Ultra Fight Da! Kyanta 2/KKyanta: Difference between revisions
Prettydorito (talk | contribs) No edit summary |
|||
Line 5: | Line 5: | ||
== Gameplay == | == Gameplay == | ||
When Kyanta picks up the Japanese steel, he is imbued with the knowledge of some of the most powerful sword-fighters in Japanese fighting game history. His delayed fireballs give him a safe approach | When Kyanta picks up the Japanese steel, he is imbued with the knowledge of some of the most powerful sword-fighters in Japanese fighting game history. His delayed fireballs give him a safe approach. Now, his role is less clear, but Kyantana still has access to solid EX moves, a strong Super, and above-average air mobility. | ||
Recommended: | Recommended: Stamina (please, plan on running him anchor) | ||
== Movelist == | == Movelist == | ||
{| | {{MoveData | ||
| | |input =5A | ||
| | |image =UFDK_Kyatana_5A.png | ||
| | |caption =Give a man a 2 frame and he will take 120 damage | ||
| | |data = | ||
| | {{AttackData-KYANTA2 | ||
| | |damage =5 | ||
| | |guard =Mid | ||
| | |startup =? | ||
| | |active =? | ||
| | |recovery =? | ||
| | |invuln =? | ||
|5 | |adv.block =? | ||
|Low | |adv.hit =N/A | ||
| | |adv.parry =? | ||
|- | |effect =N/A | ||
| | |description=Simple 2f start-up jab with a disjointed front hitbox, a free get out of jail card. It may not look like much, but it's one of the most oppressive jabs in the game. <br> | ||
| | }} | ||
| | }} | ||
|Disjointed sword poke from the air. Stops K. Kyanta's vertical momentum and floats him forward, making this a perfect move for adjusting your air spacing. | {{MoveData | ||
| | |input =2A | ||
| | |image = | ||
|18*2 (34) | |caption =If stepping on LEGOs is bad imagine this | ||
|Mid | |data = | ||
|A forward-moving sword strike. It's a little slow, but it has a good anti-air hitbox if you can get it to connect. It's very damaging, as it seems impossible to only get one hit to connect. | {{AttackData-KYANTA2 | ||
| | |damage =5 | ||
|'' | |guard =Low | ||
|20 | |startup =? | ||
|Low | |active =? | ||
| | |recovery =? | ||
| | |invuln =? | ||
| | |adv.block =? | ||
|14*6(?) (55(?)) | |adv.hit =N/A | ||
|Overhead | |adv.parry =? | ||
|Spinning sword attack. Lots of hits and damage, and keeps K. Kyanta in the air for a long time. | |effect =N/A | ||
| | |description=Katana's way of mixing up, since both animations seem pretty similar. Shorter range than 5A. Can be used with both 5X and Super 1 to force the opponent to block and that way fill a little the BOKO bar, can be used after a 2X crossup to catch the opponent off-guard, also a good way to win the footsie/trade game when dealing with sweeps or other lows. | ||
|''' | }} | ||
|10*3 (24) | }} | ||
|Mid | {{MoveData | ||
|Kyanta sword. A three-hit fireball passed down by Ky Kiske. Gives K. Kyanta a god-tier oki game. It's slow in just the right way, so use it to position yourself for offense. | |input =J.A | ||
| | |image =UFDK_Kyatana_8A.png | ||
| | |caption =[https://www.ssbwiki.com/Sex_kick Does it count as a Sex Kick if it's done with a third leg?] | ||
|30 | |data = | ||
|Mid | {{AttackData-KYANTA2 | ||
|K. Kyanta bounces off the wall behind him and attacks his opponent. More useful than what you might expect from similar moves. Can be quite a pain to punish. | |damage =18 | ||
|guard =High (overhead) | |||
| | |startup =? | ||
|10*3 (24) | |active =? | ||
|Mid | |recovery =? | ||
|Air Kyanta sword. It's useful in all the ways you should have learned from Guilty Gear. Can sometimes fail to combo properly when a character's reeling animation is sufficiently weird. | |invuln =? | ||
| | |adv.block =? | ||
| | |adv.hit =N/A | ||
|14*4 (48) | |adv.parry =? | ||
|Mid | |effect =N/A | ||
|EX version of 5B. Lots of hits and damage. Safe on block. | |description=Disjointed sword poke from the air. Stops K. Kyanta's vertical momentum and floats him forward, making this a perfect move for adjusting your air spacing. More useful and reliable than 2B when trying to get in or going straight into the air game (please don't try to make air game all your gameplan, but if you do, trust 2A, it's quite good). | ||
| | }} | ||
|' | }} | ||
|20 | {{MoveData | ||
|Low | |input =5B | ||
|EX version of 2B. Goes very far, will get you through any projectile. | |image = | ||
|- | |caption =[https://youtube.com/shorts/d6gBu2Zd7Bc?feature=share A kid running around with a knife] | ||
| | |data = | ||
|20*6(?) (90(?)) | {{AttackData-KYANTA2 | ||
|Overhead | |damage =18*2(34) | ||
|EX version of j.B. It's hard to get all the hits to connect, but it will still do a load of damage regardless. | |guard =Mid | ||
|startup =? | |||
| | |active =? | ||
|25*6 (120) | |recovery =? | ||
|Mid | |invuln =? | ||
|Super Kyanta sword. Very slow and very big. It has a deceptive hitbox and parrying it seems to affect its momentum, so it can be very difficult to deal with. Try crossing up with 2X while your opponent is focused on the Ultra. | |adv.block =? | ||
|adv.hit =N/A | |||
| | |adv.parry =? | ||
|32*4 (116) | |effect =N/A | ||
| | |description=A forward-moving sword strike. It's a little slow, but it has a good anti-air hitbox if you can get it to connect. It's very damaging, as it seems impossible to only get one hit to connect.<br> | ||
|Super version of 2X. Very difficult to get all the hits to connect, and generally far less useful than Ultra 1. | }} | ||
}} | |||
{{MoveData | |||
|40 | |input =2B | ||
|Grab | |image =UFDK_Kyatana_2B.png | ||
|Meterless followups are possible in corner. | |caption =they ''seriously'' needed a low profile | ||
|- | |data = | ||
|' | {{AttackData-KYANTA2 | ||
| | |damage =20 | ||
| | |guard =Low | ||
|Gives K. Kyanta's next hit +20 damage. Easy enough to get out when behind a Kyanta sword. | |startup =? | ||
|active =? | |||
|recovery =? | |||
|invuln =? | |||
|adv.block =? | |||
|adv.hit =Knockdown | |||
|adv.parry =?? | |||
|effect =KD | |||
|description=Shrinks Katana's hitbox significantly making it good for low profiling projectiles and standing jabs.<br> | |||
Unsafe if done too close to the opponent. <br> | |||
}} | |||
}} | |||
{{MoveData | |||
|input =J.B | |||
|image = | |||
|caption =[https://youtu.be/TfyrCcCMVgo CHANCE TIME] | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =14*6(84?) (55(?)) | |||
|guard =High (Overhead) | |||
|startup =? | |||
|active =? | |||
|recovery =Until Ground | |||
|invuln =0 | |||
|adv.block =? | |||
|adv.hit =N/A | |||
|adv.parry =? | |||
|effect =N/A | |||
|description=Spinning sword attack. Lots of hits and damage, and keeps K. Kyanta in the air for a long time. If your opponent has a fireball, DP, or the balls to challenge it, it's probable you'll end up in the ground and disadvantage. | |||
<br> | |||
}} | |||
}} | |||
{{MoveData | |||
|input =5X | |||
|image = | |||
|caption =Don't you ''dare'' lecture me with a ''well thought neutral'' | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =10*3 (24) | |||
|guard =Mid | |||
|startup =? | |||
|active =Until Off-screen? | |||
|recovery =? | |||
|invuln =0 | |||
|adv.block =? | |||
|adv.hit =N/A | |||
|adv.parry =? | |||
|effect =N/A | |||
|description=Kyanta sword. A three-hit fireball passed down by Ky Kiske. Gives K. Kyanta a god-tier oki game. It's slow in just the right way, so use it to position yourself for offense. <bk> | |||
Or you know, you can just throw it and then 2EX or j.EX for the mixup <br> | |||
}} | |||
}} | |||
{{MoveData | |||
|input =2X | |||
|image =UFDK_Kyatana_2X.png | |||
|caption =[https://youtu.be/uiUDShpILdc Every Katana will do this unprovoked] | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =30 | |||
|guard =Mid | |||
|startup =? | |||
|active =? | |||
|recovery =? | |||
|invuln =? | |||
|adv.block =? | |||
|adv.hit =N/A | |||
|adv.parry =? | |||
|effect =KD, KB | |||
|description=K. Kyanta bounces off the wall behind him and attacks his opponent. More useful than what you might expect from similar moves. Can be quite a pain to punish. <br> | |||
If you are smart/lucky enough you can set up a cross-up especially useful after letting Ultra 1 loose on neutral for you will be attacking the enemy from both sides granting a sweet boko/heavy super damage <br> | |||
}} | |||
}} | |||
{{MoveData | |||
|input =J.X | |||
|image = | |||
|caption =[https://youtu.be/IXTJlH7g0tw TACTICAL NUKE INCOMING] | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =10*3(24) | |||
|guard =Mid | |||
|startup =? | |||
|active =Until Off-screen or it hits the floor | |||
|recovery =? | |||
|invuln =0 | |||
|adv.block =? | |||
|adv.hit =N/A | |||
|adv.parry =? | |||
|effect =N/A | |||
|description=Air Kyanta sword. It's useful in all the ways you should have learned from Guilty Gear. Can sometimes fail to combo properly when a character's reeling animation is sufficiently weird. <br> | |||
Using this move is a massive power move for enemies tremble and run away into the corner at the mere sight of it. for no dp, nor airball nor EX is able to think of doing something as foolish as challenge it. | |||
<br> | |||
}} | |||
}} | |||
{{MoveData | |||
|input =5EX | |||
|image = | |||
|caption =Kid running with knife towards her mother | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =14*4 (48) | |||
|guard =Mid | |||
|startup =? | |||
|active =Until Off-screen | |||
|recovery =? | |||
|invuln =? (It has I just don't know it) | |||
|adv.block =? | |||
|adv.hit =Knockdown | |||
|adv.parry =? | |||
|effect =KD | |||
|description=EX version of 5B. Lots of hits and damage. Safe on block. If you have meter and wanna hit the opponent to get out of the corner might as well go for it. | |||
}} | |||
}} | |||
{{MoveData | |||
|input =2EX | |||
|image = | |||
|caption =*pulls up to your DM's and starts 2A/5Aing* | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =20 | |||
|guard =Low | |||
|startup =? | |||
|active =? | |||
|recovery =? | |||
|invuln =? (It has I just don't know it) | |||
|adv.block =? | |||
|adv.hit =Knockdown | |||
|adv.parry =? | |||
|effect =KD, KB | |||
|description=EX version of 2B. Goes very far, will get you through any projectile. If you have meter and wanna get out of the corner at all costs might as well go for it. | |||
}} | |||
}} | |||
{{MoveData | |||
|input =J.EX | |||
|image = | |||
|caption =[https://youtube.com/shorts/ax27VgI-lVE?feature=share Back at it again at Demon Tower] | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =20*6(?) (90(?)) | |||
|guard =Overhead | |||
|startup =? | |||
|active =? | |||
|recovery =Until Ground | |||
|invuln =? | |||
|adv.block =? | |||
|adv.hit =N/A | |||
|adv.parry =? | |||
|effect =KD | |||
|description=EX version of j.B. It's hard to get all the hits to connect, but it will still do a load of damage/pressure regardless. <br> | |||
While it conserves most of the properties from j.B it's completely invulnerable all the way up to Katana making a full spin, also seems to give Katana more momentum at the end that j.B, thus making it no the greatest move to start offensive or jump into your opponent's defense but guarantee a positive result in the airgame. <br> | |||
}} | |||
}} | |||
{{MoveData | |||
|input =Ultra 1 (Y) | |||
|image =UFDK_Kyatana_S1FHB.png | |||
|caption =[https://youtu.be/-Td4edqlYZk ''Gaslight. Gatekeep. Girlboss.''] | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =25*6 (120) | |||
|guard =Mid | |||
|startup =? | |||
|active =Until Off-screen | |||
|recovery =? | |||
|invuln =? | |||
|adv.block =? | |||
|adv.hit =N/A | |||
|adv.parry =? | |||
|effect =N/A | |||
|description=Super Kyanta sword. Very slow and very big. It has a deceptive hitbox and parrying it seems to affect its momentum, so it can be very difficult to deal with. Try crossing up with 2X while your opponent is focused on the Ultra, that way you can get granted tons of damage. <br> | |||
If the crossup fails, you still get the advantage by pressuring with 5A/2A on block until the sword comes to make the opponents boko bar cry. <br> | |||
In case you don't go for this option right away you can cover the air with either j. A or j.B and it will probably throw the opponent into the sword. <br> | |||
You can try and catch their toes by imputing 2EX after the super and then force an oki situation, if they had their toes covered go back to 5A/2Aing until it comes to you with help to break that boko bar. <br> | |||
In conclusion, every Kyanta main wants to marry this moves and wonders why the hell you would run Ultra 2 or play Super Katana. <br> | |||
}} | |||
}} | |||
{{MoveData | |||
|input =Ultra 2 (2Y) | |||
|image =UFDK_Kyatana_S2.png | |||
|caption =[https://youtu.be/ZtjFsQBuJWw This move makes me sad] | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =32*4 (116) | |||
|guard =? | |||
|startup =? | |||
|active =? | |||
|recovery =Until Ground | |||
|invuln =All the way? | |||
|adv.block =? | |||
|adv.hit =N/A | |||
|adv.parry =? | |||
|effect =? | |||
|description=Super version of 2X. Very difficult to get all the hits to connect, and generally far less useful than Ultra 1. Even if it has invul all the way, it goes up constantly so it doesn't even matter if you don't get a clan hit, and even if you do it might drop. We can't recommend it. ''And no, YOU can't make it work.'' | |||
}} | |||
}} | |||
{{MoveData | |||
|input =Grab (AB) | |||
|image = | |||
|caption =[https://youtu.be/h8nQbB1L_2Q SHAMK] | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =40 | |||
|guard =Grab | |||
|startup =? | |||
|active =? | |||
|recovery =? | |||
|invuln =0 | |||
|adv.block =Knockdown | |||
|adv.hit =Knockdown | |||
|adv.parry =N/A | |||
|effect =KD | |||
|description=It looks brutal, but it also has it's uses. Meterless followups are possible in corner. And in case you wanna give multiple stabs to your opponent's pride and mentality follow it up by a 5A to Ultra 1 on the corner and enjoy some easy but heavy damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|input =Taunt (Select) | |||
|image = | |||
|caption =F**k this one ant in particular | |||
|data = | |||
{{AttackData-KYANTA2 | |||
|damage =Gives K. Kyanta's next hit +20 damage. | |||
|guard =N/A | |||
|startup =? | |||
|active =N/A | |||
|recovery =? | |||
|invuln =N/A | |||
|adv.block =N/A | |||
|adv.hit =N/A | |||
|adv.parry =N/A | |||
|effect =N/A | |||
|description=Gives K. Kyanta's next hit +20 damage. Easy enough to get out when behind a Kyanta sword. Generally not that worthy. | |||
}} | |||
}} | |||
== Sample Combos == | == Sample Combos == | ||
Line 105: | Line 334: | ||
5B > 5A * 2 > 5EX > Ultra 1 (Midscreen + Corner) | 5B > 5A * 2 > 5EX > Ultra 1 (Midscreen + Corner) | ||
== Other Resources/Notable Players == | |||
=== Other Guides/Showcases === | |||
There are no other resources for the character right now, you'll have to trust us, and only us. <br> | |||
=== Notable Players === | |||
* lem_____ | |||
* prettydorito. | |||
<br> | |||
(Names to look out for when searching for VODs of this character.) | |||
{{Kyanta2}} | {{Kyanta2}} | ||
[[Category: Ultra Fight Da! Kyanta 2]] | [[Category: Ultra Fight Da! Kyanta 2]] |
Revision as of 23:31, 23 February 2022
Bio
In the Sengoku period, Katana Kyanta was a bodyguard for Tokugawa Ieyasu. He was feared throughout Japan as the Samurai Dog. His mastery of the Kyanta Force caused his spirit to linger after death. Because of the danger facing Kyanta and Masao, he is resurrected to defend them. His physical form will only last for a short time. He needs to hurry before it is too late!
Gameplay
When Kyanta picks up the Japanese steel, he is imbued with the knowledge of some of the most powerful sword-fighters in Japanese fighting game history. His delayed fireballs give him a safe approach. Now, his role is less clear, but Kyantana still has access to solid EX moves, a strong Super, and above-average air mobility.
Recommended: Stamina (please, plan on running him anchor)
Movelist
5A
|
---|
2A
|
---|
J.A
|
---|
5B
|
---|
2B
|
---|
J.B
|
---|
5X
|
---|
2X
|
---|
J.X
|
---|
5EX
|
---|
2EX
|
---|
J.EX
|
---|
Ultra 1 (Y)
|
---|
Ultra 2 (2Y)
|
---|
Grab (AB)
|
---|
Taunt (Select)
|
---|
Sample Combos
2A * 2 > 5EX > Ultra 1 (Midscreen + Corner)
Grab > 5A > Ultra 1 (Corner only)
2X > 5A > Ultra 1 (Corner only)
5B > 5A * 2 > 5EX > Ultra 1 (Midscreen + Corner)
Other Resources/Notable Players
Other Guides/Showcases
There are no other resources for the character right now, you'll have to trust us, and only us.
Notable Players
- lem_____
- prettydorito.
(Names to look out for when searching for VODs of this character.)