Ultra Fight Da! Kyanta 2/Masao

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Ufdk2masao.JPG

Bio

Gameplay

Masao may seem weak at first, but his EX Kyantarohou is extremely abusable. Lots of invulnerability, quick to start up, massive in size, safe on block, and high damage on hit make it a great move for any occasion. Used in combination with EX type, his higher-than-average walk speed and three trajectory-altering air moves will allow him to compete in footsies with the best of the cast.

Recommended Types: EX, Super.

Movelist

Input Damage Guard Notes
5A 5 Mid 1 frame jab. Awful range. Extremely powerful step jab with Super Type, will crank Boko very quickly.
2A 5 Low 2 frame low. Better range than 5A, but still poor.
j.A 15 Overhead Halts vertical momentum, so can be used to short hop or extend the distance on a full-height jump.
5B 20-40 Mid Average B attack. Can be charged for 5[B](lv2) which does 30 damage, or even longer for 5[B](lv3), which does 40 damage. Both charge versions will lunges forward, knocks down on hit, and can result in a combo in the corner.

If timed well 5[B](lv3) can be released before it comes out automatically for the same move, this is how you get his big damage in the corner.

2B 20 Low Slide. Doesn't make Masao any shorter than when he crouches.
j.B 20 Overhead Body press(?). Immediately propels Masao downwards. Good for crossups.
5X 15*3(39) Mid Decent hitbox when you don't have the EX version available. Poor range for its startup, though.
2X 25 Mid Not invincible. In fact, it rises before it has a hitbox, making it an awful anti-air on reaction.
j.X 13*4(40) Overhead Tatsu. Moves Masao forward. It's hard to hit on average-sized crouchers, and it's not as threatening as Gyanta's. Kyanta Canceling it still isn't too bad.
5EX 20*3(54) Mid Masao's primary tool for everything. Effective even as an anti-air or crossup. Massive and fast, this is what you pick the character for.
2EX 20*3(54) Mid Perhaps a better anti-air than 5EX, and infinitely preferable to 2X.
j.EX 15*5(55) Overhead Easier to use as an instant overhead. Knocks the opponent into the air.
Ultra 1 (Y) 20*9(108) Mid A larger version of Masao's 5X. Unfortunately not a larger version of Masao's 5EX, it makes more sense to use meter on 5EX unless you can combo into Ultra.
Ultra 2 (2Y) 30*5(115) Mid A lot of damage if you can get all the hits, but if it moves through your opponent they'll get a big punish. Combos from 2B in the corner.
Throw 15*4(60) Grab A probably bugged grab that does an insane amount of damage.
Taunt - - Grants 1 EX Gauge. Useful for Masao's primary strategy.

Sample Combos

Corner

2B, 5A, 5[B], 5A, 2X

5EX, Kyanta Cancel, 5X

2B, Ultra 2

5[B] , 5A , 5[B] , 5A , 2X

Throw , 2B , 2X *87

Midscreen

Throw, j.EX

Ultra Fight Da! Kyanta 2
General
Characters

KyantaButtobiSpikeAnnaTsukinamiBluesJakorSendouMichelleChihiroAzuma-DekaRogueRareGarashaHisomi
Well DoneCocornNanatsuRobo-AzumaGyantaM. MichelleK. KyantaMasaoTaroHatoyanMasakokinokoZackywild

Mechanics