The Fatal Fury Real Bout 2 Thread

Under construction

**TERRY BOGARD
**

Terry is basically the Ryu of Fatal Fury. He has been the lead character for the Fatal Fury story since the beginning, and has an annoying tendency of defeating everyone he fights. Do not be fooled though, for their fighting styles are far from the same in this game.

Terry is a very efficient offensive character, but he has a wide arsenal of deadly toys that allows him to hold his ground in any situation. Terry only has one weakness really, and I will come back to that in a moment.

With Terry, you generally want to stay on the offensive and use his strong pressure to your advantage, but you should never forget that he has some very effective pokes and mid-range moves as well, and suddently switching styles in the midst of combat is often a good idea.

Terry can play some limited projectile and zoning games if needed, but this is usually not Terry’s most effective tactic.

His combo strings are flexible, and he can do good damage from light starters, and very high damage from some of his heavier starters. His Rising Tackle is a decent anti-all that covers a very large area, his Burn Knuckle can be used in combo strings as well as a long range punishing move. His Fire Kick is an excellent combo finisher that sets up juggles, and also as some use in a kara setup, and is a great breakshot move.

There’s a slight taste for you, but how about Terry’s weaknesses?

Overheads. Terry has plenty of moves that hit low, but he has no overheads that can be performed inside a combo, nor can be used as a combo starter. Terry actually has 2 overheads, but only one of them will be worth using. What this means is that your opponent can crouch block almost everything Terry has, and Terry has no command grab to break your defence with either. This forces Terry to rely a lot on low jumps and perhaps even crossover jumps in order to hit the opponent.
Also, his only grab switches sides with the opponent, which is bad for Terry who usually is on the offence, trying to pressure people into the corners.

All in all, Terry is a strong character that is fun to use because of his large arsenal of weaponry and fast and furious play-style, but requires some work when up against someone who are used to Terry’s lack of attack variety.

Specials and command moves:

Flanking Uppercut (:snka:+:snkb:): Evasive move, Cancellable
Terry’s AB has rather short range, but decent coverage. Unfortunately, Terry’s AB leaves him at a rather big frame disadvantage if blocked, and at close ranges, the move can be punished with fast moves on block. Remember this when fighting characters that can deal lots of damage from their light combo starters.

Power Charge (:snka:+:snkb: :r::snkc:): **

A rather unique move in the game, since it can only be performed after or in the middle of Terry’s AB move. The Power Charge has horrendously slow startup, and is easily spotted. If it hits, something that is highly unlikely, it will knock the opponent over. The move gives Terry frame advantage on both block and hit though, so you can juggle them if it hits, or you can keep up the pressure if they block it. A good player will spot this and punish you for it, and so you don’t see this move used a lot. The move might have some use as a medium range punishing tool, if you cannot get close enough to do anything else, since it deals a good chunk of damage if you juggle after it. I will have to test this in battle.

Uppercut (:df:+:snka:): Cancellable, Kara-cancellable
A short-ranged uppercut. This move has some use against low jumpers, but most of the time you will use as a punishing move, as this move leads to some of Terry’s most damaging combos.

Power Dunk (:df:+:snka: :uf:+:snkb:): Overhead, Aerial knockdown
A two-hit continuation of the Uppercut. The first of these has to be very close to hit, and the last hit is an overhead. Unfortunately, the last hit does very low damage and has a very specific hitbo, meaning it will often miss crouching opponents. It also leaves Terry at a slight frame disadvantage both on hit and block. Use this for winning with style every now and then, otherwise stay away from it. If this move hits an airborne opponent, it will knock him to the ground.

Rolling Kick (:r:+:snkb:): Cancellable, Kara-cancellable
This move is almost identical to Geese’s Rolling Kick, but since Terry has no command grabs, this one is far less dangerous, since Terry can only kara-cancel in into low moves or he can go into the back plane. Still, the move is useful for punishing purposes since it leads into some very damaging combos.

Dashing Front Kick (During dash: :snkc:): Overhead, Kara-cancellable

Terry’s only viable overhead move. This one is pretty good, but suffers from being a stand alone move. Another good thing about the move is that it is kara-cancellable, allowing you some flexibility. The most useful method is probably to cancel it into a Fire Kick, making it harder to block.

Under construction

I swear I’ll get back on the frame data soon!

One thing to note with Terry: Crack Shoot gives you frame advantage on hit, but frame disadvantage on block. People often seem to forget that latter bit.

[quote=snip[/quote]

Thnx alot for the kim info helped me alot. im new 2 this if anyone wanna play me my aim: NokturnalGlow

I started playing this game at GodWeapon’s and I’m willing to play. I would say I’m fairly above average. But there are still things that I’m learning. I’d like to play you guys some time.

Heyas guys and welcome to the thread! :woot: I’ve added you both to my AIM, and if you’re up for some matches sometime, feel free to send me a message. :tup:

yeah i seen u added me but i wasn’t on my computer atm i was on my sisters sidekick but im free all 2day untill 6 i got wrestling practice:wink:

Hi guys, I’m a RB2 fanboy from Italy; I use a lot of characters, but now my favorites are: Geese, Terry, Blue Mary, Joe and Duck. I hope that my contribute will be useful.

My 2 cents on Duck King 360:
DK is a very offensive character, he has a lot of move for close the distance and keep press.
His S.Power is a 360 throw and do great damage, it can be done with shorcuts:
:hcb: :u:+:snkb:+:snkc:
:hcb:+:snka:, :u:+:snkb:+:snkc:
:hcb:+:snka:+:snkb:, :u:+:snkb:+:snkc:
:hcb:+:snkc:, :u:+:snkb:+:snkc:
the last one is my favorite and let you to grab your opponet from sweep distance and use different set up like:
:snkc: blocked then :hcb:+:snkc:, :u:+:snkb:+:snkc:
close :snkc: blocked then :hcb:+:snkc:, :u:+:snkb:+:snkc:
:df: :snkb: blocked then :hcb:+:snkc:, :u:+:snkb:+:snkc:
opponent wake up and from distance :hcb:+:snkc:, :u:+:snkb:+:snkc:
far :snkc: can also be cancelled into :dp: :snkb: and s.power (:hcf:+:snkb:+:snkc:)

Cool Kyosborone. Your suggestion is great. Specially the :hcb::snkc:, :u::snkb:+:snkc:is a good idea. I used to only kara-cancel far:snkc:into :qcf::snka:. I am a Cheng user who doesn’t post often. Nice to meet you.
I’ve found some good matches of RB1 and RB2 on a Japanese web. Below are the link http://www5.pf-x.net/~re-project/movie/movie.html. Enjoy.

Yeah, that’s one of the small (but the best) community that keeps alive the real bout series in Japan. Those matches are great in fact in previous tournament i’ve seen listed some of the best japanese old school players names like “suf” and “GARO?”.
Both tournament finals are “Mary vs Chon Shu” but the RB1 one wasn’t been recorded.
For those who have troubles downloading the videos i suggest to use a download manager like Flashget because seems their server periodically goes down, BTW i’ve uploaded them on Youtube too (look the sign for the page).

Results

Spoiler

Oh, and good to see finally a Mary user win a RB2 tournament :wow:

Sorry about the lack of posts lately ladies and gentleman, I’ve been feeling under the weather lately with the combination of allergies and some mystery throat affliction. :crybaby:

Thanks for the games, Anakron. :tup: Hit me up again if you want to do some more training sometime. :nunchucks: And Nightwing1990, we need to play sometime!

And welcome to the thread, Kyosborone! Very nice Break Spiral setups as well! :tup: There was actually a discussion on the Break Spiral and its setups a while back, but who knows where it is now. :lol: Hope to see some more stuff from you. :bgrin:

And excellent find on the videos, C_Austrailia! :pray: I was really impressed with the RB1 Geese and the RB2’s Krauser. Especially the Krauser, the playstyle was just excellent. It was really weird to see Chonshu and Mary (especially Mary) being used by someone else. There were more than a few instances where I felt like I was in the Twilight Zone. :wow:

“Is that me?” :wonder:

Mary’s crossup Spider after Chonshu’s teleport was brilliant, too. :cool:

And thanks for posting those up on YT, Soh! I was jsut about to do the same before I saw that you beat me to it.

Keep up with the Terry guide, God 2.0. :tup: I’m aiming for having all the guides done within the next couple weeks. Some of the people on this thread are more experienced with the characters that are left than I am, so anything that you could contribute would be greatly appreciated.

The chars that need full write-ups are…

Xiang-Fei
Billy
Andy
Sokaku
Mai
Tung
Chonrei
and perhaps for sake of completion + poops & giggles, Alfred.

I’ve done mini-writeups on a couple of these chars, but I was hoping that people who were more experienced with the chars would take up the torch. Any takers? Xiang-Fei gets the most requests, so she’d probably be on the top of the list. Anyone want to help me out with these? :tup:

In the link posted by C_Australia, a player use a combo of geese like antiair and then s.power; I think that’s maybe possible in rb2 whit sokaku: antiair with the second hit of :d: :snkb:, :r: :snkc: and then s.power. I’ll try later

I’ll save ya some trouble. Unfortunately, the :r:+:snkc: isn’t bufferable into anything. I tried it back when there was the discussion about the tiers of the different supers to see if it could work as a setup for the S-Power (thus bumping up Sokaku’s S-Power a rank) but no such luck. Kind of a good thing, actually, because if it was bufferable, then it could potentially lead into a lineshifting infinite with the :snkd: followup to the Dance of Demons. :wow: And Sokaku definitely doesn’t need that. :rofl:

Alright, everyone, finally finished Laurence! Here is the link to this page:

Duck, Chonrei, Laurence

One more page with 3 more characters to go - Andy, Joe, & Tung!

-Josh

Excellent work, Josh! :tup: Compendium updated!

And now to begin the last page!

ANDY BOGARD:

Far A: 6f, +0 on block, +4 on hit
-> B: -3 on block, +1 on hit
-> B -> C: -6 on block, +1 on hit
-> B -> f+C: -6 on block
-> B -> d+C: -6 on block
-> B -> d/f+C: -8 on block
-> d+B: -3 on block, +1 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: -6 on block, +0 on hit
Far B: 8f, -3 on block, +1 on hit
-> Same strings as Far A, except that B-C doesn’t work
Far C: 9f, -6 on block, +0 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 B
Close C: 9f, -3 on block, +3 on hit
Crouching A: 6f, +0 on block, +4 on hit
-> Same strings as Far B
Crouching B: 7f, -3 on block, +1 on hit
-> Same strings as Far B
Crouching C: 9f, -6 on block
Jumping A: 6f
Jumping B: 7f
Jumping C: 9f
Neutral Jumping C: 9f
A+B: 11f, -9 on block, -3 on hit
Standing D: 10f, -4 on block, -1 on hit
Crouching D: 11f, -3 on block
Backplane A: 25f, +1 on block, +3 on hit
Backplane B: 22f, -1 on block, +1 on hit
Backplane C: 24f, -2 on block, +12 on hit
d/f+A: 8f, -11 on block, -5 on hit
-> B: -29 on block, -25 on hit
-> B -> C: -11 on block, -5 on hit
-> C: -4 on block, +2 on hit
-> C -> C: -4 on block, +2 on hit
-> d+C: -6 on block
f+B: 13f, -5 on block, +1 on hit
-> u/f+C: -29 on block

qcb+A: 13f, -3 or better on block, -1 or better on hit
qcb+C: 12f, -20 on block, -18 on hit
dp+C: 4f, -36 on block
d/b,f+A: 11-25f depending on distance, -5 on block, +1 on hit
d/b,f+C: 12-30f depending on distance, -8 on block, -2 on hit
-> d/b,f+C: -11 on block
hcf+B: 16-36f depending on distance, -11 to -6 on block
qcb+D in air: 15f, -2 on block, +4 on hit

qcb,d/b,f+B+C: 20-45f depending on distance, -11 on block

qcb,d/b,f+C: 13f, -4 on block
-> Mash C: No difference in frames since last hit is the same

f+A+C: 18f
d+A+C: 18f
d+B+C: 32f

JOE HIGASHI:

Far A: 6f, +0 on block, +4 on hit
-> B: -4 on block, +2 on hit
-> B -> C: -4 on block, +2 on hit
-> C: -4 on block, +2 on hit
Far B: 7f, -3 on block, +1 on hit
-> C: -5 on block, -1 on hit
-> C -> qcf+C: -13 on block
Far C: 9f, +2 on block, +8 on hit
Close A: 6f, +0 on block, +4 on hit
-> A: -5 on block, -1 on hit
-> A -> A: -6 on block, -2 on hit
-> A -> B: -3 on block, +1 on hit
-> A -> C: -5 on block, +1 on hit
-> A -> d/f+C: -10 on block
-> A -> u+C: +0 on block, +6 on standing hit, +8 on crouching hit
-> B: -3 on block, +1 on hit
-> B -> A: Same as A-A-A
-> B -> B: Same as A-A-B
-> B -> C: Same as A-A-C
-> B -> d/f+C: Same as A-A-d/f+C
-> B -> u+C: Same as A-A-u+C
-> d+B: -3 on block, +1 on hit
-> d+B -> A: Same as A-A-A
-> d+B -> B: Same as A-A-B
-> d+B -> C: Same as A-A-C
-> d+B -> d/f+C: Same as A-A-d/f+C
-> d+B -> u+C: Same as A-A-u+C
-> C: -4 on block, +2 on hit
Close B: 7f, -3 on block, +1 on hit
-> C: -6 on block, +0 on hit
Close C: 9f, -6 on block, +0 on hit
Crouching A: 6f, +0 on block, +4 on hit
-> Same strings as Close A
Crouching B: 7f, -3 on block, +1 on hit
Crouching C: 9f, -3 on block
Jumping A: 6f
Jumping B: 7f
Jumping C: 9f
Neutral Jumping A: 6f
Neutral Jumping C: 9f
Hopping C: 9f
A+B: 11f, -9 on block, -3 on hit
Standing D: 9f, -6 on block, -3 on hit
Crouching D: 10f, -3 on block
Backplane A: 26f, +1 on block, +3 on hit
Backplane B: 23f, -1 on block, +1 on block
Backplane C: 25f, -2 on block, +12 on hit
b+B: 10f, -2 on block, +4 on hit
d/f+B: 11-23f depending on distance, -12 to +0 on block
Dashing C: 9f, +2 on block, +8 on hit

Mash A: 9f, -16 or worse on block, -2 or worse on hit
-> qcf+A: 15f, -7 on block, -1 on hit
-> qcf+C: 19f, -4 on block
hcf+A: 15f, -12 or better on block, -10 or better on hit
hcf+C: 20f, -17 or better on block, -15 or better on hit
dp+B: 6f, -37 on block
qcb+B: 22-31f depending on distance -8 on standing block, -4 on crouching block, -2 on standing hit, +2 on crouching hit
d/b,f+B: 10-20f depending on distance, -10 to +0 on block
d/b,f+C: 21-34f depending on distance, -22 to -10 on block

f,hcf+B+C: 28f, -30 on block

f,hcf+C: 2f, -39 on block
f,hcf+D: 23f, -39 on block

f+A+C: 18f
d+A+C: 18f

NOTES: During the startup of the f,hcf+D, Joe goes into the backplane; he is vulnerable to D attacks but not anything else.

His Far C is like Sokaku’s - its recovery is kinda long when whiffed, but cut short when it hits or gets blocked. That’s why the frame data is so good.

TUNG FU RUE:

Far A: 5f, +0 on block, +4 on hit
Far B: 8f, -3 on block, +1 on hit
Far C: 8f, -8 on block, -2 on hit
Close A: 5f, +2 on block, +6 on hit
Close B: 5f, -1 on block, +3 on hit
Close C: 6f, -4 on block, +2 on hit
Crouching A: 5f, +2 on block, +6 on hit
Crouching B: 5f, +0 on block, +4 on hit
Crouching C: 9f, -6 on block
Jumping A: 5f
Jumping B: 6f
Jumping C: 12f
Neutral Jumping B: 6f
Neutral Jumping C: 8f
A+B: 10f, -6 on block, +0 on hit
-> C: -6 on block, +0 on hit
Standing D: 9f, -9 on block, -6 on hit
Crouching D: 13f, +8 on block
Backplane A: 27f, +1 on block, +3 on hit
Backplane B: 22f, -3 on block, -1 on hit
Backplane C: 26f, -3 on block, +13 on hit
d/f+A: 9f, -14 on block, -8 on hit
-> C: -6 on block, +0 on hit
Dashing Far A: -1 on block, +3 on hit

qcb+A: 13-24f depending on distance, -10 to +1 on block
qcb+C: 26-41f depending on distance, -14 to +1 on block
qcf+A: 25f, -8 on block, -6 on hit
dp+B: 5f, -32 on block
qcf+C: 18f, -11 on block, -5 on hit
-> Hold C: When released immediately after 4 hits, you are -4 on block and +2 on hit
-> Hold C for 45+ frames then release: Highly variable data, but generally around -21 on block and -15 on hit
C+D, C+D: Can perform a followup during the scratch animation
-> B: 5f, -38 on block
-> C: 26-38f depending on distance, -8 to +0 on block
-> C+D: Can perform the B & C followups during the kneeling/falling animation

f,hcf+B+C: 10-56f depending on distance, -36 on block

f,hcf+C: 1-43f depending on distance, -44 on block

d+B+C: 19f

NOTES: As you may be able to guess from this, Tung can link a few things from his close A and crouching A - most notably close C.

The S-Power only combos from the first hit of his close C, at point-blank range. That 10-frame startup doesn’t go very far.

At very close range, the P-Power will hit if the opponent isn’t blocking BEFORE the super flash; its startup allows it to link after any A or B attack at very close range, though these are not really hit-confirmable. It combos from anything else in the corner, but outside the corner…about the only good hit-confirm is Jump C into P-Power.

The A+B->C string gets you thrown for free even when it hits (unless used as a crossup, I think). Yes, it’s +0, but you can still be thrown during the startup frames of a jump (ala SF2).

-Josh

Good work, Josh! I’ll be adding that to the compendium. I knew the :qcb:+:snkc: had horrid frame disadvantage on hit / miss, but I had no idea it was quite that bad. Same with the :uf:+:snkc: following the :r:+:snkb:, yeesh.

His Sho-Ken (:qcb:+:snka:) and Shadow Split (:db:, :r:+:p:) are great harassers, and can do grievous damage to the opponent with his launcher into his Dive Kick (:hcf:+:snkb:) into his anti-air (:dp:+:snkc:). Unfortunately, aside from that he doesn’t have too much going for him. I may do a write-up of him soon.

As for Xiang-Fei I’ll need help with the combo / strategy section with her (since I don’t use her much), but I’ll be able to do everything else.

By the way, Josh, I was thinking of going through all the different frame data and doing the graphical commands for all the moves to pretty things up and make it easier to read. What do you think? :wonder: It’d be part of an overall projected to further consolidate and organize the data that’s been compiled throughout the thread.

Ultimately I’d like to organize the writeups, frame data, and maybe even damage data (though that’s not as important) by character. So that way when a person clicks on a links to say, Bob Wilson, they’ll have his movelist, combos, strategies, frame data, etc. all laid out in front of them. :wow:

It’s certainly an ambitious project, but hopefully by the time it’s all done, with the contributions of the people in this thread and players outside (players such as Goh_Billy, Yor, and others) that this will become the resource for RB2. :tup:

By all means, Big, it would be great if you could pull it off!

Also, frame data is now DONE! Joe & Tung were added to the same post with Andy, so update that in your links. =)

I could do a Sokaku guide sometime, but that may have to wait a bit - got a lot on my plate right now!

Many thanks,
Josh.

Actually I’ll re-link the Compendium since we’re on a new page. Congratulations on finally completing the frame data, Josh! :party: Can finally take a load off. That is…unless you wanted to do Alfred, too. :rofl:

I also need to redo the tier list and make some minor shifts (lower Kim, potentially raise Geese and Sokaku, possibly add Alfred in his own tier). Unfortunately, since my posts at the beginning of the thread were on my old Mr. Big account (deleted and recreated to fix login issues), I can’t go back and edit those posts. :bluu:

Hey dude you never gave me an update how that Spanish assignment went!!

lol.

:lol: Been on Spring Break since I turned it in. I’ll be back there Tuesday, though. Thanks again for the help, by the way! :tup: