wat no duck king
That is pretty good quality, but really, I don’t think it makes too big of a difference, so I think you can just keep putting them on youtube if it’s easier for you.
Man, CPU Andy did more damage to you than most of your actual opponents.
Hehe, yeah, that was on the tail end of a time when fighter’s would (annoyingly) read controller motions that were being in-putted and then instantly respond with an attack that would beat it. Even the absolute worst characters in the game could become gots in the hands of a “psychic” computer. It’s especially funny when a computer perfectly counters a fumbled motion.
“I know you didn’t know I was going to do that, because I didn’t know I was going to do that!” :arazz:
And Earnestu, just do a search for Duck King in the thread, there’s been some posts of him (I did a couple). His game basically centers around his :snka: version Duck Balls and his Break Spiral S-Power. Using anything else will likely get you horribly, horribly murdered. He (like a couple of chars: Tung, Laurence, Andy, Billy, Mary) pale in comparision to their older and later versions. I’m not sure why they felt the need to make the huge changes that they did, but that’d come to their sences in later games.
QFT.
I have something to ask about Geese. What does he say after performing his divine punishement ? I have a theorie :
“Die howbow !” … but may be it’s wrong XD.
Ghostpilot, imo you should keep your upload on youtube, Youtube is just perfect for what expect people (decent framerate, fast process and last but not list a huge centralising library/community).
For those who are searching match vids, there 3 french tournament vids you can download from the french website Console-league in good quality ( All the videoshave been uploaded by fathryo).
tournament 1 :
http://www.megaupload.com/?d=OCPNS4IS
tournament 2 :
http://www.megaupload.com/?d=A0SYY1UI
tournament 3 :
http://www.megaupload.com/?d=XIFFIIW7
Here the characters who are played (Andy, Joe, Tung, Krauser, Franco, Xianfei, Hon fu, Chonrei, Chonshu, Rick, Kim, Billy). The playstyle is a litlle too much “hit and run” (and turteling) sometime but still really good stuffs to watch.
I’m curently learning Mai, i’m not confortable with her speed, she damn fast and my main are slow guys (Geese and Cheng) so i feel a bit vulnerable with her for know but i think it’s just a matter of time. All you said Ghostpilot about her is true, she really lacks some priority (sweep) and some moves don’t hit at the range expected. His j. C during air battle is a bit weird too, it’s like i have to do it earlier to hit properly… Don’t she has any overhead ? I miss it.
I love his godly “C” and her rush skills, she has amazing feint cancels for pressure on corners .
I’m nearly sure than you can avoid fireballs during ppower’s run (i tried it against chonrei but i should try one more time) and you can perform down+a+b after a hit jump B attack. Last tip, it seems Geese can’t counter Mai’s Ryu Em Bu (qcb+a) :P…
The scene lives again! Good find, I’m downloading the videos right now. I’m looking forward to the variety of characters.
lol, Geese never gets old. I think he says “Die! Forever!”, as opposed to dying for a half hour. I laughed myself silly the first time I heard Geese’s taunt.
“Let’s boogie doobie!”
EDIT: watching the first handful of videos. I don’t know why, but that Hon-Fu was Terrified of Xiangfei. I was also amazed at the second round, that Chonshu player hardly seemed awake. Franco’s psychic Armageddon Busters were awesome, though.
Nice stuff, Malven! I’ve got the videos downloading now. I’m really interested in seeing the level of play in the videos and the variety of characters.
Yeah, I haven’t been posting too much lately with being busy with finals coming up. Not to mention that for some reason, SRK has been giving me big problems whenever I’m logged in.
Whenever I’m logged in, I can’t view and threads. When I click on one, it just sits at a white screen. With being on the 'Net as long as I have and having used to work for an ISP, I thought I had seen it all. Whatever the problem is, though, it seems to be on SRK’s end, as it happens on every machine / browser I log in with. It’s been doing it for about 2 weeks now and it’s just driving me crazy. :crybaby:
I’m watching the vids now, and they’re very good. Judging by the modified colors and the arranaged music (man the arranged versions suck. =( Except for Krauser’s so far), it’s the Battle Archives 2 version of the game.
The first set of videos has Li Xiangfei, Hon-Fu, Wolfgang Krauser, Jin Chonshu, Jin Chonrei, Franco Bash, and Rick Strowd. I had each match listed seperately in my post, but in doing so a keen eye could tell by looking in the later matches who won in the earlier matches.
Anyone who’s a Xiangfei fan would love this set, as the guy playing her has the best one I’ve seen. There’s a lot cautious poking / hit and run tactics that you’ll see in tournament videos, and even a bit of cheese (on Krauser’s part). Some guys choked and some of the others I wanted to shake and say “NO!” but it’s good stuff, overall.
Yeah, Geese says “Die forever!” when he does his Divine Punishment pursuit. Geese is a char (along with Rugal Bernstein in KOF) who was thought dead multiple times (Geese is thought to have been dead for good in Mark of the Wolves, where he essentially committed suicide).
As for the videos, yeah, I think I’m just going to keep them up on Youtube: it’s where everyone goes anyway, it works for everybody, and it’s easier for me. Unless someone beats me to it, I think that I’ll dice the videos up and upload them to Youtube when I’ve got the time.
I was wondering if anyone could just put up some Terry or Rick info? Or at least link to some good Terry info?
I just play this casually and really have a noob’s mindset to this game (not to say I’m not a noob in other games, I’m just a BIGGER noob in this game).
Heyas Dark and welcome to the thread! I’ve dabbled in Rick and Terry, and I know how to fight them and how they’re best to be utilized, but not so much the intricitacies of their moves.
The best Terry and Rick player I know doesn’t do much in the way of posting. I’ve asked him if he could do writeups of them both, but he wasn’t comfortable undertaking something so large as a write-up.
You can find some moves / chains / combos from the faqs linked in my signature, though. From there you’ll find brief overviews of both chars (as well as the rest of the cast) in my tier list write up.
There are two things that have always defined Terry’s playstyle. One of the things that makes Terry so damn dangerous is that he’s got such crazy recovery frame advantage on so many of his moves. He has the range, speed, power, and priority to put anyone on the defensive and the anti-airs to keep them there, which is his other defining characteristic (though to a somewhat lesser effect in RB2).
Terry is a veritable no-fly zone. Not only does he have several dedicated anti-airs, he’s got a bunch more moves that could be used as anti-airs. How many characters can you think of with more than half a dozen anti-airs?
Close :snkc: (Bufferable)
Far :snkc:
:snka:+:snkb: (Bufferable)
:df:+:snka: (Bufferable)
:df:+:snka:, :uf:+:snkb:
Rising Tackle: :d:,:u:+:snka: (Juggleable)
Burn Knuckle: :qcb:+:p: (Juggleable. Can also juggle a Rising Tackle from the :snkc: version if they’re in the air).
Crackshot: :qcb:+:snkb: (Juggleable)
:r:, :r:+:snkc: (overhead)
Power Geyser: :qcb:, :hcf:+:snkb::snkc:
Overheat Geyser: :qcb:, :hcf::+:snkc: (Juggleable, is also possible to juggle from this, but it’s -extremely- hard.)
And that’s not even counting his high-angled sweep, his far B’s, the potential in the :qcf:+:snkb: Fire Kick. While Hon-Fu has God’s gift to anti-airs: the Sky of Fire, Terry has an anti-air for every situation. In later games he’d get even more anti-airs in the Buster Wolf and the Power Stream.
That said, though, Terry’s fireballs aren’t too great as they have a bit of startup and recovery. It’s not a big deal, though, as Terry should be all over the enemy anyway. That and he has virtually zero mindgames. His only overheads are the :r:,:r:+:snkc: and the last hit of the Power Dunk (:df:+A, :uf:+:snkb:) which you’d have to be asleep to get hit by if you’ve blocked the first two hits. The :r:, :r:+:snkc: can be kara-cancelled into the low-hitting Fire Kick, but such a thing is risky, for it has -huge- recovery on block.
To win with Terry, you want to frustrate the opponent into jumping with Terry’s nasty poking game, and pressuring them into cracking once they’re in the corner. Be careful with the Power Geyser S-Power, some moves (Mary’s Straight Slicer, for one) can get through it pretty easily and hit Terry clean. Get a feel for your moves speed and range, and try to keep from hitting too deeply with specials (and thus opening Terry up to damage). Also, watch for Breakshots. Stutter your combos if you feel one coming. While Terry’s flurries are Breakshot bait, he has so little recovery after many of his attacks that when they’re used properly, he can recover before their move lands and retaliate with the opening.
The key to beating Terry is to be patient, block low, be careful with your jumps (stick to hops), and try to avoid getting into a poking game with him (most chars are going to lose a poking contest with Terry). Also, try to bait a wakeup Rising Tackle as much as you can: you can put a huge hurting on him if he falls for it.
Whew, that was longer than I expected it to be. I’ll try and post some Rick tips later (unless someone beats me to it: hint-hint. ;)). Hope that helps!
Grr, I hate this problem I’m continuing to have. >_< I can’t go back and edit my posts when I find something wrong. Here’s hoping MrWizard replies to my PM. :shake:
Something else I forgot to add is that both of Terry’s feints (:r:+:snka::snkc: & :d:+:snkb::snkc:) are very fast and very convincing. Not only are they useful for fakes, but they’re also handy in extending his combos and mixing up the opponent’s timing for Breakshots. :nunchuck:
Joe Higashi
Here I will make a writeup for Joe Higashi.
Joe is one of those characters that could best be described as “solid”. He has a nice set of normals, some combos, very all-round special moves, and a decent P-power. Joe’s strengths lie in his distance and poking game. His standing C and dashing C are great pokes that come out very fast and recover fast enough that you may keep up the pressure even when blocked. His projectile does ok damage and cannot be hopped over, and the double projectile does very good damage for a non-super proectile, slightly higher than Geese’s double reppuken. In addition, this version will ensure he wins any fireball fight against normal projectiles. His Tiger Knee is probably one of the highest priority uppercut moves in the game. You almost never see this beat by anything, as he has invincibility frames on startup. In addition, his Crescent Moon Kick special can work as a long range air counter against predicted jumps. Since Joe’s projectiles have to be high-jumped, this can be useful at times. Also, his Slash Kick is an excellent combo-finisher, punisher, and surprise move. Blazingly fast, and the :snkb: version is somewhat safe on block. The :snkc: version can punish a mistake across the screen, and does good damage. Joe is also a king of anti air. Here are the different ones at his disposal:
:l::snkb: - High Roundhouse
:qcb:+:snkb: - Crescent Kick
:r::d::df:+:snkb: - Tiger Kick
:r::hcf:+:snkb:+:snkc: - Screw Upper (S-Power)
When it comes to Joe’s weaknesses, Joe’s :d::snkc: has horribly short range, and what’s worse, he is one of the few characters in the game that cannot use a strong low move in his combos. In fact, the only low-hitting move he can do in his combos is the :d::snkb:, and the follow-ups that this move allow are not really that damaging. Even though Joe can finish his combos with :u::snkc:, which is an overhead, he does not have any low equivalents, and this makes his mix-up game rather weak. On the plus side, his :d::snkc: recovers quickly, and can be cancelled on block or hit.
Joe’s combos are very bad when it comes to mix-up potential, and he has several redundant chains that does nothing but get in your way. On the other hand, the most damaging ones can all start with a :snka: or :snkb:, allowing him some threatening power in trading situations.
Playstyle-wise, Joe should try to utilize his great pokes and long-range moves to intercept the opponent’s movements. Joe is fast enough to get out of pressure, so he can fight up close as well if needed, just don’t expect to be doing any fancy mixup with him. Joe has 2 grabs, the first one is unique in that the opponent can fast-recover from it, and his second grab can be mashed out of, but even if you press nothing and your opponent mashes you will usually get in most hits. Hits a maximum of 10 times for above average damage.
Normals:
Straight jab (:snka:): Cancellable
Joe’s punch is a quick, short ranged straight jab that can lead into 2 different combos. The bad thing about this move is that it will miss most crouching opponents.
Elbow smash (Close: :snka:): Cancellable
Up close, Joe does a quick elbow to the oppoent’s face. More or less the same properties as the punch, only a bit faster. Can lead intio most of Joe’s combos.
Crouched jab (Crouching: :snka:): Cancellable
Joe’s crouching punch is very similar in appearance to his standing punch, and can lead to the same combos as his Elbow smash.
Jumping hook (Air: :snka:): Aerial, Overhead
A quick punch with virtually no horisontal range. Might be used to beat opponents below himself in air.
Jumping straight (:u::snka:): Aerial, Overhead
A quick downwards punch that has decent horisontal range for a punch and comes out fast. Can be used as anti-air, but damage is minimal.
Shin kick (:snkb:): Cancellable
A quick kick to the shin. One of the classical moves associated with Thai boxing. Comes out fast, can lead into Joe’s special combo, and is cancellable. (more on combos in combo section)
Straight kick (Close: :snkb:): Cancellable
One could wonder why Joe’s 2 kick animations were not swapped, as this move definately looks like it would be better suited at longer ranges. Nevertheless, Joe does a quick straight kick to the body. This can only lead into one short combo. This combo is one of the few that give the opponent high stun though, allowing for a heavy special move follow-up.
Crouching kick (Crouching: :snkb:): Cancellable, Hits low
A short ranged kick. Not particularly fast, nor has it great range. You cannot start any combos with it either. All in all I see few situations where I would use this really.
Jumping knee (Air: :snkb:): Aerial, Overhead
And the award for the air move with the shortest range ever goes too… Yes, this move has round about… zero horisontal range, and so is completely useless. If you have to use a fast air move, use the punch instead.
Standing roundhouse (:snkc:):
A move that would make Chuck Norris proud. An excellent poke and staple move in Joe’s arsenal. Comes out quickly and has decent range. Range is upgraded from decent to great if you perform it during a dash. This move is unique in that it’s animation stops early if it actually hits or is blocked, so the recovery is much faster than on most strong normals.
Standing knee (:snkb:): Cancellable
A fierce knee to the chest. Not much to say really. Cancellable, but then again, which close range strong move isn’t?
Sweep (Crouching: :snkc:): Cancellable, Hits low
This move is fast to come out and recover, and you can cancel it, making it safe as long as you don’t whiff it. Unfortunately, the range is very bad on this move, and you cannot use it in any combo.
Arcing kick (Air: :snkc:): Aerial, Overhead
A rather good air C for Joe. Decent range, and a good angle for air to ground combat makes it easy to use it as a crossover after turning in air with :snkd:, but less useful for air to air combat.
Straight aerial kick (:u::snkc:): Aerial, Overhead
A kick that goes straight up. This move has bad horisontal range, but has good range diagonally upwards, making it mostly suited for countering high jumpers. Bad for air to ground combat however.
Flying kick (tap :ub:/:u:/:uf: :snkc:): Aerial, Overhead
A flying kick with excellent horisontal range. Allows you to attack without getting too close to the opponent. If only his straight jump used this animation…
Specials and command moves:
As usual, I will invent my own move names when I don’t know the originals. I am a player, not a loremaster, so bear with me.
Sliding Roundhouse (:r::r:+:snkc:):
When performed while dashing, Joe’s standing :snkc: will slide towards the opponent instead of stopping. This is a fantastic poking tool. Good range, and it comes out blazingly fast. Use this! (On a side note, I wonder how he manages to slide forward while standing on one foot while at the same time spinning around the axis of that same foot. Quite an accomplishment really.)
Sidestep Roundhouse (:snka:+:snkb:): Cancellable, Evasive move
A very handy poking tool that has good upper-body invincibility and decent range. Poke and cancel into a suitable special.
High Roundhouse (:l:+:snkb:): Cancellable
A kick to the head with decent range. This move can be used as a cancellable poke, and can also work as anti-air somewhat. Range is a bit better than his standing C, but will miss crouching opponents. Damage is slightly lower than a standing C also, but you can chain it into most special moves and the P-Power.
Slide (:df:+:snkb:): Hits low, Knocks down
A short and rather slow slide on the ground. This move hits low and knocks the opponent down. Unfortunately, the move is rather slow, and the range is not that great. Be careful with this one.
Hurricane Upper (:hcf:+:snka:): Projectile, Breakshot
Joe fires a large projectile that cannot be hopped over nor crouched under. A useful move for distance combat and zone control.
Double Hurricane (:hcf:+:snkc:): Projectile, Breakshot
This version has Joe fire 2 projectiles in rapid succession. this is the most damaging normal projectile move in the game if you can hit with both. In addition, this move will beat other normal projectiles considering it fires 2 projectiles. The recovery and startup on this move is a bit slower than the Hurricane Upper, so be careful with it.
Slash Kick (:db::r:+:snkb:): Aerial
Joe does a very fast forwards flying kick. This move is easy to combo into, and is usually safe on block if you perform it from some range away. If you do it too close you will be at point blank range at your opponent’s mercy.
Follow up your connected pokes with this one. The move in itself travels through air, so if he is hit by any ground-based move he will be hit out of it instead of suffering a ground stun-hit that would allow him to be comboed. If the move is not blocked, both Joe and the opponent will reset, with Joe gaining a small frame advantage.
Dual Slash Kick (:db::r:+:snkc:): Aerial
This move is just a more damaging, yet more risky version of the Slash Kick. If this move is blocked, Joe will be in big trouble. If it connects, Joe will follow up with a second kick that knocks the opponent to the ground. This move is best used in combos, but due to the slow startup you can only do it after a combo that gives the opponent a heavy stun animation. Damage and range are both very good, and you can use this move to punish your opponent’s mistakes at ANY range.
Crescent Kick (:qcb:+:snkb:): Aerial, Breakshot
Another of those fancy flying kicks. This time Joe performs a high jumping kick that covers a large area. The move is too slow to combo into, though you can juggle with iut after connecting a launcher combo. While this probably isn’t the most useful move in Joe’s arsenal, it can be used to counter predicted jumpers from long range, and works very well against predicted projectiles. If this move is blocked, Joe is safer than you’d think, but he is still in a unfavourable position.
Tiger Kick (:r::d::df:+:snkb:): Aerial, Breakshot
While the karate chaps always have their fancy uppercuts, the thaiboxers have their knee-based equivalents. This one is a particularly strong one, having good invincibility at startup, as well as good coverage and damage, this move will counter “everything” if performed at the right time. Then again, this move will get you killed if performed at the wrong time, so it all kind of evens out. Combined with his Hurricanes, this move gives you the ability to play the classic fireball trap game.
Hurricane Fists (tap :snka: rapidly): Breakshot
Thai boxing meets Edmond Honda. While not being a terribly useful move, this move can do rather good damage if you manage to connect the second follow-up. Unfortunately, if you mis-time your follow-up you might just as well be the one taking the damage. You can also use this as an easy breakshot, but don’t expect to get in many hits that way. This move has 2 possible follow-ups, both listed below.
Downdraft Punch (During Hurricane Fists: :qcf:+:snka:): Follow-up
Joe does a downward punch that hits twice for miniscule damage. This move is an overhead, but since Joe has no low-hitting follow-up to the Hurricane Fists, this is completely useless against someone who knows what they are doing.
Uppercut (During Hurricane Fists: :qcf:+:snkc:): Follow-up
This time Joe does a fancy uppecut that launches the opponent, allowing a free juggle with a Slash kick or a Tiger kick. This is the follow-up you want to use 99,99% of the time. The last 0,01% has yet to be found, so I think we can all just stick to the Uppercut follow-up. If this move is blocked, expect to be at least thrown.
Supers:
[S-Power] Screw Upper (:r::hcf::+:snkb:+:snkc:) Super-projectile
Joe does an uppercut motion and a red funnel of wind appears in front of him. This move works much in the same manner as Geese’s Razing Storm, but has less coverage and doesn’t hit the back plane. On the plus side, it can be comboed into from his launcher combo. Use this against predicted jumps or from the launcher combo. Beware that Joe is vulnerable for quite some time after the wind disappears, so be careful with this move. In addition, this move will absorb projectiles, but is destroyed by P-power projectiles.
[P-Power] Burning Tiger (:r::hcf::+:snkc:) Autocombo
This is your classic autocombo super, except that all the hits are performed regardless whether they hit or not. The startup on this move is very fast, and thus very easy to combo into. Only the burning Tiger Kick move at the end of the move count as a special/super though, so don’t expect this move to win any trades against similarly fast moves. Only the last few hits where he does a burning tiger kick actually counts as a super move when determining tick damage and invincibility, so despite what it seems, the move does very little tick damage.
[P-Power] Burning Tiger (:r::hcf::+:snkd:) Autocombo
This is the same as the super above, except for a rather interesting twist. This time Joe will do a quick linesway, then come back into the main plane with a burning knee before doing the rest of the combo as usual. This is handy for countering pokes and missiles, as Joe will linesway past the missile/poke and get there just in time to punish.
Combo section
The combo section. For many characters, this is where they get most of their power from. Joe on the other hand has to rely a bit more on his normals and special moves. His combos allow for little mixup, they include many redundant chains, and most have bad range.
I will list the combos that are of importance. If a combo is missing here it is either because I consider it to have no use, or I have simply forgotten. Feel free to comment if you feel I have missed something.
**:snka: :snkb: :snkc:
**
This very basic combo can only be done from a far version standing :snka:, which can be crouched and has short range. What you can do is kara the rest of the combo from the punch so you get a long range double kick combo that can be useful for poking. Can be useful at times, but do not use this combo for punishing purposes, as there are more damaging ones.
**(:d:):snka: :snkc: -> Slash Kick / Tiger Kick / Hurricane Uppercut / Hurricane Fists / Burning Tiger (P-power)
**
This basic combo may seem very small and weak at first, but it has some use because the :snkc: is one of only two combo enders that give enough frame advantage to follow up with a strong Slash Kick. The bad thing about this combo is that the very same :snkc: can be ducked.
This combo also leads into Joe’s most damaging combo setup without meter. More on this in the advanced combos section further down the page.
**Close (:d:):snkb: :snkc: -> Slash Kick / Tiger Kick / Hurricane Uppercut / Hurricane Fists / Burning Tiger (P-power)
**
Very similar to the previous combo mentioned, except this one cannot be crouched. The bad thing about this is that it requires you to be at point blank range in order for the second hit of the combo to hit. Otherwise the first hit will push them out of range, which can and will be fatal. This is the second of the two ground combos Joe has that can lead into a strong Slash Kick.
**(:d:):snka: (:d:):snkb: :df::snkc: -> Tiger Kick / Slash Kick / Crescent Kick / Screw Upper (S-power)
**
This is the potentially most damaging combo that Joe can dish out unless he has P power. As with most of his other combos, it has horrible range, but the last hit of this one is a launcher, and Joe has many moves that can juggle after it, the most notable being his S Power. If the S Power is unavailable, you can pretty much choose the follow up you want. The C version Slash Kick does the most, but requires precise timing to hit properly. The Crescent Kick comes in second in damage.
This is the most useful punishing combo Joe has, but you should avoid using the launcher on block, since it can be punished unless you cancel it into a special move, which is a risky situation either way.
**(:d:):snka: (:d:):snkb: :snkb: -> Tiger Kick / Slash Kick / Burning Tiger (P-power)
**A safer version of the previous combo. This one does not launch the opponent, nor does it provide sufficient frame advantage to use the strong followups.
**:snkb: :snkc: :qcf:+:snkc:
**
This is Joe’s command combo. Joe performs a shin kick, then a high hook, then performs three roundhouse kicks in increasing height at his opponent. The last hit launches them. You can then juggle with a Tiger Kick in corners. Damage is more or less the same as the :snka: :snkb: :snkc: combo unless you get off the juggle.
Be aware that if the second hit of the combo misses the opponent, then only the first kick of the :qcf:+:snkc: combo will hit, and the last two kicks will pass through the opponent without hitting. Against an opponent who knows, this will be a fatal mistake, so be careful and make sure to hit confirm the second hit before you input the :qcf:+:snkc:
You can cancel the second hit of the combo into any special or super or feint move.
Under construction
Big props to God 2.0 for posting the Joe writeup! I’ll add it to the compilation once it’s completed. Here’s hoping that we’ll eventually have all the characters done! :looney:
I’ve spliced up and uploaded the first Console League RB2 tournament that Malven had posted on megaupload. I’ll try and post the other two tournaments soon. In the meantime, enjoy! And once again, big ups to Malven for posting the links! :tup:
Note: By the way, if anyone wonders why some of the character colors are weird, it’s because on Battle Archives 2, you can create your own custom colors.
Just a small update (have to make a new post sinec I can’t edit my old ones on account of my posting problem), I’ve finished slicing the other two Tournoi Console Gaming RB2 French tournaments and am uploading them to youtube now.
In the second tournament, there’s good examples of Krauser and
There’s some really good examples of Hon-Fu, Xiangfei, Billy, and Terry action in the 3rd tournament. The Xiangfei in particular is the best one I’ve seen so far and shows how dangerous she can be if the player knows how to use her counters.
There’s also a great example of Terry’s pressure game, and Hon-Fu’s Sky of Fire harrassing, and a very skilled Krauser. I wanted to grab the Franco player, Pingu, and shake him: Franco isn’t Terry! :annoy:: he hardly used any low attacks or the Waving Blow (essentially throwing Franco’s strongest asset, his mindgames, out the window), and using a lot of bad feints that caused him to miss out on a lot of damage. It looked as though he was trying to use Franco like you would use Terry.
If there was any one thing that confused me about the videos, though, it was all the unnecessary feinting going on.
Some feints are excellent in nearly every situation (Terry’s Burn Knuckle, Hon-Fu’s Sky of Fire) because of the fear and effectiveness of the moves they’re feinting, but others (Joe’s Slash Kick, Franco’s Gut’s Dunk) don’t have that same association, or they’re situational (Krauser’s Kaiser’s Wave feint, Geese’s Raging Storm, and any super feint in general).
An opponent is going to know that a Kaiser Wave or a Raging Storm isn’t coming if you’re not in the red and you don’t have a meter. So you’re just opening yourself up unnecessarily (as indicated by a number of them who feinted, then got kicked in the face). Feinting is a useful tool, but treat it like you would with anything else: make sure there’s a reason behind you using it. :tup:
Just to make the videos a bit easier to find and more convienent to watch, I’ve sorted each tournament into a playlist in sequential order. Enjoy!
Console Gaming RB2 Tournament #1
Console Gaming RB2 Tournament #2
Console Gaming RB2 Tournament #3
Joe has a Kaiser Wave and a Gigatec Cyclone…interesting…
I’m starting to realize how powerful Hon-Fu’s charge :db: , :r: + :snkb: is. If anyone throws a high fireball at you and you’ve got a charge, they’re basically giving up 1/4 bar. It also goes under just about anything that doesn’t touch the ground, and DAMN is it fast. And the range is crazy. In the third tournament, in the Hon-Fu vs. Franco match, Franco is almost full screen, Hon-Fu does a :db: , :r: + :snkb: , Franco dashes back, and Hon-Fu STILL hits him. The only problem is that there isn’t anything you can do to make it safe on block. Bob’s :r: :r: + :snkb: :snkc: is also good anti-fireball, though it only works on ground fireballs. The great thing about it is because of its lack of whiff time, if someone throws a ground fireball and you don’t get close enough to hit them with it, the momentum is still in your favor.
Some of those tournament players get carried away with those color schemes. Greyscale Joe and zombie Franco are a little unsettling, although yellow Kim looks pretty cool.
Was it really neccesary to quote that big post just to say one small line of silly?
For the awesomeness…YES!!!
does Tung “Turn Into A Giant” move any good (qcf+C)? i usually or always get hit out of it
Tung’s “muscure body” move is more or less completely useless. As you said yourself, the only thing that happens when using this is that one is hit out of it. If it hit only once for more damage and went straight into the full body pose, then perhaps it would work as anti-air, like in Fatal Fury Special. In RB2 you never want to use this move however.