Ultra Fight Da! Kyanta 2/System Specifics

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Health

The formula for a stamina/super character's health is:
((360/TeamSize)+CharacterMod)*1.5

The formula for a non-stamina/super character's health is:
((360/TeamSize)+CharacterMod)*1

Health values for each different alteration:

Character Modifier Trio Health x1 Trio Health x1.5 Duo Health x1 Duo Health x1.5 Solo Health x1 Solo Health x1.5
Kyanta 0 120 180 180 270 360 540
Buttobi 0 120 180 180 270 360 540
Spike 0 120 180 180 270 360 540
Anna 0 120 180 180 270 360 540
Tsukinami 0 120 180 180 270 360 540
Blues 0 120 180 180 270 360 540
Jakor 0 120 180 180 270 360 540
Sendou 0 120 180 180 270 360 540
Michelle 0 120 180 180 270 360 540
Chihiro 0 120 180 180 270 360 540
Azuma-Deka +20 140 210 200 300 380 570
Rogue 0 120 180 180 270 360 540
Rare 0 120 180 180 270 360 540
Garasha 0 120 180 180 270 360 540
Hisomi 0 120 180 180 270 360 540
Well Done +10 130 195 190 285 370 555
Cocorn +20 140 210 200 300 380 570
Nanatsu 0 120 180 180 270 360 540
Robo-Azuma +20 140 210 200 300 380 570
Gyanta -10 110 165 170 255 350 525
M. Michelle 0 120 180 180 270 360 540
K. Kyanta 0 120 180 180 270 360 540
Masao 0 120 180 180 270 360 540
Taro -20 100 150 160 240 340 510
Hatoyan 0 120 180 180 270 360 540
Masako 0 120 180 180 270 360 540
kinoko 0 120 180 180 270 360 540
ZackyWild 0 120 180 180 270 360 540
Natanee 0 120 180 180 270 360 540

Walk Speed

Speed/Super type add 2 pixels per frame to a character's walk speed.
The slowest walk-speed is Natanee, fastest is Sendou.

Some moves, such as ZackyWild's j.X and j.B, use the character's walk speed.
These moves are faster if you use Speed/Super type, moving further, opening up new combo routes.

Walk speeds for each character:

Character Pixels per Frame
Kyanta 5
Buttobi 7
Spike 5
Anna 5
Tsukinami 6
Blues 5
Jakor 6
Sendou 9
Michelle 5
Chihiro 4
Azuma-Deka 3
Rogue 4
Rare 4
Garasha 5
Hisomi 5
Well Done 4
Cocorn 4
Nanatsu 5
Robo-Azuma 3
M. Michelle 5
K. Kyanta 4
Masao 6
Taro 6
Hatoyan 6 forward, 5 back
Masako 4
kinoko 4
ZackyWild 6
Natanee 2

Damage Scaling & Damage Buffs

Each hit of a combo will reduce further hits' damage by 2 points each, to a minimum of 3 damage.
There are various damage buffs, most of which do not scale, they include:

  • +3 on Crouching Opponents (This is applied after the damage floor so minimum damage is 6 on anything that counts as crouching.)
  • +5 on counter-hit, along with Bokoboko gauge damage
  • +20 on KC or on various taunts, goes away on next hit or block, does not scale
  • +50 while opponent is Bokoboko'd, does not scale
  • +5 while Chihiro's U1 install is active, does not scale


Also, grabs are not affected by damage scaling, but will influence damage of subsequent hits.
Grabs also cannot get counter-hit or crouching-hit bonuses.

Putting all this together, Cocorn's 2X ends with him crouching and can be counter-hit.
Most character's 5As instead of doing 5 dmg, get +3 and +6 for a total of +9, meaning you do 13 dmg when counter-hitting Cocorn's 2X.

EX Gauge & FB Bonus

You only gain EX meter on hit or through parrying.
Attacks build 9 points each on hit for solos, 8 for duos, 7 for trios.
Only the first 10 hits of a combo will build meter.
One full bar of EX meter is 80 points.
You can never gain meter from an EX move or Ultra, not even with Flash Bonus.

Here's the meter build for everything:

  • Solos hit - 9 points
  • Duos hit - 8 points
  • Trios hit - 7 points
  • Normal throws - 20 points
  • Parrying - 13 points
  • Parry Type Parry - 40 points
  • FB Bonus - 40 points


(The exception to these rules are Tsukinami and Jakor's multi-hitting moves, they only build 3 points per hit.)

Flash Bonus

Flash bonus cycles every 60 frames when no one is hit and is active for 7 frames.
This cycle is not affected by super freeze, throws, or K-cancel.
It resets every time a move hits or is blocked.

This is very useful for FB-only combos, that are all formatted like:
Launcher -> KC to delay for FB -> FB hit with extra KC damage -> Full combo

Bokoboko

The Bokoboko Gauge rises by special moves that deplete it (Robo-Azuma's U1 or Rogue's U1), by blocked hits, or by counter-hits.
(Those special moves that deal Bokoboko damage on hit or block usually deal 11-hits worth of Bokoboko damage.)
When the Bokoboko bar is full, the enemy is guard broken and enters a stun-state.
If hit during Bokoboko status the next hit will be granted +50 damage with no scaling attached.

Extra health also adds extra resistance to the Bokoboko bar.
In specific;

  • Stamina/Super = +5 to Bokoboko
  • +20 HP Bonus (i.e. Cocorn or Azuma) = +5 to Bokoboko
  • -10 HP Bonus (i.e. Gyanta) = -5 to Bokoboko


(Mysteriously, despite Taro having a -20 hp bonus, he suffers no Bokoboko gauge reduction.)


Hits to deplete Bokoboko for each character's base hp:

Character Modifier Trio Hits Duo Hits Solo Hits
Kyanta 0 15 20 25
Buttobi 0 15 20 25
Spike 0 15 20 20
Anna 0 15 20 25
Tsukinami 0 15 20 25
Blues 0 15 20 25
Jakor 0 15 20 25
Sendou 0 15 20 25
Michelle 0 15 20 25
Chihiro 0 15 20 25
Azuma-Deka +5 20 25 30
Rogue 0 15 20 25
Rare 0 15 20 25
Garasha 0 15 20 25
Hisomi 0 15 20 25
Well Done 0 15 20 25
Cocorn +5 20 25 30
Nanatsu 0 15 20 25
Robo-Azuma +5 20 25 30
Gyanta -5 10 15 20
M. Michelle 0 15 20 25
K. Kyanta 0 15 20 25
Masao 0 15 20 25
Taro 0 15 20 25
Hatoyan 0 15 20 25
Masako 0 15 20 25
kinoko 0 15 20 25
ZackyWild 0 15 20 25
Natanee 0 15 20 25

Throws

Universally, throws in Kyanta has 3 frames of start-up, depending on the character they deal 40-45 damage.
They are performed by pressing B when your hurtbox overlaps the opponent's, or by buffering it through throw-storage.
You can redirect throws by holding either 4 or 6 (left or right) to toss them in a direction.
Throws are not affected by scaling, but all subsequent hits are affected by scaling.
Throws take priority over all moves, except for other throws, so if you wanna be cheeky on wake-up you can escape many Okizeme tools.

Some throws can be combo'd out of, these include:

  • Anna
  • Blues
  • Rogue (Link with 2X)
  • Hisomi
  • K. Kyanta
  • Masao
  • Taro (Link with 5X or 5EX bone)
  • Masako (Link with U1 Angel)
  • Kinoko (Cancel with 5X Mushroom)


Throw Storage

Throw storage can be performed by holding A+B on the same frame, or done by the in-game macro.
While this is active, the moment your hurtbox overlaps the opponent's you will grab them.
This can be used for cheeky Okizeme plays when players do not respect your wake-up, as the throw will take priority and toss them.

During throw storage, you cannot block or input moves.
To let go of it, you must release both A and B on the same frame, if not you'll perform the move of the button you're still holding.
You can activate throw storage while crouching, but you cannot throw until you're out of a crouched state.

Throw Combos

While grabs cannot be combo'd into, they can be combo'd out of with the use of KCs.
Not only that, some characters can do it naturally.
However, during the start-up of a grab you can combo a projectile.
This is performed by having the grab connect as the hitbox does, since they hit at the same time they'll persist in hitstun-state and both moves will go off.

Here's the projectiles that can perform this:

  • Kinoko's U1 Rock
  • ZW's Mole (On wake-up only.)
  • K. Kyanta's 5X and U1
  • Nanatsu 5X and 2X
  • Rare 5X and U1
  • Jakor 5X
  • Blues 2X
  • Anna 5X
  • Spike 5X and 2X


If the projectile knocks down it will interrupt this interaction, even though it will start the grab as usual, just like Hisomi's web-balls, which technically work but interrupts the grab.

Throw Clashes

There are 3 types of throws, these include:

  • Normal Throws
  • Special Throws
  • Ultra Throws


All of these can clash with each other, although due to the nature of normal throws only clashing if hurtboxes are overlapping, it's much rarer to see a normal throw.
When a clash occurs, both opponents will be knocked back onto the ground, resetting completely to neutral.

Juggle Specifics

!!!-Big WIP-!!!
Will be done wheneverrrrrr, check back? Sometime?

Various Cancels

Cancels in Kyanta are very rare, but here are the ones in the game:

  • Razuma's U1 after priming it, done by activating it during the install. Cannot interrupt Razuma's grab however.
  • Kinoko's Mushroom after picking it up, cancels any of Kinoko's moves by throwing it.
  • Kinoko's j.Y, cancels the recovery of any of her air moves that don't end in the air. (j.A/j.B)
  • Gyanta's 2EX>j.Y (Secret Ultra), only after 2EX will it cancel into secret ultra. Likely as a reference to Akuma.
  • Chihiro's 2X>U2 cancel, you can exclusively cancel 2X into U2.
  • Rogue's j.Y can cancel any jumping move, by grabbing onto P-Chan.
  • Hisomi's Grab can cancel into her ultras.
  • Masao's Grab can cancel into his ultras.
  • Whiff grabs can be cancelled by walking.
  • Kyanta Cancelling and Demon Cancelling (Of course).


These interrupt moves completely, cancels it with no animation or lag.
Although Kyanta-Cancels and Demon-Cancels still have a form of "lag" in superflash, although it's merely an animation and there is no delay.

Parrying

Parrying can be performed by press 2 or 6 (a forward or down input), for the next 8 frames you will parry oncoming attacks.
Keep in mind, a forward parry will parry Mid/High hits, while a down parry will only parry Low hits.
If your parry does not connect, the window expires, there's 17 frames of recovery until you can parry again.

Pressing 3 (or down-forward) will not give any parry.
You have to press 2 or 6, which gives the respective Low and High parries.
In the air, you can activate both windows at separate times to parry multi-hits, both the Low and High parry windows will parry any oncoming move.
Jumping also entirely resets the parry window no matter what state it's in.

Due to this, you cannot receive both parry windows on the ground, this opens a few ambiguous situations such as Anna's 5EX>2X approach.
The approach forces you to attempt a down-parry, followed by a forward parry, then a jump and quickly roll a quarter-circle forward input to get both windows.

You can practice these techniques by seeing when the parry bar turns green in training mode.

Also, red parries can also be performed when in block stun, it has the same input as a normal parry but is only active for 6F.
There is NO animation when performing a red parry, you are immediately actionable, this is the only way to punish most true blockstrings. (Such as Robo-Azuma's 3A blockstring)

Landing Recovery

After a jump, holding for another jump will result in 6 frames of landing recovery.
You can not move, guard or jump during landing recovery, but you can attack and parry.
You can cancel landing frames if your are in a attack animation prior to landing, you can also cancel it by performing a move, allowing you to recover faster.

This is responsible for a lot of the difficulty within jump buffers.

Buffer System

Buffering in Kyanta is much more different than other fighters.
The Buffer window is indefinite, you can hold any input for as long as you hold the button down, it will come out the first frame it can.
While buffering, you cannot block or input other moves.

Here's the times when that's impossible:

  • Buffering jumping moves from a standing position
  • Buffering jumping moves after a jump (i.e. j.A>j.A>j.A)
  • Buffering jumping moves after a hit (i.e. 5A>j.EX)

(You can get around these by buffering from Blockstun, Wake-up, Round-start, or Super-flash.)

Knowing this, you can trivialize almost all of the combos in the game.
However, the more advanced combos usually require you to delay hits or link jumping moves, which need to be manually done as opposed to buffered.
In general, this means you'll have to be more cautious about pressing buttons during frame traps, along with having to pay extra attention for FB-based combos or air-based combos.

Hitstop/Superflash/KC Flash

In Kyanta, hitstop exists just like any other fighter, whenever any attack connects, including projectiles, both characters are frozen for a short period of time.
Along with this there are "flashes" that stop time as well.

These "flashes" are as follows:

  • Kyanta-Cancel (25 frames, invulnerable the whole time although that doesn't matter)
  • Demon-Cancel (15 frames, invulnerable, doesn't give dmg buff but it's functionally the same as KC)
  • Ultra Flash (25 frames, invulnerable the whole time although that doesn't matter)


While you're in any of these freeze states, including hitstop, inputs will not be accepted.
During this "freeze", parry windows are still active, but nothing else, if moves come out during it (such as ZackyWild's 2EX in rare cases), simply nothing will happen.
Using this, you can bait parries and buffer buttons.

Okizeme

In Kyanta, Okizeme is a suggestion rather than something to worry about.
Why? Well, when knocked down, you can hold left or right in order to move when waking up, this uses your current walking speed.
In addition to this, if you hold a button down, you will wake up earlier.
You can also buffer moves, such as EXs from wake-up.
In the case of buffering EXs, you can shave off a bit of the wake-up animation. Making moves like Gyanta's U1 punishable.

Essentially, wake-up can't be properly setup reliably, requiring you to watch the opponent's movements carefully.
Despite the fact, wake-up still works like any other game, and there's setups to be had if you read the movement well.

These are the wake-up speeds:

Character Frames Until Wake-up Frames Until Wake-up w/button held
Kyanta 58 44
Buttobi 58 44
Spike 0 0
Anna 0 0
Tsukinami 0 0
Blues 0 0
Jakor 0 0
Sendou 0 0
Michelle 0 0
Chihiro 0 0
Azuma-Deka 0 0
Rogue 0 0
Rare 0 0
Garasha 0 0
Hisomi 0 0
Well Done 0 0
Cocorn 0 0
Nanatsu 0 0
Robo-Azuma 0 0
M. Michelle 0 0
K. Kyanta 0 0
Masao 0 0
Taro 0 0
Hatoyan 0 0
Masako 0 0
kinoko 0 0
ZackyWild 0 0
Natanee 0 0
General
HUD
Characters
Kyanta
Buttobi
Spike
Anna
Tsukinami
Blues
Jakor
Sendou
Michelle
Chihiro
Azuma-Deka
Rogue
Rare
Garasha
Hisomi
Well Done
Cocorn
Nanatsu
Robo-Azuma
Gyanta
Mask Michelle
Katana Kyanta
Masao
Taro
Hatoyan
Masako
kinoko
ZackyWild
Natanee
Mechanics
Types