The Fatal Fury Real Bout 2 Thread

Not sure if you’re able to play online at all, but Mary (as well as Franco and to a lesser extent Chonshu) is my main character. I’ll be more than glad to show you a bunch of tactics with her. :tup: Also, I wrote a faq on her that you can find in the link within my signature. :bgrin:

As for the thread switch, Josh wanted to put it into the Fighting Game Discussion forum since there are more visitors to that forum than in the Strategy Zone. Admittedly, it’s hard not to feel a bit hijacked by the suddenness of it :bluu:, which is the main reason why I haven’t been posting so much (rather killed my desire a bit) but it was done with good intentions in mind.

We could keep things going here, of course, but it might be easier to keep everything in one place. Maybe there can be a way to totally consolidate everything into a single thread. :wonder: I’ll check into it.

yay, 2DF finally put this game up there to play.
Played against God 2.0 and astral and reminded me how much i suck at Real Bout 2.

Any tips for learn Lawerance or should i not even bother >.<
the only characters i know so far are Bob, Rick, and Tung =/

OMG

Soh85’s channel has another “I’m not boy” tournament. And it’s friggin’ fantastic.

Go watch the vids. Now.

That yamazaki is FANTASTIC.

Hey, Soh85 posted some new videos: [media=youtube]BEUDQkCf7Mc&feature=channel_page[/media]

I never got into the Fatal Fury series (aside from MOTW) but when I saw these videos, I decided to try out Real Bout 2. I really dig on it, and I’m focusing my efforts on Geese, Krauser, Terry, Kim, Yamazaki, and Rick. It’s so cool to finally play an SNK game where Yamazaki is high tier. The only thing I don’t like about Real Bout 2 are the somewhat awkward H Supers. I know the motion, but they seem to come out half the time. I really wonder why the creators decided to use K + S with a HCB + F motion. Other than that, it’s fantastic. Thanks for this thread.

There aren’t any supers other than S-Powers (when your life is red, or when you have a full meter) and P-Powers (when your life is red and you have full meter). H-Power just shows that you have enough meter to perform a breakshot.

As for the S-Power supers using :snkb:+:snkc:, there’s definitely other button combinations that I’d prefer (they could’ve easily been :snka:+:snkb: without getting in the way of anything), but it’s something you’ll get used to in time. Worse comes to worst, you could always just set :snkb:+:snkc: to a single button.

And actually Yamazaki’s pretty good in virtually every game he’s in, he’s just not the most intuitive character to use effectively.

It’s weird, I can pull off the S super for Kim and Krauser pretty easily . I set a button macro for BC and did HCF X2 for Kim, and it comes out almost 10 times out of 10. But for everyone else, it comes out 50/50. I don’t know why too.

fight me

Hmm, odd, as all you have to do is :hcf:+:snkb:+:snkc: in the air. :xeye: I mean, it makes sense that a super won’t come out when you are doing the wrong motion for it.

RB2 Faqs: http://www.gamefaqs.com/coinop/arcade/game/562641.html

The New RB2 Thread: http://forums.shoryuken.com/showthread.php?t=153089

Hope these help! :tup:

Thank you, Mr. big’ ve reminded me the Soh channel and lighted my fury on RB2 again. When Cheng got beaten up by turtle user of Krauser. I just want to do M.J. move and yell ‘is that it’? After so many years I’ve stand enough. Below are how to crack a camping turtle:chainsaw:

First of all, keep away from opponent. :snkd:with:snkb:,:snka:and:snkc:can all combo with:d::snkc:plus:d::snka:+:snkc:or:qcb::snkc:or even:l::snkc:for overhead attack. Light jump backward :snkb:and small roll across opponent jumping are effective on controlling distance.
Second, attack with kara cancel. :qcf::snka:+:snkc:can cancel with fireball or the snaking move(:db:or:df::snkc:). :db:charge up:r::snka:+:snkc:can cancel with belly Blast or big roll for counter attack or snaking move.
Third, Once opponent block your fireball. :qcb::snka:can kara cancel with flexible Geezer follow with big or small roll for counter attack. :db:charge up:l::snka:+:snkc:can cancel with belly Blast or s.power super. If people believed you are pretending. Simply:qcf::snka:keep the fish on your hook.

With the breakshot small roll keeps the opponent bleeding. You should be enjoying the show easily. But skillful player will stay close and wait for a chance to do big damage. Below are how to be solid at close range:grrr:

:db:charge up step forward(:r::r:)for half second can do belly Blast(:u::snka:) or backstep then small roll. Mix up those with jump:snkc:to get close.
Further, when jump attack land followed by:d::snka:or:snkb:then 3 choices:chat::d::snkc:with feints or other move cancelled. :qcf::snkb:with fireball or :l::snkb:then:l::snka:with small roll but opponent may escape.
when jump attack land very close followed:r::snkb:with low jump:snkc:for cross over or :l::snkb:with low jump:snkc:for normal attack. If you followed:snka:with:snkc:for hitting below or :snka:with double orb attack(:r::snka:) for overhead attack.
The last but not the least, high fireball(:dp::snka:) protects Cheng when you try to get close to the opponent. If people ran away simply:qcf::snka: or high fireball again to save the risk and keep the fish on your hook.

In certain degree what Mr.Big said about randoness of Cheng is true. That’s the reason for this Asian being even harder to be figured out. Anyway sorry for my absence. I wish Malven or others can make use of this. There are still many thoery and combination to be tested. A prefect writeups would be just boring and hopeless.

Sorry I’ve made quite a few mistakes in the former statement. I was too tired tying it at late night. Now I would like to correct it although I am still not very satisfied from it.

how to be solid at close range
Firstly, when jump attack land following 2 sets of mix up. :snka:then:snkc:is combo or :snka:then low jump:snka:or vertical low jump:snkc:. The other mix up of 4 choices are :d::snka:or :snkb:then:d::snkc: cancelled with feints or other moves. :snkc::snkc:or :snkc: cancelled with feints or :qcb::snkc:or big roll are the most safety approach. double orb attack(:r::snka:) and low jump:snkc:are risky but rewarding.
Secondly, when jump attack land very close followed 2 sets of mix up. :snka:then:snkc:for hitting below or low jump:snkc:for cross over or even collapse of Creation (P-power :hcf::uf::snkc:)for ‘the back or front half chance attack’(move forward or backward).This P-super can also be applied on the mix up of:l::snkb:and :r::snkb:.
As mentioned before, high fireball protects Cheng from jumping into the opponent. It is the condition for far:snkb:to be a successful poke. :qcf::snkb:then fireball or :l::snkb:then small roll are both connected and kara cancellable. Of course you can always use :qcb::snka:cancelled with flexible Geezer or :l::snka:then fireball or small roll towards aggressive opponent.
At last these are some habit of mine. I cancel normals with only :d::snka:+:snkc: or :qcb::snkc:since it gives me charge up for belly Blast as I can mix up with jump:snkc:to confuse opponent.
Feint move(:r::snka:+:snkc:)is only used for investment on opponent falling on ground. either you gain time for setting up low jump:snkc: or you get a free meal with big roll for someone doing:snkd:recovery.

This time hope everyone can enjoy being ‘the mentalist’ with Cheng. :coffee:Afterall it is why I am into the FFRB2.

great post, c_australia, i didn’t know about all that stuff with cheng! good to hear from somebody who has obviously played him on a competitive level. i’ll take a closer look at those tips soon.

Sorry I am annoying but I have to do this. I find out Cheng’s:snkc:in grab range will become overhead attack. Using it with :snka:then:snkc:to hit bebow you got a 50% chance mix up attack. Normally opponent can grab you or you’ll grab him instead of using this slow overhead attack. But :snkc:with small roll is even an unblockable combo makes it a big temptation.:lovin:
I can only think of applying those on fireball, high fireball and collapse of Creation(p-power). It is not fully tested and is only with PS2 version. If someone can go further on the below contents I would be appreciated.

Correction for how to be solid at close range
when jump attack land very close followed 2 sets of mix up. :snka:then:snkc:is replaced by :snka:then:df::snkc:can combo with fireball for more damage. :snka:then low jump:snkc:will jump over unless with jump:snkd:then:snka:or:snkc: to cross over but it seems pointless to me.
The collapse of Creation(p-power) in low air(low height) can push opponent to the corner. Beside the extra hit (belly Blast)will miss and you can do 50% chance mix up of:snkc:or:snka:then:snkc:when opponent is blocking.

My new tactic of high fireball is surprisingly simple and easy. Fireball and high fireball are mix up to gain power meter. Opponent is far from the range of high fireball or not. The 3 choices are not much different.
Mix up of :snkd:and small roll. walk back(:l:charge up) for small roll to sneak up on opponent. When opponent is blocking fireball you can get close to do 50% chance mix up. You :snkd: shift to back plane to limit opponent’s movement and dominate the timing.
Mix up of fireball and :l::snka:kara canceled with small roll. Sometime just do :qcb::snka:or :qcb::snka:kara canceled with flexible Geezer will be rewarding.
Simply do high fireball again is risky but rewarding.

Opponent getting close under high fireball is the last undeveloped paradise on earth. Here are some good habit of mine.
Mix up of small roll and back step(:l::l:). Small roll hit before fireball gives you recovery when opponent is still blocking the fireball. back step let you do mix up of :snkd:and small roll.
Mix up of feint(:r::snka:+:snkc:) and big roll. Feint is to delay opponent’ s reaction then :snkd:shift to back plane to sneak up on opponent.
In the corner with fireball you can do mix up of :snkd:and small roll. With high fireball you have the chance to do legendary:snkc:with small roll. I believe everyone got their own style on doing this.

My theory is changed upside down but I am happy with that. Cheng can run away as hard as he can. From now on towards the camper, I will be loving it.

I can get this game to work on GGPO using the savestate function if anyone wants to play it on there.

It would be in the Samurai Shodown 2 room. (since no one ever really plays in there)

Just grab the savestate from here: http://www.mediafire.com/?dzd2zhjmyqq

Rename the old samsho2_ggpo.fs savestate in your savestate folder to something else so you tell them apart or still be able to play Samsho 2.

Then put the downloaded savestate in your savestate folder.

Now Real Bout 2 should load up whenever you play Samsho 2 in the Samsho 2 room.

To be able to enter the Samsho 2 room without having the rom just make an empty zip and name it samsho2.zip and put it in the roms folder.

we germans play every evening in the D&D room, using the smaller rb2 rom without sound errors (its important to have the same rom so people can spec without the reboot bug).

@c_australia: cheng’s close C is not an overhead in the arcade version. also, the BnB combo is A, charge back,C, wait a bit, 6B for the roll.

Oh my god, you germans must be good at it. Please post up some video or GGPO save file of your game.:nunchuck: It’s good you got the condition to enjoy:razz: this game.
I am suck player anyway with no expectation but your statement have broken my heart. Cheng’s close C is not an overhead. Oh, No…:crybaby::sleep:

I’d like to think I’m good at RB2, but I know I have a lot of improving to do. I main Terry, Joe, Tung, Krauser, and Rick. What’s the easiest way to play this game on GGPO so I can play against some of you great players?