Ultra Fight Da! Kyanta 2/Team Building
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 |
Bokoboko
The Bokoboko Gauge rises in a number of ways:
- Blocked Hits (1 Point)
- Counter Hits (1 Point)
- Boko-Damage Ultras (10 Points On Hit, 11 Points On Block)
When the Bokoboko bar is full, the enemy is guard broken and enters a stun-state.
The opponent will be stunned for 88 frames, in which they are completely inactionable.
If hit during Bokoboko status the next hit will be granted an unscaled +50 damage bonus, this stacks with other damage bonuses.
Extra health also adds extra resistance to the Bokoboko bar:
- 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
(Despite Taro having a -20 hp modifier, 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 |
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 and potentially 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 |
Gyanta | 3 |
M. Michelle | 5 |
K. Kyanta | 4 |
Masao | 6 |
Taro | 6 |
Hatoyan | 6 forward, 5 back |
Masako | 4 |
kinoko | 4 |
ZackyWild | 6 |
Natanee | 2 |
Types
When selecting a character in Ultra Fight Da! Kyanta 2, you are prompted to select one of six grooves: Stamina, Speed, EX, Super, Demon, or Parry.
These heavily change your gameplan and are key elements to building teams, you need to be aware of all of their strengths and weaknesses to thrive.
Stamina
Gives your character 50% more health.
That means even more health for duos and solos than for trios.
You also have access to Ultras, which is the defining trait of this type.
It also adds extra hits to the Bokoboko guage. (+5 in specific.)
It's an all-around strong type.
Speed
Increases your walk speed by three pixels per frame.
You also get access to Ultras, a compromise between Super and Stamina type.
EX
EX Type allows you to use your Ultra EX for 75% meter instead of 100%. (EX can be popped for 60 points instead of 80.)
Worth considering for characters with strong Ultra moves, such as Azuma-Deka.
Super
This Type combines the benefits of both Stamina and Speed Types, but you are not able to use Ultras.
It's a fantastic choice for characters with strong EX moves but lacking Ultras, or for people who dislike misinputting Ultras doing EXs.
This type lacks in damage due to the lack of Ultras however (most Ultras do 120), requiring you to make up for it with difficult FB-based combos or excellent neutral.
Demon
Instead of a super, the Y button activates a mode that allows the use of several EX moves. (7 moves, optimally with the final draining .5 bar.)
The Demon Mode activate functions like a Kyanta Cancel without the damage buff, this is referred to as Demon Cancel (or DC),
and leads to some of the most damaging and flashy combos in the game.
However, this type is very glass-cannon-y as they don't get any health buff.
Not only that, but not many characters can leverage the type's strengths, the best being Nanatsu and Blues currently.
Parry
Disables blocking and you don't get any health bonus, but your parries now heal you and grant bonus meter.
You also gain 30 health between rounds.
On every successful parry, you gain 40 points of meter (or %50 bar), and heal 20-30 hp.
This is one of the most hype types, incredibly risky but incredibly rewarding.
Unlike Demon which occupies a similar niche, any character can leverage this type with careful play.