The Fatal Fury Real Bout 2 Thread

@God0.2
Cpu Geese is godly with df+a used as an anti air XD.

I’m still working with that option to counter air attacks, but in my opinion it’s too hard and risky to be a solid option due to a strict timing. When you miss because you did it to early or too late it’s really really bad for Geese xD. Still flashy and bad ass when it works :p. Anyway, i think geese’s anti air options are decent, not his best skill though.

I think so, but you have to gess right and anticipate with the good timing. his down+ b, down +b, df+ C string also good in this situation.

Ps : A bit off, here my youtube account, you will find some of my casual matchs.

A+B is the anti air to be used it the opponent doesn’t attack. also his low counter is surprisingly effective when the opponment starts getting out of range for combos, usually resorting to sweeps or even standing normals, in which case the medium counter is also highly effective. though no doubt, the B version is the best for catching those attacking jumpers and specials.

about the combos, a lot of characters can take of you first bar completely without a corner. with corner a lot of characters can take of the whole first bar and a 10% to a third or so of the second bar, and thats without s or p power. geese can do about half a bar of damage on the first life bar without corner. even if hes got them pinned in the corner his best combos still cant even take of more than the first bar of life(not even completely, (:uf: + :snkc:, :snkb:, :snkc:, :d: + :snkb: + :snkc:, :snka:, :snkb:, :d: + :snkc:, :d: + :snkb: + :snkc:, :l: + :snkb:, :d: + :snkc:.)

the good part about geese is, almost anything he does leads to half a bar of damage (only first bar of course). without ppower its impossible for him to take of more than the first bar of life.

A few things to note. When I talk about combos, I never include jump in starters or combos that are unlikely to be used in a real battle. Jump-ins can be added to almost any combo in the game anyway. For the combo you listed here, that is the combo I was aiming at when I said that his :df::snkc: grab chain was the most reliable non powered damage.

The combo you listed is highly improbable of seeing use in a fight unless your opponent is cornered. The reason is that you have to hit very deep with the air C to have time to walk the step needed to get a close version of the standing :snkb:. This is easier in the corner though. You have to have very good timing to want to risk using this after an air C, because if your timing is a little bit off, you will forfeit a chance to do good damage.

There is one exception. If you hit the opponent with the Razing Storm at close range, you can follow it up with a rolling kick kara-cancelled into the pursuit. Takes 48%

Be aware that the second bar contains more life than the first bar. So a move that takes the entire first bar will only take away 85% of the second bar.

Man,I tried playing Geese for a bit but it was too hard to use him correctly for me. Counters are useless against Xiangfei and Duck due to sheer randomness and (in Xiangfei’s case) pain.

yeah i never really understood why they made it like that. didn’t like that in any RB.

and with the combo i listed for geese was to show how hard it is to get decent damage during situations that the enemy can be punished. so usually with every good chance you get of hitting somebody with a good combo you’ll be doing 50% damage on the first bars length at best. unless you have p power. pretty much around the same amount of damage some of the smaller/faster characters do in most of their more realistic non corner non s/p power combos. like chonsu/chonrei for instance. compared to the insane amount of damage characters like rick & kim can do in pretty much any given situation.

also, ever since i got this game i feel like they shouldn’t have made him lose that dash special move. having the reppukens as your only offensive special is kinda lame IMO. special that can be used in combos, so no throws included.

Even though Geese does feel a bit incomplete compared to his other incarnations, he certainly not needing any help in RB2. How many chars out there can lose half their movelist and still be scratching the top tier? He’s one of the strongest chars in the game purely on his normals, and that’s really sayin’ something.

Duck’s actually fairly easy to counter, since his best move (:qcf:+:snka:) is often spammed. Xiang-Fei is a bit harder, since her (:qcf:+:p:) can’t be countered, and I don’t think her :qcf:+:snkb: is counterable either (definitely not the throw version at least: I’d have to test that).

Geese is at his best when he’s being fairly offensive. His pokes are amazing, especially with the rolling roundhouse :l:+:snkb: and his feints. What Geese wants most is to control his space to the point where the opponent starts becoming stationary, making it easier to space his :l:+:snkb: to get inside.

Though this is true of many characters, vs. Geese, a stationary opponent is a dead opponent. His counters should be used more as a last resort than as something to focus his game around. Geese’s best defense is the fear of being countered. So your best bet is to use them just enough where the opponent is worried about them, but not so much that they can be baited.

Geese certainly isn’t in hurting in the damage department either. If you really want to see people who are limited in their damage capabilities, try Mai and Tung. There are specials that do more than Mai’s 5-6 combos. :shake:

He’s not a big combo character (his biggest combos coming from his Deadly Rave interrupts), but he’s amazing at controlling the flow of the match, breaking momentium, and controlling space. If Geese wants you somewhere, chances are you’re going to be there sooner than you think.

i know. but mai and tung both can take of quite some damage after going in the red.

Yes, Geese requires a bit more execution skill than most. You really have to train getting used to doing his feints between moves all the time. Mastering ground-based 360 movements is also important.

Well yes, but so can everyone. Besides, as far as their supers go, they are some of the least damaging ones. Mai’s S- and Tung’s P-power has a tendency of losing hits if not done right next to the opponent and if done from combo strings. Tung’s S-Power cannot be done from combos and is usually too slow and risky to be used. Your best bet is to use it after you hit with a jump-in C. (Yes, I know he can combo it from single hit normals like the low B or close C, but good luck hit confirming those.). Mai’s P-power is decent though.

Mr. Big is going down!, That’s right its public now!

I shall post the results when I beat him, which shouldn’t take that long, maybe a couple of years ;).

That’s what they all say.

And then they die.

Nah… Its on :arazz:.

Just not today, at least lol… wasn’t pretty.

I just can’t beat Franco and Mary at this point. Every other match is pretty fun and competitive.

“Best RB2 Mai Player in the World?” :rofl: I suppose I win that title by default since no one else uses her in RB2. :sweat: The only other person I recal so much as putting the cursor on her was Arstal and that was ages ago.

I’ve got a MAS that I picked up through the Trading Outlet being shipped and it should be here, with any luck, sometime this week. It’s going to take quite a bit of getting used to after using a N64 pad exclusively for 6+ years. :wow: Some of you guys could very well get some revenge on me. :sweat:

Emma uses her to some extent I believe. Unfortunately, she is never online in MSN, making it rather hard to arrange fights.

How does Breakstorm into S-powers work with duck? is it a cancel or do I just let it hit and then do it? Im confused please help… Also on bigger characters you can do low jump A canceled into duck ball for instant overhead combo.

nvm I got it.

Oh it’s pretty easy. Just do the first hit of the [media=youtube]WOg0L6ggDrw&NR=1"][COLOR=“Orange”]Break Storm (:dp:+:snkb:) then :hcf:+:snkb::snkc:[/COLOR[/media] (:27-:30, by the way). There’s a bunch of Duck combos in that video, too. Also, I didn’t know about the instant overhead with Duck. Thanks for the tip! :tup:

Lies, I am! You will be defeated! :rofl:, I am not changing my title!

Also where do you guys meet up to play I went to srk kaillera but no one there… How does that one combo in the video work? he did the dwn+s chain into instant potential power slide can you just not charge and immediately do the slide?

Also what else can you juggle off the 11-hit break storm move? only that Knee potential power?

We just message each other over MSN or AIM (most use AIM) whenever we want a match. Come and join, I am eager to play new opponents.

You can charge and do the slide, but charging and then doing the slide cannot be done.

Now I know this sounds like a paradoxical sentence, and that is the point. As long as your opponent knows what he is doing, he can escape the dizzy before you can reach the full charge level with the Duck Dance, which means that you won’t ever get to use that move in a fight, sadly enough.

For the combo into the slide P-Power, he just did the Duck Dance before he started recording the combo. If you look at it again, you’ll see that Duck is flashing even before the combo starts.

You can also do a :qcf:+:snka: from the Break Storm. The Break Storm isn’t bad: it’s got tons of invincibility, but it has very little range and you’re in big trouble if it misses. And it’s quite possibly the only move in history that does less damage the more you mash it. :confused:

11 hits does the least damage, but you can juggle a :qcf:+:snka: after it.
10 hits does more damage than the 11, but you can’t :qcf:+:snka: after.
5 hits does nearly the damage of 10, but you can :qcf:+:snka: after.

I made a video example of this madness [media=youtube]seVkNTEYQeI"]**here[/B[/media].

In short, there’s absolutely no reason to use anything other than the 5-hit version: it does more damage, you can juggle after it, and you’re less open to being hit if it misses.

God 2.0 has it right (in his weird, Norwegian way :rofl:), unless the opponent goes off to make a sandwich, or you unplug his controller over the internet, you’re never, ever gonna be able to get a full charge to get that slide.

Duck scored big with the Break Spiral S-Power, but when it goes to the P-Power…well, he got the fuzzy end of the lollipop. :wtf:

PS: Before anyone gets on me for teasing Norwegians, I’m half-Swedish, and my boyfriend’s Norwegian, so nyah! :arazz: