Ultra Fight Da! Kyanta 2/Robo-Azuma: Difference between revisions
m (Reverted edits by JoJo (talk) to last revision by Sushininja05) Tag: Rollback |
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|adv.parry =-2 | |adv.parry =-2 | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Can be low-profiled and is a mid, so it's better to use 2A usually.<br> | ||
Only useful for hitting the U1 Flash Bonus against some characters.<br> | |||
}} | }} | ||
}} | }} | ||
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|adv.parry =-2 | |adv.parry =-2 | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=A standard jab that's almost broken thanks to crouch-slide.<br> | ||
Meter? Damage? Juggles? Carries? You name it, it can do it. It hits | Meter? Damage? Juggles? Carries? You name it, it can do it.<br> | ||
It hits low and has a great hitbox/hurtbox, bread n' butter basically. | |||
}} | }} | ||
}} | }} | ||
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|description=The longest 2B hitbox in the game, fast and safe to use.<br> | |description=The longest 2B hitbox in the game, fast and safe to use.<br> | ||
Pokes for free, with an insane disjoint for a low... in a game with really bad lows.<br> | Pokes for free, with an insane disjoint for a low... in a game with really bad lows.<br> | ||
Doubles up as a great combo tool and completely overshadows 5B in neutral | Doubles up as a great combo tool and completely overshadows 5B in neutral, great poke. | ||
}} | }} | ||
}} | }} | ||
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|description=You use j.A to get in, you use j.B when you're in.<br> | |description=You use j.A to get in, you use j.B when you're in.<br> | ||
It's got a very safe and disjointed hitbox, incredibly fast due to the momentum change.<br> | It's got a very safe and disjointed hitbox, incredibly fast due to the momentum change.<br> | ||
A major part of Razuma's hi/lo pressure. | |||
}} | }} | ||
}} | }} | ||
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This is your main combo-starter, you'll be relying on this to start any combo.<br> | This is your main combo-starter, you'll be relying on this to start any combo.<br> | ||
<br> | <br> | ||
As such, everyone knows this is your starter and will throw all caution to the wind to | As such, everyone knows this is your starter and will throw all caution to the wind to stop you.<br> | ||
Can be difficult to hit in some match-ups, but once you're in, ''you're in''. | Can be difficult to hit in some match-ups, but once you're in, ''you're in''. | ||
}} | }} | ||
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|effect =N/A | |effect =N/A | ||
|description=Amazing air-fireball.<br> | |description=Amazing air-fireball.<br> | ||
Seems bad, but it's great for controlling space considering how slow Razuma is, goes at an amazing angle that invalidates other slow characters. | Seems bad, but it's great for controlling space considering how slow Razuma is, goes at an amazing angle that invalidates other slow characters. | ||
}} | }} | ||
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|effect =KD, KB | |effect =KD, KB | ||
|description=Your main reversal, covers every single angle around Razuma.<br> | |description=Your main reversal, covers every single angle around Razuma.<br> | ||
It's essentially a good version of 5B, | It's essentially a good version of 5B, although the invuln is small and it loses I-frame wars very often. | ||
}} | }} | ||
}} | }} | ||
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|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? | |caption =Y'know how I said it was like Alex stomp? | ||
|data = | |data = | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
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|description=Just as gimmicky as Alex's EX Stomp.<br> | |description=Just as gimmicky as Alex's EX Stomp.<br> | ||
Works as a pseudo anti-air reversal, the hitbox comes out at around the hp-display and you lose your invuln from there.<br> | Works as a pseudo anti-air reversal, the hitbox comes out at around the hp-display and you lose your invuln from there.<br> | ||
Not very useful, but can throw opponents off, you're also better using 5B for anti-air pick-ups. | |||
}} | }} | ||
}} | }} | ||
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|adv.parry =? | |adv.parry =? | ||
|effect =KD | |effect =KD | ||
|description=Broken move, | |description=Broken move, if you can tiger knee it.<br> | ||
It comes out in 4f, so technically this move has 5f start-up including a jump.<br> | |||
It | Once you get good at tk'ing this, you can use it to approach safely, combo, and do almost anything.<br> | ||
}} | }} | ||
}} | }} | ||
{{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 | ||
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|effect =N/A | |effect =N/A | ||
|description=An unavoidable 7 frames of Priming the move that keeps U1 from being absolutely busted and lets us have install-state.<br> | |description=An unavoidable 7 frames of Priming the move that keeps U1 from being absolutely busted and lets us have install-state.<br> | ||
Sometimes can do funny I-frame stuff with this. | |||
}} | }} | ||
{{AttackData-KYANTA2 | {{AttackData-KYANTA2 | ||
|header =no | |header =no | ||
|version =Explosion | |version =Explosion (Y or j.Y) | ||
|damage =120 | |damage =120 | ||
|guard =Mid | |guard =Mid | ||
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|adv.parry =? | |adv.parry =? | ||
|effect =KD, KB, BD, F, NC | |effect =KD, KB, BD, F, NC | ||
|description=Deals huge damage and is | |description=Deals huge damage and is useful in any combo thanks to the natural cancel it has. | ||
It | You can cancel ANYTHING, including blockstun, once it's primed. ('''Except for GRAB'''.)<br> | ||
It does everything you'd ever want it to.<br> | |||
<br> | <br> | ||
U1 can also be used in the air, letting you pop U1 after an air-to-air to kill your momentum.<br> | |||
After | After the explosion animation, you recover in the air, letting you input buttons like j.A or j.X.<br> | ||
Very useful for escaping projectiles or punishing DPs. | Very useful for escaping projectiles or punishing DPs. | ||
}} | }} | ||
}} | }} | ||
{{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! | ||
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Despite the ridiculous I-frames and start-up, it's still stupidly punishable and reactable at the same time.<br> | Despite the ridiculous I-frames and start-up, it's still stupidly punishable and reactable at the same time.<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 and safety.<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 and safety.<br> | ||
Still, people just don't expect it.<br> | |||
<br> | <br> | ||
Corner carries are as follows: | Corner carries are as follows: | ||
* | *AA Hit > U2 | ||
*2X > | *2X > 2B > U2 | ||
* | *EX > U2 | ||
<br> | <br> | ||
( | (There's no recovery on whiff, strangely, so it's better to punish it via blocking.) | ||
}} | }} | ||
}} | }} | ||
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|adv.parry =N/A | |adv.parry =N/A | ||
|effect =N/A | |effect =N/A | ||
|description= | |description=Slow damage taunt on a character with no zoning, don't use it.<br> | ||
}} | }} | ||
}} | }} |
Revision as of 13:11, 8 May 2022
General
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.
Colors
Gameplay
General
Recommended Types: Stamina/Super/Speed
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.
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.
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.
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.
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.
Keep in mind, one of the hardest characters, Razuma has to work twice as hard for these things.
Tech
Crouch-Slide Tech
Jab Loops
Using crouch slide you can infinitely loop jabs by timing a drop after every 5th one and gaplessly pressing 2A again.
It's corner-stone of the character's pressure, every jab can extend for multiple hits and a potential mix-up.
It builds tons of meter, does lots of damage, it's one of his safest pokes, and is also the general combo ender.
3A Blockstring
It's +10 on block and completely gapless if timed right, forcing the opponent to red parry low to escape the true infinite blockstring.
This guarantees some easy Boko-breaks, with U1 already primed you can pop U1 after 10 jabs against trios. Forcing the opponent to try a risky option or risk a full boko-break combo.
On Boko-break Razuma has a number of options, depending on where he is on the screen you can get a number of combos.
Crouch-Slide Parry OS
As the name implies, using 3 you can OS parries, since using 3 will not consume your parry.
This means Razuma is the only character who can approach and parry on the ground, this is essential for dealing with Razuma's horrible approach.
Especially since, most of the time, air parrying won't cut it.
The OS is performed as: [3] > (6)4, in which you hold 3 and then quickly flick to 6 when you need to parry.
After you hit 6, you can opt for 4 to OS block, either getting the parry or immediately blocking and being completely safe.
If you hit the parry, then continue parrying the attack.
Movelist
5A
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2A
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J.A Link N-Air, the sequel. Link N-Air, the sequel.
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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 METALLIC FIST OF POWER METALLIC FIST OF POWER
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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 Y'know how I said it was like Alex stomp? Y'know how I said it was like Alex stomp?
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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/Notable Players
Other Guides
Robo-Azuma Cool Kid Guide by Durdge-o
Showcases
Notable Players
- Durdge-o
(Names to look out for when searching for VODs of this character.)