Ultra Fight Da! Kyanta 2/Gyanta

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Gyanta

Background

Mysterious adversary.
An extremely powerful Pomeranian with a striking resemblance to Kyanta.
No one has ever fought them and survived.
They only care about strength and nothing else.

Overview

Playstyle

Recommended Types: Stamina

UFDK2 Gyanta Icon.png Gyanta is the Akuma to Kyanta's Ryu, but worse.
Pros Cons
  • Great Buttons: j.B is a great combo ender and has plenty of mobility, 2B is an insanely good low-profile, 2X is the titular invuln DP, and Gyanta's moves are snappy. Not to mention having Secret Ultra, which gives Gyanta an aerial fireball super even without picking U2.
  • Huge Damage: j.EX does 133 damage raw and U2/j.Y deal 130 damage raw which is more than the usual Ultra damage.
  • Excellent Neutral: Mixing up 5EX and 5X gives Gyanta an oppressive fireball game that can mix-up those who parry too well and let you get a safe taunt, even without hitting them. j.X also lets you disengage while forcing your options.
  • Best Taunt In The Game: Grants you a bar after 36 frames, 11 frames faster than Kyanta, and on hit instantly grants you that meter whilst doing 20 damage. In the corner, Taunt can even lead to a TOD!
  • Raging Demon: U1 is a fullscreen raging demon super with almost complete invulnerability, which lets Gyanta setup unblockables or punish things that most characters normally can't.
  • "What are you gonna do? Kill me?": Gyanta has such absurd neutral and ease to taunting that by picking Gyanta and just getting off a taunt, even on death you're up two bars for your next character. Potentially MORE thanks to fireball game, the opponent also can lose their resources as well. Making fighting Gyanta a losing scenario no matter what.
  • Good, but Unreliable Buttons: j.B, even on hit, is completely punishable without KC'ing it. 5B whiffs on crouchers and 2B is unsafe on hit unless you back off afterwards. 2X is great, but has less invulnerability than Kyanta's 2X and immediately leaves the ground, preventing you from safely KC'ing it. They're all very punishable if your opponent is aware.
  • Meter Hungry: Unlike Kyanta, Gyanta needs meter far more due to U1 and needing EX for damage. Not to mention needing KC to get most pick-ups since Gyanta has no combo-able launcher.
  • No Combo-able Launcher: Gyanta has to rely on anti-air pick-ups to deal big damage, granted the damage is insanely cheap and rewarding, it's still less accessible than other character's. Gyanta can't start the party by themself, they need an anti-air to do so.
  • Loses Harder: Gyanta has less health/boko just for existing, -10 health and -5 boko by default. This means Gyanta has to run Stamina/Super at all times, or risk being TOD'd by everyone.

Movelist

5A
UFDK2 Gyanta 5A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid 1 1 2 0 ? ? ? N/A

1f start-up Mid jab.
Less active than 2A, meaning it can combo into more moves, mainly 2B or Taunt.
If blocked you can use the blockstun to guarantee U1.

2A
UFDK2 Gyanta 2A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low 1 2 2 0 ? ? ? N/A

Low with slightly better range then 5A.
Is less advantageous than 5A so you cannot link into the majority of moves, link into 5A to solve this.

J.A
UFDK2 Gyanta JA.png
Damage Guard Startup Active Recovery Invuln Effect
20 High 6 Until Ground Until Ground 0 N/A

Solid jump-in active until ground normal.

5B
UFDK2 Gyanta 5B.png
overhead that whiffs on crouchers
overhead that whiffs on crouchers
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30 High 11 4 8 0 ? ? ? N/A

Gyanta does a shorthop forward that hits overhead.
Whiffs on crouchers as the caption suggests, only works on:

  • Mask Michelle
  • Robo-Azuma
  • Cocorn
  • Well-Done
  • Azuma-Deka
  • Michelle
  • Sendou
  • Blues
  • Tsukinami


The real application of the move is anti-air combos.
If this hits a airborne opponent, it juggles into itself 2 more times.
Because of this, Gyanta has the second cheapest anti-air TOD in the game.

2B
UFDK2 Gyanta 2B.png
Scoot Scoot
Scoot Scoot
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15 Low 7 6 8 0 ? ? ? N/A

Weird shifty scoot scoot that you can pilot during the whole duration.
Shrinks Gyanta's hitbox slightly making it possible to low profile some projectiles and standing jabs.
Doesn't knockdown or have any real follow-ups so it's best to just hold 1 to back off every time you use it.
Tragically, since this move doesn't knockdown there's almost no ways to get knockdown for free with Gyanta, one of Kyanta to Gyanta's worst trade-offs.

J.B
UFDK2 Gyanta JB.png
punishable on hit jumping mid
punishable on hit jumping mid
Damage Guard Startup Active Recovery Invuln Effect
13*12 (66) Mid 2 6(2)6(2)6xUntil Ground Until Ground 0 N/A

A janky move with some strange properties on it's damage and hitboxes.
Works okay as an air-to-air but can go horribly wrong on grounded opponents, as you're completely minus even on hit.
Travels in a straight line with an alternating hitbox on the sides and partially below, which for whatever reason is prone to throwing characters out of the juggle.

If you do hit a cornered opponent with this, you get a good chunk of damage and hits, so it's a good meterless juggle ender.
Or it can be applied as a meter dump by doing j.B>KC>j.B over and over.

5X
UFDK2 Gyanta 5X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10 Mid 5 Until Off-screen 11 0 ? ? ? N/A

Gyanta's fireball which comes out extremely quickly.
Basically just built to win fireball war against 1-hit fireballs or slow fireballs, mixed with 5EX.
Good for harassing opponents to force dumb decisions, very easy to parry if used predictably so mix it up.

2X
UFDK2 Gyanta 2X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*3 (39) Mid 7 9 23 1-16 Knockdown ? ? KD

The standard fully invincible DP.
Not nearly as busted as Kyanta's 2X, has worse invulnerability and is much easier to punish due to that.
In general, due to this you shouldn't be spamming it as much as you would want to spam Kyanta's.
Treat this like a reversal DP, not an everything DP.

J.X
UFDK2 Gyanta JX.png
Damage Guard Startup Active Recovery Invuln Effect
10 Mid 11 Until Off-screen 6 0 N/A

Downward angled projectile. Unlike Kyanta it doesn't end in the air and you don't get a small hop.
Forces the player to play more cautiously unlike Kyanta's air fireball.

Luckily though, since it lands you can setup easy pressure or unblockables.
A major example is the U1 unblockable, by doing j.X>U1 they're forced to parry and then jump to escape.
If they block they'll eat a Raging Demon.

5EX
UFDK2 Gyanta 5EX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*3 (54) Mid 14 Until Off-screen 8 1-15 Knockdown ? ? KD

It goes through pretty much everything and you can taunt after it for free meter, or just opt for okizeme.
Gyanta is a lot more meter hungry than Kyanta, so beware of throwing this move out haphazardly.

2EX
UFDK2 Gyanta 2X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*6 (60) Mid 1 18 29 1-26 Knockdown ? ? KD, FC

Reverse of Kyanta's 2X/2EX scenario.
Instead of 2EX having worse frame-data and 2X being better, 2EX is better, this move also cancels into j.Y as one of the few natural cancels in the game.

Still, don't opt for this as a combo ender, use j.B instead as it's multi-hit holds characters in place much better than 2EX can.
This should be reserved for guaranteed anti-airs to clinch out a round.

J.EX
UFDK2 Gyanta JEX.png
Damage Guard Startup Active Recovery Invuln Effect
25*7 (133) Mid 2 6(2)8(2)4xUntil Ground Until Ground 1-14 KD

Similar to J.B but travels in an arc when holding 7/9 and just goes straight up when holding 8, it has absolutely busted damage.
However, this move tends to drops on practically every opening, it's insanely hard to pick-up in an actual game.
Still, if you manage to land it using one of the few setups you're dealing Ultra damage for .5 bar.

Ultra 1 (Y)
UFDK2 Gyanta U1.png
Raging Pomeranian, no Demons included.
Raging Pomeranian, no Demons included.
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
105 Grab 5 30 11 0-35 Knockdown Knockdown N/A KD

Genuine bullshit command grab that travels across the stage while fully invulnerable, if you touch him at all you eat 105 damage.
Absurd as a Raging Demon should be, this move completely ignores neutral, extreme unga-bunga tactic as it's insanely hard to properly punish without getting grabbed.
But, you still can punish it, if your timing is on-point.

It can also be used to setup unblockables, if you catch an opponent in blockstun ever, especially with j.X, you can buffer the move.
This gives you a full 105 damage punish no matter what, but it's exceptionally meter hungry and returns both players to neutral.
The reason why people play this character.

Ultra 2 (2Y)
UFDK2 Gyanta U2.png
Kyanta's U1 but slightly better
Kyanta's U1 but slightly better
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30*5 (130) Mid 4 Until Off-screen 16 0-9 Knockdown ? ? KD

Fullscreen ultra fireball.
Serves the same purpose as 5EX, has some combos and is a good neutral tool but it's just a free way to get 130 dmg or end the projectile-war.
Largely outclassed by U1.

Hidden Ultra (J.Y)
UFDK2 Gyanta JY.png
Legit jsut Akuma's SSA2 lmao
Legit jsut Akuma's SSA2 lmao
Damage Guard Startup Active Recovery Invuln Effect
30*5 (130) Mid 9 Until Off-screen Until Ground 6-12 KD

A "secret" downward angled aerial U2, you have this available as long as you have the ability to Ultra. (So you can't do j.Y in Super-type.)
This move has some uses in neutral but cannot be easily combo'd into and is largely unsafe without a KC.
However, it supports a natural cancel from 2EX into it. Which is most likely only in the game as a reference to 3S Akuma.

This move invalidates the need to ever pick U2, so don't do it.

Grab (AB)
UFDK2 Gyanta GRAB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 Grab 3 6 5 0 Knockdown Knockdown N/A KD

One of the worst grabs in the game.
Gyanta slams the opponent into the floor, meaning you cannot KC after the hit for a combo.
Still, can be KC'd early for a janky launcher.

Taunt (Select)
UFDK2 Gyanta TAUNT.png
TAUNT REVERSALS ARE REAL
TAUNT REVERSALS ARE REAL
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20, +1 bar to EX gauge Mid 0 (Move)/36 (Meter Gain) 2 74 0 ? ? ? KD

An aura surrounds Gyanta which has a very huge disjointed hitbox on it.
Gives 1 bar of meter, knocks down on hit, and deals good damage.
The only drawback is that it can only be used once per round, so it's best to save Taunt for the tk.j.EX corner combo.
If you're playing Gyanta as a battery, then opt for Taunt on knockdown.

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[.

Air

(5B)x3 > j.EX > tk.j.B (216)

Midscreen

j.A > 5A > 3B (49)

  • Probably the only meterless midscreen combo.


Cross-up 5A > tk.j.EX (85)

  • 5A has to be done right as you cross through the opponent, different characters have different timing on cross-up and may give less or more hits.


Corner

Cross-up 5A > tk.j.EX > 4 > tk.j.B (140+, does more for some characters)

  • 5A must cross-up, same combo as the midscreen one though. Have to press 4 to walk back after j.EX or you'll j.B out of the corner.


Grab (4) > KC > (5A)x2 > (j.EX)x2 > j.B (190)

  • Need to reverse the grab so the opponent faces towards the corner, very janky confirm with 5A followed by two tk.j.EXs and a well-timed j.B.


j.A > 2A > Taunt > KC > tk.j.EX > j.B (186)

  • Taunt combo which seems like a meme but it's actually one of the only j.EX pick-ups that Gyanta has, since he has no meterless KD.


j.Y > KC > j.B (180)

  • An improvement (meter-wise) on the ol' j.B>KC>j.B loop that wastes a lot of meter, not better by much but it'll do.


Flash Bonus

N/A

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