Ultra Fight Da! Kyanta 2

Ultra Fight Da! Kyanta 2 is a 2D 3-on-3 team fighter that is FREE and is being developed by one man from Japan named Haramaself. There are no special inputs needed to play this game because a direction and a button press are all that is needed to perform all attacks. The Type system gives players 6 different ways to play an individual character which means there are 18 different ways to play a team. Kyanta is a very fast paced and hectic game. Every character in this colorful cast is unique in their own beautiful way.

Helpful Resources

The Kyanta wiki.
The Kyanta Discord server.
The English Kyanta Twitter.

Notation

Attack Notation

A Weak Attack
B Strong Attack
X Special Attack
Y Ultra EX

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward

Numpad Notation

7 8 9
4 5 6
1 2 3

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Ultra Fight Da! Kyanta 2 uses Legacy frame data notation. If an attack has 7 frames of startup, it hits on the 8th frame.

Choose how many characters you want on your team. Instead of three characters you can have one super powered character. However, this game is very matchup dependent and every serious player plays with three characters. This game is so matchup dependent that players will even learn multiple teams to cover bad matchups.

At the character select screen, select a character then, their Ultra attack, their color.

Kyanta's Type system is similar to Capcom vs. SNK 2's Groove system. The Type system applies for each individual character and not the entire team.

Stamina Type increases health by 50%.
Speed Type increases walkspeed.
EX Type reduces cost for EX attacks by 25%.
Super Type combines Stamina and Speed Type but removes the character's Ultra attack.
Demon Type puts the character into a state where they can perform EX attacks in succession but it removes their Ultra attack. The activation of Demon state is like a Kyanta Cancel without the damage boost.
Parry Type disables blocking but now parries refill your health bar. It also refills health between rounds.

The first player to hit an attack receives a First Attack Bonus. It's around 1/2 an EX Gauge.

EX attacks are performed with X+Y. They cost 1/2 an EX Gauge and always have some invincibility. Most players simply macro EX attacks to a single button.

Ultra attacks are performed with Y and cost 1 EX Gauge. If you press Y and nothing happens, your character has a jumping Ultra attack.

There are no collision boxes in Kyanta, which means characters can go through each other like ghosts. This creates some funny ground cross-ups. You will get crossed-up by attacks you never thought was possible. No collision boxes also means characters can simply walk out of the corner.

The hurtboxes for attacks is funky and funny. A lot of attacks can avoid attacks by low profiling.

Counter hits inflict extra damage and Boko Boko Gauge damage.

Boko Boko Gauge is a guard gauge that doesn't recover. It fills when an attack is blocked. When it is full, the character gets dizzied. The first hit after getting dizzied does extra damage. The only time Boko Boko Gauge empties is between rounds. Characters with multi-hitting special attacks have an advantage as they can dizzy their opponent with a couple of blocked attacks.

Because the Boko Boko Gauge does not recover, try to avoid blocking as much as you can. Use parries and spend meter on invincible EX attacks to get out of pressure. Pressure is intense in this game but thankfully there are very few true blockstrings.

Anti-airs start short juggles so make sure to follow up for more damage if you get one. Unfortunately, most characters lack a reliable anti-air.

Every character can change their jump trajectory. Because anti-airs are not that good, you can get away with jumping defensively to avoid mixups or getting out of the corner.

Another way to get out of pressure is parrying. 6 parries mid and high attacks. 2 parries only low attacks. Parrying can also be performed in the air. Parries don't have startup or recovery but there is a cooldown after a failed parry attempt. You can see the cooldown timer in training mode. Successful parries reset the cooldown window, which is necessary for parrying multi-hitting attacks. The cooldown for a failed parry is 17 frames.

The parry window is 8 frames. Press 6/2 within 8 frames of the attack connecting to parry it. You want to press and hold the direction a little bit before you predict the attack will connect. Make sure to hold the direction to increase the chances of the parry being successful. The character is invincible for a little bit after parrying.

A red parry is a parry during blockstun. The window for it is 6 frames instead of 8. You get a bit more frame advantage from a red parry.

Air parrying parries all attacks. Both parries can be performed in the air as separate attempts. The 2 parry is especially useful in the air against cross-ups as it parries attacks from all sides. Jumping resets both parry windows and cooldowns. When a player's Boko Boko Gauge is close to being full, it's common to see the player attempt both parries on the ground, jump to reset the cooldown, then attempt both parries in the air. Get used to taking big risks when your Boko Boko Gauge is almost full to avoid getting dizzied.

In the middle of the screen under the Boko Boko Gauge are the letters EX, this is the FLASH BONUS timer. It flashes for a 7 frame window every second that passes by when neither character is hit or blocks an attack. If you hit an attack (that doesn't spend meter) while the timer is flashing, your attack inflicts more damage and you gain 1/2 an EX Gauge.

The FLASH BONUS timer does not reset during screen freeze, Kyanta cancels, or throws. The 7 frame window is always frames 54-60 of a second. This means you can guarantee the FLASH BONUS during certain combos. Here's an example I discovered in a couple of minutes. Well Done can link his 2A into Ultra attack. 2A is important because when it hits, it resets the timer while the Ultra attack does not. His Ultra attack is four hits. I discovered if I Kyanta Cancel the third hit of the Ultra then delay my follow up attack with the right timing, I can guarantee the FLASH BONUS every time.

There are no universal chain combos, special cancels, or super cancels in Kyanta. Almost every combo is a link combo. The input buffer in this game is infinite which means you can easily "store" attacks for later use. Input a command, hold down the button(s), and the game will perform the command the moment your character is able to. Taking advantage of the infinite input buffer is necessary for link combos.

Throws are proximity throws performed with B and are teched with the same input. Due to the infinite input buffer, throws can be "stored" like any attack. Press and hold A+B, walk towards your opponent, and your character will throw as soon as they're in range. You can also store throw tech with A+B if you anticipate a throw from your opponent. Regular throws have 3 frames of startup. All characters have a normal attack that is faster than 3 frames to interrupt throws.

Kyanta Cancel with B+Y. It is a Roman Cancel that costs 1 EX Gauge and adds 20 damage to the next hit. Kyanta Cancel can be done any time and freezes the screen. It can even be done during Ultra attacks. If you're too close, you will throw instead of Kyanta Canceling, which has some uses on defense. The character gets a couple frames of invincibility after a Kyanta Cancel but it's gone the moment a button is pressed.

If you hit your opponent while they're in the corner and crouching, it's a good idea to spend the EX Gauge on a Kyanta Cancel. They are wider and there's less pushback because they're in the corner and you can get some very damaging combos.

Characters with Demon Type can Demon Cancel instead. The activation is similar but the difference is that Demon Cancel continues to be invincible even after the character moves. Demon Type puts the character into a state where they can perform EX attacks in succession.

Okizeme is not guaranteed in this game. After a knockdown each character's wakeup has a different timing. Characters wiggle around on the floor to avoid meaties, go through their opponent, and to get out of the corner. It also looks really funny.