Ultra Fight Da Kyanta 2

Ultra Fight Da Kyanta 2

This game kinda owns!
This game's actually pretty solid! I like the pace of the game, the ease of entry, the character designs, and the character select music (which is perfect, never change it.)

However, after a little bit of playing, I do have a few things that I wish would change.

  • The three-character setting tends to have characters die really quickly and suddenly. If there's any way to balance that out so characters don't die so fast, that would be highly welcomed.
  • A button setting to reset positioning in training mode would be good, too.
  • For netplay, if you're willing to go for it, rollback netcode would be great, as it would allow players from all over to play against each other.
  • More command normals would be good to give the characters more tools, but I understand if you don't want to do this

Again, I super enjoy the game right now (despite having only just played it for barely an hour), and I can't wait to see what happens next for it!
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Showing 1-8 of 8 comments
Abbock May 8, 2019 @ 1:23pm 
Having been in contact with the developer since pre-Steam, I can hopefully answer some of this for you. I've also played earlier versions both in person and online.
(I hope these answers are ok, Harama! ;_;)

1. The fast paced nature of the battles is intentional, and it suits the goofy pseudo-parody nature of the game world. Because damage is so absurdly high, comebacks are always possible, and ridiculous things can happen at any moment. There's also already a small but enthusiastic playerbase in Japan, which has held some tournaments that show this pacing is shockingly balanced and keeps things exciting.
Damage modifier settings for those looking for something different are still a possibility!

2. There's a selectable option for training mode reset in the menus which is sadly only in Japanese for now, but I personally agree that a button shortcut for this would be awesome. I'll pass this on to the developer with a strong recommendation for sure.

3. He's looked into rollback netcode, and it is PROBABLY too much to implement at this point with how the game was built. He'll keep looking into it as a possibility, and he knows a netplay overhaul is going to be in demand the more that people outside Japan try the game.

4. I don't think there are plans to give old characters new moves, though more characters than you may think have some extra moves. Rogue Down+Y is an anti-air arrow that's not even an Ultra EX, despite using the Y button. Jakor's got a Dhalsim style divekick with Jump Down+B. Hatoyan's taunt turns her invisible for a bit, which makes it particularly unique.


Everyone's feedback is going to be really important, no matter how small. I'll try to help out with the communication with English speaking fighting game fans as much as possible.
tutarsch23 May 8, 2019 @ 1:30pm 
I can walk through the enemy on the ground and that has always bugged me a bit about the game. Will this be changed or is it intended this way? Will there be a tag mode ( because that would be the best)?
Abbock May 8, 2019 @ 1:34pm 
Originally posted by tutarsch23:
I can walk through the enemy on the ground and that has always bugged me a bit about the game. Will this be changed or is it intended this way? Will there be a tag mode ( because that would be the best)?
Passing through the opponent has been an intended feature from the very beginning. Have fun with some cheeky walk-through crossups against a defending opponent!
Putting tagging and assists into fighting games invites a whole can of worms as far as stability and glitchiness goes, but it totally would be awesome.
Originally posted by GNT4 Abbock:
Having been in contact with the developer since pre-Steam, I can hopefully answer some of this for you. I've also played earlier versions both in person and online.
(I hope these answers are ok, Harama! ;_;)

1. The fast paced nature of the battles is intentional, and it suits the goofy pseudo-parody nature of the game world. Because damage is so absurdly high, comebacks are always possible, and ridiculous things can happen at any moment. There's also already a small but enthusiastic playerbase in Japan, which has held some tournaments that show this pacing is shockingly balanced and keeps things exciting.
Damage modifier settings for those looking for something different are still a possibility!

2. There's a selectable option for training mode reset in the menus which is sadly only in Japanese for now, but I personally agree that a button shortcut for this would be awesome. I'll pass this on to the developer with a strong recommendation for sure.

3. He's looked into rollback netcode, and it is PROBABLY too much to implement at this point with how the game was built. He'll keep looking into it as a possibility, and he knows a netplay overhaul is going to be in demand the more that people outside Japan try the game.

4. I don't think there are plans to give old characters new moves, though more characters than you may think have some extra moves. Rogue Down+Y is an anti-air arrow that's not even an Ultra EX, despite using the Y button. Jakor's got a Dhalsim style divekick with Jump Down+B. Hatoyan's taunt turns her invisible for a bit, which makes it particularly unique.


Everyone's feedback is going to be really important, no matter how small. I'll try to help out with the communication with English speaking fighting game fans as much as possible.

I see, thank you for the response! Granted, I haven't played much of it, but yeah, I can't wait to see the playerbase of this game grow! And I can understand the netplay limitations. I already knew about Rogue down+y, which is a little inconsistent control scheme-wise, but I'll take it.

(P.S. is there like, an english discord for this game actually, or does that not exist yet?)
Abbock May 8, 2019 @ 2:38pm 
Originally posted by hunterstuff:
Originally posted by GNT4 Abbock:
Having been in contact with the developer since pre-Steam, I can hopefully answer some of this for you. I've also played earlier versions both in person and online.
(I hope these answers are ok, Harama! ;_;)

1. The fast paced nature of the battles is intentional, and it suits the goofy pseudo-parody nature of the game world. Because damage is so absurdly high, comebacks are always possible, and ridiculous things can happen at any moment. There's also already a small but enthusiastic playerbase in Japan, which has held some tournaments that show this pacing is shockingly balanced and keeps things exciting.
Damage modifier settings for those looking for something different are still a possibility!

2. There's a selectable option for training mode reset in the menus which is sadly only in Japanese for now, but I personally agree that a button shortcut for this would be awesome. I'll pass this on to the developer with a strong recommendation for sure.

3. He's looked into rollback netcode, and it is PROBABLY too much to implement at this point with how the game was built. He'll keep looking into it as a possibility, and he knows a netplay overhaul is going to be in demand the more that people outside Japan try the game.

4. I don't think there are plans to give old characters new moves, though more characters than you may think have some extra moves. Rogue Down+Y is an anti-air arrow that's not even an Ultra EX, despite using the Y button. Jakor's got a Dhalsim style divekick with Jump Down+B. Hatoyan's taunt turns her invisible for a bit, which makes it particularly unique.


Everyone's feedback is going to be really important, no matter how small. I'll try to help out with the communication with English speaking fighting game fans as much as possible.

I see, thank you for the response! Granted, I haven't played much of it, but yeah, I can't wait to see the playerbase of this game grow! And I can understand the netplay limitations. I already knew about Rogue down+y, which is a little inconsistent control scheme-wise, but I'll take it.

(P.S. is there like, an english discord for this game actually, or does that not exist yet?)


https://discord.gg/5tGR8Q

Not much going on here yet, so add it to your undoubtedly already massive list of discords that you don't talk in. hell yeah. might get some sneak peaks to updates and stuff though.
Virus_Kid May 8, 2019 @ 4:31pm 
Sorry if this is completely unrelated but could anybody tell me how to get netplay to work? Tried it with a friend earlier and we couldn't connect.

Sorry to derail the thread I just find the game super fun and want to play more.
same May 11, 2019 @ 10:26am 
hey, can you send the invite for the discord again? it's expired
DELTA COSMIC Apr 28, 2020 @ 11:45am 
if the games hit sound effects where better and the story to be a bit better than it would be an easy 10/10
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