Ultra Fight Da! Kyanta 2/Hatoyan

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Hatoyan

Background

Like all good ninja, Hatoyan Hattori is a master of hiding in plain sight. She is the most proficient user of camouflage ninjutsu in all of Japan. When sent out by the Hattori clan for a mission, she ensures that no one will ever know a ninja was there. Despite being in her mid 20s, she appears much younger, so she can quite easily play the part of an innocent girl.

The master of the Hattori clan received an unmarked letter from a carrier pigeon. It claimed the location of Gyanta, who has killed many ninja of the Hattori clan in the past. It was thought that no one outside the village knew of its location, so who could have sent this letter? Hatoyan is sent to investigate this letter and to be mindful of a trap. She prepares her disguises and heads to Inuneko Jr High School in Ikebukuro, where she will pose as a transfer student.

Overview

Playstyle
UFDK2 Hatoyan Icon.png Hatoyan is a footsies monster and strong grappler with an angleable projectile.
Pros Cons
  • -
  • -

Movelist

Moves

5A
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid 2 3 1 0 ? ? ? N/A

Long range jab. Good tool for footsies.

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

Shorter but slightly fast jab.

J.A
Damage Guard Startup Active Recovery Invuln Effect
15 High 4 Until Ground Until Ground 0 N/A

Active until Hatoyan lands. Good for stuffing air approaches that Shuriken doesn’t.

5B
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 High 13 8 1 0 ? ? ? N/A

Jumping overhead. Useful for beating lows and in combos.

2B
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*2 (28) Mid 3 10 20 0 ? ? ? KD

Unreliable two-hit anti-air. Don't expect this move to beat out stronger jump-ins.

J.B
Damage Guard Startup Active Recovery Invuln Effect
13*4 (40) High 8 Until Ground Until Ground 0 N/A

Multi-hitting jump-in. Use it with Shuriken to apply pressure. Hits as many as four times.

5X
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A N/A ? ? 51 14-46 N/A N/A N/A N/A

Invincible teleport. Move with 6 or 4. Use to avoid projectile spam. Can be super cancelled into her Ultra 1.

2X
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30 Grab 11 24 6 0 ? ? ? KD

Jumping command grab. Leads to massive damage in the corner. Surprisingly evasive. Like other grabs, combos after will retain the crouching damage bonus.

J.2/3/5X
Damage Guard Startup Active Recovery Invuln Effect
10 Mid 6 Until Off-screen Until Ground 0 N/A

Shuriken. The basis of Hatoyan’s kit. You can angle the projectile with 3 or 2. Follow it up with a j.B, 5B, or 2X.

5EX
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*4 (48) Mid 3 20 7 1-23 ? ? ? KD

A very invincible rush attack with Hatoyan’s knife. It starts up very quickly, so it’s great to use against ground pressure.

2EX
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*4 (68) Mid 3 14 26 1-23 ? ? ? KD

A beefed-up version of 2B. Much better, but still finicky. Huge damage if you can land all the hits.

J.2/3/5EX
Damage Guard Startup Active Recovery Invuln Effect
20*2 (38) Mid 6 Until Off-screen Until Ground 1-8 N/A

A larger, multi-hit shuriken that can be directed like her normal j.X. Extremely advantageous on block.

Ultra 1 (Y)
Kirisaki Ranbu
Kirisaki Ranbu
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*11 (107) Mid ? ? ? ? ? ? ? KD

Huge damage, quite invulnerable, decent Boko. Very unsafe on block.

Ultra 2 (2Y)
Poison Shot
Poison Shot
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
50 Mid ? ? ? ? ? ? ? KD

Instant fullscreen hitbox. It starts a little far away from Hatoyan, so don’t use it point blank. Deals substantial Boko damage even on regular hit.

Grab (AB)
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 Grab 3 4 5 0 N/A N/A N/A KD

Hatoyan throws the enemy at a low angle, making even metered follow-ups impossible except in the corner.

Taunt (Select)
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
Invisibility N/A ? ? ? N/A N/A N/A N/A N/A

Hatoyan becomes invisible for 600 frames, or until she is hit. Does not conceal her shadow.

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[.

Midscreen

Condition Notation Damage Notes
Anywhere
0.25
Works On: All
5A>5A>5A>5EX 35
Meter Gained: 0.25 Meter Spent: 0.5
Basic jab combo that requires a tiny amount of meter.
Miscreen
0
2X>j.B>U1>2B 117
Meter Gained: 1.2 Meter Spent: 1
2X combo into Ultra that leaves you a tiny bit meter positive.

Close-To-Corner

Condition Notation Damage Notes
Close-To-Corner
0
Works On: All
2X>5B>5B>2B 90
Meter Gained: 1.3 Meter Spent: 0
2X combo that generates a very good amount of meter.
Can also be converted into 2B>KC>5A loops.
Close-To-Corner
0
Works On: All
2X>5B>5B>2EX 118
Meter Gained: 1.15 Meter Spent: 0.5
Higher damaging version of the last combo that still leaves you with a good amount of meter
Close-To-Corner
0
Works On: All
2X>5B>5B>U1>2B 142
Meter Gained: 1.15 Meter Spent: 1
The main Hatoyan corner bnb. On some of the cast you can keep comboing U1 into itself in place of the 2B to meter dump and deal 230 with three U1's.

Corner

Condition Notation Damage Notes
' ??? ???

Other Resources/Notable Players

Other Guides/Showcases

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
Color 01 tjbrown329 United States
United States
West Coast
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