Ultra Fight Da! Kyanta 2/System Specifics
Each hit of a combo will reduce further hits' damage by 2 points each, to a minimum of 3 damage.
For Example, Hatoyan's 2X does 30 damage, and her 5B does 25 damage. The combo 2X, 5B does 53 damage, and 2X, 5B, 5B does 74 damage.
Opponents take 3 bonus damage per hit while crouching, this is applied after the damage floor so minimum damage is 6 on crouchers.
Counter Hits deal 5 bonus damage on the initial hit.
EX Gauge Info
You only gain EX meter on hit.
One full bar of EX meter is 80 points. EX Type builds 1 point each frame walking forward, so it requires 80f to build one super.
A, B, and X attacks build about 7 points each on hit. Only the first 9 hits of a combo will build meter.
Normal throws build about 20 points.
Parrying builds about 13 points.
Speed and Super types get -5 max Bokoboko Gauge. (should be tested in 1.05)
Bokoboko status will grant the next hit +50 damage.
Normal Throw has a startup of 5 frames and a range of 45 pixels.
Normal Throws deal 40 damage, or three instances of 15 damage.
Grapplers: Chihiro's Normal Throw does 55 damage, Cocorn's Normal Throw does 60 damage.
Special and Super throws will tech if they would trade.
You can not input throw while crouching.
Pressing and holding A+B on the same frame will begin a throw buffer state. You will throw your opponent immediately when they come into range. Releasing one button will begin the remaining attack..
While throw buffering, you can parry, jump, and crouch, but can not block.
Kyanta Cancel Info
Invincible for 5 frames (the full duration of the cancel?)
Adds 20 damage to the next hit.
After a forward or down input, for the next 8 frames you are able to parry incoming attacks.
Down input is required for low attacks.
Parry input has a 15f recovery window. This recovery window can be reset by jumping.
If you input down-forward, it does not give a parry, but going from down-forward to either down or forward will give the respective parry. In this way, you can continuously input crouching parries without moving (going from down-forward to down)
If you roll a quarter circle, you receive both parry windows. This is advantageous while trying to move forward. You can practice these techniques by seeing when the parry bar turns green in training mode.
There is at least 5 frames of landing recovery.
You can not move, guard or jump during landing recovery, but you can attack and parry.