Ultra Fight Da! Kyanta 2/ZackyWild

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ZackyWild

General

Background

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.

"It was a 7-3 match-up and you still lost."

The community refers to him as "ZW", for simplicity's sake.
This resource refers to him as ZW, although others may vary.

Colors

File:UFDK2 ZW Colors.png

Gameplay

General

Recommended Types: Stamina

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 his helpless 5X pressure which leads to easy boko-breaks/blockstrings.
This, coupled with most of ZackyWild's funky normals and overall poor combo tools, does mean the player has to put considerably more work in to make him shine.

Also-- ZackyWild should use Stamina exclusively due to his complete lack of reversals.
U2 is his only good reversal, U1 is a good call-out if you think you'll snowball well.

(His hitbox is quite deceptive, only going up to the very bottom of his glasses. He's the same height as Buttobi.)

Tech

ZackyWild doesn't have "tech" more-so just very very janky buttons.
His j.EX only combos when full-jumping with an 8 input, his j.X and other buttons (j.B/j.X/j.EX/5X/5EX/5B) move more with super/speed type for no good reason
Outside of that, it's the usual air recovery cancels, j.A/B are often used to cancel air-recovery for their instantaneous start-up and for j.B's changing air speed.

Movelist

Notation notes:

If you see something like, 5(5)5(5) for Active, that means that all #s outside of parenthesis are active frames and anything in parenthesis are inactive frames in-between each hitbox.
Also taunt recovery refers to the length of the taunt, if you see a # for startup frames, that will be how long until the taunt's effect activates.
However, if the taunt has a hitbox (i.e. Spike), it will be formatted in the same way that a normal move would be.
(Damage buff taunts will not do this, since there is no way to accurately measure when the buff kicks in.)

5A
UFDK2 ZW 5A.png
Hit me!
Hit me!
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid 2 1 1 0 ? ? ? N/A

A good far reaching jab.
Still, middle-of-the-line.

2A
UFDK2 ZW 2A.png
Worse range than Kinoko's 2A
Worse range than Kinoko's 2A
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low 1 2 2 0 ? ? ? N/A

Would be great if it weren't for it's absurdly bad hitbox, stick to 5A if you're not trying to scare someone with a low.
Best used after a blocked j.A since j.B will push them back too early and 5A is Mid.

J.A
UFDK2 ZW JA.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10 High 4 2 3 0 ? ? ? KD

Air jab with a launching hitbox.
Really good jump-in that confirms into most of his combos.
Used for jump-in combos, tall-character bullying, and cancelling landing recovery.

5B
UFDK2 ZW 5B.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Mid 7 5 6 0 ? ? ? KB

A really long-reaching button with some hearty knockback, everything Well-Done's 5B wishes they could be.
Completely safe if fully spaced against most characters, is the main combo option since it's considerably faster than 2B, although is practically the same.

2B
UFDK2 ZW 2B.png
Mole isn't a low, it's a Mid.
Mole isn't a low, it's a Mid.
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 (Kick) - 10 (Mole) Mid 8 2 (Hammer) - ? (Mole) 7 0 ? ? ? N/A

Pretty slow move on it's own but the real charm comes from the Mole, which the hammer hit doesn't combo into.
Mole is positionable with 1/2/3, 1 places it in front of you.
2 places the Mole midscreen.
3 places the Mole behind them.

Doing 5A>2B is an infinite blockstring after the initial Mole hit.
Easily confirms into 5X after to completely snap someone's Bokoboko.

J.B
UFDK2 ZW JB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 High 16 Until Ground Until Ground 0 ? ? ? N/A

Slow start-up divebomb that boosts your momentum on the way up and kills your horizontal speed.
Can also be used on the way down to kill your horizontal speed while canceling landing, it also janks your hitbox for some weird grab situations.

5X
UFDK2 ZW 5X.png
Legs was the correct answer!
Legs was the correct answer!
Version Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5X 15*4 (48) Mid 11 3 16 0 Knockdown ? ? KD, KB

A quick multi-kick that loops if you hold it, ridiculously good button with an absurd hitbox and combo-ability.
When you first press 5X you get a short burst of speed forward, insanely useful for combos and you can intentionally drop 5X to get that boost again, although the timing is hard.
Doesn't deal good damage though, but it doesn't really matter. However when you hold it...

5[X] 15*N Mid 4 As long as X is held 3 0 Knockdown ? N/A KD, KB

Holding down X after hitting the inital 5X turns this button into an everything button, huge bokoboko damage that's insanely safe.
Extra hits are good for ending your combo to get tons of meter or just as a general extension, everything goes into this move eventually in ZW's kit.
The hitbox is absurd, most characters can't punish it at all, the looping nature and near instant recovery makes it more unpunishable than moves like Kyanta's 2X.
Only truly beaten by projectiles and disjoints, but that hardly matters for most of them.

Briefly mentioned before, but delaying 5X again after 5[X] is important for combos, although tricky.
Mastering this will let you get pick-ups from ridiculous positions, even better when paired with KCs.

2X
UFDK2 ZW 2X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low 16 18 7 0 Knockdown ? ? KD

A fullscreen insanely low profile move that combos with a 3B Mole.
Usually used to go under projectiles such as Anna 5EX or K. Kyanta's U1, it's a ridiculous button with a good reward on hit.
If done raw fullscreen without a mole, it can still combo since you stop just short of the edge of the screen, really good button.

J.X
UFDK2 ZW JX.png
Avoid this move
Avoid this move
Version Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
j.X (Low) 15*3 (39) High 12 ? Until Ground 0 Knockdown ? ? KD

The worse version of j.X, an already bad move.
Low j.X makes ZW repeatedly bounces in a low arc across the bottom of the screen, this version will ALWAYS drop in combos.

j.X (High) 15*N High 12 ? Until Ground 0 Knockdown ? N/A KD

While cool looking and good on paper, certainly better than the low version, this almost exclusively puts ZW is a bad position.
High j.X makes ZW do one large bounce in a high arc, which is highly combo-able, still it's not very good and going for it raw almost ensures a punish.

5EX
UFDK2 ZW 5EX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30 Mid 12 4 7 1-16 Knockdown ? ? KD, KB, WB

A beefier 5X, nothing much really.
It can knockdown, so it may be smart to mix this in every once in awhile if you have your opponent backed up against a wall and they're parrying 5X or shooting projectiles in-between 5Xs. More often than not, the second hit won't connect, so don't rely on it for the extra damage, just rely on it for the knockdown.

2EX
UFDK2 ZW 2EX.png
Instills fear, anger, and anguish.
Instills fear, anger, and anguish.
Version Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
Level 1 30 Mid 9 1 7 10-16 Knockdown ? ? AR, KD

The worse version of j.X, an already bad move.
Low j.X makes ZW repeatedly bounces in a low arc across the bottom of the screen, this version will ALWAYS drop in combos.

Level 2 50 Mid ? 1 7 ? Knockdown ? ? AR, KD

While cool looking and good on paper, certainly better than the low version, this almost exclusively puts ZW is a bad position.
High j.X makes ZW do one large bounce in a high arc, which is highly combo-able, still it's not very good and going for it raw almost ensures a punish.

Level 3 70 Mid ? 1 7 ? Knockdown ? ? AR, KD

While cool looking and good on paper, certainly better than the low version, this almost exclusively puts ZW is a bad position.
High j.X makes ZW do one large bounce in a high arc, which is highly combo-able, still it's not very good and going for it raw almost ensures a punish.

Level 4 100*2 (Normal) - 100 (Blocked) Mid 108 1 7 109-115 Knockdown Knockdown ? AR, KD

While cool looking and good on paper, certainly better than the low version, this almost exclusively puts ZW is a bad position.
High j.X makes ZW do one large bounce in a high arc, which is highly combo-able, still it's not very good and going for it raw almost ensures a punish.

J.EX
UFDK2 ZW JEX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 High 16 Until Ground Until Ground 1-12 Knockdown ? ? KD

Fullscreen jump-in with a good hearty chunk of damage and combo-potential.
Has some weird issues following up, only being fully combo-able from full-jump j.8EX, while j.9EX doesn't work.
Still a ridiculously good move, basically a better version of Masako's j.EX.

Ultra 1 (Y)
UFDK2 ZW U1.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*6(120) Mid ? ? ? ? Knockdown ? ? KD

Aerial GUN, but it's 6 projectiles that don't really combo well and tends to drop.
Not horrible and it's a very versatile call-out but still not nearly as good as Azuma-Deka's U1.

Ultra 2 (j.Y)
UFDK2 ZW U2.png
Not a High
Not a High
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*10(119) Mid ? ? ? ? Knockdown ? ? KD

More or less the same story as U1 but instead relying on calling out crouching moves.
Deals loads of damage, but isn't super versatile

Grab (AB)
UFDK2 ZW GRAB.png
A hug?
A hug?
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*3(45) Grab 3 4 5 0 Knockdown Knockdown N/A KD

About as bad as Gyanta's grab.
Can combo out of it with KC at least but it's not a knockdown so you can't get anything worthwhile out of it.
Doesn't confirm a kill for U2 sadly.

Taunt (Select)
UFDK2 ZW TAUNT.png
FACE ME WHEN I'M TALKING TO YOU
FACE ME WHEN I'M TALKING TO YOU
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
+1 bar to EX gauge N/A N/A N/A ? N/A N/A N/A N/A N/A

ZW turns his back to the camera and does some assumedly Japanese shit-talk?
Not sure, it's a meter taunt but the longest in the game, it's impossible to confirm and 5X confirms usually give him the meter he needs anyways.
Effectively a suicide button, or to have a laugh when someone goes AFK.

Combos

Notation Help
Disclaimer:

Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.

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[.

Optimal Combos

(Note: There's not really unoptimal or optimal combos for this character.
These are the only combos more or less and they almost all involve U1, very easy to learn.)

Fullscreen

j.9EX > 5A > j.EX > 5A > 5X > (delay) 5X (118)

  • Fullscreen j.EX will not link into 2B or 5B due to height, here's an alternate combo for fullscreen.


j.8EX > 2B > (delay) 5B > 5X > (delay) 5X (113)

  • For whatever reason only works the higher you do j.EX, so it's best to do full-jump j.8EX.


Corner

j.A > 5B > (delay) 5B > 5X > (delay) 5X (81)

  • Works close to corner, requires you to land cancel j.A.


Other Resources/Notable Players

Other Guides

ZackyWild Boppin Guide by Durdge-o

Showcases


Notable Players

  • N/A


(Names to look out for when searching for VODs of this character.)


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