U are the one that said “The thread title should be changed to…”
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I think chonshu is good in rbs now that I have played a couple of brazilians on 2df. Also cheng and bob aren’t that bad also! Billy, ex billy, yama, and sokaku are like sim, rog, vega, and old sagat in ST. Not in how they play, but in being the top tiers in each game. Yes they are the top tier characters. There’s no doubt about that in my mind, but the rest of the cast in rbs can compete with them if put in the right hands. Just like the other characters can compete in ST.
I think really Cheng and EX Tung are the only low tier characters…I’ve seen some mean Chonshus and Chonrei’s so I certainly don’t think they are low tier at all. Bob’s really not that bad either…Sure he’s better in RB2 but he aint bad here.
dg, half of what you said (mai) doesn’t work on characters like kim, terry, andy or joe. if kim and terry (same for mai) are blocking low, you don’t wanna jump on them. not for throws or anything, at least not against someone who knows the game. joe and andy are even worse, all that invincibility done by just a dp motion. and with the speed at which RBS moves (RB2 > RBS speed), even the fastest small jumps are easily dp’d out the air. its not as slow as FF3 but with almost nobody having decent overheads all that your left with are the furthest ranging pokes and planing. not a lot of options to break a good defense with.
just curious, how would you handle a low blocking turtling terry or kim that only counters & who has at least the same amount of skill you have. besides planing, theres not a whole lot you can do. not having tick throws (both in RBS & RB2) or overheads for most of the cast makes it a lot harder to break these guys defenses. which again, by upping the speed in RB2 and only leaving the smallest bit of invincibility at the very start of these super dp’s fixed that problem in RB2 again.
p.s. basically i play all the FF games since FFS (since FF1 actually, but 1 & 2 are worthless). all through MOTW. whats the use of limiting yourself to 1 RB game? forget about which one is better than which and just play and have fun with all of em. all of them have something unique and different to offer.
I agree…thats my point too…why limit yourself to a certain # of games period if you can do that? Sure you wanna “focus” on a few to get them going etc for the newcomers etc…but some people like me and you and others can juggle as many games as they want to…
So I dont have problem focusing.
Now to answer your question about a turtling terry/andy or kim etc? cr.a all day long… bait them into making mistakes with Cr.a…cr. a is Mai’s best poke… and then mix it up with far st.b and far st.b x2 as well as traps to bait them to line shift evade and get hit as well as jumping and airblocking to make some of them miss with their anti airs! And yeah that hits on what you said, the furthest ranging pokes etc…but also airblocking is your friend if you know how to use it correctly because that enables some of these dps to be air blocked and punished as they miss!
-Dark Geese
In RB2, the way you counter turtles is to bait the breakshots, then combo them hard. It’s not hard, just don’t finish strings. Also if they’re trying to breakshot a charge move, like in Kim’s case, they can’t counterthrow, so a simple walk up throw, or even jump in throw if they’re expecting the jump attack. The planeshift system A/B can also be used for a high/low mixup. There are plenty of options in RB2 to deal with turtles.
Also, many individual chars have more powerful tricks. Hon has a chain that if unfinished put him in range to throw a not in blockstun opponent- doesn’t work too often though, and Hon does need a weakness- so it’s not too bad. Cheng can do OG Blankaball tricks, and his projectiles can set up the spacing for them perfectly. Chonrei can use OG Ryu tactics, and max in with chains that are guessing games. (The chains are a lot versatile and intuitive in RB2, but you won’t get stupid damage off of most of them unlike RBSP)
Other chars have their anti-turtle stuff as well, though some better then others. You can’t turtle a good Mary or Geese for example.
The only char who really doesn’t have a good anti-turtle option to me in RB2 is Tung, which is one reason I rank him dead last. (Josh and others disagree with me on this, but I think the only way Tung wins if he can make his opponent attack, and he has no real good tools to do that, other then some really boring gimmicks like stand A*1000000 which aren’t really that effective.)
Yeah- Josh and the Triad don’t agree on which games, but they agree in principle on which games aren’t. (aka no Money Idol Exchangers)
with the amount of invincibility they have on their dp’s the c+A will be hard to do as you need to be close and remember they can poke as well. also air blocking from what i remember is only possible against air attacks or fireballs. i don’t think you can air block anti airs (ala SSIII). a lot of your attacks can be nullified by these super dp’s. those cA’s, sB’s, if they are fast enough they will go through them with their dp’s (instead of get stuck in a block stun animation). also, a turtler wont just go to another plane to get hit, remember your the one who has to break their defense. that means you’ll have to be the one plane shifting and even doing that outside of striking distance. and even then you still have to go through their defense. a turtling mai, terry and kim are killers in RBS, even though are meant to be played offensively.
They dont agree that NGBC and KOFXI fit/don’t fit in games that “aren’t”…
So thats the principle point of my argument…sure most can agree to a degree on certain games…but they won’t on everything…and that little thing they disagree on could be the thing that draws irk… (Hence Triad wants NGBC/'KOFXI to be the mains, Josh and Keits don’t…thats the driving argument between the two sides!!)
You can airblock Anti Airs…DeadlyRave Neo did it against my Mai’s Rising Flame at NEC8 A LOT (to my surprise its how I learned you can do it!)…so I know this for a fact…I will further test it but I know for a fact you can airblock Mais Rising Flame… and it has invincibility on the edges.
The thing about cr.a is its range…so if I am in range of their pokes even then see I believe they are gonna get beaten… I like Mai’s pokes over theirs…**Mai has some of the best pokes in the game…
So pretty much the precise notion HOW to airblock Anti Airs I don’t know…something I have to test…but you surely can do it as DRN mastered it against me at NEC8… (Hence I now have the option of a jumping airthrow to counter that!)
I’ve suggested that they should give UM a chance to replace XI when it comes out, I know Lu will like it more, dunno about the rest of the crew though. I think it will do well, since we’re an SNK-friendly area, the game is not crap at worst, and it’s something most of the people there would need to learn.
I may have to re-learn extra mode, apparently people are using extra mode dodges to avoid the stupid fireball bug, so at least there’s a counter to that.
Whatever falls by the wayside as not a “Main” see thats where I pick it up…so that people can still play what they want for the most part…
thats quite something. i think its only possible against mai as she doesn’t do the dp herself but the flame shoots upwards. sorta like a projectile? gonna test it though, i don’t remember it to be honest. cause from what i remember the other dp’s couldnt be air blocked. actually a good thing against mai it seems.
edit: just tried it on emu, couldnt air block it. maybe not the right rom? if your absolutely sure you can air block it ill plug in my cdz and try it on the neo. just be sure please, don’t feel like searching through everything to plug that mofo in.
Yeah I saw it on the PS2 version… JAP Battle Archives 2
Maybe DRN can come in here and explain how he did it??? :wonder:
I swear he was doing it to me…then punishing me afterwards…it was odd as hell…
He only used Tung and Terry…
Last time I looked steve h got 2nd place at frxi and 1st at evo2k7 with a turtle terry in rb2. Anyone can turtle in both games and be effective. That’s true in every fighting game. Terry and kim have always been good at turtling. Its all on how you play the game. The main thing about rbs is that you can’t spam special moves in this game. Really you can’t spam projectiles. That’s the easiest way to get killed in rbs is to spam projectiles. Just like it is in 3S. You have the high low mix up plane attacks in rbs but its not like rb2 high low 50/50 guessing game. That rely’s on lucky guess more than skill imo. Its the same arguement in cvs2. What type of style is better when using blanka? Cali says rush that shit down while east coast turtle that fool. If you see them play the same characters you would be like damn both styles are good. Samething can be said for kim, terry, and mai in rbs. I think kim is a turtle character in rbs, but terry and mai should be played rushdown style in rbs imo. Most well made characters can be played both ways.
i think it was something else he was doing, otherwise maybe its just a ps2 only thing? which would be kinda absurd to say the least. i think you probably saw it wrongly, probably.
also damn. i was playing RBS again and fuck this cpu. it is easy even on level 8 to at least get S and multiple S’s. though every time im getting close to geese i lose a round cause of the BS of the CPU taking 3 times as much life as i can. yeah thats right, 3 times? wtf. i remember ppowers taking like 99,9% of life, but seeing it again made me go wtf. and fuck terry with those no load rising tackles. its like the motherfucker can anti air me with his power dunk, but he still goes for the rising tackle just to annoy me and show me that he doesn’t need to load for jack shit. fuckaahhh.
RB2 has no guessing game for the planes. your doing it wrongly. you only have to keep on blocking low, unless you see the opponent flying at you from the BG you know its a high hit and you immediately block high again. not to mention you can just jump up and combo the opponent. i remember back when my skillz where better (cough, neo hori stick, cough cd pad, cough) i frequently jump over those plane attacks to combo and counter them in RB2.
and spamming specials not possible in RBS? as soon as your opponent runs away you can pretty much do what you wanna do. yes, including spamming. also im curious, since when can you just spam specials in RB2? cause that would normally lead to a big chunk of lost life?
I hope I saw it wrong…or actually I’m okay I didnt because if for some reason it does exist on the PS2 (We will let DRN confirm this) I am ready for it with my airthrow that makes you wake up backturned… :devil:
Yeah it is funny though about the CPU taking off 3x the amount of damage for Billy, Blood, and Krauser…
Yeah and the CPU does no load rising tackles, no load Risng Flames, no load Flash kicks, all the stuff we take time to do, CPU does it on reaction lol…
About spamming though…for example…
vs. Chonrei or Joe…throw a fb from full screen I do a superjump with Mai and that means you lose about a bar of life…lol…
Esp those that love whoring Joes three tornadoes…Yeah I’ll teach you how to not abuse those just to look cool!!!
:lol:
i got really irritated losing 1 and a half bar 2 times today by the cpu’s ppower. if it had been 1 bar and 3 quarters, i wonder if i would have survived? cause krausers gigantic one time took 99,9% of my life with that 1 ppower. only 1 pixel worth of damage cause i had blocked 1 special that hit 1 time, the rest of my life was gigantic raped.
yeah but why would a joe player use those 3 tornados for no reason at all? unless you try to throw a fan, or your on the ground and will take chip damage anyway. random 3 tornados which take that long to recover would be really stupid IMO. only ady can permit himself to those random fb’s.
also 1 thing i don’t really like about RBS compared to RB2. with certain characters you can ALWAYS take half a life of damage. 1 opening and all that life is gone, no matter at what distance you catch them you always retaliate with the same combo. unlike in RB2 where you actually have to use the right combo in the right time to take the most damage out of an opening.
Dude I’ve had Krauser’s P. Power and BLOOD’S take off 100% of my health A LOT…
so yeah my mentality is kill Blood and Krauser quickly…and I weaken the range on Krausers Gigatec by being in the other plane…he cant grab me while I’m in the other plane!!! :razz:
So yeah now if I play any Krauser and he has P Power I’m jumping like a MADMAN or I’m in the other plane…lol.
EDIT- Yeah that is true…there are certain characters that can do half life worth of damage pretty much for one opening…Mai is surely one of them!!!
Also some amateur Joes I’ve played love whoring the triple cyclone…and when they do they pretty much die…plus from that range its free P Power for Mai…lol.
Should I make a “Poke Chart” lol? One that pretty much tests what are the best pokes in the game when everyone is on the same plane?
-Dark Geese
thats not really needed now is it? its just that most of the characters who have the ABfCbC chain can do 50 damage from anywhere from any opening. something that makes the game more repetitive IMO. its a fact that in RBS you usually use 1 standard best and safest combo, unless you have the s or p power ready. there is no reason to even think about what you have to do, its automatic. which IMO isnt a good thing at all.
True I totally agree with this…The overall damage makes you think twice about many things…