I’ll be on the IRC. I’ve picked this game back up again =D
Anybody want play me? I need some experience xD
That’s one of the flaws of RB2 though. the game often turns into a turtle war at high level, due to single hits leading to insane damage sometimes, and the ease of defense mechanisms. In this regard it is similar to the Vampire Series, though in Vampire you didn’t even need meter.
All three of my main characters rarely use DM’s. Hon can combo into his S-Power a lot, but his P-Power is only useful as a breakshot or chip damage tool. It’s even marginal as a wakeup.
Chonrei doesn’t have an easily comboable DM, his P-Power is to stuff moves and punish certain laggy projectiles, such as reppukens.
Cheng has a 0-use S-Power, but P-Power good for punishing whiffed Raging Storms (it’s 100% invincible once he starts chucking projectiles, and he can fly into the Raging Storm/Fire Wheel/ etc and massively punish, and it’s comboable off jump C, though timing is tricky. Other then that, he has the most retarded breakshot ever (Imagine if you could breakshot Honda’s headbutt in ST- that’s how easy it is)
With Hon, he has three viable breakshots for every situation, and his P-Power is breakshottable. He’s designed to breakshot like mad.
Chonrei can breakshot both his fireballs, though the other fireball (qcb,f+P is difficult to do) If I could do that my Chonrei would be much better, as that’s how the move is intended to be used. He can also breakshot his DP. Fireball breakshot can be useful to gain momentum back and you can start shotoing from that.
one of my favorite fighters, but like you said its too turtle friendly. especially if you use turtle (terry) monsters and just defend like a hoe. shit since my pc’s power died i havent played any neo games (fighters in genersl) lately (ps2 unplugged, same for neo cdz). also, ps2 pads are really shit for fighters. you can do shit decently, but perfectly like on a neo cd pad/stick? fuck nah. (tried some UM on the ps2 after plugging it in after a looong ass time).
If you are catched with counters a lot, is because you have an open patron to play.
Try to do a lot of down+B, qcb+B, abuse of it. Always charging down because this player likes to low jump a lot. Also try to do, instead of just jump+C, do in air down+B without slide.
Try to change the zone for you with down+B.
Mai is kinda hard to play, as she does low damage and you need to do a lot of combos in order to win. Also, turtling on her is very effective.
My maxim with her is “Look & React”, like instant P.Power as soon as you see movement of your rival, or run below him when they jump after fake Kachocen’s.
Ah! and the most important, do not do “in-advance moves”.
React, then do.
Lots of good info Arstal. I never knew about Cheng’s Collapse of Creation being able to hard counter supers like you mentioned.
I have to disagree here. The :qcb::r:+:snkc: fireball is too slow, even when breakshotting it comes out too slowly. I think you will have to admit the harsh truth that the move just plainly sucks at the end. Hell, I bet the Kaiser Wave has faster startup, and that one actually has enough travel speed to work as a medium range breakshot at times.
As for other breakshots, Terry’s Fire Kick (:qcf::snkb:) is one of the best of them, doing lots of damage since you can follow with a juggle. This move has a very low hitbox though, so if you intend to breakshot Duckballs or similar stuff, it might miss.
Cronopio, if you need to train breakshots I recommend you get someone to play as Rick and have them spam Shooting Star (:qcf::snka:), or just let the cpu do the job. Rick’s Shooting Star is probably the most breakshot-vulnerable move in the game, giving you plenty of time to react to the final hit after the initial flurry.
I’d love to fight you some day, and as for you, Malfreds, I believe we still haven’t fought. What is your 2DF nick?
Chonrei’s fireballs come pretty slow even as breakshot. But is a good option after some poking and when the opponent tries to counter you, a break fireball is great to continue to win the space in the short battle.
Of course we did God2.0
I play as KRoyal on 2DF, but you’re always playing Alpha 3 when you’re in =)
I’m pretty new to RB2, but I’m definitely taking it up as one of the games I want to play seriously. I’ve read through pretty much the whole thread and there’s lots of great info, so thanks to the contributors.
I just finished up some 2DF games with this greater player Caddie (who doesn’t post here I think). Anyways he told me that my Xiangfei shows promise, so now I’m trying to learn as much as I can about her in terms of general strats, punishes, best chains, etc. Can anyone do a quick write-up?
Also, I’ve seen a few vids in which Xiangfei was able juggle other characters in the corner with multiple :qcf: :snka:'s. They’re character specific if I’m not mistaken. Can someone fill me in on where those are possible?
If anyone is ever on 2DF, my handle is MezzoForte. PM or AIM me if anyone is up for some games, or I’ll check out #srksnk channel sometime. C’mon everyone, tell your friends: RB2 IS THE SHIT!
Quoted for truth.
A couple of my friends and I have been getting into RB2 a lot recently and plan on (possibly) playing it at Final Round XII this coming March. I hate that I’m stuck on dial-up though (live in the middle of nowhere), otherwise I’d be on 2DF all the time.
Anyway, I’ve been playing Terry mainly and was wondering which characters the cr. B, cr. B, Flame Kick (I think that’s the name), Rising Tackle works on as I’ve come to notice that it seems to be a character specific combo. Will taking out one of the cr. B’s make it work on all characters (as it seems the push back may put Terry just out of range for the Rising Tackle to connect)?
Also, I know Terry has a lot of good pokes and what not, but is it safe to say that st. C is the primary one to be using? I’ve gotten pretty comfortable using Terry (apply pressure and try and get my opponent to screw up) and I’ve really started taking RB2 serious recently so thanks in advance for answering the questions I have asked :tup:.
Dingo:
Yeah, Terry has good pokes and primarly his Standing C is the one. Do not use it so often because your opponent could catch you in the move jumping.
Also try more low jump with B, but check the distance because a bad calcule will cause a free combo.
Instead of Fire Kick after low b,b, do dwnfwd+C and Burning Tackle. It’s safe and gives you the area control.
And don’t forget Crack Shoot (I think it is), it’s so great pressing opponents.
Basically what Malfreds said. The :d::snkb::d::snkb: into Fire Kick will only connect if done very close since, as you guessed, it pushes them away from the Fire Kick. The Fire Kick has shorter range than it looks like.
Be aware that using the launcher combo mentioned by Malfreds should not be done on a blocking opponent, since it gives bad frame disadvantage on block.
When it comes to using Crack Shoot vs. using Burn Knuckle, I will point out some of the differences.
Burn Knuckle
- good damage
- misses crouching characters
- good for juggles since it needs only hit once to deal max damage
- :snkc: version is suicidal, but can be used if your opponent somehow makes a big mistake on the opposite side of the screen, which of course is highly unlikely.
Oh, and forget about the “Power Wave, Power Wave, Strong Burn Knuckle”-baiting that you see beginners use. It is a very risky and ineffective tactic.
Crack Shoot
- slightly lower damage
- has to hit multiple times to deal full damage, which makes it bad for juggling and loses out on hit trades.
- Will hit crouching opponents
- May stuff attempts to jump over Terry, kind of like Krauser’s Leg Tomahawk
I am not too sure about the frame data, but I believe the Crack Shoot is less safe on block. It is also easier to punish with a breakshot. I will test this as soon as I am back on my own computer. Personally I never used this move a lot, but I will do some “field research” on it the next time I play.
About Terry and poking, in addition to his standing :snkc:, you can also use the standing :snkb:, since it is fast, has long range, and can be comboed into :snkb::snkc:, making it a decent long range combo. Just beware of breakshots.
Other stuff about Terry is that his fake moves are highly convincing. Now this would be a much greater asset if he actually had any special throws. Still, the fake Burn Knuckle can be very useful for mind games along with his dashing kick, since most tend to block the Burn Knuckle low.
id just like to point out that krauser can do his pursuit AFTER his DP+C move. you just have to dash real quickly right at te first frame when the move ias ovwer. also dont keep dashing, short dash, let go and quickly pursuit. works on everybody.
I’ll add that Crack shoot can be countered with a quickly AB move, so even it must be the number one pressing move, it can’t be used so often but mixing with Burn Knuckle is a good idea.
B, B, Feint is also another option to do. It gives you a good momentum in order to see what is coming from your opponent.
Thanks you guys; that’s a lot of really helpful info. their. I can see how the cr.B, cr.B, dwnfwd.C is a lot safe than trying to launch with the Fire Kick (plus I don’t have to worry about the Rising Tackle missing with the dwnfwd.C).
The info. on Terry’s pokes and the pros and cons of Crack Shoot versus the Burning Knuckle is great. Really, thanks for that guys :tup:.
This is true. I would not recommend it though. If your timing is a few frames off you are going to die horribly.
Edit:
Alright, I’ve done some frame tests. Now, both the Burn Knuckle and Crack Shoot vary a lot based on the distance you use them from. If you use them from further away, the move will hit in its later hit frames.
My crude tests show that the Burn Knuckle can range from everything to a +1 to -8 frame advantage on block. If the frame disadvantage is lower than -4 or -5, most characters will be able to punish it using anything that starts with a jab or other quick move. Yamazaki can punish already at -3 if timed correctly.
Burn Knuckle blocked frame advantage: +1 at long range, up to -8 the earlier it hits.
For the Crack Shoot, at close range, the frame disadvantage was actually only -3, at all ranges I tested it at, which is far better than I thought. This means the Crack Shoot is actually safer than Burn Knuckle at close range. It also comes out faster. Just beware of those breakshots.
Talking about sprites and collision boxes, I’m wondering how Tung is made as every time I want to combo, feint, combo, he goes out of space and I cannot continue the combo.
He has a low hit point, so for me, he’s the most difficult character to beat.
Best bet against Tung is to just turtle him out. Tung couldn’t mixup even if his life depended on it. He only has :uf::snkc: as a working overhead. At least it can crossover on a low jump. He also has no low combos, except :d::snkb:+“Okiedokie”, which is unsafe on block. Good luck hit-confirming that one.
His :r::r::snka: pressure game can be countered with :snka:+:snkb:. If he goes for his special :snka:+:snkb: :snkc: overhead chain, you get a free grab if he hits you.
Personally, I try to mix in his taunt a lot when I use him. Just press it once every now and then to let my opponent think I will press it again to do one of the meditation moves, then do a walk-in grab. The good thing about this is that the :snkc: version meditation move is safe on block, unless they have H-power or more that is.
I forgot one big stuff about him: his AB move has a BIG range.
I don’t understand when sometimes I land in front of him within I think is good space, then he does the AB and hits me! then followed by qcb+A.
It’s the most annoying move/strat in whole game, like the one full bar combo from Rick.
And yes, turtling is effective, but when he starts to deal some damage to you, it’s almost over as his poking game is stronger.
kim has an easy full bar combo as well, and hes a tier whore as well. still not alfredgamebreakingly bad though. also i know about the pains of beating tung, as yamazaki is one of my favorite mains. i miss RB2.
Yea, Yama is one of my own characters as well, and I always struggle with the small characters. Tung, Chonshu, Chonrei, Mary. His moves have long reach, but the hitboxes are thin.
I don’t know if this is really old news, but I wanted to ask anyways.
Normally, tick throws are not possible in this game since there’s a lot of hit / blockstun frames. But since the window to input commands is HUGE, I found that you can counter that long hit / blockstun by temporally “storing” your command grab motion and grab just after the hit / blockstun ends. For example, with Krauser do cr. A (buffer 360), walk a tiny bit, C, and the Gigantic Cyclone will come out just when the opponent is ready to be thrown.
I this useful / viable for real play?