Fatal Fury Special - strats & tacts. re-po
I have reposted here the main parts of the old -old & obscure thread dealing with Fatal Fury Special, luckily I had saved them before the big crash. Thanks to Josh, Middlekick, Chazmaru, Bonuskun and anyone elso who contributed.
Starting with my initial Tung Guide:
The way I play him is totaly dependant on keeping at a medium close range, just
outside most normals, he’s strong there. Try to think of the Shou-Ha fireball as just a giant invunerable hit box you can put infront of yuorself on command, kind of like a huge Yoga Flame. It will blast most normals, does excellent chip damage, makes an excellent meaty attack as the hit box hangs around for ages after you have thrown it, you can land opponents on it who jump in at certain ranges and if you trade hits with other fireballs you always come off better because it does almost double the damage
(this technique is especially usefull against wayward ex-student Cheng *Look on my avatar to see the tactic in use!).
His crouching Feirce has good priority at full range and can be cancelled into the Shou-Ha.
The standing Feirce is much faster though not as long as the crouching version and is a very good general poke / snuff move.
The crouching Roundhouse has much better range than it seems and can go under many fireballs, this is especially usefull as most characters fireball throwing frames step forward slightly so you whack their feet out from under them for free. This can also be cancelled into the Shou-Ha to form a good push out combo if they block.
The Sen-Shippo lunge punch is like Cammy’s cannon Drill in ST, it has a long recovery time. The key is to use it at a range where it only just clips the opponent at the end of its motion, this will bounce you out to safety and score chip damage.
Working at this close range rally pays off when you cand do Tung’s Super. Try to tag the Super onto blocked attacks, it does huge chip damage and pushes the opponent right back. When you get this down you can really put the pressure on inclose (this technique is so usefull I often take an extra hit just to get the bar flashing red).
The Gekihou (vertical spirit attack) is usefull with really early anticipation (cause it takes soo long to come out, they should have made this a Flash Kick motion not Hundred Hands), once it is out though it can stop many attack, especially dash attacks like Duck King’s Blanka Ball. It can also avoid most fireballs, the other day Cheng threw one of his arcing fireballs on my head and it fell right through me onto the floor! I’ll have to practice with this move more cause I bet you can do some bizzare things with it.
When inclose try to get the RessenKyaku (grab and kick move) off, it seems to have a little bit of suck in range like a SPD, having trouble getting it off on my pads though. If you find out the exact range please post.
His standing double hit Roundhouse can be worked into combos for huge damage, you can cancel the second hit into a special and even the Super!
Finaly remember how small Tung is, very hard to hit.
I don’t really know how strong my Tung is cause I don’t get any comp on this game , but the character just really appeals to me (I grew up on Shaw Bros kung Fu movies, anyone here seen One Armed Boxer 2 aka Master of the Flying Guillotine. The old master character in that is f**knig mad, also Dhalsim is in that movie!!)
That all I can think of right now, anyother Master Tan Players, please contribute.
quote:
Originally posted by Josh-TheFunkDOC
And one that I asked before with no reply…what is the “Guard Attack” you referred to at the beginning of this thread? I like knowing game-breaking things.
The Guard attack is performed by:
Tapping Back then Toward + A just before an attack hits you,
or just
Toward + A if you are already blocking.
It is an invunerable attack (usually a punch) that counters just about anything even Supers! Its like a SF3 parry that hits back! You can even dodge fireballs with it. Each Guard attack is different, Tungs for instance is a rubber armed anti air but it still beats all groung attacks. I try not to use it cause it basicaly negates most of the strategy in the game, I mean why would you use any other attack?. I can’t beleive SNK put in such a depth destroying Super move?!? Must have been the same muppett who thought up the line system (somethingelse I don’t use). IMO Take away line system and Guard attack and you have twice the game.