The Official RUMBLE FISH Strategy Thread!

Hey, we are having the First Rumble Fish Tournament in America, Heres SRK thread: http://www.shoryuken.com/forums/showthread.php?t=86780

I need some opinions on Rules.

Basically regular format, 2/3 matches 2/3 rounds, double elim, can switch char on loss.

My friends are pushing for Greed being banned because I play him and whoop ass.

Is Greed Tourney Legal? I really think he should be, hes arcade selectable, he’s go BS but not really that broken.

How about Sheryl? she is console only as well as Hazama.
Should they be tourney legal? I haven’t seen anything completely broke with Sheryl or Hazama. Sheryl does have that really gay knockdown trap, but it takes practice to do. I haven’t had too much exp with Hazama yet, I have no idea if hes broke as shit.

Heres My Idea of Tiers:

Top: (no order)
Greed
Garnet
Aran

Mid High:
Typhon
Kaya
Zen

Mid Low:
Boyd
Hikari

Low:
Orville
Viren

?:
Sheryl
Hazama

I remembered hearing about this game and then suddenly everyone just stopped talkin about it. Is is gonna be comin to PS2? It’ll never make it to my arcade it’s all I got…

On the TRF2 website, they released a movelist. Here’s the URL:
http://www.dimps.co.jp/rumblefish2/index.html Click on the big red button
Copied from my GameFAQS post

Ok, after carefully looking over the movelist and scanning the previous moves, I’ve tryed to put together a list of some basic changes of each character. (Except Sheryl; I don’t know her RF1 movelist) The people who have a RF2 cabinet near them could probably explain some of the changes better, but here is a general list I’ve seen. Sorry for any mistakes. (I just used EChang’s FAQ to compare)

Oh, to answer zer0kage, the special moves you see at the bottom for everyone are the new feature for TRF2: Burst Dive. You either press LP+SK or LK+SP and it activates some special ability for your character. Unfortunately, I don’t know how much gauge it costs but… yeah.

Zen: Gained a new command move, Ryuurinha, done by pressing F+SK. No changes to special moves list, Offensive arts, or Defensive arts.(Not the properties) Gained a new Critical art, but it’s simply left as a ??? with the command being the same. Finally, his Burst Dive is called Kakondou. After staring at it for awhile, it mentions his powerup move in the text, (Kakonhou) so I think it gives powerup until the Burst Dive ends.

Hikari: Gained a new command move, Ochibabarai, done by pressing F+LP. She gained a new special move as well, Kazadama. It’s motion is DP+P, so maybe it’s an anti air of some kind?? (Maybe something like the ending of her Critical Art…) Her Burst Dive is called Harukaze, but I couldn’t decipher anything in the little caption. My Kanji skills suck.

Typhon: Looks like he gained a new aerial command, probably a dive kick. Sorakkyaku, done by inputing D+LK in the air. He either got another projectile, or his old triangle shaped projectile changed it’s name from Shukukeiho to Tenkeihou. His command throw, Retsusouan, changed it’s command to B, HCB+P. Renkatsukyakyu’s command changed to DP+K. Bakkishou, the jumping projectile thing, now changed to QCF+K while in the air. It looks like Typhon is able to do his new dive kick from his hopping around move, which is now changed to QCF/QCB+K. (The command probably corresponds to the wall he jumps to) His Burst Dive is called Shukekeihou… All I can see is that it does something to his Tenkeishou.

Garnet: The only change to her special moves is that her sliding move, QCF+K either has no juggle kick followup, or it does it automatically. At the bottom, under her movelist it says something about her Mimic Terror… I think it says that it takes one offensive bar from your opponent if it hits. Her normal Critical Art’s name has changed to Sweet Shuffle. I’m not sure if the other Critical Art, “Wars End,” is just her second one in TRF1, where she takes the opponent off of the screen and beats them up… Regardless, it has a funky command… D/F, RDP, F, B, F+P. Yeah, that’s messed.

Orville: Gains a new special move, Assault Through; the command is QCF+K. Orville’s old Offensive Art, Extension Heat, is now his Burst Dive, and he gains a new OA, Mega Gravity Bridge. (QCF, QCF+P)

Boyd: Looks like he lost his Steel Head attack, but has gained a new special move that a few people have talked about: Down Sunny Finger. (QCB+P) Boyd has a new OA, but it just has ???'s. His Burst Dive is called Sunny Shot, so it probably gives him more sunly marks when he hits his opponents. Boyd also has some note under his command list, but I can’t read anything… =\

Viren: Gained a new special move… Pitofui Bridging Bomb??? Yeah I’m not sure about the spelling. Command is QCF+P in the air. Viren apparently has a new Offensive Art- Crotarus Barrage, done by inputting B, HCB+P. I find it odd that they would reveal some characters new OA’s and some not, so people should try to see if this move is in TRF1. Finally, his Burst Dive is Dendrobatin Shock. It looks like his LP and SP attacks turn into attacks with his Stungun.

Kaya: New command move- Rakuyou; F+LP. New special move Gessen, QCF+P when in the air. Maybe it’s an air projectile? Finally, her Burst Dive is Hyousa… All I can see is that there’s somehting about “slip damage” at the end. Maybe she can’t die from chip damage.

Aran: His projectile feint’s command is now D,D+K. Vanguard Strike’s followups are changes a little… For Second Strike, the feint move is F+K, and for Third Strike, the Punch enders add B+P; D+LK and F+SK are both feints. As mentioned by others, Aran can shoot his projectile low with QCF+K. Then, Aran gains two OA’s, Strike Back Cross and Strike Back Double. It looks like they are both done from the Phantom Phase move (QCB+K) by HCF+LP and HCF+SP, respectively. Since they are shown, people should try them out in TRF1. In Aran’s note under his movelist, it looks like the Phantom Phase can cancel into Vertical Strike and Vanguard Strike as well. Aran’s Burst Dive is Phantom Shift. No Idea.

Sighs Wow… That was long.

Sweet. That’s awesome. IMO, Greed shouldn’t be selectable. I mean, I doesn’t matter if he’s playable in arcade; I don’t think many people will be able to handle Greed because TRF isn’t widely played.

As far as tiers, here’s my take. I’ll explain it later; my last post drained me… :sweat:

High:
Aran
Garnet

High-Mid:
Zen
Hikari
Boyd
Typhon

Mid:
Kaya

Low-Mid:
Viren
Orville

I’m really interested in Hazama… I’m still waiting for my copy. :xeye:

Why Aran is top: His game completely revolves around gaurd crush.

If you keep your opponent Defense Meter low, or if your opponent is bad at Defense Arts or Impact Breaks or dodges, Aran is going to run the game all day long. Alot of his moves are safe, hes quick, and has a nice super cancel.

Basically from knockdown, you start his string into Advance attack special, cancel into string-special (should be ready to guard break)-> Super cancel. His only draw back is he deals shitty damage.

Why Greed is Top: He’s a really simple FAST character with great normals and a good special. All his damage comes from sweep->c.SP->aircombo. He has the potential for guard crush strings and Advance Attack Cancels.
His QCF.SP Move (Flame thing) is basically a safe invincible move, however you can’t wakeup with it like a DP. His only draw back is he has no real overhead mixup game since his only overhead is the dodge jump kick and QCB+K and they don’t string into anything.

Why Garnet is Top: Her great Mixups combined with easy damage makes her really dangerous on a knockdown. Her Defensive Art is done when she is knocked down which makes it hard to lock her down. Her only Drawback is not all her moves are safe, and she cant really jump in because her regular jump is way too high.

http://www.romancancel.com/download.php?list.2 me (Greed) vs kevin (Aran)

just 1 casual

Greed is good, but not overpowered imo. He should be tourney legal.

And whoever said Orville needed an AA grab is dead the fuck on. His options are so limited/unsafe against jumpers. not that an AA grab is that safe either, but it beats doing j. SP all day…

And because of backdash invulnerability, his tick game kinda sucks. At first I was really happy, because a blocked cr. LK put them out of normal throw range, but within his command throw range. But once it’s blocked, he has no options to really force the throw. If the opponent does cr. LK or jump, he would have to guess with cr. LKxxQCB+P, which is unsafe. If they backdash he has to dash in. Every option other than the command throw suck balls in terms of risk/reward.

Anyone know a better combo off his DA other than scrubby-ass f+SK?

Random thoughts:

Orville can throw you out of Advance Attack with his command throw. For all his weaknesses, Impact Break command throw is pretty darn good.

If Zen does blocked string xx QCB+LP, he can be (normal) thrown out of the QCB+LP.

Zen’s OA seems awfully useless in ground combos. Why? Because doing chain xx AA chain xx LP elbow does more damage at the cost of half the OA gauge. However, it certainly does have uses for countering/punishing and juggles. That said, if you make someone airblock an air chain, you can often land first, then do a HP, HK xx QCB+LP juggle.

I imagined that Rumble Fish would be like SF3, where it seems neat but otherwise sucks in the first version, gets hella improved in the second version, then gets it mostly right in the third version.

more poeple shold play this game because its lots of fun.

Hot damn, been awhile since I stopped by here. I like what I am seeing with the tiers. But I too ask to see some tourney results involving Greed overseas before I can think him legal. Ah… damn, I need to open Hazama. Been playing everything but this. Cyg, if I remember correctly you can nail the tackle and antiair extension after a DA, or maybe I am thinking corner only. But hey, if we had an antiair throw like I brought up earlier he could have went with that. That and he needs a goddamn body splash.

Oh, maybe I am not seeing it, but what makes Kaya better than Hikari on some of these tiers? And what makes Boyd good… at all (hey, don’t think I hate him, he is my character!).

Are there any Greed match videos besides the one j1n posted? I’ve played a Greed before, so I know he is good, but I really don’t think he’s that much above everyone else considering I still did okay and I don’t know the game to well at the time. Of course it’s the possibility that he sucked, but he seemed to know his stuff.

At any rate, it’s the first tournament in the US, so why not give him a chance? It would seem kind of dumb to ban a character that’s arcade selectable based on a few people like us playing :rofl:. He could be at least tested in a tournament enviornment. If he owns up ST Akuma/Duolon style he can be banned.

That cutter move that I saw the guy do at the end of his chains was pretty much safe, unless parried of course. Does it give frame advantage? Actually, a better question. What can you do to counter it besides a properly timed parry? It seems like there was a slight lag between the first and second slash, so maybe there’s enough time for a quick dodge?

Kaya’s ability to String DP into CA or string into GC into CA makes her a big threat when she has full meter.

Kaya can also String DP into OA with full Offense Bar.

most of Kaya’s game is just like most people in Rumble Fish 1, that’s guard crush. Her fireball and DP can control the ground in a ST fanshion.

Hikari relies heavily on good defense, and her counters. She doesn’t have a way to apply contsant pressure.

Boyd is good because he has a mixup game that he can cancel into his DP or his DP super. the more sunny figners you land if you can mixup into DP super you can very well land a 100% combo. However since he has no real way to apply constant pressure his game drops him to mid.

i’ve found some sick things with sheryl i will post up her unblockable trap video tonight.

I stand corrected Hikari has some good pressure strings. I dont think much damage comes from them but i still dont know alot yet.

also Carol has vids of Rumblefish http://carol.sakura.ne.jp/

A lot of the comments you mentioned are a bit off, IMO. You say that Kaya is a threat because she can do DP into OA or CA. I don’t know if you’ve noticed, but everyone in the game can do that. Same thing with guard crush string into CA. None of that stuff you said applies solely to Kaya. Furthermore, her projectile doesn’t have much merit, and (in my experience) the priority on her DP isn’t that great. Also, you say that Kaya is better because Hikari can’t keep up the pressure… Hikari’s dash/run is faster and better than Kaya’s, so she can apply constant c. LK’s to lock the opponent down and guard break. Hikari doesn’t rely on her counters; they’re just there to add some defensive measures and ways to combo the opponent. I mean, her counters are pretty good because you can input a second counter stance one time before the animation is done. One thing with Hikari’s pressure also comes from her j. SP, which crosses up hella easy. Just to clarify, Kaya has the same attack, but it seems like Hikari’s jump is better. Maybe that’s just me hallucinating… :confused:

As for Boyd… I think put him at high mid because… Well mainly because he does fucking HUGE damage. Boyd can get 200+ just from a jump in to combo string and then advanced attack combo string. Not to mention, he can mix up the sunny fingers to autoguard attacks and that means sunly marks for you. Also, I think people don’t use his mellow throw enough, I mean, it allows for you to have a free combo/ sunny finger, which is always nice. Throws seem to be pretty good if you can pressure your opponent, so Boyd can do some attack string into advanced attack and then reset into the throw if they hesitate. All of Boyd’s Arts are very good. His OA has some decent comboability, good damage (OMGWTFBBQ damage with enough sunly marks) and it looks cool. His defensive art is pretty easy to combo, and you can use it to easily build up sunly marks. It’s also a pretty good ender to a long advanced attack string. His CA is just overall sweet. Good damage, pretty good comboability, great priority. Boyd is my boy.

J1N’s Sheryl Unblockable Setup is on romancancel: http://www.romancancel.com/download.php?list.4 (register to dl)

Basically how it works:

Set your enemy to guard all or your friend to block it if you don’t trust the CPU.

You set up the electric bomb (qcb+SP) high, now walk forward and make sure its behind you.

The “Crosshair” of the bomb should rest on Sheryl’s shoulders

Make sure the opponent is within the correct distance. Now Set the bomb off with DP+SP

The bomb should go off, and even if your opponent is blocking low or high or tries to Impact Break it, they should get hit and launched into the air, in which you follow up with superjump->LP-LK-SK-SP-land c.SP which should be untechable (unless the opponent uses meter to tech)

In the corner it should set you up in position for another unblockable bomb.

Remember the Positioning for this is VERY strict. Its a very hard setup to get in actual match play (combining it with c.LK or pressure strings), however its probably worth it.

Why It works:

Honestly I have some guesses but I really don’t know why.

My guess is because since the bomb is behind Sheryl, but still close enough to count as infront of her and within hit range of the enemy, the animation frame has Sheryl turning around to shoot the bomb, and it causes the game to mess up how you block it?

if you watch Aran’s animation frame, he goes to block the move, then for no reason stops blocking, even if you hold back or the opposite direction you get hit.

The CPU on set all still get’s hit

I don’t think its a natural property of the move either, because from certain ranges or other distances you can block it with no problem.

jason coffman i can see you reading this thread, why dont you get online you fagot.

TRF2 stuff:

“Orville: Snipe Throw is now an anti-air throw that only hits people in the air. Assault Throw is a running grab. Mega Gravity Bridge is basically Sledge Revolver x 2 > jumping back breaker. Extension Heat will no longer end if you are thrown. Full Graviton Fall’s motion is different: jumping back breaker > then TRF1 ver FGF. Also, Orville has an air throw.”

just you motherfuckers wait

Throws throws throws
Did you know you can throw Zen out of his OA in TRF1? Fun times.

Having his armor super end when Orville gets thrown was pretty dumb, yeah.

stomps around YES YES YES! This is exactly what I needed to hear. Man oh man, I will even play Orville in the second one. Hot…DAMN.

Okay I’m going to go ahead and take this back. Greed is definitely overpowered, his guard meter damage is way too high.

Here’s an example. Greed does cr.LK-cr.LP-SP-SK (blocked). Here’s where the gayness starts. His (far) SK can be canceled into whatever (prefferably qcf+SP), and he has a huge window to delay the cancel into qcf+SP. Now if he just does SK by iteself, it doesn’t lag like most strong normals, in fact it seems like it leaves him about even frame-wise.

Now, cr.LK-cr.LP-SP-SK x2 will guardbreak. So if they keep blocking after the first SK (because of the potential delayed qcf+SP), then Greed can just repeat the string (or do any other string pretty much) and guardbreak -> 50% combo. If they attack after the SK and he cancels into qcf+SP, they get CH and he gets a free juggle. If they jump they’ll get hit and have to deal with resets. All this with absolutely no meter.

Most characters have to use string -> adv. attack -> string -> (some kind of mixup to keep them blocking) to guardbreak a full bar. And even then usually there is some guard meter left. Greed can just not worry, because when he does GB you, he will always have te meter to use adv. attack or whatever for his combo.

It gets even uglier when Greed throws you into the corner…

And yeah I know you can use the impact break or DAs, but it’s just so above and beyond what other characters can do, and he does it so easily.

You are just a pansy who doesnt like losing to me. Coffman :smiley:

Face it, the Top 3 ARE DESIGNED to gaurd break you in 2 strings.

Aran, Garnet, Greed will gaurd break you all day into big damage as long as they have meter.

You’re saying people keep blocking the SK in fear of a delayed Fireball QCF SP. Surprise surprise its called a MINDGAME.

Thats not overpowered. When you look at what Greed has, thats really the only good thing he has, is string into fireball or stirng into Advance Attack Guard Break.

I’ll tell you whats overpowered, Boyd ending a string in overhead,low or Guardbreak Super cancel for 100% damage. Garnet ending a string into low,overhead,or Guarbreak.

Greed has no way to mixup his string, if you don’t suck you can get out.

You have a HUGE amount of time to do something after SK is blocked, if he decides to Delay the QCF SP you can easily backdash or Superjump out, Impact Break, Other characters can DP,

Honestly if you see Greed do SK then you are still blocking when he does dash c.LK String and get Gaurd broke, you SUCK.

Its just that his Rushdown is much easier than Garnets.

You’re using the same logic to say that Aran is overpowered, his string and mixups are easy to do, he can delay some of is strings and mindgame you into blocking longer so he doesn’t have to use meter to cancel his string.

Honestly this whole game is designed around Rushdown,GuardBreak,Combo, except for the few people who actually have mixups, keepaway, and shit like that.

The game takes advantage of people who have SHITTY 2D defense.

Im serious, look white jason, we’ll play again this weekend.

once you learn how to do defense shit, you will get out of Greed’s shit. I’ll show you how to do it.

Basically Beacuse Greed has no good High/Low Mixup game or any kind of runaway/keepaway, His Mixup is basically his Rushdown.

Is he going to end his string with QCF SP? is he going to try and dash in and c.LK again? is he going to jump?

this is nothing as broken as say Kliff who just hits you twice and you die.

It also doesnt help that i play the game just about every day on campus and you get to play it like once. :frowning: