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

Played some matches against Josh-TheFunkDOC and has been very helpful n.n
Thanks so much, still trying to get practice in and learn this game =3
Xiangfei = Smex <3

there are very very gay ass infinites out there. too fucking easy to get caught with. for instance, the command throw infinite from 94, the infinite juggles from KOF 97, terrys notorious crackshoot infinite from FF3, and these are just some of em. there are no ways to avoid these, like with terry you only need to get hit by 1 normal, and your doomed. these are unlike most of those infinites of RB2, cause with ricks you gotta be damn lucky to land it. and with bob its all about timing once you hit them in the corner. easy, but still not as easy as those i listed.

also, defensive players stay gay compared to offensive players. there is nothing more annoying than a character afraid of making the first move, especially in a defensive game like RB2 where not everybody has a universal overhead or command throw. in games like these the offensive player takes most of the risk by attacking thus gets kudos from me. defensive usually doesn’t need too much thinking or reflexes compared to offensive players. and from what ive seen JW is one of the most scrubby and defensive players ive ever seen. and doing that shit with the highest tiered characters in the game makes it even more gay IMO (imagine shin gouki and your just using his double air fireball). people had good defenses back in 91, doesn’t mean thats all you should do.

back to the point at hand, if theres new write ups for RB2, where do we put them. this thread or the old one? think ill do 1 or 2 more bout some characters not mentioned yet.

I still disagree and think they’re not that hard to do, and usually I get so afraid of infinites when ahead in life that I turtle even harder.

Really, it’s very rare in a FG for both players to be best when offensive or defensive (but it does happen in some matchups). Most matchups result in one player establishing a pattern of some sort to defend himself, and the other player trying to overcome that pattern.

reading this was just a complete eyesore and ruined your whole post for me. i wonder why you are playing this game if rb2 is defensive, yet you are complaining about defensive tactics. it’s sad that some people still think like this, but im not going to rip into you too much. but if this is the case, i wonder why u are even playing fighting games to begin with, i hoped i wouldnt see posts like this on srk anymore.

one good thing about your post is, the fact that youre talking about this really makes me want to pick up the game now. After all I forgot Steve Harrison plays this game. :rofl:

So I have a question for you all, who is the gayest most lame runaway/defensive character in the game but has low execution requirements also? I mean…I heard Josh tlaking about how Tung was boring and has to be played really gay, but I hope there’s someone else :rofl:

Stay away from Tung- he can be beat by counter-turtling too easy.

I think Chonrei plays very defensively, though he can go on offense. Has some of the best breakshots in the game. Breakshots are very important for your defense, and offense you need to know/guess the enemy’s breakshots. Chonrei also has the lowest execution requirements, as his supers are crap. I think the hardest thing with him is breakshotting his soul-sucker fireball. (I have difficulty with that)

Hon was quite effective defense as well, one big thing is he has a charge downback move that is breakshottable, that’s my preferred breakshot in most situation, he also has a DP that would make SFII shotos jealous. Hon’s more of a rushdown character with his mixups and low recovery. His P-Power was designed to be breakshotted though- it’s the only way to make it useful.

God would recommend Joe I think.

Kim’s probably the most defensive though. For runaway, Mai, but she has a tough road of it I think. Not enough damage.

if you really wanna annoy with a defensive character id say try kim or terry. both are highly offensive, but played defensively, they become really gay. another one is andy. they can turtle as hard as tung, but when an opportunity arises they can deal loads of damage. just try and kill a good player who turtles with kim or terry. the attacking party should be rewarded, not the other way around IMO. especially in a rush down game like RB2, how can they have turtling be so effective? :confused:

also i never said RB2 was a perfect game, i just said its the best FF game of all the RB games. almost on par with MOTW, more fun but just not as perfect. there are far more characters to chose from in RB2 (which helps it be more fun than MOTW). MOTW has a perfect offense for everybody, everybody has universal overheads, some command throws and some command overheads AND you can tick throw, which is non existent in RB2 as the hit and block stun take forever to go away. though it does have things going for the turtler, like GC and JD. JD is like a gay version of parrying. you do it by pressing back (which already makes you block, even if you don’t JD), or down back. what else? you get a pixel of life every JD hit AND when theres more hits from a certain move all of them are JD with the same timing. and you can GC from JD. which is why i consider the parry (and red parry) from SFIII a far better incarnation of this sort of idea.

besides wouldn’t it be a better idea to have far more attacking options so both players can give it a try in a different way. it shouldnt be like when both players have the same amount of skill that the turtling player will win 9 out of 10 times. just my 2 cents.

also this isn’t meant as an attack against anybody or anything like that, just sharing some thoughts. especially josh, you make a lot of good points. which is why i wanted to throw a few counters your way:wgrin:.

p.s. who besides kim could combo on with normals AFTER hitting an opponent back from the back plane? i forgot, i know there is a least 1 more character who is able to do this.

musolini, its ok. no fighting game is perfect.
imo, fighting games should always strive for varied playstyles of offense and defense - too much of either is a bad thing for the game imo.

arstal, yeah i remember when i fucked with the game i liked chonrei a lot. mainly cause of his command roll. this was years ago though. i would just mash crouch c into roll backwards, or fwd into dp or throw. scrubby tactics for the loss. ill watch some videos now, though.

Yeah, Art, I agree with your last post. RB2 actually has much more going for offense than, say, Special did; you have feint cancels, which weren’t possible in previous games, and they added a number of strings which are useful for things besides combos.

I actually think Rick is a very strong defensive character and have argued before that this is what makes him #1 overall; he has a whole bunch of solid anti-airs, his DP is much safer than anyone else’s except Hon-Fu’s, and his dodge goes through lots of things and allows him to punish with huge combos. He’s not really your type of character, though, as you do need to master his juggles & feint-cancel combos.

Tung & Cheng are both boring as fuck (for most people, anyway - I actually enjoy Tung). I think Tung is noticeably better because he has much stronger combos, his supers are a little bit better, his pokes are much better, his normals are about the fastest in the game, his A+B is gdlk both for anti-air and ground game, and he can catch turtles once in awhile with dashing jab pressure and some wacky offense with his A+B->C (whiffed). Cheng does have the awesome projectiles and probably the single best breakshot in the game, though, but what mainly kills him IMO is that his blanka ball isn’t even safe; if it were, he would easily rank at B- if not B, I think, since that constitutes most of what offense he has. As is, he is not really a comeback character AT ALL (just watch out for the old school blanka ball -> throw trick and you’ll be fine), whereas Tung still has a tiny bit of a chance.

Andy is another character that I think has been slightly underrated, and for similar reasons. Just about as good as Tung, and hell, he’s probably even MORE boring. He does have that sweet dashing elbow, which is basically what Cheng’s ball SHOULD’VE been. But he is mostly about the fireball/anti-air game (watch for line shifts and smack them with the standing/crouching D mixup), waiting for breakshots, and poking with A+B. His A+B is another of the truly gdlk ones - has huge range and always combos into the fireball or dashing elbow, and of course is a great anti-air in the majority of matchups. He even has a very powerful & easy corner combo (cr.Bx2 -> d/f+C XX hcf+B, juggle with DP). And his P-Power is darned good: Comboable, safe on block, and can even be used as a breakshot (do the motion, then immediately switch to b or d/b and press C if you block something).

Billy hasn’t been mentioned, I think. He’s rather basic and solid, and I would put him just above Tung & Andy due to his superior poke game. qcb+B is a very good all-purpose move: Combos from just about anything, is your best breakshot, and delivers some safe chip damage (easy breakshot bait if they have meter though). The flaming uppercut S-Power is great, as it’s an effective anti-air that combos from a few things. His far C gives him frame advantage when blocked from long range. Not a whole lot to say beyond that, as again he is very simple.

Even Sokaku can play a great turtle game, though you have to get the hang of the clone attack and all of its followups. And you really do want to play a little bit offensively to push the opponent into the corner, as that is where he becomes an absolute monster. The infinite isn’t essential to his game, honestly, but learning to mash the fuck out of A over and over is!

Overall, though, I do like Kim & Chonrei best for you, but hopefully you got something out of reading all that!

-Josh

Actually I use scrubby roll into grab/chain mixups plenty, it’s a valid tactic. Especially if people can breakshot, but I tend to do it off chains, not sweeps. That roll also is going for going behind jumpers- jumping is real dangerous in RB2 due to evasion attacks, good AA, and ground-based movement.

One of the nice things about RB2 is that while there’s a lot of ways around things, just blocking usually doesn’t get you out of danger. Meter management is important in a good way as well- against Neo’s Rick, I went through a phase where I spent as much of the match as possible trying to keep meter between 1/2 and full just to breakshot, without losing it by maxing out the meter. Neo knew at the time that the matchup switched when I was in this state, so he was trying to work to get me to max out my meter.

Cheng does have stuff beyond the Blanka ball if he can get it going, it’s just difficult. Also in some pressure situations, the C-strength roll has some startup invincibility and heavy damage, but you’re dead if it’s blocked and it’s slower startup. Not denying he’s lower-mid at best though. I still think he’s more viable then Tung, and possibly more viable then Laurence.

This is why I’m saying we need to get a matchup chart going - us yapping back and forth about general stuff is only productive to a certain point. =P

Also, I added a new link to the OP - it says “17 Japanese matches” or something. I’ll put it here as well:

These are all courtesy of ideon200 on Youtube, whose stuff doesn’t show up in any English searches - hence why I made this playlist. Not particularly new or anything, but a lot of you probably missed these. They’re quality matches with a LOT of mid/low tier: Laurence mostly, but also some Duck, Mai, Bob, Joe, & Mary.

Enjoy,
Josh.

good shit

I like playing Tung.

:stuck_out_tongue:

Does anyone know the reason why most Japan matches are 3/5rounds and US is 2/3?

i think cuz they play a single match

Ok, this bollocks talk about “scrubby play” must stop now!

Anyone complaining about scrubby play fits into that category himself. Your opponent’s goal is to beat you. If he breaks tournament rules like using a banned technique or so, then sure, call him a cheater or scrub or whatever. If not, then he beat you fair and square, and you can choose between sulking in the corner about everyone not using your home made rules, or you can try to improve.

I will turtle till my skin turns green and scaly if it suits my purpose. If I win that way, it just showed that I used the stronger tactic in that fight.

As for the ultimate run away and be annoying characters, you want to go with Cheng, Andy, or Chonrei.

still, somebody gotta have the ballz to make the first move. its only natural there are instances where somebody attacks or somebody defends. like when i play against my lil brothers (highly skilled), the shit happens back and forth (also character depended btw). but when i play against my lil nephews (skilled enough), they wont stand a chance UNLESS they turtle real hard. and even then they lose most of the time. this equals them not turtling is them dying. meaning turtling does have a lot of benefits in this game. i take the initiative on the attacks to prove i can break their defenses. but eat a lot more damage then i normally would if they actually just fought back instead of turtling.

also we play without time, so even if they are behind with life they can keep on turtling till one of us dies. no alarm clock to stir that shit up.

Agreed here, Special offered little in the way of options vs. a player who was defensive. Most of your matches in Special are going to be fought at about 3/4’s to 1/2 a screen away. The way the plane shift is implemented as well suits a character in a defensive position, especially if they have range (it’s extremely difficult to compete with Billy’s dominance of the planes). Generally speaking, reach is god in RBS: the more reach you have, the better off you’re going to be.

Rick has a decent defense, but I’m not quite sure if I’d call him a strong defensive character. His Hellion (:dp:+:snka:) is a good anti-air, but it has a few pitfalls: it doesn’t have great range, and doesn’t quite have the invincibility you think it would, and only knocks down on the 2nd hit. The first and last points are the kickers, because if it doesn’t connect on the 2nd hit, it puts Rick into a position he’s rarely in: that of severe frame disadvantage.

As for the Full Moon Fever (:qcb:+:snkb:, hold :snkb:), it’s excellent in that it can be canceled into just about anything he has and has near non-existent recovery. The problem with it is that, like evasion attacks, he can be hit low. This doesn’t just mean specifically low attacks, but any attacks that reaches below his waist (I regularly nail Rick out of this with Franco’s hopping :snkc:, Barom Punch, Double Kong, and so on). Meaning that deep jumping attacks can still hit Rick just as easily as if he simply stood there (Mary has this issue as well with her Real Counter). In a way, it can actually be worse, since it allows attacks to have meatier hits than they normally would (Franco can go into a full combo if he lands a Barom Punch on a swaying Rick).

Rick has defensive capabilities (perhaps the best assortment in the game for a character as aggressive as he is), but offense is where he excels. Moves like the Full Moon Fever, Divine Blast cancel (:qcb:+:snkc: into :snkd: interrupt), his feints, etc. are better used as aborts for when something goes wrong with his offense. A number of his chains can put him in frame disadvantage if not buffered into a special, and his safest special, the Shooting Star), makes him vulnerable to breakshots. The aforementioned moves give him safe escapes, while still being able to keep the pressure on:

The vast majority of the breakshots in the game are high-hitting, and the FMF gives him upperbody invincibility, thus if, say Terry goes for a Burn Knuckle breakshot, it’ll go clean through Rick’s FMF: so not only will spend 25% of his meter only to whiff, but if gives Rick a big opening to inflict huge damage.

The Divine Blast causes Rick to quickly fly back while also putting him in the air, which is all but guaranteed to make breakshots hit improperly if not whiff completely: both are situations that can put Rick into substantial frame advantage to begin an assault. :tup:

QFMFT (Quoted for motherfuckin’ truth, particularly the first sentence. :rofl:). Tung has a solid defense, and if his Thousand Kicks (:dp:+:snkb:) didn’t have it’s rather terrible trajectory (often carrying it under air attacks and thus landing improperly), it would be 2nd only to Mary’s Vertical Arrow for being the best anti-air in the game.

The reason for this is because, like the Vertical Arrow (which is a P-Power) it has 100% invincibility from startup till the time where he begins to descend. This will beat even the dreaded Sky of Fire clean :wow:. As mentioned before, though, Tung has to rely on his opponent playing in a certain way in order to be effective. If they’re playing defensively and zoning, Tung has issues.

Same goes for Cheng. Aside from his Avalanche Crunch (ch. :l:, :r:+:snkb: or :snkc:) he really has little to fall back on (I personally think that Chonrei has a better projectile). The trajectory on Cheng’s often leads to him eating an attack (and thus losing out on damage), or for the fireball to miss completely.

Cheng also has the bouncy ball string from his planeshift attack (mash :snkc: from any of his planeshift attacks), which starts off with an overhead that combos into a string of lows for potentially huge damage. However, it’s not reliable since one of the hits will generally miss if not done in the corner (sometimes even in the corner), giving the opponent time to block and then punish afterwards.

Cheng has it even worse than Tung when it comes to having to go on the offensive. Simply hopping back and throwing :snkc:'s is enough to put a serious damper on his plans, especially since his best counter to it is his Belly Splash (:d:, :u:+:snka:, which is the unsafest attack he has). And because of the nature of his fireballs, he has get within many character’s striking ranges to take advantage of them.

On top of all of this, he has the worst S-Power in the game, and among the worst P-Powers. Strange turn for one of the high / top-tier chars in Fatal Fury 2 and Special, and one of the most powerful characters canonically. :sad:

In a weird way, Andy plays like a more offensive Cheng. Though he lacks mindgames (his sole overhead is part of a chain and leaves him at frame disadvantage even on hit). However he can a deceptively large amount of damage. Just be careful with the P-Power, it can hit improperly if done at a range, which can potentially put Andy at a frame disadvantage against a fast-acting opponent. Also, the :qcb:+:snkc: does decent chip, but it is just made of fail: it leaves Andy at a big frame disadvantage whether it hits, whiffed, or blocked. :shake:

While his offense is fairly safe, it’s his defense that’s somewhat risky, as it mostly centers his :dp:+:snkc: which shares a number of the problems Tung’s AA has, but without nearly as much invincibility. He has an excellent ground game, however.

Billy, despite being substantially weakened in RB2 and rather basic, he’s can still be quite strong in the right hands (FullMetalJ has a good RB2 Billy). He’s not very defensive, however. Billy’s a character who uses his range quite offensively, unfortunately the changes to some of his normals (specifically the air :snkc:, that change -really- hurts Billy) as well as the lost of his pursuit. He does have some interesting tricks though.

First is his far :snkc:, as Josh said it gives frame advantage on block. However, it also can give frame advantage on hit, enabling him to combo afterwards. :wow: Also, with it he can go over low attacks and projectiles. One of, if not the best far :snkc:'s in the game.

Second is that a little-known fact: the 2nd hit of Billy’s far :snka: -> :snkc: string hits low! Unfortunately Billy is the only character in the game with no overheads whatsoever. :shake:

The latter two tricks are a bit tougher to pull off consistently, but can still come in handy. :tup:

If the Sparrow Killer (:qcb:+:snka:) connects on opponent who’s high in the air, or if it trades, Billy can juggle a Tri-Cane Smash (:db:, :r:+:snkc:), or a Rising Fire Wheel (:qcb:+:snkc:) S-Power.

The other thing is that his Pole Vault (:qcf:, :uf:+:snkb:) is not only controllable in the air, but if you can get it just right, it can not only crossup, but give Billy enough of a frame advantage to combo once he lands.

As Josh said, Billy’s :qcb:+:snkb: is an excellent all-purpose move: fast, combos from just about anything, good chip, nice priority, range, and is quite safe. While it can make him susceptible to breakshots, if he keeps the opponent at range, it becomes less of an issue.

Gah, Dance of Demons! :mad: :fistshakes:

:wink:

I definitely agree there as them being good choices for a defensive playstyle. Just be careful not to fall too much into the shoto-style with Chonrei as I see many new players do with him: it may work for a while, but there’s a number of ways around that in RB2, so it won’t last for too long. Another suitable character for you could be Terry. He extremely solid, has moves for nearly any situation, and I don’t think he’s at any major disadvantage versus anyone in the game. :tup:

Great find! :woot: I’m subscribed to his channel but I don’t think I ever came across those videos. At least not that I can recall. That’s the shame with gettin’ old: your mind starts to go. :looney:

So does that mean I can start using the Bob infinite on you any chance I get? :rofl: :wink:

In speaking of pure runaway, if you’re looking for pure runaway, Mai excels at that, and unlike Cheng and to a lesser extend her beau, Andy, she can do it relatively safely. Not to mention that her P-Power is exceptional. :tup:

Whew, sorry for the big block o’ text folks! :sweat: I’ll try to watch it in the future. :lol:

Some good thoughts here, I like it! Not gonna argue too much there. The more I think about it, the more I wonder if I should move Sokaku up to B+ and Mai up to B. I imagine most of us here are familiar with my boy, but as for Mai…that P-Power completely changes how you have to play, more so than any other super in the game IMO. A few things separate it from, say, Rick’s or even Chonshu’s supers:

  1. It’s generally safe even from line shifting.

  2. It always connects for full or almost full damage as anti-air.

  3. When blocked, she has frame advantage and is fairly close to the opponent.

In short, for that brief period of time, she becomes the K-Groove Blanka of RB2.

And 8 people playing this on 2DF last night! Since that program is shaping up nicely, I’d like to start running regular tournaments…

-Josh

its the best ppower in the game IMO. the only drawback is that if you use it as an antiair you gotta release the button so you hit them while going up instead of dashing forward. otherwise your gonna lose a whole lot of life. though its not really a drawback, as you shouldnt be holding the button down if somebody is right over you.

Ok josh, since you came into the rbs thread trying to make points on how characters are better in RB2. I will do the same in this thread.:wink: Ok I’ve started to play rb2 just to compare the changes in the characters I play. I have a system that I’m going to use when grading characters I play with in rbs to they’re rb2 counter part. I’m not going to compare shift attacks or feint combo’s because those are parts of each game that totally change the way you play each game. Those are gameplay issues and i’m going to leave those arguements out of my testing characters. I’m not going to talk about the a+b attack either because they are the same moves that’s been in every Fatal Fury game, but was made easier to use by pressing 2 buttons. They are the same moves but done in different ways.

Krauser:
+= 1. He has some cool throw chains off his special grab. This adds a new twist to krausers gameplay. Kinda making him the alex of rb2 with a fb’s. and he has more grab range on his special grabs. Not like geif or hugo, but more like makoto special grabs without kara’ing the throws.

+2. Better air defense in rb2. He has a grab dp like goro on kof. Its also used in his chain special grab combos. Its hard to dp the short jump attacks., but its still a great move that he needed. I have seen this move kick out of on numerous times, but maybe i’m not using it right.:wonder:

+3. His supers are easier to do in rbs. The gigantic cyclone is only a 360 with C button. That makes it easier than rbs to pull off imo. You can also combo the krauser wave easier too. Making the krauser wave a sonicboom motion with bc instead of hold back, then press upforward is soooo much better imo. That makes it easy to krauser wave someone who spam the fb’s all day. The deadlyraves seem easier to do also. His ability to use supers during a fight is better in rb2 imo.

+4. Leg tamohawk is an overhead. This is a good option to have a special move overhead, but I would rather it knock your foes down like it does in rbs!

  • = -1. The leg Tamohawk doesn’t knock you down or hit multi times like in rbs. That was the best thing the LTH did imo. That set up krausers great wake up mind games! You jump over him to start the crossup combo or you can empty jump into the special grab.

-2. None of his combos knock you down. The close standing c c dp with c doesn’t knock you down and the combo overlaps with the new dp move. This is a nerf I can’t stand in rb2. It seems like they tried to take away krausers best/most damaging ground combo. They also wanted to take away the ability of krauser to knock you down on any combo he does. His normal combos in rb2 are so weak if it doesn’t include a super imo. Ducking b c is his best combo. Why do you think that his best combo larry? Because it knocks your foes down. Then you can use/abuse those better special grabs he has in rb2 in your wakeup mixup’s.

-3. Krausers Wakeup game is so weak in rb2 compared to rbs. He has the same looking overhead, but in rb2 its easier to use. Unless I missed a high low combo his mixup game is weak in rb2. With most of his combos not knocking the guy down hurts his wake up/mixup game imo.

-4. All of his normal attacks are nerfed imo. Rb2 dashing standing C is still good, but not as good as rbs. He doesn’t have that slight sliding movement anymore with the dashing C punch. That is his main pressure attack in rbs and his best poke in real bout history!! Its as long as blankas ducking fp, but comes out like sagats fp. I hate the nerfing of the C punch, but I know people wish cvs2 would have nerfed blanka and sagats fp in cvs2.

-5. The gigantic cyclone has less grab range in rb2. Yes it is harder to pull off in rbs, but it has great range. The only other super that strikes fear into real bout players is yama’s throw super!

I think krauser is played like a bootleg alex with fb’s in RB2. I think krauser is still good in rb2, but rbs krauser is MUCH better imo. More to come later. I know i’m new to rb2 and I would love to try some of this stuff out.

Franco Bash-- maybe better in rb2 due to the high low mix up’s in rb2, but franco bash is no where near the bottom of rbs characters imo. His combo’s are to strong in rbs. If you don’t believe me play against ninjamatt. The only problem I see with him is that he is a big character and he can get rushdown, but that’s what the plane shift is good for. To get out of pressure traps.:wgrin:

Chonshu–His mix up’s are great in rbs imo. Play against maxato on 2df and he will show you how Chonshu is played in rbs. Best one I have seen on 2df.

Terry-- His rushdown is sooooo great in rbs that it’s almost broken if you don’t have a meter for a breakshot. You can’t get that fool off of you.:confused::looney:

Krauser–I think I proved my point on how krauser is pretty good in rbs. He’s not top tier, but he’s not in the bottom either.

Yama–This guy is great in every realbout game. He’s better in rb2 with his overhead special move and chains off overheads, but I think he is top tier in rbs also. He has the best short jump in rbs that lead into 1 bar combo’s for free. MOre range on his special grab I think. He is easy top 5 character in rbs imo.

Bob–I don’t play bob so I can’t judge him in rbs, but if he doesn’t have an infinite in rbs that’s great imo. Fuck broken shit!:arazz::mad::arazz: Even if it’s hard to do I don’t like stupid broken shit. If you want to play with infinites then play a marvel game.:looney::rofl:

Ex Mary-- you showed me that she isn’t the worst character in rbs. I never seen her played like that. That was an eye openning fight. I don’t know if she is top tier like DG claims, but she can whoop some ass for sure!

I think the main problem is your playing rbs like it’s rb2. I will try to play rb2, so I can compare the 2 games fairly.:wonder::wgrin: I think that alot of characters were nerfed in rb2 and that’s why I don’t play rb2. I was talking to arstal on 2df and he said that was one of the main reasons he liked rb2 over rbs. He likes games that tone down characters because he said it makes you have to think more when playing if characters aren’t as strong as they were in rbs. He thinks it’s too easy to rushdown in rbs. He thinks the game doesn’t suit players that like to turtle.

Thus rbs is a onesided rushdown fighter and not well rounded like rb2 were you can rushdown or turtle to win. He might be correct if I understood the points he was trying to make before he got mad and left the room during our debate. Maybe he can explain better than what I tried to do.:wonder: I view RBS like it’s the ST of the real bout series! What I mean is every character is good in rbs. Every character has a chance. Even EX tung and cheng have a chance to win. I know billy is the best in rbs, but there are top tiers in every game. I hate games that nerf characters and I feel that’s what they did from rbs to rb2.

I feel you can play rbs rushdown style or turtle style. Most people don’t even give rbs a fair chance when they read on srk line shifting fucks up the game. That’s so far from the truth and anyone that sits down and truly tries to learn how to play the game will view line shifting just like any other evade move like rolling in kof/cvs or dodging to the attack in kof95.

Feel free to debate this topic. I will try to be on tonight to play some people in rb2 on 2df. I’m not with theory fighter. I’ll rather play to prove my points. All I ask is people give RBS a fair chance.