The NEW Real Bout 2 Thread! IRC Matchmaking: #srksnk on EFNet! GOGOGO!

One thing that I can see right off with your Rick is the tendency to go right for the :snkc:'s, which is something you don’t really have to do with him. Rick has the luxury of a lightning fast, long ranged jab that he can immediately chain into a :snkc:, which is something to definitely take advantage of, for it enables Rick to keep things up until there’s an opening, and once that opening appears, immediately [media=youtube]p6KQ5HIp4Bo"]**capitalize[/B[/media].

Also, :snkd: can be your friend. Don’t forget about it when you’re pinned down. Oftentimes someone will be so focused on applying pressure that they’ll whiff an attack or two as you slip into the backplane. That little monkeywrench in their plans is often enough to either opening them up to an attack, or immediately put them onto the defensive.

And of course, as Josh mentioned, don’t forget about breakshots. The :qcf:+:snka: and :dp:+:snka: are great ones. Just be a little careful with the :dp:+:snka: because if only the first hit connects (which can happen if they’re at range) they’ll recover from it before you will and be able to retaliate.

Something that is often forgotten is that the S-Power can be comboed (at close range) from jabs. While, granted, there’s little reason to use it when you’ve got the Max Shooting Star at your disposal, there are situations where this could prove useful.

Rick is the kind of char that can make the opponent so afraid of making a mistake that they make one. The amount of damage he can do from a jab is simply unreal. :tup:

I’m not sure about Tung moving up. I played Josh’s Tung last night with Rick, and managed to take Tung out by turtling (I’ve been playing the game less than 2 weeks). I would rush when the opportunity presented itself, but think about it like this. You get ahead in HP, then you turtle. Tung has no good options to get in at 1/2 screen (or more) away.

The Radio Shack ones add extra input delay, IIRC. I forget which ones don’t; I just use a 360 Hori stick since that’s USB and I needed one for HD Remix anyway.

And I definitely wanna play more vs. Rick. I had guessed this would be one of Tung’s worst matches, but I’ve got a couple new ideas to try.

What mainly helps Tung is that he can fight Geese & Kim very well; I suspect those would be something like 5.5/4.5.

More later, gotta run for a bit…

^ i have a radioshack converter too and for years I couldn’t fix the damn input delay. Then I overclocked my USB ports to 500hz and shit is smooth as butter!

I am not convinced that Tung should be mid tier. His limited ability to attack combine with his low damage makes it hard to do a comeback with him.

I believe both Cheng, Mai, Joe, Mary, and Laurence are better than him.

Got some more info for ya from watching the videos.

Spooky: Something I forgot to add earlier: with Rick any time when you would normally dash (say after a knockdown, etc), do a :qcf:+:snka:. It’ll get your across the screen faster and it’ll build meter. You’ll want to hang the threat of a Max Shooting Star for as much of the match as you possibly can. And don’t forget, the Max Shooting Star can go under fireballs and many pokes (edit: something you took advantage of vs. Mai :tup:).

Deathscythe: You’ve got the makings of a solid Terry. :tup: Good use of his pokes and pressure. A change that I’d recommend is from the Fire Kick (:qcf:+:snkb:) combo instead of going for the Rising Tackle, do a weak Burn Knuckle instead (:qcb:+:snka:). The difference in damage is minimal, and it allows you to keep up the pressure game (where Terry excels). If you notice in 2:55, after the Rising Tackle, Rick has a chance to roll into the backplane, shift position, and put you into the corner. With the :snka:-version Burn Knuckle he’ll land on his feet (with you having a fair bit of frame advantage), with him still in the corner, and with you all set to keep the pressure on him. :tup: Also, try practicing a bit with kara-cancelling the dashing :snkc: overhead into the Fire Kick. Terry has little in the way of high-low games, but this gives him one. It is a bit risky, though, so use it sparingly.

Xaqshinor: You have a pretty good Mai. :slight_smile: She’s definitely not a char that one sees often. Definitely be careful when throwing fans at Rick with meter, which I’m sure you’ve noticed, he can turn that damage around on you in a huge hurry. And I see that you’ve gotten a hang of her bufferable rising attack (the only one in the game. :wow:). Her dashing :snkc: is an excellent, high priority, decently ranged poke. You can’t buffer from it, but it can stop a lot of attacks cold.

That’s all I’ve got at the moment. I’ve been up since yesterday and man, I can definitely use a nap. Take care, all! :tup:

I never went for Dashing A a lot because i have a habit of getting dashing 6A instead which got me into trouble. I’ll work on it some more. Whiffing a dashing A cause they backed off probably puts me in way better position.

236A instead of dash I only ever saw after knockdown in vids. Never saw it used as a substitute for his regular dash but I don’t see why it wouldn’t work or help build meter.

I have execution problems with 2BC ->feint cancel and dash CC -> feint cancel. They probably show up a lot in the vids but one of the things I want to work on is feinting consistently. (blame this game for not having a training mode on AES – why it doesn’t is beyond me and I can’t use a computer to run the game on emu for training purposes. One of the reasons I got a unibios for my mvs board was to access training mode in various games, so you can imagine my dissapointment when I switched this game into aes mode and saw no training mode.)

I don’t use D enough on defense, and near the beginning of this match set I had a tendency to use C from backplane instead of A or B cause I was greedy for damage. Consider it a beginners mistake.

I have problems executing 236A as a breakshot. Most of the time when I have meter I am trying to throw it out since it’s pretty godlike as a breakshot near the end of the opponent’s strings. (you can often see my sprite move from crouching to standing suddenly.)

Thanks for the advice, man.

I was always wondering about 214A Burn Knuckle after Fire Kick. Good to know. Didn’t know he had an overhead either. Thanks for the info. :tup:

What can Terry do against Mai, really?

Actually, the Fire Kick requires a couple different followups depending on position.

As mentioned, jab Burn Knuckle is the best one to use in the corner, and it’s an easy followup at close range. If you landed the Fire Kick from a distance, though, it will miss.

In this case, you have to use the Japanese juggle: Kara Rising Tackle! To perform this, charge down during the Fire Kick, go to neutral, then press 6B and kara with 8A. You actually don’t want to kara too early - need to close the distance.

This isn’t the easiest combo, but it is well worth practicing. Tacks on extra damage from his B&B’s and, perhaps more importantly, makes the Fire Kick one of the most dangerous breakshots in the game.

And against Mai, if she tries her projectile/anti-air game, just keep line shifting and stay away from her. This applies to other characters with a standard keepaway game as well (e.g. Chonrei, Cheng). Eventually, you will force them to dash or jump in and try something, and this is when you can get into position to smack them with your ranged pokes or otherwise capitalize on a mistake.

Remember that Mai has no high/low or command grabs, so there is no need to force things against her unless time is running out; this is especially true when she has that gdlk P-Power available. She’s kinda similar to Tung & Cheng in this sense - if you can get a decent lead against these characters, do not be ashamed to run out the clock!

Hope this helps,
Josh.

How’s Real Bout 2 compared to Real Bout Special? I’m bored and looking for a game to pick up.

Both are good games, RB2 has more diversity in characters though.

Now to add some comments of my own!

First off, you guys are damn solid for just starting out, but here’s a few general things you need to work on:

  1. Step up yo breakshot game! This isn’t as big a deal with Mai, but Terry & Rick in particular have awesome breakshots, and Yama’s are decent as well.

  2. Use the line shift in defensive situations. Not too often, mind you, but it helps at times. Same goes for tech rolling into the background (up+D).

  3. Punish your opponent’s line shifts. Mix up standing and crouching D here since it’s a high/low - the standing D leads to more damage with everyone except Geese. Also, if the opponent loves to attack from the background, hop straight up and punish with a j.C combo!

  4. Use more A+B attacks. With upper-body invincibility, they work well against most air attacks and standing pokes (e.g. Yama far C). Beware of air moves with long downward reach, though.

  5. Wait until the opponent lands to punish anti-air specials/supers. Seriously, they all have MAD landing recovery in this game, so you can get your strongest B&B ready.

  6. If the opponent likes to use random P-Powers, wait for them and mash the line shift once you see the super flash. Mai, Rick, & Terry all have P-Powers which are safe on block, but vulnerable to a backplane C combo if you dodge them.

  7. Bait Mai’s rising attack! Projectiles are the safe option, but you should go for a big jump-in combo once in awhile.

  8. Patience, patience, patience! Remember, there’s a huge window of throw invincibility, so normal throw ticks don’t really work (though command grabs are still good since you can cancel a dash into them). Thus, you can afford to wait until there’s a clear-cut, advantageous situation. The line shift also allows you to avoid traditional fireball games, as mentioned in my last post. This game is kinda like SF2 in this sense - you need to keep doing the “little things” to get yourself into your character’s ideal range/position.

And now, some more specific bits…

XAQ: I really like your Mai already, though I don’t have anyone to compare you to really. I see you combo A-B xx super; you can actually chain the 3C launcher and combo that into either super for a bit more damage. Also, in her B&B that ends with a j.C knockdown, you can instead finish with j.B xx dive for no knockdown but a little more damage. Kinda have to delay that to make it connect, but it’s not hard. And if if you hold the button during the P-Power and it gets blocked, you actually have frame advantage; I’m not sure, but it looks like you could do a standing A string afterward.

Sp00ky: Ghostpilot already gave you a bunch of quality advice, so I’ve just got a few extra things to add. After the crouching B-C, you can chain 6C for a bit of extra damage; easy to hit confirm, and useful outside the corner since the DP won’t combo. Whiffed qcf+A into throw is pretty decent, kinda like the old-school Blanka ball trick. 3A-4C is a pretty good string: +1 on block even though it doesn’t look like it at all, and the 4C has the same properties of the A+B. And here’s a hella flashy trick with his f+A overhead: Kara into the dodge, then cancel that into a crouching B-C combo. Ghetto high/low!

Deathscythe: You (and Ken, come to think of it) landed a lot of close C’s and did nothing with them. That normal combos into jab Burn Knuckle (Fire Kick also works as long as you KNOW you were close enough) or even the P-Power. Crouching A-C also combos into the P-Power, so make use of that! Crack Shoot gives you frame advantage on hit, but disadvantage on block; it’s his most reliable move to combo when the opponent is crouching, as you seemed to figure out later in the set.

Ken: Not much to say since you were only in a couple matches and Terry has already been pretty well-covered here. It would be cool if you played Joe since I hardly know anyone who mains him, but that’s for you to decide obviously.

Kilvear: You have the basics of Yama down pretty well already. However, I never saw you use one of his most important tools: the d/f+A! This is the single fastest normal in the entire game, and he can chain C xx knife from it. Probably the hardest aspect of learning Yama, however, is his pressure game. It is potentially great, but difficult to execute. It involves frequent use of his Snake Fist cancel (perform the Snake Fist with B and cancel with D while still holding B), with d/f+A -> cancel being the most common example. Basically any heavy attack into the cancel gives you huge frame advantage and sets up all sorts of strings with multiple cancels and what have you. Search for “rb2 yamazaki” on Youtube to see what a beast this makes him!

That’s about all for now. I can’t even begin to tell you guys how excited I am that you’re getting into this game. Say, could I come up there for a weekend sometime? :wink:

-Josh

thanks for the info and the critiques guys, glad u like my mai :3.

Xaq (aka black ranger). Get on IRC #srksnk sometime. Then play some matches.

Josh you are an knowledge machine man!

Thanks. Took me a while after the recording to figure out d/p+A was the uppercut I was looking for. Its hard to believe I used to play this game when it came out and now I totally forgot all the commands for Yamazaki.

Its also a pity I won’t be playing the guys for a long while.

Thanks again.

See Real Bout Special thread…

damn, fuck firefox. ima let one of my lil bros install the program for me. too troublesome for somebody who only plays games (not into PC’s an all that). also was it josh or soh? which adapter for the ps2 was the best for use on emu? hope to get the shit installed later this day (when one of my lil bros get back from school).

I need to sit down and analyze this game before I can start playing you guys online. You guys are on some next level shit.

I can’t do Yama’s perfect super. At what point should I begin mashing the C button?