The Fatal Fury Real Bout 2 Thread


#557

Hehe, Josh has already beat me to the Super-by-Super analysis. I think there’s a few supers left off the list, though.

Cheng’s Collapse of Creation (P-Power): I can count on one hand, and still have fingers left over, how many times I’ve been hit by this super. Not only is it hard to set up, but most of the time you’re going to lose damage on it. If you hold down :snkc: for too long, then he’ll fall harmlessly to ground, which potentially leaves him open to huge frame disadvantage.

Andy’s Dan Da Dan (P-Power): This is a super that is bad for one simple reason: its range. It’s much too easy for an opponent to get hit by the first punch or two, then be knocked out of range of the rest of the super; leaving Andy flailing at the air and wasting a super.

Laurence Blood’s Death Sword (S-Power): Same problem as Andy’s super: it’s rare that you’ll actually land every hit of the super because they’ll get pushed out of its range. However, this isn’t so bad because unlike Andy’s, it’s an S-Power.

Jin Chonrei’s Empire Destiny Blow (S/P-Power): The super, in of itself, isn’t that bad. However, it’s good points are severely hampered by the fact that it is the only S-Power in the game that can keep you from a P-Power by using it. :wtf: While (as I’ve stated before) I can understand why they did it that way (so he doesn’t have a spammable fireball at <50% life), it doesn’t help him at all, since using it not only kills his ability to use a P-Power, but kills his ability to do breakshots (which also take meter).

If I had to choose one character who got the fuzzy end of the lollipop when it came to supers, I’d have to say that it’s Cheng: his supers actually have more going against them than for them. :wtf: I suppose that’s the price of having one of, if not the best breakshot in the game.

While everyone else has at least one good super, Cheng is just paired with bad ones. :shake: Tung gives him a good run for his money, but as bad as his are, at least his are comboable, juggleable, can hit in the backplane (S-Power) and is an overhead (P-Power).

A number of these characters’ supers would instantly rise in rank with just the most minor of tweaks and / or ability to be setup. Sokaku, Hon-Fu, and Tung’s in particular would be hugely increased if they had the ability to knock the opponent into the backplane (while Hon-Fu has a string that does, it’s not bufferable at the end). Andy, Laurence, and Duck’s would be helped by a small increase in range, and so on.

Anyway, bed time for me. :yawn: Take care all! :tup:


#558

http://youtube.com/watch?v=GbSRk3tdiMU

And you can combo Tung’s S-power after any standing normal done near the opponent (even at mid-screen! It’s not easy but even not impossible) or in corner you can cancel the near C after 1 hit in the S power.
A combo like near A -> S-power do more damage than any other Tung combo without P-power so i don’t think it’s a useless super move.

BTW, IMO Sokaku’s S-power is the worst.


The NEW Real Bout 2 Thread! IRC Matchmaking: #srksnk on EFNet! GOGOGO!
#559

I would also add that Rick’s Giga Press is not terribly impressive. Unless you use it at point blank range, only the second hit will hit the opponent, and that’s too slow to hit anything. At least he can combo into it from some chains.

I’d rate the Super Fire Wheel below the Bursting Heavens. The reason is that the Super Fire Wheel is so slow to fire that the opponent has time to make a cup of coffee before deciding to go to backplane and punish. In addition, since the move is only useful for stopping air attacks, it is made redundant by his far more effective vertical spin super.

The Bursting Heavens is far less unsafe as long as you stay at some range. Granted, it can’t actually hit anything besides once in a blue moon, but at least it is not instant suicide like the Super Fire Wheel.

I think my conclusion for the worst super will have to be Thunder God. Slow to perform, so slow that it will only hit someone preparing to perform a high jump at the same time as you start it. On the good side it is very hard and risky to punish him with more than a fast poke after it.

Sorry, but for Tung this is a moot point.

Tung has no mix up or combos from his normals, and the normal you use (standing A,B,C, crouching A, B can all be used) is so fast and leaves so little frame advantage that you must have faster reflexes than the human nervous system can handle to actually hit confirm this. You also have to be close, as in so close that if you take another step you will push the opponent backwards. This way, you have to already know that you will hit, in which case you could just as well perform the S Power on its own without the added risk of failure.


The NEW Real Bout 2 Thread! IRC Matchmaking: #srksnk on EFNet! GOGOGO!
#560

I just wanted to point out that Tung’s S-power can be comboed unlike the others, and yes, i know it’s difficult and risky, but normal->S-power combos have a nice use even in match: when the opponent jumps on you, you can dash forward and then hit him from behind with that combo.
For an interesting feature of the game you can’t block fireball or normals from the behind immediately after landing, this means the combo I’ve said above will certainly work. If you don’t add a near normal before the S-power, this super could be too slow to connect… and even in this case, I know it’s a really hard trick to perform in a real versus, but believe me or not a player make me eat that :amazed:


The NEW Real Bout 2 Thread! IRC Matchmaking: #srksnk on EFNet! GOGOGO!
#561

Yes, you have a point in that it can be used like that. Still, the applied use of this move is rather small.

Oh, just wanted to point out that when landing from any jump, your character plays a landing animation that lasts for 4 frames, no matter which direction you are facing. During this time you cannot perform any action.


#562

tungs spower isnt one of the best, but it is better than any of those listed. like soh mentioned, it CAN combo and hits the backplane. not to mention its a good chip killer.


Quick Link thread: Newly updated 03-16-2013! Links to other sub-forums too!
The NEW Real Bout 2 Thread! IRC Matchmaking: #srksnk on EFNet! GOGOGO!
#563

I think people are making Tung’s S-Power out to be much better than it actually is. As God 2.0 said, comboing into it is -anything- but easy and if doesn’t land properly (which it’s prone to do), is whiffed, or blocked, it’s Tung Fu Screwed. :wasted:

If the opponent is in the backplane, chances are it will hit them then move past them: leaving the opponent behind Tung as Tung flies off into the corner. It also won’t land properly if the opponent is off the ground for any reason.

Granted, it’s also very easy to breakshot it as well, but why bother when Tung will be at your feet and in a lengthy recovery animation.

Sokaku’s S-Power is not the greatest by any means, but he’s got things up on Tung: it eats projectiles, is very safe, and will always hit properly. Really, the only downside with the move, in of itself, is it’s startup.

Ultimately, as bad as Sokaku’s S-Power is, it doesn’t put him in a worse position by using it.


The NEW Real Bout 2 Thread! IRC Matchmaking: #srksnk on EFNet! GOGOGO!
#564

Because I am a sucker for statistics and comparisons, I amused myself by setting up my personal ranking list for the supers in the game.

This comparison is for overall move usefulness, meaning I take into account super availability, damage, ease of connecting, risk if whiffed and blocked etc.

Legend:

P power
S power

S class

Chonshu’s Leviathan’s Strain
Mary’s Mary Escalation
Mai’s Flower Hurricane
Geese’s Holy Gates
Duck’s Break Spiral

A class

Krauser’s Gigatec Cyclone
Yamazaki’s Yondan Drill
Kim’s Phoenix Flattener
Rick’s EX Shooting Star
Krauser’s Kaiser Wave
Geese’s Deadly Rave

B class

Franco’s Armageddon Buster
Laurence’s Bloody Shadow
Kim’s Phoenix Kick Dance
Terry’s Overheat Geyser
Geese’s Raising Storm
Krauser’s Deadly Rave
Xiangfei’s Chou Pairon
Mary’s Mary Typhoon
Yamazaki’s Guillotine
Bob’s Dancing Bison
Rick’s Howling Bull

C class

Chonrei’s Emperor Roar Destroyer
Chonshu’s Air Emperor Drain
Franco’s Final Omega Blast
Billy’s Salamander Stream
Hon-fu’s Yoko Tonhanma
Mai’s Cho Shinobi Bachi
Billy’s Scarlet Uppercut
Sokaku’s Sokaku Splat
Bob’s Dangerous Wolf
Terry’s Power Geyser
Andy’s Choreppa Dan
Xiangfei’s Taitetsujin
Andy’s Dan Da Dan
Joe’s Thunder Fire
Joe’s Screw Upper
Xiangfei’s Majinga

D class

Chonrei’s Empire Destiny Slash
Chonrei’s Empire Destiny Blow
Chonshu’s Emperor Drain
Hon-fu’s Exploding Goro
Laurence’s Bloody Slash
Sokaku’s Thunder God
Tung’s Super Geki Ha
Rick’s Gaia Press

E class

Cheng’s Collapse of Creation
Cheng’s Bursting Heavens
Franco’s Megaton Crusher
Billy’s Super Fire Wheel
Tung’s Senpu Gouken
Duck’s Duck Dance


#565

I take care of Laurence for you. I would put Laurence’s Certain Death on B-class (easily comboable, safe, scary as Chonshu’s Leviathan’s Strain, etc.) , and laurence’s Bloody Flash on E-class (slow startup, easily breackshotable if blocked).

Pretty good ranking, even though Chonrei’s Empire Destiny Slash deserves more than D-class in my opinion, it’s an amazing versatile ability, the reason he will one of my next characters.

Personally, as a Cheng player, i would rank collapse of creation on D-class (the motion is risky, not easy to combo but still possible, and when ppower is activated, it changes the mood of the fight because many things become unsafe for the opponent, and you can chip damage).


#566

Was it mentioned that Duck’s P. Power stun opponents if they hit P-Chan?


#567

Please use the same names as I when answering to that post, just to avoid confusion on move names. I use names from Goh_Billy’s RB2 FAQ over at gamefaqs.

I put Laurence’s S Power on D because it is usually low risk, unless your opponent has a projectile that deals high damage like the Krauser Wave. I initially forgot to add him to the list, but I added him long before anyone had replied. Try refreshing the page or something if you still cannot see him on the list.

I already put his Deadly Shadow on A class, but I think I will switch to B class considering it is usually available once per match and lacks the range and juggleability that some other A class supers have.

I also originally put Cheng’s Collapse of Creation on D because it is not as unsafe as some of the other E-class super, but I placed it into E class shortly after. Because it can only be done in air, it is easy to spot, and it is easy to avoid. In addition, it is not that safe.

We know. Even though we recently found some use for this move as anti-air, it is still very risky to use, and is still very specific and hard in its use.


#568

Wheres Mai Supers :mad:


#569

All supers are now listed.


#570

Mai’s P-Power should be A-Class at the very least. Easy to combo, invincible anti-everything…and if you hold the button and it gets blocked, you actually have frame advantage!

Laurence & Rick’s P-Powers are clearly superior to the rest of that B-list, but I’m not sure they belong in A. Maybe B+ or something.

Chonrei’s stationary projectile super seems like a solid C to me. You’re not going to land the whole thing in a real match, but it’s a big help in controlling space. That’s a large part of the 2D-fighter battle right there, and it really makes him frustrating when he’s below 50%.

Duck Dance is a much better fit in D. It’s easier to land than the E supers, it leads to enormous damage, and it leaves him with a full P-Power meter for breakshot annoyance. It’s high-risk/high-reward, while a lot of the other bad supers have high risk and little reward on average.

Finally, I think Sokaku Splat is very similar to Raisin Storm. Both are great anti-air attacks that will also crush slow pokes. Both are punishable, but not in the usual manner - Sokaku’s requires you to distance yourself properly, while Geese’s requires you to use something with range and decent speed. Sokaku’s is a little bit more damaging, as well, since it’s a P-Power and you always get a guranteed pursuit afterward. These two moves should be in the same tier AFAIK.

Fun post, thanks! =)

-Josh


#571

aside from franco’s P power it seems, either it’s the “final omega blast” marked as an S power or something’s missin’


#572

Its your color choice, I swear it wasn’t there before HAX! :rolleyes:


#573

The most probable situation is that the site loaded in your cache was the one where I was not done putting in moves yet, but when you responded, the site loaded the most recent information into your quote without you noticing.

Franco’s P power was put into it a bit later, because I had forgotten it earlier.

Anyway…

You might be right. I will test it around a bit. Since so few use her I haven’t seen the move in action a lot.

I agree. I reached the same conclusion and placed them in B because of Laurence’s having bad range and whiffs against air, and Rick’s because the opponent can punish it easily by going to back plane, and also that it only hits once or so against air, and that at range it will at some point lose 1 hit allowing the rest to be blocked.

This is one of those “lots of work, insubstantial reward”-moves. Dealing damage with this move is highly unlikely, so all it does is add to your zone game. It does not directly add damage, thus I put it in D class.

The Duck Dance will lead to less damage than any other P power in the game. When playing against Ghostpilot today, he would mash out of the stun before I could even reach level 2 charge. I got to level 3 once by accident, and managed to nail him with the vertical spinning move, but this is a very very risky thing to aim for, and overall, the best thing to aim for is to do level 1 charge and just perform a quick Break Spiral, doing less damage than any P power. In addition, the move stays out a very short time, so timing is strict, and if you miss you will die horribly.

The Sokaku Splat has a coverage that can be very unreliable. Sometimes I see people hit the demon, breaking the move, and the arm part of the move does not cover such a wide area as the Raising Storm. Another thing to keep in mind is the telegraphed full screen golden activation screen that can only mean one thing. With Geese you only get to see his startup-animation that may just as well be that fake move he uses all day long. In addition, the Raising Storm is an S power, and as such can be used repeatedly without any meter if in the red.

I am happy you like it. :slight_smile:


#574

Now with 40% more raisins! “Raaaaaaisin Stoooooooorm!” :wgrin:

“Two scoops in every box!” -Franco Bash.

(Special thanks to Running Wild for the image edit and YTMND link! :tup: )


#575

Seems likely, as the quote seemed alot longer than what I originally saw, heh.


#576

mais ppower is easily S class.

andys dan da dan D class? nah man. B class.

hon fu Spower and joe ppower B class.

krauser spower is B class.

rick ppower, bob ppower and lauwrence ppower are A class. or upper B at least.

my 2 cents at least.