Ultra Fight Da! Kyanta 2/Robo-Azuma
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Bio
Robo-Azuma? Azuma-Robo?
"GOSH. DAMN."
Gameplay
Movelist
Input | Damage | Guard | Notes |
5A | 5 | Mid | |
2A | 5 | Low | |
j.A | 15 | Overhead | |
5B | 10,10,20(28) | Mid | 3 hit bonk attack, only 2 hits will hit on grounded opponents. |
2B | 20 | Low | Long range low poke. |
j.B | 15 | Overhead | Forces downwards movement for instant overhead. |
5X | 7*8(30) | Mid | Lots of hits, insane boko, vunerable to parry. |
2X | 25 | Overhead | Stomp, can crossup, is overhead. |
j.X | 10 | Mid | Air fireball attack. |
5EX | 10,20,20(44) | Mid | Very invulnerable attack, main reversal. |
2EX | 35 | Overhead | Bigger leap, situationually useful reversal. |
j.EX | 40 | Mid | Big fireball, still a single hit though. |
Ultra 1 (Y) | 100 | Mid | Normally the reason to use this character, press it once to prime the super, press it again to activate. You can cancel into the activation from any attack except throw. You can also Kyanta cancel the activation, to keep the activation state at it's current timer, but still explode. Does huge boko damage on block and hit. |
Ultra 2 (2Y) | 20*10(111) | Mid | Drill super, huge boko but vunerable to parry. |
Throw | 45 | Grab | |
Taunt | 20 damage is added to your next attack, goes away regardless if your next attack is hit or blocked. |
Sample Combos
Midscreen
2X , 2B (43)
5EX , 5B (60)
Corner
2X , 2B , j.B , Ultra 1 Prime , 5A , Ultra 1 Activate
2X , 2B , j.B , 5B , 5AAA