The Rumblefish 2 thread that CF built

Mito is CRAZY. CRAZY I say. But Sheryl’s still my bitch. I just dont get 15 game win streaks with Sheryl.

I’ll be there tomorrow after my Regents so Ill be there maybe 1 or 2 Latest.

Here’s a semi detailed FAQ/movelist. I haven’t played the game enough to know what properties of special moves changed, but you guys can just correct me if you have any input.

Abbreviations:

LP: Light Punch SP: Strong Punch
LK: Light Kick SK: Strong Kick
D: Dodge
u,l,d,r= Up, Left, Down, Right
cr.=crouching
j.=jumping
c.=close
s.=standing(far)
OA=Offensive Art
DA=Defensive Art
CA=Critical Art
IB=Impact Break
CC=Critical Cancel

Systems Explanation

Rush Combos
The game features a combo system that allows players to chain normal moves together to create combos. You can only go in the lower to stronger direction (LP<=>LK=>SP<=>SK) but you can still cancel the moves. Aerial Rush combos can also be performed, and follow the same rules.

Dodges
The 5th button used in The Rumble Fish 2 is the Dodge button. In most situations, it performs some kind of evasive maneauver, but it also performs some very important actions as well. (later in systems) While standing on the ground, pressing D will execute a Ground Dodge, where your character will hug down low and dash forwards a ways. While pressing down, down-forward or down-back, you will perform an Aerial Dodge. During both moves you may perform a single normal move.

Offensive Gauge
The Offensive guage is split into 3 parts, each with a red color. This fills up while hitting the opponent, and using special moves. There are many systems that will use parts of the Offensive Gauge.

Defensive Gauge
Like the Offensive Gauge, it is split into 3 parts each with a blue color. Unlike the OG, this fills up automatically with time. Blocking or getting hit will not speed up it’s rate of filling. The speed at which character’s DG fills up varies. Defensive systems use parts of this gauge.

Recovery
Simply done by pressing any button while knocked down in the air, your character will hop out of it. You can direct where it goes in conjunction with the control stick.

Quick Recovery
Done by pressing D while knocked down in the air, this move will recover at any time, even in cases where you could not use a normal recovery. You can direct it with the control stick. Costs one level of DG.

Ground Recovery
Pressing D while on the ground will make your character perform a quick roll to recover. You gain a small amount of invincibility at the beginning to avoid attacks, but later in the animation you are vulnerable, and throws can get you at any time during this move. You can direct which way you go with the control stick.

High Aerial Dodge
Press D while in the air and not knocked down. Your character will perform a dodging motion while in the air. After performing this you cannot do any jump attacks until you land, but you do gain full invincibility for a short while after dodging. If you time it correctly, you can dodge the opponent’s anti-air attack. This also changes the trajectory of your jump, so it can be used to fake a jump-in, land, and then punish a whiffed anti-air attack.

Impact Break
D while guarding/blocking. Will decrease your block stun so you can counterattack your opponent or foil a guard crush attempt. Low Impact Breaks can be performed from a crouching guard. If you mistime this, you won’t gain any advantage and you will waste a level of DG. Whether you perform it correctly or incorrectly, it costs one level from the DG.

Impact Blow
Press D during a move that causes the opponent to be knocked into the air. This new feature in TRF2 makes it so that your opponent cannot recover, quick recover, or ground recover after the attack. This allows for new and original air combos and setups. A good example of this is Hikari’s Momiji-Barai, where she can jump up afterwards and continue to combo the opponent. Costs one level from the OG.

Jolt Attack
LP+LK. This move initiates a small spark, whereafter your character performs an unblockable attack that causes the backround to turn red and your opponent to float to the ground very slowly. THey can’t recover at any time during this, so you can perform combination attacks till they land. You can also perform aerial jolt attacks. Costs one level from OG.

Advanced Attack
SP+SK. After the command, your character will perform a short dash attack that allows you to continue combos and keep pressure on the opponent. You can cancel into this attack from normals, and you can do any normals you want after this. The actual Attack is so fast that you can counter people that Impact Broke you if you time it correctly. Costs one level from OG.

Boost Dive
LP+SK or LK+SP. This move performs a sort of “power up” for your respective character, with various effects for each character. The backround will change, and a small timer up top will start to go down until the Boost Dive ends. Each one will be discussed in the character section. Costs one Offensive and Defensive Guage.

Guard Crush
By repeatedly blocking moves, Special Attacks, OA’s, DA’s, and CA’s, your small Guard Guage will start to deteriorate. If it goes all the way down, your Guard will be crushed and you will be open to attacks. This automatically refills over time.

Offensive Arts
Basically the “supers” of the game, each character has (at least) one. The effects and damage vary per character, but the all deal a relatively good amount. With a few exceptions, each cost one level of the OG.

Defensive Arts
DA’s could be described as pseudo… Alpha counters or combo breakers. Almost all of them deal a very small amount of damage, and are defensive in nature. They can be Guard Cancels, Hit Cancels, Down Cancels, or just plain commands. These cost two levels from the Defensive Guage.

Critical Arts
These attacks are simply devastating. Doing at least one life gauge (50%) from your opponent, these are almost always high-priority and great attacks. Unfortunately, you need to have the control to be able to build up 3 levels of each Guage so that it can fuse to form a Green critical Guage. Costs 3 levels from each gauge.

Critical Cancel
This is basically the “super cancel” of the game, where you can cancel special moves into supers for extra damage. Like 3S, it costs nothing extra, so if you have the situation, go for it. Despite the name, you can CC into OAs as well as CAs. The particular move varies for each character, and some characters have multiple.

phew I’ll get to the character movelist and notes in a sec, I need a little time.

I’ll be there around 12 or 11:30.

The main reason why I didn’t get Melty Blood was because you can play it already on your PC, unlikely RF2. Which is not out on console/pc yet.

Another game coming next week is Senko No Ronde! :looney:

Some vid of Senko No Ronde if you haven’t seen it yet:
http://am.sega.jp/utop/closeup/senkoronde_06.html

Vf: Ft Pleaseeeeeeeeeeeeee???

Ah well, MB:AC is quite different from MBR, and I think you’d be the only ones in the NATION to get one if it was there, plus my ass has spread word of it enough to give it attention, but that’s life I suppose.

;p

hold a tourney with guilty gear, and i the world champion in Rumble Fish 1, will show up.

There goes my FAQ.

damn this game is fun as hell! I just went there today and ShinNeoSnake was owning everyone with Mito. As soon as he left, I owned the place with Greed hehe but that was cuz everybody there (including me) didn’t know how to play. Then some chubby kid played with Hazama and owned me = (. Then the fat black guy who works at CF owned him with Aran. I’m going to use Aran now because I just found out Greed is supposedly a bonus character so that sounds kind of cheap.

So for Aran…does everyone do this combo?
cr.lp x 2 cr.sp s.sk qcb + sp, f + sp, then qcf qcf + sp? I’m just guessing so if someone can tell me, that’d be most appreciated.

People need to start using dodges more.

i suppose if you dont visit RC often, (mainly since its been down for a week lol)

we wrote an article about RF2 awhile ago: http://www.romancancel.com/content.php?article.60 (register to view article)

Whats the timing for Impact breaks? I never get them correctly, and if I do its pointless because I never take the opportunity to attack since they’re out of range or already blocking.

BTW, DOES ANYONE KNOW HOW TO PLAY SHERYL?!?!?!?!

Just for all the people here, there’s a new match vid at www.rumblefish2.com. It’s Garnet vs. Hikari, and Garnet gets parts crushed a lot… Heheh… :badboy:

Anways, onto the movelist!!

Zen
Command Attacks
Ryuuzusai F+SP
Ryuurinha F+SK

Special Moves
Zanshinken QCF+P
Kaijingeki QCB+P (CC)
Sengouken DP+P (CC)
->Followup SP
Gasaikyaku QCB+K
Kakonhou D,D+K
Kakonshou D,D+K

OA
Koujin-Resshingeki F,HCF+P
DA
Houshinshou QCB,QCB+P
CA
Ragou QCF,HCB+P
Gouraisenbu HCB,F+K
->Followup SK,SP,LK,LP,LP,LK,SP,QCB+P

Boost Dive
Kakondou

Notes
o Ryuuzusai is an overhead.
o Zashinken is a projectile with a relatively short range.
o Kaijingeki s a short ranged elbow strike. Only the LP version combos from Strong attacks, but it launches on counterhit.
o Sengouken is an uppercut attack that creates a whirlwind. There is a minor amount of invincibility on both versions, with the SP version having more. The followup attack can only be used from the SP version.
o Gasaikyaku is a diving downward kick from the air.
o Kakonhou causes Zen to pause for a short period and charge up. Afterwards, his fists start to glow and all of his special moves are powered up. The LK version offers one powerup, and the SK offers two, but has a much larger recovery time
o After Kakonhou, Zashinken becomes a full screen projectile and hits 4 times. Kaijingeki is sped up, and the SP gets the ability to combo. (I think it also knocks the opponent back considerably) Sengouken becomes a huge screen high tornado that has great priority. Gasaikyaku is sped up a little, and hits twice with a small explosion animation. Afterwards, the opponent it launched for a juggle.
o Kakonshou is only usable during Zens Boost Dive, and it creates a large shockwave in front of him. Its too slow to combo into, but is good for guard crushing and pressure.
o Koujin-Resshingeki is a small thrust forward, and then Zen proceeds to push them to the wall where he repeatedly juggles them with a vicious series of attacks.
o Houshinshou creates an energy field to burst out of Zen, and can be used normally or as a Guard Cancel. The wave launches on counterhit.
o Ragou is a small strike forward linked into a large whirlwind stream that does many hits. The initial strikes range is small, so be sure that it will hit.
o Ive never seen Goraisenbu… looks like a Deadly Rave type attack
o Kakondou gives Zen access to all of his powered up moves for a short time period.

Hikari
Command Attacks
Ochibabarai F+LP

Special Moves
Oborotefu: Sora QCB+LP
Oborotefu: Kiri QCB+SP (CC)
Oborotefu: Tsuchi QCB+LK
Kurumanagi HCF+P (CC)
Momiji-Barai HCF+K (CC)
Mikagegaeshi RDP+P
Kazadama DP+P

OA
Murakumo-Barai (j.)QCB,QCB+P
DA
Oborotefu: Ame B,HCB+SK
CA
Amanagi HCF,HCF+P
->Followup [D],U+P

Boost Dive
Harukaze

Notes
o Ochibabarai is an overhead that gives you advantage on hit and block. You can cancel the move into her OA or CA, or just link a light attack or AA after it to keep pressure/ Guard crush.
o The Oborotefu attacks are counters. While one counter is active, you may cancel the animation into another (except Ame) one time. Sora counters jumping attacks and throws the opponent into a non-techable air position for followup. Kiri counters non-low ground attacks. Although you cant followup after it, it is Critical Cancellable. Tsuchi counters low attacks, and then Hikari bounces them off of the ground for a juggle followup.
o Kurumanagi is a spinning attack that moves forward. Only the LP version will combo from Strong attacks normally, but it is vulnerable for longer and does one less hit. Both are CCable.
o Momiji-Barai is a dashing low attack. The SP version follows with an uppercut. Good move to Impact Blow.
o Mikagegaeshi is a throw move that causes Hikari to hit the opponent a few times, and then throw them into the air. I think you can juggle after it if you are fast enough.
o Kazadama is a move that makes Hikari form a green energy ball in front of her. The LP version stays there, while the SP version moves forward a bit. It doesnt combo from anything, but gives frame advantage on block. The move is also large enough to snatch people from Ground Dodges.
o Murakumo-Barai is a short ranged spinning uppercut type attack that can suck your opponent in. It does a lot of hits, and can be executed in the air, even from an aerial rush combo, making it versatile.
o Oborotefu: Ama is another counter move that will counter any non-projectile, non-throw move, regardless of level. The damage it does for a DA is pretty good, and you are able to air combo them afterwards.
o Amanagi is a charging uppercut attack like the one in the SP Momiji-Barai. You can hold the button down to increase the distance traveled before the uppercut, and the followup move causes Hikari to do an attack that looks like a beefed up Murakumo-Barai.
o Harukaze causes Hikari to slowly regain life. Use to make your opponent hasty.

Typhon
Command Attacks
Soutoushou F+SP
Sankakutobi (near the wall) F or U/F
Sourakkyaku (while in the air) D+LK

Special Moves
Tenkeishou (j.)QCF+P
Shukukeihou F,HCF+P
Retsusouan B,HCB+P
Renkatsukyaku DP+K (CC)
Bakkishou (while in the air) QCF+K
Muuchoushuu QCF+K/QCB+K
->Sourakkyaku D+K
->Sankakutobi U/F or U or U/B
->Kabetobiutsuri F or D/F
—>Tenkeishou D/B, D or D/F+P
—>Sankakutobi U/F or U or U/B

OA
Shukukei: Houshouan (j.)QCF,QCF+P
DA
Kongoutoutai B,HCB+K
CA
Typhon-Shiki: Chouzetsu Renkeihou QCF,HCB+P

Boost Dive
Tenkeihou

Notes
o Sankakutobi is a triangle jump.
o Sourakkyaku is a diving kick attack.
o Tenkeishou is a small green projectile. LP version travels forward, while the SP version is angled upward slightly. When used in the air, the LP version shoots downward at an angle, and the SP version shoots at a farther angle.
o Shukukeihou is a slow moving, triangle shaped projectile. It does three hits and can be used to chip away at your opponents guard meter effectively.
o Retsusouan is a throw that causes Typhon to blast some energy into your opponent, causing them to crumple. You can dash in and combo them after the throw.
o Renkatsukyaku is a rushing kick combination. The LK version does 2 hits, while the SK version does 3. It is CCable on the first and second hits for the two versions, respectively.
o Bakkishou is a straight downwards energy blast that causes the opponent to bounce off of the floor for a juggle followup.
o Muuchoushuu is an attack that causes Typhon to jump to the respective wall that you input, and attack with a kick after bouncing off of it. The LK versions only jump 1/3 of the screen for the kick attack, while the SK versions jump 2/3 of the screen.
o Sankakutobi makes Typhon jump (after reaching the first wall) to the opposite wall, and then perform the kick attack.
o Kabetobiutsuri causes Typhon to pause once he reaches the wall and and then fall down.
o Shukukei: Houshouan causes Typhon to create a large stationary energy field that repeatedly hits the opponent. It can now be used in the air as well, so its quite versatile.
o Kongoutoutai makes Typhon create an energy wave that is sort of like Zens DA, but it is invincible for a long time. It can be done as a Guard Cancel.
o Typhon-Shiki: Chouzetsu Renkeihou is a large salvo of projectiles that constrict the opponent.
o Tenkeihou greatly reduces the recovery time on Typhons Tenkeishou, and allows him to fire a second blast by pressing punch afterwards.

Here are the first three characters with various notes.I took some stuff from SkuldnoShinpu’s RF2 article so thanks. (The link that j1n posted)

OrochiTempest, when I’m done with all the characters, we’ll talk Lud. :tup:

Say Leebee Link…do you know anything about Aran?

Oh yeah is it just me or does Greed look like Scars from Full Metal Alchemist?? I swear he’s a rip off of him. He even talks about God when he kicks your ass.

Nah, he doesnt have the crazy arm or the X. The X made Scar gangster.

::EDIT::
On Topic. Is it just me or does Mito stance 1 play similar to Shotos in ST. I was doing a ghetto hadouken trap and I kept anti airing with her DP and followed up with a c.RH if they didnt recover.

Eh, Je ne sais pas. I dunno, Mito seems very fun to play. I just dont like teh fact she has to change stances. Her 2nd stance has no real antiair unless you jump. But that stance is for Rushdown anyways.

hey leebee link, know some moves of garnet???.. tomorrow i’ll try to practice in cf

I hope you guys are enjoying it as much as I did. :slight_smile:

Must play.

yes

i play sheryl, greed.

yay

ahh i can’t believe I have to look at match videos to figure out Aran = /. Hopefully I figured it out right…