3Ax1-2<br>
2X -> 2A -> 2X -> 5X -> U1 Prime -> U1 Activate<br>
U1 Prime -> 2X -> 2A -> 2X -> 5X -> 5A -> 3A xx U1 Activate<br>
<br>
2X -> 2B -> J.B -> 5B -> U1 Prime -> U1 Activate -> KC -> U1 Prime -> U1 Activate --- (On Boko Break) 5X -> 3A<br>
<br>
2X -> 2B -> J.EXx4<br>
2X -> 2B -> J.EXx2 -> U1 Prime -> U1 Activate<br>
J.EX -> 2B -> 5X -> U1 Prime -> U1 Activate<br>
Grab(3HITS) -> KC -> 5X -> U1 Prime -> U1 Activate<br>
<br>
2X -> 3B -> KC -> 9B(FB) -> KC -> (9EX)x3 -> 3B<br>
Grab(3HITS) -> KC -> (9EX)x2 -> KC -> 9EX<br>
<br>
 
==== Stamina Air + Corner ====
J.A -> 5A -> J.A/B -> 5A<br>
2EX -> 5B<br>
J.EX -> U1 / U2<br>
<br>
 
==== Speed / Super Midscreen ====
J.A/B -> 3Ax4<br>
<br>
 
==== Speed / Super Corner ====
J.EX -> U2/5EX/5B/J.A<br>
J.B -> 3Ax9<br>
2X -> 2B -> J.EX -> J.EX -> 2B<br>
J.B -> 3Ax4 -> Grab<br>
2B -> 3Ax4 -> Grab<br>
<br>
 
==== Demon Midscreen ====
J.A/B or 5X or 5B -> Demon Start -> 5EX YFD Combo<br>
<br>
 
==== Demon Corner ====
2X > 2B > DC > (j.EX)x4 > 2B<br>
2X > 2B -> 5X -> DC -> J.EX -> J.EX -> 2B<br>
<br>
 
==== Boko Break ====
(High Gravity, Within a Combo, Anywhere) 5X > 3Ax1-2<br>
(Normal Gravity, Loose Boko Break, Corner) Grab > U2<br>
(Normal Gravity, Loose Boko Break, Corner) 2X > 2B > 5X > 5A > 2A<br>
<br>
 
=== Optimal Combos ===
==== Air ====
5B > KC > 5B(FB) > 5X > U1 Prime > 5A(FB) > U1 Activate (203)<br>
5B (2-hit) > 5X > 2B (55)<br>
5B > (j.EX)x4 > 2B (168)<br>
*Cut out j.EXs depending on meter<br>
<br>
<br>


==== Midscreen ====
==== Midscreen ====
'''Both'''<br>
{{CollapsingComboTable-UFDK2
2X > 2B > j.B > 3Ax4 (71)<br>
|data=
*All Characters<br>
    {{CollapsingComboData-UFDK2
2X > 2B > j.B > 3Ax7 (80)<br>
    |input      = *j.B > (3A)x2
*Hisomi/Rogue Only<br>
    |simput    = *j.B, (3A)x3 (Speed)
<br>
    |condition  = Midscreen
'''Slow Movement'''<br>
    |characters = All
j.B > 3Ax2 (26)<br>
    |damage    = 26/29 (Speed)
3Ax4 (14)<br>
    |meterreq  = 0 Bar
*First 3A must cross-up<br>
    |metergen  = .25 Bar/.3 Bar (Speed)
<br>
    |meterspent = 0 Bar
'''Fast Movement'''<br>
    |link      = https://www.youtube.com/watch?v=E0RrBbaf7bU
j.B > 3Ax3 (29)<br>
    |note      = Generic jump-in combo with an active-until-landing jump-in.<br>
(3A)x6 (20)<br>
If you're using Speed/Super-type you can get an extra jab, thanks to Razuma's crouch-slide movement.
*First 3A must cross-up<br>
    }}
<br>
    {{CollapsingComboData-UFDK2
    |input      = *(3A)x4
    |simput    = *(3A)x6 (Speed)
    |condition  = Midscreen
    |characters = All
    |damage    = 14/20 (Speed)
    |meterreq  = 0 Bar
    |metergen  = .3 Bar/.5 Bar (Speed)
    |meterspent = 0 Bar
    |link      = https://www.youtube.com/watch?v=2ZugnmL_11k
    |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>
Notably could get more but thanks to crouch-slide capping off at 6-hits you can't move enough to link any more jabs.
    }}
    {{CollapsingComboData-UFDK2
    |input      = *AA (tk.j.B)x4 > U1
    |simput    =
    |condition  = Midscreen, Anti-air
    |characters = All
    |damage    = 180
    |meterreq  = .75 Bar
    |metergen  = .30 Bar
    |meterspent = 1 Bar
    |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>
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.
    }}
    {{CollapsingComboData-UFDK2
    |input      = *(J.B)x3 > 2B > (3A)x2
    |simput    = *(J.B)x3, 2B, (3A)x5 (Speed)
    |condition  = Midscreen
    |characters = Taro-only
    |damage    = 71/83 (Speed)
    |meterreq  = 0 Bar
    |metergen  = .5 Bar/.75 Bar (Speed)
    |meterspent = 0 Bar
    |link      = https://www.youtube.com/watch?v=t9c_MU6eL_E
    |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.
    }}
}}


==== Demon Midscreen ====
==== Close-To-Corner ====
5X > DC > 5EX YFD Combo (65)<br>
{{CollapsingComboTable-UFDK2
5EX (3-hit) > DC > 5EX (1-hit) > (j.EX)x4 > 5EX (3-hit) (183)<br>
|data=
<br>
    {{CollapsingComboData-UFDK2
    |input      = *2X > 2B > j.B > (3A)x5
    |simput    =
    |condition  = Close-To-Corner
    |characters = All
    |damage    = 74
    |meterreq  = 0 Bar
    |metergen  = .7 Bar
    |meterspent = 0 Bar
    |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>
On Rogue/Hisomi you can get: '''2X > 2B > j.B > 3Ax7'''(80)(.90 bar built)<br>
This is due to their hurttboxes extending the furthest out horizontally, basically wider hurtbox means more jabs.
    }}
    {{CollapsingComboData-UFDK2
    |input      = *2X > 2B > j.B > (3A)x4 > U1
    |simput    =
    |condition  = Close-To-Corner
    |characters = All
    |damage    = 177
    |meterreq  = .5 Bar
    |metergen  = .6 Bar
    |meterspent = 1 Bar
    |link      = https://www.youtube.com/watch?v=VjZWNGc5qUI
    |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.
    }}
    {{CollapsingComboData-UFDK2
    |input      = *AA 5B (1-hit)> KC> 5B(1-hit)> 5X> U1 Prime> 5A(FB) > U1 Activate
    |simput    =
    |condition  = Close-To-Corner, Anti-air
    |characters = All
    |damage    = 182
    |meterreq  = 1 Bar
    |metergen  = 1.5 Bar
    |meterspent = 2 Bar
    |link      =
    |note      = Anti-air version of the corner FB combo.<br>
Not sure why this wasn't on here already? Guess I forgot.<br>
Leaves you plus on meter afterwards too.
    }}
    {{CollapsingComboData-UFDK2
    |input      = *2X > 2B > DC >(delay) j.B(FB) > (tk.j.EX)x4 > 2B
    |simput    =
    |condition  = Close-To-Corner, Demon
    |characters = All
    |damage    = 189
    |meterreq  = 1 Bar
    |metergen  = .75 Bar
    |meterspent = 1 Bar
    |link      = https://www.youtube.com/watch?v=s7VRiXEos2Q
    |note      = j.EX kill combo, every j.EX must be within a 1f gap of each other.
    }}
    {{CollapsingComboData-UFDK2
    |input      = *5EX(3-hit) > DC > 5EX(1-hit) > (tk.j.EX)x5
    |simput    =
    |condition  = Close-To-Corner, Demon
    |characters = All
    |damage    = 188
    |meterreq  = 1.5 Bar
    |metergen  = 0 Bar
    |meterspent = 1.5 Bar
    |link      = https://www.youtube.com/watch?v=Buh_9mrW-5Y
    |note      = Used for when you're further out than the above combo.<br>
You can get a 6th tk.j.EX, but it's pretty hard.<br>
More power to you if you get it though.
    }}
}}


==== Corner ====
==== Corner ====
'''Both'''<br>
{{CollapsingComboTable-UFDK2
2X > 2B > 5X > U1 Prime > 5A(FB) > U1 Activate (168)<br>
|data=
*Meter-build variant. Used if you're out of meter completely coming into the corner combo.<br>
    {{CollapsingComboData-UFDK2
2X > 2B > j.B > 2B > U1 Prime > U1 Activate (185)<br>
    |input      = *2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate
*Kill variant. Works even from Midscreen, use this if you have .75 coming into the corner combo.<br>
    |simput    =
Grab > 3Ax6 (63)<br>
    |condition  = Corner
*If you land a grab smack in the corner you get this, regardless of movement speed.<br>
    |characters = All
<br>
    |damage    = 188
'''Slow Movement'''<br>
    |meterreq  = .8 Bar
j.B > (3A)x4 > (U1) (142)<br>
    |metergen  = 1.5 Bar
<br>
    |meterspent = 2 Bar
'''Fast Movement'''<br>
    |link      = https://www.youtube.com/watch?v=yrMQkXssT2A
j.B > (3A)x6 > (U1) (144)<br>
    |note      = Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.<br>
<br>
Leaves you positive .5 bar when performed successfully, wackity combo.
 
    }}
==== Character-Specific ====
    {{CollapsingComboData-UFDK2
K. Kyanta/Rare - J.B > 2B > 3Ax4-6<br>
    |input      = *2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > 3A(FB)> (3A)x2
*'''Corner Only''' 3As are variable depending on movement speed.<br>
    |simput    =
Taro - J.B > 2Bx2 > 3Ax3-5<br>
    |condition  = Corner
*Has extra hitstun so this connects, 3As are variable depending on movement speed.<br>
    |characters = All
<br>
    |damage    = 408
 
    |meterreq  = 2.5 Bar
==== Blockstrings ====
    |metergen  = 2 Bar
U1 Prime > j.B > 3Ax10-15 > U1 Activate<br>
    |meterspent = 4 Bar
*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.<br>
    |link      = https://www.youtube.com/watch?v=10Giq_lPdDM
<br>
    |note      = Solos Kill Combo, you need to come into this combo with a bit of Boko cranked. Not even impractical.<br>
3AxN (Until Boko-Break)<br>
Leaves you positive .75 bar when performed successfully, just like the normal version of this combo.
*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.<br>
    }}
<br>
    {{CollapsingComboData-UFDK2
    |input      = *Grab > (3A)x6
    |simput    =
    |condition  = Corner
    |characters = All
    |damage    = 63
    |meterreq  = 0 Bar
    |metergen  = .75 Bar
    |meterspent = 0 Bar
    |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>
    }}
    {{CollapsingComboData-UFDK2
    |input      = *j.B > (3A)x4 > U1
    |simput    = *j.B, (3A)x6, U1 (Speed)
    |condition  = Corner
    |characters = All
    |damage    = 142/144 (Speed)
    |meterreq  = .75 Bar/.5 Bar (Speed)
    |metergen  = .45 Bar/.60 Bar (Speed)
    |meterspent = 1 Bar
    |link      =
    |note      = Corner jump-in combo, for whatever reason only multiples of 2 allow you to link into U1.
    }}
}}


==== Flash Bonus ====
== Other Resources ==
2X > 2B > KC >(delay) 5X(FB)> U1 Prime> 5A(FB) > U1 Activate (185)<br>
=== Guides/Showcases ===
*'''Corner Only''' Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.<br>
[https://steamcommunity.com/sharedfiles/filedetails/?id=1850217560 Robo-Azuma Cool Kid Guide by Durdge-o](AnimEVO 2019)<br>
<br>
[https://www.youtube.com/watch?v=lvpF1ukIRJs Razuma Combos by Durdge-o](2nd Impact)<br>
2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > 3Ax3 (408)<br>
[https://www.youtube.com/watch?v=m56v5GQ0dBc AUTOMATIC GATOR by Durdge-o](2nd Impact)<br>
*'''Corner Only''' You need to come into this combo with a bit of Boko cranked. Really dumb Solos kill-combo, not even impractical. Wow.<br>
[https://www.youtube.com/watch?v=t1HsPM6T5Vk razuma tod off every button by Durdge-o]<br>
<br>
2X > 2B > KC >(delay) j.B(FB)> (j.EX)x3 > 2B (183)<br>
*'''Corner Only''' Difficult tk.j.EX combo, almost impossible without the EX macro.<br>
<br>
<br>


== Other Resources/Notable Players ==
=== Other Guides ===
[https://steamcommunity.com/sharedfiles/filedetails/?id=1850217560 Robo-Azuma Cool Kid Guide by Durdge-o]<br>
<br>
=== Showcases ===
[https://www.youtube.com/watch?v=lvpF1ukIRJs Razuma Combos by Durdge-o]<br>
<br>
=== Notable Players ===
=== Notable Players ===
* Durdge-o
{{PlayerList||data=
<br>
{{PlayerListEntry
(Names to look out for when searching for VODs of this character.)
  |name  = Durdge-o<br>
  |colorNote  = Color 02
  |region = us
  |regionNote = West Coast
  |status = Active
  |notes  = {{CharLink-Kyanta|Robo-Azuma| Robo-Azuma}} / {{CharLink-Kyanta|ZackyWild| ZackyWild}} / {{CharLink-Kyanta|Investigator_Azuma| Investigator Azuma}} <br>
I wrote this page! <br>[https://www.youtube.com/watch?v=aPoT8YUEDSs Example Play]
}}
}}


{{Kyanta2}}
{{Kyanta2}}
[[Category: Ultra Fight Da! Kyanta 2]]
[[Category: Ultra Fight Da! Kyanta 2]]

Latest revision as of 18:14, 5 February 2024

Robo-Azuma

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

Playstyle
UFDK2 Robo-Azuma Icon.png Robo-Azuma, or more commonly, Razuma. Is slow, bulky, and packs a punch. Think Goldlewis.
Pros Cons
  • Great Mix: Razuma's suite of normals have large disjoints and are very safe, allowing him to run commanding hi/los that loop into themselves across the screen. He can mix this with his crouch slide giving him insane approaching lows and grabs.
  • Top-5 Ultra: Ultra 1, Razuma's explosion, does everything, breaks rules, deals huge boko damage/normal damage, works as a "get off me", allows for super flash option selects, and lets Razuma get away scot-free in a ton of scenarios.
  • Extra Bulk: Razuma has a +20 HP and +5 Boko boost for being a big-body, making him extra survivable and more willing to take trades.
  • High Damage: Razuma can TOD off of every single button provided he's using U1.
  • Tall, Slow, & Exploitable: Characters can have infinites and instant overhead setups exclusive to the Gators just for their height and width, have reduced Ukemi speed, and are extremely slow making it hard for them to get out of bad situations.
  • Can't Get In: Unlike Deka or Natanee, which are similarly slow but have options to bypass it (or don't care), Razuma is constantly in a battle to stay near the opponent. Making Speed and Super sometimes tantalizing choices, despite usually losing out on options. This also means he must parry to get in.
  • No Meter Taunt: Meter taunts are free economy and help immensely, not having one, while a similar character like Cocorn has one. Makes Razuma very sad.

Movelist

5A
UFDK2 Razuma 5A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid 1 2 2 0 10 10 -2 N/A

Fast jab.
Can be low-profiled and is a mid, so it's better to use 2A.

2A
UFDK2 Razuma 2A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low 1 2 2 0 10 10 -2 N/A

A standard low jab with a great hitbox.
Paired with crouch slide this gives Razuma most of his openings.

J.A
UFDK2 Razuma JA.png
Damage Guard Startup Active Recovery Invuln Effect
15 High 5 Until Ground Until Ground 0 N/A

Very big and safe "active until ground" j.A, prone to trading.

5B
UFDK2 Razuma 5B.png
Awful arm-swing.
Awful arm-swing.
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10,10,20(28) Mid 9 10 4 0 9 9 -4 C

The start-up is deceptive, it's more-so 12f start-up as oppose to the 9f due to the first state.
The swing works in three states, which are:

High Hand

  • 3f duration
  • cannot hit opponents on the ground at all
  • great for anti-airs but due to 5B having collision this physically cannot hit on the ground
  • drops on certain characters when hitting 5B after 2X, makes 5B have to be routed out of combos

Mid Hand

  • 4f duration
  • safest hitbox, leaves you +9
  • extremely slight disjoint but has the most forward momentum
  • leads into a double-hit

Low Hand

  • 3f duration
  • disjoint
  • reset to neutral on hit or block


Since the move is very problematic to hit and is far too slow for most combos, it's used for the first hitbox's anti-air pick-ups.
If you can help it, don't use this button in neutral, ever.

2B
UFDK2 Razuma 2B.png
Stanky Leg
Stanky Leg
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low 8 3 5 0 9 9 -5 N/A

The long and fast disjointed low.
Great combo tool and poke.

J.B
UFDK2 Razuma JB.png
Damage Guard Startup Active Recovery Invuln Effect
20 High 11 Until Ground Until Ground 0 N/A

Very safe and disjointed instant overhead.
A major part of Razuma's hi/lo pressure.

4X
egis reflecduurr
egis reflecduurr
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A N/A ? N/A ? N/A N/A N/A N/A R

placeholder text and move entry for now
I guess the developer thought "ah well, he can't get in so let's give him an option against projectiles" but instead of it being like pot's flick or something like that it's a like 40+ frame reflector that doesn't reflect EX projectiles so Razuma basically puts himself into disadvantage for trying to use this button, it has almost no application in any match-up besides katana kyanta (and that's dubious) since the opponent can then parry the reflected projectile for meter-- so you're just feeding the opponent meter you could've gained yourself by parrying

it also does a couple other negative things and weird quirks:

  • makes your hurtbox bigger
  • eats 5X inputs
  • reflects from a specific frame (about 5-10f in) but doesn't care what part of the body the projectile touches, making it slower (and more unsafe) than parrying in every way
  • doesn't reflect EX projectiles
  • taro bones can still be piloted after reflect
  • cannot be buffered on wake-up (will get 5X)
  • cannot be ultra cancelled
  • reflected projectiles can pop up opponents on the second hit, so there's at least some cool training mode combos
5X
UFDK2 Razuma 5X.png
home depot power drill
home depot power drill
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
7*8(30) Mid 14 24 7 0 Knockdown 9 -7 KD, KB

Serves as a combo-tool, due to the 8 hits, extremely good for meter-gain.
Doesn't apply that well outside of combos due to the slow start-up, reserved for whiff punishes.

2X
UFDK2 Razuma 2X.png
Alex stomp will never die
Alex stomp will never die
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 High 18 4 1 0 Knockdown 9 -3 KD

Fast overhead combo starter, completely disjointed from the knees down.
Very telegraphed, can be difficult to hit in some match-ups, so rely on his hi/lo to enforce it.

J.X
UFDK2 Razuma JX.png
Damage Guard Startup Active Recovery Invuln Effect
10 Mid 13 Until Off-screen Until Ground 0 N/A

Fast air-fireball that falls at a downward arc.
Great for covering space, can be unsafe if poorly timed.

5EX
UFDK2 Razuma 5EX.png
Main Reversal
Main Reversal
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10,20,20(44) Mid 7 10 1 1-15 Knockdown 10 -1 KD, KB, C

Your main reversal, covers every single angle around Razuma.
Has poor iframes so loses iframe wars.

2EX
UFDK2 Razuma 2EX.png
ALEX STOMP WILL NEVER DIE
ALEX STOMP WILL NEVER DIE
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
35 High 11 14 1 1-11 Knockdown 10 -3 KD

Works as a pseudo-anti-air reversal and instant overhead.
The hitbox comes out at around the HP-display and you lose your invuln from there, making it easy to anti-air.
Blazingly fast compared to 2X and tracks where the opponent is on the screen at the time of input, allowing for some nice fullscreen pick-ups and neutral skips.

J.EX
UFDK2 Razuma JEX.png
Damage Guard Startup Active Recovery Invuln Effect
40 Mid 4 Until Off-screen Until Ground 1-10 KD

Buffed j.X.
Deals ludicrous damage, can be looped in combos.

Ultra 1 (Y or j.Y)
UFDK2 Razuma U1.png
BWAAAAAAAAAAAAAAA
BWAAAAAAAAAAAAAAA
Version Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
Prime (Y) N/A N/A N/A N/A 7 0-7 N/A N/A N/A N/A
Explosion (Y or j.Y) 120 Mid 7 10 66 0-34 Knockdown ? ? KD, KB, BD, F, NC

Insane disjoint and can be popped at anytime (even in the air) for massive damage.
Very long punish window after popping so make sure it hits.

Ultra 2 (Y)
UFDK2 Razuma U2.png
Hyper-charging Star!
Hyper-charging Star!
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*10(113) Mid 2 1(11)1(11)1(11)1(11)1(11)1(11)1(11)1(11)1(11)1 23 0-57 Knockdown -5 -11 -

Ridiculous iframe bulldog super.
Can be used to forcefully approach or to corner carry of most knockdowns.
There's also no recovery on whiff, strangely, so it's better to punish it via blocking.

Grab (AB)
UFDK2 Razuma GRAB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*3(45) Grab 3 6 5 0 Knockdown Knockdown N/A KD, KB

Meterlessly combos in the corner, middle of the line grab.

Taunt (Select)
UFDK2 Razuma TAUNT.png
Every robot has gotta have spinny-limb taunt!
Every robot has gotta have spinny-limb taunt!
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
+20 to next attack N/A N/A N/A 72 N/A N/A N/A N/A N/A

Upon taunting grants the next move a +20 damage bonus.
Can be used as a gimmick to lure players in if you have explosion primed.

Crouch Slide (3)
UFDK2 Razuma CrouchSlide.png
Makes this character playable.
Makes this character playable.
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Unique movement option, allows Razuma to initiate a crouch slide by pressing 3, which then can be continued by holding 2.
It allows Razuma to approach with advancing lows and low profile things his tall hurtbox normally cannot.

Combos

Notation Help
Disclaimer:

Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.

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

Condition Notation Damage Notes
Midscreen
0 Bar
Works On: All
*j.B > (3A)x2 26/29 (Speed)
Meter Gained: .25 Bar/.3 Bar (Speed) Meter Spent: 0 Bar (Video)
Generic jump-in combo with an active-until-landing jump-in.
If you're using Speed/Super-type you can get an extra jab, thanks to Razuma's crouch-slide movement.
Midscreen
0 Bar
Works On: All
*(3A)x4 14/20 (Speed)
Meter Gained: .3 Bar/.5 Bar (Speed) Meter Spent: 0 Bar (Video)
Standard cross-up jab combo.

If you're using Speed/Super-type you get two extra jabs, thanks to Rauzma's crouch-slide movement.

Notably could get more but thanks to crouch-slide capping off at 6-hits you can't move enough to link any more jabs.
Midscreen, Anti-air
.75 Bar
Works On: All
  • AA (tk.j.B)x4 > U1
180
Meter Gained: .30 Bar Meter Spent: 1 Bar (Video)
Finneky anti-air combo since you have to have pretty good timing for a niche 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.
Midscreen
0 Bar
Works On: Taro-only
*(J.B)x3 > 2B > (3A)x2 71/83 (Speed)
Meter Gained: .5 Bar/.75 Bar (Speed) Meter Spent: 0 Bar (Video)
Taro has extra hitstun so (tk.j.B)x3 connects, you get extra 3As with faster movement speed too!
If this hits in the corner, you can swap out the 2B for U1 and TOD Taro.

Close-To-Corner

Condition Notation Damage Notes
Close-To-Corner
0 Bar
Works On: All
  • 2X > 2B > j.B > (3A)x5
74
Meter Gained: .7 Bar Meter Spent: 0 Bar (Video)
Depending on the character, you can get extra jabs, with the most notable being Rogue/Hisomi.

On Rogue/Hisomi you can get: 2X > 2B > j.B > 3Ax7(80)(.90 bar built)

This is due to their hurttboxes extending the furthest out horizontally, basically wider hurtbox means more jabs.
Close-To-Corner
.5 Bar
Works On: All
  • 2X > 2B > j.B > (3A)x4 > U1
177
Meter Gained: .6 Bar Meter Spent: 1 Bar (Video)
U1 version of the usual midscreen BNB.
Does a ton of damage but you're minus after the U1, usually doesn't matter though thanks to the Boko-build scaring people.
Close-To-Corner, Anti-air
1 Bar
Works On: All
  • AA 5B (1-hit)> KC> 5B(1-hit)> 5X> U1 Prime> 5A(FB) > U1 Activate
182
Meter Gained: 1.5 Bar Meter Spent: 2 Bar
Anti-air version of the corner FB combo.

Not sure why this wasn't on here already? Guess I forgot.

Leaves you plus on meter afterwards too.
Close-To-Corner, Demon
1 Bar
Works On: All
  • 2X > 2B > DC >(delay) j.B(FB) > (tk.j.EX)x4 > 2B
189
Meter Gained: .75 Bar Meter Spent: 1 Bar (Video)
j.EX kill combo, every j.EX must be within a 1f gap of each other.
Close-To-Corner, Demon
1.5 Bar
Works On: All
  • 5EX(3-hit) > DC > 5EX(1-hit) > (tk.j.EX)x5
188
Meter Gained: 0 Bar Meter Spent: 1.5 Bar (Video)
Used for when you're further out than the above combo.

You can get a 6th tk.j.EX, but it's pretty hard.

More power to you if you get it though.

Corner

Condition Notation Damage Notes
Corner
.8 Bar
Works On: All
  • 2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate
188
Meter Gained: 1.5 Bar Meter Spent: 2 Bar (Video)
Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.
Leaves you positive .5 bar when performed successfully, wackity combo.
Corner
2.5 Bar
Works On: All
  • 2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > 3A(FB)> (3A)x2
408
Meter Gained: 2 Bar Meter Spent: 4 Bar (Video)
Solos Kill Combo, you need to come into this combo with a bit of Boko cranked. Not even impractical.
Leaves you positive .75 bar when performed successfully, just like the normal version of this combo.
Corner
0 Bar
Works On: All
  • Grab > (3A)x6
63
Meter Gained: .75 Bar Meter Spent: 0 Bar (Video)
If you land a grab smack in the corner you get this, regardless of movement speed.
Corner
.75 Bar/.5 Bar (Speed)
Works On: All
*j.B > (3A)x4 > U1 142/144 (Speed)
Meter Gained: .45 Bar/.60 Bar (Speed) Meter Spent: 1 Bar
Corner jump-in combo, for whatever reason only multiples of 2 allow you to link into U1.

Other Resources

Guides/Showcases

Robo-Azuma Cool Kid Guide by Durdge-o(AnimEVO 2019)
Razuma Combos by Durdge-o(2nd Impact)
AUTOMATIC GATOR by Durdge-o(2nd Impact)
razuma tod off every button 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
Color 02 Durdge-o
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Active Robo-Azuma Robo-Azuma / ZackyWild ZackyWild / Investigator Azuma Investigator Azuma

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