tobal 2

This shit cracks me up, I love me a new fighting game! Gonna jump on this one as soon as I get it running on my Dreamcast, somehow.

Shoultz you gotta hit that NES Street Fighter 4. Rambo is highest god tier. 8 bit marvel ftw

that game is awful! tobal 2 is hot fiya!!!

always wanted to get into this game, gonna give it a shot

Update! I’ve got the next week free, so I should be able to get the movelists done by then.

FEI

??? H 10 <11>
??? H,H,H 10,10,30
??? H,H,
?M 10,10,15(20)
?? H,H,?M 10,10,30
???[S1] H,M,L 10,15,15
??? H,M,L,?M4,H,H,H,?L10,15,15,60,6,11,11,16,45
??? ?H,M,M 10,15,25
??? ??H 50 <16-17>
??? ?or?or?H 20 <22>
??? ?or?or?H,
?M 20,30
??? ?or?or?H,
?M,*?M 20,30,35
??? ?GHor?GMor?GL (on success, 30 or 50 or opponent BackTurned)
?? GH 30 <16-17>
??? GH,*M 30,40
??? M 15 <14-15>
???[S1] M,L 15,15
??? *?M 15(20)
???[S2] *?M 25[*1] <19-21>
??? ?M4,H,H,H,?L 60,6,11,11,16,45
???[S3] *L during (?M4) 20 <20>
??[*1] ?M?(Hold…Release) OUGI (unblockable)
?? *??M 30 <18-20>
??? ??M,?L,?L 30,30,30
?? ??M,M 15,25
???[S2] ??M,M,M 15,25
??? !??M (long hold) 30 <23-24>
?? ?or?M 20 <31-33>
??? ?M,
?or?M,
? 50(unblockable)<52>
??? L 15 <16-17>
??? L,#M 15,25
??[S4] ?L 20 <26>
??? ?L,M,?M 20,30,35
??? ?L,L 20,25
??? ?or?or?L,L 30,30
??? GL 15 <20-22>
???[S5] GL,
?L,
?M 15,20,30
??[S6] CrouchingL,*Mor??L,*M 40,50or20,50
??? *CrouchingH 50 <19>
?? *RunningM 40 <16>
???[S5] RunningL,?M 20,30
??? *BackTurnedM 20 <24-26>
???[S7] *RisingM 15 <17>
? *Rising?M 15 <26>
?? Rising?L 0
*??[?] Rising?L,*H 20 <19>
?? Throw 50 (P1, P2 face-to-face) (TL note: break window is VERY wide on this and many of Fei’s other throws.)
?? ?Throw 50 (P1 caught in LeftSideGrab)
??? PushingThrow 50 (P1, P2 face-to-face)
???[S8] PullingThrow 50 (P1 down, P2 BackTurned)
??? LeftPullingThrow 50 (P1, P2 face-to-face)
??? RightPullingThrow 50 (P1 caught in BackGrab)
??? Left/RightSideThrow 60 (Left: P1, P2 face-to-face, Right: P1 caught in BackGrab)
?? BackThrow 60 (P1, P2 face-to-face)
*??? MountPositionThrow 80 (P2 BackTurned)

[*1]Move name abbreviated from the obnoxiously long “???”

[S1] Shift with ?M to (?M), (?M4,H,H,H,?L), or (*L during ?M4)

[S2] 4-level powerup from pressing M repeatedly; damage on H goes from(25?30?40?60), also, shift with ?M to (?or?or?H,*?M) or ?L to (?or?or?L,L)

[S3] Shift with ?M to (??M) or (??M,?L,?L)

[S4]Shift with ?M to (RunningM)

[S5] Shift with ?L to 2nd hit of (??M,?L,?L)

[S6] Shift with only ??L ?M to (RisingM)

[S7]Shift with ?M to (Rising?M)

[S8] Switch with ?GM to MountPosition

HOM

??? H 10 <12>
???[S1] Hold H 15 <18>
??? H,H 10,10
???[*1] H,H,*H 10,10,35
??? H,*L 10,28
??? H,M,*L 10,20,28
??? H,M,M 10,20,20
??? H,H,M,!M 10,10,20,25
???[S2] *??H 30 <25-27>
??? ?or?or?H 25 <24-26>
??? ?or?or?H,*M 25,30
??? ?or?or?H,*L 25,28
??? *GH 30 <17-23>
??? *GH,M 30,15
???[*2]*GH,M,M,M… 30,15,15
??? *GH,*L 30,28
??? M 20 <15>
??? Hold M 20 <15-18>
??? !?M 25 <25-27>
??? !?M,*M 25,30
??? !?M,*L 25,28
??? ?M,M 15,15
??? ?M,M,?M 15,15,20
??? ?M,M,*H 15,15,30
??? ?or?M 20 <31-33>
??? #?M?(Hold…Release) OUGI(Unblockable)
??? ??M or RunningM 25 <20-21>
??? ??M or RunningM,G –
??? ??M or RunningM,*M 25,30(40)
???[S3] ??M or RunningM,*H 25,66[*3]
??? ??M or RunningM,H,L 25,15
??[S4] *??M 30 <24-25>
???[S5] *L,*L,L,M during (??M) 20,20,20,30
???[S6] M,?M during (
??M) 20,25?
??? L 15 <14-15>
??? L,M 15,25
??? ?L 18 <26-28>
??? ?L,#M 18,30
??? ?L,L 18,20
???L,L,#M 18,18,30
??? ??L 10 <45-48>
??? ??L,H 10,30
???[S7] ??L,M 10,20
??? ??L,L,L,L,L 10,10,10,10,30
??? *GL 28 <20-21>
???[*2] L, (any direction) or RunningL or ??L –
???[S8] M during (L, (any direction) or RunningL or ??L) 25 <30-34>
??? M (via shift only) 25 <19-20> (Whiffs against some crouchers)
?? J+G+? – (Suicide maneuver. Explosion not included.)
??? Rising?M 25 <30-34>
??? Throw 50 (P1 caught in LeftSideGrab)
??? PushingThrow 50 (P1 caught in BackGrab)
??? Pushing?Throw 50 (P1 caught in BackGrab)
???[S9] PullingThrow 50 (P1 caught in RightSideGrab)
??? LeftPullingThrow 50 (P1, P2 face-to-face)
??? RightPullingThrow 50 (P1 caught in BackGrab)
??? LeftSideThrow 60 (P1 caught in FrontGrab)
??? RightSideThrow 60 (P1, P2 back-to-back)
??? BackThrow 60 (P1 caught in BackGrab)
*??? MountPositionThrow 104 (P1, P2 face-to-face)

[*1]Can continue with H against a blocking opponent infinitely
[*2]Can cancel immediately with G
[*3]Can be charged 4 levels by tapping H repeatedly (*66?*82?*100?*119 damage)and is unblockable from 2nd level onward.

[S1]Shift with ?H to (H) or (Hold H); shift with ?M to (M) or (Hold M)

[S2]Shift with ?M to (M (via shift only))

[S3]Shift with M to (M (via shift only))

[S4]Shift with ?or? to ( L, (any direction) or RunningL or ??L)

[S5]Can also do (L,M) or (L,L,M)

[S6]Move with ?or?; shift with ?or? at the end to (L, (any direction) or RunningL or ??L)

[S7]Shift with M, ?M to(M,?M during (*??M))

[S8]Continue with ?M

[S9]Switch with ?GM to MountPosition

MARY IVONSKAYA

??? H 15 <13-15>
??? H?H 15?15
???[S1] H?H?H 15?15?20
??? H?H??M 15?15?15
??? H?H??M?*H 15?15?15?20
???[*1] H?M?H?H 15?18?15?25
??? H?M?H?*L 15?18?15?32
??? H?M?L 15?18?15
???[*1] ?H 25 <23-25>
??? ?or?or?H 30[*3] <24-26>
??? ?or?or?H?H 30?20
??? ?or?or?H?H?%?M 30?20?15
???[*2] #??or??o??H or#RunningH 60 <23-24>
??? *GH 40 <29-31>
??? M 25 <20>
???[*2] M?#H 25?30
??? M?*L 25?30
??? ?M 18 <20-22>
??? ?M?!M 18?25
??? #??M or JH 40 or 30 <33 or 29>
??? ?M 20[*4] <24-25>
??? #?M?(Hold…Release) OUGI(Unblockable)
??? ??M 35 <34-35>
??? ??M?!M 35?25
??? ??Mor??M 40 <41-43or40-42>
???[S2] ?GM 15 <16>
???[*5] ?GM --(Grab on success)
??? L 15 <20>
??? ?or?or?L or RunningL?M?*H 15?20?25
??? ?or?or?L or RunningL?M?M 15?20?20
???[S3] ?or?or?L or RunningL?L 15?15
??? ?or?or?LorRunningL?L?L 15?15?20
*??? *?L 30 <35-36>
??? GL 30 <26>
??? GL?M 30?5(Unblockable)
??? *JL 30
??? At opponent’s side *??GM 30 <18-23>
???[S4] ?GL –
??? *RunningM 40 <20-29>
??? RisingM?*H 15?20
???[S5] RisingM?M?M… 15?15?15…
??? %Rising?M 30 <27-28>
DDT Throw 90 (P1 caught in BackGrab)
??? %Pushing?Throw 50+? (P1 caught in RightSideGrab)
??? PullingThrow 80 (P1 caught in BackGrab)
??? LeftPullingThrow 50 (P1, P2 face-to-face)
??? RightPullingThrow 50 (P1 caught in BackGrab)
???[S6] LeftSideThrow 60 (P1 caught in BackGrab)
??? RightSideThrow 80 (P1 BackTurned)
???BackThrow 80 (P1 caught in LeftSideGrab)
??? Opponent in gut-crumple stun ??GM 60 (Unbreakable! Set it up with (?or?or?H?H?%?M) or (%Rising?M))
???[S7] At opponent’s rear ??GM 80 (P1 down, face-up/head-towards)
LIFT PushingThrow(Hold G) –
??? Lift, (Release G) 30 (P1, P2 face-to-face)
??? LiftThrow 50 (P1 caught in LeftSideGrab)
??? LiftForwardThrow 50 (P2 BackTurned)
??? LiftBackThrow 75 (P1 down, face-up/head-towards)
??? LiftRightThrow 50 (P2 BackTurned)
??? LiftLeftThrow 50 (P1 caught in BackGrab)
???[S8] Opponent down, face-up/head-toward ??GM20 (P2 BackTurned, P1 takes 10 damage)
???[S9][*6] Opponent down, face-up/feet-toward??GM30 (P1 BackTurned, P2 down face-down/feet-toward
???[S9] Opponent down, face-up/from right ??GM30 (P2 down, face-up/feet-toward)
???[S9] Opponent down, face-up/from left??GM30 (P1, P2 face-to-face)
???[S9] Opponent down, face-down/head-toward??GM30 (P1 BackTurned, P2 down face-down/feet-toward)
???[S9] Opponent down, face-down/feet-toward??GM30 (P1 down, face-up/head-toward)
STF[S9] Opponent down, face-down/from right??GM30 (P1, P2 face-to-face)
???[S9][*7] Opponent down, face-down/from left??GM30 (P1, P2 face-to-face)

[*1]Leaves opponent back-turned on hit
[*2]Causes a face-down knockdown
[*3]Hold to charge (2 level charge) (damage 30?*60(Unblockable))
[*4]Hold to charge (2 level charge) (damage 20?*40(Unblockable))
[*5]Can lift a launched opponent
[*6]Causes a face-down knockdown
[*6]Causes a face-up knockdown

[S1]Shift with ?M to (?H?M??M)
[S2]Switches to MountPosition
[S3]Shift with ?M to (M), (M?H), or(M?L)
[S4]On success, shift to (?GM) (damage 30, active frame 26)
[S5]Shift with H to (RisingM?H)
[S6]Follow up with ?GM (damage 40)
[S7]Follow up with?GM (damage 50)
[S8]Follow up with?GM (damage 10)
[S9]Follow up with?GM (damage 20)

COMBO
From launcher(??M?M)
Juggle (?L?L?JM?L)DM111
(M?H)???DM98
???(H?H?H?JM)DM103
???(?L?L?L)DM93
???(?GM or?GL)(Back or LeftThrow)DM131
???(H?M?H?L)DM107

This post contains (slightly incomplete) results of testing the best moves for punishing/interrupting against the most common pokes and launchers in the game, as lifted from some defunct Japanese GeoCities site (http://www.geocities.co.jp/Playtown-Denei/8867/). Sorry, no data on Chuji or Epon.

Key:
?:Will hit?
:Can be blocked
?:Out of range?
?:Can hit in certain situations
(+), (-), (=): Indicate advantage/disadvantage/frame-neutral status on hit/block.

For strings, the attempt to interrupt is done between the second-to-last and last attack shown.

Punish/interrupt moves (with first active frame listed) used for testing:
Epon?H?10?M?14?L?14-15??GM(counter grab)
Fei?M?14??GM(counter grab)
Hom?H?12?M?15?L?14-15
Mufu?M?18-19?L?16
Doctor V?M?14?L?16??L?16-18
Chaco?H?10?M?14??GM(counter grab)


Oliems

?M?16-18
Hit (-)(nearly even)?Epon?M?14??Oliems?H?12??Chaco?H?10??
Guard?(-)?Chaco?M?14??Fei?M?14??Oliems?H?12??Epon?H?10??

[String]?M,M
Hit Epon?M?14??Hom?H?12???Epon?H?10??
Guard?Epon?M?14???Mufu?M?18-19??

?M,G,M?26
Hit -(launches)
Guard?Oliems?H?12???Oliems??M?16-18??Oliems?M?17-19?

M?17-19
Hit (-)
Guard?(-)?Epon?M?14??

[String]?M,M
Hit Chaco?H?10??Fei?Epon?Chaco??GM(counter grab)??
Guard?Chaco?H?10???Chaco?M?14???Hom?L?14-15??Hom?M?15?

[String]?M,G,M,M
Hit -(launches)
Guard?Chaco?H?10??Chaco??L>G??(seems like …)?Fei?Epon?Chaco??GM(counter grab)??

[String]?M,M,M,M(seems different from ([String]?M,G,M,M) on block)
Hit -(launches)
Guard?Chaco?H?10??Chaco??L>G??(fairly strict timing)?Fei?Epon?Chaco??GM(counter grab)??

[String]??M,M,G,M(Dempsey Roll)
Hit Hom?M?15??Hom?H?12??Fei?Epon?Chaco??GM(counter grab)??
Guard?Hom?L?14-15???Hom?M?15???Mufu?L?16?

L?20
Hit (=)?Epon?M?14?
Guard?(-)

[String]?L,?L
Hit Epon?M?14?
Guard

Hom

M?15
Hit (-)?Hom?L?14-15?
Guard?(-)?Hom?M?15??Hom?H?12??Chaco?H?10??
Doesn’t leave an opening on block.

??M?20-21
Hit (-)?Chaco?H?10???Hom?H?12???Hom?M?15? Fei???M?14?
Guard?(-)?Mufu?L?16?? Fei???M?14??(close range ?, long range (doesn’t reach))?Heavy disadvantage on block, but few attacks have the range and speed to punish it (many high attacks will whiff).

?M?25-27
Hit -(launches)
Guard?(-)?Fei?M?14???Fei??M?19-21???Fei??M?or??M?31-33?

[String]?L,M?Fei?Epon?Chaco??GM(counter grab)??
Hit Hom?H?12?(whiffs over head)?Hom?M?15??Hom?L?14-15?
Guard?Hom?M?15??Hom?L?14-15?
Jabs whiff high. Is there no option besides blocking this? Need to investigate the spinning motion…

[String]?G,H,M,M…
Hit Hom?H?12???Hom?M?15??(wins out occasionally due to fluky hitboxes)?Fei?Epon?Chaco??GM(counter grab)??
Guard?Hom?H?12???Hom?M?15???Hom?GH?17-23???Hom???M?20-21???Hom?GL?20-21?
The 2nd hit can be repeated for an infinite string. Either wait it out or interrupt it.

?M?17-18
Hit (-)?Hom?L?14-15??Chaco?H?10?
Guard?(-)?Chaco?H?10???Hom?H?12???Hom?L?14-15???Hom?GH?17-23?

[String]?M,M
Hit Hom?H?12??Hom?M?15??Chaco?H?10?
Guard?Hom?H?12???Hom?M?15??Hom?L?14-15??Fei?M?14?
On block, nothing but jabs will interrupt the 2nd hit.

[String]?M,M (delayed)
Hit (-)?Mufu?L?16??Hom?M?15??Epon?M?14?
Guard?(-)?Epon?M?14???Mufu?L?16???Mufu?M?18-19?

[String]?MM?M
Hit Fei??M?19-21??(Hom’s attack whiffs)?Fei?M?14??Fei?H?11?
Guard?Fei??M?19-21??(Hom’s attack whiffs)?Chaco??L>G??(Hom’s attack whiffs)?Fei?M?14?
It’s difficult, but by using an attack that ducks under Hom’s headbutt it can be interrupted.

[String]?LL
Hit Hom?L?14-15???Hom?M?15???Hom?GL?20-21??Hom?GH?17-23?
Guard?Hom?GL?20-21???Hom?GH?17-23??
Easily interrupted.

Rising?M?30-34
Hit (-)?Mufu?L?16??(Even doing Rising?M? there’s still time to block a counterattack)
Guard?(-)?Mufu?L?16???Epon?M?14??(won’t hit from long range)?
Doesn’t have much pushback on block.

Fei

M?14
Hit (-)?Chaco?H?10?
Guard?(-)?Mufu?L?16??Fei?M?14??Hom?H?12???Chaco?H?10??
Seemingly unpunishable on hit, and only jabs punish it on block. And Fei has the option of using the ML… strings ? it’s an excellent move.

[String]?M,L
Hit Doctor V?M?14??Doctor V?L?16?
Guard?Chaco?M?14???Doctor V?M?14???Doctor V?L?16??Mary??GM(counter grab)??

[String]?M,L,?M
Hit (seems unpunishable)
Guard?-(the ?M won’t come out)

[String]?M,L,?M,(M1)
Hit Fei?Epon?Chaco??GM(counter grab)???Doctor V?M?14?
Guard?-(the ?M won’t come out)

?M(uncharged)?19-21
Hit -(launches)
Guard?(-)?Fei??M?19-21???Fei???L?20???Fei??H?22???Fei??M?24???
This is practically guaranteed to be punished hard on block.

??M(stand-alone)?14
Hit (-)?Fei?M?14??(close range ? long range )
Guard?(-)?Fei???M?14???M?19-21??(would hit if it had more range)
Creates a lot of space on block. An attack with good speed and range is needed to punish this.

[String]??M,M,M
Hit Fei?Epon?Chaco??GM(counter grab)???Epon?M?14???Doctor V?M?14??Fei?M?14?
Guard?Doctor V?L?16???Doctor V??L?16-18???Doctor V??M?19-21??

Mary

[String]??M,M
Hit -(combo into launcher guaranteed on hit)
Guard?Chaco?H?10?(whiffs)?Chaco?M?14??Fei?Epon?Chaco??GM(counter grab)??

Ill

L?24-26
Hit (+)(nearly even)?Doctor V?M?14??Chaco?M?14??Chaco?H?10?
Guard?(-)?Chaco?H?10???Oliems?H?12???Oliems??H?12???Doctor V?M?14??Chaco?M?14?

[String]?Rising?M,M
Hit Fei?H?11??Hom?M?15??Hom?L?14-15??Fei?Epon?Chaco??GM(counter grab)??
Guard?Fei?H?11???Hom?M?15???Hom?L?14-15???M?20-21??Hom?GL?20-21??Hom?GH?17-23??Mufu?L?16???Mufu?M?18-19?

Gren

?M?17-18
Hit (-)?Epon?M?14?(doesn’t reach)
Guard?(-)?Epon?M?14??(would hit if it had more range)
Creates a lot of space on hit.

[String]?M,M
Hit Hom?M?15??Chaco?M?14??Epon?M?14??(forces Gren’s attack to whiff)
Guard?Chaco?M?14??Epon?M?14??Hom?H?12???Epon?H?10??

GL,M?32-35
Hit -(knocks down)
Guard?(-)?Epon?H?10???Hom?H?12???Epon?M?14?

(??M or ??M), H?36-41
Hit -(knocks down)
Guard?(-)?Epon?H?10??Epon?M?14?
Seems safe…

Doctor V

?M?19-21
Hit -(launches)
Guard?(-)?Epon?L?14-15???Epon?M?14??

?L?16-18
Hit -(launches)
Guard?(-)?Oliems?M?17-19???Fei?Rising?M?26???Fei ?M (Lv. 2) ??
Wide open to counterattack, and it actually draws the opponent closer on block.

[String]?H,?M
Hit Epon?H?10??Epon?M?14??Epon?L?14-15?
Guard?Epon?H?10??Epon?M?14??Epon?L?14-15?
It’s OK to have ?H blocked.

?GM?18
Hit (-)?Chaco?H?10??Doctor V?M?14?
Guard?(-)?Chaco?H?10???Doctor V?M?14??Doctor V??L?16-18?

[String]?GM,M
Hit Chaco?H?10???Chaco?M?14?
Guard?Chaco?M?14??

[String]?GM,?M
Hit Chaco?H?10??(tricky)?Chaco?M?14?
Guard?Chaco?H?10???Chaco?M?14??

Chaco

M,G,M?(?+)14-15
Hit -(knocks down)
Guard?(-)?Oliems?H?12???Oliems??H?12???Doctor V?M?14??Mufu?L?16?
Fairly tough to punish. This is Chaco’s main option from (M,G).

M,G,L?(?+)16-18
Hit -(knocks down)
Guard?(-)?Doctor V?M?14???Doctor V?L?16???Doctor V??L?16-18???Gren?

Rising?M?15-17??(whiffs if it’s done too fast)?Oliems???M?20-21???Chaco?M>??18???Chaco?RisingM(hold)?(14+)2-3???
Easily punished.

M,G??M?(?+)23-25
Hit -(knocks down)
Guard?(-)?Doctor V?M?14???Doctor V?L?16???Doctor V??L?16-18???Doctor V??M?19-21???Chaco?M>??18??
Easily punished.

(Any direction)+L,G,?M?(?+)18
Hit -(knocks down)
Guard?(-)?Doctor V?M?14???Doctor V?L?16???Doctor V??L?16-18???Doctor V??M?19-21???Chaco?M>??18??
Easily punished.

?M?16-18
Hit (-)?Chaco?M?14??Chaco?H?10??(almost no change in position)
Guard?(-)?Chaco?M?14???Mufu?L?16??(almost no change in position)

[String]?MM
Hit Hom?M?15??Hom?H?12?
Guard?Hom?M?15??Hom?H?12??Chaco?H?10?
The hits are nearly close enough to combo, so even on block it’s unpunishable. The 2nd hit can be delayed…

ILL

??? H 15 <13-15>
??? H,H 15,15
??? H,H,*H 15,15,28
??? H,#M 15,50
??? H,*M,*H 15,50
??? H,#M,L 15,50,40
??? H,L,H 15,15,23
??? H,L,L,H 15,15,15,23
??? H,L,L,L,*H 15,15,15,15,40
??? #?H 50[*1] <31-33>
??? ?H 40 <26>
??? ??H,L 25,15
??? ??H,?H,
?H 25,30,40
??? ??H,?H,L 25,30,15
??? GH 25 <23>
??? GH,H,!M 25,20,20
??? GH,M,*M 25,20,30
??? GH,*L 25,35
???[*2] M 22 <16-18>
??? #?or?or?M 50 <38-40>
??? *?M 25 <16>
??? ?M,*H 50 <15>
??? #?M,L 50,40
??? ??M 28 <18-19>
??? !??M or !??M or !??M 30 or 26 or 25 <32-33(34)>
??? #?M?(Hold…Release) OUGI(Unblockable)
??? *?GM 25 <21-22>
??? *?GM,*M 25,30 <22-23>
???[?] !?GM 50 <27-28>
???[?]!?GM,M,*M 50,10,15
??? L 28 <24-25>
??? ?L or RunningL,H,!M 20,25,20
??? ?Lor RunningL,M,*M 20,25,30
??? ?L or RunningL,L 20,25
???[*3]?L –
??? ?L,M,M,*M 20,15,20
??? ?L,!?M 40 <27-29>
??? ?L,*L 20 <14-16>
??? GL 15 <19-21>
???[?] GL,M,M,M 15,10,10,15
??? RisingorRunningM,M,M… 25,25,25…
??? RisingorRunningM,
?M 25,25
??? Rising?M,*M 30,30
??? #Rising?M 70 <47-49>
??? Throw 70 (P1 caught in LeftSideGrab)
???[S1] PushingThrow 80 (P1 caught in RightSideGrab)
??? [S2] Pushing?Throw 50 (P1, P2 back-to-back)
??? PullingThrow 80 (P2 BackTurned)
??? LeftPullingThrow 50 (P1, P2 face-to-face)
??? RightPullingThrow 50 (P1 caught in BackGrab)
??? LeftSideThrow 80 (P1, P2 face-to-face)
??? RightSideThrow 80 (P1, P2 face-to-face)
??? BackThrow 80 (P1 caught in LeftSideGrab)
??? ???Opponent face-up, feet-toward ??GM 40 (Unbreakable, but the fall damage can be teched)
??? Opponent in gut-crumple stun ??GM 103(Unbreakable)

[*1]Hold to increase power (2 levels) (damage #50?#70(Unblockable))
[*2]Facing away, (damage 30, active frames 20-22 and knocks down)
[*3]Can hold and move forward or back

[S1]Switch with ?GM to MountPosition

[S2]Follow up with ?GM (50 damage)

Extra note: All characters use a special unbreakable backthrow against Ill for 40+? damage (around 100 damage total).

CHACO

?? H 8 <10>
??? [S1] H(hold) 12 <12>
?? H?H 8?9
??? H?H?H 8?9?20
??? H?H?H?*M 8?9?20?25
??? H?H?*M 8?9?20
??? H?H?M?!M 8?9?20?20
??? H?H?L 8?9?12
??? [S2] H?H?L? ?!M 8?9?15
*?? ?H 22 <18>
*??? ?H?*M 22?25
??? *?or?or?H 20 <17-20>
??? *??H 30 <25-28>
??? *??or ??H 20 <29-31>
??? GH 25 <22-23>
??? [S3] CrouchingH 0 <27-28> (Guard break)
??? CrouchingH?M? ?M ? *??M 30?30?30
?? M 15 <14>
??? M?H 15?25
??? [*1] M? *?H 15?25
??? M?M 15?20
TIGER AMBUSH [S4] M?G –
??? M?!? 20 <18>
??? ?M 15 <18>
??? ?or?or?M 20 <16-18>
??? ?or?or?M?M 20?18
??? [S5]
?or?or?M+L 30 <26-29>
??? *??M 18 <18-20>
??? *??M? ?M 18?30
??? !?M??or?M?? 30 <48> (Unblockable)
??? *??M 25 <18-19>
??? #?M?(Hold…Release) OUGI (Unblockable)
??? ?GM – – (on success, 40 or RightSideGrab)
??? !RisingM (hold) 10 <2-3>
??? [S6](at beginning of run) *M 50 <18>
??? 10 <16-17>
??? L?L 10?15
??? [S7] L?G 15 <18-19>
??? (any direction)+L 10 <20-21>
??? [*2] (any direction)+L? *?M 10?20
??? [*3] (any direction)+L? ?M? *?M 10?20?25
??? (any direction)+L?G – –
??? [S8] (any direction)+L?G? ?H – -- (Guard break)
??? *(any direction)+L?G? ?M 28 <18>
??? *??L 30 <38-42>
??? [S9] GL 12 <18-19>
??? GL? ?L ? ?L ??L … 12?15?12?15…
??? [S10] GL? ?M 15 <8>
??? – --
??? (Tiger Ambush), H – (Guard break)
??? (Tiger Ambush), H?*M 40 <20>
*??? (Tiger Ambush), H? *?M 40 (Unblockable)
??? (Tiger Ambush), H?*H 30 <17-20>
??? [S11] (Tiger Ambush), H?*L 20 <22-26>
??? (Tiger Ambush), H?(any direction) 0 (Ends BackTurned)
??? (Tiger Ambush), H?(any direction)?#M 50 <18>
??? (Tiger Ambush), #M 35 <14-15>
??? (Tiger Ambush), ?M? ?M ?*M 30?30?30
??? (Tiger Ambush), *L 25 <16-18>
??? [*4] RunningH?H?*H 30?15?10
??? RunningH?*L 30?20
??? *RunningM 50 <17-22>
??? *RunningL 20 <16-22>
*??? *BackTurnedH 30 <23-26>
??? !BackTurnedM 60 <16>
??? BackTurnedL 18 <16-17>
??? Throw 50 (P1, P2 face-to-face)
??? ?Throw 50 (Unbreakable, but the fall damage can be teched. Good ring-out tool though.)
MountPosition PushingThrow ?
??? LeftPullingThrow 50 (P1, P2 face-to-face)
??? RightPullingThrow 50 (P1, P2 face-to-face)
??? LeftSideThrow 40 (P1 caught in MountPosition)
??? RightSideThrow 40 (P1 caught in MountPosition)
??? BackThrow 50 (P1 caught in MountPosition)
??? MountPositionThrow 50 (P1 caught in MountPosition)

[*1] Ends back-turned if 2nd hit connects, lands face-down/feet-toward if it misses
[*2] Lands face-down, side-turned
[*3] Lands face-down, feet-toward
[*4] 2nd hit will not come out unless the 1st hits cleanly

[S1] Shift with H to (H)
[S2] Hold ? to end back-turned
[S3] Shift with ? to (Tiger Ambush)
[S4] Shift with ?H to (?H)
[S5] On block, shift with ?M to (?or?or?M+L)
[S6] Cancel with G to end back-turned
[S7] Shift with ?L to (GL)
[S8] Shift with ? to (Tiger Ambush)
[S9] Cancel with G to end back-turned
[S10] Hold ? to end back-turned
[S11] Shift with ?H to 2nd hit of (RunningH,H,H)

…looks like I misspoke there. Doing Doctor V’s crumple punch (change stance with G, G then ?, M) followed by a projectile blast for 2/3 life seemed a bit odd.

Although having Chuji’s (?GM?M) launcher not be guaranteed after all is pretty strange, too. (It can be interrupted by counter grabs in addition to high/mid/low strikes, or blocked outright.)

It seems to take 8 inputs to begin recovering from crumple stun, so you can do a near-instant recovery by hitting all 5 buttons while doing a 360 motion (which counts as 4 inputs since only the cardinal directions will register).


DOCTOR V

??? H 10 <12>
??? H?H 10?10
??? H?H?H?#M 10?10?15?20
??? H?H?M 10?10?15
??? H?H?L 10?10?10
???&??? H?M 10?30
???&??? H?M?L 10?25?20
??? ?H 35 <16-17>
??? ?H?H 35?20
??? ?H?H?#M 35?20?30
??? ?H?H?*L 35?20?30
??? ?H? ?H ?*H 35?30?28
??? ?H? ?H ?M 35?30?28
??? ?H? !?M 35?30
*??? *?H 30 <18>
???[S1] ?H?M 10 <9-11>
??? ?H?M?#M 10?15
??? #??H 80 <70-71> (Unblockable)
??? ??H?#M 50 <34-36>
??? ?or?H 25 <28-30>
??? GH 30 <14>
??? ?GH 30 <18-19>
??? ?GH?*H 30?28
??? ?GH?M?M 30?28?30

??? M 15 <14>
??? ?M 20 <16-17>
??? ?M?!M 20?25
??? ??M 20 <16-20>
??? !?M 20 <19-21>
??? #?M?(Hold…Release) OUGI (unblockable)
??? [S2] ??M 30 <20-22>
???&??? ??M?M 30?30
???&??? ??M?M?L 30?30?25
??? !?GM 30 <18-19>
??? ?GM 20 <18>
??? ?GM?M 20?25
??? ?GM?M?*M 20?25?35
??? ?GM? #?H 20?40
??? ?GM? ?L 20?20
??? ?GM?M? #?H 20?25?40
??? ?GM?M? ?L 20?25?20
???[S3] ?GM? ?M 20?10
???[S4] ?GM? ?M ?#M 20?10?15
??? L 10 <16>
??? !?L 30 <16-18>
??? *?L?M 30?15
??? *?L?M?H 30?15?25
??? *?L?M?H? ?M 30?15?15
??? *?L?M?H? ?M ?M 30?15?15?20
???[S5] ?L 15 <18>
??? !?L?M 15?20
??? GL 15 <20>

??? *RunningM 35 <19-23>
??? *RunningL 30 <16-22>

*??? BackTurnedH 30 <19>
*??? *BackTurnedM 30 <18>
???[S6] !BackTurnedL 30 <16-18>
???[S7] GL 30 <18>

N. STANCE G?G – (hold G)
-Note: all moves in this section begin from N. Stance-

??? H 15 <12>
??? !M 30 <17-19>
??? !M?M 30?20
??? !M?M?M 30?20?20
??? [*1] ?M 28 <20-21>
??? *?L 20 <22-23>
N???&??? (any direction) –
???[2] ? ?H 40 <16-17>
??? ??
?H 50 <52-53> (Unblockable)
??? ???H?*G 40 <13-17> (Technically hits mid?)
??? ??%M 30 <16>
*??? ?? %?M 55 <53-56>
??? ??*L 20 <22-23>
??? ?or??M 40 <16-17>
*??? ?or??*L 30 <22-23>
??? ??H 30 <18-19>
??? ??L 15 <16>
???[*3] ??M 28 <20-21>
??? J –


??? [S8] Throw 50 (P1, P2 face-to-face) (Break window is quite wide)
??? PushingThrow 50 (P1 caught in LeftSideGrab)
??? PullingThrow – Forces P2 BackTurned
??? LeftPullingThrow 50 (P1, P2 face-to-face)
??? RightPullingThrow 50 (P1 caught in BackGrab)
??? Left/RightSideGrab – Becomes FrontGrab
??? BackThrow 60 (P1, P2 face-to-face)

[*1] If done when landing from a jump in N. Stance, (damage 40) and can dizzy instantly with blue hitspark
[*2] If done when landing from a jump in N. Stance, (active frames 18-19)
[*3] If done when landing from a jump in N. Stance, (damage 40) and can dizzy instantly with blue hitspark

[S1] Hold ? to end back-turned
[S2] Hold ?M to charge up (damage 45, active frames 42-44 and unblockable when charged); shift with L while charging to (?L) (damage 30, active frame 20)
[S3] Hold ? to end back-turned
[S4] Hold ? to end back-turned
[S5] Hold ? to end back-turned
[S6] Shift with M to (?L?M)
[S7] Shift with M to (?L?M)
[S8] Switch with ?GM to MountPosition

yo, good tip on that mash and good stuff with all the technical posts :lovin:

I’ve probably gotten in around a 100 matches the last 2 days on this game and have taught my friend a good deal about it. When 2 people start playing this game above the level of the cpu, some odd things start to happen.

  • dash fwds increase in speed randomly. Sometimes a dash fwd happens twice as fast as it should.

  • you can out dash the screen in some instances

  • timing on PSX is so much easier than PC. Grens triple just frame isn’t all that hard to time really. So I’m assuming PC has some SLIGHT input delay.
    **

  • fuzzy guarding. I haven’t been able to figure this out. If player 1 holds block and player 2 side step runs, player 2 will always make it to players 1 back free. I don’t know how to get player 1 to constantly track player with guard and keep player 2 in front of him. I need this explained if possible.
    **

  • run mode. So when you start running, you don’t have to double tap another direction to run that way. You can just shift over the direction fast and it will continue the run. When you start zoning with run mode, its inevitable that you hit upbck, bck, dwnbck. These are really good directions because you bait ranges with in and out movement. However if you feint back, you can get dizzied because of that system mechanic. When you run away and get hit, you go into a small dizzy. Like if you feint back vs epon and you get dizzied, she can do fwd+H combo starter and get half life into OKI. Something to consider.

  • run mode cancel. So run mode is a staple of the movement options it looks like. If you’re in run mode, uplft, up, uprght, dwnlft, dwn, dwnrght, these inputs will allow you to cancel into a standing normal. The problem with run mode is that sometimes you want to run fwd then attack, well when you run FWD every character has running normals. If you want to run fwd but attack with neutral normals, tap block first. run fwd, tap blk, hit mid. You can do this really fast. Also, another problem with run normals is that if you want to run up\dwn then cancel into an up\dwn normal, the game won’t let you. Here you need to tap blk as well. Run up\dwn, tap blck, dwn+normals.

when 2 people understand the engine, this game is HELLA FUN!!! The throw game is so ridiculous, quad tech, leads into MMA ground and pound, the player on the bottom throws punches to get the other guy off. Shit is crazy, there’s nothing like it.

First match videos I’ve ever seen for this game:




so i’ve gotten really interested in playing this game. while i was searching around i found a translation patch (http://home.comcast.net/~hairraiser/Tobal2/index.html) i’m not sure if anyone has posted it before but enjoy. also this game’s soundtrack owns

yo pimp, are you playing this game on a ps2?

translated patch FTW. Thats the version I have and it makes understanding training mode that much better.

i’m playing on epsxe right now since my ps2 has been broken for quite some time (getting a new one soon though), i’ve just been messing around in training mod and i like fei a lot so far. about the stumble, i’ve only really encountered it while i am repeatedly backdashing, is there a way to avoid it?

that stumble thing can happen going in any direction. When moving side to side or fwd, you will stumble if your legs are tangled so you have to typically run fwd when your character has their legs free.

The going back and stumbling part I’m not sure about. I know you can take 2-3 steps back and a majority of the time, you will not fall. Anything more than that the probability goes up that you will fall.

you can avoid it going side to side and fwd by watching your legs. To counter falling backwards, try to avoid taking so many direct steps backwards. Try runback, upbck, bck or variations. Tobal wants you to play next to the opponent and they try to prevent pre runaway as much as possible which is why you dizzy if you’re attempting to move backwards.

note*** to repeatedly back dash, you don’t need to constantly tap back back. Once you establish running in any direction, you can transition into another direction and still be running.

so dashing back multiple times is just back, back hold.

and dashing back then fwd is back, back, immediately fwd.

if you want to see what tangled legs look like, do up, up hld and watch the character side run, specifically the legs.

if you have any more questions, I will do my best to answer them properly. I’m not @ master @ this game either, I just like the engine.

Tobal 2… hm. hm. hm.

Time to find me a ISO.

I’d go for the english patch so you can read training mode as it has some good options for practice. I particularly find that slowing down the game which is an option can be useful as well as the teching throw training mode they have.

You can slow down the game with an option and it shows you the exact points you need to hit the button in order to get something to combo. Which can be great for characters like gren who has 4-5 jframes for his good bnb.