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

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|-
|-
| '''5A'''
| '''5A'''
|
|5
|
|Mid
|
|
|-
|-
|'''2A'''
|'''2A'''
|
|5
|
|Low
|
|
|-
|-
|'''j.A'''
|'''j.A'''
|
|15
|
|Overhead
|
|
|-
|-
|'''5B'''
|'''5B'''
|
|10,10,20(28)
|
|Mid
|
|3 hit bonk attack, only 2 hits will hit on grounded opponents.
|-
|-
|'''2B'''
|'''2B'''
|
|20
|
|Low
|
|Long range low poke.
|-
|-
|'''j.B'''
|'''j.B'''
|
|15
|
|Overhead
|
|Forces downwards movement for instant overhead.
|-
|-
|'''5X'''
|'''5X'''
|
|7*8(30)
|
|Mid
|
|Lots of hits, insane boko, vunerable to parry.
|-
|-
|'''2X'''
|'''2X'''
|
|25
|
|Overhead
|
|Stomp, can crossup, is overhead.
|-
|-
|'''j.X'''
|'''j.X'''
|
|10
|
|Mid
|
|Air fireball attack.
|-
|-
|'''5EX'''
|'''5EX'''
|
|10,20,20(44)
|
|Mid
|
|Very invulnerable attack, main reversal.
|-
|-
|'''2EX'''
|'''2EX'''
|
|35
|
|Overhead
|
|Bigger leap, situationually useful reversal.
|-
|-
|'''j.EX'''
|'''j.EX'''
|
|40
|
|Mid
|
|Big fireball, still a single hit though.
|-
|-
|'''Ultra 1 (Y)'''
|'''Ultra 1 (Y)'''
|
|100
|
|Mid
|
|Normally the reason to use this character, press it once to prime the super, press it again to activate. You can cancel into the activation from any attack except throw. You can also Kyanta cancel the activation, to keep the activation state at it's current timer, but still explode. Does huge boko damage on block and hit.
|-
|-
|'''Ultra 2 (2Y)'''
|'''Ultra 2 (2Y)'''
|
|20*10(111)
|
|Mid
|
|Drill super, huge boko but vunerable to parry.
|-
|-
|'''Throw'''
|'''Throw'''
|
|45
|Grab
|Grab
|
|
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|
|
|
|
|
|+20 damage to your next attack, goes away regardless if your next attack is hit or blocked.
|}
|}



Revision as of 21:12, 19 July 2019

Bio

Robo-Azuma? Azuma-Robo?

"GOSH. DAMN."

Gameplay

Movelist

Input Damage Guard Notes
5A 5 Mid
2A 5 Low
j.A 15 Overhead
5B 10,10,20(28) Mid 3 hit bonk attack, only 2 hits will hit on grounded opponents.
2B 20 Low Long range low poke.
j.B 15 Overhead Forces downwards movement for instant overhead.
5X 7*8(30) Mid Lots of hits, insane boko, vunerable to parry.
2X 25 Overhead Stomp, can crossup, is overhead.
j.X 10 Mid Air fireball attack.
5EX 10,20,20(44) Mid Very invulnerable attack, main reversal.
2EX 35 Overhead Bigger leap, situationually useful reversal.
j.EX 40 Mid Big fireball, still a single hit though.
Ultra 1 (Y) 100 Mid Normally the reason to use this character, press it once to prime the super, press it again to activate. You can cancel into the activation from any attack except throw. You can also Kyanta cancel the activation, to keep the activation state at it's current timer, but still explode. Does huge boko damage on block and hit.
Ultra 2 (2Y) 20*10(111) Mid Drill super, huge boko but vunerable to parry.
Throw 45 Grab
Taunt
20 damage to your next attack, goes away regardless if your next attack is hit or blocked.

Sample Combos

General
FAQ
Advanced
Characters
Kyanta
Buttobi
Spike
Anna
Tsukinami
Blues
Jakor
Sendou
Michelle
Chihiro
Investigator Azuma
Rogue
Rare
Garasha
Hisomi
Well Done
Cocorn
Nanatsu
Robo-Azuma
Gyanta
Mask Michelle
Katana Kyanta
Masao
Taro
Hatoyan
Masako
kinoko
ZackyWild
Natanee
Dr. K
Myusha