Ultra Fight Da! Kyanta 2/Blues

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Blood type: Type A
Gender: Man
Birthday: October 22 (Libra)

General

Background

Blues is the owner of Blue Mortar Construction Company which specializes in remodeling and repairing dilapidated buildings.
Ever since his son died in an abandoned building accident, it has been his mission in life to repair old abandoned buildings.
He always takes contracts at cost often earning almost no income. This was too much for his wife. Now divorced and alone, all he has left, is the company.

"I don't care if I cut 12 million to 10 million, it's still to expensive for my customers!"
Some would call him a saint. His workers, after a light payday, call him other things...

He tries to make it up to them when he can and ultimately his good character and the size of generosity inspires and motivates his workers to continue working for him.
"Chief Blues? Well.. He's just trying his best and we are regarded as a excellent construction company. He often gives us free food as well!"

Likes:

  • Ham cutlet sandwiches
  • Enjoying a meal with co-workers
  • Safety


Dislikes:

  • Accidents
  • Aging buildings that haven't been properly maintained


Hobbies:

  • Watching Hollywood Blockbusters


Win Quotes:

  • "SAFETY FIRST"
  • "Insurance won't cover everything. Be careful!"
  • "You've got to raise your voice! No, louder. Your voice!"

Colors

UFDK2 Blues Colors.png

Gameplay

General

Beginner Types

Great for beginners or just overall good type to pick.

Stamina: Great beginner type and overall type for Blues. Gives you a nice health cushion to trade blows with 5B spam. Ultra 1 gives you easy confirms into +180 damage off grab.

Super: You lose your ultra confirms for speed. The extra speed allows you to close in faster on a 2X bomb, giving you a mixup(5X,2B,Grab) from midscreen distance on anyone trying to parry the incoming bomb.

Advanced Types

Any character with 120 health is gonna be KO'd by almost any confirm.
Blues outside of Speed and super type can be slow and clunky, but his main weakness is that he needs meter to reversal, and even then, he has trouble Anti airing any attacks coming above him.
Which means more than often than not, you may lose the first exchange as Blues and that could be the round. If you are playing any of the below types and seem to be KO'd too quickly.
Try switching to Stamina/Super until you getter a better grasp of Blues' weaknesses. SAFETY FIRST.

EX: Glass Cannon. Allows you to approach with EX moves more easily and then build meter into a ultra.
Most anti-air counter hit situations can lead to big damage. You can KO any 180 Hp character with Zero bar off a grab.

Demon: THE DEMON BLUES
Glass Machinegun. Game plan revolves around putting the opponent in a situation for Demon EX Loops which Blues has a lot of confirms into. Catching a opponent crouching in the corner is almost a guaranteed KO.

Option Selects / Neutral

5B, 2B Spam
If you trap someone in the corner, just press 5B.
Mix in some 2B's every once in a while.

2B bomb
Cost: Free
Can be set up from 2/3rd screen as a layer of protection on incoming opponents.
Either trading a low fireball or acting as parry bait to force a reaction out of your opponent.
Speed/Super can do it from half screen. Susceptible to being parried.

2EX OKI
Cost: .5 Bar
Using 2EX is a good option against a opponent on their wakeup.
You will want to 2EX just about as the opponent gets up and is about a quarter screen away.
Gives you time to block any reversals and follow up on any hits. In the corner can lead the U1/DC loops.

Bomba loops
Cost: .5 bar
You can loop 2EX into itself in the corner, leading to damaging combos in Demon.

EX Spinner loops
Cost: .5 bar
You can loop j.EX on a standing opponent. 5a>j.EX In demon mode, catching someone in the corner while they are crouching can be converted into a KO.

2EX,KC
Cost: 1.5 meter
Invincible startup Projectile activation canceled into Neutral.
Timed correctly, leaves no opening for punishment. Combo confirm on hit in the corner.

5EX (1Hit),KC
Cost: 1.5 meter
Invincible forward attack canceled into Neutral. Same as above but Blues travels forward.
Allows you to escape the corner for 1.5 meter. Cancelling after the first hit of 5EX allows you to pop the opponent up with 5B.

Movelist

Notation notes:

If you see something like, 5(5)5(5) for Active, that means that all #s outside of parenthesis are active frames and anything in parenthesis are inactive frames in-between each hitbox.
Also taunt recovery refers to the length of the taunt, if you see a # for startup frames, that will be how long until the taunt's effect activates.
However, if the taunt has a hitbox (i.e. Spike), it will be formatted in the same way that a normal move would be.
(Damage buff taunts will not do this, since there is no way to accurately measure when the buff kicks in.)

5A
UFDK2 Blues 5A.png
Bread of BnBs
Bread of BnBs
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid 1 1 2 0 9 9 -2 N/A

Staple 1-frame jab with good range. One of the better 5As.
The hurtbox doesn't trade very well however. Good for building up meter on hit, or putting people in blockstun. Useful as a buffer link.

However, it whiffs crouching on some characters.
(Except already in hitstun, those are listed as: "HS")
Here they are:

  • Kyanta
  • Buttobi (HS)
  • Anna (HS)
  • Jakor(HS)
  • Rogue
  • Garasha(HS)
  • K. Kyanta
  • Masao
  • Kinoko
2A
UFDK2 Blues 2A.png
Sourdough Bread of Bnbs
Sourdough Bread of Bnbs
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low 1 2 2 0 8 8 -2 N/A

A lot like 5A, but hits low.
Your gonna be mixing in 2A with your 5A pressure to throw people off from trying to red parry out.
Also as a substitute in combos where 5A would normally miss on the short cast.

J.A
UFDK2 Blues JA.png
Business Time
Business Time
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15 High 10 Until Ground Until Ground 0 8 8 N/A N/A

Adequate until-ground j.A.
Use it for a no nonsense jump in, technically has a better hitbox than j.B but the movement j.B gives is absurd.

5B
UFDK2 Blues 5B.png
ZOOOM PUNCH
ZOOOM PUNCH
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 Mid 3 2 9 0 0 1 -9 N/A

A very quick 1-hit forward moving heavy attack.
Perhaps the best 5B of it's type in the game. it does everything.
It's a great DP whiff punish. A great tool in neutral, blockstrings, combos, pressure. Great ender or confirm into bigger damage.

However, it whiffs crouching on some characters.
(Except already in hitstun, those are listed as: "HS")
Here they are:

  • Kyanta
  • Buttobi (HS)
  • Anna (HS)
  • Jakor(HS)
  • Rogue
  • Garasha(HS)
  • K. Kyanta
  • Masao
  • Kinoko
2B
UFDK2 Blues 2B.png
Margarine of Bnbs
Margarine of Bnbs
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low 5 3 7 0 0 1 -7 N/A

Not as good as 5B, but it's still a very respectable low. A forward moving low.
Combined with 5B it mixes up your pressure, making it harder for your opponent to parry you.
Can combo'd into a jab by using it as a meaty.

J.B
UFDK2 Blues JB.png
Party Time
Party Time
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15 High 9 Until Ground Until Ground 0 8 8 N/A N/A

Blues' air attack that affects trajectory.
Once pressed, Blues performs a air hop at the beginning of the attack giving you some additional maneuver options in the air.
The hitbox extending in front of blues makes a great air to air counter. Can be used to air-to-air practically everything.
Can also to float over Ultras/projectiles.

5X
UFDK2 Blues 5X.png
13 FRAMES
13 FRAMES
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 High 12 8 5 0 Knockdown -1 -5 KD, KB

13 frame overhead. Able to move backwards and forwards during the the start-up.
A meaty 5X can be followed up. Used in combos or just as a combo-started, really the "everything" button.

2X
UFDK2 Blues 2X.png
Bomba
Bomba
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 Mid 5 Until Off-screen 13 0 -1 -1 -10 F

Projectile that rolls on the ground. Keeps opponents at arms length.
Forward parry since it's a Mid despite looking like a low, sadly doesn't give Blues 50/50s.

J.X
UFDK2 Blues JX.png
Spinners
Spinners
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
14,15(27) Mid 11 Until Ground Until Ground 0 8 8 N/A N/A

The hurtbox and hitbox aren't too great but provides a angle of entry not available with other moves.
Using an instant j.X can be faster than walking and is used in some confirms.

5EX
UFDK2 Blues 5EX.png
EX13 Frames
EX13 Frames
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*2(38) High 12 8 9 1-25 Knockdown -1 -9 KD, KB

2 Hit EX attack that moves you forward, decent invincibility.
Good combo starter and is rarely punished unless red parried. Can combo after hit in the corner.
Be careful of punishing opponets with slow projectiles as Blues is vulnerable towards the end.

2EX
UFDK2 Blues 2EX.png
LA BOMBA
LA BOMBA
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30 Mid 3 Until Off-screen 11 1-5 Knockdown 3 -8 KD, F

Blues crouches and becomes invincible as he sends a large version of 2X forward.
Bomb knocks down on hit. Comes out quick and usually catches the opponent off guard. In the corner can followed up into a pop up combo.

J.EX
UFDK2 Blues JEX.png
SUPER SPINNERS
SUPER SPINNERS
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*7(63) Mid 3 Until Ground Until Ground 1-9 8 8 N/A KD

Blues does the same drill-thing as j.X, thanks to the jank of j.EXs you can tk this with difficult timing for an instant overhead that combos into itself.
A key part of Blues' more demanding corner combos. Not very good at much else outside of combos, it's especially hard to reliably use in neutral thanks to how little I-frames it has.
If you're going to use it, make sure you're hitting a crouching opponent point-blank in the corner, if not you've got little reason to be popping it.

Ultra 1 (Y)
UFDK2 Blues U1.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
100 Mid 4 1 30 ? Knockdown -15 -30 KD, KB

Blues explodes creating a large explosion around him. 1 Hit.
A great super that retains a lot of damage even after heavy scaling.
Great as a ender, or a reversal it covers Blues in a giant hitbox.
It's one hit so you can KC the recovery into a popup for big damage as well.

Ultra 2 (2Y)
UFDK2 Blues U2.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
100 Mid 1 1 15 ? Knockdown ? ? KD

Blues sets a big bomb down.
Can be activated by pressing 2Y again after a short recovery, or goes off after a certain amount of time.
It has its uses but really outclassed by the damage of U1.

Not to mention, it can be punched around by both players.
On a similar note, U2's explosion is one of the few ways to get a super launch outside of Kinoko.

Grab (AB)
UFDK2 Blues GRAB.png
The End
The End
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 Grab 3 4 5 0 Knockdown Knockdown N/A KD

Blues grabs the opponent and hurls them into the air. Best throw in the game, not even joking.
The throw is a 1 hit knockdown, that Blues can follow up with 5B which pops up.
If you throw someone into the corner you can go for meter gain, damage, or even a combination of both.
Always try and go for the throw as Blues, practically any tick-grab will result in a TOD if done right.

Taunt (Select)
UFDK2 Blues TAUNT.png
FunnyCaption
FunnyCaption
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
+20 to next attack N/A N/A N/A ? N/A N/A N/A N/A N/A

Another useless damage taunt, you won't be using this at all.
Maybe there's some combos that will kill if you have the damage buff?
Considering Blues can reliably TOD with no meter as EX-type this has no use.

Combos

Notation Help
Disclaimer:

Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Also, character-specific notation, such as Rogue's "PCancel" will be on the character's page.

FB Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
KC Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
DC Refers to cancelling a move by activating demon-mode, this works the same way a KC does but since it's activated differently it's noted separately.
YFD Combo Refers to looping a single EX move over and over in demon-mode until you run out of demon, this references a community member known by "YFDHippo" who popularized demon-mode combos.

(For example: 5Ax2>2B>DC>5EX YFD Combo.)

XEX Refers to pressing X+Y on the same frame, or the macro-button for X+Y.

This is known as an EX move, for example: j.EX>5EX>2EX.

{X/Y/Z} Move X or Y or Z can be used.
#X Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)

If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.

[X]xN or XxN-N Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.

Also occasionally includes a dash to indicate that a varying amount of hits can be performed.

j.X Button X is input while you are in the air jump.
X(whiff) Indicates that X is intended to whiff.
(Delay) or (Wait) Indicates a short delay on the hit.
(X) X move is omittable from the combo.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.

Universal

Midscreen



0 BAR
(5A)x2>5B

Corner



0 BAR
(Grab)5AB>5B>5X>5B>(5A)x3>5B DMG 123
(Grab)5AB>5X>5B>(5A)x2>2EX>5A>5B DMG:139

1 BAR
5X>5B>KC>9X(FB)>(5A)x3>5B>KC>5A>5B 159 DMG
(Grab)5AB>5B>KC>6B(FB)>5(5A)x2>5B>KC>5A>5B 159 DMG

Ultra 1

Midscreen



1.5 Bar
Grab 5AB>5B>KC>6>6X(FB)>KC>4>6X>5A>2EX>5A>5B 180 DMG
AA 5B>KC>7X(1HIT)(FB)>5Bx2>5A>5Y 195 DMG

3 BAR
5EX>KC>5B(KC>6X)x2>5A>2EX>5A>5B 180 DMG

Corner



.25 Bar
(Grab)5AB>5B>5X>(5A)x3>5Y 182 DMG

Demon

Midscreen



1 BAR
8X-KC-8EX-(2EX)x6 137 DMG
(AA) 9B-DC-8EX-6X-(2EX)x6 168 DMG
5X>5Y>5B>6>6B>5A>(2EX)x6 180 DMG
(AA)9A-5B-5X-5B-DC-(2EX)x6 180 DMG
AA)8X-5B-5X-5B-DC-(2EX)x6 180 DMG
(Grab)5AB-DC-5X-(2EX)x6 190 DMG

1.5 BAR 5EX(1HIT)-DC-5B-6X-(2EX)x7 190 DMG

2.5 BAR
DC active 5EX-(2EX)x-DC-(2EX)x7-5B 229 DMG

Corner



.25 BAR
(5B)x3-5Ax3-DC-(2EX)x7 162 DMG
5AB-5B-5X-(5A)x3-5B-DC-(2EX)x6-5A-5B 182 DMG

.5 BAR
5AB-5B-5X-DC-5X-(2EX)x6 180 DMG

1 BAR
8X-(2A)x3-5B-DC-(2EX)x6 131 DMG
9X-2X-(2A)x2-5B-DC-(2EX)x6 134 DMG
2X-DC-(2EX)x6 143 DMG
2X-6X-DC-(2EX)x6 153 DMG
2X-5B-DC-(2EX)x6 159 DMG
5X-(2EX)x6 163 DMG
5AB-5B-5X-5B-DC-(2EX)x6 200 DMG

1.5 BAR
2EX-DC-(5B)x2-(2EX)x7 200 DMG

EX

Midscreen



1 BAR
AAU1 5B>KC>5B(FB)>5X>(5A)x2>5Y 180 DMG

Corner


0 Bar
(Grab)5AB>5B>5X>(5A)x3>5Y 182 DMG

Other Resources/Notable Players

Other Guides


Showcases

THE DEMON BLUES by YFDHippo
Intro into Bomb Loops: 1 Bar by YFDHippo

Notable Players

  • YFDHippo


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


General
HUD
Characters
Kyanta
Buttobi
Spike
Anna
Tsukinami
Blues
Jakor
Sendou
Michelle
Chihiro
Azuma-Deka
Rogue
Rare
Garasha
Hisomi
Well Done
Cocorn
Nanatsu
Robo-Azuma
Gyanta
Mask Michelle
Katana Kyanta
Masao
Taro
Hatoyan
Masako
kinoko
ZackyWild
Natanee
Mechanics
Types