Ultra Fight Da! Kyanta 2/Robo-Azuma
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
As the name implies, you crouch and slide across the ground.
It's performed by holding 3 or down-right, once the combo-counter hits 6-hits, you'll stop moving forward.
It's a pretty unique movement option, allowing Razuma to approach despite his huge hurtbox at times, but mainly to extend his 3A-jab combos.
His 3A-jab combos are the corner-stone of why this movement is so important, every jab can extend for mulitple hits and a potential follow-up, along with it being one of his safest pokes.
It builds tons of meter, does lots of damage, on block it has no drawback, meaning you can infinitely jab an opponent in the corner until their boko-bar breaks or they red-parry.
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.
Movelist
5A
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2A
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J.A Link Neutral Air, the sequel. Link Neutral Air, the sequel.
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5B Awful arm-swing. Awful arm-swing.
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2B Literal Stanky Leg Literal 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? Yeah... Y'know how I said it was like Alex stomp? Yeah...
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J.EX
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Ultra 1 (Y) BWAAAAAAAAAAAAAAA BWAAAAAAAAAAAAAAA
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Ultra 2 (j.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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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. You will usually see that the most, but PLEASE make sure to properly notate it.
Optimal Combos
Air
5B > KC > 5B(FB) > 5X > U1 Prime > 5A(FB) > U1 Activate (203)
5B (2-hit) > 5X > 2B (55)
5B > (j.EX)x4 > 2B (168)
- Cut out j.EXs depending on meter
Midscreen
Both
2X > 2B > j.B > 3Ax4 (71)
- All Characters
2X > 2B > j.B > 3Ax7 (80)
- Hisomi/Rogue Only
Slow Movement
j.B > 3Ax2 (26)
3Ax4 (14)
- First 3A must cross-up
Fast Movement
j.B > 3Ax3 (29)
(3A)x6 (20)
- First 3A must cross-up
Demon Midscreen
5X > DC > 5EX YFD Combo (65)
5EX (3-hit) > DC > 5EX (1-hit) > (j.EX)x4 > 5EX (3-hit) (183)
Corner
Both
2X > 2B > 5X > U1 Prime > 5A(FB) > U1 Activate (168)
- Meter-build variant. Used if you're out of meter completely coming into the corner combo.
2X > 2B > j.B > 2B > U1 Prime > U1 Activate (185)
- Kill variant. Works even from Midscreen, use this if you have .75 coming into the corner combo.
Grab > 3Ax6 (63)
- If you land a grab smack in the corner you get this, regardless of movement speed.
Slow Movement
j.B > (3A)x4 > (U1) (142)
Fast Movement
j.B > (3A)x6 > (U1) (144)
Character-Specific
Taro - (J.B)x3 > 2B > 3Ax3-5 (77)
- Has extra hitstun so this connects, 3As are variable depending on movement speed.
Blockstrings
U1 Prime > j.B > 3Ax10-15 > U1 Activate
- Will Boko Break on all characters, all types, and all sizes consistently. This blockstring is true as well, cannot be escaped without a red-parry.
3AxN (Until Boko-Break)
- 3A lab loops is one of the only true blockstrings in the game that corner carries, forces opponents to escape with a red-parry or force an EX. Use the first version if you want to guarantee a boko-break.
Flash Bonus
2X > 2B > KC >(delay) 5X(FB)> U1 Prime> 5A(FB) > U1 Activate (185)
- Corner Only Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.
2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > 3Ax3 (408)
- Corner Only You need to come into this combo with a bit of Boko cranked. Really dumb Solos kill-combo, not even impractical. Wow.
2X > 2B > KC >(delay) j.B(FB)> (j.EX)x3 > 2B (183)
- Corner Only Difficult tk.j.EX combo, almost impossible without the EX macro. Not sure if practical.
2X > 2B > KC >(delay) j.B(FB)> U1 Prime > U1 Activate (213)
- Corner Only High damaging U1-confirm out of the normal 2X>2B>j.B juggle. A nice way to get a Duos kill off the meter confirm.
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.)