Ultra Fight Da! Kyanta 2/Masako
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Bio
When hit by Well Done’s Gender Change Beam, Masao became Masako. Yet, it unexpectedly caused her to become stronger. With a newfound unity between her body and spirit, she was able to fully realize control of the Kyanta Force. In time, she may even be able to surpass her master.
Gameplay
Movelist
Input | Damage | Guard | Notes |
5A | 5 | Mid | 1 frames. Average jab. |
2A | 5 | Low | 2 frames. Average low jab. |
j.A | 15 | Overhead | Like Masao's j.A. Changes momentum, can be used to short hop. |
5B | 20 | Mid | Cheerleader kick. Goes over lows from the 1st frame. |
2B | 20 | Low | Slide. Lowers Masako's hurtbox enough to go under fireballs. Launches on hit. |
j.B | 20 | Overhead | Dive butt. Safe, even on parry. |
5X | 20 | Mid | Masao's 5B punch, sort of. Quite disjointed. Moves Masako forward a lot. |
2X | 15*4 (48) | Mid | Running dragon punch. Not invulnerable at all. Subject to randomly crossing up. |
j.X | 10 | Mid | Jumping fireball. Can be done low enough to threaten most crouching characters. |
5EX | 35 | Mid | EX version of 5X. Rockets Masako forward. Can cross up randomly pretty well. |
2EX | ??? | Mid | EX version of 2X. More vertical than the regular version, and completely invulnerable. One of the weirdest moves in the game when it comes to damage, its first hit does 30 and scales down from there. It doesn't seem possible to connect with more than four hits, and a meaty 2EX will normally deal around 51 damage over three hits. One hit dealing 7 damage, 12 damage over two hits, 18 damage over two hits, and other strange damage/hit combinations have been observed. |
j.EX | 35 | Overhead | EX version of j.B. Invulnerable until its first active frame. |
Ultra 1 (Y) | 30 (three times) | Mid | Summons three Kyantas to protect Masako. She can send them to attack her opponent's current position by pressing Y again. Can be used to make moves safer and to open up new combo opportunities. When fired, the Angelli-Kyanta will begin moving from its current position on screen, affecting its travel time. They are always sent in the same order: Yellow, Green, Red. |
Ultra 2 (Y) | 25*5 (110) | Mid | Tatsu Super. Can loop into itself in corner. |
Throw | 40 | Grab | |
Taunt | - | - | Masako's taunt gives her one bar of meter. |
Sample Combos
- 5A, 2X
- j.B, 5X
- Crossup j.B, 5EX
Corner only
- 5A, 2B, 2EX
- 2B, 5A, 6B/5X, 2X
- 2B, 5A, 6B, 6B, 2EX
- (Ultra 1 activated) Throw, 5Y, 6B, 2X
- (Ultra 1 activated) 5X, 5Y, 5X, 5Y, 5Y, 2X