The Fatal Fury Real Bout 2 Thread

I’ve gotten a big interest in Duck King lately, and to help me get better at using his S-Power grab, I make a (very lazily edited) video of S-Power grab mixups:

[media=youtube]VCEHTf2kzLY[/media]

Nice stuff there, Dice! Here’s a couple more setups for Duck King’s Break Spiral.

Far :snkb:: (Actually one of his best setups in XI since he can Duck Fake Air from it and go into another attack).

:l:+:snka:: Though it’s of questionable use, you can do it from a kara-cancelled overhead.

:dp:+:snkb:: Sure you knew this already, but you can also do the Break Spiral in the air, and juggle it from the first hit of his anti-air.

The Break Spiral is the best S-Power in the game for 4 principle reasons:

  1. One of the few S-Powers that can be done in the air (the others belonging to Chonshu, Kim, and Alfred).

  2. Only throw in the game that can be comboed into.

  3. Has no miss animation.

  4. Has these properties without sacrificing damage (unlike Bob, for example, who does less damage with his S-Power for it being a comboable overhead).

It simply puts the fear of a potential Break Spiral behind nearly everything he uses to be effective, and more than that, blocking won’t save you, nor will jumping. If the other guy wanted to be a real, real bastard and was good in setting it up, you’ll have a monsterously hard time beating Duck King once he’s at <50% life.

Can I get a Chonshu guide, cute little god king needs to have one on his way to being all powerful.

PS: I tested Hon-Fu in RB and Fatal Fury3 to see switch sky of fire is the OMGWTFRUN and I’m pretty sure its RB1, but it seems to hurt more in FF3. In short Sky of Fire adds up to pain in those games.

Just before anyone goes spinning their controller in circles, Duck King’s aerial S-Power uses the :hcf:+:snkb::snkc: motion.

Thanks for the info, I didn’t know about the far :snkb: and the kara-cancelled overhead. another great thing about Breaker Spin is that since it has no whiff animation, if you try to use it and don’t succeed for whatever reason, you still keep your s-power, and motions can be stored for a long time in this game, so the 360 motion becomes less of a problem.

small correction:
isn’t the chonshu C combo is : C, C, C, -->, <–, C

Go easy on him, it was late and he was tired :wonder:

Though on that note, he said that Chonshu, Duck and Alfred are the only people with aerial S-Powers, and left out Kim. Also, on the first page, you said that Bob is the only character with both a rising attack and a pursuit, but Yamazaki has both too.

…I’ll stop now :sweat:

Hehe, my mistake! :sweat: I don’t fight Kim much these days so I totally forgot about his S-Power, and with as much as I fight Yama, his rising attack is rarely used (kinda odd, since he’s got one of the better ones in the game). I oughta go back and make those corrections so future players aren’t confused. :wink: As for Chonshu, I should’ve known better. :lol:

Speaking of Chonshu, since there’s been interest in him lately, I’ll draw together a writeup of him soon.

Edit: Forgot that I made those posts with my “old” Mr. Big account (the one that Mister Wizard and I deleted / recreated in hopes of fixing my posting issue), so I won’t be able to make those corrections. Not a huge deal though, as they aren’t huge, glaring mistakes.

My Cute wittle god King will have his own Write and I can further my exploits with him.

Yeah, I saw Yama’s rising attack used in a few vids, what makes it good? It seems to be pretty safe, which is definitely a big plus. Can’t wait for the Chonshu writeup, especially after seeing you dominate in your latest batch of vids.

Yamazaki’s rising move is so-so. The move requires you to tap C when you are falling, and the move has a rather slow startup where he can be hit. It also does rather low damage. If the opponent is close to the corner and is hit by this, you can follow up with a pursuit.

Yama’s rising attack, while it has a little bit of startup and recovery, is still decent in that he stays low to the ground and the dust he kicks up goes above him, has decent range, excellent priority. And I might be wrong on this (don’t have a 2nd player to check this at the moment) but it may cancel projectiles. At any rate, it beats Bob’s any day. =-o

If I had to rank the 4 rising attacks in the game, I think it’d look like this:

  1. Mai: Near instant startup and good range. But the thing that makes this the crowning jewel of rising attacks is that it’s the only one that’s bufferable! :wow: So she can juggle into nearly every special / super she has.

  2. Franco / Yamazaki: Franco’s rising attack is about the opposite of Yamazaki’s: it’s fast, covers near to the top of the screen and has pretty fast recovery. The downside is that it doesn’t have as much priority, and since he’s such a big target, it could open him up to a combo. If it was bufferable like Mai’s it’d make for a good Armageddon Buster setup.

  3. Bob Wilson: I have no idea why they gave Bob this rising attack. :confused: It uses the same animation as his 3rd stringed :u:+:snkc:, is slow as hell, whiffs over most crouching characters, and has ungodly recovery (so much so that, if done in the corner and they use a quick recovery, they’d recover faster than Bob). You’d be much better off using the Bison Horn (:d:, :u:+:snkc:)

I’m also getting to work on a Chonshu writeup (these things take hours to do as I sit with the game open in practice mode and check / recheck things) but I’ll have it posted today. :nunchuck:

Jin Chonshu!

Chonshu is the little theatre-makeup-wearing twin brother of Chonrei. While Chonrei tries to go through you with power attacks and projectiles, Chonshu’s emphasis is on speed, close-quarters, and trickery. Lesser known fact about the Jins is that not only were they the boss characters of Fatal Fury 3, but bad-ass Yamazaki was their lackey. :wow:

** Strengths **

Chonshu is fast. Extremely fast. Not only that, but he has a variety of teleports as well: making him nearly impossible to pin down for long. He’s also one of the few people (if not the only person) who can crossup with a hop.

This is huge as this, along with other moves, gives him the crossup equivilent of Franco’s high-low game. He also has an incredible ability to build meter. Which is extremely useful as his supers are excellent, with his Leviathan Strain being among the best P-Powers in the game.

** Weaknesses **

His biggest weakness is perhaps his range. While he has more range that you’d expect someone of his size to have, he can have a hard time against people who are both fast and have good range (Billy, interestingly enough, is a bad matchup for Chonshu). Also, he only has one feint (the P-Power feint) which is so slow that it’s essentially another
taunt, so no feint cancels for Chonshu. :bluu:

** Normals **

Something to note about Chonshu’s ground normals is that, aside from his :d:+:snkc: they hit twice. And they’re cancellable into specials / super unless otherwise noted.

:snka:

Far :snka:: A very fast finger poke that hits twice and chains into an :snka:, :snkb:, and :d:+:snkb:. His 2nd longest ranged normal and one of your main tools. Non-Cancellable.

Close :snka:: A quick two-hit swipe. Treat it as you would the far :snka: except you’re able to easily combo a :d:+:snka: from it.

Crouching :snka:: A crouching version of the far :snka: with slightly less range. Extremely fast, and can combo into itself, a standing :snka:, standing or crouching :snkb:, or :d:+:snkc:.

Air :snka:: A 45 degree angled palm strike. Aside from potentially hitting someone who’s above him, there’s not too much reason to use this.

:snkb:

Far :snkb:: A quick kick to the face. It doesn’t have as much range as the :snka: and doesn’t have as much combo potential as it only combos into a chained :snkb: or :d:+:snkb:. Non-cancellable.

Close :snkb:: Another quick kick that looks like Benimaru’s Iaido Kick. While the kick itself isn’t cancellable into specials / supers, it does combo into another :snkb: and :d:+:snkb:.

Crouching :snkb:: A swift kick to the gut that hits low. One of Chonshu’s main combo starters, combos into a standing :snka:, :d:+:snkb:, :d:+:snkc:, and is cancellable.

Air :snkb: The inverse of his air :snka:. The noteworthy feature of this move is that it’s an -excellent- crossup (particularly against taller characters) that can be done from a hop.

:snkc:

Far :snkc:: A hopping axe-kick with a slight forward movement. It’s range isn’t too great, but does have decent priority. Non-cancellable.

Close :snkc:: A cancellable upward swipe that hits twice and is the starter for his dreaded :snkc: chain.

Crouching :snkc:: A sweep with both legs that has much more range than you’d think it would. It’s kara-cancellable fast, has great priority, and is the longest ranged normal he has. It’s also his best poke.

Air :snkc:: A blindingly fast flip-stomp that’s not only an excellent air-to-ground attack and his best jump-in, but can also be used as a crossup during a hop. While it is lacking in range, it’s speed and ability to crossup makes it a move to be feared.

Lineshift :snkc:: Normally plane shifting attacks aren’t anything to write home about, but Chonshu’s (as well as Chonrei’s) is -extremely- good. Especially since it’s fast and is additionally easy to crossup with.

**Command Normals + Specials
**

** Falling Slap:** (:r:+:snka:, Overhead, Kara-Cancellable) An overhead slap that has a lot of range. The nice thing about it is that it’s quite fast, is kara-cancellable, and can be done from a dash. An excellent tool to mix in with his :d:+:snkb: and :d:+:snkc:.

** Sidestep Poke:** (:snka:+:snkb:) As with other AB attacks, it has a decent amount of invincibility and is bufferable, but it’s lacking in range compared to a number of his other normals.

** Sight of Heaven:** (:qcf:+:p:, Breakshot, Juggleable) Chonshu slings a disc of energy that spirals towards the opponent. While it has it’s uses as a projectile, its has a bit of startup and recovery, which makes it ill-suited for projectile wars, but it’s good for tacking on the occassional hit / chip at a range. At 3/4 - full screen you can combo into a Dragon God’s Eye or a P-Power.

** Empire Heaven Smash: **(:dp:+:p:, Breakshot, Juggleable) Chonshu spirals straight up into the air with trails of energy coiling around his body. The weak version hits 3 times while the strong hits 5 times. While it has decent invincibility, priority, and damage, unlike Chonrei’s it doesn’t have any forward motion. Though it does have a slight vacuum effect once it hits. While it’s a solid defensive move, it’s best use as a juggle ender.

** Emperor God Bop: **(:r:,:r:+:snka:) Chonshu slides forward with an elbow to the gut and follows with a DDT if it connects. An immensely useful move: it’s got fast startup, faster recovery, does good damage, and sets up his nasty crossup/wakeup games. Two things to note about this move is that it only completes on a grounded opponent, and that you can walk / dash over the enemy after the slam. An excellent harrassing move.

** Dragon’s Light: **(:qcf:+:snkb:) Chonshu does an overhand swipe as his hand trails with a ghostly light, when it connects, the light covers their bodies as they get thrown into the air and disappear in a flash of light. If the followup is missed, Chonshu will stand there with a smile as the opponent reappears and falls to the ground. This move is faster than it appears, but has a hint of recovery to it, so be careful when using in the corner.
|
|> Teleport Attack Followup (:hcb:+:snkb:): Performed when Chonshu throws the opponent into the air, Chonshu teleports after them and does a series of swift teleport attacks before he teleports back with them falling to the ground. Like the Emperor God Bop, he can walk / dash over their body while they’re on the ground to setup a crossup.

Special note about the teleports below: Be careful when using them as Breakshots, for When breakshotted, they leave a trail of shadows following Chonshu to where he’s teleporting to, giving the opponent a head’s up to where he’s
teleporting to before he gets there.

** Eyes of the Emperor** (:hcb:+:p:, Breakshot): Chonshu tucks his arms towards his body and vanishes. If performed with :snka: he’ll teleport in place. If done with :snkc: he’ll teleport behind the opponent (the closer he is to the opponent when he does this, the closer he’ll be when he reappears). While he’s invincible when he vanishes, he is
vulnerable and has a bit of recovery when he reappears. It’s best when used in conjuction with…

** Dragon God’s Eye** (:hcb:+:snkb:, Breakshot): Same animation as the other teleport, however this time he appears above the opponent and is able to follow up with the Rolling Dive (any attack button) on the way down.

Five very important and little-known facts about this move.

  1. There is more recovery when the followup is performed than when not.
  2. While this attack can be blocked low, it’s possible to crossup with.
  3. Your direction is controllable on the way down.
  4. If you hold :u: during the teleport, Chonshu will do an air hop.
  5. It’s tricky to do, but it is possible for Chonshu to quickly fly all the way across the screen. The way to do this is by first pushing in the direction you want to move in, and then pushing in the opposite direction. As long as you hold the stick in the opposite direction you want to move in, Chonshu will sail across the screen (this can be done during the Rolling Dive attack as well. [media=youtube]SH57lO0itMI"]Example found here![/COLOR[/media]).

**[COLOR=Red] Imperial Exterminator **(:bdp:+:snkb: in air). Teleports above and behind the opponent, and drops straight down, allowing you to follow with any air normal. This move has a number of limitations: it can only be done near the peak of a jump, it cannot be used on hops, and you can’t follow it up with another air teleport or S-Power.

Supers

** [S-Power]** Emperor Drain (:r:,:hcf:+:snkb:+:snkc:, Breakshot): Chonshu fires a slow, tiny ball of energy that eats everything that isn’t a super projectile. Once it hits, it does about 40% damage, then flies back to Chonshu, giving him back about 20% of his life). The bad thing about this move is the speed: it doesn’t combo off of anything and Chonshu can’t move until the fireball is off the screen, potentially opening him up to a world of hurt, though it could be useful as a breakshot.

** [S-Power] Air Emperor Drain** (:qcb:, :r:+:snkb:+:snkc: in air): Same as the ground version, except for 2 very, very, very important differences: since he’s in the air, he’s far less vulnerable to combos if it misses, and if it hits below the knee, it counts as a low attack. People are trained to block air attacks high, as such, their first reaction is going to be one that opens them up to getting hit by this move.

** [P-Power] **Leviathan Strain (:r:, :hcf:+:snkc:, Juggleable): Say hello to one of the best supers in the game. Chonshu floats into the air as 3 energy dragons rise from the ground behind him, he then brings his outstretched arms down and sends the serpents flying over his head and roaring across the screen. This move is, simply put, amazing:

It’s fast as hell, has a good bit of invincibility on startup, does big damage, beats every projectile in the game, can’t be reflected, eats Breakshots, combos off a jab and fireballs, juggles, hits behind him, can be used as an anti-air, and as long as Chonshu isn’t throwing it at a cornered opponent, is very safe. Though it loses hits when used to hit behind him or as an anti-air, it still can be useful in getting an opponent off your back.

The scariest thing about this move is how it makes so many things unsafe. Pokes, projectiles, S-Power projectiles…even jumps, hops, backdashes, and full-screen whiffed normals become unsafe in the face of the Leviathan Strain. :amazed:

Chains and Combos:

Important notes: Directionals within parentheses are optional. Also, you can interrupt any chain early with a

special or a super, and unless otherwise noted, any combo that starts with :snka: can also start with :d:+:snka:,

:snkb:, or :d:+:snkb:.

(:d:) :snka:, :snka:, :snkc:
(:d:) :snka:, :snka:, :r:+:snkc: (knocks into backplane)
(:d:) :snka:, :snka:, :df:+:snkc: (Launcher) xx Special / Super
(:d:) :snka:, :snka:, :d:+:snkc: (Low)
(:d:) :snka:, :snkb:, :snkc:
(:d:) :snka:, :d:+:snkb: (Low), :snkc:
:d:+:snka:, :d:+:snkb: (Low), :d:+:snkc:(Low)
:d:+:snka:, :d:+:snkb:(Low), :df:+:snkc:(Launcher)
:d:+:snka:, :d:+:snkb:(Low), :r:+:snkc:(knocks into backplane)
:d:+:snka:, :d:+:snkc: (Low)
:d:+:snkb: (Low), :d:+:snkc: (Low)
:snkc:, :snkc:, :snkc:, :r:, :l:+:snkc: (Launcher) xx Special / Super

Also, as mentioned in previous posts, his :snkc:, :snkc:, :snkc:, :r::l:+:snkc: is the most ridiculous string in the game: it’s fast, has near instant recovery, can crossup on the ground, sets up juggles, can counter breakshots, and the last hit teleports him on the ground behind wherever the enemy is on the screen. The teleport, however, follows the same rule as the Eyes of the Emperor: the further he is away, the further behind the opponent he’ll be when he teleports.

Hmm, I think that’s just about everything. Hope this helps the fellow Chonshu players out there! :tup:

thats perfect!!! this will help greatly.

Ugh, I feel so stupid now. I thought I read somewhere that his emperor god bop was a f, b, f motion, and kept screwing it up every time I tried. Go me.

I would like to point out that this move is not an overhead. Considering the slow execution of this move coupled with its low range, I have really never found any purpose for it. You can combo into it from any high stun move that is cancelable, but there are more damaging combos to be done by Chon Shu than this move is capable of.

It does have one saving grace, and that’s its ability to combo off of a crouching :snkb: , and it’s safe and has tons of pushback on block. IIRC crouching :snkb: --> crouching :snkb: --> :qcf: + :snkb: --> :hcb: + :snkb: does almost as much damage as his :snkc: chain of doom followed by his :snkc: dragon punch juggle, and the former combos off of a superfast low, meaning that Chonshu’s mixup game gets even deadlier.

EDIT: and I was wondering… Rick vs. Chonshu, who has the edge? I might have to say Rick, he’s got three ways to close distance blindingly fast and one of the most wicked close-range games of any character. It’s a very slight edge, though. Nothing can stop da Chonshu.

Um…huh? :wtf: Might want to check your facts there, God 2.0. I never said it was an overhead, I said he does an overhand swipe, which is what he does. :arazz: It combos from a jab and it’s the most damaging special Chonshu has. Not to mention that it also provides a setup to his wakeup games.

I don’t mind being corrected, feel free to point out a mistake…but, be right. :razzy:

Hmm, that’s a tough one. I haven’t had too much experience fighting Rick with Chonshu. Rick has to worry about a few things with Chonshu, though:

  1. He’s as fast as Rick.
  2. Rick’s game centers around keeping an opponent pinned down with his aggression, which is something Chonshu can escape (and if they can do [media=youtube]SH57lO0itMI"][COLOR=Orange]Chonshu’s swoop[/COLOR[/media] consistantly, then he can easily get away from Rick [and everyone else] whenever he feels like it).
  3. Chonshu has an excellent sweep, which can throw a wrench into Rick’s game (boxers are traditionally weak in the legs).
  4. Chonshu has a nasty wakeup game that Rick can have a hard time countering.

The two things Rick has up on Chonshu is that he has more range and can do more damage off a jab than Chonshu can (thanks in part to the feint and the Max Shooting Star), not to mention that Rick’s P-Power is one of the few that’s nearly up there with Chonshu’s.

I’m curious to see how this fight would pan out. I’d like to try it sometime. :tup:

As always, good stuff Big, trying to figure out who to play.

What’s this 50% combo with Kim? Searched the thread and didn’t see it.

And you keep talking about how Rick does so much damage, but I can only do feint combos when VERY close. When a few steps away from the opponent, I can only get something like A->C->Shooting Star, which is pretty darned ordinary…

Xiangfei intrigues me, too…

-Josh

Well, since so many other characters have guides, how about one for Real Bout 2’s flagship character…

** RICK STROWD!!! **

Strengths: Rick excels in just about everything, but where he truly shines is his damage potential from anywhere, and his zoning, pressure and mixup games.

weaknesses: Rick’s a boxer, so his lows aren’t anything to write home about. A lot of his moves can easily become victim to breakshots.

Movelist:

:r: + :snka: : Rick leans forward and punches downward twice. Hits overhead. Though it’s slow, he isn’t moving for most of the startup, so it can still catch people off-guard.

:df: + :snka: : Rick crouches, then swings his fist upwards. Looks like Ryo’s crouching strong punch. Mainly used for starting chains. Can be used for anti-air, but he has better options.

:dp: + :snka: : Rick swings his left fist across his body, and then swings his other fist upwards, with both swings leaving behind a gold trail. Crazy quick, and great priority. Can be used for anti-air, and makes a great breakshot. It can also juggle from his sweep and :qcf: + :snkc: (both versions), and can lead to infinite combos.

:qcf: + :snka: : Rick’s most useful move. He dashes forward and delivers four punches to the stomach and face. It’s super safe, combos off of any normal from any range, does great damage, and leaves Rick at frame advantage. Since Rick doesn’t do the punches if the dash misses, you can whiff a dash and then immediately throw, which is a great confusion tactic. Its only weakness is that it is the easiest move to eat a breakshot with.

:qcb: + :snka: : Rick leans back for a moment and then delivers a huuuuge blow to the opponent’s stomach. It’s unblockable, but if you try to use it on the opponent’s wakeup, a good player can either backdash or hit you with a reversal, so use sparingly. If you do manage to land it, however, you can cancel it into Rick’s :qcf: + :snkc: with meter, which means about a bar and 1/3 worth of damage.

:qcb: + :snkb: : Rick sways back and forth and goes “wahoo!”. Dodges high attacks. Rick will continue swaying as long as you hold :snkb: , and will automatically stop after about five seconds. Not too useful, because of the recovery, and you’re completely open to lows and throws during the animation.

:qcb: + :snkc: : Rick leaps back about 2/3 of the screen distance, whistles, and delivers a sliding punch that travels about 3/4 screen distance. Knocks down unless you hit with the very tip of Rick’s fist. Can be breakshotted, but don’t bother, he has so many other, better breakshots. Press :snkd: while backdashing and Rick will stop before he does the sliding punch.

:qcf: + :snkc: : if you don’t have meter, Rick will do a six-hit punch series that cannot be cancelled from anything (!), is unsafe (!!), and comes out even if the dash doesn’t connect (!!!). If you DO have meter, however, this move becomes amazing. With meter, Rick does a series of punches ending with a massive uppercut. This move combos from anything (!), chips the hell out of bigger characters (!!) and can be juggled with a hellion afterwards (!!!). It’s still unsafe, though. :sad:

:r: , :hcf: + :snkb: :snkc: : Rick’s S-Power. Rick delivers a huge punch to the stomach, followed by a giant right cross that sends out a giant typhoon that cancels fireballs. It does awesome damage for an S-Power, and it’s safe if the opponent can’t breakshot. Unfortunately, it has almost zero range, but you can still combo it from

  1. B, C,
  2. Dashing C, C, and
  3. B, B, C

:r: :hcf: + :snkc: : Rick’s P-Power. Rick delivers a series of barely-visible punches ending with a huge fireball. The punches have about 2/3 screen range, and the ending fireball has full screen range. This move also combos from anything, has quick startup, great damage, and good invincibility. It has zero recovery, eats fireballs, and hits low to boot. You can juggle with it, but it’s really finnicky.

Chains: Rick’s got tons of 'em.

( :d: ) :snka: , :snkb: , :snkc:
( :d: ) :snka: , :d: :snkb: , :d: :snkc:
Far :snka: , :snkc: xx s/s
:df: :snka: , :snkb: , :r: :snkc: , :d: , :d: :snkc: (last hit is overhead)
:snkb: , :r: :snkc: , :d: , :d: :snkc: (last hit is overhead)
:df: :snka: , :df: :df: :snkb:
:snka: , :snkc:
:snkb: , :snkc:
:snkb: , :snkb: , :snkc:

Combos: Rick probably has the most freestyle combo potential, so I’ll make a sort of how-to to describe how to combo with him:

Every combo has 4 parts:

1: close chain
2: feint
3: far chain
4: special/super.

The following will work as 1:

:snka: , :snkc:
:snkb: , :snkc:
:snkb: , :snkb: , :snkc:
Dashing :snkc: , :snkc:
:snkc: , :snkc:

The following will work as 3:

far :snka: , :snkc:
far :snkb: , :snkc:

The following will work as part 4:

:qcf: + :snka:
:qcf: + :snkc: with meter
:r: , :hcf: + :snkc: with P-Power

Anti-Air: Rick has a number of options: His dp+A, which has good priority and speed, df+A, which is a bit slow but works in a pinch, and possibly his best and sneakiest: a stand B whiff-cancelled into f+C.