Ultra Fight Da! Kyanta 2/Michelle

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Michelle
Blood type: Type AB
Pronoun: He/Him
Race: ?
Birthday:??

Background

The leader of the secret organization, MS, which aims for world domination. His motivations are as mysterious as his methods. He must carefully observe Kyanta, who poses a serious threat to his plans. Involved with the framing of Detective Azuma.

Likes:

  • World Domination
  • Aged Wine
  • High Society Life
  • French Cuisine


Dislikes:

  • Kyanta
  • Being Called a frog
  • Cheaply made items


Win Quotes:

  • "hehehe..."
  • "Magnifique"
  • "Au revoir"

Overview

Playstyle
UFDK2 Michelle Icon.png Recommended Types: Stamina/EX/Super Michelle seems to be a shoto character at first but with sub par reversals that's not really the case, and while his fireball is strong, his real standouts are his strong pokes and his infamous fast fork ultra.
Pros Cons
  • Strong Pokes: Michelle's B buttons have excellent range.
  • Michelle Movement: Michelle has a wide range of movement tools that help him get around certain setups.
  • WEAK Reversal and Knockdowns: Needs meter to either reversal or Knockdown. Getting knockdown without meter for reversal is usually a death sentence outside of a good parry read.

Tech

Option Selects / Neutral/ETC
Demon 2EX Loops= Most meter efficient Demon loop is (2EX)x2, 2X, 5A. May need to add an extra 2EX if you don't line up the hitboxes correctly.

Movelist

5A
UFDK2 Michelle 5A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 High N/A N/A N/A N/A N/A N/A N/A N/A

Standard A poke.

2A
UFDK2 Michelle 2A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low N/A N/A N/A N/A N/A N/A N/A N/A

Standard low poke.

J.A
UFDK2 Michelle JA.png
Damage Guard Startup Active Recovery Invuln Effect
15 Overhead N/A Until Ground Until Ground 0 N/A

Standard long-lasting kick, but has a slow startup. Often used to mixup with j.B.

5B
UFDK2 Michelle 5B.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*2(28) High N/A N/A N/A N/A N/A N/A N/A N/A

2 hit fairly fast long range poke with, Disjointed hitbox. Can be used as situational anti air.

2B
UFDK2 Michelle 2B.png
Shin POKE
Shin POKE
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 Low N/A N/A N/A N/A N/A N/A N/A N/A

Very good long range low poke. Disjointed hitbox.

J.B
UFDK2 Michelle JB.png
Damage Guard Startup Active Recovery Invuln Effect
20 Overhead N/A Until Ground Until Ground 0 N/A

Cuts upwards momentum and can be used immediately after jump like a KOF hyper hop. Mix in with j.A and 2X to approach. Hitbox only exists around Michelle's legs, so not useful as anti-air.

5X
UFDK2 Michelle 5X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10 High N/A N/A N/A N/A N/A N/A N/A N/A

Basic fireball.

2X
UFDK2 Michelle 2X.png
Dance of death
Dance of death
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10*4(28) High N/A N/A N/A N/A N/A N/A N/A N/A

Michelle spins himself with his sword and jumps to the opponent. Although the move has the invincibility on startup, the hurtbox comes out faster than the hitbox. Rather than being used as anti-air, the move is used as an approaching / pressure tool as the last his is plus on block and initiates a combo on hit.

J.X
UFDK2 Michelle JX.png
Damage Guard Startup Active Recovery Invuln Effect
10 High N/A N/A N/A N/A N/A

Air Fireball.

5EX
UFDK2 Michelle 5EX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*2(38) High N/A N/A N/A N/A Knockdown N/A N/A KD, KB, C

Standard ex fireball, useful reversal.

2EX
UFDK2 Michelle 2EX.png
EX spins
EX spins
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
14*5(50) High N/A N/A N/A N/A Knockdown N/A N/A KD

Very powerful combo tool in the corner, can be a frustrating reversal to punish, and anti airs well.

J.EX
UFDK2 Michelle JEX.png
Damage Guard Startup Active Recovery Invuln Effect
20*2(38) Overhead N/A N/A Until Ground N/A KD

Air ex fireball. Can be used as a Air to Air poke. Hitbox comes out before you are vulnerable so will beat out most moves that have a hurtbox sticking out

Ultra 1 (5Y)
UFDK2 Michelle U1.png
Always within U1 Range
Always within U1 Range
N/A 100 High N/A N/A N/A N/A N/A N/A N/A KB,KD

Super fast long range super can be used to punish lots of things on reaction.

Ultra 2 (Y)
UFDK2 Michelle U2.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25*11(165) High N/A N/A N/A N/A Knockdown N/A -N/A -

Michelle's Shinryuken. Insanely high damage super, sadly it often does less damage mid combo than ultra 1.

Grab (AB)
UFDK2 Michelle GRAB.png
Beauty Grab
Beauty Grab
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30,15(45) Grab N/A N/A N/A N/A Knockdown Knockdown N/A KD, KB

2 hit throw, can kyanta cancel to followup midscreen. Combos into 5A in the corner.

Taunt (Select)
UFDK2 Michelle TAUNT.png
Hehehe
Hehehe
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A N/A N/A N/A N/A N/A N/A N/A N/A 20 Dmg

Next hit will deal 20 bonus damage, goes away on next hit or block.

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[.

MID

5A/2A , 2B
2X, 5A, 2B
AA 2X, 2X, U1, 2B
1.5 Bar 5A/2A , 2EX , U1
1.5 Bar 2X, 5A, 2EX, U1, 5A 142 DMG
1.5 Bar Grab(1Hit), KC, j.B, 2X, 5A, U1, (5A)x2 180 DMG
2 Bar 5A/2A , 2B > K Cancel , U1
2 Bar 5X, U1, 5A, U1, (5A)x3 225 DMG
2 Bar AA 5X, U1x2,5Ax4 224 DMG
2 Bar AA 5B (1Hit), KC, j.B(FB), 2X, 5B(1Hit)xxU1, 5A, U1, (5A)x2 253 DMG
2 Bar AA 5A, j.B, U1, 5A, U1, (5A)x3, 2EX 243 DMG
2.75 Bar j.EX, U1, 5A, 2EX, 5B U1, (5A)x2 245 DMG

Demon

1.25 Bar AA, 5A, (2X)x2, 5A, DC, (2EX)x2, 2X, 5A, (2EX)x5 DC,((2EX)x2, 2X, 5A)x2 310 DMG
1.5 Bar j.B, 5A, DC, (2EX)x3, 2X, 5A, (2EX)x2, 2X, 5A, (2EX)x3, 2X, 5Ax2 210 DMG
1.5 Bar Grab (1HIT), KC, j.B, 2X, 5B, DC, (2EX)x3, 2X, 5A, (2EX)x2, 2X, 5Ax2 246 DMG

Corner

.75 Bar j.A, 2A, 2B, U2, 155 DMG
.75 Grab 5A, 2A, U2 167
1 Bar 5A , (2EX)x2 , 2X , 5AAA / U1 / U2
1.75 Bar Grab, 5A, U1, 5A, U1 241 DMG
3.5 Bar 2EX, U2, KC, j.b(whiff), U2 214 DMG

Taro Semi Infinite
2A,2B

Other Resources

Guides/Showcases

MMichelle CMV : (Gimmie)x3 (A Mask After M idnight)

Notable Players

Cowthecat310


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