Ultra Fight Da! Kyanta 2/kinoko

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kinoko

General

Background

Kinoko is a great addition to many recipes.
The edible portions of a Kinoko are the head, hair, and tail.
The wild Kinoko has become increasingly rare due to people overhunting after its newfound popularity in cooking.
It was added to the IUCN Red List in 2019.

YOU ARE KINOKO
WE ARE KINOKO

Colors

UFDK2 kinoko Colors.png

Gameplay

General

Recommended Types: Stamina/Super
Kyanta's meme character and poster-mushroom.

Despite being the most common character for beginners and "very original people" to pick up, this character is absolutely not beginner friendly.
Kinoko is a confusing character that is missing multiple core tools of the game, lacking completely in ground buttons and specials, but they make up for it with very weird and janky gimmicks.
Sporting the best air buttons and air control in the game, a mushroom gimmick that appears when she's in play, and being one of the few characters with natural cancels.
This gives her some of the most polarizing match-ups and extremely varied difficulty curve that requires you to have a very good grasp of a lot of the mechanics.
In general, this mushroom is Kinoko's lifeline. Be it for meter gain, bypassing other projectiles, healing, or for cancel-only combos.

Tech

Mushroom Cancel (MC)
UFDK2 kinoko X.png
Kinoko is one of the few characters who has natural cancels.
Those characters are: Robo-Azuma, Rogue, and Kinoko of course.

Since cancelling meterlessly is just a rare commodity and a huge advantage in a primarily link-based game.
There's usually tons of caviats to come with it, and of course Kinoko is no exception.
Kinoko after picking a mushroom can cancel ANYTHING (except for super-flash) with 5X/j.X, although you have to sacrafice the mushroom.

Mushroom Land Cancel (MLC)
UFDK2 kinoko MLC.png
Remember how I said you needed to sacrafice the mushroom for Kinoko's cancels?
You can get around this by doing j.B > j.X. Preserving the mushroom.

This works due to j.X being cancelled by landing, much like every other air button in the game that doesn't have a bounce.
This in tandem with j.B giving extra downward momentum, allows you to cancel j.X with very good timing. Keeping the shroom.
More or less: j.B > Mushroom Cancel > j.X > Ground Cancel

Cuz of this it's called Mushroom Land Cancel (or MLC for short), cuz it's weird.

J.Y Float
UFDK2 kinoko JY.png
One of the rare cases of a strictly movement tool in Kyanta.
This move is key to her movement, it's faster than normal jumps or walking.
Not only that, but allows for some links in the air to connect and is key to pestering opponents with j.A.

Movelist

Notation notes:

If you see something like, 5(5)5(5) for Active, that means that all #s outside of parenthesis are active frames and anything in parenthesis are inactive frames in-between each hitbox.
Also taunt recovery refers to the length of the taunt, if you see a # for startup frames, that will be how long until the taunt's effect activates.
However, if the taunt has a hitbox (i.e. Spike), it will be formatted in the same way that a normal move would be.
(Damage buff taunts will not do this, since there is no way to accurately measure when the buff kicks in.)

5A
UFDK2 kinoko 5A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Mid 4 2 1 0 ? ? ? N/A

An extremely stubby and unsafe jab for whatever reason.
I guess to emphasize Kinoko being an air-character since it anti-airs? Anyways this jab sucks.
It's slower than all standard jabs, giving her little to no presence on the ground and reducing her to abusing her EXs since 2A/2B isn't that good either.

2A
UFDK2 kinoko 2A.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5 Low 4 2 1 0 ? ? ? N/A

The worst jab in the game, probably.
Extends your hurtbox, can only be safely done if inside the opponent.
Despite that, Kinoko has to work with it since it's her only reliable low.
For comparison, the second slowest jab in the game is Well-Done's 2A, which is 3f.

On some tall characters, such as the Gators or Cocorn, you can hit a difficult link by doing 2A > j.A for a commanding high/low mix.

J.A
UFDK2 kinoko JA.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15 High 4 Until Ground Until Ground 0 ? ? ? N/A

Another active until-ground j.A
Uniquely, Kinoko's j.A ends in the air returning her to neutral on a successful hit/block/parry, using j.A > j.Y > j.A to quickly pester opponents is key to her neutral.
Just in general, spamming j.A is what you'll be doing for the majority of her combos and neutral, so learn it well.

5B
UFDK2 kinoko 5B.png
Version Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5B 15 Mid 7 7 12 0 ? ? ? N/A

A very very good anti-air, horrible neutral button.
It's not invulnerable so you won't be using it nearly as much as you would a DP, but it doesn't trade too often so it's a good option.
You'll mainly be using this when you don't have enough time to charge 5B, since Kinoko likes to be in the air or abusing her easy access to meter with 2EX~EX.

5[B] 40 Mid ? ? ? 0 Knockdown ? ? AR, KD

After charging 5B for long enough, you gain an insanely huge hitbox instead of 5B's uncharged hitbox, along with armor.
This armor can only be punished with a grab, so it's best to use it while the opponent is stuck in animation to punish them.

After a successful hit it will launch the opponent and Kinoko sky high, this is the only meterless way to get this type of launch as Kinoko.
She can hold j.Y to extend off of it, even from midscreen, guaranteeing about 100 damage off of a single 5[B].
Similarly, even if this move gets blocked or parried, Kinoko is entirely free to do absolutely whatever she wants or just run away.

2B
UFDK2 kinoko 2B.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
20 Low 12 10 7 0 Knockdown ? ? KD

A sweep, sort of out of obligation though.
Has follow-ups from very specific spacing, or with a mushroom cancel.
You can sort-of slide under projectiles, the list is as follows:

  • Anna - 5X, 5EX.
  • Spike - 5X, 5EX.
  • Michelle - 5EX.
  • Azuma - 5X, 5EX, U1.
  • Rare - 5X
  • Well Done - 5X, 2X.
  • Katana Kyanta - 5X, U1. (Although you shouldn't 2B under these.)


You cannot 2B under these:

  • Kyanta - 5X, 5EX, U1.
  • Jakor - 5X, 5EX.
  • Michelle - 5X, j.X, j.EX.
  • Rare - U1.
  • Gyanta - 5X, 5EX, U2.


However, you can still trade with some of these fireballs from round start range.
Due to the front of the move having a lower profile than the rest of the body.

J.B
UFDK2 kinoko JB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
15 (Normal) - 10 (OTG) High 9 7 ? 0 Knockdown ? ? KD, OTG

Just a strictly better version of Masao's j.B. Hits OTG, which means "On-The-Ground", so she can get free unscaled damage after every knockdown.
It also allows for follow-ups using either MC (Mushroom Cancel) or MLC (Mushroom Land Cancel).

If you hit the ground while the move is still active you'll do a bounce, this isn't a problem in juggles however since it ends wayyy before you hit the ground.
In tandem with Kinoko's j.A, it's a great mix-up and allows her to start juggles from the air, along with extending juggles multiple times over.

X (With Mushroom)
UFDK2 kinoko X.png
Version Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
5X 30 (Small) - 60 (Big) Mid 3 Until Off-screen 7 0 ? ? ? N/A

A fullscreen projectile that ignores every other projectile and cannot be destroyed.
The only way to get rid of it is for it to leave the screen or for it to be parried/blocked.
Depending on the size of the mushroom, the hitbox is different as well.

Weirdly enough though, using 5X (and j.X) cancels every move Kinoko has at the cost of a mushroom.
This means safe attacks, ultras, combos that wouldn't work otherwise, etc etc.
You name it, Mushroom Cancel can do it.

Sadly though, all of this power comes at the cost of losing the mushroom, which you have to regain.

j.X 30 (Small) - 60 (Big) Mid 3 Until Off-screen Until Ground 0 ? ? ? N/A

Listed separately due to it having different recovery.
Same use case as 5X, cancels air moves though and works in tandem with j.B for the MLC (Mushroom Land Cancel).
Would be a great up-back fireball if it weren't for the fact that you lose the mushroom after using it.

2X
UFDK2 kinoko 2X.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
N/A N/A N/A N/A 9 0 N/A N/A N/A N/A

Only can be used when near the mushroom, after enough 2X presses you'll pick the mushroom.
Picking up the mushroom grants a bar of meter along with giving you the mushroom to abuse.
Once the mushroom is picked, pressing 2X again does nothing.

To pick:

  • Small - 4
  • Big - 6


If there's two Kinokos on screen, they have to fight for this single mushroom.
If they both press 2X on the mushroom at the same time, they'll clash like grabs do.
Sadly you can't use this to clash with other grabs.

EX (With Mushroom)
UFDK2 kinoko EX.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
-30 (Small) - -60 (Big) N/A N/A N/A 25 1-25 N/A N/A N/A H

Depending on the size of the mushroom, you can eat it to heal off either 30 or 60 damage.
That's not really the main draw though, for whatever reason the invuln is fully active during the entire animation and completely unpunishable.
This means you can pretty much reliably invuln through just about anything by using j.EX and gain some health back.
A very good option when jumping in against something like K. Kyanta's U1 or Rare's U1.

2EX
UFDK2 kinoko 2EX.png
Version Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
2EX N/A N/A 31 N/A 33 1-61 N/A N/A N/A N/A

A ground-dig teleporty thingio.
Hold either left or right to move around, surprisingly hard to accurately position yourself with it.
Just some solid movement that's almost fully invuln except for a bit at the end, avoids practically everything.

2EX~5EX (Follow-up) 40 Mid 3 7 21 1-14 Knockdown ? ? KD

5[B] but with none of the charging, Kinoko's "win-neutral" button.
Since it's technically another move, it spends 0.5 bar of meter just like every other EX, making 2EX~5EX cost a bar.

After a successful hit it will launch the opponent and Kinoko sky high, this is the most common way to get this type of launch as Kinoko.
She can hold j.Y to extend off of it, even from midscreen, guaranteeing about 100 damage off of a single 2EX~5EX, much like 5[B].

Although since you don't have to worry about charging along with the movement from 2EX, you'll be dictating neutral entirely with this move.
Even if this move gets blocked or parried, Kinoko is entirely free to do absolutely whatever she wants (thanks to her "super-jump").
Making this move far scarier than it needs to be.

J.Y
UFDK2 kinoko JY.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

Purely movement move.
Pretty rare in Kyanta, where moves are usually multi-purpose.
Allows you to dictate your air movement, pressing A/B/X while j.Y is held makes Kinoko fall like a rock for whatever reason, instead let go of j.Y to stop flying.
Make good use of this move to get around in neutral and to make her super-launch combos link.

Ultra 1 (2Y)
UFDK2 kinoko U1.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
30 (Normal) - 999 (Red) Unblockable ? ? ? ? ? N/A N/A UP

Meme rocks that hurt everyone.
Rocks appear randomly on the screen, complete and utter RNG. They're completely unblockable/parryable.
There is also a red rock that randomly appears, it's just as RNG, which does 999 damage on hit.
Rockfall lasts approximately 11 seconds and persists throughout the entire match, even if a new round starts. (Assuming Kinoko is still alive.)
It's kinda ridiculous, potentially creating unblockable wake-ups or round-start unblockable TODs.

Point is, no matter what this move is a threat to both players, with smart play this is insanely scary.

Ultra 2 (2Y)
UFDK2 kinoko U2.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
120 Grab ? ? ? ? Knockdown Knockdown N/A KD

Very very dumb grab with insane activity for whatever reason.
Very good at doing normal grab shenanigans and it's huge hitbox is very hard to contest, jumping in on this is usually a guaranteed 180-TOD.
This is the "serious Kinoko's" Ultra, but it's just good to use whatever you'd like, just like 2EX~5EX and 5[B] it gives the huge launch, so you can do the same combos off it.

Grab (AB)
UFDK2 kinoko GRAB.png
Damage Guard Startup Active Recovery Invuln Adv. Hit Adv. Block Adv. Parry Effect
40 Grab 3 5 4 0 Knockdown Knockdown N/A KD

One of the rare grabs that can be combo'd out of, thanks to Kinoko's Mushroom Cancel.
Not much else to say really, it's a solid grab that doesn't multi-hit, making it great for juggle combos.

Taunt (Select)
UFDK2 kinoko 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

Taunts in this game usually have some sort of meter build, damage buff, or whatever it might be.
This one does nothing, absolutely nothing.

Yep, that's it, a proper joke taunt if you're one of those people who hate taunts having applications.
Different animation depending on what side you're facing too.

Combos

Notation Help
Disclaimer:

Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Also, character-specific notation, such as Rogue's "PCancel" 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-mode, this works the same way a KC does but since it's activated differently it's noted separately.
YFD Combo Refers to looping a single EX move over and over in demon-mode until you run out of demon, this references a community member known by "YFDHippo" who popularized demon-mode combos.

(For example: 5Ax2>2B>DC>5EX YFD Combo.)

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 XxN-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.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.

Various Combos

Air Midscreen

Midscreen

Corner

Optimal Combos

For future reference, yes all of these work.
Off of every knockdown you can get j.B-OTG twice with proper timing, practice it off of 5[B].
Also, potentially every 5[B] link after U2 or 5EX~EX can FB if 5[B] is released close enough to the ground, it's inconsistent so it's not listed.

Air Midscreen

(j.A)x2 > j.Y > (j.A)x2 > j.B > j.A > j.B > j.B-OTG (73)

  • Very tricky j.Y link, almost works from fullscreen but drops after the first j.B.


Midscreen

2A/5A > j.A > j.B > j.B-OTG (39)

  • 2A/5A link into j.A only works on these characters: Anna, Tsukinami, Jakor, Sendou, Rogue, Chihiro, Rare, Nanatsu, Gyanta, Zackywild, Masako, Azuma-Deka. Has to end in corner for OTG follow-up.


2B > 5X > j.Y > (j.A)x2 > j.B > j.B-OTG (85)

  • Must be small mushroom, big mushroom's hitbox is too big and makes the j.A link not work.


U2 > (j.9)x3 > j.A(FB) > j.A > j.B > j.A > j.B > (j.B-OTG)x2 (185)

  • Yes, j.9 is literally 3 jumps, this works from fullscreen.


2EX~EX or 5[B] > j.Y > j.A(FB) > (j.A)x2 > j.B > j.A > j.B > (j.B-OTG)x2 (105)

  • Natural FB combo, requires tricky timing on j.Y to properly space it.


Corner

U2 > Charge 5[B] > Release 5[B] > j.Y > j.A(FB) > j.A > j.B > j.A > j.B > j.B-OTG (203)

  • 5[B] requires odd timing, it's best to use the audio-cue to know when to release. Same with j.Y, has it's own weird timing and takes longer than you'd think.


5[B] > KC > Charge 5[B] > Release 5[B] > MC > Charge 5[B] > Release 5[B] > j.Y > j.A(FB) > j.A > j.B > j.A > j.B > (j.B-OTG)x2 (188)


2B > 5X > (j.A)x2 > j.B > j.B-OTG (85/115)

  • Easy mushroom launch, unlike the midscreen version this works with Big Mushroom.

Other Resources/Notable Players

Other Guides


Showcases


Notable Players

  • Aru762mmr


(Names to look out for when searching for VODs of this character.)


General
HUD
Characters
Kyanta
Buttobi
Spike
Anna
Tsukinami
Blues
Jakor
Sendou
Michelle
Chihiro
Azuma-Deka
Rogue
Rare
Garasha
Hisomi
Well Done
Cocorn
Nanatsu
Robo-Azuma
Gyanta
Mask Michelle
Katana Kyanta
Masao
Taro
Hatoyan
Masako
kinoko
ZackyWild
Natanee
Mechanics
Types