WHICH IS ANOTHER REASON WHY IT SHOULD HIT CONSOLES ARLREADY ASAP!!
As well as America…
WHICH IS ANOTHER REASON WHY IT SHOULD HIT CONSOLES ARLREADY ASAP!!
As well as America…
aran owns, that is all
then if you know how to beat greed please tell me, cause that bastard beat the crap of my garnet today?
I’m going to try and learn Beatrice now.
if it does hit consoles it would be a import for ps2 and a u.s. release for xbox live
my secrets are my own.
switch to aran and own. the end
You do know Greed was back in TRF1 too, right?
Someone get me Beatrice vids plz.
rumblefish2.com updated here too:
http://www.rumblefish2.com/sigiposo2/love_diary.cgi
two other vids.
Oh you know what I really need?
Air combos for Kaya, cuz I can’t figure them out.
Hey guys, I’m really sorry about how slowly I’ve been working. I only have 2 of the new characters done, but hopefully I’ll finish Mito and Lud later tonight.
Sheryl
Command Moves
Akzent F+SP
Special Moves
Einsatz QCF+LP (CC)
Scharfer Einsatz QCF+SP (CC?)
->Manipulate LP or LK
Anblasen (j.)QCB+P/K
Schneidend DP+P
Anfang DP+K
->Lange Harte K
->Kurze Harte P
Weitab RDP+P
OA
Schluss Strich QCF,QCF+P
DA
Wogend B,HCB+K
CA
ber Schlagen QCF,HCB+P
Boost Dive
ber Krank
Notes
o Akzent is a two hit overhead attack that is cancelable into Sheryls OA or CA.
o Einsatz causes Sheryl to send out a single wire, after which she pulls it back. It hits in both directions, but can easily be Ground Dodges under. If your opponent blocks the move on the way back, you will be at a frame advantage.
o Scharfer Einsatz makes Sheryl throw out a wire projectile like in Einsatz, but it moves farther, and can be held by holding the button. After you release the button, pressing LP will cause the wire to angle upwards, while LK will cause it to angle downwards. The low version will catch Ground Dodges. I cant remember if you can CC or not
o Anblasen makes Sheryl create a marker on the screen. The P at Sheryls position and K at the opponent’s.The Light versions make the mark at foot level, while the Strong versions create them at the head level. While in the air, P will leave a mark at Sheryls position while K leaves a mark at the opponent’s head level. A maximum of four marks can be on the screen at once. The markers do nothing on their own, but they are connected to another attack.
o Schneidend causes Sheryl to release a red wire projectile at the markers left by Anblasen. The projectile moves in the order that you placed them, and can hit the opponent. After the projectile reaches a marker, it will cause it to explode in an electrical fashion, which will launch your opponent into the air. If you use this move when there are no markers, nothing happens, idiot.
o Anfang causes Sheryl to jump up vertically and hang from some of her wires. While she is jumping up, the opponent can be hit with this, and they cant recover normally from this attack. During this stance, pressing D will cancel it, making Sheryl perform a short jump backwards.
o Lange Harte makes Sheryl perform a diving downwards kick to nail the enemy. The LK version is safe on block, while the SK version will knock the opponent down, and also will cause Sheryl to propel herself backwards on contact. Sheryl is free to perform any action during the hop backwards.
o Weitab makes Sheryl fire a wire diagonally upwards, which proceeds to rebound off of the ceiling. The LP version rebounds 1 time, while the SP version will rebound 3 times at different lengths. If the wire hits the opponent, she hangs them by the wire and then kicks them. The startup time is large, so only use this at a safe range or to predict a high jump in.
o Schluss Strich makes Sheryl fire a wire straight forward like in Einsatz, where she then proceeds to fire multiple electric pulses into the enemy. She finally brings the string back to knock the opponent over. If the first attack hits the enemy, they are caught in the whole attack.
o Wogend makes Sheryl create a small barrier around herself. If the opponent attacks you during this time, then they explode up into the air, where Sheryl has the ability to followup.
o ber Schlagen makes Sheryl fire the single wire forward, like in her OA. If it hits, she brings in, kicks them away, and then makes an explosion tear through the opponent.
o During ber Krank, Schneidend fires two projectiles. One travels in numerical order (1, 2, 3…) whereas the other travels in reverse order (4, 3, 2…). Also, when Sheryl activates ber Krank, a marker is put at her location.
Bazoo
Command Moves
Bone Crusher F+SP
Special Moves
Dragonfish Blow QCB+P,K (CC)
Dragonfish Knock QCB+P,P
Earth Dive D,D+P/K
Bank Riser **,F+P
Bottom Scratch **,F+K
OA
Gills Shatter QCF,QCF+P
Scale Out HCB,HCB,F+P
DA
Swordfish Counter B,HCB+P
CA
Bite and Sap QCF,HCB+P
Boost Dive
Meteo Dive
Notes
o Dragonfish Blow causes Bazoo to sway backwards, and then perform a rushing downward hook punch. The LP version has little range but starts fast, while the SP version is slow but has good range. The LP version is relatively safe on block.
o Dragonfish Knock makes Bazoo sway backwards, and then punch forward with both fists, like Potemkins 6H. The properties between versions are the same as Dragonfish Blow.
o Even you didnt notice already, the QCB+P part of the Dragonfish moves is only the sway backwards.
o Earth Dive causes Bazoo to smack the ground, which causes a rock to drop from the sky. The LP version creates it at your opponents position, SP in front of your opponent, LK in front of Bazoo, and SK farther from Bazoo. All versions can be held for an infinite amount of time, so they can be used to break combos, surprise your opponent or a defensive strategy. Even if you are hit, you dont lose the input, so this move is very important for Bazoo.
o Bank Riser makes Bazoo hit the ground to create a rock. The LP version will be right in front of Bazoo, while the SP will put it 1 character width away. The rock physically blocks both Bazoo and the opponent so it can block an opponent’s movement, and it also will absorb a hit before disappearing. The rock will also disappear if Bazoo is hit or after some time elapses.
o Bottom Scratch makes Bazoo perform a huge uppercut, the force of which causes dust to rise up from the ground and become a projectile. The startup is slow, but on block it gives Bazoo the advantage. The LP version is faster but it does not give Bazoo much, whereas the SP version is slower but gives Bazoo much more advantage as well as reaches further. If the uppercut hits the opponent, Bazoo hits them with a straight punch that knock them away. The uppercut is not safe on block.
o Gills Shatter is an Offensive Art with lots of invincibility time. The weak version starts up fast but doesn’t reach very far, whereas the the strong version is slower but reaches further. This move is easy to be Impact Break’ed, but on guard it is relatively safe for Bazoo, so says skuldnoshinpu. Never seen it.
o Scale Out is another one of those secret Art moves that was revealed. The motion hints at being a throw. Again, never witnessed it.
o Swordfish Counter is a DA that can only be performed while being hit. Bazoo throws a large hook at the opponent to interrupt their move. The move is actually quite vulnerable for a DA, and for that matter a hit cancel, so dont waste it. Swordfish Counter actually does a good amount of damage compared to other DAs.
o During Bite and Sap, Bazoo charges forward and grabs the opponent. This counts as a throw, and afterwards Bazoo juggles the opponent repeatedly. The LP version has Bazoo travel forward a small distance, while the SP version goes about half screen. Since its a throw, it cant be CCed into. Im not 100% positive on this.
o Meteo Dive makes Earth Dives rocks fricking huge. You can still control the positions, but unfortunately, you lose the ability to hold the attacks.
o Bazoo doesnt have Rush Combos.
Hey, nice job Link. :tup:
I’m assuming you’ll compile these all into one big FAQ later? Can’t wait to see the Lud section. I at least figured out how to build his heat meter, now I just have to make him useful. =p
Is anyone going to be at CF today?
No bitch!
I’m broke after yesterday, otherwise I would. =/
Anyone want to buy an extra copy of Marvel for PS2 off me? =p
did anything get recorded?
Noone came with a camera D:
Hey guys, I’m done with the last 2 newcomers, so I’ll probably be done with the 3 boss characters sometime later tonight. Sorry about last night, I got side-tracked and started to play Breath of Fire: Dragon Quarter… Heh. Here ya go.
Mito
Tsumi
Command Moves
Gou F+LP+HP
Special Moves
Jiai QCF+P
Jihi DP+P (CC)
Stance Shift D+LP+SP
OA
Metsuzai QCF,QCF+P
Tobikiri Chop QCB,QCB+P
DA
Love Punch HCF+P
CA
Shingi: Danzai QCB,HCF+P
Batsu
Command Moves
Toga F+LP+SP
Special Moves
Chuubatsu QCF+P (CC)
Chuumetsu QCB+P
Stance Shift D+LP+SP
OA
Shukusei QCF,QCF+P
DA
Seisai QCB,QCB+P
CA
Shingi: Tenbatsu QCB,HCF+P
Boost Dive
Heart Barrier
Notes
o Mito can input any of her special moves with both punch buttons to switch stances after the attack. The attack strength when this is done is about a balance between LP and SP.
o Tsumi stance cannot use Rush Combos, but the singular attacks of it are much more powerful than in Batsu stance.
o Gou is a thrust forward that will switch to Batsu stance. It can be cancelled into, so its a good way of damaging and shifting to her other stance.
o Jiai is a fairly large projectile. The startup is a little slow, but Mito recovers very fast after the move is finished. As you go up in strength versions, the projectile gets faster, and the animation becomes longer.
o Jihi is a jumping anti-air move that is really fast, but lacks some horizontal range. Despite this, it has really good priority, with some invincibility in all versions. If you want to CC it, you have to do it fast, because Jihi is only one hit.
o Stance Shift will change into Batsu stance. You can cancel into the Stance Shift, so you can use it to cut down on recovery times, as its quite fast.
o Metsuzai is a hopping downward strike that hits as an overhead. The move is really fast, so if you have been keeping the opponent on their toes, this will probably catch them.
o Tobikiri Chop, another of the Secret Arts, costs 3 Offensive Gauges to use. Ive never seen it, but Im guessing that its some sort of chop.
o Love Punch is a DA that can only be used as a Guard Cancel. It allows you to followup if it works, so its a fairly good DA.
o Shingi: Danzai is a throw CA. Ive never seen it, but apparently it can be avoided pretty easily.
o Toga is just like Gou, it switches stances.
o Chuubatsu has Mito slide forward and perform 3 thrusts on the opponent. The distance traveled depends on the button used, but all versions live Mito at a frame disadvantage, even on hit. Always CC this into Shukusei or Shingi: Tenbatsu.
o Chuumetsu causes Mito to hop forward and perform 3 downward thrusts, like in her j.SK. The distance traveled depends on the button used, but the LP version is probably the best; it leaves you safe on block.
o Shukusei has Mito perform a large forward thrust, which has a bit of invincibility. Besides its easy comboability from Chuubatsu, there really isnt anything special about this OA.
o Seisai is a DA that can only be performed while on the ground. Its like Garnets DA, but doesnt have the Offensive Gauge bonus.
o Shingi: Tenbatsu is a CA in which Mito performs a huge thrust forward, like Washikuzas second super. If it hits, a bunch of kanji show up on the screen, and the opponent crumples over as they writhe in pain. Like Shukusei, can easily be CCed from Chuubatsu.
o Heart Barrier makes 2 large hearts revolve around Mito. The hearts can hit the opponent, in which case they disappear, but they will soon come back after some time. Because the hearts do a decent amount of hitstun, this Boost Dive allows you to create some unique combos and links that you couldnt do before. Its also very good for pressure games, as if the opponent IBs one of your attacks, the heart will hit them, and their attempts to counterattack are foiled.
Lud
Command Attacks
Dragon Lud Kick F+SK
Tiger Lud Kick D/F+SK
Rider Lud Kick (While High Jumping) D/F+SK
Special Moves
Dangan Tackle QCF+P or LP+SP (20%) (CC)
->Followup F+P or U/F+P
Dangan Tackle DP+P or LP+SP (20%) (CC?)
->Followup F+P or D/F+P
Dangan Tackle (While in the air) QCF+P (20%) (CC?)
->Followup F+P or U/F+P
Hyappatsu Launcher (Hold for at least 1 sec. and release) P or K or LP+SP (15%)
Gekitetsu Cracker QCB+P or LP+SP (10%)
Tetsuwan Guard F+LP or D/F+LP
OA
Chou Bakugeki Million Launcher QCF,QCF+P or LP+SP (100%)
Chou Bakuhashiru Jet Breaker QCB,HCF+K or LK+SK (100%)
DA
Chou Teppeki Diamond Guard B,HCB+P
Tetsuwan Guard HCF+LP
R.I.C.E. D,D+LK+SK (100%)
CA
Chou Bakunetsu Dynamite Tackle QCB,HCF+P or LP+SP (100%)
Chouzetsu Bakushin Final Deadly Blow HCB,HCB,F+LK+SK (100%)
Boost Dive
Jouchaku Heat Mode
Notes
o Lud has one of the most innovative systems in The Rumble Fish 2, the Heat Gauge. When Tetsuwan Guard or Chou Teppeki Diamond Guard succeed, the Heat Gauge accumulates, and you can spend it to power up your special attacks. The amount consumed by each “Heat” move is indicated in parenthesis after the move input.
o Dragon Lud Kick is a drop-kick attack, like Orvilles.
o Tiger Lud Kick is a low drop-kick attack, like Orvilles. It can be cancelled into, so you can slide under counter attacks from IBs if you time it well enough.
o Rider Lud Kick is a diving kick attack that can only be performed from a high jump. Its fast, and knocks the opponent down, so use it to surprise them.
o The Dangan Tackle attacks have Lud rush forward with a shoulder tackle. The move has autoguard at the beginning, and they launch on counterhit. The ground version goes straight forward, while the air version will be angled downward. The one done with DP+P is angled upward as an anti-air. The Heat version simply goes faster with more damage, and is safer on block because it has greater pushback. The normal ground one is a very important move for Lud. Since it hits the opponent into the wall, and because they are too low to the ground to tech (normally or quick) Lud is able to combo after the Dangan Tackle. Simply do a fast attack, like cr.LP or LK to hit them, and then proceed with a Rush Combo, ending with whatever.
o The followup moves from the Dangan Tackle are just an additional tackle. Depending on the direction of the input, it will determine which angle Lud will charge to. For example, if the input was U/F+P, Lud would angle upward with his shoulder tackle.
o Hyappatsu Launcher is your basic hundred fists type move. Since you have to hold down an attack button, its kind of unorthodox, but the move becomes stronger the longer you hold down the button. (5 hits normally; 7 hits for 6 clock ticks; 9 hits for 10 clock ticks; 11 hits for 20 clock ticks; and 13 hits for 30 clock ticks). This can be comboed from a strong attack, and as long as it is not Impact Break’ed it is hard to punish. The Heat version does not need to be charged but rather always does 8 hits.
o Lud creates a shockwave in front of himself during Gekitetsu Cracker. The light version does not travel forward but is large so it cannot be dodged by Ground Dodges; it also launches on counterhit. The strong version is smaller but it travels forward and gives Lud advantage on block. The Heat version fuses both of the two versions, and gives the large range and huge size to give you the advantage. Its great at close and mid range, so use it to zone the opponent.
o Lud will hold out both hands in a guard position during Tetsuwan Guard. This move is meant to catch an opponent’s attack and charge the Heat Gauge. This move will only come out if the opponent is performing an attack. The f+LP version catches moves that can be blocked standing, whereas the d/f+LP version only catches moves that hit low. After the move comes out, by continuing to press a direction the block pose can be maintained, and by changing from f to d/f and vice versa the level of attack caught can also be changed smoothly. You can make Lud look spastic if you shift fast enough.
o Chou Bakugeki Million Launcher is like a beefed version of Hyappatsu Launcher. It combos easily, and does relatively good damage. Luds fists fly all over the place, so it can hit the opponent in some unexpected places. The Heat version does more damage. Huge cost however; 100% heat.
o Chou Bakuhashiru Jet Breaker (On a related note, Im not entirely sure I translated it correctly…) is a ranbu style OA that was one of the Secret Arts. Its easily CCed from a Dangan Tackle, and looks pretty cool, so you might find yourself using this more than Chou Bakugeki Million Launcher. Ive never seen the Heat version.
o Chou Teppeki Diamond Guard is a DA that is a counter move, like Hikaris Oborotefu: Ame. It will reverse any level attack, so you dont have to worry if the attack is jumping or an overhead etc. If it succeeds, it will blow the opponent back, and charge the Heat Gauge.
o Ive never seen the Tetsuwan Guard used as a DA, but Dimps apparently lists it as a move. Its a Guard Cancel, but Ive never seen it used as a DA.
o R.I.C.E. is another one of those Secret Arts moves (Lud is a very lucky… hah) Thus, Ive never seen it. Dimps says it can only be used while you are being damaged in the face? Im not entirely sure if I read that correctly. Since it costs 100% Heat, it better be pretty damn good.
o This CA makes Lud dash forward with a fiery and explosive tackle. This has plenty of invincibility time and can be comboed into easily, which makes it a threat whenever you have a Critical Gauge The Heat version performs 3 tackles, and does a fsck-load of damage. Good luck ever seeing it in a match however.
o Chouzetsu Bakushin Final Deadly Blow (Again, Im not sure I translated it right) is another Secret Arts move. Its a CA that always costs 100% Heat, and with a command like that, its rare that youll ever see this move, period Ive never seen it, so I cant describe it, but Dimps says that it will automatically Guard Crush your opponent if they try to block it. Deadly indeed.
o During Jouchaku Heat Mode, the Heat Gauge automatically becomes maxed and stays that way, so Lud can use the powered up versions of any of his moves at will. Once Boost Dive ends, the Heat Gauge automatically reverts to 0%. Have fun letting loose on your opponent with this move. :devil:
Hey folks glad to see this thread is pretty alive. I have been a lurker on here for awhile but I am a resident cf head. The Rumble Fish 2 has given me a reason to go there more often. Come on through I will be the dude rocking orville and boyd till the wheels fall off. Good luck with the Faq. Keep this thread bumped!!! Cya at ctf peace!!!
-A Fellow Rumble Fish Enthusiast