The Fatal Fury Real Bout 2 Thread


#21

I don’t know anyone who’s an expert with her, but mine is halfway decent. I’ll do some more research with her and see about doing a write up. :nunchuck:


#22

I still think Geese has better options than Rick, though it also depends on the players as well. Good to see people getting interest in this game not a lot of competition for it.


#23

Oh Geese is good, there’s no doubt about it. He doesn’t quite have Rick’s ease of use, however. Rick also has enough of a mixup game to keep Geese guessing, and if he’s guessing, he can’t effectively use his counters. And if Rick removes Geese’s counters, it becomes a nightmarish fight for Geese because all Rick has to do is land a single jab and he can do enormous damage. No one in the game has the damage potential Rick does of a single jab.

Also, thanks for the contribution to the thread, Arstal! It really helps to have rundowns of characters I don’t generally use. Now if only I could get someone else to do one for Xiang Fei. :sweat:


#24

I will create a guide to Geese shortly, once I finish my Krauser section.


#25

Rick doesn’t have any overhead combos on the ground, Geese does. You can guard break through Ricks stuff if all you do is rush in with block strings.


#26

So does Bash, Hon-Fu, Mary, and a few other characters. Rick even has one he can do from an unblockable that can lead into a possible infinite.

Geese’s overhead isn’t the fastest in the world, either. If that overhead is blocked (and chances are it will be against a good opponent), it puts Geese in the absolute worst position possible against Rick: at Rick’s feet, stuck in a recovery animation.

Also, RB2 doesn’t have guard breaks (unless you meant getting around a guard as “breaking” it).

As said before, Geese is strong, there’s no doubt about it, and he’s a solid high-tier character (I’ve certainly fought him enough times), but he simply can’t put out the damage the top tiers can. What takes Geese a slow, heavy attack to do (or a super) Rick, Kim, Chonshu (and number of other chars) can do off a jab.

Unless perhaps you combo into and then from a Deadly Rave, which is a P-Power I’ve yet to see any player pull off in a fight (for some reason the timing on his is much more strict than Krauser’s).


#27

Ricks unblockable is really easy to escape just back dash away from it or jump away. On wake up in the corner you can back dash out or plane shift recover from it, so I dont see how anyone would ever land his unblockable during a match. Geese block strings into his feint cancel are also safer than Ricks. You’d be suprised how many people fall for the overhead, since they have to worry about his d +Bx2 + d + C stuff. I meant so say “break shot”, I got it mixed up with guard break. Well I’d love to play you someday to show you what I mean then maybe you’ll change your mind about Geese.


#28

play on p2p record the matches and put em on youtube thanks

Also thanks for all the awesome info mr big and god 2.0 and arstal and thanks to Noc for still keeping up with youtube garou uploads!

peace


#29

I’ve taken a big liking to this game, with Bob Wilson being my main man. I always thought his charge back-forward :snkb: was safe on block. Is it? And also, I was wondering what his infinite was. I thought I remembered hearing something about it involving his rolling turtle.


#30

Bob Wilson’s infinite requires 3 things to work: A cornered opponent, a launcher, and good timing on his repeated :qcb:+:snkb: move.

To test it you can do :snkb::snkb::df:+:snkc: on a cornered opponent, then you have to time his :qcb:+:snkb: so that it hits 2 times. The first hit must be at the very start of the animation, the second must be near the end. Takes some practice to get it off accurately.


#31

Now Bob Wilson is a character I know and like, I’ll do a write up for him (ala Franco) pretty soon. :slight_smile: As for his infinite, Bob has about half a dozen setups for it (one of them off his regular throw! :wow:).

As for the Xiang Fei writeup, I’m progressing on it slowly and have been using her more the past week than I have since I started playing RB2, but man…I just don’t like her very much. :bluu: I’ll eventually finish it up, but it the reason why I’ve been taking so long with it was ecause I’ve been working on move analysis, and using her in tons of matches against God 2.0, Deadly Rave Neo, and others to see how she performs against various characters and for accuracy. Some of her moves are better than I thought, others are worse.

I originally had her as high-tier char, after using her for a while and becoming more familiar I dropped her down to Mid, then after a while longer I figured her to be Mid-High. The lack of range on many of her normals kills her. Especially her :snka:'s, which she needs for a number of her combos. I’ll actually stop now before I get carried away. XD


#32

I can fill in on X stuff when I get the time!!!

Toldja I’d be in here!!

**Nocturnal- **If not man you will hopefully play him at EVO World next year…:wgrin:


#33

About time you showed up! :wgrin: I have a fair amount of her writeup done already if you want me to send the info your way…actually, I’ll just go ahead and post what I have so far right now and append it as I go along.

Li Xiang Fei

:qcf:+:p: : Xiang Fei?s ?fireball.? Projectile, Juggle She does a quick spin, stomps the ground, and emits a quick energy blast from her hands (with a :snkc: version taking a large step forward). Though not an actual projectile, it has many of the same properties as one: near unbeatable priority, cancels fireballs and cannot be countered (Edit: I need to double-check this, but I’m not at home at the moment). Though this has shorter range than both of those moves, it has far less recovery.

The :snka: version is much faster in its startup than the :snkc: but the :snkc: version is a juggle-able knockdown. Both recovery quickly enough for her to juggle with the :dp:+:snkb: in the corner. This is perhaps her best poke, especially since the opponent can?t get under it.

:dp:+:snkb: : Juggle She quickly stomps the ground and launches herself, shoulder-first, into the air. This move is actually an excellent anti-air: it comes out quickly, juggles from her :qcf:+:p: and has a lot of priority. The downsides to it is that it only has a brief flash of invincibility, making the timing tricky for beating some attacks, and she?s in huge trouble on whiff or block. As stated above, it?s a great juggle-ender in the corner following the :qcf:+:p:.


#34

I will add to what you already have tomorrow!!!


#35

Thanks! That saves me a lot of trouble! Now I can focus on the chars I like! Stay tuned for a writeup of Bob Wilson! :lovin:

Bob Wilson!

The 2nd ever Capoeria fighter ever in a fighting game (the first being his Maestre, Richard Meyer) and bartender at the Pao-Pao Caf! RB2?s resident juggle-master an ultimate example of big risk / big reward, whether Bob wins or loses can depend on the setup and execution of a single combo.

He has an excellent set of normals, decent pokes (though he no longer has the godly :snkb: poke he had in FF3), a nice set of specials, good supers, a regular throw that sets up into juggles, a decent mindgame, and is the only character in the game with both a rising attack and a pursuit, and the crowning jewel of his strengths: not only does he have the easiest infinite in the game, but he has nearly half a dozen ways of setting it up (including from his regular throw)! :looney:

His downsides are positioning and recovery. He only has one safe special: the Rolling Turtle and even then, it?s only safe if you land (hit or blocked) the last 5 hits of it. Used improperly, this move can leave you extremely unsafe even when it?s fully connected! He has to very precise in both timing, execution, and positioning in order to maximize his damage, and any slip-up can leave him served up on a sliver platter.

Specials & Command Normals

**Low Fang: **:snka:+:snkb: Bob’s sidestep attack. It has a far amount of invincibility on startup and is bufferable. It could make for a decent poke and puts him down low enough to avoid some attacks. Not a move a I often use, though.

Flying Fish: :snkc: when knocked down: Bob’s wakeup attack. It’s basically a slower, weaker version of the Bison Horn with less priority and more recovery. There’s honestly no reason to use this thing when there’s the Bison Horn available. :sad:

Leg Drop: :u:+:snkc: Bob’s pursuit attack. He performs a quick front flipping heel kick onto the downed opponent. This attack is guaranteed after a throw or a super, but can leave Bob open if the opponent is able to do a fall recover. Even when it misses, though, most people don’t react fast enough to hit Bob before he can recover from this.

Falcon / Hornet Attack: Close :r:+:snkc: / :df::df:+:snkc::
Bob?s linking command throw. Though the official follow-up to the 2nd part of this throw is :l: :r: :r:+:snkb::snkc:, you can actually follow it up with any move of Bob?s that has the juggle property. It doesn?t have the most range, and you have to be fast to connect the follow-up, but can open up incredible damage.

Elephant Tusk: Close in Air, :df:+:snkc::
Bob’s air throw, basically looks like the Falcon (a quick knee to the gut). Not much reason to use this move, actually. In fact it’ll probably surprise you as much as the opponent when it comes out.

Eagle Step: In Air :d:+:snkb: Overhead:
Your typical airstomp. I really can’t think of too many reasons to use this move. I actually forgotten that it even existed until I went to do this writeup. :rofl: Because of the way it sends Bob flying back when it connects, it’s basically saying: “I have entirely too much life. Please, take some from me.” :arazz:

Rhino Charge: :r:+:snkc: during a dash:
Another move that I never use. That said, though, this move actually isn’t too bad. It’s basically a faster version of Terry’s Power Charge. It has decent priority, knocks down, and you can do it at any point in a dash. A decent move for herding someone getting someone into the corner with.

Wolf Tail: :snkb::snkc: or :df:+:snkb: (or :df:+:snka:) during a dash:
This move isn’t on any movelist so I just created a name for it. Bob does a dashing version of his standing :snkb: that doesn’t link into any other normal. The big difference between this and his regular dashing :snkb: is that he continues to slide forward when he kicks. This makes for a long-ranged, bufferable poke that could serve as a minor anti-air. You can also give him a bufferable sliding jab by doing :df:+:snka: during a dash.

Frog Hunting: :l: :r: :r: + :snkb::snkc: Juggle:
Bob quickly launches himself forward with a flying dropkick (his jumping :snkc: animation) that knocks down on hit, it also sends Bob flying down to the ground whether it?s hit or blocked. A nice surprise move, has little recovery on whiff, and goes all but the highest fireballs. However, Bob is a dead man if this is blocked. Even on hit, the knock back of this move kills the opportunity to take continue offensive pressure. This is a move to use sparingly.

Bison Horn: Charge :d::u: + :snkc: Juggle:
Bob?s main anti-air. With a scream of ?WAHOOOOO!? Bob performs a dropkick that ends in a big back flip. This move has practically zero invincibility, but has incredible speed and priority. Very, very few moves beat this thing clean, and it?s also Bob?s main combo / juggle ender. The only downside to this move is, you?ve guessed it, the recovery. Bob floats to the ground after the back flip, and although it puts him a good distance away, any character who?s fast, has good reach, or a projectile will be able capitalize on this recovery. If only this move was breakshottable. :sad:

Monkey Dance: :dp: + :snkb: Juggle, Breakshot:
Bob?s secondary anti-air and juggle extender. Bob flies through the air at a 45 angle with three powerful roundhouse kicks. It has great speed, range, and good priority. However, its main use is in combos / juggles, herding the opponent into the corner, and in setting up the Bison Horn and the Dancing Bison P-Power. If the last hit of this move misses or barely hits, you won?t be able to juggle either Bison from it, hence the importance of positioning for Bob. This is the move that, when it lands, leads into what is often the make-or-break moment of the match. :pray:

Sidewinder: :qcb:+:snkc: Low, Breakshot:
This move was so much better in RBS, godly even (low, instant startup, great anti-air, big damage, juggleable, tons of chip, and safe). Now its only saving grace is that it hits low?well that and it does a decent amount of damage. Bob scissors his legs ala Yashiro?s sweep or that crazy pommel horse scene from Gymkata. Though it has the distinction of being one of the 3 specials in the game that hits low, it has so much recovery that if it?s whiffed or blocked, Bob may as well lose 25% of his life when it misses.

Wild Wolf: Charge :l: :r:+:snkb: Overhead, Breakshot:
One of Bob?s two overheads and an surprisingly effective anti-air. A little hard to describe this move aside from that Bob does a one-handed cartwheel that hits 3 times. The first hit isn?t an overhead, but last two are; if the last hit connects just right, you can connect an S / P-Power, but this is extremely risky. While this move is comboable, Bob has so many better combo options.

Rolling Turtle: :qcb:+:snkb: Juggle, Breakshot, Controllable:
I?ve probably talked more about this move than any other. Bob drops down onto his head, crosses his arms, and spins around in a cyclone of feet and dreds.

Unlike most other specials, you can control what direction Bob moves in, and that is the one very important thing that makes it one of Bob?s better specials. Though he kicks about 8-10 times, it only hits a maximum of 5 times, leaving the rest of the kicks without a collision box: meaning that you only ever get 5 hits out of this move, whether they were blocked or not. Whenever using this move outside of a juggle, be very careful to not land the first few kick animations (don’t worry, it’s possible to miss the first few kicks in a combo without breaking the combo).

Where this move really shines, is that you can not only infinite with it, but you can also juggle the Bisons after it. I’ll elaborate more on the infinite and it’s many setups in the stategy section. :looney:

Supers

S-Power Dangerous Wolf :r:, :hcf:+:snkb::snkc: Overhead
Bob performs a series of very fast Wild Wolves with trails of energy surrounding his feet before finishing with a Bison Horn. A very fast comboable overhead super with 3 unique downsides.

  1. Does less damage than every other S-Power in the game; the price one pays for a comboable overhead super. :wonder:

  2. The first 2 hits that connect are what I call “warning hits.” No matter at what point this super connects, the super doesn’t become an overhead until two hits connect (blocked or otherwise). So a croucher with fast reflexes can stand and block the whole super. :lame:

  3. If this is blocked, whiffed, or connects on an airborne opponent…call an ambulance. :crybaby:

That said, this move is quite really quite good just as long as you combo into it or use one of Bob’s many low pokes / strings to set it up. Also, always follow it up with his pursuit (:u:+:snkc:), since it’s unescapable following supers.

P-Power Dancing Bison: :r:, :hcf:+:snkc: Juggle
A huge improvement over the P-Powers he’s had in the past. It’s rather hard to describe, aside from that he begins with a sideways, one-handed handstand and corkscrews towards the opponent and into the air with huge trails of wind gushing behind his feet.

This move is incredibly good: it’s fast, it combos off of practically everything: pokes, low attacks, the Falcon / Hornet Attack, the Wolf Tail, the Wild Wolf, the Monkey Dance, juggles it has decent invincibility at startup and does a ton of damage. It has a fair amount of recovery if blocked / whiffed and it’s a very unreliable anti-air. I’ve had moments (though rare) of the first kick going completely through the opponent. :wtf:

Nevertheless, this move is one to be feared. If Bob can so much as land any bufferable attack (that isn’t a plain sweep) with the very tip of his fingernail, you can land this attack. Not to mention that you can follow it up with a pursuit for an extra guaranteed bit of damage.

Whew, that’s all for me right now. Can’t believe I did all of this in one sitting. I’ll go over strats and such next time! :zzz:

UPDATE: Okie dokie, time for Bob?s strategies and combos section!

Strategies

You?d think Bob, being a practitioner of Capoeria would have a ton of mindgames?well, sadly he doesn?t. This is due to two things: one is that he doesn?t have any normals that are overheads :wtf:, and the one special he has that?s an overhead is a charge motion, which puts a serious limit on the ways he can use it. His mindgames open up considerably once he is able to use his S-Power.

Bob excels at two things: his low strings and his juggles. His normals are fast, have great range, and have very little recovery. Though he has a huge list of specials, you?ll likely be relying on his normals the vast majority of the time.

Something I should note is that Bob is one of the few characters in the game that doesn’t have anyway of knocking someone into the backplane, which is a shame because it would add greatly to his mindgames and ability to do damage. :bluu:

Bob has the luxury in that his air :snkc: animation for the hop is the same as the one for his jump, which is ?awesome- news, because his air :snkc: is one of the best in the game; enough so for it to be one of your main methods of closing range and applying pressure.

Bob has two optimal ranges: close and sweep range. Sweep range for applying pressure with his poking (preferably low ones) game and close for when he wants to go for big damage. While there are people with better ranged pokes, there are few (arguably none) that have his speed with them.

Though he has defensive tools, the main one being his Bison Horn to beat / trade attacks, and his speedy pokes to slip in an opponent?s defense: he?s much better suited for offense.

** Combos **

Though Bob doesn?t have the flexibility of his chains that Bash does (but then, who does?) he does have a great mashable :snka: and a very long-ranged low :snkb: that?s also bufferable into specials / supers. Also, Bob can do his chains without them hitting the opponentUnless otherwise noted, you can begin any combo that starts with :snka: with 3-4 of them.

Falcon + Hornet Attack xx S/S (Throw, Launcher, Infinite Setup)
:snka:+:snkb: xx S/S
(:d:):snka: :snkb: :snkc:
(:d:):snka: :snkb: :df:+:snkc: (launcher) xx S/S (Infinite Setup)
(:d:):snka: :d:+:snkb: (low) :d:+:snkc: (low)
:df:+:snka: :df:+:snkb: :df:+:snkc: (low, launcher) xx S/S (Infinite Setup)
:df:+:snka: xx S/S
:snka: :snkc: xx S/S
(:d:):snkb: :snkb: :snkc:
(:d:):snkb: :snkb: :df:+:snkc: (launcher) xx S/S (Infinite Setup)
(:d:):snkb: :d:+:snkb: :d:+:snkc:
:snkc: :snkc: :r:+:snkc: (knockdown)
:snkc: :snkc: :snka: :snkc: xx S/S
:snkc: :snkc: (:d:):snka: :snkb: :snkc:
:snkc: :snkc: (:d:):snka: :snkb: :df:+:snkc: (launcher) xx S/S (Infinite Setup)
:snkc: :snkc: (:d:):snka: :d:+:snkb: (low) :d:+:snkc: (low)

Infinite

Bob?s infinite can start from anything that is a launcher, and involves juggling the first and last hit of the Rolling Turtle into itself. Depending on which starter you use, you may have to delay the first Rolling Turtle to properly land the first hit.

Generally, after the 2nd Rolling Turtle, there?s a very slight shift in timing where you have to perform the 3rd instantly after the 2nd one ends. After that it becomes easier to maintain the infinite. Also, after any Rolling Turtle, you can juggle any special / super with the Juggle property (except for the Monkey Dance and Frog Hunting).


#36

How Xiang-fei’s Counter works-
Her counter is tricky but very useful, however you MAY trade hits when performing it. To do it you must first know the ‘type’ of the attack; is a Jumping, Standing or Crouching attck.
KNowing that know u can perform her counter; Press :snka: then a direction corresponding to that attack ‘type’ just as you are about to get hit. I think u can get the guist of this now ;). Just know that countering a jumping opponent will juggle them.
Another note; you HAVE to press the direction corresponding to that attack, so pressing Up to counter a crouching attack won’t work.
If anyone still is confused by this, simply DL The Newcomers Combo vid from Arcade-Extreme.com.

Also since I forgot to mention it-
http://hosted.filefront.com/Weecho/ <500+ MB of RB2 matches.


#37

Thanks for the info and video link, Akutabi! There’s just one problem…there’s file available to download from that Filefront link. :sweat:


#38

^Crap the files got freaking deleted again! Should’ve DLed the last 2 batches earlier >_<.


#39

yo for all that want an idea bout x-fei and rick heres a vid

[media=youtube]1-WsjV1VTWI[/media]
:wtf:


#40

Many, many thanks. I now realize that bob is an entirely different beast from his RBS version. I remember when his eagle step could do some crazy stuff, like combo into itself repeatedly and then cross up. His old sidewinder was downright awesome too; hell, I don’t think Bob even has a hitbox during that move. I suppose it’s the price one must pay for his tenfold increase in damage/juggle potential in RB2, though.