Ultra Fight Da! Kyanta 2/Rare

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Ufdk2rare.JPG

Bio

Rare was originally designed to be a war machine by the brilliant Dr. Komachi.
However, Komachi quickly became bored with creating such destructive weaponry, so he gave Rare unique gadgets and programmed him to have personality.
Seeing this as a gross misuse of funds, the government that commissioned Rare kidnapped Komachi and brainwashed him with harmful drugs to make him more obedient.
Komachi began working tirelessly to create Rare Mk2, becoming very weak from the drugs and sleep deprivation.
Rare escaped from the laboratory and swore revenge, taking Komachi’s robot Maid, Myusha, with him.
He hopes that he can find a genius programmer that can give him the combat upgrades he needs to get his revenge.

Gameplay

Recommended Types: Stamina/Demon
Rare is a weird top-tier, 5X and U1 create insane pressure, have amazing jabs, and j.B is the best jump-in in the game, bar none.
Not only that, but Rare has the most damaging j.EX in the game and some very useful mobility in j.X.
Still, Rare's buttons are unresponsive, stubby, or have some other caveat to them.

  • 5B is a great poke, but has very poor start-up.
  • 2B is an amazing button all-around, but sometimes bugs and doesn't sweep the opponent.
  • 2X and 2EX are awkward to pre-emptively deny jump-ins with and are insanely easy to parry.
  • 5X and U1 while daunting to parry, Rare cannot force you to respect them if you start parrying them, he simply loses neutral options if you learn how to parry.


As is, Rare is a powerful character with a hard to deal with gameplan, but once the opponent learns how to parry Rare will have to fight a far more uphill battle. Rare's Ukemi is unique in the fact that he can cancel it using any EX move.

Movelist

Input Damage Guard Notes
5A 5 Mid 1 frame. Tied with Anna for longest-reaching 1f jab.
2A 5 Low 1 frame. Moves Rare's head hurtbox down and forward.
j.A 15 High Knee press. Active until Rare lands, okay button.
5B 15*3(39) Mid Eye beams with very bad start-up. No pushback on hit or block. Disjointed and quite far-reaching though! Safe on block.
2B 20 Low Body slide. Insane low-profile, but unsafe on block. Buggy, sometimes doesn't knockdown.
j.B 20 High Big punch, why anyone is scared of Rare.

Incredibly disjointed with misleading hurtboxes, the only caveat is how slow it is.

5X 8*3(18) Mid Multi-hit fan-blade projectile that remains stationary on-screen for a period of time after reaching its max distance.

Not safe against EX projectiles or anyone who can parry consistently.

2X 10 Mid Anti-air missile. Launches at a 60-degree angle. Rare's best meterless anti-air.
j.X 15*5(55) High Jetpack. Stops vertical momentum and gives substantial horizontal control. Doesn't combo on standing opponents. Good tool for cross-ups and avoiding projectiles.
5EX 15*6(60) Mid EX version of 5B. Lots of hits and knocks down.
2EX 30 Mid EX version of 2X. Horribly fast, stick to 2X.
j.EX 25*9(153) High EX version of j.X. Deals absurd damage when tk'd and piloted properly, very hard to use.
Ultra 1 (Y) 25*6(120) Mid Super version of 5X. Really good Ultra but insanely susceptible to anyone who can parry, not safe against EX projectiles.
Ultra 2 (Y) 30*4(108) Mid Bionic arm. Really REALLY good Ultra but doesn't see much use due to how easy U1 is, is worth using if you're getting blown up by parry.
Throw 40 Grab Launch grab, can combo into 5X/U1 when properly spaced, combo-able off KC in the corner.
Taunt - - Grants 1 EX Gauge.

Sample Combos

Midscreen

j.B > 2A > tk.j.EX (135-144)
j.B > (2A)x4 > 2B (42)

  • The standard combo, setup 5X or U1 after it.

Corner

j.B > tk.j.EX > tk.j.EX > 5B (193)

  • Cheap but difficult.

2B > KC > tk.j.EX > 5B (181)

  • KC confirm version of the tk.j.EX, removes the need to hit the tk and is fully bufferable but costs more.


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