Ultra Fight Da! Kyanta 2/M. Michelle

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Ufdk2mmichelle.JPG

Bio

This is just Michelle wearing a mask.
The mask does not have any special powers and it does not conceal his identity in the slightest.

"Omigah!"

Gameplay

Recommended Types: Stamina/Super
Masked Michelle is a footsies-oriented character, with strong fast disjoints in 5B, 5X, 2X, and j.B.
Then once he's in, he frame traps with his nearly uncontestable 5EX, or high rolls for U1 when they're conditioned.
M. Michelle's lack of approach tool is his biggest weakness, but patient approaches utilizing parry, 5EX, and 2X can force an option from the opponent to get in.

Movelist

Input Damage Guard Notes
5A 5 Mid 1 frame.
2A 5 Low 1 frame.
j.A 15 High Standard long-lasting kick, but has slow start-up compared to the usual j.A. Often used to mix-up with j.B.
5B 15*2(28) Mid 2 hit fairly fast long range poke with a disjointed hitbox. Can be used as situational anti air. Unlike Michelle's 5B, it links from 5A and 2A.
2B 25 Low Disjointed low poke, not nearly as fast as other similar low pokes, such as Blues' 2B.
j.B 20 High Moves M. Michelle down and forward, like a divekick. Mix in with j.A and 2X to approach. Hitbox only exists around M. Michelle's legs, so not useful as air-to-air. When used in maximum jump height, j.B will not hit the opponent at all. This can bait out the opponent to block and Michelle can throw instead after landing.
5X 15*3(39) Mid M. Michelle dashes to the opponent and swings a sword 3 times. Requires specific amounts of gravity scaling to juggle properly depending on character.[1] On midrange, 5X can be used to as a ground approach tool thanks to the high speed of the dash. It can be used to do meaty against the opponent on wakeup, as the dash at startup allows M. Michelle to follow the direction of the opponent's ukemi.
2X 15*3(39) Mid Invulnerable DP with no landing lag. Hitbox is only on the sword, so it's prone to whiffing if improperly spaced.
j.X 10*9(31+) High Michellecopter. Keeps horizontal momentum. Almost impossible to get all the hits.
5EX 10, 15*5(50) Mid Prone to dropping hits at midscreen, allowing M. Michelle to get punished during the animation. Use it for an easy I-frame in and for reversals.
2EX 25*3(69) Mid Hits 3 times only against airborne opponent. EX DP when 2X won't cut it.
j.EX 15*9(48+) High Useful getting out of corner and to force an approach from fullscreen, unsafe on block but deceptively hard to hit. Seemingly impossible to get all the hits.
Ultra 1 (Y) 20*14(158) Mid Huge damage invulnerable approach or combo ender.
Ultra 2 (j.Y) 30*4(108) High Not the highest damage, but a versatile invulnerable approach in the same vain as Cocorn U2.
Throw 30,15(45) Grab 2-hit throw with okay follow-ups using KC.
Taunt - - Grants 1 EX Gauge.

Sample Combos

Midscreen

5A/2A , 2B
5A/2A , 5B
5A/2A , 5X [2]
5A/2A , 2X
5A/2A , U1

Corner

5A/2A(1-3) , 5X , 5A , 2B [1]
5A/2A(1-3) , 5X , 2EX [1]
5A/2A(1-3) , 5X , 5A , 5A , 5X , 5A , 5A , 2X

  • Only hits large characters


Throw(1) > KC , 2B , 2B , 5X , 5A , 5X , 5A , 5A , 2X

  • Big characters (Spike?) only.


Throw(2) > KC , 2B , 5A , 5X , 5A , 5X , 5A , 5A , 2X

  • For Rare's wonky hurtbox. The throw's second hit hits much earlier than it looks, must be KC'd very early.


Throw(1) , KC , 2B , KC , j.B(Flash Bonus) , 5A , 5A , 5A , 5A , 5X , 5A , 2X


General
FAQ
Advanced
Characters
Kyanta
Buttobi
Spike
Anna
Tsukinami
Blues
Jakor
Sendou
Michelle
Chihiro
Investigator Azuma
Rogue
Rare
Garasha
Hisomi
Well Done
Cocorn
Nanatsu
Robo-Azuma
Gyanta
Mask Michelle
Katana Kyanta
Masao
Taro
Hatoyan
Masako
kinoko
ZackyWild
Natanee
Dr. K
  1. 1.0 1.1 1.2 5X only hits twice on following characters: Well Done, Nanatsu, Gyanta, Masao, Taro, Hatoyan, Masako and Kinoko. Followups after 5X are not guaranteed against those characters.
  2. At corner, 5X does not link against K.Kyanta and Hisomi unless characters are in point-blank range.