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 | 2 frame mid. Quite far-reaching. | ||||
2A | 5 | Low | 2 frame low. Quite far-reaching. | ||||
j.A | 15 | Overhead | One of the largest jumping hitboxes in the game. Active until Robo lands. | ||||
5B | 10,10,20(28) | Mid | 3 hit bonk attack, only the last 2 hits connect on grounded opponents. | ||||
2B | 20 | Low | One of Robo's best features, perhaps the longest-reaching low in the game. | ||||
j.B | 15 | Overhead | Dive punch-ish. Forces some downwards movement for instant overhead. | ||||
5X | 7*8(30) | Mid | Multi-hitting drill, lots of hits for boko, vulnerable to parry. | ||||
2X | 25 | Overhead | JUMPANG! Can crossup. Surprisingly evasive & safe on block. | j.X | 10 | Mid | Air cannonball attack. Travels straight then sinks. |
5EX | 10,20,20(44) | Mid | EX version of 5B. Very invulnerable attack, main reversal. Safe on block. | ||||
2EX | 35 | Overhead | EX version of 2X, situationally useful reversal. Goes higher, larger hitbox. | ||||
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 only exit the explosion state when you recover from the explosion, so you can K-cancel the explosion to stay in det mode. Does huge Boko damage on block and hit. | ||||
Ultra 2 (2Y) | 20*10(111) | Mid | Drill super, lots of hits but vunerable to parry. Unsafe on block. | ||||
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