Ultra Fight Da! Kyanta 2/Myusha

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UFDK2 Myusha Header.png

Bio

(This is portmanteau of the AI translation in the character data section to be more "understandable.")
(This may be wrong entirely, but this can remain for now until someone translates the japanese description properly.)

A robot designed by Dr. Komachi, the designer of Rare. Myusha wears a maid outfit, which seems to reflect the doctor's taste, and Myusha herself likes it. She has a personality despite being a robot, and like Rare, she has amazing abilities as a weapon of destruction. She thinks Dr. Komachi died due to forced labor and takes care of Rare, she's hoping to find a genius programmer to upgrade herself and Rare further to confront the organization that took away Dr. Komachi. She thinks Rare is cute and often gets carried away with repairing Rare when he breaks down, she's very talented at repairs, or breaking things if she needs to.

Overview

Playstyle
UFDK2 Myusha Icon.png Myusha is a character who does things. (Update later)
Pros Cons
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Movelist

5A
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid ? ? ? 0 ? ? ? N/A

Normal standing jab.

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

Low jab, disjointed.

j.A~A~A
Version Damage Guard Startup Active Recovery Invuln Effect
j.A 8 High ? Until Ground Until Ground 0 ?

Jump-in that adds to your horizontal momentum. Can be cancelled into j.B and j.A~A.

j.A~A 5 High ? ? ? 0 ?

Mash follow-up after the initial j.A, can be cancelled into j.B and j.A~A~A.

j.A~A~A 10 High ? ? ? 0 ?

Mash follow-up after the initial j.A, can be cancelled into j.B.
Has a weird quirk where this hit will ALWAYS do 10 damage, no matter your damage scaling.

5B
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15 Mid ? ? ? 0 - - - ?

Advancing launcher, can be converted off of with 5A at certain ranges.
Kind of an awkward move, not safe on block but has slight disjoint, useful in juggles, especially when you hit with the later frames.

6B
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Mid ? ? ? 0 ? ? ? ?

Long poke boxing glove.
Not a disjoint, as the spring has a hurtbox, but the glove itself has no hurtbox.
Safe on block and faster than 5B, useful for starting juggles using the second hit launch.

2B
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5*3,15 (20) Low ? ? ? 0 ? ? ? ?

Multi-hitting sweep, kind of sub-par for a sweep as it has very small hitboxes and isn't very fast or plus on block.
Does good boko damage and builds a lot of meter in combos due to being a multihit.

J.B
Damage Guard Startup Active Recovery Invuln Effect
15 High ? Until Ground ? 0 ?

Momentum-changing air normal.
Great jump-in and combo tool as it has a unique ground bounce that can be used at any point during a combo.

5X
Lambda Bomb
Lambda Bomb
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Mid ? ? ? 0 ? ? ? N/A

A rocket falls down from the sky, the projectile will always come out even if Myusha is hit.
Similar to 2X, you can use this on trades and convert into full combos, although 5X knocks down allowing for better combos.

1/2/3X
Hidden Missile At Home
Hidden Missile At Home
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10 Mid ? ? ? 0 ? ? ? ?

Aimable rocket that goes up and then comes back down.
Extremely useful in neutral as it's forever active and the projectile will come out even on trades and doesn't disappear if Myusha is hit.

J.X
Laser!
Laser!
Damage Guard Startup Active Recovery Invuln Effect
10*4 (28) Mid ? ? Until Ground 0 N/A

It's a fast multi-hitting laser, it's not a projectile, similar to Azuma's j.X but far faster. Pretty good boko damage.
Very good.

J.Y
Flight!
Flight!
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A N/A ? ? ? 0 N/A N/A N/A N/A

Similar to Rogue's j.Y, you can move back and forth with 4/6 and cancel into all of your air options.

5EX
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25*2 (48) Mid ? ? ? ? Knockdown ? ? KD

EX 6B, multi-hitting and quite fast but has a very low knockdown and is hard to convert off of.

1/2/3EX
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30 Mid ? ? ? ? Knockdown ? ? KD

Beefier but slower 2X..

J.EX
Damage Guard Startup Active Recovery Invuln Effect
15*6 (60) Mid ? ? Until Ground ? KD

3/4ths-screen laser.
Sort of like Azuma's Gun, but not a high.
Somewhat good for cranking BOKO bar in blockstrings.

Ultra 1 (Y)
Super Lambda Bomb
Super Lambda Bomb
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
? (120) Mid ? ? ? ? Knockdown Knockdown N/A KD

Multi-hitting advancing explosions, slow start-up but lots of damage.
Hard to apply in juggles.

Ultra 2 (Y)
Umbrella Stamp
Umbrella Stamp
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*7 (105) Grab ? ? ? ? ? ? ? ?

Low distance Raging Demon that launches high up so you can combo after with j.A or j.B.

Grab (AB)
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*3(45) Grab ? ? ? 0 ? ? N/A ?

Unique high launch throw that can be combo'd after with j.B.

Taunt (Select)
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

Unique taunt that completely heals all BOKO damage taken.

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[.

Midscreen

Condition Notation Damage Notes
' ??? ???

Corner

Condition Notation Damage Notes
' ??? ???

Other Resources/Notable Players

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