Ultra Fight Da! Kyanta 2/Getting Started

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Quick Briefing

Welcome to the world of Ultra Fight da! Kyanta 2.
We're glad to have you, this page hopes to quickly and efficiently get players into the game.
Skip to what you need or what you're interested in.

Also, if you're a total beginner, or you feel completely lost, make sure to read the MANUAL available on the main menu!
It's properly translated to English, so take a look!

What Should Character I Pick?

Characters are very easy to get to grips with, often times can be learned in a matter of hours, execution requirements are easy to figure out due to the game's indefinite buffer state.
If you wanna know what characters you'd like, I'd suggest taking a quick glance at every single character page, but if you want a basic archetype run-down, here it is.


  • Kyanta
  • Gyanta
  • Michelle
  • Masao
  • Masako


  • Cocorn
  • Chihiro
  • Robo-Azuma (Not a literal grappler, absolutely no command grabs or even a useful grab, but plays like one due to his speed.)
  • Hatoyan


  • Spike
  • Azuma-Deka
  • Rogue


  • Buttobi
  • Tsukinami
  • Blues
  • Sendou
  • Garasha
  • Well-Done
  • Mask Michelle


  • Taro
  • Kinoko
  • Natanee


  • Anna
  • Jakor
  • Rare
  • Hisomi
  • Nanatsu
  • Katana Kyanta
  • ZackyWild

Pick your characters based on who you like, who has the more enjoyable moves or gimmicks.
Every character to some extent has some sort of "gimmick" or "funny button" that defines their gameplay, so pick what you like the most and abuse the hell out of it.

How Big Should My Team Be?

While team size has no effect on damage output, team size affects health and meter build.
Solos start with two bar of meters, Duos with 1.5 bar, and Trios with the standard of one bar.
However, whenever a character is knocked out, the next incoming character will also be granted a free bar of meter.
This grants trios the most free meter over the course of the game. As a trade off, a solo character can usually build multiple bars off a single combo.

Health similarly, is tied to team size, and health affects Boko, the game's guard break mechanic, making solo characters very hard to guard break.
When using trios, consider using at least one Stamina- or Super-type character so you don’t lose all your life in one combo.
You can read more about health here.

More importantly, dying is a great way to get out of a situation and resets everything to neutral, solos can potentially be locked down for the whole game.
Solos are much harder to play because of this, the smaller the team, the more complex your character has to be, they also need to be able to deliver on damage and have a good use for meter.
If not? You'll be easily locked down, even killing the first two characters flawlessly can still give your opponent ample time for a complete comeback due to how amazing the reset after death is.

The TL;DR, pick a Duos or a Trios team.
Trust me.

How Does The Movement Work?

In Kyanta 2, the most noticeable difference in movement from most games is the ability to walk through your opponent.
You’re able to create crossup situations without leaving the ground, and in combination with parry mechanics discussed later, move through your opponents to escape corner pressure.
While universally are no double jumps or airdashes, most characters have air moves that augment the air momentum in some way, or in the case of Natanee she has a full-blown double jump.

Who And What Are These Mechanics?


Parrying exists in Kyanta 2 for all characters in all Types.
When you press forward or down, you will parry mid or low attacks respectively.

You can learn more here: Parrying Page.


Besides parrying, the Ukemi system can help you get out of okizeme setups. Not only that, EX moves are all invulnerable for some amount of time.
Most of your meter should likely go to using EX moves that your opponent must respect.
Many are safe and deal loads of damage on hit, so don’t be afraid to throw them out!

Also, Kyanta 2's indefinite buffer can help time EX moves appropriately, allowing you to reversal at the slightest offensive mistake.

You can learn more about the specific defensive mechanics, here:

How Do Combos Work? How Hard Are They?

Combos in Kyanta 2 are typically short but high-damaging, although corner combos can often be extended.
Along with that, cancels are few and far between, most combos will be done through links.
However, Kyanta 2's indefinite buffer makes link combos exceptionally easy- simply hold a button down during an action, and that move will be performed at the first available opportunity.
This makes combos very very easy to learn, finding new combos is as easy as pressing buttons to see what goes into other buttons.

Essentially, all combos follow this format:
Ground Combo / Confirm -> Launcher -> Juggle

You can learn more about the specific offensive mechanics, here:

Where To Find Games?

If you're familiar enough with the game or just wanna hop in, join the Kyanta 2 Discord: https://discord.com/invite/KSFxgxS
Head on over to #netplay-lobbies after setting your region in #bot-stuff and @ your region for games.
The most active region is North America currently, it'll be hard to find games in other regions.

There's also a lobby hosted by our resident unit, YFDHippo, in case you can't port-forward.
It's called USWEST, usually a swift ping to @North America then joining USWEST will result in some games with the regulars of the discord.

Good luck!

Well Done
Mask Michelle
Katana Kyanta