Difference between revisions of "Ultra Fight Da! Kyanta 2/Azuma-Deka"

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|Adds 20 damage to Detective's next attack.
|Adds 20 damage to Detective's next attack. Easy to get off if you hit GUN on a jumping opponent.

Revision as of 18:58, 13 July 2019



Also known as Azuma-keiji, or Detective Azuma in English.


One of the two slowest characters in the game, Detective Azuma is a long-range bully using GUN. GUN does higher damage than fireballs, but it's slow. To add to his arsenal, jumping GUN is an overhead that halts his air momentum, making it even slower to throw out repeatedly. Azuma suffers from his low mobility and his EX moves and supers do nothing to assuage this. He can try to keep opponents out with his bear trap, 2X, and his high-damage 2B, but will rely on parry in many defensive situations.


Input Damage Guard Notes
5A 5 Mid 2 frames.
2A 5 Low 2 frames.
j.A 15 Overhead
5B 25 Mid Knocks down on hit.
2B 30 Overhead
j.B 20 Overhead The people's elbow. Sends Azuma downwards.
5X 18 Mid Instant fullscreen hitbox. Only Masao, Garasha and Jakor can crouch under it.
2X 10 Mid Bear trap. Stays on the ground for about 180 frames.
j.X 18 Overhead Doesn't go fullscreen.
5EX 15*2(28) Mid
2EX 20*2(38) Overhead
j.EX 15*2(28) Overhead
Ultra 1 (Y) 30*5(130) Mid Same hitbox as 5X, but five times.
Ultra 2 (2Y) 30*5(130) Overhead Same hitbox as j.X, but five times. Azuma can move left and right as he shoots.
Throw Grab
Taunt - - Adds 20 damage to Detective's next attack. Easy to get off if you hit GUN on a jumping opponent.

Sample Combos

Ultra Fight Da! Kyanta 2

KyantaButtobiSpikeAnnaTsukinamiBluesJakorSendouMichelleChihiroAzuma-DekaRogueRareGarashaHisomiWell Done
CocornNanatsuRobo-AzumaGyantaM. MichelleK. KyantaMasaoTaroHatoyanMasakokinokoZackyWildNatanee