View Full Version : The Rumblefish 2 thread that CF built
Sabin
06-18-2005, 08:37 AM
....for the 5 people that care about this game. :clap:
Actually RF2 is not bad at all so if you're in the metro area gogogogo!
If Japan was any indication, Justin is gonna be all over that shit.
-Nicholai!
Saotome Kaneda
06-18-2005, 10:02 AM
Now I have a legit reason to go to CTF next month outside of T5. =/
TempestFox
06-18-2005, 12:07 PM
Okay. Gots to go check this shit out.
sainthuey
06-18-2005, 12:18 PM
Arcade where I live has RF2, I never played it but i see a good amount of people playing, is it a good game? I just bought T5 yesterday so I'm a bit hooked on that, similarities between the two?
Time_Stop
06-18-2005, 12:33 PM
Here, some TRF2 matches:
http://www.ko-hatsu.com/
http://www.globetown.net/~may_upper/trf_down.htm
Great stuff. And looks gorgeous too.
All I have to say is ..
finally they got rid of the Tekken 4! No one played it anyway!
So now you can play TRF2 right next to MvC2! Woo, or something.
kesh!
06-18-2005, 02:48 PM
now i gotta go there
b1gazn
06-18-2005, 04:37 PM
from the videos, the game looks cool.
archetype
06-18-2005, 05:08 PM
i need to play this. aran gaurd crushed the hell out of the big guy.
PozerWolf
06-18-2005, 05:08 PM
Here, some TRF2 matches:
http://www.ko-hatsu.com/
http://www.globetown.net/~may_upper/trf_down.htm
Great stuff. And looks gorgeous too.
This game needs to hit consoles already!!
Time_Stop
06-18-2005, 05:28 PM
Dimps has ex-members from SNK (part of the Garou/Last Blade team and part of the KOF98 team), so after fine-tuning the first TRF into this sequel, it´s no surprise this is a good game...
archetype
06-18-2005, 07:18 PM
This game looks fun. Hope there isn't retarded shit hidden in this game just waiting to be found and abused. Other than that rumblefish for evo 2k6.
Master Chibi
06-18-2005, 07:27 PM
Man I was playing this all day today, Kaya is my baby! It only took like an hour to get used to it, after that it was alot of fun. I had like 24 wins with Kaya, in like 3 little 8 win streaks. Mad, mad fun. Can't wait to go back and play it some more.
^_^
archetype
06-18-2005, 07:30 PM
Hey Chibi you played in ctf or do they have it at the break too?
Master Chibi
06-18-2005, 07:31 PM
CTF.
Shit is like 1/2 CvS2 and 1/2 #Reloaded. Only not as mind numbingly slow as CvS2 and not as jump happy as #Reloaded.
:D
Superking
06-18-2005, 07:34 PM
Definitely looks to play better than the first one, if I can find one here in Van City then I'll probably check it out.
TempestFox
06-18-2005, 07:51 PM
CvS2: Old and Busted.
T.R.F.2: New Hotness.
Master Chibi
06-18-2005, 07:57 PM
Amen, this game easily has me retiring CvS2.
Good ridance.
Nick T.
06-18-2005, 08:24 PM
Man I was playing this all day today, Kaya is my baby! It only took like an hour to get used to it, after that it was alot of fun. I had like 24 wins with Kaya, in like 3 little 8 win streaks. Mad, mad fun. Can't wait to go back and play it some more.
^_^GREED GREED GREED GREED GREED GREED GREED GREED
Master Chibi
06-18-2005, 08:36 PM
GREED GREED GREED GREED GREED GREED GREED GREED
GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAY
Yo, the air combos are done off the jolt, LP+LK.
Red meter = meter for attacking.
Blue meter = meter for blocking.
advanced (SP+SK) = red meter
alpha counterin with dodge = blue meter
there's also a third character to be unlocked, but I won't tell you how to do so yet.
Hee hee.
Rico!
06-18-2005, 08:37 PM
Here, some TRF2 matches:
http://www.ko-hatsu.com/
http://www.globetown.net/~may_upper/trf_down.htm
Great stuff. And looks gorgeous too.
anywhere to get vids of sheryl? the one vid with her on the second site is down.
Nick T.
06-18-2005, 08:41 PM
GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAY
Yo, the air combos are done off the jolt, LP+LK.
Red meter = meter for attacking.
Blue meter = meter for blocking.
advanced (SP+SK) = red meter
alpha counterin with dodge = blue meter
there's also a third character to be unlocked, but I won't tell you how to do so yet.
Hee hee.You mean the ice combos?
We need to figure that out. I still think its a CC type thing because when it hits the opponent can't tech or air tech out and they move SERIOUSLY slow.
Launch SP + LK, hit, CC in air.
Master Chibi
06-18-2005, 08:48 PM
No, just the jolt. You know when the screen turns red and the guy falls back slowly, that's air combo time. Also the back and dodge (yellow button) just reduces your block stun enough so that you can retilate AFTER you out of block stun.
Dodge = roll. Down + Dodge allows you to do one more move in the air after it, otherwise there's a standing and crouching dodge. All teching is done with dodge.
Nick T.
06-18-2005, 08:51 PM
No, just the jolt. You know when the screen turns red and the guy falls back slowly, that's air combo time. Also the back and dodge (yellow button) just reduces your block stun enough so that you can retilate AFTER you out of block stun.
Dodge = roll. Down + Dodge allows you to do one more move in the air after it, otherwise there's a standing and crouching dodge. All teching is done with dodge.Oh thats hot. So you start a jolt, do a combo, then jump dodge to recombo?
Also, does the game have autoblock after the first hit?
I never noticed it but it would be good so that u can dodge in between strings without having to worry about teching and losing some blue bar.
Master Chibi
06-18-2005, 08:56 PM
No, you should be able to do that string of yours more than once, there should be enough stun for them to be quite juggleable (is that even a word)?
No, I don't believe the game has autoguard, just invincibility frames at the start I believe.
You gotta keep a tab on the game for me, I'll try and come again next week.
^_^
Mark Beast
06-18-2005, 09:03 PM
this shit looks hot by im tired as hell...only looked at a few videos and the game looks hot based off the videos but i need to play it to get a real opinion.
Nick T.
06-18-2005, 09:04 PM
No, you should be able to do that string of yours more than once, there should be enough stun for them to be quite juggleable (is that even a word)?
No, I don't believe the game has autoguard, just invincibility frames at the start I believe.
You gotta keep a tab on the game for me, I'll try and come again next week.
^_^Jump dodge > Kara crossup lol
ShinNeosnake
06-18-2005, 09:05 PM
Eh, does anyone know what tier Sheryl is? I random picked the first character and she was my player. She's teh (intended) sexy. I just need to know how to play her. I just keep setting bombs all over the place.
Bombing people all over the place. Reminds me of Venom from GGXX (or whoever that billiards guy was) I hafta learn her. She seems very fun. More fun than braindead Greed.
Nick T.
06-18-2005, 09:09 PM
More fun than braindead Greed.He's the first character I picked the whole day. :(
ShinNeosnake
06-18-2005, 09:10 PM
Hes also an unlockable character. You sir have picked yourself an extremely easy character. Unlike my bomb setting Sheryl.
Nick T.
06-18-2005, 09:14 PM
Hes also an unlockable character. You sir have picked yourself an extremely easy character. Unlike my bomb setting Sheryl.How was I suppose to know. :sad:
Master Chibi
06-18-2005, 09:19 PM
There's a third, but I'll wait until I come next time to unlock her.
;D
ShinNeosnake
06-18-2005, 09:30 PM
Beatrice??? haha.
Anyone else play Sheryl? Anyone!?!?!?
On another note. Parts crushed Garnet = Happy me.
Master Chibi
06-18-2005, 09:43 PM
Yeah I love the tearable clothing aspect in this game, fucking brillaint.
ShinNeosnake
06-18-2005, 09:47 PM
I just need to see Sheryl with torn clothing. Tear the scarf off that bitch. Haha
Master Chibi
06-18-2005, 09:48 PM
And the shirt.
And pants.
And everything else.
<3
Time_Stop
06-18-2005, 09:53 PM
Beatrice??? haha.
Anyone else play Sheryl? Anyone!?!?!?
On another note. Parts crushed Garnet = Happy me.
Haven´t seen parts break Beatrice yet, huh?
Most characters only lose a piece here and there, but with Beatrice you can go on and on and on, ripping her whole suit off. She has a "dominatrix" lingerie underneath.
God tier.
Master Chibi
06-18-2005, 10:03 PM
<3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3
TempestFox
06-18-2005, 10:06 PM
Haven´t seen parts break Beatrice yet, huh?
Most characters only lose a piece here and there, but with Beatrice you can go on and on and on, ripping her whole suit off. She has a "dominatrix" lingerie underneath.
God tier.
...Sammy and Dimps fucking rule.
What triggers clothing coming off anyway, just random hits and combos?
And does anyone know how Lud builds his meter? I did it randomly once and it never happened again. :shake:
ShinNeosnake
06-18-2005, 10:21 PM
http://www.dimps.co.jp/rumblefish2/system_01_basic.html
Thats the official Japanese site for The Rumble Fish 2. The site explains everything. But.... I can't read Japanese. I understand some (like if you can do the move in the air) but otherwise Its EXTREMLY limited.
Someone please translate because I don't really get it.
From what I understand about the game:
Attacking builds up your Offense meter labeled "Off" in red on the bottom of your screen, use this to do supers or advanced attack.
Blocking builds up your Defense meter labeled "Def" in blue on the bottom of your screen under the offense meter. Use this to do advanced defensive moves like dodge or parry. ALso use this to do Defensive supers (alpha counter like attack????)
When both bars are filled, they become Green and says "Critical" and you can unleash an extremely powerful attack that does at least 1 lifebar off a character.
Err, light punch+ light kick = Jolt Attack AKA unblockable. If it hits, the screen turns red and your opponent flies away slowly, you are allowed to combo them until they hit the ground. This takes one offense meter bar.
strong punch+ strong kick = advanced attack. This is similar to Roman Cancelling in GGXX. You use it to extend combos. For example: you do basic combo, advanced attack into a longer combo before you do a super. Very good for guard crushing a person and used to keep pressure on. I like. This takes one offense meter bar.
Now the stuff I don't understand:
1)
light punch+ strong kick
light kick+ strong punch
Both these commands make your character enter a special mode in which I don't know whats special about it. Explain please. Each mode seems character specific.
2)
The 5th button. I don't understand it's use. I've used it a couple of times but I don't know the command. I know this button is very important in saving your ass so someone please help me. The poor Chinese kid playing Sheryl with gloves that he had since 6th grade. (I'm going to 11th grade in the fall)
Its like playing CvS2 but not knowing how to alpha counter or roll in C groove. Not good.
This game is fun. Let's use this thread to share what we know about the game. If I get enough information, I can write a ghetto FAQ and post it in attachment form. It can be sorta like a basic guide for beginners and we can add on what we find out.
TempestFox
06-18-2005, 10:34 PM
Blocking builds up your Defense meter labeled "Def" in blue on the bottom of your screen under the offense meter. Use this to do advanced defensive moves like dodge or parry. ALso use this to do Defensive supers (alpha counter like attack????)
Indeed. It also fills when you just get smacked in the face too. Defensive supers have all kinds of conditions, like, when blocking; when on the ground; and when taking damage.
Now the stuff I don't understand:
1)
light punch+ strong kick
light kick+ strong punch
Both these commands make your character enter a special mode in which I don't know whats special about it. Explain please. Each mode seems character specific.
Everyone has their own little thing. For example, Aran gets Genei-jin. :tup:
2)
The 5th button. I don't understand it's use. I've used it a couple of times but I don't know the command. I know this button is very important in saving your ass so someone please help me. The poor Chinese kid playing Sheryl with gloves that he had since 6th grade. (I'm going to 11th grade in the fall)
Dodge. You press it normally, you do a little dash towards your opponent, in the air you do a little dodge flip, and when pressing down causes a short hop forward, all with some invincibility I believe. You also press this as you block a hit to do an Impact Break. (Basically a Parry) It costs one blue bar.
Master Chibi
06-18-2005, 10:35 PM
light punch+ strong kick
light kick+ strong punch
Both these commands make your character enter a special mode in which I don't know whats special about it. Explain please. Each mode seems character specific.
Yeah, this is character specific. My character Kaya has it so that the opponent turns to ice and thus slows down greatly. Aran gets a double ala V-ism in Alpha 3. Greed speeds up and deals more damage, and so on and so forth.
2)
The 5th button. I don't understand it's use. I've used it a couple of times but I don't know the command. I know this button is very important in saving your ass so someone please help me. The poor Chinese kid playing Sheryl with gloves that he had since 6th grade. (I'm going to 11th grade in the fall)
It's used for teching. Think of it as safe fall in one button, but also being able to tech in the air. When you're on the ground and you get sweeped you can choose to roll foward or backward afterwards. You can choose to tech foward or backward in the air as well, all with the fifth button.
This game is fun. Let's use this thread to share what we know about the game. If I get enough information, I can write a ghetto FAQ and post it in attachment form.
Cool.
:D
TempestFox
06-18-2005, 10:38 PM
Chibi, do you already have a Kaya Av you bastard? =p
Master Chibi
06-18-2005, 10:43 PM
That I do, want one of Aran?
:D
TempestFox
06-18-2005, 11:01 PM
or Lud, either one would be totally super.
You'll have to make it of the small variety, as I am not special...yet.
Saotome Kaneda
06-18-2005, 11:10 PM
Gotta say haha to all the haters that slept on the first. =p
EDIT- MC, Orville AV plz. Don't forget about your TLK guys. :sad:
TempestFox
06-18-2005, 11:14 PM
Heheh, I'm still TLK too, I'm just not sporting the avatar right now. :tup:
You're a grappler whore, aren't ya Saotome?
PozerWolf
06-18-2005, 11:50 PM
Aw... what a tease.
Everyone talking about how good this game is.
Man, I want to play it :crybaby: :crybaby:
Nick T.
06-18-2005, 11:54 PM
Can someone tell me if cr. dodge into an attack acts as an overhead?
Just thought of it but didn't get a chance to try it at CF.
TempestFox
06-18-2005, 11:56 PM
Can someone tell me if cr. dodge into an attack acts as an overhead?
Just thought of it but didn't get a chance to try it at CF.
Well, it's a short hop, isn't it? You're in the air, so I guess it has to be blocked high.
TempestFox
06-19-2005, 07:14 AM
Haven´t seen parts break Beatrice yet, huh?
Most characters only lose a piece here and there, but with Beatrice you can go on and on and on, ripping her whole suit off. She has a "dominatrix" lingerie underneath.
God tier.
http://www.rumblefish2.com/_beatrice_parts_01.jpg
Oh yeah.
Master Chibi
06-19-2005, 07:18 AM
Ok here you go, done in the same style as mine.
www.quill.otersi.com/aran.gif - For you Tempest.
www.quill.otersi.com/orville.gif - For Kaneda.
:D
TempestFox
06-19-2005, 07:24 AM
Hot. Thanks Chibs. :tup:
Master Chibi
06-19-2005, 07:35 AM
No problem.
We should hold a tournament, do it next Saturday!
:D
One Hit Combo
06-19-2005, 07:36 AM
The animation is really choppy, the characters are kind of bland, and stuff does way too much damage.
I play Aran ... Bogard. Fought alot of Juds today. More tackle combos than Urien. :P
It's a pretty solid game. Somebody mentioned the Garou crowd has some say in it. I can kind've see it. It's a pretty good fighter, everything said, and I hope it stays around longer than most non-Capcom fighters tend to.
Saotome Kaneda
06-19-2005, 08:37 AM
Heheh, I'm still TLK too, I'm just not sporting the avatar right now. :tup:
You're a grappler whore, aren't ya Saotome?
Don't hate on the grapplers. =p There are very few grapplers I don't like.
EDIT: Since you already own my first born, do you want my second born or my ETERNAL SOUL®, Chibs?
polarity
06-19-2005, 08:59 AM
The animation is really choppy, the characters are kind of bland, and stuff does way too much damage.
Choppy? Seems pretty well animated to me in terms of fluidity, though it does look kind of unnatural...something to do with the 3D models, I think. Characters seem really bland to me too, though I haven't seen any footage with sound.
There is no chance of me playing this before it gets a console release :sad:
ShinNeosnake
06-19-2005, 09:38 AM
Hey Chibi, can you please make me a Sheryl AV? If you can, fit "Shin" on the left side running up like with your other AVs, if not just leave it blank.
Rico!
06-19-2005, 09:46 AM
i can't wait to go play this thing. hopefully i wont get beasted on too badly.
TempestFox
06-19-2005, 09:50 AM
Choppy? Seems pretty well animated to me in terms of fluidity, though it does look kind of unnatural...something to do with the 3D models, I think. Characters seem really bland to me too, though I haven't seen any footage with sound.
There is no chance of me playing this before it gets a console release :sad:
There's 3 over at http://www.ko-hatsu.com/ Only features four characters, but hey. Gives you a decent idea how the game plays.
i can't wait to go play this thing. hopefully i wont get beasted on too badly.
Hey, I did pretty well for my first time ever playing the game.
:tup:
Won a decent amount of matches against people who knew far much more than I did. :razzy: And even then I still had fun getting beat up a little.
Nick T.
06-19-2005, 09:57 AM
No problem.
We should hold a tournament, do it next Saturday!
:D
DO ITTTTT
Master Chibi
06-19-2005, 10:07 AM
Only if you hold a Rumblefish tourney next Saturday.
(Expect it later today).
Oh and that other guy playing Greed was getting on my nerves really badly.
:D
Nick T.
06-19-2005, 10:35 AM
Only if you hold a Rumblefish tourney next Saturday.
(Expect it later today).
Oh and that other guy playing Greed was getting on my nerves really badly.
:DCause he's Greed. Everything he has is cheap and safe as long as the other person doesn't have defense bar. Plus he gets the damage increase when I do qcb+SP.
cr. LK, cr. SK, qcf+LP is a pretty good string all in all because its a safe block string and it combos when it hits. lol
ShinNeosnake
06-19-2005, 10:55 AM
I'd run the tourney if I didn't have a bball tourney to attend.
I'm wondering if weeklies or bi-weekly Rumble Fish tourneys will be good.
Nick T.
06-19-2005, 12:08 PM
I'd run the tourney if I didn't have a bball tourney to attend.
I'm wondering if weeklies or bi-weekly Rumble Fish tourneys will be good.Bi weekly
JeRon
06-19-2005, 12:13 PM
I've seen Rumble Fish 2.................
WHY!!!! :sad:
Nick T.
06-19-2005, 12:26 PM
I've seen Rumble Fish 2.................
WHY!!!! :sad:Its such a solid game.
So technical. I LOVE technical games.
TheWanderer
06-19-2005, 12:49 PM
The jumping animation looks like crap. :tdown:
P.S. Each to his own...
Mark Beast
06-19-2005, 12:51 PM
the character design leaves a little to be desired...but overall the gameplay looks decent IMO. i don't know shit about this game and i haven't played it so...
RagingStorm101
06-19-2005, 04:23 PM
So has anyone put a list of the characters and their movelist? If no one has, I'll try to the next time I go to CF and put it up. But if someone did, just tell me so I don't waste my time.
ShinNeosnake
06-19-2005, 05:17 PM
What do you mean?
There are strips on paper under the plexiglass teaching you the moves.
But on the site I provided you guys, there are the complete movelists.
But ya, I'm willing to write a FAQ for the basic systems (KEYWORD: BASIC) of this game unless someone else already has it (in English anyways).
If I do, I'll need people to pick a couple of characters each and tell me what each move does. Obviously I'll give credit in my FAQ where credit is due.
Right now, I'd be willing to do Sheryl.
Master Chibi would obviously want to do Kaya.
Nick T. will have Greed down.
Im lucky theres not 40 some odd characters like in CvS2 or MvC2.
::Edit::
I'll head to CF on Tuesday after I take Regents to mess around in the game. I'll get a feel for how to play the game more.
CrotchMonkey
06-19-2005, 05:21 PM
Dimps has ex-members from SNK (part of the Garou/Last Blade team and part of the KOF98 team), so after fine-tuning the first TRF into this sequel, it´s no surprise this is a good game...
wait so its a new company that made this, Dimps? with everything you said id be surprised if this game was less than awesome.
the graphics look like the best ive ever seen in a 2d fighter. the gameplay looks like a sick blend too, fuck is there a console release coming at all?
Master Chibi
06-19-2005, 05:24 PM
I'll be there Tuesday, I have an interview in NYC so I'll come by and fuck around some more.
:D
ShinNeosnake
06-19-2005, 05:28 PM
Chibi! Make me an AV of Sheryl please.
Master Chibi
06-19-2005, 05:40 PM
I got something special for you Shin, give me five minutes.
;p
Master Chibi
06-19-2005, 05:56 PM
Ta-dah.
Yeah i went there this weekend and there were alot of people playing it early at around 2 to 3 pm. Looks pretty cool to me. Oh and master Chibi I was there Saturday for about an hour and i saw two dudes playing the game. You weren't wearing an orangy yellow shirt by any chance were you?
JamMasterJom
06-19-2005, 06:16 PM
now all we need is RF2 at FFA and then itll get big
TempestFox
06-19-2005, 06:53 PM
Yeah i went there this weekend and there were alot of people playing it early at around 2 to 3 pm. Looks pretty cool to me. Oh and master Chibi I was there Saturday for about an hour and i saw two dudes playing the game. You weren't wearing an orangy yellow shirt by any chance were you?
Yep that was him. :p
Gonna be there tuesday huh? I think I'll drop by then too. :tup:
ShinNeosnake
06-19-2005, 07:35 PM
Heck, I might go everyday for Rumble Fish. Haha.
BTW, The Sheryl is tres Sexy. Thanks Chibi.
SilverGear
06-19-2005, 07:46 PM
Hey Master Chibi think you could whip me up a Mito avatar?
Got represent the Loli love.
God I want to get my hands on this game so bad. =(
Nick T.
06-19-2005, 08:09 PM
Yeah i went there this weekend and there were alot of people playing it early at around 2 to 3 pm. Looks pretty cool to me. Oh and master Chibi I was there Saturday for about an hour and i saw two dudes playing the game. You weren't wearing an orangy yellow shirt by any chance were you?The other guy was me.
Me and Chibi were there for a while, until around 3.
Mark Beast
06-20-2005, 08:18 AM
ey, nick or chibi or whoever, you mind trying to get match vids of you guys playing rf2? if you get the footage i'll host it.
Master Chibi
06-20-2005, 08:23 AM
Well if someone's got a camera 2morrow, then I don't see it being a problem.
;p
Sp00ky
06-20-2005, 08:30 AM
This game should have been Act Cadenza.
That being said, it's still fun. But I'd kick it out of my mind real damn fast for AC.
Mark Beast
06-20-2005, 08:35 AM
Well if someone's got a camera 2morrow, then I don't see it being a problem.
;p
hot. once you get the vids from that person's cam to the comp, tell him/her or whoever to aim me the vids.
aim(s) :
markxbeast
motokiimawano
Master Chibi
06-20-2005, 09:25 AM
Vic, get to CTF 2morrow and get someone to tape this shit!
;p
Sp00ky
06-20-2005, 10:28 AM
I don't know anyone with a camera.
Nick T.
06-20-2005, 10:52 AM
If people are going to record tomorrow, i'm definitely going to try to go tomorrow. Thing is, will people actually be there??
Master Chibi
06-20-2005, 10:54 AM
I should be there after 3 ;p.
Hoonyo
06-20-2005, 10:59 AM
when's it coming out for ps2?
TempestFox
06-20-2005, 11:30 AM
I've already expressed my interest in attending.
Though capturing my sorry mug and playing skill on video is not what I'm going for. =p
Sabin
06-20-2005, 01:45 PM
Well Censei had a choice of either getting RF2 or MB:AC. He chose RF2 cause he thinks MB:AC looks and plays like trash. I dunno, take it up with him. :P
Nick T.
06-20-2005, 01:49 PM
Leave RF2 in.
TempestFox
06-20-2005, 01:51 PM
He chose RF2 cause he thinks MB:AC looks and plays like trash.
I concur.
Leebee Link
06-20-2005, 02:14 PM
Holy crap!! I didn't even notice this topic.. Wow. Because of my self proclaimed title, I'll whip up a FAQ with movelist in a little bit. :tup:
TempestFox
06-20-2005, 02:31 PM
Holy crap!! I didn't even notice this topic.. Wow. Because of my self proclaimed title, I'll whip up a FAQ with movelist in a little bit. :tup:
Most appreciated. If I could have some in depth stuff for Lud, you'd rock hardcore.
Time_Stop
06-20-2005, 02:47 PM
wait so its a new company that made this, Dimps? with everything you said id be surprised if this game was less than awesome.
the graphics look like the best ive ever seen in a 2d fighter. the gameplay looks like a sick blend too, fuck is there a console release coming at all?
Dimps is not really a new company. They´ve been making games for a while, like some Dragonball games and stuff. But obviously, with their staff and this being a 2D fighter, they managed to crack their fingers and dive into the game big time. And like Capcom, the first try (TRF1) was so-so. TRF2 improves on it.
Master Chibi
06-20-2005, 02:52 PM
Well Censei had a choice of either getting RF2 or MB:AC. He chose RF2 cause he thinks MB:AC looks and plays like trash. I dunno, take it up with him. :P
Well truthfully (being the MB whore that I am) you'd get alot more life / mileage out of MB:AC, alot more. As is, RF2 will do well, but it will fade out as it's a simple game. Honestly I figured out much everything on Saturday, and I don't say that as to demean the game, but in essence it's a poor man's Guilty Gear. It's quite simple enough to get into, but there's isn't much depth to it save match ups. It's easy to play and easy to master, whereas #R (and MB:AC to an arguable extent) is easy to play but hard to master, hence its depth.
Regardless, I'm all for promoting RF2 to its death, whenever that may be.
^_^
ShinNeosnake
06-20-2005, 03:07 PM
Mito is CRAZY. CRAZY I say. But Sheryl's still my bitch. I just dont get 15 game win streaks with Sheryl.
I'll be there tomorrow after my Regents so Ill be there maybe 1 or 2 Latest.
Leebee Link
06-20-2005, 03:13 PM
Here's a semi detailed FAQ/movelist. I haven't played the game enough to know what properties of special moves changed, but you guys can just correct me if you have any input.
Abbreviations:
LP: Light Punch SP: Strong Punch
LK: Light Kick SK: Strong Kick
D: Dodge
u,l,d,r= Up, Left, Down, Right
cr.=crouching
j.=jumping
c.=close
s.=standing(far)
OA=Offensive Art
DA=Defensive Art
CA=Critical Art
IB=Impact Break
CC=Critical Cancel
Systems Explanation
Rush Combos
The game features a combo system that allows players to chain normal moves together to create combos. You can only go in the lower to stronger direction (LP<=>LK=>SP<=>SK) but you can still cancel the moves. Aerial Rush combos can also be performed, and follow the same rules.
Dodges
The 5th button used in The Rumble Fish 2 is the Dodge button. In most situations, it performs some kind of evasive maneauver, but it also performs some very important actions as well. (later in systems) While standing on the ground, pressing D will execute a Ground Dodge, where your character will hug down low and dash forwards a ways. While pressing down, down-forward or down-back, you will perform an Aerial Dodge. During both moves you may perform a single normal move.
Offensive Gauge
The Offensive guage is split into 3 parts, each with a red color. This fills up while hitting the opponent, and using special moves. There are many systems that will use parts of the Offensive Gauge.
Defensive Gauge
Like the Offensive Gauge, it is split into 3 parts each with a blue color. Unlike the OG, this fills up automatically with time. Blocking or getting hit will not speed up it's rate of filling. The speed at which character's DG fills up varies. Defensive systems use parts of this gauge.
Recovery
Simply done by pressing any button while knocked down in the air, your character will hop out of it. You can direct where it goes in conjunction with the control stick.
Quick Recovery
Done by pressing D while knocked down in the air, this move will recover at any time, even in cases where you could not use a normal recovery. You can direct it with the control stick. Costs one level of DG.
Ground Recovery
Pressing D while on the ground will make your character perform a quick roll to recover. You gain a small amount of invincibility at the beginning to avoid attacks, but later in the animation you are vulnerable, and throws can get you at any time during this move. You can direct which way you go with the control stick.
High Aerial Dodge
Press D while in the air and not knocked down. Your character will perform a dodging motion while in the air. After performing this you cannot do any jump attacks until you land, but you do gain full invincibility for a short while after dodging. If you time it correctly, you can dodge the opponent's anti-air attack. This also changes the trajectory of your jump, so it can be used to fake a jump-in, land, and then punish a whiffed anti-air attack.
Impact Break
D while guarding/blocking. Will decrease your block stun so you can counterattack your opponent or foil a guard crush attempt. Low Impact Breaks can be performed from a crouching guard. If you mistime this, you won't gain any advantage and you will waste a level of DG. Whether you perform it correctly or incorrectly, it costs one level from the DG.
Impact Blow
Press D during a move that causes the opponent to be knocked into the air. This new feature in TRF2 makes it so that your opponent cannot recover, quick recover, or ground recover after the attack. This allows for new and original air combos and setups. A good example of this is Hikari's Momiji-Barai, where she can jump up afterwards and continue to combo the opponent. Costs one level from the OG.
Jolt Attack
LP+LK. This move initiates a small spark, whereafter your character performs an unblockable attack that causes the backround to turn red and your opponent to float to the ground very slowly. THey can't recover at any time during this, so you can perform combination attacks till they land. You can also perform aerial jolt attacks. Costs one level from OG.
Advanced Attack
SP+SK. After the command, your character will perform a short dash attack that allows you to continue combos and keep pressure on the opponent. You can cancel into this attack from normals, and you can do any normals you want after this. The actual Attack is so fast that you can counter people that Impact Broke you if you time it correctly. Costs one level from OG.
Boost Dive
LP+SK or LK+SP. This move performs a sort of "power up" for your respective character, with various effects for each character. The backround will change, and a small timer up top will start to go down until the Boost Dive ends. Each one will be discussed in the character section. Costs one Offensive and Defensive Guage.
Guard Crush
By repeatedly blocking moves, Special Attacks, OA's, DA's, and CA's, your small Guard Guage will start to deteriorate. If it goes all the way down, your Guard will be crushed and you will be open to attacks. This automatically refills over time.
Offensive Arts
Basically the "supers" of the game, each character has (at least) one. The effects and damage vary per character, but the all deal a relatively good amount. With a few exceptions, each cost one level of the OG.
Defensive Arts
DA's could be described as pseudo... Alpha counters or combo breakers. Almost all of them deal a very small amount of damage, and are defensive in nature. They can be Guard Cancels, Hit Cancels, Down Cancels, or just plain commands. These cost two levels from the Defensive Guage.
Critical Arts
These attacks are simply devastating. Doing at least one life gauge (50%) from your opponent, these are almost always high-priority and great attacks. Unfortunately, you need to have the control to be able to build up 3 levels of each Guage so that it can fuse to form a Green critical Guage. Costs 3 levels from each gauge.
Critical Cancel
This is basically the "super cancel" of the game, where you can cancel special moves into supers for extra damage. Like 3S, it costs nothing extra, so if you have the situation, go for it. Despite the name, you can CC into OAs as well as CAs. The particular move varies for each character, and some characters have multiple.
*phew* I'll get to the character movelist and notes in a sec, I need a little time.
Nick T.
06-20-2005, 03:27 PM
Mito is CRAZY. CRAZY I say. But Sheryl's still my bitch. I just dont get 15 game win streaks with Sheryl.
I'll be there tomorrow after my Regents so Ill be there maybe 1 or 2 Latest.I'll be there around 12 or 11:30.
The main reason why I didn't get Melty Blood was because you can play it already on your PC, unlikely RF2. Which is not out on console/pc yet.
Another game coming next week is Senko No Ronde! :looney:
Some vid of Senko No Ronde if you haven't seen it yet:
http://am.sega.jp/utop/closeup/senkoronde_06.html
Nick T.
06-20-2005, 03:41 PM
Vf: Ft Pleaseeeeeeeeeeeeee?????
Master Chibi
06-20-2005, 03:42 PM
Ah well, MB:AC is quite different from MBR, and I think you'd be the only ones in the NATION to get one if it was there, plus my ass has spread word of it enough to give it attention, but that's life I suppose.
;p
hold a tourney with guilty gear, and i the world champion in Rumble Fish 1, will show up.
ShinNeosnake
06-20-2005, 04:40 PM
There goes my FAQ.
RagingStorm101
06-20-2005, 04:43 PM
damn this game is fun as hell! I just went there today and ShinNeoSnake was owning everyone with Mito. As soon as he left, I owned the place with Greed hehe but that was cuz everybody there (including me) didn't know how to play. Then some chubby kid played with Hazama and owned me = (. Then the fat black guy who works at CF owned him with Aran. I'm going to use Aran now because I just found out Greed is supposedly a bonus character so that sounds kind of cheap.
So for Aran...does everyone do this combo?
cr.lp x 2 cr.sp s.sk qcb + sp, f + sp, then qcf qcf + sp? I'm just guessing so if someone can tell me, that'd be most appreciated.
Nick T.
06-20-2005, 04:48 PM
People need to start using dodges more.
i suppose if you dont visit RC often, (mainly since its been down for a week lol)
we wrote an article about RF2 awhile ago: http://www.romancancel.com/content.php?article.60 (register to view article)
ShinNeosnake
06-20-2005, 05:04 PM
Whats the timing for Impact breaks? I never get them correctly, and if I do its pointless because I never take the opportunity to attack since they're out of range or already blocking.
BTW, DOES ANYONE KNOW HOW TO PLAY SHERYL?!?!?!?!
Leebee Link
06-20-2005, 05:18 PM
Just for all the people here, there's a new match vid at www.rumblefish2.com. It's Garnet vs. Hikari, and Garnet gets parts crushed a lot... Heheh.. :badboy:
Anways, onto the movelist!!
Zen
Command Attacks
Ryuuzusai F+SP
Ryuurinha F+SK
Special Moves
Zanshinken QCF+P
Kaijingeki QCB+P (CC)
Sengouken DP+P (CC)
->Followup SP
Gasaikyaku QCB+K
Kakonhou D,D+K
Kakonshou D,D+K
OA
Koujin-Resshingeki F,HCF+P
DA
Houshinshou QCB,QCB+P
CA
Ragou QCF,HCB+P
Gouraisenbu HCB,F+K
->Followup SK,SP,LK,LP,LP,LK,SP,QCB+P
Boost Dive
Kakondou
Notes
o Ryuuzusai is an overhead.
o Zashinken is a projectile with a relatively short range.
o Kaijingeki s a short ranged elbow strike. Only the LP version combos from Strong attacks, but it launches on counterhit.
o Sengouken is an uppercut attack that creates a whirlwind. There is a minor amount of invincibility on both versions, with the SP version having more. The followup attack can only be used from the SP version.
o Gasaikyaku is a diving downward kick from the air.
o Kakonhou causes Zen to pause for a short period and charge up. Afterwards, his fists start to glow and all of his special moves are powered up. The LK version offers one powerup, and the SK offers two, but has a much larger recovery time
o After Kakonhou, Zashinken becomes a full screen projectile and hits 4 times. Kaijingeki is sped up, and the SP gets the ability to combo. (I think it also knocks the opponent back considerably) Sengouken becomes a huge screen high tornado that has great priority. Gasaikyaku is sped up a little, and hits twice with a small explosion animation. Afterwards, the opponent it launched for a juggle.
o Kakonshou is only usable during Zen’s Boost Dive, and it creates a large shockwave in front of him. It’s too slow to combo into, but is good for guard crushing and pressure.
o Koujin-Resshingeki is a small thrust forward, and then Zen proceeds to push them to the wall where he repeatedly juggles them with a vicious series of attacks.
o Houshinshou creates an energy field to burst out of Zen, and can be used normally or as a Guard Cancel. The wave launches on counterhit.
o Ragou is a small strike forward linked into a large whirlwind stream that does many hits. The initial strike’s range is small, so be sure that it will hit.
o I’ve never seen Goraisenbu.. looks like a Deadly Rave type attack…
o Kakondou gives Zen access to all of his powered up moves for a short time period.
Hikari
Command Attacks
Ochibabarai F+LP
Special Moves
Oborotefu: Sora QCB+LP
Oborotefu: Kiri QCB+SP (CC)
Oborotefu: Tsuchi QCB+LK
Kurumanagi HCF+P (CC)
Momiji-Barai HCF+K (CC)
Mikagegaeshi RDP+P
Kazadama DP+P
OA
Murakumo-Barai (j.)QCB,QCB+P
DA
Oborotefu: Ame B,HCB+SK
CA
Amanagi HCF,HCF+P
->Followup [D],U+P
Boost Dive
Harukaze
Notes
o Ochibabarai is an overhead that gives you advantage on hit and block. You can cancel the move into her OA or CA, or just link a light attack or AA after it to keep pressure/ Guard crush.
o The Oborotefu attacks are counters. While one counter is active, you may cancel the animation into another (except Ame) one time. Sora counters jumping attacks and throws the opponent into a non-techable air position for followup. Kiri counters non-low ground attacks. Although you can’t followup after it, it is Critical Cancellable. Tsuchi counters low attacks, and then Hikari bounces them off of the ground for a juggle followup.
o Kurumanagi is a spinning attack that moves forward. Only the LP version will combo from Strong attacks normally, but it is vulnerable for longer and does one less hit. Both are CC’able.
o Momiji-Barai is a dashing low attack. The SP version follows with an uppercut. Good move to Impact Blow.
o Mikagegaeshi is a throw move that causes Hikari to hit the opponent a few times, and then throw them into the air. I think you can juggle after it if you are fast enough.
o Kazadama is a move that makes Hikari form a green energy ball in front of her. The LP version stays there, while the SP version moves forward a bit. It doesn’t combo from anything, but gives frame advantage on block. The move is also large enough to snatch people from Ground Dodges.
o Murakumo-Barai is a short ranged spinning uppercut type attack that can suck your opponent in. It does a lot of hits, and can be executed in the air, even from an aerial rush combo, making it versatile.
o Oborotefu: Ama is another counter move that will counter any non-projectile, non-throw move, regardless of level. The damage it does for a DA is pretty good, and you are able to air combo them afterwards.
o Amanagi is a charging uppercut attack like the one in the SP Momiji-Barai. You can hold the button down to increase the distance traveled before the uppercut, and the followup move causes Hikari to do an attack that looks like a beefed up Murakumo-Barai.
o Harukaze causes Hikari to slowly regain life. Use to make your opponent hasty.
Typhon
Command Attacks
Soutoushou F+SP
Sankakutobi (near the wall) F or U/F
Sourakkyaku (while in the air) D+LK
Special Moves
Tenkeishou (j.)QCF+P
Shukukeihou F,HCF+P
Retsusouan B,HCB+P
Renkatsukyaku DP+K (CC)
Bakkishou (while in the air) QCF+K
Muuchoushuu QCF+K/QCB+K
->Sourakkyaku D+K
->Sankakutobi U/F or U or U/B
->Kabetobiutsuri F or D/F
--->Tenkeishou D/B, D or D/F+P
--->Sankakutobi U/F or U or U/B
OA
Shukukei: Houshouan (j.)QCF,QCF+P
DA
Kongoutoutai B,HCB+K
CA
Typhon-Shiki: Chouzetsu Renkeihou QCF,HCB+P
Boost Dive
Tenkeihou
Notes
o Sankakutobi is a triangle jump.
o Sourakkyaku is a diving kick attack.
o Tenkeishou is a small green projectile. LP version travels forward, while the SP version is angled upward slightly. When used in the air, the LP version shoots downward at an angle, and the SP version shoots at a farther angle.
o Shukukeihou is a slow moving, triangle shaped projectile. It does three hits and can be used to chip away at your opponent’s guard meter effectively.
o Retsusouan is a throw that causes Typhon to blast some energy into your opponent, causing them to crumple. You can dash in and combo them after the throw.
o Renkatsukyaku is a rushing kick combination. The LK version does 2 hits, while the SK version does 3. It is CC’able on the first and second hits for the two versions, respectively.
o Bakkishou is a straight downwards energy blast that causes the opponent to bounce off of the floor for a juggle followup.
o Muuchoushuu is an attack that causes Typhon to jump to the respective wall that you input, and attack with a kick after bouncing off of it. The LK versions only jump 1/3 of the screen for the kick attack, while the SK versions jump 2/3 of the screen.
o Sankakutobi makes Typhon jump (after reaching the first wall) to the opposite wall, and then perform the kick attack.
o Kabetobiutsuri causes Typhon to pause once he reaches the wall and and then fall down.
o Shukukei: Houshouan causes Typhon to create a large stationary energy field that repeatedly hits the opponent. It can now be used in the air as well, so it’s quite versatile.
o Kongoutoutai makes Typhon create an energy wave that is sort of like Zen’s DA, but it is invincible for a long time. It can be done as a Guard Cancel.
o Typhon-Shiki: Chouzetsu Renkeihou is a large salvo of projectiles that constrict the opponent.
o Tenkeihou greatly reduces the recovery time on Typhon’s Tenkeishou, and allows him to fire a second blast by pressing punch afterwards.
Here are the first three characters with various notes.I took some stuff from SkuldnoShinpu's RF2 article so thanks. (The link that j1n posted)
OrochiTempest, when I'm done with all the characters, we'll talk Lud. :tup:
RagingStorm101
06-20-2005, 05:25 PM
Say Leebee Link...do you know anything about Aran?
Oh yeah is it just me or does Greed look like Scars from Full Metal Alchemist?? I swear he's a rip off of him. He even talks about God when he kicks your ass.
ShinNeosnake
06-20-2005, 06:31 PM
Nah, he doesnt have the crazy arm or the X. The X made Scar gangster.
::EDIT::
On Topic. Is it just me or does Mito stance 1 play similar to Shotos in ST. I was doing a ghetto hadouken trap and I kept anti airing with her DP and followed up with a c.RH if they didnt recover.
Eh, Je ne sais pas. I dunno, Mito seems very fun to play. I just dont like teh fact she has to change stances. Her 2nd stance has no real antiair unless you jump. But that stance is for Rushdown anyways.
kyo_andy
06-20-2005, 06:39 PM
hey leebee link, know some moves of garnet???... tomorrow i'll try to practice in cf
Zakuta
06-20-2005, 06:41 PM
I hope you guys are enjoying it as much as I did. :)
BTW, DOES ANYONE KNOW HOW TO PLAY SHERYL?!?!?!?!
yes
i play sheryl, greed.
yay
RagingStorm101
06-20-2005, 08:44 PM
ahh i can't believe I have to look at match videos to figure out Aran = /. Hopefully I figured it out right...
ShinNeosnake
06-20-2005, 09:22 PM
Eh, Im prolly gonna learn Mito, Lud, Sheryl, and Garnet. In that order.
SHeryl is fun as hell to play with.
hey leebee link, know some moves of garnet???... tomorrow i'll try to practice in cf
Piercing Heart (QCB+LP/LK/SP)
this move is a kick, much like Johnny's "Mist Finer" from GGXX
from this move, you can hold the button down (LP/LK/SP) and she holds her leg in place. like Johnny's "Mist finer stance"
SK cancels her "mist finer stance" back to normal standing
When you land a hit, press back to bring the opponent toward you, press forward to make them launch upwards in an untechable state.
You can use the back to bring them to you when they block the kick.
Gaze Slash
DP+K her basic DP, followup with K
Biting Jest qcf+K
Low Slide Kick, highly punishable
Scheme Stifle backwards dp+K
Overhead Kick, Floor Bounce on Counter Hit
Offensive Super
Piercing Soul qcb, hcf K
Defensive supers
Mimic Terror back, hcb K
You do this move when you're knocked down, and it only works close range and is a throw
Critical supers
Sweet Shuffle qcf hcb K
Garnet does lots of Piercing Hearts
World's End down forward, back, down, downback, forward, back, forward + P
Boost Dive
Detecting Eyes places a mark on her opponent. This mark denotes the opponent's 'weak point', and every time Garnet hits that mark she does double damage.
Combos: uhhh i really dont play garnet, but an old combo from RF1 was string->Mistfiner launch->Sweep->Mistfiner Launch->Super Cancel.
one of garnets best abilities is standing LK,Throw for tick throw.
ummmm rush down :D
Leebee Link
06-20-2005, 10:07 PM
Garnet
Command Attacks
Pinhead Split F+LK
Proud Slap F+SP
Special Moves
Piercing Heart QCB+LP,SP or LK (CC)
->Followup F or B+Same Button (CC)
->Cancel SK
Gaze Slash DP+K
Biting Jest QCF+K (CC)
Scheme Stifle RDP+K
OA
Piercing Soul QCB,HCF+K
DA
Mimic Terror (Down) B,HCB+K
CA
Sweet Shuffle QCF,HCB+K
War’s End D/F, RDP ,F,B,F+P
Boost Dive
Detecting Eyes
Notes
o Pinhead Split is a cancelable overhead attack.
o Piercing Heart is a long reaching kick at different levels. LP is diagonally upwards, LK is straight forward, and SP is angled low. The SP version must be blocked low. You can hold the button you used to keep Garnet in a ready stance, and then let go to attack. While in the hold stance, you can press SK to cancel the attack. It’s a lot like Johnny’s Mist Finer or Yamazaki’s Snake Tamer.
o The followup move draws the kick in (back) or pushes out again (forward), and it’s effects depend on the version used. LP knocks the opponent back, SP knocks down, and LK staggers the opponent.
o Gaze slash is a jumping anti-air move. The LK version does one hit, while the SK version adds an additional attack. Both moves have invincibility, but the SK version has more. Like many other anti-air moves, the LK version launches on counterhit.
o Biting Jest is a sliding low kick that is linked to a high kick that launches. This move has great range, and coupled with easy followup makes it one of Garnet’s best moves.
o Scheme Stifle is a short jump kick that is angled downwards. The move is quite fast, and is an overhead. In addition, the move will make the opponent bounce off of the ground on counterhit for followup.
o Piercing Soul is a fast move that performs a Gaze Slash and then juggles into a screen-wide side kick. It’s quite fast, and has good priority over most attacks. It’s easy to do after a Biting Jest.
o Mimic Terror can only be done while you are knocked down. During the move, Garnet will catch the opponent with her legs, and throw them down onto the ground, diminishing the opponent’s chance at wakeup pressure. If you do get the move off on the opponent, you are rewarded one Offensive Gauge.
o Sweet Shuffle is a fast Critical Art that has Garnet performing a ton of Piercing Hearts on the unfortunate opponent.
o War’s End is a weird CA in which Garnet takes the opponent off of the screen and beats them up for a second before returning. A little dude with a sign shows up and the sign has an hourglass on it.(wait) Yes, its motion is really weird.
o Detecting Eyes places a small mark on the opponent that denotes their respective “weak point.” Every time you successfully hit the opponent in that spot, the move does double damage. Very devastating if you memorize the various heights of Garnet’s normal and special moves.
w00t!!! :rock:
Boyd
Command Moves
Soire Chop F+SP
Soire Chop Fake B+SP
Special Moves
Sunny Finger QCF+P (CC)
Mellow Throw HCF+K
Fancy Kick QCB+K
Shiny Punch DP+P (CC)
Down Sunny Finger QCB+P (CC?)
OA
Super Shiny Punch B,HCB+P
Super Steel Head [D],U+LP+SP
DA
Twin Sunny Finger QCF,QCF+P
CA
Eccentric Motion QCF,HCB+P
Boost Dive
Sunny Shot
Notes
o Soire Chop is an overhead.
o Sunny Finger is a move that causes Boyd to wind up and than move forward while a pink energy ray comes out of his finger. The neither version combos from Strong attacks, but both have Autoguard against non-low attacks while winding up. If the move hits, Boyd gains a Sunly Mark.
o Mellow Throw is a throw attack that causes Boyd to throw the opponent behind him, where he can combo them afterwards. Think of it as an attack like Iori’s Scum Gale; it does no damage by itself.
o Fancy Kick causes Boyd to jump up and then basically land on his opponent with his feet. If he does hit, he hops back a long ways, and like Zen’s Gasaikyaku, this can OTG well.
o Shiny Punch is a jumping uppercut move, with lots of invincibility and priority. The LP version is fast enough to combo from Strong attacks, while the SP version has more invincibility and does more hits, like a HP Tiger Uppercut.
o Down Sunny Finger is a new move that basically has Boyd do the same thing as his normal Sunny Finger, except aim diagonally downwards as he lets loose. The LP version is fast, and the move is able to OTG, so it is a great way to accumulate Sunly Marks easily. Adds a Sunly Mark if it hits.
o Super Shiny Punch is a large dash connected to a high Shiny Punch, but while Boyd is still in the air, he fires a Sunny Finger downwards into the opponent that’s explodes and knocks them into the air. The damage and hits depend on how many Sunly Marks he has (Up to 13), and afterwards, the counter goes back down to 0.
o Twin Sunny Finger makes Boyd move forward while firing two Sunny Fingers diagonally upward. It’s fast enough to combo, and can be performed as a Guard Cancel. Each hit gives him one Sunly Mark.
o Eccentric Motion is a large and damaging Ranbu style attack, where Boyd rushes forward ~2/3 of the screen and performs a flurry of hits. The LP version ends with a headbutt attack, while the SP version ends with a SP Shiny Punch. Both versions have lots of invincibility and can be comboed into.
o Sunny shot causes his Sunny Finger to be powered up, so it can function as a projectile. In addition to gaining range, it is sped up so that it can combo, and it still retains its autoguard and Sunly Mark abilities.
o Boyd has the ability to cancel any of his special moves very easily. Simply press the corresponding same strength attack when performing a special move, and it will be cancelled. For example, if you wanted to cancel a LP Sunny Finger, you would press LK during the move. If it was an SP Sunny Finger, it would be SK. This can create some mix ups and is a nice addition to Boyd’s arsenal.
Orville
Command Attacks
Drop Kick F+SK
Low Drop Kick D/F+SK
Special Moves
Assault Tackle QCF+P (CC)
->Followup P
->Brake K
Snipe Through DP+K
Full Gravity Lock HCB,F+P
Sledge Revolver QCB+P
Assault Through QCF+K
OA
Mega Gravity Bridge QCF,QCF+P
DA
Hammer Fang HCF+P
CA
Full Graviton Fall HCB,HCB,F+P
Boost Dive
Extension Heat
Notes
o Assault Tackle is a charging move that tackles the opponent. It has autoguard while moving forward, and the HP version has longer range. The followup move causes Orville to use a hammer fist type move like in his cr.SP, while the Break move causes Orville to end his dash prematurely.
o Snipe Through is a jumping anti-air throw where Orville catches them and then crushes them. It’s pretty fast and can be used to end a Jolt Attack combo well.
o Full Gravity Lock is Orville’s command throw.. Big damage, large range. Pretty fun to watch as well. Great after IBs.
o Sledge Revolver is a spinning hammer fist move that does good damage and will launch on counterhit. Only the LP version will combo, but both are pretty fast.
o Assault Through is a dashing through that starts up like the Assault Tackle, and is kinda like his old Snipe Through.
o Mega Gravity Bridge has Orville perform two Sledge Revolvers and then end with a jumping backbreaker. It has a lot of invincibility, and works great as anti-air.
o Hammer Fang is a DA that can only be performed as a Guard Cancel, where Orville hammer smashes them twice. Followup is possible afterwards.
o Full Graviton Fall is the big command throw. It doesn’t have too much range, but it does a lot. Don’t waste it.
o Extension Heat is a beefed up version of his old OA, since he has Super Armor always, even in the air. Attacks that normally knock down still knock him down, but Orville can now block during it, making it a much better attack.
o Orville can only perform light=>strong rush combos, he can’t chain two strong attacks together.
I'll finish the last 3 returning characters tomorrow.
I'm glad ya'll are enjoying the powers known was RumbleFish 2! :)
I'll drop by later today (tuesday) at like, 5 or so, so yeah. I don't play yet, I need to get a friend to teach me.
Sheryl looks like the shit, yo. Set up the bomb. :)
Doren2k
06-20-2005, 10:18 PM
This game seems cool I WANT TO PLAY It. Is it coming to console at anytime?
Saotome Kaneda
06-20-2005, 11:16 PM
FINALLY THEY MADE ORVILLE WORTHWILE. (caps)
WasFemto
06-20-2005, 11:48 PM
After seeing videos of this where you can make out what's going on let alone the screen, this game looks pretty cool. I highly doubt we'll get it here. But stranger shit in Tucson happens so who knows. Hopefully a console port will be on the way, even if it only releases in Japan.
EDIT: I don't know if it's the beer that has me thinking, but I can see this coming to console in Japan but not here...like Tobal no.2.
Saotome Kaneda
06-21-2005, 01:55 AM
After seeing videos of this where you can make out what's going on let alone the screen, this game looks pretty cool. I highly doubt we'll get it here. But stranger shit in Tucson happens so who knows. Hopefully a console port will be on the way, even if it only releases in Japan.
EDIT: I don't know if it's the beer that has me thinking, but I can see this coming to console in Japan but not here...like Tobal no.2.
Did RF1 come out stateside?
FINALLY THEY MADE ORVILLE WORTHWILE. (caps)
axehandle that shit! :tup:
polarity
06-21-2005, 03:08 AM
The main reason why I didn't get Melty Blood was because you can play it already on your PC, unlikely RF2. Which is not out on console/pc yet.[/url]
By this logic you might as well say that RF2 wasn't worth getting because you can already get RF1 for the PS2. They aren't the same game.
thedude.com
06-21-2005, 06:43 AM
beware of mito and kaya ...
Master Chibi
06-21-2005, 07:21 AM
beware of mito and kaya ...
I've got Kaya, I'll make sure she does her damage today.
:clap:
Leebee Link! Liam!, ill be in chicago for MWC, come and show me how you've improved in Rumble Fish. Chicago as a RF2 Beta machine lol.... Though I dont know where
WasFemto
06-21-2005, 09:48 AM
Did RF1 come out stateside?
Nah, just in Japan. So not TOTALLY like Tobal (we did get the first one), but I doubt the second one will come here. Hope I'm wrong tho'.
Leebee Link
06-21-2005, 11:42 AM
Leebee Link! Liam!, ill be in chicago for MWC, come and show me how you've improved in Rumble Fish. Chicago as a RF2 Beta machine lol.... Though I dont know where
Haha.. That would be awesome. I'll try and ask some of the GameFAQs users about where it is. It be pretty cool play you.. I might be at camp though, so I'll have to check my dates. :tup:
Here's the last 3 returning characters. Hopefully I'll get to the 4 newcomers tonight, and maybe the 3 bosses sometime later. Oh yeah, I forgot to add to Boyd, but Super Steel Head costs 3 Offensive Gauges. I'll edit it now. Enjoy.
Viren
Command Attacks
Heroderma Smash F+SP
Fissaria Raid (While in the air) D+LP
Special Moves
Crotarus Fling DP+P (CC)
Dashatis Rush QCF+P
->Follwup LP,SP,LK or SK (CC)
Ratikauda Capture HCF+K
Salamander Flame QCB+K
->Ignite K
Pitohui Blazing Bomb (While in the air)QCF+P
OA
Atrax Fang F,HCF+P
Crotarus Barrage B,HCB+P
DA
Dionea Trap B,HCB+K
CA
Ofiofax Dance QCF,HCB+P
Boost Dive
Dendrobatis Shock
Notes
o Heroderma Smash is a cancellable overhead attack.
o Crotarus Fling makes Viren swing a chain downwards. The LP version hits once, while the SP version hits twice. Both versions move him forward slightly
o Dashatis Rush is a command dash that has many followups. LP makes Viren stop, SP has Viren attack with his stungun, and then get behind them, LK has Viren attack low with his stungun, and SK is a jumping overhead attack. Only the SP and LK versions are CC’able.
o Ratikauda Capture makes Viren attempt to dash forward and catch the opponent’s feet with his chain. If the low hit succeeds, he proceeds to throw them into the air, and then kick them up. I think followup is possible.
o Salamander Flame causes Viren to spray some gunpowder in front of him. K causes it to ignite, which then covers your opponent in an explosion.
o Pitohui Blazing Bomb is a new attack which causes Viren to chuck a Molotov cocktail downwards, causing a fiery explosion. The fires stay out for a long time, so you will gain advantage on block with this move.
o Atrax Fang is Viren’s notoriously slow OA, which has him dash forward (slowly) and attack them a few time before blowing them away with an explosion. This move will only combo from his two CC moves, making it not completely useless.
o Crotarus Barrage is a new OA which causes Viren to use his chain to repeatedly beat the opponent with many strikes. This move does good amount of guard and chip damage, so use it more often then Atrax Fang.
o Dionea Trap is a DA that may only be performed while being hit. Viren will counter using his stungun, wielding small damage, but it will break your opponent’s combo, making it a great defensive option.
o Ofiofax Dance makes Viren rush forward, like in Atrax Fang, (slowly) and then assault the opponent with a series of weapons before kicking a stick of dynamite at your opponent. The move has good invincibility, but is still slow.
o Dendrobatis Shock causes Viren’s LP and SP to change to unblockable stungun moves. Unfortunately, Viren cannot Rush Combo after either LP or SP, but it gives him frame advantage on hit, so you can dash in and attack with something fast to continue a combo.
Kaya
Command Moves
Rakuyou F+LP
Special Moves
Hiyoku QCF+P
Tensen DP+P (CC)
Oborotefu: Kumo HCB+P
Getsuei B,HCB+K
Setsuren HCF+K
Gessen (While in the air) QCF+P
OA
Housen QCF,QCF+P
DA
Soujin QCB,QCB+P
CA
Kinbu: Kumeisen HCB,HCB+P
Boost Dive
Hyousa
Notes
o Rakuyou is an overhead attack that can only be cancelled into her OA or CA.
o Hiyoku is a large projectile that moves full screen. The LP version can combo, but the SP version has less recovery time.
o Tensen causes Kaya to sweep out with energy on both sides of her. Only the LP version combos from Strong attacks, but the SP version hops forward with more invincibility.
o Oborotefu: Kumo will counter ground, non-low attacks. The counter does no damage by itself, but you can combo your opponent afterwards.
o Getsuei is a command throw that causes Kaya to grab your opponent and then thrust into your opponent’s belly, causing them to crumple. Much like Typhon’s command throw, you can dash in and combo your opponent afterwards.
o Setsuren is a dashing uppercut move that travels a long distance. If Kaya hits her opponent, she dashes behind them and stabs them repeatedly with her hand. Followup is possible afterwards.
o Gessen causes Kaya to sweep out her hand with energy, like the second hit of Geese’s Hishou Nichirin Zan. (KOF ’96, SvC, Neowave) I’m not entirely sure, but you may be able to use this move to end air combos. Regardless, it can be used as a surprise overhead to your opponent.
o Housen causes Kaya to jump forward twice while attack four times, and then end with an energy wave. It has lots of priority, and this move is quite fast.
o Soujin is a DA that may only be performed while being hit. Much like Viren’s DA, the damage from this is pitiful, but it can break combos, making it very good.
o Kinbu: Kumeisen causes Kaya to hunch over and create a large whirlwind of energy, throwing your opponent up into the air. She finishes by performing a knife-hand strike before throwing them on the ground. This move has lots of invincibility and priority, so it will beat out a ton of stuff.
o Hyousa makes Kaya’s strikes freeze your opponent. Any time that Kaya hits them, it will start to make the enemy move slower, and additionally, the will suffer slow health loss. The opponent cannot be KO’d from this “slip damage.”
Aran
Command Moves
Blow Lancer F+SP
Special Moves
Vanishing Strike QCF+P
Vanishing Strike (Feint) D,D+K
Vertical Strike DP+K
->Followup SK
Vanguard Strike QCB+P (CC)
->Second Strike QCB+P (CC)
->Second Strike HCF+P (CC?)
->Second Strike (Feint) F+K
--->Third Strike B,D or F+P (CC)
--->Third Strike (Feint) D+LK
--->Third Strike (Feint) F+SK
Axel Strike HCF+P
Phantom Phase QCB+K
Vanishing Strike Low QCF+K
OA
Strike Burst QCF,QCF+P
Strike Back Cross HCF+LP
Strike Back Double HCF+SP
DA
Strike Edge HCF+P
CA
Infinity Strike QCF,HCB+P
Boost Dive
Phantom Shift
Notes
o Blow Lancer is a fast overhead attack.
o Vanishing Strike is a high projectile that can be crouched under. It’s quite fast, and the startup is small.
o Vertical Strike causes Aran to thrust upwards with a jumping kick. The followup move can only be used after the SK version. Both versions have invincibility time.
o Vanguard Strike is a hook punch move with followups like Kyo’s Aragami. The SP version won’t combo, but it moves farther forward.
o Second Strike varies with what you input. QCB gives an uppercut with further options, HCF is a straight punch, while F+K is a feint.
o All of the Third Strike moves can only be done from the QCB+P version of Second Strike. B+P is a straight that knocks the opponent into the wall, D+P is a low attack, F+P is an overhead attack. The F+P version cannot be CC.
o Axel Strike is a bigger version of the Vanishing Strike. It’s slower, but the startup is pretty fast, so it’s very useful in keeping pressure on. It can’t be ducked, so it’s useful in Guard Crush.
o Phantom Phase is a special evasion move. The LK version will evade high body attacks, while the SK version will evade low attacks. If the dodge succeeds, you can cancel this into Vertical Strike or Vanguard Strike.
o Vanishing Strike Low is simply like Vanishing Strike, but it’s low. Stop those pesky Ground Dodges with this.
o Strike Burst is an elbow strike linked to a large uppercut that blasts them into the air with energy. The range isn’t very good, but it’s easy to combo into.
o Strike Back Cross can only be performed when Phantom Phase succeeds, and will give Aran advantage on block. I’ve never seen it, so I can’t describe any more than this.
o Strike Back Double can only be performed when Phantom Phase succeeds, and will allow Aran to combo afterwards. Again, I’ve never seen this.
o Strike Edge is a DA that can only be performed as a guard cancel, and will give you advantage even on block, making it very safe.
o Infinity Strike is a cool looking charge dash punch which will blow through your opponent. There is a lot of invincibility time on this, and the move can be charged to increase the number of hits by holding the button.
o Phantom Shift creates a shadow double of Aran that mimics his moves with a lag (but not projectiles). The shadow therefore causes extra hits and damage, but the shadow's hits can always be blocked whether crouching or standing, so this cannot be used to make unblockable setups. Think Alpha 3 VCs. Except with no crouch cancels.. Or are there…???? *eerie music* :confused: :pleased:
MannyKal
06-21-2005, 11:58 AM
I'm a pretty big fighting game fan, but i'm ashamed to admit i know NOTHING about this game. I plan to go to chinatown (hopefully this weekend) and give it a shot; the game looks pretty damn sweet. But in the meantime, can anyone answer a few q's?
1) what company made this?
2) This thread is about rumblefish 2, when did rumble fish 1 come out? Are either of them on console or plan to be released on console in the future?
3) perhaps a dumb question, but what does it play like? i read in an earlier post that this was made by guys who worked on Mark of the wolves, last bladen and kof. does it play like any of those games or is it similar to something else?
I've tried looking online, but i couldnt find any real pertinent info. any answers are appreciated, thanx for helpin a noob...:)
TempestFox
06-21-2005, 06:37 PM
Strike Back Cross looks like Strike Burst, but in reverse. I.E., Aran does an uppercut with a small line of energy, and then does a straight punch with the big column.
1) what company made this?
2) This thread is about rumblefish 2, when did rumble fish 1 come out? Are either of them on console or plan to be released on console in the future?
3) perhaps a dumb question, but what does it play like? i read in an earlier post that this was made by guys who worked on Mark of the wolves, last bladen and kof. does it play like any of those games or is it similar to something else?
1. Sammy and Dimps.
2. T.R.F. 1 is on import PS2, and 2 will probably be out later in the year.
3. Yeah, it's kinda like all of that. With low to high combo cancels kinda like MvC. It feels Guilty Gearish, I like it.
thedude.com
06-21-2005, 07:19 PM
the gameplay is alot like rival schools + Guilty gear + sf3
Master Chibi
06-21-2005, 08:58 PM
Mito is a BITCH, that is all.
Beatrice is fun to play with.
ShinNeosnake
06-21-2005, 09:03 PM
Haha, My Mito sucks so I know you're not talking about me.
Beatrice is TEH SEXY. DP XX SUper is too good. Now I know why there are so many female characters in the game. =D
Mito is cute BTW.
PozerWolf
06-21-2005, 09:04 PM
the gameplay is alot like rival schools + Guilty gear + sf3
WHICH IS ANOTHER REASON WHY IT SHOULD HIT CONSOLES ARLREADY ASAP!!
As well as America...
kyo_andy
06-21-2005, 09:15 PM
aran owns, that is all
then if you know how to beat greed please tell me, cause that bastard beat the crap of my garnet today?
Master Chibi
06-21-2005, 09:24 PM
I'm going to try and learn Beatrice now.
:D
Zero ace
06-21-2005, 09:26 PM
WHICH IS ANOTHER REASON WHY IT SHOULD HIT CONSOLES ARLREADY ASAP!!
As well as America...
if it does hit consoles it would be a import for ps2 and a u.s. release for xbox live
my secrets are my own.
switch to aran and own. the end
Leebee Link
06-21-2005, 09:43 PM
I'm a pretty big fighting game fan, but i'm ashamed to admit i know NOTHING about this game. I plan to go to chinatown (hopefully this weekend) and give it a shot; the game looks pretty damn sweet. But in the meantime, can anyone answer a few q's?
1) what company made this?
2) This thread is about rumblefish 2, when did rumble fish 1 come out? Are either of them on console or plan to be released on console in the future?
3) perhaps a dumb question, but what does it play like? i read in an earlier post that this was made by guys who worked on Mark of the wolves, last bladen and kof. does it play like any of those games or is it similar to something else?
I've tried looking online, but i couldnt find any real pertinent info. any answers are appreciated, thanx for helpin a noob...:)
1. Dimps. Sammy published it.
2. OT got that.
3. I'd say it plays most like a balance between SFIII and Guilty Gear, which I like a lot. It's kind of like.. Combo filled, but not insanity.. Not completely grounded, but not overly jump/airdash filled... Odd, but interesting and unique characters.. Combine that with the Offensive and Defensive techniques, great graphics and parts crush, and you've got a winner. I'll be finished with the 4 newcomers in a little bit, so hold tight people.
Time_Stop
06-21-2005, 10:16 PM
Oh yeah is it just me or does Greed look like Scars from Full Metal Alchemist?? I swear he's a rip off of him. He even talks about God when he kicks your ass.
You do know Greed was back in TRF1 too, right?
Master Chibi
06-21-2005, 10:24 PM
Someone get me Beatrice vids plz.
Time_Stop
06-21-2005, 10:34 PM
rumblefish2.com updated here too:
http://www.rumblefish2.com/sigiposo2/love_diary.cgi
two other vids.
Master Chibi
06-21-2005, 10:59 PM
Oh you know what I really need?
Air combos for Kaya, cuz I can't figure them out.
Leebee Link
06-21-2005, 11:19 PM
Hey guys, I'm really sorry about how slowly I've been working. I only have 2 of the new characters done, but hopefully I'll finish Mito and Lud later tonight.
Sheryl
Command Moves
Akzent F+SP
Special Moves
Einsatz QCF+LP (CC)
Scharfer Einsatz QCF+SP (CC?)
->Manipulate LP or LK
Anblasen (j.)QCB+P/K
Schneidend DP+P
Anfang DP+K
->Lange Harte K
->Kurze Harte P
Weitab RDP+P
OA
Schluss Strich QCF,QCF+P
DA
Wogend B,HCB+K
CA
Über Schlagen QCF,HCB+P
Boost Dive
Über Krank
Notes
o Akzent is a two hit overhead attack that is cancelable into Sheryl’s OA or CA.
o Einsatz causes Sheryl to send out a single wire, after which she pulls it back. It hits in both directions, but can easily be Ground Dodges under. If your opponent blocks the move on the way back, you will be at a frame advantage.
o Scharfer Einsatz makes Sheryl throw out a wire projectile like in Einsatz, but it moves farther, and can be held by holding the button. After you release the button, pressing LP will cause the wire to angle upwards, while LK will cause it to angle downwards. The low version will catch Ground Dodges. I can’t remember if you can CC or not…
o Anblasen makes Sheryl create a marker on the screen. The P at Sheryl’s position and K at the opponent's.The Light versions make the mark at foot level, while the Strong versions create them at the head level. While in the air, P will leave a mark at Sheryl’s position while K leaves a mark at the opponent's head level. A maximum of four marks can be on the screen at once. The markers do nothing on their own, but they are connected to another attack.
o Schneidend causes Sheryl to release a red wire projectile at the markers left by Anblasen. The projectile moves in the order that you placed them, and can hit the opponent. After the projectile reaches a marker, it will cause it to explode in an electrical fashion, which will launch your opponent into the air. If you use this move when there are no markers, nothing happens, idiot.
o Anfang causes Sheryl to jump up vertically and hang from some of her wires. While she is jumping up, the opponent can be hit with this, and they can’t recover normally from this attack. During this “stance,” pressing D will cancel it, making Sheryl perform a short jump backwards.
o Lange Harte makes Sheryl perform a diving downwards kick to nail the enemy. The LK version is safe on block, while the SK version will knock the opponent down, and also will cause Sheryl to propel herself backwards on contact. Sheryl is free to perform any action during the hop backwards.
o Weitab makes Sheryl fire a wire diagonally upwards, which proceeds to rebound off of the ceiling. The LP version rebounds 1 time, while the SP version will rebound 3 times at different lengths. If the wire hits the opponent, she hangs them by the wire and then kicks them. The startup time is large, so only use this at a safe range or to predict a high jump in.
o Schluss Strich makes Sheryl fire a wire straight forward like in Einsatz, where she then proceeds to fire multiple electric pulses into the enemy. She finally brings the string back to knock the opponent over. If the first attack hits the enemy, they are caught in the whole attack.
o Wogend makes Sheryl create a small barrier around herself. If the opponent attacks you during this time, then they explode up into the air, where Sheryl has the ability to followup.
o Über Schlagen makes Sheryl fire the single wire forward, like in her OA. If it hits, she brings in, kicks them away, and then makes an explosion tear through the opponent.
o During Über Krank, Schneidend fires two projectiles. One travels in numerical order (1, 2, 3...) whereas the other travels in reverse order (4, 3, 2...). Also, when Sheryl activates Über Krank, a marker is put at her location.
Bazoo
Command Moves
Bone Crusher F+SP
Special Moves
Dragonfish Blow QCB+P,K (CC)
Dragonfish Knock QCB+P,P
Earth Dive D,D+P/K
Bank Riser [B],F+P
Bottom Scratch [B],F+K
OA
Gills Shatter QCF,QCF+P
Scale Out HCB,HCB,F+P
DA
Swordfish Counter B,HCB+P
CA
Bite and Sap QCF,HCB+P
Boost Dive
Meteo Dive
Notes
o Dragonfish Blow causes Bazoo to sway backwards, and then perform a rushing downward hook punch. The LP version has little range but starts fast, while the SP version is slow but has good range. The LP version is relatively safe on block.
o Dragonfish Knock makes Bazoo sway backwards, and then punch forward with both fists, like Potemkin’s 6H. The properties between versions are the same as Dragonfish Blow.
o Even you didn’t notice already, the QCB+P part of the Dragonfish moves is only the sway backwards.
o Earth Dive causes Bazoo to smack the ground, which causes a rock to drop from the sky. The LP version creates it at your opponent’s position, SP in front of your opponent, LK in front of Bazoo, and SK farther from Bazoo. All versions can be held for an infinite amount of time, so they can be used to break combos, surprise your opponent or a defensive strategy. Even if you are hit, you don’t lose the input, so this move is very important for Bazoo.
o Bank Riser makes Bazoo hit the ground to create a rock. The LP version will be right in front of Bazoo, while the SP will put it 1 character width away. The rock physically blocks both Bazoo and the opponent so it can block an opponent's movement, and it also will absorb a hit before disappearing. The rock will also disappear if Bazoo is hit or after some time elapses.
o Bottom Scratch makes Bazoo perform a huge uppercut, the force of which causes dust to rise up from the ground and become a projectile. The startup is slow, but on block it gives Bazoo the advantage. The LP version is faster but it does not give Bazoo much, whereas the SP version is slower but gives Bazoo much more advantage as well as reaches further. If the uppercut hits the opponent, Bazoo hits them with a straight punch that knock them away. The uppercut is not safe on block.
o Gills Shatter is “an Offensive Art with lots of invincibility time. The weak version starts up fast but doesn't reach very far, whereas the the strong version is slower but reaches further. This move is easy to be Impact Break'ed, but on guard it is relatively safe for Bazoo,” so says skuldnoshinpu. Never seen it.
o Scale Out is another one of those secret Art moves that was revealed. The motion hints at being a throw. Again, never witnessed it.
o Swordfish Counter is a DA that can only be performed while being hit. Bazoo throws a large hook at the opponent to interrupt their move. The move is actually quite vulnerable for a DA, and for that matter a hit cancel, so don’t waste it. Swordfish Counter actually does a good amount of damage compared to other DAs.
o During Bite and Sap, Bazoo charges forward and grabs the opponent. This counts as a throw, and afterwards Bazoo juggles the opponent repeatedly. The LP version has Bazoo travel forward a small distance, while the SP version goes about half screen. Since it’s a throw, it can’t be CC’ed into. I’m not 100% positive on this.
o Meteo Dive makes Earth Dive’s rocks fricking huge. You can still control the positions, but unfortunately, you lose the ability to hold the attacks.
o Bazoo doesn’t have Rush Combos.
TempestFox
06-22-2005, 05:30 AM
Hey, nice job Link. :tup:
I'm assuming you'll compile these all into one big FAQ later? Can't wait to see the Lud section. ;) I at least figured out how to build his heat meter, now I just have to make him useful. =p
Nick T.
06-22-2005, 08:01 AM
Is anyone going to be at CF today?
Master Chibi
06-22-2005, 08:30 AM
No bitch!
TempestFox
06-22-2005, 08:41 AM
I'm broke after yesterday, otherwise I would. =/
Anyone want to buy an extra copy of Marvel for PS2 off me? =p
Mark Beast
06-22-2005, 09:11 AM
did anything get recorded?
Master Chibi
06-22-2005, 10:09 AM
Noone came with a camera D:
Leebee Link
06-22-2005, 02:33 PM
Hey guys, I'm done with the last 2 newcomers, so I'll probably be done with the 3 boss characters sometime later tonight. Sorry about last night, I got side-tracked and started to play Breath of Fire: Dragon Quarter.. :sweat: Heh. Here ya go.
Mito
Tsumi
Command Moves
Gou F+LP+HP
Special Moves
Jiai QCF+P
Jihi DP+P (CC)
Stance Shift D+LP+SP
OA
Metsuzai QCF,QCF+P
Tobikiri Chop QCB,QCB+P
DA
Love Punch HCF+P
CA
Shingi: Danzai QCB,HCF+P
Batsu
Command Moves
Toga F+LP+SP
Special Moves
Chuubatsu QCF+P (CC)
Chuumetsu QCB+P
Stance Shift D+LP+SP
OA
Shukusei QCF,QCF+P
DA
Seisai QCB,QCB+P
CA
Shingi: Tenbatsu QCB,HCF+P
Boost Dive
Heart Barrier
Notes
o Mito can input any of her special moves with both punch buttons to switch stances after the attack. The attack strength when this is done is about a balance between LP and SP.
o Tsumi stance cannot use Rush Combos, but the singular attacks of it are much more powerful than in Batsu stance.
o Gou is a thrust forward that will switch to Batsu stance. It can be cancelled into, so it’s a good way of damaging and shifting to her other stance.
o Jiai is a fairly large projectile. The startup is a little slow, but Mito recovers very fast after the move is finished. As you go up in strength versions, the projectile gets faster, and the animation becomes longer.
o Jihi is a jumping anti-air move that is really fast, but lacks some horizontal range. Despite this, it has really good priority, with some invincibility in all versions. If you want to CC it, you have to do it fast, because Jihi is only one hit.
o Stance Shift will change into Batsu stance. You can cancel into the Stance Shift, so you can use it to cut down on recovery times, as it’s quite fast.
o Metsuzai is a hopping downward strike that hits as an overhead. The move is really fast, so if you have been keeping the opponent on their toes, this will probably catch them.
o Tobikiri Chop, another of the Secret Arts, costs 3 Offensive Gauges to use. I’ve never seen it, but I’m guessing that it’s some sort of chop.
o Love Punch is a DA that can only be used as a Guard Cancel. It allows you to followup if it works, so it’s a fairly good DA.
o Shingi: Danzai is a throw CA. I’ve never seen it, but apparently it can be avoided pretty easily.
o Toga is just like Gou, it switches stances.
o Chuubatsu has Mito slide forward and perform 3 thrusts on the opponent. The distance traveled depends on the button used, but all versions live Mito at a frame disadvantage, even on hit. Always CC this into Shukusei or Shingi: Tenbatsu.
o Chuumetsu causes Mito to hop forward and perform 3 downward thrusts, like in her j.SK. The distance traveled depends on the button used, but the LP version is probably the best; it leaves you safe on block.
o Shukusei has Mito perform a large forward thrust, which has a bit of invincibility. Besides it’s easy comboability from Chuubatsu, there really isn’t anything special about this OA.
o Seisai is a DA that can only be performed while on the ground. It’s like Garnet’s DA, but doesn’t have the Offensive Gauge bonus.
o Shingi: Tenbatsu is a CA in which Mito performs a huge thrust forward, like Washikuza’s second super. If it hits, a bunch of kanji show up on the screen, and the opponent crumples over as they writhe in pain. Like Shukusei, can easily be CC’ed from Chuubatsu.
o Heart Barrier makes 2 large hearts revolve around Mito. The hearts can hit the opponent, in which case they disappear, but they will soon come back after some time. Because the hearts do a decent amount of hitstun, this Boost Dive allows you to create some unique combos and links that you couldn’t do before. It’s also very good for pressure games, as if the opponent IB’s one of your attacks, the heart will hit them, and their attempts to counterattack are foiled.
Lud
Command Attacks
Dragon Lud Kick F+SK
Tiger Lud Kick D/F+SK
Rider Lud Kick (While High Jumping) D/F+SK
Special Moves
Dangan Tackle QCF+P or LP+SP (20%) (CC)
->Followup F+P or U/F+P
Dangan Tackle DP+P or LP+SP (20%) (CC?)
->Followup F+P or D/F+P
Dangan Tackle (While in the air) QCF+P (20%) (CC?)
->Followup F+P or U/F+P
Hyappatsu Launcher (Hold for at least 1 sec. and release) P or K or LP+SP (15%)
Gekitetsu Cracker QCB+P or LP+SP (10%)
Tetsuwan Guard F+LP or D/F+LP
OA
Chou Bakugeki Million Launcher QCF,QCF+P or LP+SP (100%)
Chou Bakuhashiru Jet Breaker QCB,HCF+K or LK+SK (100%)
DA
Chou Teppeki Diamond Guard B,HCB+P
Tetsuwan Guard HCF+LP
R.I.C.E. D,D+LK+SK (100%)
CA
Chou Bakunetsu Dynamite Tackle QCB,HCF+P or LP+SP (100%)
Chouzetsu Bakushin Final Deadly Blow HCB,HCB,F+LK+SK (100%)
Boost Dive
Jouchaku Heat Mode
Notes
o Lud has one of the most innovative systems in The Rumble Fish 2, the Heat Gauge. When Tetsuwan Guard or Chou Teppeki Diamond Guard succeed, the Heat Gauge accumulates, and you can spend it to power up your special attacks. The amount consumed by each "Heat" move is indicated in parenthesis after the move input.
o Dragon Lud Kick is a drop-kick attack, like Orville’s.
o Tiger Lud Kick is a low drop-kick attack, like Orville’s. It can be cancelled into, so you can slide under counter attacks from IB’s if you time it well enough.
o Rider Lud Kick is a diving kick attack that can only be performed from a high jump. It’s fast, and knocks the opponent down, so use it to surprise them.
o The Dangan Tackle attacks have Lud rush forward with a shoulder tackle. The move has autoguard at the beginning, and they launch on counterhit. The ground version goes straight forward, while the air version will be angled downward. The one done with DP+P is angled upward as an anti-air. The Heat version simply goes faster with more damage, and is safer on block because it has greater pushback. The normal ground one is a very important move for Lud. Since it hits the opponent into the wall, and because they are too low to the ground to tech (normally or quick) Lud is able to combo after the Dangan Tackle. Simply do a fast attack, like cr.LP or LK to hit them, and then proceed with a Rush Combo, ending with whatever.
o The followup moves from the Dangan Tackle are just an additional tackle. Depending on the direction of the input, it will determine which angle Lud will charge to. For example, if the input was U/F+P, Lud would angle upward with his shoulder tackle.
o Hyappatsu Launcher is your basic hundred fists type move. Since you have to hold down an attack button, it’s kind of unorthodox, but the move becomes stronger the longer you hold down the button. (5 hits normally; 7 hits for 6 clock ticks; 9 hits for 10 clock ticks; 11 hits for 20 clock ticks; and 13 hits for 30 clock ticks). This can be comboed from a strong attack, and as long as it is not Impact Break'ed it is hard to punish. The Heat version does not need to be charged but rather always does 8 hits.
o Lud creates a shockwave in front of himself during Gekitetsu Cracker. The light version does not travel forward but is large so it cannot be dodged by Ground Dodges; it also launches on counterhit. The strong version is smaller but it travels forward and gives Lud advantage on block. The Heat version fuses both of the two versions, and gives the large range and huge size to give you the advantage. It’s great at close and mid range, so use it to zone the opponent.
o Lud will hold out both hands in a guard position during Tetsuwan Guard. This move is meant to catch an opponent's attack and charge the Heat Gauge. This move will only come out if the opponent is performing an attack. The f+LP version catches moves that can be blocked standing, whereas the d/f+LP version only catches moves that hit low. After the move comes out, by continuing to press a direction the block pose can be maintained, and by changing from f to d/f and vice versa the level of attack caught can also be changed smoothly. You can make Lud look spastic if you shift fast enough.
o Chou Bakugeki Million Launcher is like a beefed version of Hyappatsu Launcher. It combos easily, and does relatively good damage. Lud’s fists fly all over the place, so it can hit the opponent in some unexpected places. The Heat version does more damage. Huge cost however; 100% heat.
o Chou Bakuhashiru Jet Breaker (On a related note, I’m not entirely sure I translated it correctly..) is a ranbu style OA that was one of the Secret Arts. It’s easily CC’ed from a Dangan Tackle, and looks pretty cool, so you might find yourself using this more than Chou Bakugeki Million Launcher. I’ve never seen the Heat version.
o Chou Teppeki Diamond Guard is a DA that is a counter move, like Hikari’s Oborotefu: Ame. It will reverse any level attack, so you don’t have to worry if the attack is jumping or an overhead… etc. If it succeeds, it will blow the opponent back, and charge the Heat Gauge.
o I’ve never seen the Tetsuwan Guard used as a DA, but Dimps apparently lists it as a move. It’s a Guard Cancel, but I’ve never seen it used as a DA.
o R.I.C.E. is another one of those Secret Arts moves (Lud is a very lucky.. hah) Thus, I’ve never seen it. Dimps says it can only be used while you are being damaged in the face…? I’m not entirely sure if I read that correctly. Since it costs 100% Heat, it better be pretty damn good.
o This CA makes Lud dash forward with a fiery and explosive tackle. This has plenty of invincibility time and can be comboed into easily, which makes it a threat whenever you have a Critical Gauge The Heat version performs 3 tackles, and does a fsck-load of damage. Good luck ever seeing it in a match however.
o Chouzetsu Bakushin Final Deadly Blow (Again, I’m not sure I translated it right) is another Secret Arts move. It’s a CA that always costs 100% Heat, and with a command like that, it’s rare that you’ll ever see this move, period… I’ve never seen it, so I can’t describe it, but Dimps says that it will automatically Guard Crush your opponent if they try to block it. Deadly indeed.
o During Jouchaku Heat Mode, the Heat Gauge automatically becomes maxed and stays that way, so Lud can use the powered up versions of any of his moves at will. Once Boost Dive ends, the Heat Gauge automatically reverts to 0%. Have fun letting loose on your opponent with this move. :devil:
UltimateAlex683
06-25-2005, 08:44 PM
Hey folks glad to see this thread is pretty alive. I have been a lurker on here for awhile but I am a resident cf head. The Rumble Fish 2 has given me a reason to go there more often. Come on through I will be the dude rocking orville and boyd till the wheels fall off. Good luck with the Faq. Keep this thread bumped!!! Cya at ctf peace!!!
-A Fellow Rumble Fish Enthusiast
thedude.com
06-25-2005, 09:38 PM
how do i pronounce lud ??
is it Lood or LARD(without the R of course) ??
UltimateAlex683
06-25-2005, 11:05 PM
like lude behavior (lood) :o)
Nick T.
06-25-2005, 11:34 PM
Master Chibi:
I broke the game again. :sad: :wow:
Leebee Link
06-26-2005, 01:08 AM
thedude.com, it's like bud... with an L at the beginning.
Hey guys. Sorry about the delay, Shoryuken wasn't working for me... Here's the last characters, but any questions to me will have to wait. I'm leaving for camp tomorrow, and I'll be gone for 4 weeks. Don't let the game die in the time I'm gone, and I hope to see some good matches and new discoveries when I get back. Be sure to add input if you have corrections, because I'm not perfect. Thanks for supporting Dimps and The Rumble Fish everyone, I hope it can evolve even more. :pleased:
Greed
Command Moves
Pilum Start
Ember (Near the wall) F or U/F
Special Moves
Tasram QCF+P
Antler (j.) QCB+K
Brunac QCB+P (CC)
Gae Bolg B,F+LP/LK
Ga Bou (During Impact Break) F+LP
OA
Ga Jarc QCF,QCF+K
DA
Flagaha QCB,QCB+K
CA
Klau Solace QCB,HCF+P
Boost Dive
Anvar
Notes
o Pilum is a palm attack. You can annoy opponents with it or boast about it if you hit them with it.
o Ember’s a triangle jump.
o Tasram makes Greed create some fire on the ground. The LP version is a full screen projectile, while the SP version is a large burst that stays out for a long time. Think of the relation as Terry’s Power Wave and Round Wave. The only difference is that the SP version is much better for anti-air, and you can juggle off of it.
o Antler is like a Crack Shot type move. It can be performed from the air, so you can use it to alter trajectory or quick overhead someone.
o Brunac makes Greed perform 2 claw swipes in the LP version, and 4 claw swipes in the SP version. Both are really easy to CC, and draw the opponent in. Both versions are fast.
o Gae Bolg is a parry that, if timed precisely at the moment of an opponent's attack, stuns them. This takes no gauge to perform but is much harder to time than Impact Breaks.
o I’ve never seen Ga Bou…
o I’ve never seen Ga Jarc either…
o Flagha is like a powered version of Antler, with lots of invincibility time. It can also be performed as a guard cancel.
o Klau Solace is a dashing Ranbu-type CA, where Greed performs a ton of hits. The third hit hits as an overhead, so it can surprise your opponent. I know this firsthand. (Damn you j1n!!! :lol: )
o Anvar puts Greed into a powered up mode; his Offense gauge turns into a timer. While the Timer is active, Greed can cancel any special move into any other special move (but he cannot cancel moves into themselves). LP and SP versions of a move count as different for this purpose, so for instance a LP Brunag can be cancelled into an SP Brunag.
Hazama
Command Moves
Houshinshou F+SP
Special Moves
Soutenzan DP+P
Kouhazan QCF+P (CC?)
Hanhekishou HCF+K
Tenrinshuu RDP+K
Shinku QCB+K
Kuukashou QCB+P
Kaishinruten no Kamae D,D+K
->Kaishin: Choushinchuu LP
->Kaishin: Renhekishou SP
->Kaishin: Koushuutai LK
->Kaishin: Senkyuukyaku SK
->Kaishin: Chikatsusen D+SK
OA
Tenra Sou’unkyaku QCF,QCF+K
DA
Chisetsu Souhekishou QCF,QCF+P
CA
Shishin Mumyou Renbugeki QCF,HCB+P
Boost Dive
Shoenbu
Notes
o Houshinshou is a two hit overhead attack.
o Soutenzan is a 2 hit anti-air move. Both have invincibility, and the SP version can be held by holding the button.
o Kouhazan is a charging attack. The LP version hits once, while the SP version hits three times. Both a good for combos.
o Hanhekishou is a barrier that reflects projectiles.
o Tenrinshuu is a backflip kick that is an overhead and will launch high on counterhit. The SK version of the move will automatically enter Kaishinruten no Kamae.
o Shinku is a command dash that has Hazama sort of become invisible for a second. (think Juni mach slide) The SK version automatically goes into Kaishinruten no Kamae.
o Kuukashou is a crouching move that can evade other attacks, and then performs a rising to hit attack that you can juggle after. The SP version can be held to delay the move and make Hazama move forward more before attacking.
o Kaishinruten no Kamae is a stance that allows Hazama to perform a special set of moves. You can’t block during the stance, but you can cancel it by pressing D, or you can perform Dashes and Back Hops to move around.
o Choushinchuu is a charging elbow strike.
o Renhekishou is another charging attack that has a large range, but leaves Hazama open on block. The move will launch on counterhit.
o Koushuutai is an anti-air kick.
o Senkyuukyaku is a launching kick that allows a juggle afterwards.
o I’ve never seen the move, but Chikatsusen is most likely a low slide move.
o Tenra Sou’unkyaku makes Hazama perform a screen length kick with green energy, which on hit causes the opponent to explode.
o Chisetsu Souhekishou is a DA that makes Hazama emanate an energy barrier. It has good priority, and the damage is quite good for a DA.
o Shishin Mumyou Renbugeki is a CA that makes Hazama beat down the opponent with a powerful series of attacks in the air. The LP version starts with a ranged strike, while the SP version will start with an anti-air kick.
o Shouenbu is a Boost Dive that changes the restrictions on Hazama’s Rush Combos. He can perform either strength move up to three times in a combo. (Example: SP=>SK=>SP or LP=>LK=>LP=>SP=>SK=>cr.SP)
Beatrice
Command Moves
None
Special Moves
Rise Arc QCF+P
Dust Tail DP+P (CC?)
Airy Disk (j.) QCB+K
Blast Arc HCB+P
Limitless HCF+K
OA
Arc Flare QCF,QCF+P
DA
Brink of Famt B,HCB+K
CA
Zenith Arc QCB, F,D/F,D,N+P
Boost Dive
Noble Force
Notes
o Rise Arc causes Beatrice to create an energy wave that lashes out.
o Dust Tail is a rising energy wave attack that has very good priority, and functions a lot like Greed’s SP Tasram.
o Airy Disc is an overhead inverted-backflip kick that will hit twice.
o Blast Arc is like Rise Arc, but has move startup and is larger and more damaging.
o I’ve never seen Limitless.
o Arc Flare makes Beatrice create a huge column of energy that obliterates your opponent. Actually, it’s not terribly powerful, but its size and ability to chip your life bar as well as your guard bar make it quite good.
o Brink of Famt is a DA that will delay your opponent’s moves. It can be performed as a Guard Cancel.
o I’ve never seen Zenith Arc. Just so you know, the N in the move means Neutral. You can look at the motion at Dimps’ official Rumble Fish 2 website if the motion is confusing. I’m sure it’s pretty cool.
o Noble Force simply increases the number of hits and damage of Rise Arc, Dust Tail, Blast Arc and her OA.
abacabb
06-26-2005, 06:38 PM
i now have a reason 2 travel 2 chinatown YAY!
TempestFox
06-30-2005, 08:37 PM
Greed lp corner infinite = GAY
Master Chibi
06-30-2005, 08:43 PM
Haha, Greed has a lp corner infinite? Haha.
Who figured that shit out?
ShinNeosnake
06-30-2005, 10:56 PM
Well, anyone can use Greed and do the lp gayness and It takes skill to win with Sheryl, Mito, Aran, and everyone else. Thats right, I said it.
BTW, Nick T. "found" it out. I talked to Justin about it and he knew about it before. Prolly some Japanese used it when he played over in Japan.
lmao...
http://www.rumblefish2.com/050618_top.jpg
Sammy got some bitch to dress up as an anime character for their ranking tourney? Look at the Japanese guy try to contain his excitement. Buy the man a new pair of pants, because the camera obviously just caught him in the middle of ejaculating into the ones he was wearing. :rofl:
Agmaster
07-01-2005, 07:39 AM
Lud has the best victory pose ever.
TempestFox
07-01-2005, 10:13 AM
lmao...
http://www.rumblefish2.com/050618_top.jpg
Sammy got some bitch to dress up as an anime character for their ranking tourney? Look at the Japanese guy try to contain his excitement. Buy the man a new pair of pants, because the camera obviously just caught him in the middle of ejaculati