Ultra Fight Da! Kyanta 2/Buttobi

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Buttobi

Background

Buttobi was the leader of a large biker gang ever since graduating high school.
His glares could strike fear into every person in the room, and he had the guts and strength to match.
Everything changed one night when he crashed into a young girl in a biking accident, killing her.

He ended a person’s life for the first time, and it was a devastating feeling.
While recovering in the hospital, he vowed to give up his outlaw ways, stepping down from his gang.
If trouble were ever to come his way, he could still hold his own in a fight.

Overview

Playstyle
UFDK2 Buttobi Icon.png Buttobi is a quick Rushdown brawler. Think SF Hyper Fighting Boxer
Pros Cons
  • Great Mix: Buttobi is an interesting character mainly for his lack of animations. His B and X moves all share the same animations but have slight differences with momentum, making him insanely hard to read. This allows you to mix with High, Low mixups at various range.
  • Speed: Fast character. Absolute beast with any speed types. Still fairly quick in Stamina type, allows you to move in and out of danger with relative ease.
  • Basic: Straightfoward gameplan, 50/50 hit confirms from great normals into Ultra or Knockdowns. Rinse Repeate.
  • NERFED: Used to be a damage machine but recently got nerfed. Higher than avarage meter needed to TOD.
  • WEAK Reversal and Knockdowns: Needs meter to either reversal or Knockdown. Getting knockdown without meter for reversal is usually a death sentence outside of a good parry read.
  • No Meter Taunt: Meter taunts are free economy and help immensely, not having one, is always detrimental. Hard to accomplish when you always want to keep pressure on the opponent as buttobi.

Movelist

5A
UFDK2 Buttobi 5A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A Mid N/A N/A N/A N/A N/A N/A N/A N/A

Fast jab.

2A
UFDK2 Buttobi 2A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A Low N/A N/A N/A N/A N/A N/A N/A N/A

Longer range than 5A, making it your preferred A button in footsies.

J.A
UFDK2 Buttobi JA.png
Damage Guard Startup Active Recovery Invuln Effect
N/A High N/A Until Ground Until Ground 0 N/A

Downward-angled punch. Active until Buttobi touches the ground. Doesn't alter momentum at all.

5B
UFDK2 Buttobi 5B.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A Mid N/A N/A N/A N/A N/A N/A N/A N/A

Straight punch. It has a short hitbox down to Buttobi's knee, so at close enough range it will never whiff on crouchers. Safe.

2B
UFDK2 Buttobi 2B.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A Low N/A N/A N/A N/A N/A N/A N/A N/A

Low punch. Extremely low to the ground. Unsafe at close range.

J.B
UFDK2 Buttobi JB.png
Damage Guard Startup Active Recovery Invuln Effect
N/A High N/A Until Ground Until Ground 0 N/A

Stalls vertical momentum. Steerable. Good instant overhead. One of the best air hitboxes in the game.

5X
UFDK2 Buttobi 5X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A Mid N/A N/A N/A N/A N/A N/A N/A N/A

Dashing straight. Has a hitbox all the way down to Buttobi's feet, so it will never whiff on crouchers if you are close enough

2X
UFDK2 Buttobi 2X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A Low N/A N/A N/A N/A Knockdown N/A N/A KD

Dashing low punch. Smaller hitbox than 2B, despite sharing an animation. Knocks down on hit. Safe on block, unlike 2B.

J.X
UFDK2 Buttobi JX.png
Damage Guard Startup Active Recovery Invuln Effect
N/A Mid N/A N/A N/A N/A N/A

Dive-punch. Much smaller hitbox than j.B, despite sharing an animation.

5EX
UFDK2 Buttobi 5EX.png
Main Reversal
Main Reversal
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A Mid N/A N/A N/A N/A Knockdown N/A N/A KD, KB, C

Your main reversal. EX version of 5B. Invulnerable until active.

2EX
UFDK2 Buttobi 2EX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A High N/A N/A N/A N/A Knockdown N/A N/A KD

EX version of 2X. Invulnerable through the first hit. Both hits knock down. Hard to get both hits to connect, so it ends up being quite low damage.

J.EX
UFDK2 Buttobi JEX.png
Damage Guard Startup Active Recovery Invuln Effect
N/A High N/A N/A Until Ground N/A KD

Buffed j.X.

Ultra 1 (2Y)
UFDK2 Buttobi U1.png
smoke break
smoke break
N/A 120 Mid N/A N/A N/A N/A N/A N/A ? KD, KB, BD, F, NC

Summons one of Buttobi's biker friends to assist him. He keeps going across the screen until he hits or is blocked five times.
The biker counts as an invincible projectile, doesn't clash with other projectiles and can't be deleted by Masao.

Ultra 2 (Y)
UFDK2 Buttobi U2.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A Mid N/A N/A N/A N/A Knockdown N/A -N/A -

Duck Rush

Grab (AB)
UFDK2 Buttobi GRAB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A Grab N/A N/A N/A N/A Knockdown Knockdown N/A KD, KB

Decent 1 hit Grab. Combos into both Ultras in the corner.

Taunt (Select)
UFDK2 Buttobi TAUNT.png
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 N/A

Upon taunting grants the next move a +20 damage bonus.


Combos

Notation Help
Disclaimer:

Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, 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 type's buff, similar to KC.
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 (X)xN-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, this will be mentioned in the hover text.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
AA Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
[X] Indicates if a move should be held down.
]X[ Indicates if a held move should be released, for example: 5[B] > 5]B[.

MID

Any Standing Normal, U2
2X,2B,U1,5Bx3 Grab, 2/5B

Corner

Grab, 5A, U1, (FB)5Bx3

Taro Infinite 2A,5B*

Other Resources

Guides/Showcases

PRE IBBE
Boku Wa Fight
Buttobi - Ultra 1 Into Kyanta Cancel Basics

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