Ultra Fight Da! Kyanta 2/Robo-Azuma: Difference between revisions
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== Gameplay == | == Gameplay == | ||
'''Recommended Types: Super/Stamina/Speed''' | |||
Robo-Azuma has an okay series of normals and mostly suffers from being large and slow, and not having any standout tools but rather a smattering of solid tools...5EX, ultra 1, j.B, 2B are all solid tools, but perhaps more important is crouch slide jab. Because Robo-Azuma can move forward while crouching this gives him the unique ability with speed/super-type to easily walk forward and do low jab guard lock infinite which forces them to attempt a downparry to get out instead of a forward parry which on failure will result in higher damage punish because of the bonus damage on crouch. | |||
== Movelist == | == Movelist == |
Revision as of 15:24, 2 April 2020
Bio
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."
Gameplay
Recommended Types: Super/Stamina/Speed Robo-Azuma has an okay series of normals and mostly suffers from being large and slow, and not having any standout tools but rather a smattering of solid tools...5EX, ultra 1, j.B, 2B are all solid tools, but perhaps more important is crouch slide jab. Because Robo-Azuma can move forward while crouching this gives him the unique ability with speed/super-type to easily walk forward and do low jab guard lock infinite which forces them to attempt a downparry to get out instead of a forward parry which on failure will result in higher damage punish because of the bonus damage on crouch.
Movelist
Input | Damage | Guard | Notes |
5A | 5 | Mid | 2 frame mid. Quite far-reaching. |
2A | 5 | Low | 2 frame low. Quite far-reaching. |
j.A | 15 | Overhead | One of the largest jumping hitboxes in the game. Active until Robo lands. |
5B | 10,10,20(28) | Mid | 3 hit bonk attack, only the last 2 hits connect on grounded opponents. |
2B | 20 | Low | One of Robo's best features, perhaps the longest-reaching low in the game. |
j.B | 15 | Overhead | Dive punch-ish. Forces some downwards movement for instant overhead. |
5X | 7*8(30) | Mid | Multi-hitting drill, lots of hits for boko, vulnerable to parry. |
2X | 25 | Overhead | JUMPANG! Can crossup. Surprisingly evasive & safe on block. |
j.X | 10 | Mid | Air cannonball attack. Travels straight then sinks. |
5EX | 10,20,20(44) | Mid | EX version of 5B. Very invulnerable attack, main reversal. Safe on block. |
2EX | 35 | Overhead | EX version of 2X, situationally useful reversal. Goes higher, larger hitbox. |
j.EX | 40 | Mid | EX version of j.X, still a single hit though. |
Ultra 1 (Y) | 120 | Mid | Press it once to prime the super, press it again to activate. You can cancel into the activation from any attack except throw. Does huge Boko damage on block and hit. |
Ultra 2 (2Y) | 20*10(111) | Mid | Drill super, lots of hits but vunerable to parry. Unsafe on block. |
Throw | 45 | Grab | |
Taunt | - | - | 20 damage is added to your next attack, goes away regardless if your next attack is hit or blocked. |
Sample Combos
Midscreen
2X , 2B (43)
5EX , 5B (60)
Corner
2X , 2B , 5B , Ultra 1 Prime , Ultra 1 Activate.
2X , 2B , j.B , 5B , 5AAA
Super Type, Corner
3Ax10