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B. Mary turtle. Mmm… pretty bad as Mary has absolute no ways to support that turtling.
But you didn’t say what char you’re using. I’ll assume it’s Rick as you mention it later:

-First you have to dominate small combos as A,B, feint, and push her when she’s on defense. Push and push and push. Quckly learn how does she try to escape and prepare for that move. It’s easy to set it, as long as you identify her routes.
When she tries to run (back, back), a big move of Rick you must do is his fwd, fwd+C. That move is a beast because you can chain it.
Her breakshot is not problem (back, forward B). Just with same A,B start to test her, to throw punches until she does the move. Quickly punish her after that.
Another thing you could try is when she’s blocking everything, run over her, stop you run in front of her, press back and quickly throw her.
Maybe the biggest problem is her P.Power. Any B.Mary you face will try to catch you on it. The recomendation here is to avoid to attacking her, just waiting her move.

Rick is a strong char, you shouldn’t have trouble handling Mary, even if she is turtle.

Btw, the 2-air hits just works with tall chars.
And double pursuits? What does that mean?
These are her pursuits:
down+B
qcf+C after throw.
When shes in P.Power (after f,qcf+C):
-dp+A, then dp+B
-qcf+C move, then qcf+C
-b,f+A move, then b,f+B
After all of these moves, tap d+C quickly for special pursuit.

thanks the only thing i can tell you is train up, study your opponent,and never give up. and come to this site http://2dfighter.com/ play with us. you will get better.

Thanks!

Decided to get back into this game, but my Krauser and Chonshu feel rusty, so can I have some tips to help me by?
Also how do you guys find Krauser’s OTG attack? When are the times it can be used and WILL hit.

What is OTG man?
I don’t get it.

On The Ground.

Yama and geese have commonly used ones, they can be used to tack on extra damage after throws and the like.

^That, BTW has anyone had trouble doing the :hcb:+:snkc: follow-up to Duck’s P. Power? When I input HCB+C it sometimes doesn’t come out…

had that problem since 98. theres gotta be something to it. the controls of rb2 are some of the best and spot on in a fighter. yet something as easy as a :hcb:+:snkc: doest come out at times? snk did something weird ti it.

Need some help as Geese. How do you punish Hon-Fu’s sky of fire and what is Geese’s best air to air?
Edit: with sky of fire I mean DP+A/C

Ummm…WTF is his Sky of Fire? Is it his QCB+P rapidly (Tap P rapidly to get finisher), or is his HCF+C (Has 2 versions if it hits a Standing/Crouching opponent and the other if it hits a Jumping opponent) or his F, D, DF+A/C (use C version ONLY as anti-air or to finish juggle combos)

If they are just doing that over and over you can try going for his high counter after the first blocked one. It might be possible to get him with a :d: + :snkb: after you block one but I’ll have to test it out. It all just depends how close they are to you but you can give those a try.

That move is hard to counter. If you block it, sometimes you can hit him, but sometimes don’t.
I’d recommend stay in floor, do not jump againts Hon-Fu. Geese has a strong floor game, his air’s aren’t good enough in fast matches. So be perfect in his kick-to-throw, try to not to abuse of his fireballs. Also you can try to punish it with air counter, and after he realizes and starts to jump you trying to cheat you, start with AB move.
Keep it in floor, low C and then grab is another great option with Geese.

But at final words, it’s a hard match Hon-Fu vs Geese.

The thing againt Hon is that he lacks good overheads, you can turtle on him pretty easily.

fathryo has released the 4rd rb2 french session available on megaupload. The (little) tournament vid is really worth to be watch imo and is far better that the old ones. fath and his buddies have really improved their level since the last tourney and there some serious bad ass moves.

Hope you’ll enjoy.

4rd session link

Nb : Some extra match are watchable during the generic.

Great stuff.

Take a look at my Krauser guide, available from page one.

Krauser’s pursuit is by far the least useful of the pursuits, and there are only a few times where it is “safe” to use. Due to the extreme frame-disadvantage you get from whiffing it, you should never really use it when your opponent can tech-roll. It just isn’t worth it. This leaves 2 viable options:

After his :hcb:+:snkb: you can use the pursuit guaranteed.

After his :dp:+:snkc: you can do it if you are close enough. Usually this only happens near corners. Also, if you are up against Krauser or Franco, it is possible to walk forward slightly then perform the pursuit.

Finally, you can do a pursuit after the Kaiser Wave if you are near the corner.

For the timing, you want to use it exactly when they hit the ground. Whenever I do the pursuit I look at the opponent’s sprite and perform it the instant their body touches the ground.

If you really want to play the high-risk game, you can also do a pursuit after one of your fireballs hit an airborne opponent. If they tech-roll, you die.

RB2 has been kind of quiet lately in 2DF.

Hope to see more players on it, as there’s no much variety in the fighting scene nowadays.

I invite you to see some high impact matches of Magnus lux, pablox and me in 2DF replays. Some of them are great, last seconds fights =)

I have a lot of trouble against Geese. I get zoned the fuck out by him, and some players (like pablox, I play with him a lot) have fucking ESP and catch me with Atemi Nages all the time. Any tips to play against Geese with Kim and Hon-Fu?

Also I should get back to those hitboxes sometime.

With Hon-Fu vs geese, it’s a tough match, but doable. The thing is Geese does more damage, so you gotta read and react well, but you can rush down Geese and corner rape him.

Single Reppuken can be hopped over with QCB+B. Your DP is good, though most Geese’s won’t jump. Sometimes you have to use it like a Ken jab DP. Your best breakshot to get is his charge move (seriously, Hon’s best use of meter is breakshots). Once you corner rape, your job is to not let him out, use empty jump throws (especially if they counter, but only use his df throw since the other one flips him out of the corner), mix up chains, DP if they try to jump out.

Hon’s pursuit is guaranteed off a throw of breakshot knockdown, but not a non-breakshot knockdown.

Can’t help you with Kim, I hate Kim and don’t play him.

Thanks for the help, I’ll try to use some of that stuff today. I have to work with my breakshots a lot, I still don’t use them properly in my game.

Malfreds should do a Mai guide, he makes her seem top in 2df.