The Fatal Fury Real Bout 2 Thread

Double post YAAAAY

Kim’s 50% is :snkc: :snka: :snkb: :snkc: , charge :d: , :u: + :snka: , :d: + :snka:

And about Rick’s feint… I didn’t put this in my guide, but Rick has NO trouble closing distance with his dashing :snkc: and his shooting star. Rick spends about 80% of a match standing on his opponent’s feet.

OK, thanks a lot! =) For the reply AND the Rick guide - I was wondering when he would get one! I actually didn’t know he could chain from dashing C until I saw videos, and now I see what you guys mean.

I’ve also seen another combo with Kim that does similar damage and can dizzy, but it appears to be corner-only. Something like j.C, 4 crouching As -> AABC.

Couple more comments:

It’s worth noting that Rick’s EX Shooting Star uses 25% meter, and if you’re lower than that it just empties it. And I’ve actually seen Japanese matches where he’ll use the dodge as anti-air - you have some recovery after landing from a jump attack, so Rick will dodge through it and potentially get a guaranteed jab combo!

Are there any ways to land the infinite in a real match?

Thanks again,
Josh.

That’s one of Kim’s many hugely damaging combos. Here’s an example of a 100% that’s feasible to land in a fight.

[media=youtube]idxm_URZn-w"]http://www.youtube.com/watch?v=idxm_URZn-w[/COLOR[/media]

Kim needs to rely a bit more on positioning that Rick does, which is why Rick’s so dangerous.

Here’s a couple of combos with Rick, the first one is dead easy to do (aside from the 2nd Hellion).
[COLOR=DarkOrange]
http://www.youtube.com/watch?v=T4ZQpi6r114

These are a bit harder to do, but very possible in a real match (I’ve been on the receiving end of them :wasted:).

http://www.youtube.com/watch?v=2J3f_tEZQaY

[media=youtube]RQvmhtbsvdE"][COLOR=DarkOrange]http://www.youtube.com/watch?v=RQvmhtbsvdE[/COLOR[/media]

Rick is someone that can turn a very small mistake into 25% - 60%+ in a flash and with ease. If Rick had Franco’s ability to force mistakes, he’d be up there with Alfred, no doubt about it. [media=youtube]p6KQ5HIp4Bo"][COLOR=Orange]No one can do as much damage as easily as Rick can from landing a single jab.[/COLOR[/media] He can do :snka:, :snkc:, Shooting Star or Hellion = 25% without even trying. :wow: Whereas most character’s bread and butters end at 25%-30% damage, Rick’s just getting started.

People tend to go bulldog-rush crazy with Rick, which can have him charging into a lot of attacks. However, if Rick were played tightly and forced mistakes, it’d take only a couple of Rick combos before the opponent was so afraid of making a mistake that they’d clam up.

Some additional info about Rick. Actually the cancel from Rick’s :qcb:+:snkc: is :snkd:, and if the punch connects within the first 2/3rd’s of its range, it’ll knockdown (you can juggle a Hellion afterwards if you position it right), if it hits on the last 1/3rd, it won’t knockdown.

:qcb:+:snka: can be cancelled into the Max Shooting Star (:qcf:+:snkc: with S or P Power) once it connects, making for brutal damage of an unblockable.

The P-Power (the Raging Buffalo, I believe) eats normal projectiles, juggles, hits low, and has about 2/3rd’s screen range and zero recovery.

Rick also has 4 overheads, one standalone and three that can be done from chains.

:r:+:snka: (overhead)
:df:+:snka:, :df: :df:+:snkb: (overhead)
:df:+:snka:, :snkb:, :uf:+:snkc:, :d:+:snkc: (overhead)
Far :snkb:, :uf:+:snkc:, :d:+:snkc: (overhead)

Mmm, maybe my next writeup will be Rick? :wonder:

Hope that helps!

It’s actually f+C for the uppercut in those strings, though I never knew about the d/f,d/f+B overhead! Thanks! =)

Also, he can kara-cancel the f+A overhead, though I’m not sure of any legitimate use right now. Maybe qcb+C?

-Josh

Those multi juggles tend to be banned in tourney play though. Just like how Vanessa’s infinite is banned in XI.

(Generally I think all juggle infinite loops are banned after 2 iterations)

Speaking of Rick’s :df: :df: + :snkb: , does it have any use? It looks like it floats for way too long, and the last thing that Rick wants to do is run away (usually).

Oh yeah, it definitely has use. Anything to make the opponent thing twice about blocking low is a huge boon to Rick, because he can do huge damage from low attacks. As mentioned in an earlier post, Rick can be easy to breakshot if he focuses too much on being aggressive.

He should be aggressive, but not mindlessly so: stick and move, “float like a butterfly, sting like a bee,” etc. Rick has tons of speed and a number of ways of evading moves in his backdash, Full Moon Fever (:qcb:+:snkb:), Divine Blast cancel (:qcb:+:snkc:, :snkd:), and the :df:x2+:snkb: chained overhead and zipping back in with using a Shooting Star as a dash to get into position to set up for some big damage.

I think I’m going to start using Rick on a more consistent basis and see what I can do with him. I think a number of Franco’s techniques could transfer over to Rick effectively, but there’s only one way to find out. :wink:

I’ve seen some XI matches with infinite, Oswald unblockable, etc. Varies by region, I would guess.

I’m an old-school Capcom head in this sense - (almost) anything goes as far as I’m concerned. Bob’s infinite seems to be the only real easy & practical one in this game, and it still requires a corner. He really has to gamble to land it, too.

-Josh

OK, another general strategy question:

When faced with a 50/50 from the back plane, is there any reason to just block?

The A button attack is equivalent to blocking low, and the B button attack is equivalent to blocking high…except that if you land them you get a bit of damage and frame advantage. That seems clearly superior to me.

To use the most obvious example, let’s say Franco lands a Waving Blow. If you successfully block his attack from the back plane, he can cancel to another Waving Blow to maintain his offense. If you hit him with your back plane attack, on the other hand, you will have the advantage and place Franco in his worst situation - on the defensive!

And one last thing I was wondering about - do backdashes have invincibility in the back plane?

Thanks again, everyone, and HOLY CHRISTMAS!

-Josh

Actually I was going to get into this when I completed the lineshift section a few posts back. That would work in theory, but there’s actually a few factors to consider.

A big one is that the backplane is a position of disadvantage, i.e. any attack from the backplane to the front will out-prioritize one from the back. You may notice that there’s a delay between when you push an attack button from the backplane till it actually connects as the character makes the lineshift. If the person in the foreplane attacks at any point before your attack hits, they will win.

I.e. if I go for a lineshifting :snkb:, and you do a :d:+:snkd:, you will win every single time. The best thing for me to hope for is for you to do one of 2 things.

  1. Be committed to another attack or react slowly enough that you won’t be able to hit me in time.
  2. Choose wrong (:snkd: to counter my :snkb:, or :d:+:snkd: to my :snka:).

This is why characters with fast lineshifting attacks (Bob, Mary, and the Jins in particular) are much more likely to emphasize it in their games than other chars (Krauser, Franco, and others). It’s also why the Waving Blow is one of the most devastating specials in the game. Because not only is the only special / super in the game that forces you into that position, you lose the ability to do specials (unless you’re Duck or Sokaku), supers, and jump once you’re there. And, on top of all this, Franco has tools to not only help ensure that you don’t come out of it unscathed but to put you *back into that position. *:wow:

For example, Bash knocks you into the backplane. Aside from having both a good :snkd: and :d:+:snkd: attack, he can time a jumping :snkc: (which has a lot of range) into a bread n’ butter ending in a Waving Blow, knocking you right back to where you started minus 30% life. If you backdash (which is still invincible in the backplane, by the way), he can keep up with the Barom Punch and catch you in your recovery as you’re forced out of the backplane at the end of your dash.

Most characters can’t do too much when bringing you back into the foreground, generally just a :snkd: followed by a special or super at most, but others (Franco, Kim, Chonshu, Rick, and Mary are just a few) can either combo for big damage or setup into vicious mindgames.

If the opponent is very practiced with feints, then they could knock you back into the foreplane, fient, then combo you with just about anything they want.

It’s why in videos, you’ll generally see me go for a :snkb: because unless they’ve got excellent timing, the most they’re going to be able to do is knock me down and maybe land a pursuit, or a :snkc: when I’m reasonably sure I’m going to hit them. :snka:'s are something of a last resort because it not only does minimal damage at most (though it is an overhead) if they catch me with a :snkd:, I stand to lose way more damage than what I was going for.

However, there are two things you can do that takes away the high-low guessing game associated with lineshifting attacks, which you’ll find in the link posted above. :tup:

Whew, I’m starting to see double over here and I doubt I’m making sense anymore at this point. So I’m gonna crash. Take care all, and Merry Christmas Eve n’ Christmas Day! :party:

Gah, curse this snow for making it a pain to type my post from Opera!

I use Chonshu in NGBC and he got completely toned DOWN from his RB2 incarnation. He has no fakes and his super cancel makes all of his supers whiff or do tiny nicks that hardly damage.

So after comparing the two Chonshu in RB>Chonshu in NGBC. Although he is still a good character he is just somewhat more handicapped.

Correction…Chonshu is NOT good in NGBC. Bottom Tier… Chonrei has more than Chonshu in NGBC…and even Chonrei is D Class…

NGBC US Bottom Tier is Yuki, Nakoruru, Chonshu.

Heyas all, just wanted to do a mini post for the budding Rick players out there. Here’s an example of his Blazing Sunburst (:qcb:+:snka:) cancel into the Max Shooting Star (:qcf:+:snkc: while in S or P-Power) as well as how much damage he can do with the smallest of mistakes.

[media=youtube]p6KQ5HIp4Bo"][COLOR=DarkOrange]http://www.youtube.com/watch?v=p6KQ5HIp4Bo[/COLOR[/media] :looney:

Merry Christmas, everybody! :wgrin:

Big, that was a joy to watch. We need to start a “Rick for KOF” bandwagon…hey, it worked for Eiji & Duck King!

Annnnnnnnd for a little Christmas present of my own, here are a couple of neat links!

First off, check out this Dailymotion page! This is Yor, who is apparently one of the top European players, and if you go back to the beginning of his videos you’ll find some of his Kaillera matches! His main character is Sokaku…

And my other find is a mother lode:

http://www.megaupload.com/fr/?d=3DHEVDD2

25 older matches from rb2.sakura.ne.jp, none of which are on Youtube IIRC. Actually, I think Yor posted this too, lol!

Enjoy, and Merry Christmas! =)

-Josh

Oooh yeah, Yor! I’ve played him a bunch of times in the past. Posted some stuff on his old site too, before it all got taken down. :bluu: It’s been ages since I’ve last played him, though. Kind of a shame, he was a great fight. :slight_smile:

Hehe, I don’t think we’ll ever see Rick in KOF, since Vanessa got his moves (the Hellion and the Gaia Press), but it’d be great if we did! Personally I’m still pulling for Franco! :lovin: Though it would be cool to see a Tung, Lee, Jubei Old Man Team. XD Anyway, I digress. Merry Christmas everybody!

Heyas all! Just a quick update before I run off to do the whole Christmas thing. Just wanted to let you guys know that I’m currently uploading all the videos that Josh linked here last night (they can be found here!). Quite an assortment of chars played too, such as:

Andy
Cheng
Chonshu
Duck
Franco
Geese
Hon-Fu
Kim
Mai
Rick
Sokaku
Terry
Xiang-Fei

I haven’t had the chance to properly label and provide descriptions of the videos just yet (I’ve got them batch uploading while I’m away, so I’ll have to do that when I get back), but within the next couple hours they’ll all be posted. Thanks to Josh and RB2.Sakura!:encore:

That Sokaku was SOMETHING ELSE. It’s a bit of a shame he was only in one round, because he was really good. That poor :snka: button must’ve been mashed into a fine paste after that round was over.

This is one of the best 2D fighting games ever made, IMO. I have just started playing this game and watching match vids. It’s too bad the game got ignored, but it is easy to why it did: Timing. SFA3, KOF98 and Tekken 3 were all released the same year as RB2. :looney: crazy competition. I hope other people give the game a chance. Maybe the RB collection will give the game another chance when it comes out here.

Actually, that’s a very good point, X-Static! RB2 (and indeed the series) were by no means bad, but they were forced into the underground by other fighters that came out that year. Then the following year we had the next installment in Garou: Mark of the Wolves. I told someone a couple years ago, actually…I think I posted it in a thread somewhere, that RB2 is one of the best fighters people have never played. There aren’t many games that I play as much as that one and still find out new things about, but every now and then I come across something I didn’t know about (Chonshu’s Air Hop, Franco’s Kara-Barom, etc).

I hope it doesn’t come off as sounding like a fanboy, but with all the fighters I’ve played, I really think that it’s a deep game that’s deserving of some recognition. :lovin:

Well, I’m a Capcom fanboy, and I think the same thing. I really want to get into this game. I might start playing online.