Ultra Fight Da! Kyanta 2/Natanee

From Mizuumi Wiki
Jump to navigation Jump to search

Natanee will be the next character in Ultra Fight Da! Kyanta 2, she is currently available to play in the beta branch on steam. Harama-sensei has said that he wants her to be like Twelve from Street Fighter III: 3rd Strike.

Bio

From an early age, she was victim to brainwashing and experiments to turn her into a powerful bio-weapon. A spy at the facility named Kawashima gave her hope of escaping and living a normal life. After Kawashima was discovered, they were held captive and tortured into eventual suicide. Filled with violent rage, Natanee was able to use her power to escape. She's living safely in the outside world now, working at a convenience store, but she waits for the right time to have her revenge.

Gameplay

Natanee uses her superior movement between double jump and glide and her large hitboxes to control the pace of the game. Since her large buttons are physical attacks and not projectiles she

Recommended Types: Stamina/Super Natanee already has very high mobility and the huge damage potential increase from her Ultra 1/2 is recommended. On the flip side Super can give a boost her already incredible mobility.

Movelist

Input Damage Guard Notes
5A 5 Damage
2A 5 Damage
j.A 15 Damage Extremely good air to ground move with strong air to air potential as well.

Halts air momentum when pressed.

5B 25 Damage Good ranged slap, is a bit vulnerable to trading and is minus on block.
2B 20 Damage Close range anti air/launcher. Extremely important in comboing in the corner, as it has a minimum launch height.
j.B 15*3(39) Damage Can hit up to 3 times, but more often only hits twice. It's a long range air to air poke but it's hurtbox often will just result in trades if they already have a move out.

Halts air momentum when pressed.

5X 25 Damage After a short delay you teleport forwards and hit anything between your 2 positions. This is an effective anti-fireball tool.
2X 15*8(66) Damage Rapid hit anti air and combo tool.
4/5/6j.X 4/6j.X will halt upwards momentum and change the direction you are facing to that direction and glide rapidly in that direction. It is a core component of Natanee's gameplan.

If 5j.X is pressed instead it will perform 4/6j.X based off the last direction Natanee jumped, if Natanee neutral jumped instead it will do the glide in place and not change your facing.

5EX 25*3(59) Damage
2EX 15*8(66) Damage
j.EX 15*5 Damage
Ultra 1 (Y) An invincible clone of all your actions occurs shortly after you perform yours, this leads to very powerful ground combos and some safety with in the case of trades your clones followup will often hit them again giving you extra damage and regain control.

You cannot use EX moves while performing this ultra.

Ultra 2 (Y) 90 Damage Is not effected by combo scaling it will always do 90 damage.
Throw 40 Damage Grab
Taunt Za Warldo After a long delay you stop time allowing to freely combo your opponent.

Sample Combos

General
FAQ
Advanced
Characters
Kyanta
Buttobi
Spike
Anna
Tsukinami
Blues
Jakor
Sendou
Michelle
Chihiro
Investigator Azuma
Rogue
Rare
Garasha
Hisomi
Well Done
Cocorn
Nanatsu
Robo-Azuma
Gyanta
Mask Michelle
Katana Kyanta
Masao
Taro
Hatoyan
Masako
kinoko
ZackyWild
Natanee
Dr. K
Myusha