Ultra Fight Da! Kyanta 2/ZackyWild: Difference between revisions

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[[Image:Ufdk2zackywild.JPG|thumb|right|450px|]]
[[Image:Ufdk2zackywild.JPG|thumb|right|450px|]]


The next character to be added to Ultra Fight Da! Kyanta 2. He's also a talented Kyanta 2 player himself!


== Bio ==
== Bio ==
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== Gameplay ==
== Gameplay ==
ZackyWild has some very unconventional tools in his arsenal, especially his 2B, which allows him to hit the opponent in two directions or extend juggles, and 5X, which is just an insane combo tool in general. Interestingly, despite how lackluster his EX moves look on the surface, they actually have a LOT of importance for ZackyWild's gameplan, as they force the opponent into hitstun for a long-enough period of time that Zacky can set up helpless pressure with his either of his incredibly-annoying Ultras. This, coupled with most of ZackyWild's funky normals, does mean the player has to put considerably more work in to make him shine.
ZackyWild has some very unconventional tools in his arsenal, especially his 2B, which is technically a projectile, and 5X, which can call for interesting cornering situations. Interestingly, despite how lackluster his EX moves look, they actually have a LOT of importance for ZackyWild's gameplan, as they force the opponent into hitstun for a long-enough period of time that Zacky can set up helpless pressure with his either of his incredibly-annoying Ultras. This, coupled with most of ZackyWild's funky normals, does mean the player has to put considerably more work in to make him shine.


It should also be noted that his hitbox is not 1:1 to his sprite, only going up to the very bottom of his glasses, making him the same height as Buttobi.
It should also be noted that his hitbox is quite deceptive, only going up to the very bottom of his glasses. He's the same height as Buttobi.
<br>
<br>
<br>
<br>
'''Recommended Types: Stamina'''
'''Recommended Types:'''
<br>
<br>
Not having access to Ultras does hurt ZackyWild considerably, since they are his only real damage-dealing ranged attacks. Stamina especially helps cover him if he needs 2EX unblockables when projectile characters start harassing him.
Not having access to Ultras does hurt ZackyWild considerably, and since his EX moves can be situational when the match goes pear-shaped, you should have Ultras at the ready to get the opponent off of you.


== Movelist ==
== Movelist ==
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|5
|5
|Low
|Low
|2 frames.
|2 frames. Pathetic range.
|-
|-
|'''j.A'''
|'''j.A'''
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|-
|-
|'''2B'''
|'''2B'''
|20 (hammer)</br>10 (mole)
|20, 10
|Mid (both hammer and mole)
|Mid
|Whack-a-mole. The mole will appear in three different locations relevant to ZackyWild's position onscreen based on if you hold back (close), stay still (middle), or hold forward (far), and stays onscreen for ~3 seconds until the opponent hits it. The mole will only spawn close to ZackyWild if he is directly in front of the corner.
|Whack-a-mole. A mole will appear in three different locations relative to ZackyWild's position based on the input (1 for close, 2 for mid, 3 for far), and stays onscreen for ~180 frames or until the opponent hits it. The mole can't emerge offscreen. The hammer hit won't combo into the mole.
|-
|-
|'''j.B'''
|'''j.B'''
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|-
|-
|'''5X'''
|'''5X'''
|15, 28, 39, 48, ??
|15*N
|Mid
|Mid
|5 hits with a very weird damage formula. Loops in on itself regardless of what buttons are pressed during the attack. Insanely good combo tool, especially for juggling the opponent.
|Persists as long as you hold the button down, with a minimum. Insanely good combo tool, for juggling the opponent and dealing boko damage.
|-
|-
|'''2X'''
|'''2X'''
|20
|20
|Low
|Low
|Slide kick with knockdown. Covers a considerable distance, and can hit wider/larger characters (Tsukinami, Well Done) from fullscreen. Also a very good way to dodge projectiles due to how low the hitbox is.
|Slide kick. Covers A LOT of distance; if done at the very edge of the screen, you stop just short of actually hitting the opponent.
|-
|-
|'''j.X'''
|'''j.X'''
|15, 28, 39, ??
|15*up to 4 (up to 48)
|Overhead
|Overhead
|Make it bounce. If done high on the screen, ZackyWild bounces once in a high arc. Done low, and he bounces repeatedly in a low arc. Moves REALLY fast horizontally (though ZackyWild initially loses some horizontal momentum if doing the low version when jumping forward).
|Make it bounce. If done high on the screen, ZackyWild bounces once in a high arc. Done low, and he bounces repeatedly in a low arc. Moves REALLY fast horizontally (though ZackyWild initially loses some horizontal momentum if doing the low version when jumping forward).
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|30
|30
|Mid
|Mid
|Same animation as 5B, but works completely differently; Lasts 1 frame, moves ZackyWild forward, and IMMEDIATELY wallbounces the opponent on hit. Really good way to set up a 2EX charge.
|Startup-invuln donkey kick. Lasts 1 frame, moves ZackyWild forward, and wallbounces the opponent on hit. Really good way to set up a 2EX charge.
|-
|-
|'''2EX'''
|'''2EX'''
|30 > 100
|30 or 50 or 70 or 100
|Overhead
|Overhead
|Big mallet. Overhead with considerable hitstun. Will always lead into hard knockdowns on hit. Holding down the EX button causes the hammer increase in size, dealing more damage at a considerably-longer range; at maximum size (120f), the hammer becomes unblockable and will cover 3/4 of the screen. Is the only EX attack in the game to not have full invulnerability, though it does have super armor to compensate.
|Big mallet. Overhead with considerable hitstun. Will always lead into hard knockdowns on hit. Holding down the EX button causes the hammer increase in size, dealing more damage at a considerably-longer range; at maximum size, the hammer becomes unblockable and will cover 3/4 of the screen. Although it only has one frame of invulnerability, it has super armor to compensate. Hits along the ground, does not function well as an anti-air at all.
|-
|-
|'''j.EX'''
|'''j.EX'''
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|-
|-
|'''Ultra 1 (j.Y)'''
|'''Ultra 1 (j.Y)'''
|25 ... 120
|25*6 (120)
|Mid
|Mid
|Z Attack: ZackyWild takes a lotus stance like j.X and fires 6 clones of himself quickly forward. Really good for getting people out of the air, but the hitboxes on the clones are actually much smaller than they look. Linking 2A into this is a guaranteed way to do this move on the ground.
|Z Attack: ZackyWild takes a lotus stance like j.X and fires 6 clones of himself quickly forward. Really good for getting people out of the air, but the hitboxes on the clones are actually much smaller than they look. Linking 2A into this is a really good way to do this move on the ground.
|-
|-
|'''Ultra 2 (2Y)'''
|'''Ultra 2 (2Y)'''
|20 ... 111
|20*10 (111)
|Overhead
|Overhead
|オラオラオラオラオラオラオラ! ! ! 6 hits. Really oppressive overhead that sends ZackyWild forwards.
|Oraoraora! 10 hits. Really oppressive overhead that moves ZackyWild forwards. Rips apart crouching opponents.
|-
|-
|'''Throw'''
|'''Throw'''
|
|15*3 (45)
|Grab
|Grab
|
|You can combo off of it with a Kyanta Cancel.
|-
|-
|'''Taunt'''
|'''Taunt'''

Revision as of 23:38, 6 September 2019


Bio

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.

Gameplay

ZackyWild has some very unconventional tools in his arsenal, especially his 2B, which is technically a projectile, and 5X, which can call for interesting cornering situations. Interestingly, despite how lackluster his EX moves look, they actually have a LOT of importance for ZackyWild's gameplan, as they force the opponent into hitstun for a long-enough period of time that Zacky can set up helpless pressure with his either of his incredibly-annoying Ultras. This, coupled with most of ZackyWild's funky normals, does mean the player has to put considerably more work in to make him shine.

It should also be noted that his hitbox is quite deceptive, only going up to the very bottom of his glasses. He's the same height as Buttobi.

Recommended Types:
Not having access to Ultras does hurt ZackyWild considerably, and since his EX moves can be situational when the match goes pear-shaped, you should have Ultras at the ready to get the opponent off of you.

Movelist

Input Damage Guard Notes
5A 5 Mid 1 frame. Links into 5B, as well as both Ultras.
2A 5 Low 2 frames. Pathetic range.
j.A 10 Overhead 1 frame. Launches the opponent, but launches them farther than that if linked into 5A.
5B 20 Mid Moves ZackyWild forward. Hitbox only appears when his leg is fully outstretched.
2B 20, 10 Mid Whack-a-mole. A mole will appear in three different locations relative to ZackyWild's position based on the input (1 for close, 2 for mid, 3 for far), and stays onscreen for ~180 frames or until the opponent hits it. The mole can't emerge offscreen. The hammer hit won't combo into the mole.
j.B 25 Overhead Divebomb. You lose horizontal momentum if done jumping forwards. Does nothing if you do it when falling downwards.
5X 15*N Mid Persists as long as you hold the button down, with a minimum. Insanely good combo tool, for juggling the opponent and dealing boko damage.
2X 20 Low Slide kick. Covers A LOT of distance; if done at the very edge of the screen, you stop just short of actually hitting the opponent.
j.X 15*up to 4 (up to 48) Overhead Make it bounce. If done high on the screen, ZackyWild bounces once in a high arc. Done low, and he bounces repeatedly in a low arc. Moves REALLY fast horizontally (though ZackyWild initially loses some horizontal momentum if doing the low version when jumping forward).
5EX 30 Mid Startup-invuln donkey kick. Lasts 1 frame, moves ZackyWild forward, and wallbounces the opponent on hit. Really good way to set up a 2EX charge.
2EX 30 or 50 or 70 or 100 Overhead Big mallet. Overhead with considerable hitstun. Will always lead into hard knockdowns on hit. Holding down the EX button causes the hammer increase in size, dealing more damage at a considerably-longer range; at maximum size, the hammer becomes unblockable and will cover 3/4 of the screen. Although it only has one frame of invulnerability, it has super armor to compensate. Hits along the ground, does not function well as an anti-air at all.
j.EX 40 Overhead Super divebomb. Has an absolutely gigantic hitbox. Has three different horizontal speeds based on what direction you're jumping when you activate it; Jumping backwards has you do this move completely vertically, jumping upwards sends you forward, while jumping forwards LAUNCHES you forward extremely fast.
Ultra 1 (j.Y) 25*6 (120) Mid Z Attack: ZackyWild takes a lotus stance like j.X and fires 6 clones of himself quickly forward. Really good for getting people out of the air, but the hitboxes on the clones are actually much smaller than they look. Linking 2A into this is a really good way to do this move on the ground.
Ultra 2 (2Y) 20*10 (111) Overhead Oraoraora! 10 hits. Really oppressive overhead that moves ZackyWild forwards. Rips apart crouching opponents.
Throw 15*3 (45) Grab You can combo off of it with a Kyanta Cancel.
Taunt - - Gives 1 meter if the taunt plays out in full. This taunt last so much longer than all other taunts that it's effectively a suicide button.

Sample Combos

General
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