I know this is probably going to get no posts even though the home port is coming out soon in Japan but eh whatever.
Some basic info. about Rumble Fish:
There are two super gauges in the game: offense and defense. They build in self-explanatory ways. You can’t whiff moves to gain meter.
What you can do with the Offensive gauge:
Advance Attack (HP+HK)- Can be cancelled into, is basically a combo extender as it moves you forward while you can attack. Pretty good use of the gauge for dealing damage. Takes 50% of the offense gauge.
Jolt Attack (LP+LK). Fast unblockable. If it hits screen turns red and the enemy is stunned for a while allowing you do a nice combo. Takes 100% of the offense gauge though, but it’s worth it.
[*]Offensive Arts- your basic super
What you can do with Defensive Gauge:
Impact Break (Hit dodge when you guard)- Takes 50% of defense gauge, works basically like a parry.
Special Tech (When in the air hit dodge)- Takes 50% and lets you tech at any time, allowing you to break out of air juggles.
[*]Defensive Arts- These are supers of a more defensive nature. Many of them can be performed as guard cancels or combo breakers. Usually they don’t do much damage though, unless they can be followed up like Zen’s aura thingy on CH.[/list]
Other universal features:
[list]Dodge- The dodge button makes the character crouching dash forward or hop up if you do down+D. This can be used to evade high or low attacks. Can be followed up with an attack that’s character specific, usually a launcher. I haven’t had much sucess with high dodge but it’s got decent reward. Low dodge can be used as a universal overhead.
OTGs- You can get one OTG hit after knocking an opponent down.
Airblocking- works like every other game it’s in. Can block everything but ground-to-air attacks like shoryukens.
Air Teching (press buttons in the air+direction)- You can tech in three ways just like GGXX. Similar to GGXX in ways, except that you can reset yourself by teching out and you can’t just FD to block ground attacks.
Chain combos- Self-explanatory
Super Cancels- Works like 3s, except tighter timing and only select moves for each character can be super cancelled
[*]Critical Arts- When both gauges are full, then you can do this. They take like 50% O_o[/list]
In Rumble Fish, it seems like a lot of the HP/HK moves tend to lagt, probably giving you a frame disadvantage even on hit. Fortunately they’re cancelable, but if you don’t have a good move to cancel into…
Tiers would probably go like (this is probably way off since I’m still kinda a nub at this game):
Code for Greed:
He has to be enabled with the atomiswave password SINKORSWIM if this code doesn’t work.
Highlight Orville, then press Rightx2
Highlight Typhon then press Left
Highlight Boyd then press Leftx3
Highlight Zen and press Rightx2
And now for some Zen stuff.
Zen is basically the all-around balanced character of this game aka scrub magnet like Sol Badguy. Many of his kicks have pretty good range.
c.HP- An uppercut type attack, it may or may not launch on CH I’m not sure.
c.HK- Long range poke, and comes out fast, but punishable if not at like max range.
j.HK- This thing is like one of the best crossups in the game. On top of that, it’s got some pretty great range for using when jumping back.
f+HP- overhead, slow but pretty useful nonetheless and cancelable.
Tornado punch thing- qcf+P- Fireball that has a short range, but has some invincibility, and can be used for OTGs okay. Becomes a full-screen fireball if charged up.
Tornado shoryuken thing- dp+P- Can be super canceled, makes good anti-air like all shoryukens. LP version comes out much faster, HP comes out slower but has many more hits, and a followup. Dunno what happens if you have a charge with this, but it eats one.
Elbow- qcb+P- Also super cancellable. Elbows forward. LP version can combo. A great move for combos, but punishable outside of them. Hits as an overhead too I think but not sure.
Air Stampede wannable- qcb+K- Good for OTGs, could be used to surprise opponent I guess, but I haven’t had much luck with it.
Charge-up thing- d,d+K- Powers up Zen’s special moves. LK version gives one charge only should be used after a knockdown. HK version gives two charges but should NEVER EVER be used unless the person you’re playing is stupid.
Wall rape super- f,hcf+P- Zen elbows forward really fast. Can be used to punish some things, but still better to use in combos where it’s guaranteed. Doesn’t have like any invincibility at all.
Aura super- qcbx2+P- Zen makes a shockwave emanate from him. Does next to no damage, but can be used as a guard cancel, and should only be done as so, since it floats an enemy if it hits them on counter-hit. As such, try and do it early on in a string.
Critical Art- qcf,hcb+P- Zen does a punch with like no range, and if it hits he does a short, damaging whirlwind, but if it misses then he makes a longer one that does okay chip damage (except that it takes all your meter…). If the long whirlwind hits them/they block it you get pretty big frame advantage.
Please correct any scrubby/incorrect info I have lol.