Ultra Fight Da! Kyanta 2/ZackyWild
The next character to be added to Ultra Fight Da! Kyanta 2. He's also a talented Kyanta 2 player himself!
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 not 1:1, only going up to the very bottom of his glasses, making him only slightly taller than Gyanta.
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. |
j.A | 10 | Overhead | 1 frame. Launches the opponent, but launches them farther than that if linked into 5A. |
5B | Mid | 20 | Moves ZackyWild forward. Hitbox only appears when his leg is fully outstretched. |
2B | 20 (hammer) 10 (mole) |
Mid (both hammer and mole) | Whack-a-mole. The mole will appear in three different locations relevant to ZackyWild's position onscreen based on if you hold either direction (or neither) when you do it, 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. |
j.B | 25 | Overhead | Divebomb. You lose horizontal momentum if done jumping forwards. Does nothing if you do it when falling downwards. |
5X | 15, 28, 39, 48, ?? | Mid | 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. |
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, 28, 39, ?? | Overhead | Make it bounce. If done high on the screen, and 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 | 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. |
2EX | 30 > 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. Is the only EX attack in the whole game to not have full invulnerability, though it does have super armor to compensate. |
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 ... 120 | Mid/Overhead (height-dependent) | 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 ... 111 | Overhead | オラオラオラオラオラオラオラ! ! ! Really oppressive overhead that sends ZackyWild forwards. |
Throw | Grab | ||
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. |