Ultra Fight Da! Kyanta 2/KKyanta

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Katana Kyanta
(It says: "Commander of the best of Inuneko.")

Background

In the Sengoku period, Katana Kyanta was a bodyguard for Tokugawa Ieyasu.
He was feared throughout Japan as the Samurai Dog.
His mastery of the Kyanta Force caused his spirit to linger after death.
Because of the danger facing Kyanta and Masao, he is resurrected to defend them.
His physical form will only last for a short time. He needs to hurry before it is too late!


(The community calls them K.Kyanta, or Katana.)

Overview

Playstyle

Recommended Types: Stamina

UFDK2 KKyanta Icon.png K.Kyanta, or just, Katana. Has a riot stomp, greed sever, charged stun edge, and disjointed sword buttons. Think +R Ky-Kiske.
Pros Cons
  • Oppressive Disjoints: Katana has some of the longest disjoints in the game. 5A/2A are huge jabs, j.A is a huge and safe jump-in, 2X is a massive riot stomp, and 5B pokes from insanely far away.
  • 5X/j.X/U1: Katana's projectiles are huge, hard to get around, and let him completely lock down the bottom of the screen if you can't parry.
  • Hard to Pin Down: Katana's j.A, 2X, j.B, j.EX, 2B, and 2EX let him move around the screen exceptionally well while applying pressure or denying an option.
  • tk.j.EX: If land cancelled perfectly everytime tk.j.EX is a completely safe jump-in that deals huge damage, leads into combos, and lets him completely OS people. It's inconsistent though.
  • Combo Throw: Katana just has a combo throw, one of his very few consistent pick-ups.
  • Can't Combo?: Katana, much like Spike, has combo routes, but they're few and far between. Getting a knockdown is exceptionally hard for Katana, so most of his neutral is flailing for damage. Which means he has to engage opponents considerably more than others.
  • Just Parry Bro: Katana's neutral relies on his multi-hit projectiles and his riot stomp, if you can parry either one of them consistently he stops being able to pressure you entirely. He also feeds the other player meter if he relies too heavily on 5X/j.X.
  • No Meter Taunt: Meter taunts are free economy and help immensely. Not having one, despite his very safe neutral complimenting it, makes it harder to play him.

Movelist

Tech

tk.j.EX Land Cancel Tech
UFDK2 KK LandCancel.png
By doing tk.j.EX low enough to the ground via a 1f tk, or getting lucky with hitstop, Katana can cancel their jump-ins by landing, allowing you to combo off of them.
This occurs after the "dip" in j.EX and j.B's animation, it's a valuable skill for converting off of tk.j.EX.
It can also sometimes happen with j.B, although it isn't consistent.

Here's a video of it being performed: tk.j.EX Land Cancel by Durdge-o

Projectile Throw Combos/Oki
UFDK2 KK PThrow.png
By grabbing while a projectile overlaps the opponent's hurtbox, the hitstop will interrupt the grab animation.
For most characters, this is useless and usually just means some extra damage, for Katana this means cheap TODs and amazing okizeme.
Mainly thanks to j.X and U1, there are consistent setups using the grab macro to grab as the projectile overlaps the opponent.

Likewise, you can do this on wake-up to create a strong OS.
For some characters, this is an OS that completely shuts down their reversal options.
Beating Gyanta's U1/2X wake-up and Chihiro's 5EX/2X wake-up.

Here's a video of some of these setups being performed: Katana Projectile Grab Setups by Durdge-o

Moves

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

The longest reaching standing jab in the game.
Covers the entirety of Katana's sword, doesn't convert well due to the long active frames and recovery.

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

The longest reaching crouching jab in the game.
Covers the entirety of Katana's sword, significantly shorter than 5A though.

J.A
UFDK Kyatana 8A.png
Damage Guard Startup Active Recovery Invuln Effect
18 High 5 3 9 0 N/A

Air button that ends in the air, lets you apply oppresive mix-ups while advancing due to the great hitbox and movement.
Not only that, but it lets Katana perform a pseudo-air dash by spamming it over and over in the air, great for air combos.

5B
UFDK Kyatana 5B S.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
18*2 (34) Mid 14 7 4 0 ? ? ? N/A

Looks unsafe, is actually very plus and cannot be challenged on block or hit. Can be challenged on parry though.
Has really bad start-up so it's not good in combos or as an anti-air thanks to Katana's movement.

2B
UFDK Kyatana 2B.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low 11 4 11 0 ? ? ? KD

Knockdown slide with really really poor activity, which leads it to whiffing a majority of the time.
Even when properly spaced, you cannot combo off of this slide, an out-lier to the status-quo of knockdown slides.

J.B
UFDK2 KK JB.png
Damage Guard Startup Active Recovery Invuln Effect
50 High 7 12(2)4 Until Ground 0 N/A

Amazing combo-ender, horrible button.
Wins air-to-airs completely but you can't combo off of it at all, so it's best reserved for ending rounds or combos.
Does a good amount of damage and has a great hitbox overall.

5X
UFDK Kyatana 5X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10*3 (24) Mid 21 Until Off-screen 7 0 ? ? ? N/A

Multi-hit meterless projectile that you can walk behind!
Better than Rare's 5X, worse than Anna's 5EX. Really good button, but you need to be safe about when you use it.

The projectile will continue to gain speed during KC, there also can only be one out at a time.

2X
UFDK Kyatana 2X.png
"just block 4head" ~Lem
"just block 4head" ~Lem
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30 Mid 22 24 1 0 Knockdown ? ? KD

Riot stomp.
On hit, you get a combo. (...or knockdown, 2X > 5A is character-specific.)
On block, you get an unreactable left/right.
On parry, you hand them a free anti-air starter on a silver platter.

J.X
UFDK Kyatana 8X.png
Damage Guard Startup Active Recovery Invuln Effect
10*3 (24) Mid 15 Until Off-screen Until Ground 0 N/A

A strictly better version of 5X, assuming you don't get hit and aren't trying to pressure someone from fullscreen.
Faster start-up, better angle for trapping okizeme, and catches slides at times.
Amazing move.

The projectile will continue to gain speed during KC, there also can only be one out at a time.

5EX
UFDK2 KK 5EX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
14*4 (48) Mid 5 8 4 1-11 Knockdown ? ? KD

Better 5B.
It's good to throw into combos, but it's not very notable or applicable for most combos for the meter cost.
Just a nice neutral button if you're uncomfortable with tk.j.EX.

2EX
UFDK2 KK 2EX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low 7 8 11 1-19 Knockdown ? ? KD

Fixes the problems of whiffing 2B by making it really fast and giving it more active frames.
Still, even when properly spaced, you cannot combo off of this slide.
At least you can use it as a gimmicky tick-throw setup.

J.EX
UFDK2 KK JEX.png
back at it again at krispy kreme
back at it again at krispy kreme
Damage Guard Startup Active Recovery Invuln Effect
20*6 (90) High 7 18 Until Ground 1-19 KD

Needs to be tk.j.EX'd close enough to land cancel to be safe, if not you're very punishable.
Deals 90 damage, then can be combo'd out of assuming you land cancel with it.
Amazing combo ender, neutral button, damage button, everything!-- It's just hard to use.

Ultra 1 (Y)
UFDK Kyatana S1FHB.png
your entire kit, have fun
your entire kit, have fun
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*6(120) Mid 10 Until Off-Screen 4 0-10 Knockdown ? ? KD

Deceptive hitbox that isn't the full sword but instead just the top half of it.
Characters like ZackyWild can completely slide under it, it's really really funny.
Katana's only anti-air, can be used for gimmicky grab-combo setups too.

The projectile will continue to gain speed during KC, there also can only be one out at a time.

Ultra 2 (2Y)
UFDK Kyatana S2.png
still pretty bad
still pretty bad
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*4(101) Mid 9 14(12)14(12)14(12)14 Until Ground 0-28 Knockdown N/A N/A KD, NKB

Four air hits (not a high btw) that string together and bounce the opponent back n' forth.
Terrible ultra compared to U1, deals pitiful damage, and is very annoying to properly setup combos into.
At least it now properly combos thanks to ver 0022+, still very prone to dropping on opponents in anti-air combos or in juggles.

Here's a collection of weird things this move does, that no other move does in the game:

  • On parry, (it's the only move to have special behavior on parry) Katana will immediately turn around and start another lunge. This ONLY happens on parry, not on block or hit.
  • While not working if the opponent is on the ground, if it hits a super-armored opponent it can be used to fly into the air, this only works against Chihiro and Chihiro is completely actionable anyways.


Grab (AB)
UFDK2 KK GRAB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 Grab 3 4 5 0 Knockdown Knockdown N/A KD

Really good grab actually, can be combo'd off of meterlessly in the corner.
Cannot combo off of it meterless at midscreen. With KC, depending on the character you're up against, you can link tk.j.A after.

Taunt (Select)
UFDK Kyatana T.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
+20 to next attack N/A N/A N/A ? N/A N/A N/A N/A N/A

Damage taunt, actually useful for Katana due to being able to hide behind U1 and 5X.
If the taunt effects kicks in during U1, it'll apply the damage bonus during the entirety of U1, but it's very hard to do.

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[.

Other Resources/Notable Players

Other Guides/Showcases

N/A

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
Lem United States
United States
East Coast
K. Kyanta K. Kyanta / Cocorn Cocorn


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