Ultra Fight Da! Kyanta 2/System Specifics

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The formula for a stamina/super character's health is:

The formula for a non-stamina/super character's health is:

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
  • 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


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


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.

Combo Specifics

Attack Effects

While effects are sparce in Kyanta 2, there's a fair number of them and this section hopes to capture all of them for easy reference on other pages.
Moves will usually have them listed in the descriptions if they aren't present in the movelist's table.
This doesn't include universal things like invulnerability however.

Effect Acronym How It Works Move Example
Launcher KD Launches the opponent in a fixed height determined by the move. Sendou's 2X, Robo-Azuma's 2X, countless other moves.
Knockback KB Sends the opponent flying back or up on a block or hit depending on the move. Well-Done's U2, Well-Done's U1, Well-Done's 5B, Rogue's 5EX, Azuma-Deka's 5B.
Armor AR During the duration of the move, the user cannot take hitstun or be launched. Attackers don't suffer pushback and have no scaling. Unlike other fighters, armor is infinite hits and is never broken through. Chihiro's U1, Chihiro's 5EX, Kinoko's 5[B], ZackyWild's 2[EX].
Flames F Shows fire particles on the opponent after a hit, has no effect besides a small visual treat. Spike's 5X/5EX, Taro's U1, Taro's 5B, Rare's j.X, Rare's j.EX.
Web W A state exclusive to Hisomi's web-ball projectiles. Opponents caught in the web-state suffer increased hitstun, no scaling, and the attacker cannot suffer pushback. Hisomi's j.X/5X/2X.
Trap T Exclusive to Tsukinami's j.X, when the trap hits the opponent has no damage scaling, the attacker cannot suffer pushback, and the opponent is trapped for a short period of time. Unlike other traps however you can mash out with left and right. Tsukinami's j.X.
Heart HE Exclusive to Jakor's U1, when the heart grabs the opponent, the attacker cannot suffer pushback, and the opponent is trapped for a short period of time. Jakor's U1.
Boko Damage BD Some moves deal Boko-boko damage on hit or block, 11-hits worth of Boko-boko damage on block, 12-hits worth on hit. Robo-Azuma's U1, Rogue's U1, Well-Done's U2, Hatoyan's U2.
Unparryable UP Moves that cannot be parried at all no matter what. There's not many right now but that could change in the future so this is listed for future's sake. Kinoko's U1.
Healing H Moves that heal the user. Kinoko's j.EX/5EX, Rogue's Taunt, Well-Done's U2.
On-The-Ground OTG Moves that hurt opponents on the ground. Kinoko's j.B, Masao's j.B.

(Sidenote: Jakor's U1, Hisomi's X moves, and Tsukinami's j.X are all separately labelled due to the small differences between them.)
(I assume Kyanta 2 handles each one of these "trap" moves on a case-by-case basis, so there's merit in listing them separately in-case any effect is reused.)

Combo Counter Effects

The combo-counter in Kyanta 2 has very literal restrictions based on what # the counter is at.
They're surprisingly straight-forward and extremely obvious, knowing them will help you build combos easily and quickly.

Here's all of the known effects the combo counter has on gameplay:

  • The second hit of every juggle will launch high regardless of if the move has the ability to launch, only the second hit.
  • Every hit past 10 hits increases gravity in a juggle.
  • Above 10 hits you are restricted from walking forward and meter-gain is stopped.
  • Robo-Azuma's crouch slide will stop moving after 6 hits.

There's not very much going on but it's important to know.

Juggle Specifics

Juggles are very straight-forward in Kyanta 2, but there may be some confusion.
This section includes everything important to know on juggles.

Of course, as stated earlier:

  • The second hit of every juggle with always launch, regardless if it has the ability to launch.

This means most combos follow the format: Launcher > 5A/2A > Whatever (i.e. Kyanta's 2B>5A launcher.)
All juggles must proceed a launcher or an opponent in the air.
This can be odd to adjust to for anti-air combos, as the second hit will make the opponent launch high for seemingly no reason.


  • Every subsequent hit in the air on a juggled opponent past 10 scales gravity.

Self-explanatory really. This really just means multi-hits are worse earlier on the combo, but better later on.
Especially since hitstop prevents gravity from affecting opponents in a juggle, it's better to put the multi-hits as enders rather than starters.
This also means spamming jabs at the end of a combo is better than doing them earlier on, assuming you weren't trying to 2nd-hit launch with the jab.


  • All launchers have set launching height, regardless of gravity will always launch the same height.

This means no matter what moves like Kinoko's 5[B] or Masako's U1 will always give the same launch even on the 2nd-hit of a juggle.
This forces you to use non-launchers to juggle with the 2nd-hit and starves some characters of combo routes, such as how Well-Done's 5B ruins his juggles.
More importantly, this applies even at the end of your combo, regardless of gravity you'll always get the same height.
Giving characters like Anna and Azuma-Deka the ability to juggle constantly with the same move as long as they're plus.


This is probably the most straight-forward of the "system mechanics".

Hitstop refers to the slight pause of the game after a hit connects.
It's a superficial thing that's mainly there for game-feel and making hits feel impactful.
A few frames of hitstop occur after every hit, this can be used to buffer moves and when pushback occurs.
It also prevents any and all moves from coming out, it won't prevent animations however. It also shakes the background a bit and prevents gravity.

Despite that though, Kyanta 2's engine is especially janky about handling hitstop.
If a move has excessive hitstop, such as Rogue's 5X during U2 install, these effects will cause moves to "freeze".
This is especially noticeable for moves with movement, such as Buttobi's j.X or Rogue's 5B.
The moves will be frozen until the hitstop isn't occurring, applying the forced movement excessively, making moves fly.

Notorious examples of Hitstop jank include:

  • Rogue's 5B during U2 install's multi-hit, resulting in Rogue levitating.
  • Robo-Azuma's 2X when frozen in hitstop, resulting in him getting the same height as 2EX.
  • Natanee's 2X on super-armored opponents.
  • Chihiro's 5EX refusing to grab on opponents dealing a ton of hits.
  • Difficulty in performing j.EX links due to hitstop favoring ground buffers.
  • Pretty much the entirety of Tsukinami.
  • Nanatsu's U1 causing her to have an air-ground state on hit.
  • Hitstop jank is why the projectile throw-combos work.

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 recovery on j.A can be cancelled with any other air move, such as j.B, j.X, or j.Y.
  • 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 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.


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
Well Done
Mask Michelle
Katana Kyanta