Difference between revisions of "Ultra Fight Da! Kyanta 2/Chihiro"

From Mizuumi Wiki
Jump to navigation Jump to search
(Bio)
m (Movelist)
Line 71: Line 71:
 
|20*2(38)
 
|20*2(38)
 
|Low
 
|Low
|EX version of 2B. Fantastic reversal.
+
|EX version of 2B. Completely invulnerable, even through recovery.
 
|-
 
|-
 
|'''j.EX'''
 
|'''j.EX'''

Revision as of 19:03, 14 August 2019

Ufdk2chihiro.JPG

Bio

Chihiro has been practicing judo for over 30 years and continues to have a strong grip even in his middle age. He is so sturdy and precise that his children joke that he is “one billionth dan”. He felt that with his youth behind him, he was approaching the limits of his judo ability. Ready to pass his knowledge on to the next generation, he started his own dojo and became a judo instructor. He doesn’t advertise his dojo, only letting it grow with word of mouth. When a television show reported on it, it exploded in popularity and he soon had many students eager to learn from him. He was quickly able to upgrade to a much larger dojo and many business opportunities became available. Though he became a minor celebrity and started earning a lot of money, he hasn’t forsaken his passion of judo. His main priority will always be enriching the lives of as many as possible with judo and his teachings of discipline.

Gameplay

A grappler with surprisingly strong combos. Chihiro is rather weak at neutral, but deals a load of damage when he gets in. His main threats at neutral are 2B or 2EX for lows, j.B for a strong instant overhead, and 5B as a forward-advancing move with enough frame advantage to tick throw off of. Once Chihiro lands a normal throw, he can Kyanta Cancel into very high damage.

Recommended Types: Super, Demon

Super is the preferred Type for Chihiro, giving him the speed and life he needs to compete with the strongest members of the cast. Demon has 2EX loops available to it, and the Demon activation can be used in place of Kyanta Cancel, so it's an acceptable option for a more aggressive Chihiro.

Movelist

Input Damage Guard Notes
5A 5 Mid 1 frame.
2A 5 Low 3 frame. Very short range.
j.A 15 Overhead Bounces off opponent on hit or block.
5B 25 Mid
2B 25 Low
j.B 25 Overhead Halts upward momentum and moves Chihiro forward. Fantastic instant overhead.
5X 45 Grab Three hits, so the next move of the combo will be scaled as such.
2X - - Roll with invulnerable startup, but punishable during recovery.
j.X 15*8 (66) Overhead
5EX 45 Grab Three hits, like 5X.
2EX 20*2(38) Low EX version of 2B. Completely invulnerable, even through recovery.
j.EX 20*6+(90+) Overhead Horizontal tatsu. Not sure if it is possible to get all the hits.
Ultra 1 (Y) - - Gives Chihiro infinite armor for a short time.
Ultra 2 (2Y) 25*5(105) Mid Upkicks. Good antiair, or crossup to use with 2X.
Throw 55 Grab More damage than a normal grab. Leads to devastating Kyanta Cancel combos.
Taunt - - Next hit gets +20 damage.

Sample Combos

Ultra Fight Da! Kyanta 2
General
Characters

KyantaButtobiSpikeAnnaTsukinamiBluesJakorSendouMichelleChihiroAzuma-DekaRogueRareGarashaHisomiWell Done
CocornNanatsuRobo-AzumaGyantaM. MichelleK. KyantaMasaoTaroHatoyanMasakokinokoZackyWildNatanee

Mechanics