Ultra Fight Da! Kyanta 2/Chihiro

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Chihiro
Blood type: Type A
Pronoun: He/Him
Race: Racoon
Birthday:22, January

Background

Chihiro has been practicing judo for over 30 years and continues to have a strong grip even in his middle age. He is so sturdy and precise that his children joke that he is “one billionth dan”. He felt that with his youth behind him, he was approaching the limits of his judo ability. Ready to pass his knowledge on to the next generation, he started his own dojo and became a judo instructor. He doesn’t advertise his dojo, only letting it grow with word of mouth. When a television show reported on it, it exploded in popularity and he soon had many students eager to learn from him. He was quickly able to upgrade to a much larger dojo and many business opportunities became available. Though he became a minor celebrity and started earning a lot of money, he hasn’t forsaken his passion of judo. His main priority will always be enriching the lives of as many as possible with judo and his teachings of discipline.

Likes:

  • Trainning
  • Keeping Clean
  • Hard Work
  • Judo


Dislikes:

  • Garasha
  • A dirty dojo
  • Laziness


Win Quotes:

  • "Let's hit the showers!"
  • "Come on, put your back into it!"
  • "Grag a rag and wipe those floors!!"

Overview

Playstyle
UFDK2 Chihiro Icon.png Recommended Types: Stamina/Super KOF Grappler, Overall a strong choice. Deals a load of damage when he gets in. His main threats at neutral are 2B or 2EX for lows, j.B for a strong instant overhead, and 5B as a forward-advancing move with enough frame advantage to tick throw off of, once your opponent is afraid of pressing a button, Chihiro can land a normal or command throw for major damage
Pros Cons
  • Strong Normals: All of Chihiro's B attacks do 25 DMG and have good hitboxes.
  • Great Movement: Moveset has a wide range of attack avenues, keeps your opponent guessing.
  • Armor All: Large set of armor moves and Ultra. Shutdowns some annoying characters and gameplans.
  • Can't Control it: Armor moves can put you a in a positon where you take unflitered damamge with no escape.
  • Weak Taunt No meter gain taunt.

Tech

Option Selects / Neutral/ETC
2B, 5A Loops: 2B, 5A can be looped for a maximum meter gain before the opponent the ground. Can also cancel 2B into U2.

Movelist

5A
UFDK2 Chihiro 5A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 High N/A N/A N/A 0 N/A N/A N/A N/A

Has a weird upward disjoint upwards that works as a decent AA

2A
UFDK2 Chihiro 2A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low N/A N/A N/A 0 N/A N/A N/A N/A

Short Range.

J.A
UFDK2 Chihiro JA.png
Damage Guard Startup Active Recovery Invuln Effect
15 Overhead N/A Until Ground Until Ground 0 N/A

Bounces off opponent on hit or block, allowing another air action.

5B
UFDK2 Chihiro 5B.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 High N/A N/A N/A N/A N/A N/A N/A N/A

Judo PUSH, Plus on block.

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

Leg chop. Launches opponent for a corner combo.

J.B
UFDK2 Chihiro JB.png
Damage Guard Startup Active Recovery Invuln Effect
25 Overhead N/A Until Ground Until Ground 0 N/A

Halts upward momentum and moves Chihiro forward to deliver a punch, travel distance depends on which jump (7,8,9) you used. Fantastic instant overhead.

5X
UFDK2 Chihiro 5X.png
Why you little...
Why you little...
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*3 (45) Grab N/A N/A N/A N/A N/A N/A N/A N/A

Running bear grab. Can combo afterwards, past the midscreen always leads to a corner carry. Leads to major damage. Cancel after the first hit into 5B for a popup into to corner.

2X
UFDK2 Chihiro 2X.png
COMPANY COOKOUT
COMPANY COOKOUT
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Roll with invulnerable startup, but punishable during recovery.

J.X
UFDK2 Chihiro JX.png
Donald Duck Tatsu
Donald Duck Tatsu
Damage Guard Startup Active Recovery Invuln Effect
15*10 (72) OH N/A N/A N/A N/A N/A

Jumping tatsu. Exaggerates jump arc like a traditional SF2 tatsu.

5EX
UFDK2 Chihiro 5EX.png
Why you little EX
Why you little EX
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*3 (45) Grab N/A N/A N/A N/A Knockdown N/A N/A KD, KB, C

5X but with armor.

2EX
UFDK2 Chihiro 2EX.png
EX spins
EX spins
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*2 (38) High N/A N/A N/A N/A Knockdown N/A N/A KD

EX version of 2B. Invulnerable except for the last 2 frames.

J.EX
UFDK2 Chihiro JEX.png
Damage Guard Startup Active Recovery Invuln Effect
6*20 (90) Overhead N/A N/A N/A N/A KD

Ex tatsu. Travels only horizontally. The jump you used dictactes the move's direction; neutral jump is a neutral tatsu, forward jump travels forward, backward travels backwards. Not sure if it is possible to get all the hits. Loops during Demon Mode.

Ultra 1 (5Y)
UFDK2 Chihiro U1.png
Armor ALL
Armor ALL
N/A N/A N/A N/A N/A N/A Full N/A N/A N/A Armor

Gives Chihiro infinite armor for a short time. Does 5 Extra Damage on each hit. Will take unfiltered damage when hit. Activation fully invincible.

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

Upkicks. Good antiair. Combos into itself.

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

More damage than a normal grab. Leads to devastating Kyanta Cancel combos.

Taunt (Select)
UFDK2 Chihiro TAUNT.png
GET ANGRY
GET ANGRY
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A N/A N/A N/A N/A N/A N/A N/A N/A 20 Dmg

Next hit will deal 20 bonus damage.

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

5AAA , 2B
5X , 5B , 5A
5X , j.6EX
2Bar grab, KC, 5B, KC, j.b (FB) (2B,5A)x3, 2B, KC,(2b,5a)x2 5ax2 241 DMG

Taro Infinite
5A,5B

DEMON

.5 Bar 5B, j.b 2b,5ax3 DC, (j.ex, 2B,5a)x4 210

Corner

2B, 5A, j.B, (2B, 5A)x3, 2B

Other Resources

Guides/Showcases

Notable Players

Cowthecat310


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