The Fatal Fury Real Bout 2 Thread

::Blinkblinks at his quote words up above:: I didn’t say that. :lol: But thanks for the props! Yeah, Bob’s a totally different animal now. Actually, if he still had the old-school Sidewinder, he’d be high tier, possibly among the top. That thing was so good.

By the way, great matches today God 2.0 and Nocturnal! It’s nice to fight a wider array of characters. Yama’s definitely becoming one of the more annoying characters for me to fight. :sweat:

Tomorrow I plan on finishing up the writeup for Bob with Strats and combos. Since she seems to be getting noticed more lately, I’ll do my next writeup on Blue Mary.

Till next time!

Agree, good games both. Unfortunately, Nocturnal and I had some annoying disconnects, so we did not play very long. Very good Yama. I have to copy bits off of yours, since my own lacks some of your technicality, especially the way you use the fake knife for mind games.

Looking forward to our next encounter.

I had a lot of fun playing you guys, whenever I’m online and you guys wanna play just say the word. Yea sorry about the disconnects, my connection is wacky like that for som reason. I still need to learn to play agains’t all the characters but I also liked the variety in the matches as well. I always liked Yama’s style, he is a fun character for me to use. Take care guys.

Finally, it’s my turn to jump into the conversation… with my man… KIM!

Let’s go over all of Kim’s stuff!

Normal Moves
Standing Punch :snka:
Kim’s throws a punch, a rare sight to behold from this guy.

Standing Kick :snkb:
Kim does a simple low kick, nothing great.

Standing Power Attack :snkc:
From a distance Kim performs two powerful high kicks, with awesome range! Just watch for the recovery time on this one. Up close, this kick turns into a roundhouse that easily chains into just about anything, namely Kim’s P-Power along with one of Kim’s best bread and butter combo’s.

Crouching Punch :d: + :snka:
This is Kim’s best poke, abuse it at close range. You can chain up to three of these and combo into Kim’s Kuusajin (See below). And yes, this is a Crouching Punch, but Kim obviously kicks, just like how Rick’s kicks are punches. Awesome huh?

Crouching Kick :d: + :snkb:
Pretty average, comes out fast, it can be combo’ed into Hien Zan (Again, see below). The above is still the better poke though.

Crouching Power Attack :d: + :snkc:
Like the move above, but Kim does a full sweep, knocks his opponent right off their feet. Comes out fast enough, bout it. If an opponent blocks this, try using the Neri Chagi after, it may just fool them into holding their low blocking position and score you a hit.

Jumping Punch :u: + :snka:
Kim does a quick kick in mid-air, nothing to write home about. Average air-to-air depending on what you’re up against. Can be air-chained into :snkb: and then :snkc: up against a huge guy like Krauser.

Jumping Kick :u: + :snkb:
Another quick kick air move, this time with the other leg. This one can be air-chained into :snkc: on most opponents. I wouldn’t rely on it for air-to-air though.

Jumping Power Attack :u: + :snkc:
Now this is what we are talking about! This one fares much better in air-to-air compared to the other two, and it has some combo potential, namely combo’ing it into Kim’s aerial S-Power Desperation Move. Also works great has a cross-up during a mid-air turn when leaping over your opponent, and then combo’ing into the S-Power!

Evasion Attack :snka: + :snkb:
Kim’s evasion attack, it comes out quick, has decent range, comboable. Good move, makes a nice poke.

Command Moves
Neri Chagi :r: + :snkb: Overhead
Kim hops forward with an overhead axe kick. Extremely deadly in mind games, and you can actually cancel Kim’s standing :snkc: into this anytime during the animation. It does come out a bit slow though, so watch it. It can be pretty easy to see coming at times where Kim is most vulnerable, but at other times, you can bait your opponent into blocking low and knock them over their heads with this.

Feint Moves
Feint Hou’ou Kyaku :d: + :snkb: :snkc:
Kim performs the start-up animation of his Hou’ou Kyaku. But it won’t fool anyone, the real use here is to use it to cancel out your attack animation from you’re basic moves, namely during chain combo’s. You can extend you’re combo with something else in mind. I won’t get into these though, you need cat-like reflexes to make good use of a combo involving one or more feints. It’s very hard to do.

Special Moves
Kuusajin :d:, :u: + :snka:
Kim flies forward his opponent with several mid-air spin kicks. Has horrible recovery time, save it for combo’s.

Kuusajin (During Kuusajin) :d: + :snka:
Kim adds on an extra hit at the end of his Kuusajin, only works if it connects.

Hien Zan :d:, :u: + :snkb: Break Shot
Kim flies straight into the air with a vertical mid-air turn kick. This is Kim’s ultimate anti-air, it will be out just about any jump-in attempt, has very high priority, can be used has a Break Shot, and it can be combo’ed from a crouching :snkb:.

Hangetsuzan :qcb: + :snkb:/:snkc: Break Shot
Kim flips sideways forward at his opponent with his legs. This move comes out fairly fast and has decent recovery time, even if blocked. :snkc: variation has more range, but slightly slower recovery time. This move can also be used as a Break Shot, and it combo’s pretty well off of almost any normal move.

Haki Kyaku :d: :d: + :snkb: Hits Low, Break Shot
This is a pretty good move for Kim’s mix-up since it hits low and be combo’ed off of anything, and has if that wasn’t good enough, this move has such fast recovery time, you can combo this move into nearly any move of Kim’s. Hangetsuzan, Hou’ou Kyaku, it’s all good and ripe for the taking. It also makes for a good quick Break Shot with follow-up possibilities.

Hishokyaku (In the air) :d: :snkc:
Pretty good move to make in a jump-in on a standing opponent, just watch out for those anti-air moves. You can combo a jumping :snkc: into this, and it works great during a mid-air turn when leaping over you’re opponent. Just be careful of…

Hishokyaku Slide Follow-Up (When near the ground at the end of the move) :df: :snkc: Hits Low
This sounds great, it hits low, can potentially catch opponents off guard, but if it’s blocked, watch out! The recovery time is not good. Be careful man…

Desperation Moves

(S-Power) Hou’ou Tenbuken (In the air) :hcf: + :snkb: :snkc:
This is one of the best S-Power moves in the game, believe me. The number of times I’ve caught people off guard with this one is something else. Works great in conjunction with a mid-air turn, has mentioned above it can be combo’ed in the air off a jumping :snkc:. It does have some slight recovery time though, so be careful if it’s blocked. Sometimes you may be able to catch an unsuspecting opponent with Kuusajin after this is blocked, but it’s not really worth it unless you like taking risks (like me).

(P-Power) Hou’ou Kyaku :bdp:, :r: + :snkc:
Here it is, Kim’s most powerful attack. Has very nice invincibility frames at the start-up and during the initial frames when he flies forward. Just be careful with this one, he’s not very safe on block, and it’s a terrible move to waste… believe me on that one. Unleash it when you know you have a clean shot or can possibly combo into it! Close :snkc: and Haki Kyaku are you’re friends!

Chain Combo’s
:snka: :snka: :snkc: Knocks into background

:snka: :snkb: :snkc: Knocks into background

:snka: :snka: :snkb: :snkc:

:snkc: :snka: :snkb: :snkc: Can Juggle with Kuusajin
Kim’s best combo, does almost as much has a DM. Use it if you get the chance!

Strategy
Don’t be predictable. That’s my best advice. Kim is all about anticipating you’re opponents moves and punishing. He can be pretty decent for some rush-down if you don’t get too cocky (always happens to me), and he is also pretty good on defense if you can turtle + Break Shot well enough.

If you play around too much (like I tend to do), you’ll get hurt and massively punished, always. Gotta wise up and play smart with Kim, try not to whiff anything (which also happens to me alot). :stuck_out_tongue:

He’s got a good arsenal of pokes, strong damage, good Break Shots, great S-Power move. Just do what you want, play you’re best, yadda yadda yadda, and you can become exceptional with Kim. He’s a simple guy at heart and he’ll love you back if you treat him well.

If anyone’s around at the moment and is interested in a few matches, feel free to hit me up on any of the IM clients under my av. :wgrin:

I would do a write up on Duck but im too lazy.

Ill do a short version.

Use your grab super.

End short version.

LOL, more or less. RB2 Duck is a character who, in order to be really effective, kinda forces you to be annoying (and kinda lame :rolleyes:); Use :snka: versions of specials (except from the Duck Ball from the backplane which is :u::d:+:snkd:) and then the Break Spiral whenever you’re at S-Power or <50%.

Compared to his RB1, RBS, and XI versions, RB2 Duck is pretty limited in the things he can do. In fact, now that I think about it, the S-Power (and all the ways he has of setting it up) is the only thing keeping him from being in the low tier.

Had a ton of great matches against God 2.0 earlier today. Could it be that Cheng isn’t as horrible as originally thought? Well, he’s still pretty bad, but not not a complete lost cause.

Also got a link to a few JP RB2 vids from Nocturnal, feel free to check them out for some some good RB2 action!

Krauser vs. Kim: [media=youtube]KUzB2UA8R6g[/media] (Check the sidebar for a bunch of Franco Bash combo clips)

Rick vs. Duck: [media=youtube]vHfpAIF6o3Q[/media]

Hon-Fu vs. Yamazaki: [media=youtube]gQtV-oR50sg[/media] (from the 3:10 - End it’s Xiang Fei vs Yamazaki in a very close match!)

And here’s a bunch of vids I’ve come across.

Rick vs. Krauser: [media=youtube]f6qjRwvKFWY[/media]

Terry vs. Sokaku: [media=youtube]P9kCuwvKWao[/media] (Great example of Terry’s aggression / pressure!)

And a ton more here:

http://www.youtube.com/profile_videos?p=r&user=LordBBH&page=3

Amd here!

http://www.youtube.com/profile_videos?p=r&user=bsbmode&page=2

If I can get a hold of some nice recording software, I’ll record my own matches and post them up on Youtube. Till next time, everyone! :wgrin:

^If ur using MAME, use XVid Codec and set the quality to 3.75; good sizes AND quality :tup:

I use mame, but like most players I use .64, which didn’t have that feature available, so I’m using a 3rd party app instead. I’ve tried using Snagit, but it really doesn’t do all that great a job and doesn’t allow you to change the codecs. Can anyone recommend an screen recording app?

By the way, if you find someone named ivshadows@hotmail.com trying to add you on MSN, that’s me. :smile:

camtasia recorder?

also are you making videos of these as you’re playing or using the p2p recording function then making videos of the playback?

Oh I’m tying to make them as I play, actually. So far the program seems to work, although it doesn’t seem to like me using any other codec besides the default one, which makes the videos too large (20+ megs for one round). :bluu:

You can probably use Movie Maker on Windows after you record with camtasia. I think Windows XP and up has Movie Maker already installed. It should help with compressing the videos without losing too much quality. Also you can do some editing if you need to on it as well. I think camtasia has a editing section as well but I think Movie Makers is a bit easier to use.

I uploaded a good 83 matches a few months back. Check’em out.

Thanks for the match vids, Giby! It’s great for players to see higher-level play and what all the different characters play like in capable hands.

I’ve finally figured out a good, (albiet cumbersome) way of making good quality vids at a decent filesize. As soon as Charter & AT&T get their crap together and get their servers fixed, I’ll be able to work on making some match vids!

Also while I was messing around with the video capture, I found out something about Mary that I didn’t know about…a nasty ability her EX-version in RBS had that has carried over to her RB2 version. :badboy: I giggled like a lunatic when I found it, since it gives her even -more- mindgames and makes them more damaging. :looney:

Sorry I havent written the X stuff yet…I been wayyy too busy with work lately…when I slow down a little bit I promise I’ll put it up!!!

I’ve actually switched mains from Bob to Hon-Fu, seeing as he fits my style of play better. I decided that since there isn’t much info for him on the 'net, I’d write my own guide, to be updated later, stealing everyone else’s format. So without further stalling:

Hon-Fu

Command moves:

:df: + :snka: : A 45-degree nunchuck poke from a crouch. Looks like a good anti-air, but :dp: + :snka: is better and more damaging (big surprise). Its one good point is the :df: + :snka: --> :snkc: --> :snkc: chain, and you can tack on a :dp: + :snka: / :snkc: at the end, making it probably Hon’s most damaging ground combo.

:forward: + :snkb: : A spinning kick that moves Hon about 1/4 across the screen.

Specials:

:qcb: + :snka: : I could go on for pages about how odd this move is. Hon whips out an extra pair of nunchucks and waves them around, sending the opponent back and forth and hitting for 8-10 hits. Despite how it looks, it has a really odd, surprisingly shory range range (probably 1/3 of a character width away from you) and low priority, and if you don’t distance it right often the opponent will fall out halfway through and punish you. Badly. It’s his most damaging special, though, and can be comboed off of his close :snka: --> :snkc: --> :snkc: chain. If you mash :snka: throughout the move, you’ll get a followup that knocks down and is pretty safe, but you have to mash the hell out of that A button to get it to come out. If you don’t get the followup, GGPO. Also keep in mind that this move will sometimes switch sides with you and your opponent, even on block.

:dp: + :snka: : Here we go. As you’ve heard, this move has insane priority, gobs of invincibility, and it’s super safe. Its biggest downside is its range, or lack thereof; you’ve practically got to be standing pretty close to connect with it, and it can’t hit lows. It’s also got a moderately big whiff time, so it can’t just be spammed, and watch out for characters with good breakshots, because this move will fall prey to them.

:dp: + :snkc: : kinda bad, except it does slightly more damage in juggles. You can only get one of the two hits to connect, and it doesn’t knock down on hit. It is useful for tall jumps, because it has a lot more vertical range than :dp: + :snka: .

charge db, f+ :snkb: , mash :snkb: for followup : Hon’s primary zoning tool, since he moves so fast and his hitbox is pretty small during the move. It’s one of three specials that hits low, which is nice. Mashing :snkb: will get a followup headbutt that knocks down and is decently safe, but if you mash too early you could stop the spinning short and miss out on potential damage.

:qcb: + :snkb: : A jumping swing that can hit up to 3 times. It jumps over a lot of stuff and has awesome safeness, but it’s very slow, so be very careful when you use it.

:hcf: + :snkc: : Evades high, pretty quick, good damage, not too much to say here. It’s pretty good ground combo fodder, but it won’t connect from a juggling move, so keep that in mind. Can be used as a good AA from far away and does about a half-bar.

:qcb: + :snkc: : Counter move, and kind of jokey, but it still has potential. Basically, the first two times it counters something, Hon takes no damage but otherwise does nothing, then the third time it counters he does a big ol’ autocombo that does lots of damage.

Supers:

:qcb: :hcf: + :snkb: :snkc: : Decently fast, and pretty high priority and invincibility, risky on block (what super isn’t?). Can do 1/4 of a bar of chip damage on block. Has decent combo options (see post below)

:qcb: :hcf: + :snkc: : Its one big flaw is that it’s one of the slowest P-powers out there. Both hits are overhead, though, and it has crazy amounts of invincibility (and it can be used as a breakshot!), but it’s really, really unsafe.

Strategy:

As good as :dp: + :snka: is, you can’t go rushing in spamming it. The main thing you want to do it bait, bait, and bait again. Hon can get within annoyance distance using his pokes. Standing A is really quick and has decent range, and standing far C has a deceptively long active hitbox. His crouching B and C are both quick and safe. His jumping C has decent priority, but it’s slow and has short range. Once you’re in close, you want to start annoying the opponent, continuing to poke and harassing them.

Try to get the opponent antsy, so that they’ll try a poke, throw, or reversal-type move, all of which the :dp: + :snka: will beat, doing a decent chunk of damage and annoying the opponent even more. Hon in particular has to pay attention to how much meter a character has, because characters with good reversal supers and breakshots can prove troublesome, and with as much damage as :dp: + :snka: does, Hon still struggles to land tide-turning damage.

Matchups:

In addition to Sky of Fire, Hon has about a million other anti-airs: df + A, hcf + C, and qcb + C, so Hon basically rules the skies. Characters with good lows are troublesome, and good ground games in general are difficult for Hon.

Good matchups: Yellow-bar Duck King (doesn’t really have any options against him), Xiangfei (lack of range on almost all of her moves), Krauser (Big, slow, and low priority) , Joe (again, lack of range and speed), Sokaku (bad range and low priority),

Decent-Good Matchups: Mary, Mai, Terry (his aggressiveness works against him here), Lawrence Blood

Decent Matchups: Hon-Fu, Chonrei (good fireballs, but otherwise lacking), Rick, Tung (his tiny hitbox poses a problem for Hon),

Decent-Bad Matchups: Franco (range, speed, and mixup), Yamazaki (snake hands, and his s-power), Andy (Hi-Sho Ken harassment), Geese (good lows, good mixup and good supers), Bob (huge damage potential off of anything and great low pokes, but loses a bit of flexibility without his jump C), Chonrei (tiny, good fireballs and can be unpredictable), Kim (what can I say? He’s Kim), Cheng (he can be very slippery, and his breakshot is fantastic)

Bad Matchups: Billy (ra-a-a-ange, among other things), Chonshu (small, fast, annoying, and aggressive), red-bar Duck King (Breaker Spiral and the dozens of setups that go with it)

^ Above list very subject to change.

Combos:

Combos aren’t really a big part of Hon, but he does have some:

close :snka: :snkc: :snkc: --> special/super

Quick, and good damage.

:df: + :snka: :snkc: :snkc: --> s/s (juggle)

Probably Hon’s most damaging combo option. An interestring trick to do is do a late cancel with :qcb: + :snkb: at the end, which is a reset, but doesn’t look like it, and you can force a mixup afterwards.

:down: + :snkb: :down: :snkc: --> s/s

Good combo off of a low.

far :snka: far :snkc:

Though it doesn’t look like much, it’s probably Hon-Fu’s most useful combo, because it’s completely safe and it allows Hon-Fu to double the damage of all of his standing A pokes.

I feel I have to comment a bit on the Hon-fu info. Firstly, his :hcf:+:snkc: does not hit low, and the :qcb:+:snkb: is not an overhead.

His S-Power is actually rather quick to come out, you just have to be sure your opponent is not blocking it or jumping. As for priority, my testing shows it will beat almost all normal moves and specials thrown at it.

A well timed uppercut move and similar specials that have invincibility frames will be able to beat it or trade hits with it. This is unlikely that you will manage to do without predicting the super. I managed to beat it clean with Joe and Hon-fu’s uppercut moves.

As for comboability, you have 3 viable options.

:snka::snkc::snkc: -> S-power
:d::snkb::d::snkc: -> S-Power
:ub:/:u:/:uf:/:snkc: -> S- power

This means you can connect it from a quick low move, a fast close ranged high, or a slow overhead. Not great, but decent.

The move remains a risky one on block, but it has its uses, mainly being a combo tool, but can also be used as a counter to normal ground strings.

His P-power as I see it has two uses: Breakshot and countering normal chains. As mentioned by ThrowTheDice, the move has lots of invincibility, and the first part of the move comes out rather early in the animation. Because of this, the move can be used somewhat as a Breakshot move against ground chains. The move also hits both planes, but a player who knows what he is doing will probably not fall for that since the move is so slow and telegraphed. I tested this against Joe’s P-power, and was able to land Hon-fu’s P-power through Joe’s as a breakshot on all attempts.

Oops, sorry about that. I’ve kind of been banging out the guide whenever I get the chance, so I haven’t really been able to test my info. I just kind of assumed that “Jumping must equal overhead.” :sweat: Thanks for the help. I saw a combo video where Hon-Fu did a breakshot P-power through Rick’s P-power, which is when I first learned of the move’s potential usefulness. I had a good chuckle over that.:looney:

Good catch, God 2.0. I was actually going to comment on that earlier, but I couldn’t get to it (got sidetracked by friends and all). Another thing I wanted to mention was that Arstal did a write-up of Hon-Fu a bunch of posts back if you want to pool info.

Actually Hon’s :df:+:snka:, :snkc:, :snkc:, isn’t all that bad. That’s actually my preferred combo when I use him (which is practically never :sweat:).

Hon has good priority and that insufferable Sky of Fire :arazz:, but he has trouble against people with a good ground game, namely the top-tiers, Yamazaki, Geese, Mary, and Bash (who God 2.0 and others are convinced I need to raise a tier. :wgrin:).

People with good, long-ranged sweeps (Bash, Geese, Krauser, Yamazaki, etc) in particular as a problem for Hon, because they can’t easily be countered (or in some cases can’t be countered at all) by the Sky of Fire, and they also stop a number of his other specials cold.

Much of Hon’s game centers on two things: his pokes and the fear of the Sky of Fire. I’ve fought tons of Hon’s, and the fear of that move doesn’t go away. It’s been nerfed in every game since it’s first appearence and is still among the best specials in the game. Just to give you an idea of how it was nerfed, it used to have even more invincibility and nearly 3 times the range. :looney: I’ve heard rumors that in RB1 (or was it FF3?) that you could do -nothing- but Sky of Fire’s the whole match and the opponent was all but powerless to stop you. :wow:

If you take the Sky of Fire out of the equation, it becomes a whole different fight for both Hon and the opponent because they both have to rely on their poking games, which is an area Hon is good in.

Against many chars, who don’t have great / mid-short range pokes, this is puts them at a disadvantage as Hon pokes them to death, then SoF’s them when they get frustrated and jump. For others, likes the ones listed above, they’re on equal / better footing than Hon is because they have a better poking (sweeping) game / projectiles to fall back on.

By the way, is there any characters anyone was interested in seeing a writeup on? I was thinking of doing on Blue Mary since she’s unwieldly and I’m about the only person who consistantly uses her. I’m open to suggestions, though! And I’ve also got word there’s a writeup or two on the way from some of the other posters. :lovin: Stay tuned!