Ultra Fight Da! Kyanta 2/Taro

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UFDK2 Taro Header.png

Bio

Taro is a dog, from Taro's own game: 伝奇ちんちんプレイ伝 2
Also made by Haramaself, and probably the second game in the Taro series? I don't speak japanese.

Gameplay

Despite his seemingly low height, Taro is actually a regular-sized character, not even within the 3 shortest while crouching.
He has the lowest health of any character in the game and takes 18 extra frames of hitstun from attacks when standing.
However, he also has the unique ability to passively recover health, he heals 1hp per every 8f, assuming he hasn't been hit, blocking, or parrying in 192f.

This makes Taro play an extremely volatile zoner, who's high points are almost completely outweighed by crippling weaknesses.
Suffering even more than the other zoners in Kyanta that already suffer enough, i.e. Azuma or Rogue,
Taro needs to play extremely campy and never make a mistake to win a match.

Do not play this character if you're looking to win.
There are plenty of other zoners to pick from that play the game far better.
However, if you're willing to run the right team comp to make him work, Taro is the least fun character to fight in the game.

Recommended Types: Demon
Taro is a zoner, hoping to zone with 5X/5EX. When Taro has meter, his 5EX bone is stupid.
The keep-away, combo-utility, and overall zoning 5EX can do when properly piloted is absurd.
If you play your cards right abusing 5EX and 5X to zone, you can invalidate most of the cast.
The caveat being that it costs meter, something Taro cannot build without taunting.

To put it simply, if you get touched you die.
If you get demon install once, you play the world's most annoying zoner.

Movelist

Input Damage Guard Notes
5A 5 Mid 1 frame startup. Very low to the ground jab.
2A 5 Low 2 frame startup.

A low instead of a mid, less horizontal reach than 5A but less recovery. Probably your best button.

j.A 10 Overhead Air version of 5A that ends in the air with a slight float.

Great for air combos, gives Taro a confirm into U2 off of most DPs.

5B 15*4 (48) Mid Extremely slow and damaging disjointed attack. Doesn't move Taro back on block, useful for buying yourself time to pilot Bones.
2B 20 Low 11f start-up slide, can't be combo'd out of even in corner without a bone. Do not use this after 2A.
j.B 11*4 (32) Overhead Dog UFO attack.

Immediately halts upward momentum and allows Taro to glide left or right. Minus on hit and block, doesn't combo well.

5X 10 Mid Controllable bone projectile. Taro can control the bones with the directions, can have two bones on-screen at once.
2X 15*4 (48) Mid DP with downward facing hitboxes. Unless you're in the j.X combo, do not use this.
j.X 15*4 (48) Overhead Horrible hitbox but it's your best combo-starter. Only use this if the opponent is backed up against the corner.
5EX 30 Mid EX version of 5X that knocks on hit. One of the best moves in the game.
2EX 20*6 (83) Mid EX version of 2X. Hitboxes still face downward, so it's still a very unreliable DP.
j.EX 15*4 (48) Overhead EX version of j.X. A bit faster, and invulnerable. Fullscreen combo starter with deceptive invuln, very difficult to properly parry.
Ultra 1 (Y) 1 damage every frame for 300 frames - Extremely abusable super which covers the ground in flames, deals damage as long as the opponent is overlapping it. OTGs even!
Ultra 2 (2Y) 25*13 (190) Mid 1-bar TOD. Has very limited combo routes, if combo'd into it'll usually only do 150 as oppose to 190.
Throw X*21 (40) Grab Grab that has no routes off of KC due to the insane amount of hits and Taro's poor frame-advantage.

Unusable.

Taunt 50 Mid Hits behind Taro for 50 dmg, impossible to get in a combo. Grants 1 EX Gauge thankfully.

Sample Combos

Midscreen
2A > 2X/2EX

  • Needs to be very close to the opponent to hit.

Corner
j.B > A/2EX

2EX/2X Loop:
Once at the correct height (2EX , 2X)xN will work until they fall too low normally after a 4-5 reps. So for example.
j.X , 2EX , 2X , 2EX , 2X , 2EX , 2X , 2EX , 2EX , 2X , 2EX , 2X , 2EX , 2X

  • Each rep of 2EX , 2X does 30 minimum damage which makes it a fairly cheap cost to stack on extra damage.


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