Fatal Fury Battle Archives 2 - American Release

I’ve actualy never gotten to play any of the real bout FF games, but after watching some vids on youtube i have to add this to my collection.

yeah there are good reason why NM geese and alfred are banned. NM geese can pretty much kill you in 1 combo without the Bg breaking and dizzying you. alfred can do it in RB2. stunning if not in the corner, or taking 100% without stunning in the corner. not to mention some of the retarded priorities they’ve got on moves.

also, if instead of motw, MOTWII came out straight with more characters and the old characters having more to offer than they did i think the game would have been a far greater threat to SF3. the biggest problem of MOTW is that a MOTWII would have probably been a near perfect game if it had been possible on the neo. MOTW already pushed the neo to its limits, so there was no chance of adding more characters or bgs or larger sprites. the gameplay is pretty spot on, almost perfect actually. i just don’t like the cast as much as i liked the older FF’s cast. like i said, more characters would have been welcome. like a MOTWII? gatos dad, yamazaki in his gym busting ass, maybe mr karate to extract revenge for his gym, grant dead, rock on kains side. never mind, we might just see it coming from snkp?

p.s. im a turk, from the dutch. it would have been ironic having my nic as an italian, since most of the italians i know don’t like musso, the one with the double SS. anywayz good talking to you again.

LWK, just curious - what do you think is wrong with RB2? I’m a picky bastard, and as far as I can tell this is one of the rare titles that manages to have no truly “broken” characters (well Alfred but he’s a boss etc). It still has tournaments in Japan and is likely to become one of the core games of American SNK.

I love it because it finally achieved the unique feel the Fatal Fury series was going for the entire time; the line-shifting has some use (unlike FF3/RB1) but it doesn’t drastically change the game (like in FFS/RBS). The fundamental 2D skills are still the key to winning in this one - you just have an extra escape route that carries major risks. The wakeup game is also more well-done, as you have two different types of tech rolls which must be punished in different ways.

And compared to, say, RBS, this game contains much more in the way of mixup and pressure, which is a very good thing since the series has a number of other elements that heavily favor turtling (e.g. breakshots, tick throws being crappy, 60-second clock). It’s not even just the feint cancels, either…they added a lot of strings that actually serve a purpose besides combos (most noticeable with Franco & Hon-Fu).

Honestly, the only “dumb” tactics in this game IMO are the Bob/Sokaku infinites and Chonshu’s crossup game, but they’re more annoying than dominant; the infinites require the opponent to be in the corner (Sokaku) or close to the corner (Bob), and the crossup is easier to block than Vega’s and can also be escaped with a line shift.

This turned out a lot longer than I expected, but hopefully someone finds it interesting!

Just picked up my copy damn good collections goes back to playing it.

To me the series is just for shits, I’ll probably care more when we play it more.

One main problem is lack of SNK comp in my area. 3S has BS to, but everyone plays it, so we can maintain a good level of depth, when I pick up a fighting game, I want the ability to play different brutal comp all the time, RB2 isn’t at AI, and even if it did, it’d probably sit in favor of 98.

I think its a solid game, my main gripe is with stupid things that are just to easy to get. For example, Bob has various ways to set up his infinite. I like RB2 competitively, its the most comp worthy of all three IMO. Every game has its bs, and SNK is known for its infinite exploits, so its no surprise.

Also, in RB2, I think Bash is a beast, hes gonna be one of my characters in this because it’d be dumb not to use him. He has quick area coverage, a stupid good feint and beefy mix ups.

Tick throws don’t really exist in this game, which makes for very odd play, IE; pressure spacing. To be able to get thrown standard, you gotta just be way bad in reacting.
For a lot of people this is a good thing because it makes building a solid style much more easy.

There are throw tricks you can use. Each of my three mains I have a throw setup with- they’re whiff ticks not SF2-style ticks.

Explain these.

my own gripe ive got with RB2 is that it didnt future more characters compared to RBS, and the presentation went down the drain. anothe back in the day was that it wasnt redrawn, but nowadayz we cant be bitching about that in a 10 year old game.

2 other reasons, they made a lot of characters dumb down, a lot. compared to RB1&S how overpowered some characters where, they got nerfed way the fuck down. too much, some characters got a little boring like tund and cheng, who already was boring. if it had been balanced and overpowered, it owuld have been perfect.

last complaint, the hit boxes. at times they dont make sense. like when jumping on mary and andy youll just whiff for no reason at all. there are more of these instances. for instance, if you use joes, far B, C chain into qcf+C and the opponent was ducking or blocking then ducking, the last 2 or 3 hits will just whiff for no reason at all. same for a dashing deep jump in B will whiff a lot of times when your opponent is in the corner, while the sprite is in good contact.

these where my 2 biggest drawback from rb2 imo. in the end its still a great game, though not all characters have good mix ups or enough of them. and the throw system should have been a lil better with the tick throws. being able to throw a lil faster would have done the game great IMO.

also whiffing a jump in light to throw is a way to throw. same for small empty jump ins. another way is while comboing finishing the blocked combo with a feint into a dash and throw. careful though, if you do dash holding forward wont allow you to throw. especially geese can abuse this with his b+B move into his command throw.

My three mains and the throw tricks I use with each

With Hon, I sometimes stop the overhead chain after the 2nd hit, that puts the opponent not in blockstun (blockstun lasts a good bit, can’t throw in blockstun), and me in perfect throw range with them expecting an overhead, chuck away.

Cheng- He can use OG blankaball tactics with his B roll. If they block the high-angled projectile, and you get a feel for the spacing, you can really exploit this. Lineshifting beats this easily, but lineshifting is punishable, and Cheng can sorta crossup someone who crosses up at distance with B roll, ambiguous plane shift attack (hard to tell which direction to block)

Chonrei, off his Close C, he can chain low/overhead/combo, special, or roll, roll recovers quickly enough to scrub roll into throw works.

I don’t see where the Cheng is boring stuff comes from, he actually has a lot of hidden depth and trickiness.

a lot of his hidden depth comes from single hits or 2 to 3 hit combos. hes the least comboing character in the game, which kinda makes him suck and boring to play with. very noob friendly character that gains strength from turtling. rather play duck, far deeper and far more combo friendly character IMO. even though he isnt a combo heavy character. don’t you think in a game that heavily relies on combos having a character like cheng makes him kinda boring?

I agree completely. It’s just unfortunate that he’s the one character who genuinely gets screwed over by this engine - he’s an SF2 character at heart.

LWK - Yep, definitely understand where you’re coming from. That’s why we’ve been working to revive interest in some of these games!

And with regards to Franco, your intuition was pretty much correct. He is a monster if he gets in on you…but I think he may only be upper-mid because he has quite a few tough matchups. His main problems are very slow normals, a lack of anti-air, a lack of great defensive options in general, and short-ranged/weak combos. Some characters who seem to give him a hard time:

Kim - Probably Franco’s worst matchup. He’s incredibly safe and damaging in general, which is why he’s among the best, but there’s something extra that puts him over the top here. He has a safe instant overhead combo that only works on Franco & Krauser: Jumping A -> Hisshou Kyaku. When you consider the damage and stun he can rack up from a crouching A…yeah.

Yama - Dominant pokes and solid pressure. He also has a 4-frame normal (d/f+A) which can sometimes get him out of Franco’s offense and combo into the knife.

Billy - Keepaway game gives the big guy problems.

Tung - Again, great defense. Quick pokes on the ground, A+B beats all of Franco’s air attacks AND combos into the lunge punch, and he can rush him down with dashing jabs (sometimes followed up with standing C).

Sokaku - Hop C is annoying to deal with, his A+B is much like Tung’s (combos into Dance of Demons) and the Dance of Demons shuts down Franco’s offense.

Cheng - If he gets any kind of a decent lead, Bash is in for a rough time. Hard to get in on this guy unless he does something stupid like get a ball blocked.

Mind you, these definitely aren’t 7-3 matches or anything. Franco just has a harder time against these guys than the higher-tier ones do. And he does fine against most of the upper-tier characters, so he is still strong…it’s just some mid/low guys who are harder for him.

-Josh

Hon’s also a tricky match for Bash- due to Sky of Fire being able to keep Bash out. Bash’s oki game can mess Hon up- it’s like one of those ST matchups where one guy will win- as long as he doesn’t give up the initiative- then he’s in trouble. Think Chun/Gief or Honda/Sagat for examples.

Finally got my copy today! Hooray for independent game shops! Does anyone have advice on getting Yamazaki’s higher level drills (P-Power) to come out? I’m mashing S as much as possible, but only getting level 2s to come out.

You don’t need independent game shops now. Gamestop has it.

I actually put both my index and middle fingers on the button and alternate the two when mashing.

A lot like Josh I tripple tap the button using the my index, middle and ring fingers and just about always get it maxed out.

We don’t have Gamestops (at least the same chain) in Canada :frowning: And the response I got from an EB earlier this week is that it was discontinued, and they couldn’t order it any longer. I know EB employees are sometimes not the most knowledgeable, but whatever. I like the store I bought my copy from, and I had store credit there as well, so it all worked out.

To Josh & Nocturnal: Cool, I’ll try out that method and see if I can make it work for me.

That hitbox complain is on point. I noticed that to when I landed something on some char and it whiffed through without even trading or impacting. I looked at my friend and said ‘Wow wtf’? He didn’t even have a clue, just the engine.

Also to nobody in particular:
Xiangfei’s DM breakshot = evil in ya face!

nigga you gay

for games where i have to hit the button really fast, like with yama’s super i just keep my pointer finger stiff and move my whole hand up and down