Ultra Fight Da! Kyanta 2/Kyanta

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Kyanta

General

Background

As the lone practitioner of the Kyanta fighting style, Kyanta is a Pomeranian that can take on any challengers.
Although he is very powerful, he only uses his strength for defense. Always having lived as a bit of a loner, Kyanta tends to avoid attracting too much attention.
He has been training Masao, a Jr High School student, to master the Kyanta Force.

Yes, he is a POMERANIAN DOG.
So is Gyanta. Taro is also a dog.
I know they look like cats but they're dogs, ok?

Colors

UFDK2 Kyanta Colors.png

Gameplay

General

Recommended Types: Stamina/Super

As his appearance suggests, Kyanta is a run-of-the-mill shoto character with standard fireball and DP.
His neutral game is very easy and versatile, thanks to his very quick j.B and j.A which allow him to bypass midscreen almost entirely.
Along with strong fireballs, his invulnerable DP, extremely safe B and A moves, he just runs neutral for free.

Since he is a shoto with such overwhelming tools, using this character is extremely straight-forward and easy.
A good pick for filling out your team or if you're just a person who doesn't care about anything besides winning.
(In which case, more power to ya.)

Tech

J.B "Edge"
UFDK2 Kyanta JB.png
j.B is a very weird move, giving extra momentum to Kyanta on the way up and on the way down when done, allowing for Kyanta to land faster or jump higher.
It's a very simple Kyanta-style Tatsu, comes out in a single frame. Due to this, it can be used to link combos that wouldn't normally link.
Through the use of a KC, buttons can be done in the air after other moves, so j.B can be used as a pseudo-edge that makes you land faster and cancel landing recovery.

This is used in Kyanta's very strong FB-bonus 2X combo, learning it is essential to hitting the execution skill-ceiling and performing some of his harder combos.

Movelist

Notation notes:

If you see something like, 5(5)5(5) for Active, that means that all #s outside of parenthesis are active frames and anything in parenthesis are inactive frames in-between each hitbox.
Also taunt recovery refers to the length of the taunt, if you see a # for startup frames, that will be how long until the taunt's effect activates.
However, if the taunt has a hitbox (i.e. Spike), it will be formatted in the same way that a normal move would be.
(Damage buff taunts will not do this, since there is no way to accurately measure when the buff kicks in.)

5A
UFDK2 Kyanta 5A.png
it exists
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid 2 1 2 0 8 8 -2 N/A

Simple 2f start-up jab with an ok hitbox.

2A
UFDK2 Kyanta 2A.png
low brain kick
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low 1 2 2 0 7 7 -2 N/A

Kyanta's fastest normal and amazing jab with a pretty good hitbox and some small disjoint.
Good button for pressure after a jump-in, sets up well for high/low mix-ups.

J.A
UFDK2 Kyanta JA.png
go to horny jail
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15 High 13 Until Ground Until Ground 0 ? ? ? N/A

Solid jump in normal that does a small short hop upwards in the air, disrupting vertical momentum, while maintaining horizontal movement.
Good combo starter and can cross-up the opponent in rare situations, very safe on block at any height but varies depending on how soon you land after it hits the opponent.
If blocked has more pushback then on hit so you can easily escape or disorient players, especially on a blocked cross-up.
It's safest to confirm in the corner, after a j.X, or tiger knee'd near an opponent.

5B
UFDK2 Kyanta 5B.png
do the stanky leg
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*2(28) Mid 3 7 4 0 3 3 -5 N/A

Multi-hit forward moving kick.
Can be used after 5A for a combo or to end a juggle off of corner any range or midscreen close range 2B.
A rather solid yet high commital normal, so make sure to use it mostly on confirms on hit or for pressure on block after 5A/2A.
Very rare to see it in neutral for some reason but it could probably be used as a very safe anti-air.

6B
UFDK2 Kyanta 6B.png
POWER NOOGIE
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*2(28) High 17 6 1 0 ? ? -1 N/A

This move is pretty slow but still catches people off-guard sometimes.
You can get a combo off it even at mid-screen, but usually you're going to want to avoid mis-inputting this move while doing 5B.
Not very applicable, even using KCs, has a similar problem to Azuma-Deka's 2B. But isn't nearly as slow and unsafe.

2B
UFDK2 Kyanta 2B.png
trust me he needs a low profile
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15 Low 8 3 7 0 Knockdown 2 -7 KD

Shrinks Kyanta's hitbox significantly making it good for low profiling projectiles and standing jabs.
Knockdown on hit which can lead to combos in corner or in any point on screen really. Common follow-ups are: 5B, 2X, Ultra 2, or 5A.
Be careful using this too often in matchups where the opponent has good disjointed lows or very good air moves, otherwise you'll be easily read dealt with.

J.B
UFDK2 Kyanta JB.png
spin MacBook Air edition
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*4(48) High 1 2(4)xUntil Ground Until Ground 0 ? ? ? N/A

Janky tatsu, escapes corner and can kindaaa air-to-air.
Keyword being "kinda" because it the hitbox alternates between hitting back and forth.
Making it semi-unreliable for it's job, especially against moves like Blues' j.B where you'll be consistently punished.

More importantly though, doing j.B gives you extra momentum.
If done on the way up you jump higher, clearing almost the whole screen.
If done on the way down, you fall faster, allowing you to link combos that wouldn't normally be possible. (This is used in the FB-combos.)

5X
UFDK2 Kyanta 5X.png
standard fire ball fuck you
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10 Mid 8 Until Off-screen 13 0 ? ? -7 N/A

Nothing special to it, just a regular fireball with ok damage.
Also remember people can parry so mix-up the timing a bit or throw out a 5EX and watch them eat it like it's a Christmas ham.
Also do it at 1/4 screen away from your opponent to force them to block or parry, in which you can approach and mix them up.

Keep in mind, you can't throw out another fireball while this is currently active.

2X
UFDK2 Kyanta 2X.png
cavemen discovered this before fire
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*3(39) Mid 5 18 16 1-23 Knockdown ? ? KD, KB

The standard fully invincible DP. Nasty good.
If you want be a true AMERICAN just spam this ten times in a match.

In all seriousness this the best DP in the game.
Deceptively unsafe on whiff and block despite what the numbers suggest, so yeah Kyanta 2.

J.X
UFDK2 Kyanta JX.png
Kyantarohou on the go-go!
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10 Mid 11 Until Off-screen 6 0 ? ? ? N/A

A very good air fireball with the coveted property of ending in the air.
You can make a lot of approaches safe with this by linking into j.A or j.B (especially against moves like Spikes 2X or Rouge's 2Y) and even zone pretty well too with j.9X.
At the corner you can get some real wonky 5-6 fireball combos with this on an airborne opponent.

Keep in mind, you can't throw out another fireball while this is currently active.

5EX
UFDK2 Kyanta 5EX.png
numbers are theoretical and so is neutral
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*2(38) Mid 5 Until Off-screen 12 1-7 Knockdown ? ? KD

This is his main EX. It goes through pretty much everything and you can taunt after it for free meter, or just opt for okizeme.
This can combo into itself, so it's a good meter-dump if you want to guarantee a kill, but spamming EXs isn't really too great when you have other options.
Although, at point blank range it's somewhat safe on block and with K-Cancel is insanely advantageous on block, allowing for 6B overhead with no gaps or a swift 2X.
Goes into 2X for free extra damage, all follow-ups get meter if below 10-hits too, making it potentially meter positive or neutral on hit in the corner if you don't convert.

Keep in mind, you can't throw out another fireball while this is currently active.

2EX
UFDK2 Kyanta 2X.png
WHY are the EX VERSIONS wORSE
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*3,5*2(45) Mid 1 14 30 1-15 Knockdown ? ? KD, KB

Not very good since Kyanta's regular DP(2X) does the same thing for free, with longer invulnerability baked in.
But it's still a slightly higher damage DP that's slightly faster, so if you're using it to combo it's not too bad.

(Also yes, this does have identical hitboxes to 2X, there's genuinely no reason to use it over 2X in most cases.)

J.EX
UFDK2 Kyanta JEX.png
COOKIN DA SPICY MEATBALL
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*2(38) Mid 8 Until Off-screen Until Ground 1-5 Knockdown ? ? KD

It's just 5EX but with j.X angle.
Sadly doesn't end in the air like regular j.X, at least it can combo into 5EX if tiger knee'd in the corner.
You can use this move to lock down your opponent with an invulnerable approach if tiger knee'd, just make sure not to accidentally do it on the way down or no fireball will come out.
More likely you can use this move as a reactive air defense or use it while jumping back to stop an approach on players who are particularly good at parrying j.X.

Keep in mind, you can't throw out another fireball while this is currently active.

Ultra 1 (Y)
UFDK2 Kyanta U1.png
YOU AINT FROM MICHIGAN IF YOU AINT DONE THIS BEFO
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30*4 (108) Mid 3 Until Off-screen 26 1-48 Knockdown ? ? KD

It's like 5EX but 2 more hits, just a huge Kyantaro-ho that hits 4 times more or less.
Serves the same purpose as 5EX, has some combos and is a good neutral tool but it's just a free way to get 100 dmg or end the projectile-war.
Often trades if done reactively against midscreen buttons or other Ultras.

BS-long inuvln frames.
Also, keep in mind, you can't throw out another fireball while this is currently active.

Ultra 2 (2Y)
UFDK2 Kyanta U2.png
mmmmmmm wakeup game strong
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*5 (104) Mid 3 3(4)3(4)13 Until Ground 1-31 Knockdown ? ? KD, KB

Super Pom Upper does 3 DPs with the first two being very ending low to the ground like a Shoryureppa from Street Fighter.
Very fast start up as like 2EX so you can swap them out for simple reliable combos, making it better for combos than Ultra 1.
Make sure you confirm it however, since it scales very well there's no reason not too, as there's a very large chance you will whiff a hit midscren resulting in less damage or a huge punish.
For this reason you generally see more "unga"-players go with Ultra 1.

Grab (AB)
UFDK2 Kyanta GRAB.png
cup of ice, no water
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 Grab 3 3 5 0 Knockdown Knockdown N/A KD

Just a regular throw for a regular man.
Can't be combo'd out of without the help of KC, very underwhelming in terms of follow-ups too.
But damage doesn't matter if you know it'll kill.

Taunt (Select)
UFDK2 Kyanta TAUNT.png
what if I did this in neutral :flushed:
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
+1 bar to EX gauge N/A 47 N/A 57 N/A N/A N/A N/A N/A

Standard meter gain taunt, one of the best in the game.
Kyanta is granted meter when he starts talking, which is extremely quick for a full bar of meter.
Can usually be done safely behind a 5X, although any knockdown will completely confirm it.

You can also punish people trying to punish you for taunting by buffering 2X, degen af but yeah.

Combos

Notation Help
Disclaimer:

Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Also, character-specific notation, such as Rogue's "PCancel" 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-mode, this works the same way a KC does but since it's activated differently it's noted separately.
YFD Combo Refers to looping a single EX move over and over in demon-mode until you run out of demon, this references a community member known by "YFDHippo" who popularized demon-mode combos.

(For example: 5Ax2>2B>DC>5EX YFD Combo.)

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 XxN-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.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.

Various Combos

Air

j.A > 5B > U1/2
(j.X)x4-5 > 2X

Midscreen

(5/2A)x1-2 > 5B
6B > 5B
2A/6B > U1/2

Corner

(5/2A)x1-2 > 5B > 2A > U1/2
2B , 5B , 5B > U1/2
2B > 5B > 2X
2B > 5B > 2X > KC > j.B(whiff) > (2X(FB) > KC)xMeterBars (147)

  • Damage included is for 3 KC reps.

5EX > 5B > U1/2

Optimal Combos

Air

N/A

Midscreen

N/A

Corner

N/A

Flash Bonus

N/A

Other Resources/Notable Players

Other Guides


Showcases


Notable Players

  • cowthecat310
  • YFDhippo
  • Kyanta_rojo (Arilouis)


(Names to look out for when searching for VODs of this character.)


General
HUD
Characters
Kyanta
Buttobi
Spike
Anna
Tsukinami
Blues
Jakor
Sendou
Michelle
Chihiro
Azuma-Deka
Rogue
Rare
Garasha
Hisomi
Well Done
Cocorn
Nanatsu
Robo-Azuma
Gyanta
Mask Michelle
Katana Kyanta
Masao
Taro
Hatoyan
Masako
kinoko
ZackyWild
Natanee
Mechanics
Types