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''']] | ||
== 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. | ||
=== | == Overview == | ||
[[ | {{StrengthsAndWeaknesses | ||
| intro =[[file:UFDK2_Robo-Azuma_Icon.png]] '''Robo-Azuma''', or more commonly, '''Razuma'''. Is slow, bulky, and packs a punch. Think Goldlewis.<br> | |||
| 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. | |||
* '''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. | |||
| cons= | |||
* '''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. | |||
|tablewidth=80 | |||
}} | |||
''' | |||
''' | |||
== Movelist == | == Movelist == | ||
Line 71: | Line 44: | ||
|adv.parry =-2 | |adv.parry =-2 | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Fast jab.<br> | ||
Can be low-profiled and is a mid, so it's better to use 2A.<br> | |||
}} | }} | ||
}} | }} | ||
Line 91: | Line 64: | ||
|adv.parry =-2 | |adv.parry =-2 | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=A standard low jab with a great hitbox.<br> | ||
Paired with crouch slide this gives Razuma most of his openings. | |||
}} | }} | ||
}} | }} | ||
Line 99: | Line 71: | ||
|input =J.A | |input =J.A | ||
|image =UFDK2_Razuma_JA.png | |image =UFDK2_Razuma_JA.png | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =15 | |damage =15 | ||
|guard =High | |guard =High | ||
Line 108: | Line 80: | ||
|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =0 | |invuln =0 | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Very big and safe "active until ground" j.A, prone to trading.<br> | ||
}} | }} | ||
}} | }} | ||
Line 132: | Line 99: | ||
|adv.hit =9 | |adv.hit =9 | ||
|adv.parry =-4 | |adv.parry =-4 | ||
|effect = | |effect =C | ||
|description=The start-up is deceptive, it's more-so 12f start-up as oppose to the 9f due to the first state.<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> | ||
The swing works in three states, which are:<br> | The swing works in three states, which are:<br> | ||
Line 173: | Line 140: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 183: | Line 147: | ||
|input =J.B | |input =J.B | ||
|image =UFDK2_Razuma_JB.png | |image =UFDK2_Razuma_JB.png | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =20 | |damage =20 | ||
|guard =High | |guard =High | ||
Line 192: | Line 156: | ||
|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =0 | |invuln =0 | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Very safe and disjointed instant overhead.<br> | ||
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 218: | Line 208: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 237: | Line 227: | ||
|adv.parry =-3 | |adv.parry =-3 | ||
|effect =KD | |effect =KD | ||
|description= | |description=Fast overhead combo starter, completely disjointed from the knees down.<br> | ||
Very telegraphed, can be difficult to hit in some match-ups, so rely on his hi/lo to enforce it. | |||
}} | }} | ||
}} | }} | ||
Line 249: | Line 236: | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =10 | |damage =10 | ||
|guard =Mid | |guard =Mid | ||
Line 256: | Line 243: | ||
|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =0 | |invuln =0 | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 280: | Line 263: | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
|adv.parry =-1 | |adv.parry =-1 | ||
|effect =KD, KB | |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. | |||
}} | }} | ||
}} | }} | ||
Line 289: | Line 271: | ||
|input =2EX | |input =2EX | ||
|image =UFDK2_Razuma_2EX.png | |image =UFDK2_Razuma_2EX.png | ||
|caption = | |caption ='''ALEX STOMP WILL NEVER DIE''' | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
Line 302: | Line 284: | ||
|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, making it easy to anti-air.<br> | ||
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 313: | Line 294: | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData(Jump-In)-KYANTA2 | ||
|damage =40 | |damage =40 | ||
|guard =Mid | |guard =Mid | ||
Line 320: | Line 301: | ||
|recovery =Until Ground | |recovery =Until Ground | ||
|invuln =1-10 | |invuln =1-10 | ||
|effect =KD | |effect =KD | ||
|description= | |description=Buffed j.X.<br> | ||
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 | |version =Prime (Y) | ||
|damage =N/A | |damage =N/A | ||
|guard =N/A | |guard =N/A | ||
Line 346: | Line 323: | ||
|adv.parry =N/A | |adv.parry =N/A | ||
|effect =N/A | |effect =N/A | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
|header =no | |header =no | ||
|version =Explosion | |version =Explosion (Y or j.Y) | ||
|damage =120 | |damage =120 | ||
|guard =Mid | |guard =Mid | ||
Line 361: | Line 337: | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
|adv.parry =? | |adv.parry =? | ||
|effect =KD, KB, BD, F | |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 | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input =Ultra 2 ( | |input =Ultra 2 (Y) | ||
|image =UFDK2_Razuma_U2.png | |image =UFDK2_Razuma_U2.png | ||
|caption =Hyper-charging Star! | |caption =Hyper-charging Star! | ||
Line 386: | Line 357: | ||
|adv.hit =Knockdown | |adv.hit =Knockdown | ||
|adv.parry =-11 | |adv.parry =-11 | ||
|launcher =KD, KB | |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. | |||
}} | }} | ||
}} | }} | ||
Line 414: | Line 379: | ||
|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> | ||
}} | }} | ||
Line 435: | Line 399: | ||
|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. | |||
}} | |||
}} | |||
{{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> | |||
}} | }} | ||
}} | }} | ||
Line 450: | Line 435: | ||
|data= | |data= | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *j.B > | |input = *j.B > (3A)x2 | ||
|simput = *j.B, | |simput = *j.B, (3A)x3 (Speed) | ||
|condition = Midscreen | |condition = Midscreen | ||
|characters = All | |characters = All | ||
Line 458: | Line 443: | ||
|metergen = .25 Bar/.3 Bar (Speed) | |metergen = .25 Bar/.3 Bar (Speed) | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=E0RrBbaf7bU | ||
|note = Generic jump-in combo with an active-until-landing jump-in.<br> | |note = Generic jump-in combo with an active-until-landing jump-in.<br> | ||
If you're using Speed/Super-type you can get an extra jab, thanks to Razuma's crouch-slide movement. | If you're using Speed/Super-type you can get an extra jab, thanks to Razuma's crouch-slide movement. | ||
Line 471: | Line 456: | ||
|metergen = .3 Bar/.5 Bar (Speed) | |metergen = .3 Bar/.5 Bar (Speed) | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=2ZugnmL_11k | ||
|note = Standard cross-up jab combo.<br> | |note = Standard cross-up jab combo.<br> | ||
If you're using Speed/Super-type you get two extra jabs, thanks to Rauzma's crouch-slide movement.<br> | If you're using Speed/Super-type you get two extra jabs, thanks to Rauzma's crouch-slide movement.<br> | ||
Line 485: | Line 470: | ||
|metergen = .30 Bar | |metergen = .30 Bar | ||
|meterspent = 1 Bar | |meterspent = 1 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=4FynL1hkdP8 | ||
|note = Finneky anti-air combo since you have to have pretty good timing for a niche pick-up.<br> | |note = Finneky anti-air combo since you have to have pretty good timing for a niche pick-up.<br> | ||
Works but it's not nearly as easy as WD's j.B pick-up, Gyanta's 5B pick-up, or Rogue's 5B pick-up. | Works but it's not nearly as easy as WD's j.B pick-up, Gyanta's 5B pick-up, or Rogue's 5B pick-up. | ||
Line 498: | Line 483: | ||
|metergen = .5 Bar/.75 Bar (Speed) | |metergen = .5 Bar/.75 Bar (Speed) | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=t9c_MU6eL_E | ||
|note = | |note = Taro has extra hitstun so (tk.j.B)x3 connects, you get extra 3As with faster movement speed too!<br> | ||
If this hits in the corner, you can swap out the 2B for U1 and TOD Taro. | If this hits in the corner, you can swap out the 2B for U1 and TOD Taro. | ||
}} | }} | ||
Line 508: | Line 493: | ||
|data= | |data= | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *2X > 2B > j.B > | |input = *2X > 2B > j.B > (3A)x5 | ||
|simput = | |simput = | ||
|condition = Close-To-Corner | |condition = Close-To-Corner | ||
|characters = All | |characters = All | ||
|damage = | |damage = 74 | ||
|meterreq = 0 Bar | |meterreq = 0 Bar | ||
|metergen = . | |metergen = .7 Bar | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=q4UmYe7wqaE | ||
|note = Depending on the character, you can get extra jabs, with the most notable being Rogue/Hisomi.<br> | |note = Depending on the character, you can get extra jabs, with the most notable being Rogue/Hisomi.<br> | ||
On Rogue/Hisomi you can get: '''2X > 2B > j.B > 3Ax7'''(80)(.90 bar built)<br> | On Rogue/Hisomi you can get: '''2X > 2B > j.B > 3Ax7'''(80)(.90 bar built)<br> | ||
Line 522: | Line 507: | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *2X > 2B > j.B > | |input = *2X > 2B > j.B > (3A)x4 > U1 | ||
|simput = | |simput = | ||
|condition = Close-To-Corner | |condition = Close-To-Corner | ||
|characters = All | |characters = All | ||
|damage = | |damage = 177 | ||
|meterreq = .5 Bar | |meterreq = .5 Bar | ||
|metergen = .6 Bar | |metergen = .6 Bar | ||
|meterspent = 1 Bar | |meterspent = 1 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=VjZWNGc5qUI | ||
|note = U1 version of the usual midscreen BNB.<br> | |note = U1 version of the usual midscreen BNB.<br> | ||
Does a ton of damage but you're minus after the U1, usually doesn't matter though thanks to the Boko-build scaring people. | Does a ton of damage but you're minus after the U1, usually doesn't matter though thanks to the Boko-build scaring people. | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = * | |input = *AA 5B (1-hit)> KC> 5B(1-hit)> 5X> U1 Prime> 5A(FB) > U1 Activate | ||
|simput = | |simput = | ||
|condition = Close-To-Corner, | |condition = Close-To-Corner, Anti-air | ||
|characters = All | |characters = All | ||
|damage = | |damage = 182 | ||
|meterreq = 1 | |meterreq = 1 Bar | ||
|metergen = . | |metergen = 1.5 Bar | ||
|meterspent = 2 Bar | |meterspent = 2 Bar | ||
|link = | |link = | ||
|note = | |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 | {{CollapsingComboData-UFDK2 | ||
|input = * | |input = *2X > 2B > DC >(delay) j.B(FB) > (tk.j.EX)x4 > 2B | ||
|simput = *5EX(3-hit) | |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 | |condition = Close-To-Corner, Demon | ||
|characters = All | |characters = All | ||
|damage = | |damage = 188 | ||
|meterreq = 1.5 Bar | |meterreq = 1.5 Bar | ||
|metergen = 0 Bar | |metergen = 0 Bar | ||
|meterspent = 1.5 Bar | |meterspent = 1.5 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=Buh_9mrW-5Y | ||
|note = | |note = Used for when you're further out than the above combo.<br> | ||
You can get a 6th tk.j.EX, but it's | You can get a 6th tk.j.EX, but it's pretty hard.<br> | ||
More power to you if you get it though. | |||
}} | }} | ||
}} | }} | ||
Line 573: | Line 573: | ||
|metergen = 1.5 Bar | |metergen = 1.5 Bar | ||
|meterspent = 2 Bar | |meterspent = 2 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=yrMQkXssT2A | ||
|note = Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.<br> | |note = Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.<br> | ||
Leaves you positive .5 bar when performed successfully, wackity combo. | Leaves you positive .5 bar when performed successfully, wackity combo. | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > | |input = *2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > 3A(FB)> (3A)x2 | ||
|simput = | |simput = | ||
|condition = Corner | |condition = Corner | ||
Line 586: | Line 586: | ||
|metergen = 2 Bar | |metergen = 2 Bar | ||
|meterspent = 4 Bar | |meterspent = 4 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=10Giq_lPdDM | ||
|note = Solos Kill Combo, you need to come into this combo with a bit of Boko cranked. Not even impractical.<br> | |note = Solos Kill Combo, you need to come into this combo with a bit of Boko cranked. Not even impractical.<br> | ||
Leaves you positive . | Leaves you positive .75 bar when performed successfully, just like the normal version of this combo. | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
|input = *Grab > | |input = *Grab > (3A)x6 | ||
|simput = | |simput = | ||
|condition = Corner | |condition = Corner | ||
Line 597: | Line 597: | ||
|damage = 63 | |damage = 63 | ||
|meterreq = 0 Bar | |meterreq = 0 Bar | ||
|metergen = . | |metergen = .75 Bar | ||
|meterspent = 0 Bar | |meterspent = 0 Bar | ||
|link = | |link = https://www.youtube.com/watch?v=ukjRXP0lYW0 | ||
|note = If you land a grab smack in the corner you get this, regardless of movement speed.<br> | |note = If you land a grab smack in the corner you get this, regardless of movement speed.<br> | ||
}} | }} | ||
{{CollapsingComboData-UFDK2 | {{CollapsingComboData-UFDK2 | ||
Line 613: | Line 612: | ||
|meterspent = 1 Bar | |meterspent = 1 Bar | ||
|link = | |link = | ||
|note = | |note = Corner jump-in combo, for whatever reason only multiples of 2 allow you to link into U1. | ||
}} | }} | ||
}} | }} | ||
== Other Resources | == Other Resources == | ||
=== | === Guides/Showcases === | ||
[https://steamcommunity.com/sharedfiles/filedetails/?id=1850217560 Robo-Azuma Cool Kid Guide by Durdge-o]<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> | ||
= | [https://www.youtube.com/watch?v=m56v5GQ0dBc AUTOMATIC GATOR by Durdge-o](2nd Impact)<br> | ||
[https://www.youtube.com/watch?v= | [https://www.youtube.com/watch?v=t1HsPM6T5Vk razuma tod off every button by Durdge-o]<br> | ||
<br> | <br> | ||
=== Notable Players === | === Notable Players === | ||
{{PlayerList||data= | |||
<br> | {{PlayerListEntry | ||
|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
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 Awful arm-swing. Awful arm-swing.
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2B Stanky Leg Stanky Leg
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J.B
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4X egis reflecduurr egis reflecduurr
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5X home depot power drill home depot power drill
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2X Alex stomp will never die Alex stomp will never die
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J.X
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5EX Main Reversal Main Reversal
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2EX ALEX STOMP WILL NEVER DIE ALEX STOMP WILL NEVER DIE
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J.EX
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Ultra 1 (Y or j.Y) BWAAAAAAAAAAAAAAA BWAAAAAAAAAAAAAAA
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Ultra 2 (Y) Hyper-charging Star! Hyper-charging Star!
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Grab (AB)
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Taunt (Select) Every robot has gotta have spinny-limb taunt! Every robot has gotta have spinny-limb taunt!
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Crouch Slide (3) Makes this character playable. Makes this character playable.
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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(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 |
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Color 02 | Durdge-o |
![]() United States West Coast |
Active | ![]() ![]() ![]() I wrote this page! |