Janne is probably the worst character in WHP…
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is Alfred unlockable in RB2?
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Tung extreme low jump combo hits high or low? (low jump B, C, qcb+A)
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how do u do Breakshots?
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Alfred is unlockable via a dipswitch code in RB2…
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All low jumps are overheads…all jumping normals are overheads.
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Breakshots depend on the character…you must have H Power filled up and you can do it likean Alpha Counter…but you can’t do it if you havent built up H Power yet…
The order of meter goes from H Power to S Power to P Power if you are Red with S Power.
Just to expand upon what Dark Geese said.
Alfred is also selectable in the PS2 version of RB2 (Fatal Fury Battle Archives 2), by pushing start at the character select screen. As much as I love Alfred, though, he certainly wouldn’t be admissible in any tournament (just in case that was a factor for you).
You can do a breakshot with anything above an H-Power. Also, breakshotted specials have 4 special properties:
- They have more invincibility than normal.
- The opponent can’t quick recover a breakshot (assuming that special knocked down).
- Only some specials / supers are breakshottable.
- Breakshots take (if memory serves) about 25% of your meter to do (unless it’s a super, then it takes 100% as normal).
Hope that helps!
Breakshots are basically similar to guard reversals in the Darkstalkers series, or Alpha Counters.
I think they’re very important. In fact, vs Neo’s rick, I sometimes wish I could drain my meter, so I wouldn’t get S-Power, and wouldn’t lose the ability to breakshot eventually.
Your meter will drain to 0 after a while after it maxes out, like it did in the original Darkstalkers. Using breakshots when your meter is going down will reduce the time you have to do a super.
Sometimes the entire pace of a round will be determined by who can breakshot. However, breakshots can also be baited, just like AC reversals in SFA2.
Some characters are also easier to breakshot with and against. The easiest move to breakshot against is probably Rick’s shooting star, since it gives you ample time to think about it before the last single hit after the initial barrage. Other easy-to-breakshot moves are Kim’s :qcb:+:snkb:/:snkc: and Yamazaki’s knife.
Ideally, you’ll want the move that you’ll be breakshotting with to have at least two of the following three properties.
- Fast startup.
- Knocks down.
- Gives frame advantage.
This is important because it is possible to hit someone out of a breakshot, and likewise it is possible to block a breakshot.
For example, while Rick’s Shooting Star (:qcf:+:p:) is pretty easy to breakshot, the :snka: version leaves him with a good bit of frame advantage, so if you wind up breakshotting the last hit of the Shooting Star, it would be possible for Rick to:
A: Sidestep your breakshot.
B: Backdash your breakshot.
C: Hellion (:dp:+:snka:) your breakshot.
D: P-Power your breakshot.
E: Block your breakshot (and then potentially breakshot your breakshot).
For example, Yamazaki’s Snake Tamer (aka Snake Fist, etc) wouldn’t make for a good breakshot because while it has fast startup, it doesn’t knock down and it leaves Yamazaki at a frame disadvantage (which essentially leaves him in the same position that he tried to breakshot out of).
However, his Judgement Dagger makes for an excellent Breakshot move since it has both a fast startup and knocks down (thus, naturally, giving Yamazaki frame advantage). As such, this is the one (of his two breakshots) that you’ll want to be using for most situations.
But this isn’t to say that the Snake Tamer is not without its uses. With its speed and range, it could be used to breakshot projectiles or moves with extremely long range, which could be handy for tacking on that last bit of damage in a close match.
Now some of you may ask, “why have moves that knock down and moves that give frame advantage listed seperately when any move that knocks down is going to give frame advantage anyway?”
That’s because not everyone has a breakshot that knocks down (Geese, Billy, & Duck for example), and not every move that knocks down makes for a good breakshot (Bob’s :qcb:+:snkc:, Tung’s :dp:+:snkb:, Rick’s :qcb:+:snkc:, etc).
I think that, along with what everyone else has said, pretty much wraps up Breakshots. Hope that helps! :tup:
Whew, I’m really enjoying this game!
OK, time for another neub question:
Line Shift - how and when should it be used?
It doesn’t seem to have much startup, so can it be a reversal? Can you use it when you’re at mid-range and having trouble getting in? What can the opponent do to punish it?
Thank you very much,
Josh.
AFAIK yes it can be a reversal, but good players will just D you on reaction. Most of the time I see it to either set up ambiguous meaties on wakeup, or to get past a projectile at a range where they can’t punish you for doing it.
Some of the more interesting breakshots
Chonrei can breakshot either of his fireballs (the regular one, or his soul-sucker one that gives him life back) In fact, breakshotting is the only way to guarantee that will hit in normal play.
Hon-Fu can breakshot his P-Power, which is the best way to land that.
As for line shifting, a lot depends on the situation. Some moves should be line shifted. One example is the Power Geyser. Rick’s supers are also very lineshiftable. Chonshu’s Air super the only real safe option is lineshifting (I really hate that thing)
As with everything else, line shifting should also be based on your opponent’s style. A good time to use one would be when your opponent is going for a slow combo , or as a prediction move against certain moves. You can also use this to get out of corner pressure games, but then again your opponent might predict this.
All in all it adds one extra layer of mind games, but you can’t do as much damage from the back plane, unless you manage to get in a C. A back plane C is very easy to counter however, and a quick press of the D button will usually thwart it.
The usefulness of the back plane moves and the anti-back plane moves vary from character to character. Kim’s standing anti-backplane move gives him enough frame advantage to start one of his normal ground combos for instance. Most :snkc:s from the backplane give enough frame advantage on hit for the player to start a new combo on the opponent, and this makes the backplane :snkc: a good punisher against missed supers and projectiles. Yamazaki and Geese have knockdown attacks instead that set up the opponent for their pursuit, and Geese’s version also hits low.
I love Krausers line switch pressure off of knockdowns. Ambiguous cross ups with his dive in move heh.
Lineshifting is another aspect of Fatal Fury that’s changed in nearly every game (it was largely unchanged between FF1 - FFS, but changed in every game that followed). Fortunately they changed it from how it was in Real Bout Special (where because any attack button struck the other plane if the opponent was in it, basically making the :snkd: a “please beat me in the face” button).
Like everything else, the effectiveness of lineshifts / backplane attacks vary per character.
Frontplane to Backplane:
Standing :snkd: : A bufferable attack that brings the opponent back into the frontplane on hit or block. Hits :snka:'s, :snkc:'s, and :snkd:'s from the backplane, as well as any specials that come from the backplane (Duck’s and Sokaku’s :u: :d:+:snkd:, Andy’s air :qcb:+:snkd:, and Joe’s :snkd:-version P-Power). This will whiff over :snkb:'s from the backplane. Some characters (Kim for example) can connect with two :snkd:'s before the opponent is brought back into the front plane.
**Crouching **:snkd: : As the standing :snkd: but instead it hits :snkb:'s, :snkc:'s, :snkd:'s, and :d:+:snkd:'s (it’ll whiff under backplane :snka:'s and most backplane specials). While it is bufferable, because it’s a knockdown, any special / super you follow it up with will whiff (with the sole exception of Mary’s :dp:+:snkb:).
Special note about Backplane attacks!
Though it is something of a small bug, a special thing will happen If you perform a backplane attack really late: you’ll get two different and very beneficial effects.
Normally, the :snkb: will go under standing :snkd: attacks. However, If you perform a late standing :snkd: it’ll hit the opponent whether they were using the :snkb: or not.
Additionally, if you perform a late :d:+:snkd: attack, it won’t knockdown, enabling you to connect with specials & supers (or in the case of some characters, i.e. Kim, combos). However, the :snka: will still go over this attack.
Some characters can do these late-hitting backplane attacks more easily than others. Terry particularly stands out here for being able to do either late :snkd: easily.
** End Special Note Section **
These aren’t your only options to counter a backplaned opponent. Some specials and supers hit in the backplane as well. Well, actually, only two specials (Terry’s Round Wave [:qcf:+:snkc:] and the :snkd: followup to Sokaku’s mash :snka:) hit the backplane, but a number of supers do: Tung’s, Sokaku’s, Geese’s, Krauser’s (fully charged) S-Powers, as well as Billy’s and Hon-Fu’s P-Powers.
Also counters, such as Hon-Fu’s, Yamazaki’s, Geese’s, and Krauser’s are capable of activating from a lineshifting attacks. Be careful when using counters against these, however, as only Geese’s and Krauser’s are guarenteed to connect (since they’re grabs).
An excellent and reliable way of beating lineshifting attacks that takes the guesswork out of the equation is to simply jump up and time an air attack as they’re coming from the backplane. Though it’s slower than one of the :snkd:'s, it’s safer and has the potential for greater damage since you’ll be able to go into a combo.
I think that’s about everything for the moment. In my next post I’ll go into something I do a lot and know a thing or two about: lineshifting.
Hope it helps! :karate:
Couple of weird notes found from casual play today
Cheng’s P-Power will beat out the Raging Storm of Geese.
The last hit of Hon-Fu’s Rolling Headbutt can clean Yamazaki’s Drill, and can hit Bob’s P-Power. It has very high priority. I wouldn’t rely on that- even as a gimmick though.
Actually, all P-power strength projectiles moves will absorb all S-power strength projectiles. When I say S-power projectiles, this includes moves such as: Geese’s Razing Storm, Joe’s Screw Upper, Sokaku’s Thunder God, Krauser’s Kaiser Wave, Chon Shu’s Emperor Drain, and Cheng’s Bursting Heavens.
Mr. Big is right, Chonshu is an absolute BEAST. If you stand still at all he hits surprisingly hard, and he can be wherever he wants to be whenever he wants to be, and is all but impossible to lock down or pressure.
i finally understand how to use Breakshots better now, thanks for the info. Breakshot reminds me of Just Defense to Guard Cancel in Garou:Mark of The Wolves. i use the same buffer technique for both of them.
If u know how to Guard Cancel, breakshots shouldn’t be too hard
Actually, breakshots are easier than that, and I think we all forgot to tell how to time them.
Breakshots are performed at the same time your opponent lands a move on your guard. The game has an autoguard system to make this easier. Once you start blocking, your character will continue to block all consecutive hits from the ongoing combo or special.
oooo, didn`t know about the auto-guard system ,
thanks for the info =)
Okay guys some preview matches of the epic battles ar RealBout 2 of…
Drumroll please…
DeadlyRave Neo (Online) vs. Steve Harrison (RB2 EVO World Champion) matches.not all…I didnt record these…when they al hit I will let you know…
ENJOY feel free to comment!
http://forums.shoryuken.com/showpost.php?p=4607502&postcount=84