Ultra Fight Da! Kyanta 2 — The hero we didn’t deserve

A screenshot of the Twitter account @goodFGIdeas talking about Ultra Fight Da! Kyanta 2.
My first experience with “Ultra Fight Da! Kyanta 2" was a Twitter thread by a gimmick account. No regrets.
  • no colliders: The character can walk through each other;
  • no whiff animation for the standard throw, which comes out automatically if the player kept Light + Heavy pressed while approaching the opponent;
  • the guard bar and the stun bar are unified in one bar called Boko bar;
  • infinite input buffer: if you keep a button pressed during a move, the new move associated to that button will come out as soon as possible;
  • there is a super meter bonus if a move is performed when the EX indicator flashes, which happens around every two seconds;
  • … aaaaannd much more.
A screenshot from Kyanta 1, showcasing some of the characters, including the titular pomeranian Kyanta and the duck biker Buttobi.
The roster of Kyanta 1, a top-down predecessor to the chaotic Kyanta 2.

King of the Kyantas

This screenshot shows the full character selection screen, with Investigator Azuma (an antropomorphic crocodile with a gun) on the left and Katana Kyanta (an antropomorphic pomeranian with a kimono and a sword) on the right.
Choose your character! As a trivia, the top left character, Zacky Wild, is modelled and named after a real-life prominent Japanese player. Anyway, among 29 characters, there’s a lot of colorful choices, so it cannot be that hard to pick one and start fighting, right?
This screenshot shows the same character selection screen as the previous one, but now focusing on the subsystems (number of characters in the team, selected character Type, selected Ultra move).
Oh, huh, nevermind — character selection MIGHT be a bit overwhelming for someone completely new to the game, as the number of choices required is significantly high. Number of characters in the team, style, one Ultra EX move among two (when available), and color must be all chosen before a match can begin.

Layers of subsystems

While the first impact might be disheartening, at its core Kyanta 2 is a game which fits the “easy to pick up, very hard to master” concept. There are no motions, all moves are performed by simply pressing a direction plus an input. There are four main buttons — Light, Heavy, Special and Ultra. The game is link based, but thanks to the generous input buffer, you can just keep a button pressed to make the move associated with it come out at the first available frame, greatly simplifying combo execution.

This screenshot shows a fight from the game, between Investigator Azuma and the construction worker Blues. Investigator Azuma has been just hit by Blues. The stage is an elf village with a lot of background characters.
The stages are positively colorful and feel alive, with tons of secondary characters moving in the background. Also, Azuma’s face when hit is positively hilarious.
This screenshot showcases Kyanta’s benchmark mode, which is an automated match between the characters Rogue (an archer elf) and Tsukinami (a female ogre with a cleaver and a net), fighting in a construction site, in front of the workers. The game shows the number of FPSs for the whole duration of the match and assigns a score to your PC based on it.
The game has a handy benchmark tool which can be used to see how smooth it can run on your PC. Surprisingly, it can run very well on potato PCs, but struggle on more modern gaming rigs, probably due to some idiosyncrasies of the Clickteam Fusion engine.

Bokoboko, Flash Bonus and other amenities

The flow of the matches reminds of “The King of the Fighters”, with teams of characters facing against each other, one after another in a sequence decided before the match starts — except much, much faster and more chaotic. Team size doesn’t affect only the health values: When a character is KO’d, the team they belonged to gains 1 bar of super meter. To offset this, the smaller the team, the faster the meter gain and the amount of super meter available at startup, giving solos and duos a fighting chance against trios.

This screenshot shows combo trial mode, with the character Chihiro (a cat judoka with two right hands) facing against himself. On the top line, the combo to be performed is displayed using in-game notation.
Even if not all characters have them already, Kyanta boasts a fair amount of combo trials. Also, I noticed that Chihiro has two right hands (or two left hands, depending on the side). Mystery of genetics!

A style for every season

As mentioned before, there are several available fighting styles (called “types”) that can be selected independently for each character. Each style is designed to adapt to different ways to express the character, and can change the way to approach a match quite a lot. Here’s the six types you can choose from:

  • Stamina: 50% bonus health;
  • Speed: increase movement speed;
  • EX: reduced meter use for Ultra moves;
  • Super: has both the advantages of Stamina and Speed, but without access to any Ultra moves;
  • Demon: by pressing the Ultra button, the character will be able to perform EX moves for very little meter, for a short amount of time
  • Parry: successful parries refill health and meter, but you cannot block.
This GIF shows a touch-of-death combo performed by Kyanta on Buttobi. The combo deals 122 damage, against a life bar size of 120, effectively KOing the opponent from a single interaction.
Combos can deal absurd levels of damage, especially if the opponent isn’t using Stamina Type. Also, crouching characters are dealt more damage than standing ones, which can lead to exclusive touch-of-death combos that are normally not possible.

Loads and loads of characters

When talking about Kyanta, one has to consider that the game has well 29 (!) playable characters, ranging from shotos like Kyanta and Gyanta (who has the equivalent of Akuma’s Shun Goku Satsu) to grapplers like Cocorn and Chihiro, setup characters like Tsukinami, and zoners like Rogue and Well Done. There is a lot of choice and the combination between types, selectable Ultras and team sizes work together in creating something that allows for a lot of experimentation.

This screenshot shows the Parry Training minigame, where the character Kinoko (an antropomorphic mushroom) throws mushrooms at the player. The player must parry them by pressing Forward at the right moment to score points.
The game also offers a Parry Training minigame, featuring the cute Kinoko throwing mushrooms at you. And remember: You, me, everything is Kinoko!

A complete package

Aside from its local versus mode, Kyanta 2 offers a variety of options, including a classic arcade mode, culminating in a rather epic fight against a giant Robo Azuma (let it be set in stone that I hate that drill attack, dammit!), a parry training minigame featuring Kinoko, a full on gallery with fan-arts sent by players around the world, and what amounts to the beginning of a story mode. Only the first chapter has been released in English for now, and deals with Masao, Kyanta’s human pupil, being turned into a girl by Well Done’s gender-change beam. The rest of the story is not available yet, but I think we can expect some layer of moody craziness with some unexpectedly mature themes sprayed in-between.

This screenshot shows the final boss of arcade mode, the imposing Giant Robo Azuma, a crocodile robot dressed as a private investigator who shoots eye lasers and has a pretty damaging advancing drill move. Giant Robo Azuma is not a playable character, but his regular version is.
Giant Robo Azuma at the end of arcade mode is pretty intimidating. DON’T LET HIM START THE DRILLING LOOP!

How to play it?

Kyanta 2 is available free of charge on Steam and runs on Windows PCs. It has a functional delay-netcode (which is currently being upgraded to rollback, slowly but surely), but needs some setup to run.

Game summary

Name of the game: Ultra Fight Da! Kyanta 2
Developer: Kasubisha (developer’s website)
Available on: PC (Steam)
Price: Free
Year of release: 2019
Engine: Clickteam Fusion
Netcode: delay-based netcode (currently transitioning to rollback netcode, as of August 2021)
Status: released, but will most likely still receive updates
In one sentence: chaotic, ultra fast, cartoon-y team based fighter with a overwhelming amount of quirks and a peculiar art style.



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Andrea "Jens" Demetrio

Andrea "Jens" Demetrio

PhD in Physics, indie game developer, fighting games connaisseur (he/him).