Ultra Fight Da! Kyanta 2/Hisomi
Background
Hisomi used to be a normal girl with a normal life attending lchigo Milk Primary School.
Everything changed when she was tragically struck by a motorcycle by a reckless gangster.
She nearly died, but an alien named Megamajidesu happened to see the accident.
By lending her some of his power, he was able to save her life.
Since then, they’ve become the best of friends, and she calls him Mega-chan for short.
By attaching himself to her body, Mega-chan can partially control Hisomi and grant her supernatural speed and strength.
Overview
Movelist
Moves
5A
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2A
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J.A
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5B
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2B
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J.B
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5X
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2X
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J.X
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5EX
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2EX
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J.EX
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Ultra 1 (Y)
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Ultra 2 (Y)
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Grab (AB)
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Taunt (Select)
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Combos
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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[. |
Unless Stated otherwise, any combo ending with 5A Juggles can be ended with 2B to end your combo closer to the opponent.
Hisomi's Combo theory involves simply launching the opponent with 2EX, jB or Anti-airs and either fitting as many jabs as you can in the corner or going for the kill with Web into U2 if you can, so there's plenty of room for improvisation.
Midscreen
5X > 5A*5 (35)
- Go to anti-air punish, builds meter back nicely. End with 2EX if you manage to hit them standing when they exit the webbed state for a Knockdown.
Web > (U2 > 5X)xN
- 150 per rep, stupid damage. Add Jabs at the end for even more.
Corner
Throw > (5A)x4 (60)
Throw > 2EX > (5A)x5 (86)
- Meter refund combo
2EX (2-hit) > (5A)x5-12
- Only can mash 5 hits on most characters, on Hisomi/Rogue you can mash 12 hits.
2EX (1-hit) > 5A > 5X > (U2 > 5X)xN
- Web ToD confirm.
2B (Anti-Air) > 2B > (5A)xN
- Corner DP Meterless Punish, 5As might require a microwalk forward depending on the distance. 2B two times for a stable combo (53 dmg)
2B (Anti-Air) > 2B > U2 > 5X > (U2 > 5X)xN
- Metered DP Punish, About 230 dmg for 2bar, 360 dmg for 3bar.
Web Loop
Unlike Tsukinami's net infinite, this isn't an infinite and it's far far harder to do.
The opponent can hold pretty much any air button and if it trades or beats tk.j.X/tk.j.EX you escape the combo.
There are no full buffer versions of the loop and if you web the opponent twice they will be intangible.
Starters:
- 2EX(1-hit)
- j.B
- AA 2B
Bridge:
- 5A > tk.j.X > 2B > ((delay) 5A > tk.j.X > 2B)xN
- 5A > tk.j.X > ((delay) 5A > 5A > tk.j.X )xN (2B Unloopable Char Variant)
Loop:
- ((delay) 5A > tk.j.X > 2B)xN
- ((delay) 5A > 5A > tk.j.X)xN (2B Unloopable Char Variant)
Enders:
- ... > (delay) 5A > 2B > 5X > 2B > (5A)x4
(If you mess up and accidentally do 5X when trying to input a tk.j.X, you can buffer 2B as normal and mash 5A, which is a good ender.)
- ... > (delay) 5A > 2B > 5X > (5A)x2 > (U2)xN (2B Loopable Char ONLY)
(Alternatively you can just drop the loop entirely once you have enough meter and snap into U2 TOD, this is impossible in 5A loop due to needing to web twice.)
- ... > (delay) 5A > 5A > j.X > U2
(Since you have to link with j.X since you cannot land for 5X, U2 pops the opponent up, if you web again they will be intangible.)
Character's escape options for the loop:
(All characters can parry out, but it has to be done backwards since they're facing the wall.)
Character | Meterless | Metered | Unloopable (2B) |
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Kyanta | Y (j.B) | N | N |
Buttobi | N | Y (j.EX) | N |
Spike | Y (j.X) | Y (j.EX) | N |
Anna | Y (j.A/j.X) | Y (j.EX) | N |
Tsukinami | N | Y (j.EX) | N |
Blues | N | Y (j.EX) | N |
Jakor | N | Y (j.EX) | N |
Sendou | Y (j.X) | Y (j.EX) | Y |
Michelle | N | Y (j.EX) | N |
Chihiro | Y (j.A/j.B/j.X) | Y (j.EX) | Y |
Azuma-Deka | Y (j.B) | N | N |
Rogue | N | Y (j.EX) | Y |
Rare | N | Y (j.EX) | Y |
Garasha | Y (j.B/j.2X) | Y (j.EX) | N |
Hisomi | Y (j.B) | Y (j.EX) | Y |
Well Done | Y (j.B) | Y (j.EX) | N |
Cocorn | Y (j.X) | Y (j.EX) | N |
Nanatsu | Y (j.B) | N | N |
Robo-Azuma | N | Y (j.EX) | N |
Gyanta | N | Y (j.EX) | N |
M. Michelle | N | Y (j.EX) | N |
K. Kyanta | N | Y (j.EX) | Y |
Masao | Y (j.X) | Y (j.EX) | N |
Taro | Y (j.B/j.X) | Y (j.EX) | Y |
Hatoyan | N | Y (j.EX) | N |
Masako | Y (j.A/j.B) | N | N |
kinoko | Y (j.A/j.B) | N | Y |
ZackyWild | N | Y (j.EX) | N |
Natanee | N | Y (j.EX) | N |
Examples of all of the 2B web loop variants, here: Hisomi Web Loop By Durdge-o
Examples of both web loop variants, here: Hisomi CMV - Just 2EX by YFDHippo
Other Resources/Notable Players
Other Guides/Showcases
Hisomi CMV - Just 2EX by YFDHippo
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 |
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Aru7.62mmR | United States |