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Ultra Fight Da! Kyanta 2/Getting Started
Welcome to the world of Ultra Fight da! Kyanta 2. There’s quite a few system mechanics and quirks that the game has that will be explained here, in hopes to prepare you for studying matchups and combos.
If you're a beginner, or you feel completely lost, make sure to read the MANUAL available on the main menu! It's properly translated to English, now, so take a look!
While team size has no effect on damage output, smaller teams build meter at a higher rate than larger ones. 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. Health 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.
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 there are no double jumps or airdashes, every character has at least one momentum-altering attack in the air, so learn your options well.
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. The parry window isn’t extended by returning to neutral, so you can hold forward to parry then advance forward. You can reset the parry cooldown by jumping using the input 696 quickly.
Besides parrying, the Ukemi system can help you get out of okizeme setups. 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! Kyanta 2's indefinite buffer can help time EX moves appropriately, allowing you to reversal at the slightest offensive mistake. It's worth noting that there is some sort of system to prevent abuse of the buffer using meterless moves, so be careful trying to abare out.
Combos in Kyanta 2 are typically short but high-damaging, although corner combos can often be extended. Cancellable moves 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. Meter will almost always be used in longer combos in some regard. Demon mode opens up new combo opportunities for most characters, so if you want to do some long anime combos, try that out.
Basically, damage is fucking NUCLEAR