Ultra Fight Da! Kyanta 2/System Specifics

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Movement

Walk Speed

See at Team Building Page.

Jumping Recovery

Jumping
Before you jump, there's a 1-frame gap from when you jump and when you are actionable.
Although this doesn't affect most air buttons, this leaves a 1-frame gap on j.A/B/X/Y/EX inputs.

On Landing
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.

Defensive Mechanics

Blocking

In Kyanta 2 you can only block on the ground, not in the air.
This requires you to plan your approach or chicken-block to approach without parrying.

To block you hold:
Holding 4 (left) while facing right will block high.
Holding 1 (down-left) while facing right will block low.

After blocking an attack, characters enters a state called blockstun where they are unable to do anything except block.
Blocking anything, will add to your Bokoboko Gauge.
You can buffer anything through blockstun, much like hitstun.

Also, moves listed as unblockable, are unblockable.
They require you to parry or just be avoided to not be hit by them.

Parries

Blue Parrying can be performed when not in block stun or a move by pressing 2 or 6 (a forward or down input), only from 5 (a neutral input).
For the next 8 frames you will parry oncoming attacks that correspond to the direction picked.
Forward parry will parry Mid/High hits, while a down parry will only parry Low hits, you cannot receive both parry windows on the ground.
If your parry does not connect, the window expires, there's 17 frames of recovery until you can parry again.

In the air, you can activate both parry windows, both windows will work for any hit in the air.
Jumping resets the parry window no matter what state it's in.

Red parries can be performed when in block stun, it has the same input as a normal parry but is only active for 6f.
When performing a red parry, the opponent gets 6 frames of "parry-recovery" added to them, this is the only way to escape most true blockstrings without getting hit.

Bokoboko

See at Team Building Page.

Okizeme/Ukemi

When knocked down, the downed opponent has a certain number of frames until they wake up.
This can be shortened by holding a button down, making you wake up sooner. You can also hold left or right in order to move (Ukemi) while waking up, EXs will cancel Ukemi.
You can also buffer moves and parries from wake-up.

These are the wake-up values:

Character Frames Until Wake-up Frames Until Wake-up w/button held Ukemi Speed (Pixels Per Frame)
Kyanta 58 44 3
Buttobi 58 44 4
Spike 57 44 3
Anna 44 44 3
Tsukinami 49 37 0
Blues 57 43 0
Jakor 59 45 0
Sendou 57 44 0
Michelle 51 40 0
Chihiro 51 39 0
Investigator Azuma 51 40 0
Rogue 49 38 0
Rare 56 50 0
Garasha 52 40 0
Hisomi 50 39 0
Well Done 47 36 0
Cocorn 47 36 0
Nanatsu 51 40 0
Robo-Azuma 52 40 0
Gyanta 51 40 0
M. Michelle 52 40 0
K. Kyanta 52 40 0
Masao 52 39 0
Taro 53 41 0
Hatoyan 51 40 0
Masako 53 40 0
kinoko 52 41 0
ZackyWild 52 40 0
Natanee 52 40 0

Offensive Mechanics

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.
You cannot buffer air moves from standing, as ground buttons have priority.

You can buffer air moves from:

  • From Blockstun/Hitstun
  • From Round-start
  • From Kyanta Cancel
  • From Super-flash


You cannot buffer air moves from:

  • From Landing from another air move
  • From Wake-up


Knowing this, you can trivialize almost all of the combos in the game.
However, more advanced combos usually require you to delay hits or link jumping moves, which need to be manually done as opposed to buffered.

Scaling

Scaling in Kyanta 2 is an ever present threat, each hit of a combo will reduce further a hit's damage by 2 points each, to a minimum of 3 damage.
The formula is:
Attack - ((Combo Counter-1)*2)

There are various types of damage that do not scale, they include:

  • +3 on Crouching Opponents
  • +5 on counter-hit, along with Bokoboko gauge damage
  • +20 to next hit from various taunts
  • +20 to next hit from KC
  • +50 while opponent is Bokoboko'd
  • +5 to every hit while Chihiro's U1 install is active
  • Grabs and command grabs (Cannot gain counter-hit/crouching bounuses)
  • Some Ultras ignore scaling


Combo Counter

Despite looking like just a HUD element, the combo counter has effects on gameplay.
Here's a list of the known effects:

  • 2 Hits - The second hit of every juggle will launch high regardless of if the move has the ability to launch, only the second hit.
  • 3 Hits - You can no longer walk forward after 3-hits until the opponent is out of ground hitstun.
  • 6 Hits - Robo-Azuma's crouch slide cannot move in hitstun after 6 hits.
  • 10 Hits - You can no longer walk forward at all, even if the opponent is in the air, and EX gain is stopped.
  • 10+ Hits - Every hit past 10 hits increases gravity in a juggle.


Also there's text effects that appear based on how many hits:
The lil' text that flashes depending on how many hits you get.

Attack Effects

This is a semi-comprehensive list of Attack Effects for character pages to refer to:

Effect Acronym Explanation Example
Launcher KD Launches the opponent in a fixed height determined by the move, forces a knockdown on hit.

Works regardless of scaling or combo counter.

  • Kyanta's 2B
  • Robo-Azuma's 2X
  • Anna's 2X.
Knockback KB Launches the opponent in a fixed speed or height determined by the move.

Works regardless if hit, block, or parry.

  • Well-Done's U1
  • Rogue's 5EX
  • Investigator Azuma'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. Armor is infinite and cannot be broken without grabs.

  • Chihiro's U1
  • Kinoko's 5[B]
  • ZackyWild's 2[EX]
On-The-Ground OTG Moves that hurt opponents knocked down, before they enter ukemi.
  • Kinoko's j.B
  • Masao's j.B
  • Taro's U1
Boko Damage BD Moves that deal Boko-boko damage on hit or block.
  • Robo-Azuma's U1
  • Rogue's U1
  • Well-Done's U2
  • Hatoyan's U2
Unblockable UB Moves that cannot be blocked at all.
  • Kinoko's U1
  • ZackyWild's 2[EX](lvl4)
  • Natanee's Taunt
Unparryable UP Moves that cannot be parried at all.
  • Kinoko's U1
Flames F Moves that show fire particles on the opponent when hit.
  • Spike's 5X/5EX
  • Taro's 5B
  • Rare's j.EX
Web W A state exclusive to Hisomi's web-ball projectiles.

Opponents caught in the web-state cannot be grabbed, have no scaling, and the attacker cannot suffer pushback.

  • Hisomi's j.X/5X/2X
Net N Exclusive to Tsukinami's j.X trap projectile.

Opponents caught in net-state cannot be grabbed, have no scaling, and the attacker cannot suffer pushback.
Unlike other traps, you can mash out with left and right, assuming you haven't been hit.

  • Tsukinami's j.X
Heart HE Exclusive to Jakor's U1 heart projectile.

Opponents caught in heart-state cannot be grabbed and the attacker cannot suffer pushback.

  • Jakor's U1
Wall Bounce WB Moves that trigger a wall-bounce, forcing the opponent into the wall and back.
  • ZackyWild's 5EX
Healing H Moves that heal the user.
  • Kinoko's 5EX/j.EX (Mushroom)
  • Rogue's Taunt
  • Well-Done's U2
No Knockback NKB Moves that have no knockback on block.
  • Rare 5B
  • K.Kyanta's U2
Natural Cancel NC Moves that completely cancel anything by starting the move.
  • Kinoko j.X/5X (Mushroom)
  • Robo-Azuma (Primed) U1
  • Rogue's j.Y
Fixed Cancel FC Moves that have pre-programmed cancels when doing it from a specific state or move.
  • Rare j.X > j.EX
Collision C Moves that have collision, preventing the attacker from going through the opponent while it's active.
  • Hisomi 2B/2EX
  • Robo-Azuma 5B/5EX


Cancels

Cancels in Kyanta are far more rare than other fighters, costing lots of meter or having specific setups to perform:

  • Kyanta Cancelling, performed by spending a bar with the input B+Y while in a move. (25 frames, invulnerable)
  • Demon Cancelling, performed by activating demon mode with a bar with the input Y while in a move. (15 frames, invulnerable)
  • Ultra Cancelling, performed by activating an ultra with a bar while in another move with the same input. (25 frames, invulnerable)


There are also character-specific cancels:

  • Razuma's (Primed) U1, performed by activating it during the install. Cannot interrupt Razuma's grab however.
  • Kinoko's Mushroom can cancel any of Kinoko's moves by throwing it.
  • Kinoko's recovery on j.A can be cancelled with any of her other air moves on hit, such as j.A, j.B, j.X, or j.Y.
  • Rare's j.X > j.EX cancel, you can exclusively cancel j.X into j.EX.
  • Rare's Ukemi can be cancelled with any EX move.
  • Rogue's j.Y can cancel any jumping move, by grabbing onto P-Chan.


These interrupt moves completely, cancelling the previous action with no animation or lag.
Although Kyanta Cancels, Demon Cancels, and Ultra Cancels still have a form of "lag" in super flash, but super flash is just an animation, and there is no delay.

Throws

Throws can only buffered, with A+B, which is instantly performed when your hurt box overlaps the opponent.
You cannot input any other move while buffering throw, but you can do anything else.
Universally, throws take 3f to start-up, have 4f of activity, and 5f of recovery.
You can redirect throws by holding either 4 or 6 (left or right) to choose which direction you throw in.

All throws can be dodged by jumping and all throws can be teched with A+B.
This includes command and Ultra throws, such as Gyanta's U1.
When a throw tech occurs, both players are knocked to the ground and reset to neutral.

These are the various Grab values:

Character Start-up Activity Recovery Damage Combo (No KC)
Kyanta 3 3 5 40 N
Buttobi 58 44 4
Spike 57 44 3
Anna 44 44 3
Tsukinami 49 37 0
Blues 57 43 0
Jakor 59 45 0
Sendou 57 44 0
Michelle 51 40 0
Chihiro 51 39 0
Investigator Azuma 51 40 0
Rogue 49 38 0
Rare 56 50 0
Garasha 52 40 0
Hisomi 50 39 0
Well Done 47 36 0
Cocorn 47 36 0
Nanatsu 51 40 0
Robo-Azuma 52 40 0
Gyanta 51 40 0
M. Michelle 52 40 0
K. Kyanta 52 40 0
Masao 52 39 0
Taro 53 41 0
Hatoyan 51 40 0
Masako 53 40 0
kinoko 52 41 0
ZackyWild 52 40 0
Natanee 52 40 0

In some rare cases, projectiles can collide with an opponent during a throw.
This is due to the hit stop preventing the grab from coming out, but they're still in a grab state.
This is performed by having the grab connect as the hitbox does, since they hit at the same time they'll persist in hit stun-state and both moves will go off.

Here's the projectiles that can perform this:

  • ZackyWild's 2B (On wake-up only)
  • K. Kyanta's 5X/j.X/U1
  • Nanatsu 5X/2X
  • Rare 5X/U1
  • Jakor 5X
  • Blues 2X
  • Anna 5X
  • Spike 5X/2X


If the projectile knocks down it will interrupt this interaction.
So any EX or special projectiles, while they may still work, will interrupt the grab.

EX Gain

UFDK2 EX meter.png

There are various ways to build meter, but mainly from hitting the opponent.
Only the first 10 hits of a combo will build meter, except for throws.
You can't gain meter from an EX move or Ultra, not even with Flash Bonus.*

Here's the various types of meter build:

  • Hit - 7 points
  • Specific Multi-hits* - 3 points
  • Throws - 20 points
  • Command Throws - 15 points
  • Parrying - 13 points
  • Parry Type Parry - 40 points
  • FB Bonus - 31 points + 7 points
  • First Hit Bonus - 31 points + 7 points


*The Multi-hits affected by the meter gain nerf:

  • Jakor j.B
  • Tsukinami 5X


*On rare occasions EXs and Ultras can gain meter if the game simply doesn't register the hit as a meter-using 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 flashes or throws.
It resets every time a move hits or is blocked, except for throws.
When a hit occurs within the window, you receive extra meter to your combo.

General
FAQ
Advanced
Characters
Kyanta
Buttobi
Spike
Anna
Tsukinami
Blues
Jakor
Sendou
Michelle
Chihiro
Investigator Azuma
Rogue
Rare
Garasha
Hisomi
Well Done
Cocorn
Nanatsu
Robo-Azuma
Gyanta
Mask Michelle
Katana Kyanta
Masao
Taro
Hatoyan
Masako
kinoko
ZackyWild
Natanee
Dr. K