The Fatal Fury Real Bout 2 Thread

Just jumping.

Cheng Zinzan

Cheng is the man. People make a fatal mistake of underrating him :rofl:. I’ve personnaly very good results using him. Ok, i dont play against top players, but i think he can be a decent character. Oh, he’s also really fun to play. Here a guide i wish you’ll appreciate :

NB :
I will use some abreviations later:
hkh=hight kiten hinzan ; kh=kiten hinzan ; small roll=small ground roll.
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
dp=dragon punch move (forward, down, down-forward)

**************** normal attacks :**

Even though the range is more longer that it’s seems to be, distance C sucks as an offensive poke because of his short range but is fast and can be helpfull sometimes in some defensive situations. C,C does a really helpfull back move. His A normal has decent speed and range which is good to check the guard of yourr opponent or make some dash harrass (can be connect with C), Distance B is slower but has a bit more range, and gives a safer stance to cheng against low attacks and you can charge a roll during opponent’s stun block… Distance A is a good harass normal combined with dash, the priority and the speed are good. Down+A, down+b have good range and are are good as meaties (attacks you use during opponent’s wake up to pressure him) and also to check opponent’s block (down+b has more delay than down+ A but seems to be safer against ground attacks, morever that delay is good to trick potential breackshot counters). Keep in mind that those shorts attacks despite their good range lack of priority, speedness for close fights… A+b is great and can substitute C normal as a poke and you can combo it with a roll attack or cancel the recovery with a feint. Down + c has a good range but get some recovery so i sugest to use it not too close in order to limit risks, this move despite his weakness is great because you can turn this weakness into an advantage since that move is cancellable by any specials moves or feints… Back+A is one of cheng?s best poke and can also serve as a anti-air whith the right timing/distance, it’s a must have on corner with the combo (bac+A, D, small ground roll), however the recovery is very slow and the hitbox wont hit sometimes at close range… So you have to be very accurate in using that move)…

************** Special attacks

NB : About the frame data of those specials, josh did a great work, read it ;).

ground roll (charge back 2sec., fwrd + B or C)

C version of ground roll attack is more powerfull, has better range but has a slower start up. During the first step of the animation, Cheng slightly leans his body back and you can play with the range and avoid high attacks (same for feint forward + a+c) You can try from time to time the C version to deal more damages, delay your attack but use mainly A version which is safer, faster to come out and has more potential uses. The small ground roll attack (charge back 2 sec., fwrd + a) is maybe the best cheng’s special move. It has several purposes depending on the situation : attack, counter, move. The small roll attack despite his low priority is great as an anti high poke because faster than most of the attacks used by other charcters. This move can through down somes fireballs like chonsu’one and punish empty moves at middle range, this is particulary usefull to counter zoning pokes tactics. Most of the Cheng’s normal attacks can be connected with the small rolling attack, so you just have to confirm every hit with a rolling to make a lot of small combos. However, some combos are really strict like far a, c, rolling or close a, c, rolling, this is specific to cheng and you will have to practice a lot to master the buffer of the charge.
Also, keep in mind, A rolling attack is one of the best breackshot attacks in the game because this breackshot is good for any situation (counter jump attacks, ground attacks), is easy to do, fast and has good range. So dont use your sucky s-power if your health is yellow, better to keep your power to abuse of break shots.
Breakshot with the c roll version is still possible but it’s more situational cause of the roll’s delay, do it against multi hit attacks like Andy Geki Hi Sho Ken for example, you’ll deal more damages.

The small roll is unsafe so it should be used rarely as a self attack because you could be seriously punished by a fast counter (for example, kim can p-power you after blocked you…). With a good use, the ground roll attack can be enough scary to force opponents to knell down, all you need to keep pressure, full your hpower bar with hkh/kh, and breakshot again and again :slight_smile: But overuse randomly rolling attack will be your lose against good punishers or turtelling opponents.
That’s why, from time to time, i sugest to use his feint roll (forward + A+C) during your rush and your chain combos to grab and punish. Anyway, don’t forget opponents have deal with that attack and have to stay focus on their low guard, which means they are more vulnerable to… jump attacks (especially at close range)…

Ability to move is something really important. Sometime, you’re better off escaping a situation rather than trying to counter, small roll is definitely great for running away, giving you some breath… :sweat: For example use the roll to escape when opponent does a jump attack against you, a strategic back move can turn the tide of the match… You can use also some tactics ala blanka as the classic throw trick : at middle distance, use the small roll to quickly approach of your opponent, grab him.

Belly Blast (hold down 2 sec. then up +A).

This attack is really effective as an anti air when you expect from your opponent a jump, but the startup of that attack takes some frames to hurt and Cheng has to fly a bit to deal damages, you can’t use it like a flash kick… Belly blast can substitute the ground roll to punish ground fireballers like Geese, Terry, Krauser. It deals pretty good damage, has good priority but isn’t all than safe if blocked… To limit risks when you re conviced that your attack will failed you can aim the belly blast during the fly to land far away from your opponent, in a safer position.
You can hold A to fly in air to delay your attack which is fine for fooling an opponent in some circumstances (good against predictable wackup reversals, “d” counters for example).
Last but not least is one of the best special to use as a evasion move for not to be punished after a blocked Down + C (After a blocked down + C, use immediately a belly blast to land far away from opponent).

Kiten Hinzan (fireball): **qcf + a **(breakshotable).

Good as a meaty attack, for combos and to keep up pressure on opponent at long/midlle distance and on corners (dont be too close to avoid ground pokes). Don’t forget to mixup from time to time with the high kiten hinzan to discourage or counter air attacks.
Kiten zinzan dont hit on farest distance and can be punished at close range by a crouching opponent… Beware of dashs and some character’s specials/furies at midlle distance like xianfei’s spower, terry’s Spinning Kick, hon fu’s roll, Rick’s atatatatablablabla.
At midle distance, projectile battles are a bit weird with kiten hinzan. Kiten hinzan oftenly miss opponent’s pyshic projectiles because it has been designed to avoid most of the psychic attacks and hits oftently earler. Take advantage of that property to conclude a close match, if your opponent dares to fireball you, you give a free hit to him but you’ll kill him first :slight_smile:

High Kiten Hinzan (anti air fireball): DP + A. That move is breakshotable.

Of course, this attack is usefull as an anti air. With a wrong timing, High kiten hinzan can be punished by ground attacks but does a good shield against some air attacks, reversal attacks like Yamasaki’s S-power for example. At longer distance, for most of the matchups, spaming hkh is not too risky, so it’s a really good way to raise up your meter for free and get breakshots supply. Moreother, High kiten is really helpfull to plot some combos that’s why it has to be linked by anything that can put your opponent to the floor in order to have a regular high kiten set up (after down + c, rolling attack C, fatty bazooka, throw, etc.).
It’s definitely one the best tool of the game to keep pressure especially during opponent’s wakeups. Even hkh don’t hit oftenly, it’s still annoying for your opponent because opponent’s options are limited during wakeup. He can’t jump, strike and have to worry for not to be hit by the hkh while he has also to care about a simultaneously attack from you. Setup the hkh during opponent’s wakeup requires a good timing and the right distance. Not too far, not too close, not too late (If you’re convinced that the kiten will land a litlle bit too far away from your opponent, you can push him to the kiten with a early down + A and then combo with a small roll or down + c).
After some wakeup rushs, clevest opponents would try to escape from hkh with some backdash moves (before hitting the floor), in this case use normal kiten or C roll to punish them. If they abuse of “D” escape i suggest to wait a little bit after lauching hks then punish with “down D” or “D” (then ground roll). If they guard all the time, just dash a bit and go for a grab. On corners, whith a hkh setup you have to play with your range and a good high/low mixup to keep presure. Well, it’s all about mindgame ! Here some combos.

(*you can repeat hight kiten after the move to prepare next attack)

2-3 hits combo : high kiten, D (if the opponent tries to escape), small roll (if you’re near)
2 hits combo : high kiten, down C*
2 hits combo : high kiten, roll attack A or C version (charge back during hkh)
2 hits combo : high kiten, back + A (opponent will be projected on back plan)
3 hits combo (during wakeup opponent) : hight kiten ,a+b(early), small roll (charge back during kiten)
4 hit scombo : high kiten, jump b, down a, down+c* or small roll
4 hits combo : high kiten, jump c, c (2 hit), small roll or qcf+a
4 hits combo : high kiten,(dash), b, down-forward C, high kiten
3 hits combo (on corner) high kiten, (wait hit) fwrd +a
2 hits combo (on corner) high kiten, kiten
4 hits combo : high kiten, (wait hit) run, a,c qcf+a or small roll
5 hits combo : high kiten, (dash small jump)jump c, down+a, down+a, down +c* (or small roll ).
6 hits combo (against tall opponents) : high kiten, jump a c, down+a,down+a,down +c* (or small roll )

Flexible Geezer ** QCB + B(Hold B to power up**)

With that move you can avoid high attacks like high fireballs, C hight normals, high jump C attacks and some special attacks but it’s a bit risky cause the invulnerability takes some frames to proceed. Anyway, skilled players still should take advantage of that move for some matchups (Laurence for example ;)… If you manage to use it, i suggest to counter whith a ground roll attack just after cancelling the move or just grab if you can. It also can be used for mindgame as a safer feint to provoke your opponent.

Here some examples of opponents specials which should be avoid by flexible geeser (with the righ timing !)

Sky Breaking Blast (andy), Ultra Break Blast (andy spower ;), Burn Knuckle (terry), Saber Stab (laurence), Emperor Heaven Eye (chonrei), etc.

Dont forget this special to cancel some of your attacks blocked like down + c, however it requires some pratice, its a really good cancel for Cheng because your position will be reset far from your opponent and you will be safe against some attacks…

Fatty Bazooka (sneeze): qcb+C (has to be blocked low). That move is breakshotable.

That attack is a bit slow to startup and make cheng especially vunerable against potential air counters cause of his slow recovery, so be sure to guess right when you use it. Fatty bazooka gets some short invincibility properties on low then high stage of the animation, and eats all ground/middle psychic special attacks on a large scale (i’ve test on andy and terry fireballs). It’s good to punish ground dodges (Duck’s ground slide, hon fu’s roll, chonrei’s roll) or predictable dwn attacks counter. Sometime, that move can suprise if linked after a kh or a missed rolling ground attack, a blocked close C double hit, just toward an opponent during wakeup at closest range (because opponents can try to grab you during wakeup but he will give a high attack C instead…)… This move is also usefull to proceed after a blocked combo to be poked far away from your opponent (that’s why the slow recovery isn’t a big problem during the blockstun)…

Uses of specials and behaviour against punishers


The main weakness of cheng’s users (which basically rely of cheng weakness) is they’re too impatient and use to do unnecessary unsafe moves or specials when their opposents are turteling (oftently advanced players who know about cheng’s unsafe moves). When your vicious opponent is waiting for a mistake, means turteling to punish a hypothetic random roll for example, keep relax and just attack with annoying safe moves like j.b, down+A, use you feint to cut your string and make your attaks the more safe as possible, etc. ! Well, keep the pressure but don’t give a free victory to your opponent!

*************** Normal attacks (bis)

*************** The double orb attack (overhead) : (fwrd +a)

You have to make a good pressure, have a psychological advantage on your opponent or strike early to use it because it’s a very slow and short attack. This move is the main kara cancel of Cheng (means cancellable by any special). It can be usefull for fooling a opponent to jump at midlle distance and in this case counter with a hkh or with a © ground roll attack (but holding back before is required to proceed the move). The Cheng’s overhead is able to hit toward an back which is a good thing to counter a cross-up (just walk a bit, and perform a double orb, this is the coolest counter ever).
Sometime i also use it as a shield to prevent opponents to pass throw kiten hinzan or high kiten hinzan, if they dash down the kiten, the double orb should hit with the appropriated timing :rolleyes:.

************** The snaking move : fwd + a, down/forward or back + C :
Cheng quickly creep back or forward. This move avoids high/middle attacks attacks during the creep, and im nearly sure that it avoids more attacks than cheng’s roll (for example chonrei’s fireball, Andy’s hi shao ken). The good thing is that you can charge specials during animation to make some advanced ruchs. Unfortunately, the snaking animation can’t be cancelled, so this move is really risky but still has some potential uses for advanced tactics. For example :

  • Go through down slowest high attacks and counter with a standing combo during opponent’s recovery (ok, a bit situationnal).
  • Approach quickly and throw a guarding opponent with down-forward + C
  • During opponent wakeup, at close range, escape quickly and counter (rollin attack, belly balst or whatever).
  • etc.

************** Furies :

His s-Power is really really slow to come out and p-power is hard to setup against decent players so Cheng has trouble to deal an awesome large damage in a single time :sad:. Here, some tips to setup your furies.

S-power “Bursting Heavens Bopper” : Charge db for 2 seconds, then forward+ a+c. Spower is breackshotable but it’s quite uneffective…

This fury is powerfull and eats all projectiles but is on the other hand really hard to setup against decent players because of a hella slow startup. To tell the truth, you have to trick your enemy to land it, and it require some good mind game. You can try it when you are convinced your opponent will unleash a slow attack at midlle/far distance…
The s-power has also good chance to hit after a cancelled dwn+c : There is a good probability that you opponent will attempt to rush you during your down + c recovery…
Sometime, mixing kiten hinzan with spower can surprise …
Dont forget the s-power fury when missing his target lets a sort of thunder detonation which can hurt your opponent. Sometime, you can try to unleash a s-power which will have to land just toward your opponent in order to check if he knows about that odd ability… :slight_smile: “Bursting Heavens Bopper” can be combo with a kinten hinzan on corner.

P-power “Collapse of Creation” : in air hcf + c (hold). Release C just before the end of the animation to give an extra hit. The extra hit is an overhead (belly blast).

It’s true, Ppower isnt safe if you opponent blocks the last hit, but during the fury, you still have your destiny on your hand, and nothing obliges you to sacrifice yourself by landing just in front of him. If you randomly use it, unleash your fury not too high on air to reduce the risk to be punished. If you fail to hit your opponent during the first secondes of the fury, try to land in a safe postition before the end, if your opponent try to approach you, it’s still risky for him cause you can unpress C and knockdown him with an early final special overhead.
P-power is quite hard to setup against decent players, it still can work but in my opinion it’s safer to waste your power for breakshots. However, you can try the p-power with a good mind game releasing your ppower when your opponent come back to normal plan for example. Also, doing a fake bad jump and releasing ppower right next your opponent during one of his whiff animation gives good results for example :wink:
Collapse of Creation can be linked with a hitting jumping C but it’s nearly difficult to land during matchs cause of a strict timing and because it’s a bit situational (an hiting juping c whith Cheng meaning a big mistake by your opponent which is quite rare against good players). There is a trick to release the ppower during jump C, just learn to hit confirm your ppower, proceed the command hcf each time you do a jump C but press “C” (from qcf+c command) ONLY if you hit. Okay, here a big combo :

14 hits combos (deals a decent 1 + almost 1/3 bar dammage). This isn’t the most damaging Cheng’s combo, but the command execution is possible to perform during a match with all characters whatever their height and position on the screen. Some bigger combos are available on corner, even though they are far more difficult to do…

HkH, small jump c, (during hit)hcf + c, press the right direction to poke him to corner and cancel the fury in the last seconds - here wait 11 hits - you have to land right next to your opposent, back+A, D, small roll).

You can make this combo without hkh starting only from a small jump C, it deals less damages but but you have better chances to do it during a match.

************** Manage air attacks :

All cheng’s jump attacks have very good priority but you have to play with their range to use them properly.

The C cheng’s air attack is powerfull, usefull for rush and cross over but gets small range which is bad for air to air batlle and against pokes… You have to use it at the closest distance from your opponent, right down to Cheng or right next to Cheng in air to be effective. The jump B attack is great to dominate all air fights because hits at long range and lasts during almost all the jump. In my opinion, this is the one you should use the most as a poke in air. Better to use the A version to hit a crounching opponent at closer distance, or to strike early if necessary.

*************************** Feints and cancels

Chengs feints are “down + a+c” (feint bazooka) and “forward + a+c” (feint roll). Definitely, the best feint to use is the roll feint (forward + a+c), especially if you are a roll whore, this is good for the mind game.
Roll feint is faster so it’s safer to cancel your attacks, and has an interesting property : it avoids some hight attacks like high c jump attack, and some distance C at long distance.
However, Feint bazooka is far from useless for mind game if you want your opponent to jump, and counter whith a HKH for example or belly blast :)…
Flexible geeze (qcb+b) can be considered as a feint cancel too, great to confuse your opposent and avoid next high attacks. The best thing is that move pokes you a little back from your opponent, good if you were a bit too close…

************** Extra combos :

3 hit) Dash, hold back and far A, C small roll
2 hits combo (on corner) high kiten, kiten
3 hits combo : jump b, down a, down+c* or small roll
4 hits combo : down +A, down + A, down + A, down+c* or small roll
4 hits combo : jump c, c (2 hit), rolling a or qcf+a
5 hits combo : down +A, down + A, b, c, kh (can miss)
4 hits combo Jump c, a,c, small roll (charge after A)
5 hits combo : jump c, down+a, down+a, down+a,down +c* (or small roll).
5 hits combo (against tall opponents) : jump a c, down+a, down+a,down +c* (or small roll)

(2 hits) a+b, small ground roll
(4 hits) jump c, b, down-forward + c, high kitten

(5 hits from back plane) A or B or C, C C C C, b, b+B (back to a safer position).
NB : That move is an overheard during the first hit, then it will hit low. Don’t abuse that move, because it’s risky (if opponents use “D” sweepline, this will set you on a disadvantage situation). Use that string properly to suprise your opponent.

NB2 : All cheng’s combo with small roll require a really good timing.

*************** General stuffs about him :

Cheng does have a number of weaknesses,

Despite his good defense abilities, close fights can be a trouble for Cheng because his short normals lack of speed and priority, and the best you have to do against excellent rushers is to run away when the opportunity comes in. That’s why build meter (with hkh for example) should part of your strategy because it’ll help you a lot to get the shit out of embarassing situations with breakshots, especially on corners… Cheng is weak during the 2nd part of the round when opponents get their red bar. His furies are lesser effective than other characters’s one. Moreover Cheng’s combos and furies arent so big and are a real pain to setup. So you cant expect save your ass with insane combos or randomly lucky furies, comebacks are definitely something harder for Cheng… You have to find more opportunities, being methodical to hurt your opponent.

Furthermore, when bars are turning to red color for both players, Cheng can be hardly punished in using his physical specials which aren’t safe on block, and there is no doubt an opponent will try to cheap you during your recoveries…
But ability to move, zone and setup situations are a big thing which shouldn’t be underrated and fortunately Cheng can be a decent character with good mindgamer players… Predictable opponents should have real troubles against him cause he’s a good punisher thanks to his specials and his main breackshot (B rolling attack). Cheng also walks a bit faster than other characters which is a good thing to grab defensive opponents and his small height is also an advantage to throw when your opponent miss his cross over. He’s a decent defenser but he’s enough versatile to be really annoying in an offensive way with his excellent jump attacks and his high kiten hizan setup which is one of the most interesting special in the game. He’s also very good in “keep away”, “hit and run” tactics thanks to a bunch of escape moves (c,c; rolling attack, creep move, flexible Geezer) which can help a lot to handle zoning tactics. Some of those moves are difficult to master, but they give to Cheng something that make of him a deep, a confusing and a potentially strong character.

Here a match video which is a good example of what can be done with a skilled Cheng player (not me :wonder:). [media=youtube]fYsOFpQ0VT0[/media]

Here my youtube account, you will find some cheng’s casual matchs, not top level but i wish still interesting to watch.

Good luck.

need to bring some life back in this thread

Very nice Cheng info. Keep it up!

The movie file is a bit misleading though, as if you actually look at the Conrei player you will realize he is not very good, making it appear that the Cheng player is probably having an easy time. Mr. Big pointed this out to me after I had seen the movie and only focusing on Cheng.

I believe Cheng should be given more credit than people seem to give him. His playing style is quite different to the other characters and probably often misunderstood.

I agree. I think that most people look at Cheng and go “low tier? Get that mess out of my face.” Fortunately, the differences between tiers in Real Bout 2 are about as low as they’ve ever been, and almost every character plays distinctly different from every other character, which is very refreshing. Cheng also seems kind of bad because of his slowness and lack of comboability, but a good Cheng will unorthadox you in the face.

Well, personally I think he does not belong in the low tier. I’d say mid. As for low tier, I would probably put Billy and Tung. They both lack options, mix-up, and combo potential.

I don’t know. cheng sucks. I play him, and know a decent amount about him and its just not really worth it. He has no guaranteed big damage off of anything, gets destroyed by the top tier for free, has shitty breakshots (even the rolling sucks as it’s often to slow to punish things , it only hits alot because people forget it’s a low…) Anyway Cheng is good if people haven’t played this game. After that he’s just trash. Fun to mess with and you may scrape out some wins, but if you play anyone who knows what they are doing you’ll definetly lose.

Also tung is much better than him… Tung does tonsssss of damage and that alone makes him better than cheng.

Cheng does do more damage that I thought he would given his lack of combos, but he has more going against him than for him. He also has some bad matchups against people with good range (Franco, Krauser, Geese, Yama, etc). His two main attacks (his fireball and the roll) leave him very punishable (especially the roll, when it’s blocked).

That said, he’s better than I thought, but still a low-tier char in my mind.

Tung lost a ton of moves from RBS, where he was definitely a high tier character. The one that hurts the most is the loss of the Sai-Sho-Ha. Basically think of it as a fast (in XI and NGBC, it’s blindingly fast) Yamazaki Snake Fist that was uncounterable, ate fireballs while still connecting, and beat damn near everything. It was the best poke in the game, hell it’s one of the best pokes in any fighting game. He got it back in NGBC and XI, but he’s hurting without it in RB2. As it stands now, his best move is the :qcb:+:snka: It has good priority, speed, damage, and is quite safe. But as said before, though Tung is pretty solid when played tightly, he’s seriously lacking in options now.

I’ve been agonizing over trying to boost the quality of the vids I upload to youtube, but I found out that they recently changed how all that works, so the videos aren’t going to look too hot (which is a shame, I spent 3 days messing with that). Anyway, in the meantime, here’s some good RB2 match vids!

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

Kim vs Chonrei: [media=youtube]hOihkL5DIbk[/media]

Geese vs. Krauser: [media=youtube]bH_K5_KxJ5U[/media]

I’ll try to get some more up there soon!

Just a little update. FullMetalJ uploaded one of the setups to Rick’s infinite on Youtube and asked if I posted it here, so here it is!

[media=youtube]9j2_umKA2I8[/media]

Will be uploading matches between he and I real soon. :slight_smile:

Uploading a bunch of match vids now between myself and FullMetalJ. Laurence isn’t a character I generally use, but in these sets of videos I’m using him, Mary, and Franco. Now that I have a good piece of recording software, I’ll be able to upload more of my matches (in smaller, bite-sized portions) and link them here. In the meantime, enjoy! :wgrin:

Laurence Blood:
[media=youtube]wBVWDrIJ-pc[/media]
[media=youtube]FPeYh_o0b4g[/media]

Blue Mary:
[media=youtube]HAM7jz_0GqU[/media]

Franco Bash:
[media=youtube]MFWOwRCVbgQ[/media]

In Vids 1 and 2, I’m sticking to Laurence Blood, in 3 I’m Mary, and in 4 I’m Franco Bash. FullMetalJ switches up a lot, so I’m sure you’ll see a plathora of characters there.

The quality is rather lacking, since Youtube downsamples the vids when they process them. But at least you can see what’s going on. ^^;

@KabukiMono

Despite his weakness (punishable move), this move still get some advantages. C roll is slow but powerfull (Cheng also can avoid some attacks during the first step of the animation), and A roll is one of the fastest attack of the game and has also a good range (not so easy to anticipate). Anyway, a decent Cheng won’t ramdomly use the roll (A or C version) against good punishers, he would play only with safe moves. And there many situations he can use the roll safely (counter dash, miss moves, fireballs, poke, incoming special, etc.). Opponents have to deals with that attack and keep concentrate on their block, that enough to nerf opponent’s offensive potential and let cheng play his game. This move is also really helpfull for combo and runing away. Imo, this is not so bad :slight_smile:

Small roll breackshot don’t give so much damage but comes out really fast, and is really easy to do and never nerver miss. With that move Cheng can reset the rythm of the match. That’s what make this breakshot so good.

Now, i agree with you, Cheng is not easy to master and players have to make more efforts with him to win against some characters but pick Cheng and train seriously is far from useless. I shouldn’t put Cheng myself on mid tier because unfortunately i need experience on matchups with serious players and i dont meet enough online to validate my believes (the few people i use to meet online play for fun and i cant blame them for this). But i clearly see strenghts, options that make him a decent character and higher than ppl use to think about him.

Btw, I will edit my guide soon to fix some stuffs, mistakes and give extra informations.

@Mr. Big : Thanks for sharing, those matchs are very good, you damn strong oO. I know someone who is currently training with Mary and Laurence, he will be glad to see his favorite characters on the spotlight :slight_smile:

About duck, i 've seen a vid which make me believe his ppower is not so crap, its seems that you can dizzy the opponent during combos and deal a lot of damage pretty easily. [media=youtube]WOg0L6ggDrw[/media] (watch at 0:40).

Man, Laurence looks like he’s hella fun to use. I think he’d be my kind of character. Namely, a character that I don’t need to learn big combos for :bgrin: .

Also, does Rick have any weaknesses? I ask in all seriousness, as I want to know what to do if I face a good Rick player.

Thanks! I’ll post some more soon. Especially since I’ve been getting messages and challenges like crazy ever since I’ve posted them. =-o I was kinda off with Mary that day (in fact, I haven’t been playing well at all with her lately), but I’ll try and get some better stuff with her soon. :bgrin:

The problem with Duck’s Duck Dance P-Power (well, one of the many) is that it doesn’t always dizzy when it connects. If it did, then that would be a redeeming quality to it, but it’s basically a -heavily- nerfed version of the Mary Escalation (which is fast enough to perform in mid-combo).
Duck was awesome in RB1 (vicious midgames) and he was solid in RBS, but in RB2 he’s basically relegated to his :snka:-version Duck Balls and his sick S-Power, the Break Spiral.

And since I’ve been getting a lot of questions about info that’s already in the thread (especially with Franco, it seems that the vids have started a Franco fever :wow:) I thought I’d post links to all the guides post here so far.

[COLOR="#ff0000"]RB2 FAQs[/COLOR]: http://www.gamefaqs.com/coinop/arcade/game/562641.html

Franco Bash: http://forums.shoryuken.com/showpost.php?p=4328231&postcount=2
Bob Wilson: http://forums.shoryuken.com/showpost.php?p=4353624&postcount=35
Cheng Sinzan: http://forums.shoryuken.com/showpost.php?p=4470461&postcount=82
Wolfgang Krauser: http://forums.shoryuken.com/showpost.php?p=4339428&postcount=17
Geese Howard: http://forums.shoryuken.com/showpost.php?p=4390148&postcount=62
Hon-Fu: http://forums.shoryuken.com/showpost.php?p=4383961&postcount=57 & http://forums.shoryuken.com/showpost.php?p=4383961&postcount=20
Kim Kaphwan: http://forums.shoryuken.com/showpost.php?p=4360476&postcount=44

Akutabi’s Tier List: http://forums.shoryuken.com/showpost.php?p=4331801&postcount=10

Ghostpilot’s (aka: Mr. Big) Tier List:
Top - High: http://forums.shoryuken.com/showpost.php?p=4331965&postcount=11
Mid: http://forums.shoryuken.com/showpost.php?p=4333118&postcount=12
Low: http://forums.shoryuken.com/showpost.php?p=4333118&postcount=13

Hope that helps everyone!

Very well, since people might actually be relying on my Hon-Fu guide for information (uh-oh), I’ve decided to make a match-up chart for Hon-Fu:

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)

Discuss.

[media=youtube]Hvbl8uouAX4[/media]

I think this goes here if it hasn’t been mentioned yet.

Great find! I didn’t know Bob could juggle Cheng like that. I went in and did that combo myself, and it’s pretty easy. I wonder what other combos are Cheng-specific, as well as other chars (aside from being height-related, that is).

I’ve got a bunch of videos going up now of Franco mirror-matches of me vs. Nocturnal. He’s starting to learn Franco and he’s off to a good start. :smile: I’m P1 (Orange) and he’s P2 (Yellow).

http://www.youtube.com/profile_videos?user=Ghostpilot

Till next time!

aGREED, Tung has some good combos into his P. Power that result in big damage.
Nice match uploads:pray: will DL them in the near future :smokin:

Tung does not do “a ton of damage”. Sure, he CAN do good damage IF you manage to land his supers or his meditation -> super okiedokie juggles, but then again, who doesn’t? His S-Power is very very risky, his P-power is good, but has short range. He has a almost suicidal anti-air, and his projectile is not good for anything else than absorbing projectiles.

Tung also does not have anything special to combo into his P power from. He can do it from a low B, a close C, a deep hit jump C, or his df+A,C combo. These combos are all linear, they don’t have any way to change between low or overhead hits, so if you block the first hit, you will also block the super. Also, his normal combos do little damage compared to most other characters.

Tung is fast, has some nice priority moves, and some good small combos, but to claim that he deals a ton of damage is just silly. As far as I am concerned, Cheng can deal more damage in a go than Tung can unless Tung has P-power.

Just to add to this, Tung can also combo his P-Power from his :qcb:+:snkc:, his :dp:+:snkb:, as well as the powered up :snkc::snkd: taunt versions of both moves. He can also combo the :dp:+:snkb: from the :qcb:+:snkc: (as well as the powered up versions). So Tung could do…

:qcb:+:snkc:, :dp:+:snkb:, :r: :hcf:+:snkc: in the corner, for example.

Doing that will do about 50-55% damage, which really is a lot less than it appears. A number of chars can do that kind of damage without meters. Kim, for example, can do that much damage without using any specials or supers. Tung has to use two specials and a P-Power to get that kind of damage.

His S-Power is pretty risky, and would really benefit if Tung had any ability to knock someone into the backplane. The only way to combo into the S-Power is from a deep air :snkc:, a :df:+:snka:, or the first hit of the close :snkc:.

He’s not a big damage character and he’s not very flexible, but he’s fast, has a good set of normals, and a tight playing style. Though Cheng has arguably higher damage potential than Tung, Tung can do his damage far more safely than Cheng can. In fact, Tung can have practically zero openings if you play him carefully (hit & run, mid-range poking, and :qcb:+:snka: harrassing).

Of course playing him that was is kinda boring, :zzz: and totally infuriating to an opponent,:arazz: but it does work. :smile:

So in short, yes Tung can do damage, but he has to over-extend himself to do it.

He’s not a big damage char, but he’s one of the safest chars in the game if played that way.

Dammit, now I have to clean off all the coffee I just spit-taked onto my desk.