I’ll help you with that. I was also thinking of doing small character tutorial vids this way, if anyone is interested.
Nice to meet you mate. Since the youtube Ghostpilot introduced me to this thread. I am glad to see fans of RB2 sticking in here:clap: I love this game. Easy to enjoy, without complex command. One of the few pieces away from those fighting games with Japanese style and artwork. Please forgive my poor gramma. Cause you may have to see it more frequently from now on.
:nunchuck:I would like to say ‘something about Mary’:lovin:. You can do:r::l::snkb: for step roller and then :db::d::df::snkc:for Heel Thrust then :r::snkb::snkc: for Marys Typhoon or :r::snkc: for Marys Escalation -> mind game. Two more mix up option for Heel Thrust then Young Dive -> mind game. This make your P-power before Marys Escalation even more scary..
The same trick can be applied with :r::snkb:Dropping Heel in the wake up game. But is less effective and only Marys Escalation is the safe option.
Lately I recognise the character select in the game is in some kind of ‘order’. The
position of the characters indicates that they fit in the same category. My theory believes that every two characters is a pair which shares some characteristic. Below is my list:
Joe and Mai, both agressive and offensive player
Kim and Duck king, mixup fighting of Chao
Blue Mary and Franco, both rely on P-power advantage
CHONSHU and CHONREI, both specialise in unpredictable attack & escape
Yamasaki and Bob, strong set of normal and special, they play with reflex more than strategies
Geese and Billy, Good in trap offense
Krauser and LAURENCE, Good in trap defense
the following four characters make me confused:Cheung and Tung, they both fool people around
Hon-Fu and SOKAKU, King of counter attack
or
Cheng and SOKAKU, they both fool people around
Hon-Fu and Tung, King of counter attack
The problem is (this list doesn’t make any sense?:crybaby:) Terry and Andy don’t have much in common (nither the other pair!:annoy:). Although Rick and Andy look alike, both are typical of sudden strike. But Terry and XIANGFEI can’t really see anything in match. What do you think?:woot:
Welcome to the thread. Always nice to see more RB2 players around. For your list, I will have to disagree about there being such a pattern. And if there is, I don’t think that list is accurate.
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Franco has the most versatile offensive mixup game in the game, and can really hold his own without relying on his P Power. His Armageddon Buster is a rather good super, but it has short range, rather bad coverage because of the few frames where he will actually hit you, and I have seen it beat by normals several times. On the other hand, he can combo into it without too much of a problem, for example with his launcher combo ender.
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If anyone in the game really has to rely on landing his super, it is Duck King. Once he is in the red, he has tons of ways of setting up his Break Spiral, and he really is a tad crippled without it.
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Yamazaki is a great zone controller and has a very good mixup game with 2 overheads, good lows, and 2 command throws including his P Power.
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Joe is better at defence than at offence due to his projectiles and uppercut move, and his bad mixup game and short ranged combos.
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And when it comes to Tung, then his real problem would be that he DOESN’T fool people. The guy has no real mixup game and no mind games. As basic as a character can be.
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Cheng has a strong defense and zone controlling game, but his mixup game does so little damage that he really suffers against a turtling opponent.
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Andy and Rick do not play alike. Rick has a strong pressure game and an “in your face”-style, while Andy is more of a hit and run character with his Shoken being an excellent harasser and his zaneiken being a great punisher, zone-in and movement tool, as well as a combo tool.
Sounds great, God 2.0! I had a similar idea while back, but I couldn’t quite settle on a format. That and I’d need someone to help out with the editing (not exactly a fort of mine. Any help you need, you’ve got. :tup: Always a bit weird to be using “God” in the 2nd person. :lol: Love the new avatar, by the way! I think that could be a nickname for Captain Kidd’s shark uppercut in WHP. :looney:
And welcome to the thread C_Australia! This is Ghostpilot from Youtube. Glad to see that you made it to the thread and here’s hoping that it helps you out. :karate:
It’s funny that you mention the pairings of many of the characters, I noticed something like it myself a while back. While I don’t think everyone has a pairing, there are many characters that do. And what’s especially interesting is that the many of the chars who have somewhat similar play-style themes are opposite each other on the character select screen:
Franco Bash & Blue Mary = Close quarters / Mind games.
Billy Kane & Laurence Blood = Pokers / Right-Hand Men.
Geese Howard & Wolfgang Krauser = Counters / Grapples / Half-Brothers.
Jin Chonshu & Jin Chonrei = Shotos / Twins.
Sokaku Mochizuki & Ryuji Yamazaki = Aggressive zoners.
Andy Bogard & Duck King = Hit and Run / Harrassers.
Joe Higashi & Cheng Sinzan = Defensive zoners.
Terry Bogard & Kim Kaphwan = Balanced / All-Arounders.
Rick Strowd & Bob Wilson = Combo Machines / Comeback Kings.
Li Xiang-Fei & Hon-Fu = Counter-attackers / Punishers.
Tung Fu Rue & Mai Shiranui = Annoying? :annoy:
Alfred & = Godly
Of course, some chars kinda bleed over a bit into other categories (Franco = Combo Machine, Mary = Comeback Queen / Grappler, Geese = Mindgames, etc) and some others, Tung and Mai, are pretty hard to define.
Kind of a silly post now that I look at it :clown:, but hey.
Till next time!
Just to keep things moving right along, due to popular demand, God 2.0 and I did another set of commentary videos! We were literally inundated with IM’s asking for more, so this time we supplied a little over an hour’s worth! :wow:
G&G’s RB2 Match Commentaries Set 2
I have them all organized in a playlist for easy-viewing, and if you want to make things even more convienent just click on the “Play All” link it will play each video in order! :wgrin:
Alternatively, you can head to this page:
This way you can check out the videos without swapping back and forth across a bunch of pages (start from the bottom and work your way up to watch the videos in order).
For the uninitiated, via Skype God 2.0 and I, amist all of our shouting, cursing, and kicking each other’s heads in, give info and tactics about Real Bout 2 while showing them in action (and occassionally falling on our faces :lol:).
Feel free to comment on the videos itself or in this thread. :tup:
And just in case you’ve missed the first set of vids, you can find them here:
G&G’s RB2 Match Commentaries Set 1
Enjoy!
good job rb2 sports casters :tup:
no yamazaki? thats good. this is still one of my all time favorite fighters. funny since most people dont know about it (got overlooked when it came out, not to mention some things were better in RBS and some better in rb2. played this game since the day it was released. skillz have deteriorated a lil bit but im still able. probably knew more about this game back in 98 than i do now.
its almost 6 in the morning so ill be keeping it short, ill finish it another time.
:r: + :snka: one of the best and fastest overheads in the game. it can be canceled into :r: + :snkc: to push or stomp your opponent in the BG. if its a 1 layer BG you can follow it up with his super or his :dp: + :snkb: if you not too far away. if im not mistaken the overhead can even be canceled to a special move (gotta check it out). ok i checked it out. you sure it can be canceled by a special bigz? i tried it on emu and it seems that it can only ne canceled by a :snkc: into either a :snkd: (2 planes) or special move or super (1 plane).
:snka: + :snkb: the old FF :l: ~ :r: + :snka: move from older FF games. its easy as the motion is really easy now. its got priority and invincibility (just a few frames IIRC). good thing about it is you can follow it up with a special move, either the middle or low snake tamer or the judgement dagger. don’t know for sure, gotta check it out but it could be possible to feint cancel after this move and ad another hit or 2. checked it out. it is cancelable. this probably means that all :snka: + :snkb: attacks are cancelable.
:ub: or :u: or :uf: + :snkb: + :snkc: yama basically does an uppercut in the air as he shouts. good priority and you can juggle with the upper snake tamer or sometimes with the :dp: + :snkb: move depending on the hight of your opponent (how high they are in the air). really fast move and great for those air to air situations when you up close. but if you have really fast eyes and reaction you can also use another technique (that i actually learned from the cpu (lvl 8 play of course) that ill come back to later).
:r: + :snkc: up close. your standard throw. yama picks you up and throws you to the other side. not much to ad on it. cant pursuit after it.
:d::d: + :snkc: the most damaging pursuit in the game. yes, IIRC it does even more damage than geeses and krausers. great for after combos. bigz i checked it out. seems geese does do a tiny bit more damaga, or at least as much as yama.
:snkc: when knocked down. yamazaki quickly stand up and throws sand to the opponents direction. not as good as it used to be as in RBS. its slower and has less priority IIR. it does cancel out normal fireballs IIRC. again, gotta check it out. if its evaded or blocked, get ready to lose a chunk of life.
:r: + :snka: + :snkc: feint judgement dagger. good for breaking combos and adding extra hits.
all the snake fists (tamers) are breackshots)
:qcb: :snka: upper snake fist. extremely fast but not invincible.
:qcb: :snkb: middle snake tamer. again extremely fast.
:qcb: :snkc: not as fast as the other 2, but hits low.
:qcb: + :snka: or :snkb: or :snkc: hold for 4 second (till he says ikuzo 3 times) multi-directional snake tamer. not much to say about this one. doesn’t do anywhere near the damage it did in RBS and probably wont hit anybody with it.
p.s. all the snake tamers are breakshots.
:qcf: + :snkc: the double return. it basically can absorb fireballs (not supers) and ad the chi to his own super bar or shoot a really fast fireball back by holding down the :snkc:. though the fireball he shoots back isn’t as fast as the RBS version (am i imagining things?), and it doesn’t go through the fireballs like it did in RBS and like geeses RBS repuken.
:dp: + :snkb: not really useful outside of combos. wont be hitting anybody with some skills with it. pretty bad move and the only combo its actually good in is by juggling it from the BG or after a launcher. that is is you are close enough, or don’t have spower or red life bar. not using it in combos usually means you’ll be getting hit out of it. as it is too slow for its own good. but if it does hit, remember that you can ALWAYS ad the pursuit after it. making the damage pretty nice.
:dp: + :snka: thee judgement dagger. perfect move as a combo finisher and does great damage. always dash after it and either pursuit or use the standing :snkc: if they use the :l: or :d: or :r: + :snkd: to quickly get up (or :snkd: or :d: + :snkd: if they use :u: + :snkd:). its got far less lag if its blocked or missed. but its still not a move you wanna see blocked at point blanc range.
the dagger is also a useful breakshot.
:r: :l: :d: :u: + :snkc: the exploding head but. one of the best throws in the game. range is good, damage is outstanding (even if you cant pursuit, since its impossible after this), but the motion. damn that motion. why couldnt it have been a :hcf: or a :hcb: :r: motion instead. awkward to perform and sometimes its hard to do fast enough after bocking cause of the motion. if it had been easier the move would be hitting opponents as least twice as much.
:hcf: + :snkb: yamazakis counter move. it counter anything and everything unless its a low hit or a fireball. i really love countering supers with this counter move. also good for jump ins, but will whiff sometimes against a weak attack out of the air. always dash after it and either pursuit or do a :snkc: if they quickly get up.
:r: :hcf: + :snkb: + :snkc: yamas super. good as an anti air if you know how to time it. and even better in combos. best used after a launcher or hitting someone in the BG on 1 layer bg’s. can also be combod after a close :snka:, :snkb: or :snkc: or :df: + :snka:. always follow up with pursuit. thanx for the mention bigz. the second hit that goes down is an overhead (though people who know the game wont ever fall for it and make you eat damage).
:hcb: :ub: :u: + :snkc: yamas ppower. its a grab super that does great damage. always go for the level 4 or 5 version. level 4 is done by hitting :snkc: 13 times or more, and level 5 by exact 13 :snkc: followed by :snka: + :snkb: + :snkc:. do the level 5 from anywhere but the corner. do the level 4 in the corner and follow up with the pursuit for a nice 30 hitter and most damage you can get out of his ppower.
chains:
:snka: :snkc: basic chain that can be followed up by most of his special moves. good damage.
:df: + :snka: :snkc: :snkc: another great chain. can be canceled after the first or second hit. cancel to a special or feint move for extra hits depending on the distance. last hit cant be canceled but it can be followed up by his pursuit. another note, if you are close enough you can do another :df: + :snka: after the first one without feinting and it will still combo.
:snka: :d: + :snkc: or
:snkb: :d: + :snkc: both are basically the same. the first hit hits high and the second one low. the second hit can also be canceled by the feint move or a special move. only reason i can see for doing a special after it is for filling up the super bar or after a blocked hit. feinting can be done if your close enough to do the pursuit.
:snka: :r: or :l: + :snkc: standing jab into a spinning back kick that sends the opponent flying. the second hit cant be canceled but a follow up is possible after it. the good use for this combo is if you find out that the first hit is hit too far and the only combo would a doing a snake fist or the second hit of this combo. this one does more damage than a snake tamer and knocks down for a pursuit or another combo if they decide to get up quickly. cause unless the opponent is in a corner you cant follow up with the judgement dagger after the first hit if its hit from a far.
:r: + :snka: :snkc: start of with an overhead and knock the opponent in the BG. very very useful combo, especially with 1 plane bg’s. the second hit knocks the opponent on the object in the bg and sets them up for the super or :dp: + :snkb: pursuit combo. does lost of damage and starts of with an overhead. you can even do the :snkc: before the overhead comes out. ideal for those situations that the opponent will try to hit you out of your overhead. with 2 plane level you can either do a low :snkd: or :snkd: into special/super. eiher a judgement dagger, snake tamer, super or :dp: + :snkb: for those expecting a low snake tamer. this is also ideal for jumping opponents in 1 plane stages, especially if you have a red bar or spower. so you can follow up with his super.
:snkb: :snkc: great combo with lots of range. especially great for 1 plane fights. the second hit is like the last combos second hit and will send the opponent into the bg knocking them into and object and setting them up for a juggle (super, :dp: + :snkb: or :qcb: + :snka:). if its a 2 plane fight do like the above mentioned combo. its basically the same but with the first hit being an overhead, though the first hit is much faster.
:snka: :df: + :snkc: and
:snkb: :df: + :snkc: both these combos do the same job. though one starts with a kick (:snkb:) and the other with a punch (:snka:) . this is a combo you’ll be using a lot when your bar starts flashing red. the second hit launches the opponents for a juggle. juggle with either the upper snake tamer, :dp: + :snkb: move + pursuit or the super + pursuit. 1 thing i need to tell you guys about this combo. personally i like the one starting with :snkb: better as you have slightly more time to do the :df: + :snkc:. now why would you need more time to hit the second hit for? easy, for them jumpers. i learned this technique from the cpu cause lvl 8 yama uses this a lot. if you do the first hit (either kick or punch, doesn’t matter) and miss it, seeing the opponent jumps on you. now hitting them with the second hit of this combo (the launcher, :df: + :snkc:) will still send them flying setting them up for a juggle. hitting the opponent only with the second hit of this combo while they are in the air gives you the opportunity to juggle with the upper snake tamer (always works), or :dp: + :snkb: which only works in corner or if the opponent is close to you, OR, the best, with the super. yes, after this juggle with the super as soon as you can cause it is possible and does great damage and allows you to pursuit afterwards. great lil combo.
links:
:df: + :snka: :df: + :snka: only works on a cornered opponent and still misses some opponents like andy.
:snka: :snka: :snka: :snka: :snka: :snka:. im sure most of you know this combo from vids as it knocks out small characters like the jins if its done after a jump in :snkc: and followed by a straight snake tamer. but boy is this combo hard. linking jabs never seemed this hard before. i can only do 4 jabs, most ive done is 5. you need 6 in the combo to do the 100% stun combo. HARD.
feints combos:
remember these combos can be done after jump ins with :snkb:then :snkc: or just the :snkc:. though i wouldn’t recommend doing them on an opponent unless they are in the corner if you decide to do it after a jump in.
:snkc: (1 or 2 hits), :r: + :snka: + :snkc:, :snka:, :snkc:, special (ideally the jedgement dagger for most damage and set ups).
:df: + :snka: :r: + :snka: + :snkc: :df: + :snka: :snkc: special or :snkc:
:df: + :snka: :r: + :snka: + :snkc: :snka: :snkc: special. or do the special before you hit the last :snkc:, thus after hitting the :snka: if you see your pushing the opponent too far away.
EDIT: seems doing the snake tamer with A or B and canceling it with D is faster than any feint in the game. it creates situations where you can do 6 df+A’s in the corner and even a launcher combo after it and juggle with super to take of 100%. it can be used to hit the C twice in 1 combo and add another hit or 2 to make a 100% dizzy combo into a 100% dead combo. not to mention he already had the almost impossible 6 A’s 100% dizzy combo. damn, yamazakis got 3 of the hardest 100% combos in the game, by far. too fucking killer. aaahh, too fucking bad i cant do any of these 3. maybe its the KB or the ps2 pad. couldnt nail it on the emu nor on my ps2. maybe its time to try it on my cdz and its pads/sticks? heres the 3 combos i mentioned.
http://youtube.com/watch?v=_Muvs9ByGhI&feature=related
http://youtube.com/watch?v=DiKfzAnK0Tg
now, say fuck?!?!
Really? ::Goes back and looks::
Well how about that, he’s right! :looney: All you Yamazaki players in here, (you know who you are) have got some explainin’ to do! :arazz:
Thanks for the write up and welcome to the thread, Musolini! :tup: Yamazaki isn’t a char I use, but here’s someone who I often fight against sometimes it feels like too often. :razzy:
Here’s some info I have for Yamazaki.
The second hit of his :r:, :hcf:+:snkb::snkc: is also an overhead, which can be very handy.
I also checked into the :r:+:snka: to see if it could be kara-cancelled into specials / supers and it can. :tup:
His rising attack might negate regular projectiles, but I’d have to check on that.
Oh, and as Josh mentioned, Yama’s Snake Fist cancel (:snkd:) makes for an excellent pseudo-feint and may have less frames than every other feint in the game.
When you mentioned that his pursuit was the most damaging in the game, it got me curious, so I went and checked all the pursuits in the game. It was kind of tricky to do (a combination of quick timing, cheats, and save states) but it turns out that Yamazaki is tied for 3rd with Krauser in pursuit damage.
Blue Mary’s Double Swing does the most (and if you add the Leg Press before it, it actually does nearly double the damage of the next strongest pursuit). Followed by Geese’s Divine Punishment and then Yama’s stomps. Sorry about that.
For the curious, after all the testing the pursuit damage list, from highest to lowest, is…
- Blue Mary (Double Swing solo, and Leg Press + Double Swing).
- Geese Howard
- Ryuji Yamazaki
- Wolfgang Krauser & Bob Wilson
- Blue Mary (Leg Press solo), Hon-Fu, Sokaku Mochizuki, & Duck King.
Mary wins by a technicality, though: her pursuit may do the most, but it’s also a part of her P-Power. The rest of the time, Geese holds the top spot. He and Escalation Mary are also the only characters without a miss animation for their pursuits. :wasted: However, their grapple pursuits also have the most recovery when landed.
I did find out that some pursuits do a lot less damage than I thought. Especially in Sokaku’s case. You’d think a lightning bolt to the chest would be a lot more damaging than it is, however, that’s balanced out by the fact that he can do it from anywhere on the screen, along with Hon-Fu’s who also has huge range and is safe while doing it.
The 3 riskiest pursuits (Krauser’s, Bob’s, and Duck King’s) are strange in that they’re on the low end of the damage.
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If Krauser misses (which is extremely easy to do), he’s on the ground and at the opponent’s mercy.
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If Bob does it too early he jumps (as he’s the only char with an :u:+:snkc: pursuit motion) and too late he’s at the enemy’s feet.
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Duck’s has great range but it has ungodly recovery on hit or miss. It’s actually possible to be hit by Duck’s pursuit, get up, and hit him before he recovers! :eek:
All in all, while he may not have the most damaging pursuit, Yamazaki’s isthe best in the game: it’s damaging, it’s safe, has very little recovery whether it hits or whiffs, and if it connects it will either put the opponent into the corner or it will put them all the way across the screen, giving Yama a great advantage either way! :encore:
(Special Note: The one thing to watch out for with Yamazaki’s pursuit is that it’s the only one in the game that can be Quick Recovered, however, this can also work into his favor! :tup:)
Heres a link to a RB2 move list i downloaded before the web sight that had it went down btw its 5MB and its a PDF file so you need to download Adobe reader to see it http://www.megaupload.com/?d=8I16KW2L
Here are some videos that i posted on youtube on how to do Rick, Bob & sokaku’s infinite combos :wgrin:
Rick’s Infinite:[media=youtube]yzuzRfiUhm0[/media]
Sokaku’s Infinite:[media=youtube]28jjKRmlxZ4[/media]
Bob’s Infinite:[media=youtube]kryRGMR54H8[/media]
Damn you! When Josh and I discovered this by random yesterday we were sure to present new, ground-breaking information. How naive of me to beleive you did not know.
About the pursuits I would like to mention that Yamazaki’s pursuit is the most mind-gameish of them all. The reason for this is that he has a miss animation, but also because Yama generally has the range to punish all quick recoveries with his standing C, B or C version snake tamers, and his low D, making it very dangerous to risk avoiding his pursuit. Additionally, he is the only one who cannot do his pursuit after any of his grabs, so with the exception of his supers, every time you try to land his pursuit, the opponent has the choice of quick recovery.
Also, Krauser’s pursuit is the least useful one in the game. You can fight a good Krauser and risk never seeing the move, and Krauser would still be a good character. He does not rely on it, it just adds some additional damage after some of his moves. This pursuit is also the most match-up based one, because only the tall characters can be hit by it after a Kaiser Claw unless they are cornered.
Before using the move in the field, learning to time it properly is imperative, as this one is much much harder to time than the others.
That’ll learn ya! Really though, I had a hard time remembering that since it’s rare that anyone uses it, much less to counter a projectile.
Oh and Musolini, I’ll add your Yamazaki writeup to the compilation so it’ll be easily accessible. :tup:
And thanks for the infinite vids, FullMetal! :tup: I was thinking of doing one illustrating Bob’s different infinite setups, but I think I may have done all of them in the commentary videos. :lol:
In the meantime, here’s a [media=youtube]Hvbl8uouAX4"][COLOR=“Orange”]combo exhibition video[/COLOR[/media] by Rai with all the characters in the game. I’ve linked this video before, but I know how much of a pain in is to go digging through a thread for something. :wasted:
He does do something in the video is a bit of a pet peeve of mine (something that’s often done in Cyberfantix.com vids), which is making a combo look more damaging / longer than it really is (in this case, using quick recoveries to extend a combo). :wtf: That aside, there’s some useful bits in there, and it also shows just batshit crazy Alfred is. :amazed:
By the way, if God 2.0 and I do any more vids, is there anything you guys would like to see or things we could talk about? We’re open to suggestions! :wgrin:
I think Josh already talked a bit about this but from what I’ve seen with Yama his df + A is the best to use for this snake cancels. You can also use his close C to snake cancel to get another stand C in. He can also feint cancel and combo as well his stand close C for 2 hits. Might need to talk in a bit depending on your push back. If your too far, you can also do stand C feint cancel stand A to his dp + A. Hope that helps you guys. For kicks here is an example of the combo possibilities with Yama’s snake cancels:
^Ouch…
some small notes.
sokaku mary and cheng are the lowest tiers i the game, though that doesnt mean much in a game as this. tung is also pretty low.
also chon rei is a higher tier than chon su. chon su isn’t anywhere near top tier. and chon rei is basically better, even if he cant combo his ppower.
also like you mentioned li xiang fei is high tier if you can use her counters easily. and they are pretty easy actually. also franco isn’t high tier, middle at best. escalation mary is god tier (like alfred), good thing it doesn’t last too long. without it she is in the lowest tier along with the likes of tung, cheng and sokaku.
===========================GOD==================== =====
Alfred:
Escalation-Mode Mary:
===========================TOP==========================
Rick:
Kim:
===========================HIGH=========================
Hon-Fu:
Geese:
Terry:
Yamazaki:
===========================MIDDLE=======================
Xiang Fei:(Mid-High)
Bob (Mid-High):
Krauser (Mid-High):
Chonrei:
Chonsu:
Joe:
Billy:
Andy:
Mai:
Franco:
Laurence:
Duck King:
============================LOW=========================
Sokaku:
Mary:
Cheng:
Tung:
i think some characters deserve a tier of their own. they are not completely low, and not middle either. characters like mary, sokaku, lauwrence, duck and franco. thats why i put them in the lower half of the middle tier, and sokaku and mary in the top of lower tier.
just my 2 cents btw. (been playing competitively since 98).
Chonshu lower than Choneri ??? OBJECTION!!!
Chonshu
-pokes
- C,C,C, ->, <- C then pokes
-teleports
-mix-ups
-uppercut
-godly/annoying pokes
-pressure
-did i mention his pokes?
-i don’t think i mention this before but his pokes
-pokes
-good pokes
-i wonder, did i mention his pokes?
Chonrei
-good spacing
-good uppercut
(not much of a Chonrei player srry)
i believe Chonshu is top
you mean the exact same pokes as chonrei? their normals are mostly the same. also, his teleports are overrated, most good players will punish your teleports. the one where he comes out of the air can even be punished if you hit or miss them (against the taler characters.) the uppercuts both have their own strengths and weaknesses. also chonsu has to come much closer to hit his stronger combos. chonrei can do at least 50% (1 bar) from most places. and start with lights. unlike chonsu whose strongest combos either start with :snkc: or have to be very close to.
ill check if theres 1 for chonrei, otherwise ill make one for him.
From where do you get this info? And I would like to see those 50% life combos of Chonrei. And I am talking about realistic combos that you actually get to use against a good player, not those show-off 1% chance in hell combos.
I have no reason to put Chon Rei higher than Chon Shu. Chon Shu has much faster normals at close range, and can pressure people into oblivion when close. Chon Rei is better at range, but then, with Chon Shu’s small hitbox and fast dash + his teleports, zoning in with him isn’t really that hard.
On the other hand, I don’t see why you mention his pokes of all things, Ultimate Braver. Sure, his normals are fast, but they have almost no range at all, so I would not consider them his strong point. Chon Rei is far better at poking with his dash C and dash db/df+A.
There is a difference in the normals. Overall I think Chonrei’s normals are better- especially his jump C with that hugeass hitbox. Generally, Chonrei’s B&B is jumpin, B,B,C, special. Takes off a little over half a bar of damage (so about 30%)
Chonrei does have a hard time with Chonshu, as Chonshu will frustrate and teleport all over the place, and Chonrei has to think the entire match. You have to guess right to hurt Chonshu. Chonrei’s DM’s aren’t good for combos, so he has a hard time really making Chonrei pay. That said, I think Chonrei is underrated, if you can breakshot well, and get his soulsucker breakshot in, that’s a huge plus.
Some of this may also be your playstyle, you tend to play extremely high-risk/high-reward, and good players can chump you for that sometimes. (You play high-risk Samsho as well- which is kinda suicidal at times)
I’d also disagree on Sokaku being low. Yes, he has problems, but he can corner rape worse then any char in the game if you can get his buttonmash cancel down. I’ve seen what Yor does with Sokaku, scary stuff. Enough to make me think he’s at least lower mid. Not more then mid though due to his problems.
I love this thread.
See title; I need to play some more of this game. Everyone always wants to play MOTW. I love MOTW and all but RB2 is probably my overall favorite fighting game. :lovin: