Ultra Fight Da! Kyanta 2/KKyanta

From Mizuumi Wiki
Jump to navigation Jump to search
"Commander of the best of Inuneko."

Bio

In the Sengoku period, Katana Kyanta was a bodyguard for Tokugawa Ieyasu. He was feared throughout Japan as the Samurai Dog. His mastery of the Kyanta Force caused his spirit to linger after death. Because of the danger facing Kyanta and Masao, he is resurrected to defend them. His physical form will only last for a short time. He needs to hurry before it is too late!

Gameplay

When Kyanta picks up the Japanese steel, he is imbued with the knowledge of some of the most powerful sword-fighters in Japanese fighting game history. His delayed fireballs give him a safe approach. Now, his role is less clear, but Kyantana still has access to solid EX moves, a strong Super, and above-average air mobility.

Recommended: Stamina (please, plan on running him anchor)

Movelist

5A
UFDK Kyatana 5A.png
Give a man a 2 frame and he will take 120 damage
Give a man a 2 frame and he will take 120 damage
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid ? ? ? ? N/A ? ? N/A

Simple 2f start-up jab with a disjointed front hitbox, a free get out of jail card. It may not look like much, but it's one of the most oppressive jabs in the game.

2A
If stepping on LEGOs is bad imagine this
If stepping on LEGOs is bad imagine this
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low ? ? ? ? N/A ? ? N/A

Katana's way of mixing up, since both animations seem pretty similar. Shorter range than 5A. Can be used with both 5X and Super 1 to force the opponent to block and that way fill a little the BOKO bar, can be used after a 2X crossup to catch the opponent off-guard, also a good way to win the footsie/trade game when dealing with sweeps or other lows.

J.A
UFDK Kyatana 8A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
18 High (overhead) ? ? ? ? N/A ? ? N/A

Disjointed sword poke from the air. Stops K. Kyanta's vertical momentum and floats him forward, making this a perfect move for adjusting your air spacing. More useful and reliable than 2B when trying to get in or going straight into the air game (please don't try to make air game all your gameplan, but if you do, trust 2A, it's quite good).

5B
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
18*2(34) Mid ? ? ? ? N/A ? ? N/A

A forward-moving sword strike. It's a little slow, but it has a good anti-air hitbox if you can get it to connect. It's very damaging, as it seems impossible to only get one hit to connect.

2B
UFDK Kyatana 2B.png
they seriously needed a low profile
they seriously needed a low profile
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low ? ? ? ? Knockdown ? ?? KD

Shrinks Katana's hitbox significantly making it good for low profiling projectiles and standing jabs.
Unsafe if done too close to the opponent.

J.B
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
14*6(84?) (55(?)) High (Overhead) ? ? Until Ground 0 N/A ? ? N/A

Spinning sword attack. Lots of hits and damage, and keeps K. Kyanta in the air for a long time. If your opponent has a fireball, DP, or the balls to challenge it, it's probable you'll end up in the ground and disadvantage.

5X
Don't you dare lecture me with a well thought neutral
Don't you dare lecture me with a well thought neutral
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10*3 (24) Mid ? Until Off-screen? ? 0 N/A ? ? N/A

Kyanta sword. A three-hit fireball passed down by Ky Kiske. Gives K. Kyanta a god-tier oki game. It's slow in just the right way, so use it to position yourself for offense. <bk> Or you know, you can just throw it and then 2EX or j.EX for the mixup

2X
UFDK Kyatana 2X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30 Mid ? ? ? ? N/A ? ? KD, KB

K. Kyanta bounces off the wall behind him and attacks his opponent. More useful than what you might expect from similar moves. Can be quite a pain to punish.
If you are smart/lucky enough you can set up a cross-up especially useful after letting Ultra 1 loose on neutral for you will be attacking the enemy from both sides granting a sweet boko/heavy super damage

J.X
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10*3(24) Mid ? Until Off-screen or it hits the floor ? 0 N/A ? ? N/A

Air Kyanta sword. It's useful in all the ways you should have learned from Guilty Gear. Can sometimes fail to combo properly when a character's reeling animation is sufficiently weird.
Using this move is a massive power move for enemies tremble and run away into the corner at the mere sight of it. for no dp, nor airball nor EX is able to think of doing something as foolish as challenge it.

5EX
Kid running with knife towards her mother
Kid running with knife towards her mother
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
14*4 (48) Mid ? Until Off-screen ? ? (It has I just don't know it) Knockdown ? ? KD

EX version of 5B. Lots of hits and damage. Safe on block. If you have meter and wanna hit the opponent to get out of the corner might as well go for it.

2EX
*pulls up to your DM's and starts 2A/5Aing*
*pulls up to your DM's and starts 2A/5Aing*
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low ? ? ? ? (It has I just don't know it) Knockdown ? ? KD, KB

EX version of 2B. Goes very far, will get you through any projectile. If you have meter and wanna get out of the corner at all costs might as well go for it.

J.EX
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*6(?) (90(?)) Overhead ? ? Until Ground ? N/A ? ? KD

EX version of j.B. It's hard to get all the hits to connect, but it will still do a load of damage/pressure regardless.
While it conserves most of the properties from j.B it's completely invulnerable all the way up to Katana making a full spin, also seems to give Katana more momentum at the end that j.B, thus making it no the greatest move to start offensive or jump into your opponent's defense but guarantee a positive result in the airgame.

Ultra 1 (Y)
UFDK Kyatana S1FHB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25*6 (120) Mid ? Until Off-screen ? ? N/A ? ? N/A

Super Kyanta sword. Very slow and very big. It has a deceptive hitbox and parrying it seems to affect its momentum, so it can be very difficult to deal with. Try crossing up with 2X while your opponent is focused on the Ultra, that way you can get granted tons of damage.
If the crossup fails, you still get the advantage by pressuring with 5A/2A on block until the sword comes to make the opponents boko bar cry.
In case you don't go for this option right away you can cover the air with either j. A or j.B and it will probably throw the opponent into the sword.
You can try and catch their toes by imputing 2EX after the super and then force an oki situation, if they had their toes covered go back to 5A/2Aing until it comes to you with help to break that boko bar.
In conclusion, every Kyanta main wants to marry this moves and wonders why the hell you would run Ultra 2 or play Super Katana.

Ultra 2 (2Y)
UFDK Kyatana S2.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
32*4 (116) ? ? ? Until Ground All the way? N/A ? ? ?

Super version of 2X. Very difficult to get all the hits to connect, and generally far less useful than Ultra 1. Even if it has invul all the way, it goes up constantly so it doesn't even matter if you don't get a clan hit, and even if you do it might drop. We can't recommend it. And no, YOU can't make it work.

Grab (AB)
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 Grab ? ? ? 0 Knockdown Knockdown N/A KD

It looks brutal, but it also has it's uses. Meterless followups are possible in corner. And in case you wanna give multiple stabs to your opponent's pride and mentality follow it up by a 5A to Ultra 1 on the corner and enjoy some easy but heavy damage.

Taunt (Select)
F**k this one ant in particular
F**k this one ant in particular
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
Gives K. Kyanta's next hit +20 damage. N/A ? N/A ? N/A N/A N/A N/A N/A

Gives K. Kyanta's next hit +20 damage. Easy enough to get out when behind a Kyanta sword. Generally not that worthy.

Sample Combos

2A * 2 > 5EX > Ultra 1 (Midscreen + Corner)

Grab > 5A > Ultra 1 (Corner only)

2X > 5A > Ultra 1 (Corner only)

5B > 5A * 2 > 5EX > Ultra 1 (Midscreen + Corner)

Other Resources/Notable Players

Other Guides/Showcases

There are no other resources for the character right now, you'll have to trust us, and only us.

Notable Players

  • lem_____
  • prettydorito.


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


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