The Fatal Fury Real Bout 2 Thread

No prob…I checked it and remembered an error or two in what I gave you since I did it so fast…but thats probably for the best because you dont want to too perfect or the teacher will know you didnt do it!!

:lol:

[media=youtube]lASIJyq1wAM[/media]

This is my way of returning to the thread. :bgrin:

Cheaters:rofl:

good stuff on the info guys:tup:

I believe Ghosty and I have tested this already. You can jump out or go to backplane if the chain is blocked, but not if it hits, making this move impossible to rely on.

LOL, I didn’t know it had that kind of recovery. My god, the things you could retaliate with if hit by that move…Chonshu’s Leviathan Strain, Deadly Raves, Xiang-Fei’s shoulder charge, and a host of other moves. Oh, Ducky Ducky Ducky… :shake:

And welcome back, fellas! :party:

Actually I think Kim is fine where he is. His “mixup” comes not from high/low, but from throwing out all his various normals & specials since they’re so safe; that is, he has more room to be unpredictable than most characters. And he even has a great high/low on Franco & Krauser - instant jumping A into d+B!

-Josh

kim shouldnt be underestimated. hes the strongest out of the cast along with rick. followed closely by geese and yamazaki. then again, the good thing about this game is that most can win against each other, thus becoming a matter of skill more than a matter of tier, unlike SF3TS. the only part of SF3 that just sucks. its still the best fighter ever IMO, but the tiers ruin it from being untouchable. besides, is it just me or is RB2 AT LEAST as fun as TS?

edit: just checked out the vid, yeah its a bad idea to do the (air) roll move. his GOOD moves only come out with 3 chickens. 4 is impossible. and even 3 is almost impossible looking at how fast you can get out of dizzy’s. though 3 can still be done in the right situations.

p.s. ive been thinking about something with duck. since i haven’t plugged in my neo and the ps2 isnt im my room now, i gotta try the shit on kb on my pc emu. which isn’t my best friend. but would it be possible to do ducks air super as an anti air. just like with SS’s ukyo’s hcf+S air move. meaning like ukyo’s (HCF, UF+S), could you do ducks HCF, UF+B+C as an anti air. i know its possible, but like a good anti air, would it also beat most incoming air attacks? right now, the emu is too hard to test out. ill try it when i plug my neo or ps2 in again. maybe somebody wanna test it out?

another edit: when mixing up with kim, don’t use his f+B up too close. use it from as far as possible so that if they can counter it will only be 1 hit instead of a combo. logical, but still.

Hmm, IIRC you can’t tiger-knee it, but Duck’s air throw is useful as anti-air if you can react fast enough.

Don’t be too loose with Kim’s moves. His Crescent Slash kick, or whatever it is called, is very easy to breakshot, and so are his lenghty combo strings.

His only mixup comes from his :r:+:snkb:. This move can be cancelled into from most of his normals as if it was a special move, which is a good thing, but it leaves you open if blocked. The real power behind Kim is his ability to do a ton of damage if you perform the slightest mistake.

um, like josh before me mentioned, :uf: + :snka: into:d: + :snkb: is another even faster overhead.

Oh, my mistake, I did not notice. Yes, if you are very close to the opponent you can use this as an almost instant overhead.

Just adding code and some color-coding to Josh’s frame data to see if they would be easier to read and such. I figured I would test things out before going through the whole thing (which is going to be a monster of a task. :wow:). What do you guys think?

RICK STROWD:

Far :snka:: 6f, +0 on block, +4 on hit
-> :snkb:: -9 on block, -5 on hit
-> :snkb: -> :snkc:: -5 on block, +2 on hit
-> :snkc:: -6 on block, +0 on hit
Far :snkb:: 7f, -9 on block, -5 on hit
-> :snkc:: -6 on block, +0 on hit
-> :r:+:snkc:: -15 on block
-> :r:+:snkc: -> :d:,:d:+:snkc:: -19 to +0 on block, -10 to +5 on hit
Far :snkc:: 12f, -7 on block, -1 on hit
Close :snka:: 6f, +0 on block, +4 on hit
-> :snkb:: -9 on block, -5 on hit
-> :snkb: -> :snkc:: -10 on block, -3 on hit
-> :snkc:: -6 on block, +0 on hit
Close :snkb:: 9f, -9 on block, -5 on hit
-> :snkb:: -9 on block, -5 on hit
-> :snkb: -> :snkc:: -6 on block, +0 on hit
-> :snkb: -> :df:+:snkc: -6 on block
-> :snkc:: -10 on block, -4 on hit
Close :snkc:: 9f, -6 on block, +0 on hit
-> :snkc:: -6 on block, +0 on hit
:d:+:snka:: 6f, +0 on block, +4 on hit
-> :d:+:snkb:: -3 on block, +1 on hit
-> :d:+:snkb: -> :d:+:snkc:: -7 on block
-> :snkc:: -7 on block, -1 on hit
:d:+:snkb:: 8f, -4 on block, +0 on hit
-> :snkb:: -9 on block, -5 on hit
-> :d:+:snkc:: -7 on block
-> :d:+:snkc:: -> :r:+:snkc:: -7 on block
:d:+:snkc:: 12f, -7 on block
Jumping :snka:: 4f
Jumping :snkb:: 8f
Jumping :snkc:: 10f
:snka:+:snkb: 12f, -12 on block, -6 on hit
:snkd:: 9f, -5 on block, -2 on hit
:d:+:snkd:: 9f, -5 on block
Backplane :snka:: 26f, +1 on block, +3 on hit
Backplane :snkb:: 24f, -1 on block, +1 on hit
Backplane :snkc:: 26f, -3 on block, +12 on hit
:df:+:snka:: 9f, -6 on block, +0 on hit
-> :snkb:: -9 on block, -5 on hit
-> :snkb:: -> :r:+:snkc:: Same as Far :snkb:-> :r:+:snkc:
-> :snkb:: -> :r:+:snkc:: -> :d:,:d:+:snkc:: -19 to +0 on block, -10 to +5 on hit
-> :df:,:df:+:snkb:: -26 on block, -22 on hit
-> :l:+:snkc:: +1 on block
:r:+:snka:: 24f, -6 on block, +0 on hit
Dashing :snkc:: 12f, -7 on block, -6 on hit
-> :snkc:: -6 on block, +0 on hit

:qcf:+:snka:: 12-18f depending on distance, -4 on block, +2 on hit
:qcf:+:snkc:: (Normal): 26f, -13 on block
:qcf:+:snkc:: (EX): 14f, -13 on block
:qcb:+:snkc:: 38-48f depending on distance, -17 to -7 on block, +0 if it hits at max range
-> :snkd:: total of 22-26f before you can move, depending on how quickly you input
:qcb:+:snka:: 50f
:dp:+:snka:: 6f, -21 on block
:qcb:+:snkb:: Can cancel to an attack after 20f, otherwise it lasts from 46-216f depending on whether and how long you hold the button

:r:,:hcf:+:snkb:+:snkc:: 12f for first hit plus 28f for second hit if the first whiffs, -19 on block

:r:,:hcf:+:snkc:: 12-16f depending on distance, +12 on block

:r:+:snka:+:snkc:: 18f

NOTE: Canceling heavy attacks into the feint leaves him +1 on block and +7 on hit.

That looks nice, but IMO the effort would be better spent creating charts in Word or something, and posting that on Gamefaqs. I haven’t heard any complaints about my posts being too hard to read, so that would just be unnecessary work on your part. =)

Thanks,
Josh.

Hehe, just my inner English Major creeping out. But yeah, I concur on the graph, although finding a place to post it might be tricky (gamefaqs works exclusively with .txt files, after all). Perhaps I’ll think of something, though. :wonder:

Well, everybody, I started a new thread over in Fighting Game Discussion! It’s a much higher-traffic forum than this one, and just about every game out there has a thread. Why not us as well? =)

So come on over, and we can continue our work! I even updated the info compendium with tons of match video links. =D

-Josh

Josh forgot to provide a link, so here it is!

New Real Bout 2 Thread!

We’ll be continuing the conversation over there, so we’ll see you there ladies and gentlemen! :tup:

http://youtube.com/watch?v=Hvbl8uouAX4
^30 min. long RB2 combo vid!

Why the thread switch ?

any idea if the vids are archived anywhere, because there’s just RB1 vids now… i wanna see a good mary player in rb2 because all I really know that’s good with her is her b+B, and her combo into backplane into mixup

a lot of stuff with her in this game seems kind of like a hail mary (no pun intended) and horribly unsafe on whiff and block

The videos are on my youtube channel, look in my sign and then in my playlists or search for “rb2 re project”.
I don’t think they are downloadable anymore but if there is something (NOT ALL) you particularly like I can upload it.