Ultra Fight Da! Kyanta 2/Well Done

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Well Done
Blood type: None
Pronoun: Well Done
Race: Urienite
Birthday: The Big Bang

Background

Well Done is an alien from a far away galaxy that exists only to spread destruction and misery.
He has both incredible physical strength and mastery of an incomprehensible cosmic energy.
He has the power to destroy entire planets, but simply destroying a planet is boring to him.
He much prefers to go to a planet with intelligent life and create chaos, toying with people and killing them one by one until there’s no one left.
He has selected Earth as his current target, and he is taking things even more slowly than usual.
He seems to have some goals in common with Michelle, and is working together with him to cause all kinds of mayhem.
Likes:

  • Destruction
  • Murder
  • Suffering
  • Chaos


Dislikes:

  • Peace
  • Happiness
  • Order


Win Quotes:

  • "Crush Murder Destroy"
  • "Over Already? I'm dissapointed!"
  • "I won't be done till your nothing but dust!"


Overview

Playstyle

Recommended Types: Stamina U1

UFDK2 Well Done Icon.png DOES NOT PLAY LIKE SAGAT or GUILE Welldone is a hard read counter hit, rushdown character.
Pros Cons
  • Check yourself: U1 can punish a lot of moves and Taunt setups that would otherwise be safe
  • KO Confirmed: Almost all attacks can be confirmed into a KO with about 2 bars of meter on 210 HP characters from anywhere onscreen.
  • Taunt: Taunt gains 1 meter when complete.
  • Tall cut of beef: Has extra health so most 210 combos do not kill WD, plus a weird juggle body makes WD hit the floor quicker than most characters.
  • Big Brain: Needs a lot of knowledge of the game to know when to punish, and have a decent grasp on parry.
  • Defense Deficient: Bad reversals, EX can be be easily baited out, being tall leads to getting hit by more attacks as well.
  • Too tall for this world: 5A whiffs on a portion of the cast crouching, and 5X has trouble hitting most standing opponents

Movelist

Tech

Option Selects / Neutral

  • 2B Spam

2B hits low and is great for stopping slides, and standing parry attempts.

  • Last Frame 5B

Hard to punish outside of a parry 5A, on block leaves you plus


Low-profile Whiffs

5A, 5X prone to whiffing on some of the cast.
Here's the list of the characters who have an advantage 5A whiffs against Crouching: Kyanta, Buttobi, Anna, Jakor, Rogue, Garasha, Hisomi, Nanatsu, Gyanta, Kitana Kyanta, Masao, Hatoyan, Masako, Kinoko, Dr. K 5A whiffs against Standing: Taro

5X hits standing: Buttobi, Anna, Blues, Michelle, Inv. Azuma, Rare, Hisomi, Welldone, Cocorn, M.Michelle, Zacky, Natanee

5X hits crouching: Razuma

Slide under 2X: Kyanta 2B, Anna 2X, Chihiro 2X, Rare 2B, Nanatsu 2B, Kitana 2B, Masao 2B, Zacky 2X, Masako 2B, Kinoko 2B, Natanee 5X

Movelist

5A
UFDK2 Welldone 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

1f start-up. Really good hitbox that sadly whiffs on most crouchers.Links into itself, 2A, 5B(Close), 2B, 5EX, 2EX, and U1. Go to parry button against standing attacks.

2A
UFDK2 Welldone 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

3f start-up oddly enough, really poor hitbox placement. Starves WD for a good Abare button due to the start-up.

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

Active until landing jump-in with 10f of start-up. j.A has the best hitbox to counter other aerial moves.

5B
UFDK2 Welldone 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

Shoulder tackle. Unsafe on block close, knocks down though. Can be cancelled into Ultra.

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

Incredibly fast now similar to Blues' 2B. (2B>2A)xN is a great blockstring/tick-throw setup. Serves as a great as a punish for a whiffed or blocked DP.

J.B
UFDK2 Welldone JB.png
Here comes the pain
Here comes the pain
Damage Guard Startup Active Recovery Invuln Effect
20 High N/A Until Ground Until Ground 0 N/A

Dive-knee. Sends WD down and forward at a near-45 degree angle. If hit anti-air it chains into itself three times. Go to Air button after air parry. Be careful about spamming this button, the hurtbox on the knee makes it lose out to a lot of things.

5X
UFDK2 Welldone 5X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10 Mid N/A N/A N/A N/A N/A N/A N/A N/A

High fireball. Extremely fast (6f start-up) for a fireball.

2X
UFDK2 Welldone 2X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
10 Mid N/A N/A N/A N/A N/A N/A N/A -

Low fireball. It recovers slower than the high version, but comes out a frame faster.

J.X
UFDK2 Welldone JX.png
Damage Guard Startup Active Recovery Invuln Effect
15*2 (28) High N/A N/A N/A N/A N/A

Flip kick. Sends W.D. across the screen very quickly, but the hitbox is quite delayed. Cancelled after a first hit pop up, leads to a flash bonus most of the time.

5EX
UFDK2 Welldone 5EX.png
Main Reversal
Main Reversal
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*2 (38) Mid N/A N/A N/A N/A Knockdown N/A N/A KD, KB, C

EX version of 5B. It's still unsafe on block if done too close to the opponent. It's also easy to only get the second hit to connect, making this move deal less damage than the regular version. The invulnerability is good, though.

2EX
UFDK2 Welldone 2EX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20*2 (38) Mid N/A N/A N/A N/A Knockdown N/A N/A KD, KB, BD, F, NC

EX version of 2X. It has almost no invulnerability, but it comes out quick and launches on hit, allowing for neat corner combos.

J.EX
UFDK2 Welldone JEX.png
Damage Guard Startup Active Recovery Invuln Effect
20*2 (38) High N/A N/A Until Ground N/A KD

EX version of j.X Great jump-in, depending on the hits you get different combos.

Ultra 1 (5Y)
UFDK2 Welldone U1.png
N/A 20*4(99) High N/A N/A N/A N/A N/A N/A ? KD, KB, BD, F, NC

Invuln Tyrant Slaughter. The first two hits are invulnerable and it's pretty easy to get all the hits to combo. Punishable on block after the first two hits.
Thanks to the scaling change this Ultra is insanely good for combos.

Ultra 2 (Y)
UFDK2 Welldone U2.png
Welldone Stun Punch
Welldone Stun Punch
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
80 N/A N/A N/A N/A N/A Knockdown N/A -N/A KD, KB, BD, F, NC

Stun super similar to Robo-Azuma's U1 or Rogue's U1. Deals 11-hits of Boko, weirdly heals WD 30hp on hit.
Deals knockback on block or hit, effectively making it safe unless in the corner.

Grab (AB)
UFDK2 Welldone GRAB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15*3 Grab N/A N/A N/A N/A Knockdown Knockdown N/A KD, KB

Okay grab can combo in the corner.

Taunt (Select)
UFDK2 Welldone TAUNT.png
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 N/A N/A N/A N/A

Gives 1 bar to Well Done.


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

AA 5A, Taunt
5Ax2(Close),5B 29 DMG
5A(Close), 2A, 2B 29 DMG
AA 2B, j.Bx2,5Ax5,2B 88 DMG
.5Bar 2A, 5A, 5EX 38 DNG
.5Bar 5A, 2A, 2EX 38 DMG
.5 Bar 2EX, Taunt 43 DMG
.5 Bar OH j.EX, 2B, j.B, 5B 85 DMG
1 Bar 5X, KC, J.X(FB), j.B, 5Ax4, 5B 82 DMG
1 Bar Grab(1HIT), KC, j.Bx2, 5Ax4, 5B 92 DMG
1 Bar 5A, U1 98 DMG
1 Bar 2A, U1 98 DMG
1 Bar j.X, 2A, U1
1 Bar j.X, 5A, U1
1 Bar 5Ax3, U1, 5Ax2 106 DMG
1 Bar 5B, KC, 2B, j.B, 5Ax5, 2B 108 DMG
1 Bar 2A, U1, 5Ax4 121 DMG
1 Bar AA5A, 5B, U1, 5Ax4, 5B
1 Bar AA 5Xx3, 5B (Whiff), U1, 5Ax4 122 DMG
1 Bar j.A, KC, j.X (FB), j.B, 5Ax5, 5B 147 DMG
1.5 Bar Grab, 5Ax3, 5B, U1, 5Ax3, 5B
1.5 Bar 2EX, U1 100 DMG
1.5 Bar 2B, 5A, 2EX, 5A, 5B, U2 144 DMG
1.5 Bar AA 5A, 5B, U1, 5Ax3, 5B, U1, 5Ax5 211
1.5 Bar AA 5Xx2, j.X, 5Ax3, 5B, U1, 5Ax3, 5B, U1, 5Ax3, 2B 212 DMG
1.5 Bar 5B, U1, 5Ax4, 5B, U1, 5Ax2, 2B 214 DMG
1.5 Bar AA j.Bx3,5Ax4, 5B, U1, 5Ax2, 5B, U1, 5A, 5B 217 DMG
1.5 Bar AA j.Bx3, 5B, U2, 5A, 5B, U2 227 DMG
1.5 Bar AA j.B, 2B, 5B,5Ax4 , 5B, U1, 5Ax2, 5B, U1, 5A, 5B 227 DMGz
1.5 Bar AA 2B, jBx2, 5Ax4, 5B, U1, 5A, U1, 5Ax4 228 DMG
1.5 Bar AA2B, j.B, 5B, 5Ax4, 5B, U1, 5Ax2, 5B, U1, 5Ax4 236 DMG
1.5 Bar AAj.Bx3, 5B, U1, 5Ax2, 5B, U1, 5Ax3, 5B 236 DMG
1.5 Bar AA 5A, 2B, j.B, 5B, U2, 5A, 5B, U2, Taunt, Grab 317 DMG
1.5 Taro only 2Bx2, 5B, U1, 5Ax3, 5B, U1, 5Ax2, 5B 225 DMG
2.5 Bar 5A, U1(LHIT), KC, j.B(FB), 5Ax3, 5B, U1, 5Ax2, 5B
2 Bars EX Type Grab (1HIT), KC, j.B, 5B, 5Ax4, 5B, U1, 5Ax2, 5B, U1, 5A, 5B 232 DMG
2.5 Bars U1(2HIT), KC, j.B (FB), 5Ax3, 5B, U1, 5Ax2, 2B 171 DMG
3 Bar U1(3HIT), j.B (FB), 5Ax3, 5B, U1, 5Ax2, 5EX 210 DMG
3 Bars, U1, 5A, U1, 5A, 5B, U1x2, 5Ax4 311 DMG

Corner

Grab, 5x3, 5B 67 DMG
5B(Far), 5A, j.B, 5Ax5, 2B 98 Dmg
1 Bar AA 5Xx3, U1
1.5 Bar 2Ax4, U1, 5A, U1
2 Bars, AA U2, 5A, U2 159 DMG 22Boko
Full Bars, AA2B, KC, 2B(FB), j.B, 5Ax3, 5B, (U1, 5Ax2, 5B)x5 457 DMG

DEMON

Corner 1 Bar 5B, DC, 2B, j.B, 2EXx6 141 DMG

Guides/Showcases


2nd Impact
INTERGALACTIC CHAOS
MR.WellDone

POST IBBE
MR. Well Done Vol.2

Notable Players

YFDHippo


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