Ultra Fight Da! Kyanta 2/ZackyWild

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The next character to be added to Ultra Fight Da! Kyanta 2. He's also a talented Kyanta 2 player himself!

Bio

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.

Gameplay

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 helpless pressure with his either of his incredibly-annoying Ultras. This, coupled with most of ZackyWild's funky normals, does mean the player has to put considerably more work in to make him shine.

It should also be noted that his hitbox is not 1:1, only going up to the very bottom of his glasses, making him only slightly taller than Gyanta.

Recommended Types:
Not having access to Ultras does hurt ZackyWild considerably, and since his EX moves can be situational when the match goes pear-shaped, you should have Ultras at the ready to get the opponent off of you.

Movelist

Input Damage Guard Notes
5A 5 Mid 1 frame.
2A 5 Low 2 frames.
j.A 10 Overhead 1 frame. Launches the opponent, but launches them farther than that if immediately followed up with 5A.
5B Mid 20 Moves ZackyWild forward. Hitbox only appears when his leg is fully outstretched.
2B 20 (hammer)
10 (mole)
Overhead (hammer)
Low (mole)
Whack-a-mole. Mole appears relevant to ZackyWild's position onscreen (normally as far as he is from the opponent from the default starting positions), and will spawn closer to ZackyWild the closer he gets to either corner. Is capable of some nonsense two-way corner harassment.
j.B 25 Overhead Divebomb. You lose horizontal momentum if jumping forwards doing this, and you cannot do it at all when jumping backwards.
5X 15, 28, 39, 48, ?? Mid Very weird damage formula. Impossible to get all hits as the 3rd hit launches the opponent above the hitbox.
2X 20 Low Charge Kick. Covers A LOT of distance; if done at the very edge of the screen, you stop just short of actually hitting the opponent.
j.X 15, 28, 39, ?? Overhead Make it bounce. Has two versions based on what height you do this move; Done high on the screen, and ZackyWild bounces once in a high arc. Done low, and he bounces five times in a low arc. Moves REALLY fast horizontally (though ZackyWild initially loses some horizontal momentum if doing the low version when jumping forward). Has the same damage formula as 5X.
5EX 30 Mid Same animation as 5B, but works completely differently; Lasts 1 frame, moves ZackyWild forward twice (slowly at first while his leg raises, then shoots him forward when his leg is outstretched), and IMMEDIATELY wallbounces the opponent on hit.
2EX 30 Overhead Big mallet. Overhead with considerable hitstun.
j.EX 40 Overhead Super divebomb. Has an absolutely gigantic hitbox. Has three different horizontal speeds based on what direction you're jumping when you activate it; Jumping backwards has you do this move completely vertically, jumping upwards sends you forward, while jumping forwards LAUNCHES you forward extremely fast.
Ultra 1 (j.Y) 25 ... 120 Mid/Overhead (height-dependent) Z Attack: ZackyWild takes a lotus stance like j,X and fires 6 clones of himself forward. Really good for getting people out of the air, but the hitboxes on the clones are actually much smaller than they look. This Ultra can be done from any height as you're jumping, so it is possible to do this very low to the ground as a means of forcing the opponent into the corner. Timing it to activate low to the ground is really inconsistent, so priming yourself with a Kyanta Cancel may be neccesary (and is also useful regardless).
Ultra 2 (2Y) 20 ... 111 Overhead オラオラオラオラオラオラオラ! ! ! Really oppressive overhead that sends ZackyWild forwards.
Throw Grab
Taunt - - +1 gauge. This taunt last so much longer than all other taunts that it's effectively a suicide button.

Sample Combos

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