Eh, Im prolly gonna learn Mito, Lud, Sheryl, and Garnet. In that order.
SHeryl is fun as hell to play with.
Eh, Im prolly gonna learn Mito, Lud, Sheryl, and Garnet. In that order.
SHeryl is fun as hell to play with.
Piercing Heart (QCB+LP/LK/SP)
this move is a kick, much like Johnny’s “Mist Finer” from GGXX
from this move, you can hold the button down (LP/LK/SP) and she holds her leg in place. like Johnny’s “Mist finer stance”
SK cancels her “mist finer stance” back to normal standing
When you land a hit, press back to bring the opponent toward you, press forward to make them launch upwards in an untechable state.
You can use the back to bring them to you when they block the kick.
Gaze Slash
DP+K her basic DP, followup with K
Biting Jest qcf+K
Low Slide Kick, highly punishable
Scheme Stifle backwards dp+K
Overhead Kick, Floor Bounce on Counter Hit
Offensive Super
Piercing Soul qcb, hcf K
Defensive supers
Mimic Terror back, hcb K
You do this move when you’re knocked down, and it only works close range and is a throw
Critical supers
Sweet Shuffle qcf hcb K
Garnet does lots of Piercing Hearts
World’s End down forward, back, down, downback, forward, back, forward + P
Boost Dive
Detecting Eyes places a mark on her opponent. This mark denotes the opponent’s ‘weak point’, and every time Garnet hits that mark she does double damage.
Combos: uhhh i really dont play garnet, but an old combo from RF1 was string->Mistfiner launch->Sweep->Mistfiner Launch->Super Cancel.
one of garnets best abilities is standing LK,Throw for tick throw.
ummmm rush down
Garnet
Command Attacks
Pinhead Split F+LK
Proud Slap F+SP
Special Moves
Piercing Heart QCB+LP,SP or LK (CC)
->Followup F or B+Same Button (CC)
->Cancel SK
Gaze Slash DP+K
Biting Jest QCF+K (CC)
Scheme Stifle RDP+K
OA
Piercing Soul QCB,HCF+K
DA
Mimic Terror (Down) B,HCB+K
CA
Sweet Shuffle QCF,HCB+K
Wars End D/F, RDP ,F,B,F+P
Boost Dive
Detecting Eyes
Notes
o Pinhead Split is a cancelable overhead attack.
o Piercing Heart is a long reaching kick at different levels. LP is diagonally upwards, LK is straight forward, and SP is angled low. The SP version must be blocked low. You can hold the button you used to keep Garnet in a ready stance, and then let go to attack. While in the hold stance, you can press SK to cancel the attack. Its a lot like Johnnys Mist Finer or Yamazakis Snake Tamer.
o The followup move draws the kick in (back) or pushes out again (forward), and its effects depend on the version used. LP knocks the opponent back, SP knocks down, and LK staggers the opponent.
o Gaze slash is a jumping anti-air move. The LK version does one hit, while the SK version adds an additional attack. Both moves have invincibility, but the SK version has more. Like many other anti-air moves, the LK version launches on counterhit.
o Biting Jest is a sliding low kick that is linked to a high kick that launches. This move has great range, and coupled with easy followup makes it one of Garnets best moves.
o Scheme Stifle is a short jump kick that is angled downwards. The move is quite fast, and is an overhead. In addition, the move will make the opponent bounce off of the ground on counterhit for followup.
o Piercing Soul is a fast move that performs a Gaze Slash and then juggles into a screen-wide side kick. Its quite fast, and has good priority over most attacks. Its easy to do after a Biting Jest.
o Mimic Terror can only be done while you are knocked down. During the move, Garnet will catch the opponent with her legs, and throw them down onto the ground, diminishing the opponents chance at wakeup pressure. If you do get the move off on the opponent, you are rewarded one Offensive Gauge.
o Sweet Shuffle is a fast Critical Art that has Garnet performing a ton of Piercing Hearts on the unfortunate opponent.
o Wars End is a weird CA in which Garnet takes the opponent off of the screen and beats them up for a second before returning. A little dude with a sign shows up and the sign has an hourglass on it.(wait) Yes, its motion is really weird.
o Detecting Eyes places a small mark on the opponent that denotes their respective weak point. Every time you successfully hit the opponent in that spot, the move does double damage. Very devastating if you memorize the various heights of Garnets normal and special moves.
w00t!!! :rock:
Boyd
Command Moves
Soire Chop F+SP
Soire Chop Fake B+SP
Special Moves
Sunny Finger QCF+P (CC)
Mellow Throw HCF+K
Fancy Kick QCB+K
Shiny Punch DP+P (CC)
Down Sunny Finger QCB+P (CC?)
OA
Super Shiny Punch B,HCB+P
Super Steel Head [D],U+LP+SP
DA
Twin Sunny Finger QCF,QCF+P
CA
Eccentric Motion QCF,HCB+P
Boost Dive
Sunny Shot
Notes
o Soire Chop is an overhead.
o Sunny Finger is a move that causes Boyd to wind up and than move forward while a pink energy ray comes out of his finger. The neither version combos from Strong attacks, but both have Autoguard against non-low attacks while winding up. If the move hits, Boyd gains a Sunly Mark.
o Mellow Throw is a throw attack that causes Boyd to throw the opponent behind him, where he can combo them afterwards. Think of it as an attack like Ioris Scum Gale; it does no damage by itself.
o Fancy Kick causes Boyd to jump up and then basically land on his opponent with his feet. If he does hit, he hops back a long ways, and like Zens Gasaikyaku, this can OTG well.
o Shiny Punch is a jumping uppercut move, with lots of invincibility and priority. The LP version is fast enough to combo from Strong attacks, while the SP version has more invincibility and does more hits, like a HP Tiger Uppercut.
o Down Sunny Finger is a new move that basically has Boyd do the same thing as his normal Sunny Finger, except aim diagonally downwards as he lets loose. The LP version is fast, and the move is able to OTG, so it is a great way to accumulate Sunly Marks easily. Adds a Sunly Mark if it hits.
o Super Shiny Punch is a large dash connected to a high Shiny Punch, but while Boyd is still in the air, he fires a Sunny Finger downwards into the opponent thats explodes and knocks them into the air. The damage and hits depend on how many Sunly Marks he has (Up to 13), and afterwards, the counter goes back down to 0.
o Twin Sunny Finger makes Boyd move forward while firing two Sunny Fingers diagonally upward. Its fast enough to combo, and can be performed as a Guard Cancel. Each hit gives him one Sunly Mark.
o Eccentric Motion is a large and damaging Ranbu style attack, where Boyd rushes forward ~2/3 of the screen and performs a flurry of hits. The LP version ends with a headbutt attack, while the SP version ends with a SP Shiny Punch. Both versions have lots of invincibility and can be comboed into.
o Sunny shot causes his Sunny Finger to be powered up, so it can function as a projectile. In addition to gaining range, it is sped up so that it can combo, and it still retains its autoguard and Sunly Mark abilities.
o Boyd has the ability to cancel any of his special moves very easily. Simply press the corresponding same strength attack when performing a special move, and it will be cancelled. For example, if you wanted to cancel a LP Sunny Finger, you would press LK during the move. If it was an SP Sunny Finger, it would be SK. This can create some mix ups and is a nice addition to Boyds arsenal.
Orville
Command Attacks
Drop Kick F+SK
Low Drop Kick D/F+SK
Special Moves
Assault Tackle QCF+P (CC)
->Followup P
->Brake K
Snipe Through DP+K
Full Gravity Lock HCB,F+P
Sledge Revolver QCB+P
Assault Through QCF+K
OA
Mega Gravity Bridge QCF,QCF+P
DA
Hammer Fang HCF+P
CA
Full Graviton Fall HCB,HCB,F+P
Boost Dive
Extension Heat
Notes
o Assault Tackle is a charging move that tackles the opponent. It has autoguard while moving forward, and the HP version has longer range. The followup move causes Orville to use a hammer fist type move like in his cr.SP, while the Break move causes Orville to end his dash prematurely.
o Snipe Through is a jumping anti-air throw where Orville catches them and then crushes them. Its pretty fast and can be used to end a Jolt Attack combo well.
o Full Gravity Lock is Orvilles command throw… Big damage, large range. Pretty fun to watch as well. Great after IBs.
o Sledge Revolver is a spinning hammer fist move that does good damage and will launch on counterhit. Only the LP version will combo, but both are pretty fast.
o Assault Through is a dashing through that starts up like the Assault Tackle, and is kinda like his old Snipe Through.
o Mega Gravity Bridge has Orville perform two Sledge Revolvers and then end with a jumping backbreaker. It has a lot of invincibility, and works great as anti-air.
o Hammer Fang is a DA that can only be performed as a Guard Cancel, where Orville hammer smashes them twice. Followup is possible afterwards.
o Full Graviton Fall is the big command throw. It doesnt have too much range, but it does a lot. Dont waste it.
o Extension Heat is a beefed up version of his old OA, since he has Super Armor always, even in the air. Attacks that normally knock down still knock him down, but Orville can now block during it, making it a much better attack.
o Orville can only perform light=>strong rush combos, he cant chain two strong attacks together.
I’ll finish the last 3 returning characters tomorrow.
I’m glad ya’ll are enjoying the powers known was RumbleFish 2!
I’ll drop by later today (tuesday) at like, 5 or so, so yeah. I don’t play yet, I need to get a friend to teach me.
Sheryl looks like the shit, yo. Set up the bomb.
This game seems cool I WANT TO PLAY It. Is it coming to console at anytime?
FINALLY THEY MADE ORVILLE WORTHWILE. (caps)
After seeing videos of this where you can make out what’s going on let alone the screen, this game looks pretty cool. I highly doubt we’ll get it here. But stranger shit in Tucson happens so who knows. Hopefully a console port will be on the way, even if it only releases in Japan.
EDIT: I don’t know if it’s the beer that has me thinking, but I can see this coming to console in Japan but not here…like Tobal no.2.
Did RF1 come out stateside?
axehandle that shit! :tup:
By this logic you might as well say that RF2 wasn’t worth getting because you can already get RF1 for the PS2. They aren’t the same game.
beware of mito and kaya …
I’ve got Kaya, I’ll make sure she does her damage today.
Leebee Link! Liam!, ill be in chicago for MWC, come and show me how you’ve improved in Rumble Fish. Chicago as a RF2 Beta machine lol… Though I dont know where
Nah, just in Japan. So not TOTALLY like Tobal (we did get the first one), but I doubt the second one will come here. Hope I’m wrong tho’.
Haha… That would be awesome. I’ll try and ask some of the GameFAQs users about where it is. It be pretty cool play you… I might be at camp though, so I’ll have to check my dates. :tup:
Here’s the last 3 returning characters. Hopefully I’ll get to the 4 newcomers tonight, and maybe the 3 bosses sometime later. Oh yeah, I forgot to add to Boyd, but Super Steel Head costs 3 Offensive Gauges. I’ll edit it now. Enjoy.
Viren
Command Attacks
Heroderma Smash F+SP
Fissaria Raid (While in the air) D+LP
Special Moves
Crotarus Fling DP+P (CC)
Dashatis Rush QCF+P
->Follwup LP,SP,LK or SK (CC)
Ratikauda Capture HCF+K
Salamander Flame QCB+K
->Ignite K
Pitohui Blazing Bomb (While in the air)QCF+P
OA
Atrax Fang F,HCF+P
Crotarus Barrage B,HCB+P
DA
Dionea Trap B,HCB+K
CA
Ofiofax Dance QCF,HCB+P
Boost Dive
Dendrobatis Shock
Notes
o Heroderma Smash is a cancellable overhead attack.
o Crotarus Fling makes Viren swing a chain downwards. The LP version hits once, while the SP version hits twice. Both versions move him forward slightly
o Dashatis Rush is a command dash that has many followups. LP makes Viren stop, SP has Viren attack with his stungun, and then get behind them, LK has Viren attack low with his stungun, and SK is a jumping overhead attack. Only the SP and LK versions are CCable.
o Ratikauda Capture makes Viren attempt to dash forward and catch the opponents feet with his chain. If the low hit succeeds, he proceeds to throw them into the air, and then kick them up. I think followup is possible.
o Salamander Flame causes Viren to spray some gunpowder in front of him. K causes it to ignite, which then covers your opponent in an explosion.
o Pitohui Blazing Bomb is a new attack which causes Viren to chuck a Molotov cocktail downwards, causing a fiery explosion. The fires stay out for a long time, so you will gain advantage on block with this move.
o Atrax Fang is Virens notoriously slow OA, which has him dash forward (slowly) and attack them a few time before blowing them away with an explosion. This move will only combo from his two CC moves, making it not completely useless.
o Crotarus Barrage is a new OA which causes Viren to use his chain to repeatedly beat the opponent with many strikes. This move does good amount of guard and chip damage, so use it more often then Atrax Fang.
o Dionea Trap is a DA that may only be performed while being hit. Viren will counter using his stungun, wielding small damage, but it will break your opponents combo, making it a great defensive option.
o Ofiofax Dance makes Viren rush forward, like in Atrax Fang, (slowly) and then assault the opponent with a series of weapons before kicking a stick of dynamite at your opponent. The move has good invincibility, but is still slow.
o Dendrobatis Shock causes Virens LP and SP to change to unblockable stungun moves. Unfortunately, Viren cannot Rush Combo after either LP or SP, but it gives him frame advantage on hit, so you can dash in and attack with something fast to continue a combo.
Kaya
Command Moves
Rakuyou F+LP
Special Moves
Hiyoku QCF+P
Tensen DP+P (CC)
Oborotefu: Kumo HCB+P
Getsuei B,HCB+K
Setsuren HCF+K
Gessen (While in the air) QCF+P
OA
Housen QCF,QCF+P
DA
Soujin QCB,QCB+P
CA
Kinbu: Kumeisen HCB,HCB+P
Boost Dive
Hyousa
Notes
o Rakuyou is an overhead attack that can only be cancelled into her OA or CA.
o Hiyoku is a large projectile that moves full screen. The LP version can combo, but the SP version has less recovery time.
o Tensen causes Kaya to sweep out with energy on both sides of her. Only the LP version combos from Strong attacks, but the SP version hops forward with more invincibility.
o Oborotefu: Kumo will counter ground, non-low attacks. The counter does no damage by itself, but you can combo your opponent afterwards.
o Getsuei is a command throw that causes Kaya to grab your opponent and then thrust into your opponents belly, causing them to crumple. Much like Typhons command throw, you can dash in and combo your opponent afterwards.
o Setsuren is a dashing uppercut move that travels a long distance. If Kaya hits her opponent, she dashes behind them and stabs them repeatedly with her hand. Followup is possible afterwards.
o Gessen causes Kaya to sweep out her hand with energy, like the second hit of Geeses Hishou Nichirin Zan. (KOF 96, SvC, Neowave) Im not entirely sure, but you may be able to use this move to end air combos. Regardless, it can be used as a surprise overhead to your opponent.
o Housen causes Kaya to jump forward twice while attack four times, and then end with an energy wave. It has lots of priority, and this move is quite fast.
o Soujin is a DA that may only be performed while being hit. Much like Virens DA, the damage from this is pitiful, but it can break combos, making it very good.
o Kinbu: Kumeisen causes Kaya to hunch over and create a large whirlwind of energy, throwing your opponent up into the air. She finishes by performing a knife-hand strike before throwing them on the ground. This move has lots of invincibility and priority, so it will beat out a ton of stuff.
o Hyousa makes Kayas strikes freeze your opponent. Any time that Kaya hits them, it will start to make the enemy move slower, and additionally, the will suffer slow health loss. The opponent cannot be KOd from this slip damage.
Aran
Command Moves
Blow Lancer F+SP
Special Moves
Vanishing Strike QCF+P
Vanishing Strike (Feint) D,D+K
Vertical Strike DP+K
->Followup SK
Vanguard Strike QCB+P (CC)
->Second Strike QCB+P (CC)
->Second Strike HCF+P (CC?)
->Second Strike (Feint) F+K
—>Third Strike B,D or F+P (CC)
—>Third Strike (Feint) D+LK
—>Third Strike (Feint) F+SK
Axel Strike HCF+P
Phantom Phase QCB+K
Vanishing Strike Low QCF+K
OA
Strike Burst QCF,QCF+P
Strike Back Cross HCF+LP
Strike Back Double HCF+SP
DA
Strike Edge HCF+P
CA
Infinity Strike QCF,HCB+P
Boost Dive
Phantom Shift
Notes
o Blow Lancer is a fast overhead attack.
o Vanishing Strike is a high projectile that can be crouched under. Its quite fast, and the startup is small.
o Vertical Strike causes Aran to thrust upwards with a jumping kick. The followup move can only be used after the SK version. Both versions have invincibility time.
o Vanguard Strike is a hook punch move with followups like Kyos Aragami. The SP version wont combo, but it moves farther forward.
o Second Strike varies with what you input. QCB gives an uppercut with further options, HCF is a straight punch, while F+K is a feint.
o All of the Third Strike moves can only be done from the QCB+P version of Second Strike. B+P is a straight that knocks the opponent into the wall, D+P is a low attack, F+P is an overhead attack. The F+P version cannot be CC.
o Axel Strike is a bigger version of the Vanishing Strike. Its slower, but the startup is pretty fast, so its very useful in keeping pressure on. It cant be ducked, so its useful in Guard Crush.
o Phantom Phase is a special evasion move. The LK version will evade high body attacks, while the SK version will evade low attacks. If the dodge succeeds, you can cancel this into Vertical Strike or Vanguard Strike.
o Vanishing Strike Low is simply like Vanishing Strike, but its low. Stop those pesky Ground Dodges with this.
o Strike Burst is an elbow strike linked to a large uppercut that blasts them into the air with energy. The range isnt very good, but its easy to combo into.
o Strike Back Cross can only be performed when Phantom Phase succeeds, and will give Aran advantage on block. Ive never seen it, so I cant describe any more than this.
o Strike Back Double can only be performed when Phantom Phase succeeds, and will allow Aran to combo afterwards. Again, Ive never seen this.
o Strike Edge is a DA that can only be performed as a guard cancel, and will give you advantage even on block, making it very safe.
o Infinity Strike is a cool looking charge dash punch which will blow through your opponent. There is a lot of invincibility time on this, and the move can be charged to increase the number of hits by holding the button.
o Phantom Shift creates a shadow double of Aran that mimics his moves with a lag (but not projectiles). The shadow therefore causes extra hits and damage, but the shadow’s hits can always be blocked whether crouching or standing, so this cannot be used to make unblockable setups. Think Alpha 3 VCs. Except with no crouch cancels… Or are there??? eerie music :pleased:
I’m a pretty big fighting game fan, but i’m ashamed to admit i know NOTHING about this game. I plan to go to chinatown (hopefully this weekend) and give it a shot; the game looks pretty damn sweet. But in the meantime, can anyone answer a few q’s?
I’ve tried looking online, but i couldnt find any real pertinent info. any answers are appreciated, thanx for helpin a noob…
Strike Back Cross looks like Strike Burst, but in reverse. I.E., Aran does an uppercut with a small line of energy, and then does a straight punch with the big column.
the gameplay is alot like rival schools + Guilty gear + sf3
Mito is a BITCH, that is all.
Beatrice is fun to play with.
Haha, My Mito sucks so I know you’re not talking about me.
Beatrice is TEH SEXY. DP XX SUper is too good. Now I know why there are so many female characters in the game. =D
Mito is cute BTW.