The Fatal Fury Real Bout 2 Thread

They already do, at least MAME does. If you press the key to the left of the number 1 on your keyboard, you will see a bar appear on your screen. Control this bar with the arrow keys. Two of them will be named something like “overclock CPU 0 & 1”. Adding more to one or both of these will remove engine-related slowdowns, and in some cases make the games seem ridiculously seamless. Multi-hit moves like Sokaku’s Wailer or the punching demon special will be much much faster. The game most affected by this is Garou. Try it with Kim Dong or Kim Jae’s multihit-supers, or Butt’s 3x QCF+punch super and see what I mean.

I don’t know if there is a way to make these settings count in netplay however, but I would love to find out.

RB2 Steve Harrison (Offline) vs. DeadlyRaveNeo (Online) Set2

#1-The highlighly Anticipated NEC8 Showdown between Offline EVO World SNK 2007 Real Bout Fatal Fury 2 Champion Steve Harrison and online Kaillera warrior Deadly Rave Neo.

This is set #1 of a few matches…its first to ten.

http://blip.tv/file/704610/

Let it sit on your CPU until it loads… Set #2 is on the way.

Here’s the 2nd set right here:
http://blip.tv/file/704699/

I am new to RB2 and was wondering where would be a good starting point with learning the game? I have tried Kim and Franco, and I must say that I enjoy using them. Any tips on these character?

Welcome to the thread! And I’ve already got just the thing for ya…

Real Bout 2 Info Compilation.

Hope that helps! :tup:

3rd set:
http://forums.shoryuken.com/showpost.php?p=4864189&postcount=1381

4th set:
http://forums.shoryuken.com/showpost.php?p=4864240&postcount=1382

Final Set:
http://forums.shoryuken.com/showpost.php?p=4864283&postcount=1383

Now I am about to upload the Rematch series to youtube…

sorry man. but its not that hard to see.

mais ppower is easily S class. do we really need to go over this one? damage, invincibility, can combo, can be used to juggle, super fast, super safe. really, i dont even understand why it wasn’t in the s-class from the start? in fact, its better than ducks spower and chon su’s ppower. really. if you know what your doing and chon su doesnt use it in combos but as a counter you can actually hit him out of his ppower. how can that shit be on the same level as mai’s ppower?

andys dan da dan D class? nah man. B class. please look at class B again and tell me how this aint there? its better than over the half of the s and p’s listed in the b class. its got no invincibility, but it is a breackshot, and a great one if you know how and when to use it, it combos, does god damage, pretty safe if it misses from what i remember.

hon fu Spower and joe ppower B class. these are better than all the others listed in C. only drawback is IF they get blocked your fucked. so as easy as it is, don’t use it out of combos and you’ll never get punished. hons is even a good chip killer. and helps him do good damage from anywhere on the screen. joe’s deserves better cause this gives him the chance to do good damage from some distance. all his other combos that do good damage have to be done point blanc range. lets not forget the invincibility it gives him from the start of the move. and its speed.

krauser spower is B class. this one is good, damn good. but A class good? no. it doesn’t combo, it has a slow start up, can be evaded easily. good point is that you are safe it its blocked (unless your breakshotted). if its evaded from the bg or jumped over, your fucked.

rick ppower, bob ppower and lauwrence ppower are A class. or upper B at least. these 3 are the best in the B class. (terry should be red). they are better than all the others in the list. all 3 of them have invincibility, can be combod even after a jab, have huge speed and good to great damage. bobs and ricks can even juggle (though ricks only in the corner). small drawbacks. bobs can miss you if you do it ona a grounded opponent thats too far away. ricks can push you away too far so the last hit(s) wont hit, and lauwrences wont juggle or hit airborne opponents.

hope thats enough info. could keep on typing why i would place it in different rankings than the others. in the end, who cares. for me, this is how i see it. you got it down pretty good. just a few i would place differently. and i did.

p.s. small updates to the yamazaki section.

Its a work in progress, just the intro is done and the meat of it, isn’t done yet. I am still testing, and learning.

Also interested in the Special Rankings, so I can provide that info accordingly, I am practicing then will check frame data, play some matches vs. Ghostpilot, and I’ll update the rest, ttyl.

Mai Shiranui
By PC1X1

Mai Shiranui is a female kunoichi who trained under her grandfather Hanzo Shiranui a Ninjitsu and Koppo-Ken master. However Mai?s fate was intertwined with Andy Bogard, an American fighter that came to train under her grandfather. Mai would then train under her grandfather?s friend Jubei Yamada. Despite Andy taking Mai’s place and becoming her grandfather?s pupil in the Arts of Ninjitsu, Mai did not hold hard feelings. On the contrary fell in love with Andy. However Andy does not reciprocate such feelings and instead treats Mai more like she is a little sister. This is most likely due to his relationship to Hanzo Shiranui. Mai is notoriously pretty and is considered the female sex symbol of SNK playmore. She is of Japanese decent, and her depiction is not proportionate to her measurements. Her assets seem to have been underestimated in her official sizes. Mai has appeared in the Fatal Fury (Real Bout), King of Fighters (KOF) series. Her latest appearance was King of Fighters XI, as an unlockable character. While Mai was a central character in Real Bout, it wasn?t until Real Bout 2, that she was properly regarded as a main stay on the series. While the most popular version of Mai Shiranui and most overly used sprite comes from Real Bout Special. Real Bout 2?s sprite is what led to that evolution of the Mai Shiranui we know today. Mai art style was a bit different in Real Bout and more akin to 80?s hipsters.

Attributes:
Mai?s power and range are average; however she is a very capable mind game character. Her zoning is great, and she is able to play footies with any character, regardless of skill level. She isn?t very easy to use, and absolutely has to be played in a fluid manner, by stringing combos, chains as well as use of the back plane whenever possible. Because her single hit damage is low, she absolutely depends on combos and her H, P, S specials. She has relatively small hit boxes, however her moves are spread out, and take a while for the animation to go through, and that?s the main reason she lacks speed, so set ups are very important the follow through a combo or juggle. Her Ryu Em Bu, although slow to come out, when timed correctly can effectively screw an opponents zoning and provide Mai time for a set up. Also Ka Cho Sen is great to keep an opponents distance. While it?s an ineffective move by itself, it?s another good way to create breathing room, while going for a set up.

Mai has two color palettes P(A) selects her Red outfit, L(D) selects Blue.

Move List: (With Descriptions, and Tactics, Coming sometime 2008)

Chains: (Coming sometime 2008)

Remember this is a forum. One should always include information so that everyone can see what is being talked about.

As I said in an earlier post, I have not seen this move in action a lot. There is no need for this arrogance of yours in trying to devaluate my opinions.

I have performed some testing of this move. My tests showed it to be 100% safe as long as the button is held, and it also went straight through projectiles like the double reppuken. It also comes out almost instantly. I agree that it belongs in S class and will move it up there shortly.

If you read the text you just quoted, you would have seen that I have already moved it to C class, and I have given my reason for doing so in my post. I find no good enough reason for upping it into B class however.

You used the very reason for why I placed them in C class as reason to put them in B class. Only being able to use them safely in a combo reduces their usefulness. Joe’s plane shift variant can be very handy at times though.

I put it in A class because it is a very fast punishing move that works no matter at which range you are at. In addition, it can be faked and breakshotted. The risk is also rather low considering it is safe if blocked, but a fast plane shift or a well timed jump can punish it. The recovery is also better than on most supers though. The constant threat of a potential wave can also have an effect on the opponent’s psyche.

As I said in another post, I agree that Laurence P power belong somewhere between A and B. Once again the damage you mention is a moot point considering all P powers have the same damage with a few exceptions.

Bob’s P power’s ability to combo and juggle is what made me put it this high in the first place. Otherwise it would be a short range anti air or prediction tool with very high risk. Still deadly, but far more risky and less useful.

Terry’s P power sometimes loses hits and loses all hits but the first if done on a cornered opponent. It also gives the opponent good time to punish via back plane if spotted. As I wrote earlier, Rick’s P power also has a similar problem with the back plane punishment and losing hits at range. Both are deadly combo tools, although Terry’s also work as anti-air.

Thanks for noticing the bad colouring of the Terry P power. I will fix it shortly.

How is every Real Bout Fan doing? Long time no see.
I guess I m just a man who doesn’t have much to say.
Sorry for my being silence.

Thank you Dark Geese for your upload. I have two stupid clips on youtube. I forced(Beg:pray:) my friend to play against me. His best character is Tung.:wonder: These two are the best of the rest of my other clips on that day:wasted:. Just tape in my user name in you tube search if you got time to kill.

Cheng’s Collapse of Creationcan penetrate anything at its start(about half a second). It can be used against anti-air normals or sometimes even upper cut(Cheng Jumps vertically). So can it be moved up a grade to D? mmm… I still guess not.:rofl:

The time I m frustrated with Kim of his lack of mix up game. Specially when my opposing (computer:sad:) keep blocking low. My chance of making him do a mistake then punish is nearly zero. The opposing can just wait then do breakshot or upper cut. He can use his bust to figure that out. On the other side I try different attack pattern to fight in big risk. This unfair trade gives me Fury men.:badboy:.

That is why it is called ‘Fatal Fury’ RB2:rofl:. Not really. A breakthrough of this situation has found me. When you are close to people(range of :d::snka:) you can:u::snka:or:uf::snka:which is diiferent from normal jump:snka:. You do:snka:as soon as you leave the ground instead of waiting for dropping. It hits people and you can combo it with :d::snkb:.
It is not easy to do but once you get used to this beauty. It is fast, overhead move with very few recovery. Also a good option when mix up with jump back S-power.
Just try to feel the completion of ‘Kim of the Ring’ by abandon :r::snkb:and turtle up:d::u::snkb: :rofl::lovin:

Recently I enjoy listening to 'Juno’soundtrack while playing RB2. I know I m a freak to think they ‘match’ each other.

As I mentioned earlier, MAME has a function where it allows the user to overclock the emulated machine. Now, Ghostpilot and I performed some tests and found this to work well over netplay.

Start a network game. Then both players open up the small menu with the key to the left of the number 1. Scroll through the different sliders with the up or down arrow keys and set the fields “overclock CPU 0” and/or “overclock CPU 1” to the value of your choice. Both players should use the exact same settings to avoid desyncs. This change is real-time, but the host might want to reset with F3 to ensure that the games are still in sync.

This will help games that suffer from slowdowns on certain stages and with certain moves. 120% should be enough to remove the Sokaku stage slowdown, and also removes the engine slowdowns in some flurry attacks like Rick’s P power, but you may put it at any value you want. (Try 25% for The Matrix bullet time mode :p)

sorry if the shit sounded arrogant. just sharing my thoughts.

These do have some uses outside of combos, Joe’s and Bob’s p-powers have really short execution times (4f for both, IIRC), and can punish TONS of things that are otherwise completely safe (Hon’s Sky of Fire, Kim’s Crescent Kick and far :snkc: on block and hit, Rick’s :snka: shooting star, etc.) and can put the fear of losing a bar of life into the opponent. They are really unsafe, though, which is why a lot of supers fulfilling the same purpose (Laurence and Mai’s P-powers, for instance) edge out over them.

Hon-Fu’s S-power is just kinda there. If there were such a thing as a generic S-power, that would be it. Keep it in C class at most.

There’s actually a bit of a problem with Joe’s and Bob’s P-Powers used in that way, though. Bob’s has this weird way of occassionally whiffing the first couple hits even if it’s clearly in range of the opponent. If that happens, and it’s blocked or otherwise evaded, that’s one dead Bob.

Joe’s P-Power, though fast, has a number of issues with it as well: it won’t connect fully on an airborne opponent, and if he starts it from too far away, there’s a window between the first couple hits than an opponent can block or evade (which happens far more often than you’d think). And, as was the case with Bob, if he misses, he’s a dead man.

Briefly ducking aside to another topic, here’s some more news about KOFXII! The headline says it all…or almost; the method that they’re doing the 2D sprites is just insane. :looney: I simply can’t imagine how much time and patience it takes to do it that way, and I can’t wait to see the finished product! :woot:

Good stuff on XII

Sorry to hear you not going to FRXI Mr. Big, was looking foward to playing you.

:frowning:

Me too, I really wanted to play a bunch of players there and see just how I’d hold up in the tourney scene again. But on the good side, I’ll either hit Evo East or World when they come. Hopefully I’ll be able to show my stuff then. :woot: Also gives me time to finish getting a stick together, get used to it, and to get college out of the way.

If FRXI was earlier or later, it would’ve worked out great, but March is basically going to be a hell month for me. :bluu:

We’ll play at Evo, let me know which Evo though, so I can plan accordingly.

I’ll see you at Evo East or World for sure then.

:slight_smile: