The Fatal Fury Real Bout 2 Thread

I wrote some Xiangfei stuff a few pages back.

Basically you get a knockdown and mixup, or be annoying and punish everything.

She’s got some of the best S powers in the game, but her P power should be used sparingly IMO. It has the least throw range in the game. But yeah just go back a couple of pages and check it.

I find Xianfei easier to play with an analog stick in this game than a dpad. Anyway feel that way?

Thanks, I was gonna ask about that.

Alright then, I’m finally ready to begin a new frame post! This one will begin with…

BLUE MARY:

Far A: 7f, -3 on block, +1 on hit
-> B: -8 on block, -4 on hit
-> B -> C: -10 on block, -3 on hit
-> B -> f+C: -3 on block
-> B -> d+C: -7 on block
-> B -> d/f+C: -15 on block
-> d+B: -8 on block, -4 on hit
-> d+B -> d+C: Same as A-B-d+C
-> d+B -> d/f+C: Same as A-B-d/f+C
-> C: -9 on block, -3 on hit
Far B: 8f, -6 on block, -2 on hit
-> Same strings as Far A
Far C: 12f, -9 on block, -3 on hit
Close A: 7f, -2 on block, +2 on hit
-> Same strings as Far A
Close B: 8f, -4 on block, +0 on hit
-> Same strings as Far A
Close C: 10f, -10 on block, -4 on hit
-> C: -18 on block
-> C -> C: No important data, as this only works if the string hits
Crouching A: 8f, -6 on block, -2 on hit
-> d+B: Same as A-d+B
-> d+B -> d+C: Same as A-B-d+C
-> d+B -> d/f+C: Same as A-B-d/f+C
-> C: -7 on block, -1 on hit
-> C -> d/f,d/f+C: No important data, as this only works if the string hits
Crouching B: 7f, -9 on block, -5 on hit
-> Same strings as Crouching A, minus the Neutral C
Crouching C: 8f, -5 on block
Jumping A: 5f
Jumping B: 8f
Jumping C: 10f
Neutral Jumping A: 6f
Hopping C: 10f
A+B: 8f, -6 on block, +0 on hit
-> C: -26 on block
Standing D: 8f, -2 on block, +1 on hit
Crouching D: 13f, +7 on block
Backplane A: 24f, +0 on block, +2 on hit
Backplane B: 23f, -1 on block, +1 on hit
Backplane C: 25f, -3 on block, +13 on hit
f+B: 20f, -6 on block, +0 on hit
b+B: 14f, -6 on block
-> d/f+C: -7 on block
d+B on downed opponent: 6f

Charge b,f+B: Charge time = 30f, startup = 19-30f depending on distance, -24 to -13 on block
dp+B: 8f, -36 on block
qcb+A: Dodges high attacks on frames 1-18, has 11 frames of recovery afterward
-> A: 1f
-> B: 1f
-> C: 1f
Charge d,u+C: 39f, -11 on block, -5 on hit
-> b+B: 16f, +1 on block, +7 on hit
-> qcf+C: 24f
qcf+C in air: 20f

f,hcf+B+C: 26f

f,hcf+C: 10f
-> While this super is active, you gain the following moves:

dp+A: 10f, -31 on block
-> dp+B: No relevant data, only works if the previous move hits
-> dp+B -> d+C: See above
Charge b,f+A: Charge time = 30f, startup = 17-24f depending on distance, -24 to -17 on block
-> b,f+B: No relevant data, only works if the previous move hits
-> b,f+B -> d+C: See above
qcf+C: 15-36f depending on distance, -8 to +5 on block, -2 to +11 on hit
-> qcf+C: No relevant data, only works if the previous move hits
-> qcf+C -> d+C: See above
d+C on downed opponent: 1f (links from her d+B pursuit)

b+A+C: 41f

BOB WILSON:

Far A: 6f, +0 on block, +4 on hit
-> B: -3 on block, +1 on hit
-> B -> C: -6 on block, +0 on hit
-> B -> d/f+C: -3 on block
-> d+B: -3 on block, +1 on hit
-> d+B -> d+C: -3 on block
-> C: -4 on block, +2 on hit
Far B: 7f, -5 on block, -1 on hit
-> Same strings as Far A
Far C: 9f, -4 on block, +2 on hit
-> C: +0 on block, +6 on hit
-> C -> f+C: -5 on block
-> C -> u+C: -14 on block, -8 on hit
Close A: 6f, +0 on block, +4 on hit
-> Same strings as Far A
Close B: 7f, -3 on block, +1 on hit
-> Same strings as Far A
Close C: 9f, -3 on block, +3 on hit
-> Same strings as Far C (can only chain from 1st hit of Close C, however)
Crouching A: 6f, +0 on block, +4 on hit
-> Same strings as Far A, except that d+A-C does not work
Crouching B: 7f, -3 on block, +1 on hit
-> Same strings as Crouching A
Crouching C: 9f, -3 on block
Jumping A: 6f
Jumping B: 7f
Jumping C: 9f
Neutral Jumping/Hopping B: 8f
Neutral Jumping C: 7f
A+B: 9f, -16 on block, -10 on hit
Standing D: 6f, -4 on block, -1 on hit
Crouching D: 7f, +1 on block
Backplane A: 25f, +1 on block, +3 on hit
Backplane B: 23f, -1 on block, +1 on hit
Backplane C: 25f, -3 on block,
d/f+A: 9f, -9 on block, -3 on hit
-> d+B: -8 on block, -4 on hit
-> d+B -> d+C: -4 on block
Dashing f+C: 19f, -5 on block
Jumping d+B: 10f
u+C on downed opponent: 18f
Tap C while downed: 14f, -44 on block

qcb+B: 10f, hits until frame 48 or it reaches 5 hits, -22 to -4 on block, -16 to +2 on hit
dp+B: 14f, -47 on block
Charge b,f+B: Charge time = 30f, startup = 20f, +0 on block, +6 on hit
Charge d,u+C: Charge time = 30f, startup = 4f, -47 on block
qcb+C: 20f, -18 on block
b,f,f+B+C: 16-18f depending on distance, -46 on block

f,hcf+B+C: 19f, becomes overhead after 2 hits are blocked, -41 on block

f,hcf+C: 4f, -46 on block

d+B+C: 19f

NOTES: Bob’s feint is pretty nice given that his normals have decent recovery as is. With it, his sweep and his strings into d/f+C become even on block, among other things.

WOLFGANG KRAUSER:

Far A: 9f, -5 on block, -1 on hit
-> C: -7 on block, -1 on hit
Far B: 9f, -9 on block, -5 on hit
-> C: -7 on block, -1 on hit
Far C: 11f, -9 on block, -3 on hit
Close A: 7f, +0 on block, +4 on hit
-> C: -2 on block, +4 on hit
Close B: 9f, -4 on block, +0 on hit
-> C: Same as Far B-C
Close C: 13f, -6 on block, +0 on hit
-> C: -7 on block, -1 on hit
-> C -> qcf+C: -13 on block, -7 on hit
-> d/f+C: -7 on block
Crouching A: 7f, +0 on block, +4 on hit
-> C: -7 on block, -1 on hit
Crouching B: 10f, -4 on block, +0 on hit
-> d+C: -1 on block
Crouching C: 11f, -3 on block
Jumping A: 8f
Jumping B: 10f
Jumping C: 15f
Neutral Jumping C: 11f
A+B: 11f, -3 on block, +3 on hit
Standing D: 6f, +2 on block, +5 on hit
Crouching D: 12f, +0 on block
Backplane A: 23f, -1 on block, +1 on hit
Backplane B: 21f, -3 on block, -1 on hit
Backplane C: 27f, -3 on block, +9 on hit
f+A: 18f, -9 on block, -3 on hit
Jumping d+C: 17f

qcb+A: 20f, +2 or better on block, +4 or better on hit
qcb+C: 20f, hits low on frames 20-21, +2 or better on block, +4 or better on hit
qcf+B: 25-28f depending on distance, -5 to -2 on block, +1 to +4 on hit
dp+C: 15f
hcb+B: 1f
hcf+A: 1f, +14 after grab
-> f,f+C: Only works if the grab connects, combos into dp+C
hcf+C: 4f

Charge b,f+B+C: Charge time = 30f, startup =33f, -1 or better on block
-> Hold B+C 68f for level 2 version (more damage), or 127f for level 3 (more damage + hits backplane)

360+C: 1f
hcb,f+A: 9-27f depending on distance, -6 to +12 on block, +0 to +18 on hit
-> A: +5 on hit
-> A -> B: +10 on hit
-> A -> B -> C: -4 on hit
-> A -> B -> C -> B: +15 on hit
-> A -> B -> C -> B -> C: +9 on hit
-> A -> B -> C -> B -> C -> A: +9 on hit
-> A -> B -> C -> B -> C -> A -> B: +15 on hit
-> A -> B -> C -> B -> C -> A -> B -> C: +5 on hit
-> A -> B -> C -> B -> C -> A -> B -> C -> C: +3 on hit
-> A -> B -> C -> B -> C -> A -> B -> C -> b,d,d/b+A+C: Knockdown

d+A+C: 17f
d+B+C: 30f

NOTES: That Blitzball feint is quicker than average - gives him a slight advantage from a blocked sweep, for example. Good to mix in with Blitzballs and Leg Tomahawks!

BILLY KANE:

Far A: 10f, -8 on block, -4 on hit
-> C: -13 on block, -7 on hit
Far B: 12f, -25 on block, -21 on hit
Far C: 20-26f depending on distance, -3 to +3 on block, +3 to +9 on hit
Close A: 6f, +0 on block, +4 on hit
-> C: -6 on block, +0 on hit
-> f+C: -9 on block
Close B: 8-10f depending on distance, -2 on block, +2 on hit
Close C: 10-12f depending on distance, -10 to -8 on block, -4 to -2 on hit
Crouching A: 9f, +0 on block, +4 on hit
-> d+C: -9 on block, -3 on hit
Crouching B: 8f, -3 on block, +1 on hit
Crouching C: 10-25f depending on distance, -6 on block
-> C: -9 on block, -3 on hit
-> C -> qcf+C: -8 on block, -2 on hit
Jumping A: 6f
Jumping B: 8f
Jumping C: 10f
Neutral Jumping A: 7f
Neutral Jumping/Hopping C: 14f
A+B: 12f, -10 on block, -4 on hit
Standing D: 13f, -3 on block, +0 on hit
Crouching D: 13f, -3 on block
Backplane A: 25f, +1 on block, +3 on hit
Backplane B: 23f, -1 on block, +1 on hit
Backplane C: 25f, -1 on block, +13 on hit

Charge b,f+A: Charge time = 30f, startup = 18-20f depending on distance, -16 to -14 on block, -10 to -8 on hit
-> b,f+C: No relevant data
qcb+A: 16f,
Mash A: 20f, has 13f recovery after the move stops
qcb+B: 11f, -6 on block, +0 on hit
d/b,qcf+B: 18f up close, 60f otherwise, -1 on block

f,hcf+B+C: 25f for initial hit, at least 84f for the projectile, -11 or better on block
f,d/f,d+C: 9f, -53 on block

f,hcf+C: 17f, -5 on block

b+A+C: 42f

NOTES: The mash A move tends to stay out awhile, so it may not be safe even when it hits. The flame wheel S-Power can get you killed if it is blocked up close in the corner - the projectile will completely whiff, allowing opponents to do whatever they want. If the first part of the diving special is blocked, I think you can hit the actual dive, so it may not be safe like the -1 would indicate.

-Josh

Excellent! Thanks for the frame data, Josh! :lovin: Man, she’s on a frame disadvantage after nearly everything she does. :amazed: It’s simply shocking that I don’t get eaten alive when I use her.

And the :d:+:snka: => :snkc: is only -7 frames on block? :confused: Really? Man, it feels like I’m open for week whenever I miss that thing.

Such a shame that the Reverse Kick (:l:+:snkb:) from the Young Dive (:d:, :u:+:snkc:) leaves her in a catch-22 situation as far as comboing from it: any attack that’s fast enough doesn’t have enough range, any attack with enough range is too slow. Maybe I can find a way if comboing from it, even if it’s in specific situation. :wonder:

Ooh, there’s one thing I was curious about. How many frames is she open when she lands from a missed Dangerous Spider (:qcf:+:snkc: from a :d:, :u:+:snkc:). It has far less recovery than her other followups and she’s 100% invincible during the entire length of the month (something I’m going to make a video of soon, by the way).

Okie dokie, about time for me to run, but thanks again for the info, Josh! :woot:

Good going as usual Josh! I am looking forward to the Krauser data.

We must have a match again soon. I have done some more WHP training since last time as well, and figured a way to perform those weird super movements easily.

Mr. Big, let me know when in March, you’d like to play. I am pretty busy in the short term, but early March, I am free, and most likely mid march. Have fun in FR, ttyl.

Well finally got this game working, and played some matches with Keits.

Xiangfei is a perfect fit. Looking foward to playing some more.

^___^

Why do you always have to take my characters?:annoy: Don’t tell me you play Vanessa too.:bluu:

not talking bull, but i can play at least 3/4 (if not all) of the cast in the highest levels of play. but then again, i have been playing this for 10 years now. thing about RB2 is that you can master every character in the game in 1 to 3 months time (2 weeks even if you play it hardcore and daily). at least if you have played older FF games and especially RB games.

my point in this long post? try more characters instead of just trying to master 1 character. shit, master them all. some characters really don’t have too many options and can be mastered in 1 day (few hours at the most).

I got a player here who uses her as a main and Duck as a backup. I’m gonna get him to post on here so you guys can get to play him.

How about you stop making my characters look bad?

No, I don’t play Vanessa.

I’ll be trying Mai and B. Mary too anyway :o!

I was gonna try Main and Kim, but I don’t like either cuz they’re both mad easy to play lol.

Xiangfei and Andy for the win!

Someone tell me why Franco has a special / move that knocks you into the BG?

That shit is dumb.

Learn 2 play.:bluu: That’s just how Franco rolls. I wish Terry still had the Franco gut punch move.:sad:

Fuck you, shit is still dumb.

The Waving Blow is a very dangerous tool in Franco’s arsenal, although the range is rather short. I do have a feeling the reason you claim this move is dumb is because you just met Ghostpilot’s Franco.

I must say I am a bit surprised someone claiming Mai to be easy to use. Turtle against her, and she has very few ways to break your defence, having no mix-up and no command throws. She relies a lot on her special moves to work.

Oh, please cut the crap talk in the thread lads. It makes us all look like we are still in kindergarten.

Everybody has at least one string that knocks you into the backplane (oh gawd, if Kim ever gets you in the corner…). Franco has the only special that does that, though.

With him, I don’t mind it so much, just because he is actually one of the least damaging characters in the game - hell, his charge d/b move does practically the same amount as his b&b’s.

His main weakness is zoning characters, but nobody you play really belongs in that category. I would suggest just trying to get in on him and stay there - hopping is especially strong since he doesn’t have the best anti-air options, and Xiangfei’s hopping C has incredible priority. Her mini-fireball thing might work as a poke, too.

Oh yeah, one more protip: When you’re in the backplane and not sure what to do, block high or use your B attack. Almost all characters get far more damage from standing D than crouching D, with Geese as the main exception.

EDIT: Bob & Krauser frame data completed and added to the Mary post above!

Hope this helps,
Josh.

xiang fei doesn’t have a chain that knocks you into back plane as far as I know.

Just have to grab your reins for a sec there, Josh. :slight_smile:

Many characters have moves and/or strings that push people into the back plane, but not everyone. The ones that lack these moves are: Joe, Tung, Bob, Krauser, Hon-Fu, Xiangfei, and Chonshu. (Got confirmation from Ghosty about Chonshu not having one)

And contrary to what seems to be true, it is true that Franco does not do as much damage as one would think . Most of his damage depends on the opponent using the wrong block. He CAN do very high damage, like from his :r::snkb: combo starter, but his BnBs actually do less than many others. Several of these lose hits and become half-blockable if he is not very close to the opponent or in the corner.