Ultra Fight Da! Kyanta 2/Tsukinami

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Tsukinami

Background

The owner of Tsukinami Ranch, which has been owned by her family for many generations.
All the food produced at the ranch is cooked and sold at a restaurant on the ranch that’s open to the public.
It’s become a bit of a tourist spot in recent years thanks to Tsukinami’s masterful cooking skills, so she’s become quite a proficient hunter and butcher to keep up with the demand for meat.

By some miracle, she manages to get nearly all the work done on her own.
The only help Tsukinami gets at the ranch is from an elf named Rogue, who is tasked with some of the less difficult activities.
Tsukinami would love to become good friends with her and learn to be a bit more relaxed, but they’ve both got a long way to go.

The community calls her "Tsuki" for short.

Overview

Playstyle
UFDK2 Tsukinami Icon.png Tsuki is a Multihit Monster. Probably THE Unga Top-tier of Kyanta.
Pros Cons
  • BOKO Queen: Can really pile on the boko with all of her multihitting moves(5X, j.B, 5EX, j.EX). Puts a lot of pressure on your opponent to try and parry out, but hard to punish with the mobility of 5EX, and j.EX.
  • Trapper: Getting a knockdown in the corner is really advantagous, setup net, into a multihitting unblockable.
  • Jack of All Trades: Got a decent version of everything: 5A confirms, 50/50s, projectiles, Meter taunt. Can be put in most places.
  • Get Baited: EX moves take a little commitment. can definitely be baited to use EX move and have it whiff or punished. Once your out of meter, hard to escape airtight oki.

Movelist

5A
UFDK2 Tsukinami 5A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid N/A N/A N/A 0 N/A N/A N/A N/A

2-hit jab similar to Azuma-Deka's 5A, except this one can anti-air extremely well.

2A
UFDK2 Tsukinami 2A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low N/A N/A N/A 0 N/A N/A N/A N/A

Low poke with extra active frames compared to most characters.

J.A
UFDK2 Tsukinami JA.png
Damage Guard Startup Active Recovery Invuln Effect
15 High N/A Until Ground Until Ground 0 N/A

Long lasting jumping kick, your primary air to air and air to ground.

5B
UFDK2 Tsukinami 5B.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 Mid N/A N/A N/A 0 N/A N/A N/A N/A

Very fast decently ranged poke.

2B
UFDK2 Tsukinami 2B.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low N/A N/A N/A 0 N/A N/A N/A N/A

Fast low launcher, unsafe on block but so fast rarely punished.

J.B
UFDK2 Tsukinami JB.png
Damage Guard Startup Active Recovery Invuln Effect
7*11(39) Mid N/A Until Ground Until Ground 0 N/A

Much like Gyanta's j.B, this is an 11-hit unsafe (even on hit) mid jump-in that's mainly used as KC>j.B>KC fodder or ultra 1 confirm.

5X
UFDK2 Tsukinami 5X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
9*9(39) Mid N/A N/A N/A N/A N/A N/A N/A N/A

Spin, very unsafe, rarely used outside of a few combos and even then j.B out performs it by 6 damage when possible.

2X
UFDK2 Tsukinami 2X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
25 High N/A N/A N/A N/A N/A N/A N/A -

A useful leaping strike that covers a lot of distance and leads into a combo. Has invulnerable start-up for no good reason.

J.X
UFDK2 Tsukinami JX.png
Damage Guard Startup Active Recovery Invuln Effect
N/A High N/A N/A N/A N/A Unblockable, Trapped

Unblockable that puts the opponent into Net State.
Opponents caught in net-state cannot be grabbed, have no damage scaling, the attacker cannot suffer pushback.
Unlike other similar traps, you can mash out with left and right.

5EX
UFDK2 Tsukinami 5EX.png
Main Reversal
Main Reversal
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
13*12 (45 only 5 hits will combo) Mid N/A N/A N/A N/A Knockdown N/A N/A KD, KB, C

Extremely invulnerable and lets you move for a short bit before you're frozen in place.
Has a huge deadzone behind Tsuki when performed, jumping over it makes her insanely easy to punish.

2EX
UFDK2 Tsukinami 2EX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 High N/A N/A N/A N/A Knockdown N/A N/A KD

Fast unreactable jump-in that moves a third of the screen while still invulnerable.
Hard to anti-air.

J.EX
UFDK2 Tsukinami JEX.png
Damage Guard Startup Active Recovery Invuln Effect
20*10(111) Mid N/A N/A Until Ground N/A KD

Really good quick tk.j.EX, can move left and right during it similar to Rare's j.EX. Like Rare, hit the bottom of hit hitbox, with the top of your opponents hurtbox for max damage.

Ultra 1 (2Y)
UFDK2 Tsukinami U1.png
Air Blender
Air Blender
N/A 25*9(149) High N/A N/A N/A N/A N/A N/A ? KD, KB, BD, F, NC

Invuln start-up jump-in spin that does 149, 20 more than most Ultras and has the scaling changes so it'll always deal 20 on the last hit.
Insanely good for punishing crouches, dealing 173 raw.

Ultra 2 (Y)
UFDK2 Tsukinami U2.png
Choppa Choppa
Choppa Choppa
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A N/A N/A N/A N/A N/A Knockdown N/A -N/A -

Not Genei Jin, buffs Tsuki's 5B and 5X to do even more multi-hits.
5B does 88 dmg in 4 hits, 5X does 66 in 9 hits. OK Ultra, might be outclassed by U1 or Demon Type

Grab (AB)
UFDK2 Tsukinami GRAB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 Grab N/A N/A N/A N/A Knockdown Knockdown N/A KD, KB

Okay grab that has some alright KC follow-ups.

Taunt (Select)
UFDK2 Tsukinami TAUNT.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
+20 to next attack N/A N/A N/A N/A N/A N/A N/A N/A N/A

Yawn for a 1 bar of meter, "because she needs it".


Combos

Notation Help
Disclaimer:

Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.

FB Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
KC Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
DC Refers to cancelling a move by activating Demon type's buff, similar to KC.
XEX Refers to pressing X+Y on the same frame, or the macro-button for X+Y.

This is known as an EX move, for example: j.EX>5EX>2EX.

{X/Y/Z} Move X or Y or Z can be used.
#X Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)

If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.

(X)xN or (X)xN-N Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.

Also occasionally includes a dash to indicate that a varying amount of hits can be performed.

j.X Button X is input while you are in the air jump.
X(whiff) Indicates that X is intended to whiff.
(Delay) or (Wait) Indicates a short delay on the hit.
(X) X move is omittable from the combo, this will be mentioned in the hover text.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
AA Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
[X] Indicates if a move should be held down.
]X[ Indicates if a held move should be released, for example: 5[B] > 5]B[.

MID

j.A/2X > 2A > tk.j.EX > 5X (112)

  • Works with either j.A or 2X, damage listed is 2X.


5A,5B,U2,(5B)x6,5X

Corner

2EX > 5B >(delay) 5B > 2B > 5X (116)

2EX/2B > 2A > 7 > U1 > 5X (187)

  • U1 won't get every hit if you jump with 8 or 9, 7 will guarantee every hit into 5X. Listed damage is 2EX.

2X/j.A > (2A > 5B)xN

  • Taro-only infinite.

====Net Infinite====

j.X(setup) > j.B/5X > (j.X(hit) > j.X(setup) > 5A > 5X)xN

  • Basic net loop, takes three reps to kill.


j.X(setup) > 2X > (2A)x5 > (j.X(hit) > j.X(setup) > 5A > 5X)xN

  • Slightly harder net loop starter with 2X, meant to catch people jumping.


Example of these here: Tsukinami - Net loops (By YFDHippo)

Other Resources

Guides/Showcases

Notable Players

Yellowswerve


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