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Messages - steamwolf

#256
I'd like to play, but I think you guys outta make a new thread now. This one is crowded, and nobody wants to read 22 pages and see arguing over little things.
#257
Quote from: MUSOLINI on February 23, 2011, 03:03:43 AM
what emu do you guys use? ill dl the emu and the roms. i dont know if you guys use ggpo, but ive had problems getting it working in the past. i really do need to get me a pad or stick that i can use on both the ps3 and laptob, but i can still use the laptob kb to a degree. is ti possible to put hotkeys in the emu you guys are using, the laptob only allows for 3 or so keys to be pressed at the same time, otherwise im pretty much fucked with some feintcancels combos.

yama used snake fist as a break and cancelled it into a another snake cancel combo that stunned kim. after that standing hard snake cancel into bnb launcher and spower finish. snake cancel used in breakshots can be fucking awesome. this was a really nice example, and thank god there is none of that hideous scaling.

We use GGPO, and Arclive. http://www.ggpo.net, http://bbs.arclive.com.cn/thread-2418-1-1.html

You can get them both at each respective link. And it is possible to use hotkeys.
#258
Real Bout 2 / Tier List Discussion
February 25, 2011, 07:32:19 PM
http://dreamcancel.com/wiki/index.php?title=Real_Bout_Fatal_Fury_2#Tiers

Added as much info out there and different perspectives out there that I could find. So without further ado, please everyone start talking about these!
#259
You outta join us on Saturdays, MUSOLINI. I can up it to five rounds if nobody else is in disagreement of this.
#260
Online Matchmaking / How to play any arcade title on GGPO
February 12, 2011, 11:11:46 AM
Okay, this will be a tutorial on how to make GGPO play ANY arcade title you desire! I have no idea if Ponder or anyone else involved in GGPO or the guys behind FBA approve of this or not. They don't seem to mind, so I'm not going to skirt the issue. Until further notice, I will not be providing a link where one can quickly download the save state, emulator, and ESPECIALLY not the roms. Roms are illegal to own and you can only "legally" own a rom if you own a physical copy of said game. With that said, here is a step-by-step instruction on how to play any arcade title using GGPO.

1. First, select a game from the list GGPO provides of its games that actually use GGPO. To see this, naturally you will need to launch ggpo.exe and log in. For the sake of this guide, I will be using Super Puzzle Fighter II: Turbo. I'm sorry if anyone likes this game or is a hardcore, serious puzzle fighter gamer but uh...most of us aren't.

2. Once you have the title selected that you wish to manipulate in order to play a different game, you will need to create a .zip file for this title. The catch is, it needs to be a blank .zip file, with the proper abbreviation that the roms typically use. For this title that I am using as an example, it would be: spf2t.zip. To enter any room in GGPO with the exception of the lobby, all the program needs is to see an archive named <insert name here>.zip. With that, any room is accessible. However, this is not enough to play any game.

3. Next, you will need to open up ggpofba.exe. This is what I call the offline ggpo/kaillera ggpo. Its merely Final Burn Alpha (an arcade emulator) with the GGPO logo on it. You need to launch this, and select the game you truly wish to use with GGPO instead of the game we selected from GGPO's normal list (for this case, we used SPF2T). For the sake of this part of the tutorial, we will select Real Bout Fatal Fury 2: The New Comers as the game we will be replacing SPF2T with. If you have said rom (or whichever rom you decide to use) then start the game up.

4. From here, all you need to do is go to Game > Save State. The next screen will ask you to name the savestate. You MUST name the savestate the same name as the blank zip file you created. So if we want to play RB2 on GGPO, and we're replacing SPF2T with RB2, we will need to name the RB2 savestate as "spf2t_ggpo.fs". This is essential for making the game work correctly. Make sure it is saved as such. You can create the save state at any point during the gameplay of RB2, it doesn't matter when or where.

BOTH PLAYERS MUST HAVE THE EXACT SAME SAVE STATE OR THE GAME WILL DE-SYNC/NOT WORK MAKE SURE WHOEVER MAKES THE SAVE STATE SENDS THAT SAVESTATE TO THE OTHER PERSON!

5. Once this is done, close ggpofba.exe, and open up ggpo.exe again. Select Super Puzzle Fighter 2: Turbo, and (if you had a friend follow the same instructions), challenge each other. Instead of SPF2T, the game will launch RB2 for you and your friend to play with GGPO's netcode! Enjoy!


Remember, the games I used as examples in this were merely just that: examples. Here at DC, I along with a few others, are using puzzle fighter to play RB2. This is mostly because its a very lesser played game and not quite popular enough. Its not not going to distract any serious players by trying to challenge someone they can't even play. I recommend only doing this for specific games that not many people play (Like windjammers).

For anyone interested, here is a download link for the .zip and .fs files all ready made by me for RB2. Since everyone needs the exact same files, I'd rather these float around than everybody else making their own.

http://www.megaupload.com/?d=OKDK3QRD
#261
Meet & Greet / Re: Hey Everyone!
February 10, 2011, 08:35:41 AM
Welcome to Dreamcancel! Looking forward to playing with you.

Your school has a KoF XIII cabinent? What school do you go to? We have a list of KoF XIII locations and that'd be nice to list your school as one.
#262
Real Bout 2 / Real Bout Fatal Fury 2 Information
February 08, 2011, 09:44:21 AM


Real Bout Fatal Fury 2: The Newcomers, known as Real Bout Garou Densetsu (Legend of the Hungry Wolf) 2: The Newcomers in Japan, it is the 7th installment in the Fatal Fury series and the last of the 2D Fatal Fury/Garou Densetsu games on arcade. Like FFS and RBS, this is another Dream Match title, bringing characters from across the series, even ones who died, back for this game. This is by far the fan favourite of the Fatal Fury series, only rivaled by Garou: MotW in terms of popularity amongst SNK players. Overall, its one of the most fun and balanced SNK fighters to date, with plenty of old characters from across the FF series and even some new faces (Hence the "Newcomers" subtitle)

This information is for the arcade version of the game.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------



Story

Again, like FFS and RBS, this game has no story and is merely a Dream Match to gather up various people, alive and dead, to have a game where they can all be played as.



(Yes these are HAPP parts. Get over it, I use sanwa and seimitsu)

Basic Controls
;ub ;up ;uf
;bk  N  ;fd
;db ;dn ;df

Basic Mechanics

Forward Dash -  ;fd ;fd Jumping during a forward dash allows for greater distance
Backward Dash -  ;bk ;bk Good for dodging normals and specific specials (I.E. Certain projectiles with less range). There is a slight frame of invincibility in everyone's backdash, with Xiangfei having the longest frames of invincibility.
Small Jump -  ;ub  ;up  ;uf (Tap once, don't hold)
Block -  ;bk (Hold) Blocking prevents knockdowns and damage from normals and you take much less damage without knockdown from specials and DM/SDM. Standing block can be used against standing and jumping attacks. A note on blocking: When you block an attack in this game, you do not have to keep holding the stick back. The game has a semi-auto block where once the first hit is blocked, you can release it and allow your character to continue the block with the joystick in neutral. This makes Break Shots much easier to perform due to not needing to constantly hold back while blocking.
Crouch Block -  ;db (Hold) This will block any low attacks. Standing and jumping attacks will still hit you, learn to mix block and low block up depending upon the situation for the best results in your defensive game.
Air Block -   ;bk (Must be mid-air) Obviously, this blocks attacks while in the air. Best used when jumping in on someone who uses a lot of aerial attacks or attacks that hit high.
Crawl -  ;df (Hold) I like to call this "Duck Walking" so you'll probably see me call it duck walk or DW a lot. Its useful for remaining in a crouching position to charge up some   ;dn  ;up attacks like Terry's Rising Tackle, or to do some zoning while anticipating a low attack.
Mid-Air Turn - While jumping, press  ;d to turn around in the air. Very useful for quickly turning around while jumping over your opponents in order to go into an attack or to perform a mid-air special.

Feint - These are fake-out moves that start up as though the character is about to go into a special/DM/SDM move, but ends it prematurely. These are usually used during chain combo's to cancel part of the animation and then quickly go into another attack to continue the combo with another chain. This will allow you to do some very advanced combos not normally possible. These are also used to recover quicker from normals and then continue into another normal or something else.
Evasion Attack - Press  ;a and  ;b together. This will evade an attack for a split second while you attack the opponent.

Grapple/Throw - Press Forward or Back and C when you are very close to your opponent. Certain characters also have air throws, so make sure you check the command list of who you're playing to be sure.
Safe Fall - Press  ;d during your own knockdown, before hitting the ground, to recover quickly. Does not work if thrown or hit with a DM/SDM

Pursue Attacks - Specific characters have these. They are attacks used to hit someone while they are on the ground. All the more reason to use Safe Fall religiously.
Life Shift Recovery - Hit  ;up;d  as you hit the ground to roll onto the back line. You need to have H Power or higher to do it.
Taunt -  ;c;d Its a taunt, what can I say? These are more effective as a mind game against human opponents, as it pisses them off. I like to use them after a DM/SDM in order to further rub it in their face that I pulled it off. Other than that, they do nothing.

Break Shot - Sometimes referred to as "Guard Cancel", certain special and Desperation Moves can be done while blocking and break your opponent's attack. H Power or higher is required as it drains your gauge by one bar. Obviously for DM Breakshot, you need S Power or higher.

360 Degree Motions: Many characters in this game use these for different inputs. However, like 360 motions in most fighting games, this can be done by doing hcb, any up directional + whichever attack button is required. This is useful for pulling off those 360 motions that seem so difficult to those who don't use characters who use them.

Planes
Two characters cannot be on the back plane at the same time.

Switch to back plane -  ;d
Low Attack -  ;b From back plane
Overhead Attack -  ;a From back plane
Strong Attack -  ;c From back plane
Switch to front plane -  ;d From back plane
Roll to front plane -  ;dn
High plane attack -  ;d When opponent is in back plane. Overheard, will pull the opponent to the front plane if connected
Low plane attack -  ;dn  ;d when opponent is on back plane. Must be blocked low, will pull the opponent to the front plane if connected

When both characters are in opposing planes:
Front Plane Character: Cannot duckwalk

Back Plane Character:
Cannot perform special moves unless specified.
Cannot perform DMs/SDMs.
Cannot crouch. It will however show the crouch block animation when crouch blocking.
Cannot Duckwalk.
Cannot jump.
Dashing forward or backward will switch you automatically to the front plane.
Standing still for two seconds will automatically switch you to the front plane.
Holding  ;up will keep you in the back plane.
Walking  ;bk or  ;fd will allow you to stay in the back plane.

Power Gauge and Desperation Moves
Power Gauge: This meter will fill up when you use your special moves, connect (not blocked) any attack, or block an incoming attack. There are three levels of the Power Gauage, each having different effects to them.

H. Power: This is when half of the power gauge is filled. You're capable of doing Break Shots when you have H. Power, and you're more likely to have H. Power most of the time than the other two levels of the gauge. Often times, it can be better to just go for a Break Shot than use up everything on one DM/SDM. Break Shot will however lower the power gauge back down to zero.

S. Power: When your gauge is filled up, it will become S. Power. This gauge will decrease over time. With it, you are able to use your Desperation Moves. When you use a Desperation Move, your gauge will go back down to nothing once again. If your life bar is flashing red, you will be able to use S. Power DM an unlimited amount of time as long as your life remains critical.

P. Power: When your life turns red, the gauge will then become P. Power when filled up all the way. Like S. Power, it will also decrease over time. This will allow you to use your Super Desperation Moves. Once an SDM is activated, the bar completely goes back down to zero. Remember: As long as your life is flashing red, your gauge will always build back up to P. Power after H. Power.

Chain Combos
Each character is capable of chaining specific basic attacks into Chain Combos. They differ from character to character, but each do decent enough damage on their own. The best thing about these, is you can follow them up with a special/DM that will do much more damage than without them. You can also knock your opponent into the background with some of these, allowing for more damaging combos. Its best to learn how to do your character's chain combos, and then try and turn them into flashier, longer combos.

Obstacles

Tiers
These are rather disputed, and I'll be citing sources as to where these different lists have come from. Bear in mind, this game is extremely balanced and there is no one character that dominates all 100% of the time, even during high-end Japanese tournaments. Any character in this game is a viable option, and at most you might have to try a little harder in certain matchups but you won't be seeing anyone winning because of <Insert character here>.

Ghost Pilot AKA Mr. Big's Tier list:
Top
Rick, Kim, Chonshu, Escalation-Mode Mary

High
Geese, Yamazaki, Terry, Franco, Hon-Fu

Mid-High
Bob, Xiang Fei, Krauser

Mid
Sokaku, Mai, Chonrei, Mary, Billy, Laurence, Joe, Duck, Andy

Low
Tung, Cheng

For further analysis and reading, check here: http://shoryuken.com/f4/fatal-fury-real-bout-2-thread-139480/#post4331965 Ghost Pilot goes into further detail about his tier list and why he chose what he did.

Akutabi's Tier List:
Top
Rick (Mix-up+Damage), Xiangfei, Billy, Geese & Bob

High
Mai & Krauser

Mid
Just about everyone else not listed

Low
Cheng, Sokaku & MAYBE Mary

Characters
Terry Bogard
Andy Bogard
Joe Higashi
Kim Kaphwan
Duck King
Mai Shiranui
Rick Strowd
Li Xiangfei
Sokaku Mochizuki
Bob Wilson
Hon Fu
Blue Mary
Franco Bash
Ryuji Yamazaki
Jin Chonshu
Jin Chonrei
Billy Kane
Cheng Sinzan
Tung Fu Rue
Laurence Blood
Wolfgang Krauser
Geese Howard
Alfred Airhawk
#263
Real Bout 2 / Re: Real Bout Fatal Fury 2
February 07, 2011, 11:48:31 AM
For you, Yeti, the day DeadlyRave-Neo came onto Arclive was the most important day of your life. For him...it was Tuesday.
#264
Real Bout 2 / Re: Chain Attack Legend
February 07, 2011, 11:47:01 AM
Credit for this goes to Goh_Billy. I liked the format for his chain attacks and its easy to read, so I think we should use it. Remember: To differentiate, a normal text A for example is referring to the legend where as  ;a refers to the actual button you press. Most of the chain attack symbols will be used in parenthesis as well, something to remember. Any questions or suggestions, leave here.
#265
Real Bout 2 / Chain Attack Legend
February 07, 2011, 11:45:17 AM
* - can perform special/super right after if connected
E - ends string
1 - first hit must connect for this part to come out
2 - second hit must connect for this part to come out
3 - third hit must connect for this part to come out
4 - fourth hit must connect for this part to come out
O - overhead
_ - must be blocked low
A - launches opponent into the air
G - opponent must be on ground and must be close enough to connect the pursue
   (otherwise dash towards them before they recover to get close enough)
< - backdash
> - shifts to other side of opponent
^ - knocks opponent to back plane
v - knocks opponent to front plane if opponent is in back plane
T - taunt
H - first attack must be from a high jump for this part to come out
#266
Finally finished here! Credits go to Goh_Billy and SiberianWolf on gamefaqs for listing all her moves, chain attacks, and combos. Couldn't find a sprite to post up of her, but I'll work on that. The chain attack layout is based on Goh_Billy's, and I'll post up a legend as a seperate thread explaining it all.

Update: Added some more pictures and info on a few of her normals. Also added Frame Data. Credit for the Frame Data goes out to Josh-TheFunkDOC of SRK, as well as Ghost Pilot for posting up where to find some of these pics I found and the bit of damage data I could read in google translate.
#267


Gameplay Overview

Gameplay Notes
-Use her speed as she is not that strong of a character

-Don't rely on her specials. Use chains and then cancel into Nanpa for quick hits.

-On wake up, use Ten Poh Zan or  ;c. Those have high priority in this game, as well as cr.  ;a and cr.  ;b

-Abuse her DMs when in red life

-Backdash with Xiangfei works as an emergency escape and provides temporary invincibility. Opponent's attacks will pass right through during your backdash, not regular dash.

Pros
-Very fast

Cons
-A bit on the weak side

Normals

Standing



st. ;b - Xiangfei sends out a quick kick. Good range and recovery time.

-Useful as a Poke

Crouching



cr. ;b -A long-reaching crouching kick. Another good poke.

-Useful for poking and connecting other attacks

-Can connect into Zen Chuoh

Jumping



j. ;b

Throw

Reverse Elbows
;fd/ ;bk+ ;c (Close)

Command Moves



Ri mon Chou Chu
;fd+ ;a
-Xiangfei does a lunging elbow. Not really worth doing because it's slow.



Low Foot
;bk+ ;b
-Must be blocked low. You can feint the Low Foot into a  special/DM by doing the Special/DM just before the Low Foot comes out.

 Hop Cancel
 ;c
 -Low Foot won't come out, and instead it will cancel into a forward hop/low dodge.

-Xiangfei does a fake  ;bk+ ;b, then she does a quick hop forward. Not very useful.



Drunken Backhand
;a+ ;b
-Xiangfei slightly sways herself toward the opponent while giving him/her a hard strike with her fist.
-Use right before you're about to be hit by a non-projectile, and Xiangfei will dodge and counter attack.
-Good range, fast, and combo-able.

Unknown Name
;c,  ;fd,  ;fd+ ;a
-Xiangfei does her  ;c attack, then slides past the opponent to the other side. Purpose of this move is still unknown. Probably to confuse opponents.



Feint Ten Poh Zan
;bk+ ;a+ ;c
-Can make Xiangfei invincible for a bit against projectiles and standing attacks

Feint Taitetsujin
;dn+ ;b+ ;c

Special Moves



Nanpa (Breakshot)
;dn ;df ;fd+ ;a/ ;c
-Xiangfei does a quick turn with both arm extended, and attacks with chi palms.
-Absorbs projectiles
-This move when done with  ;a is fast but has poor range, which keeps it from being a better move. It leaves you open for other attacks if missed, so be careful when using it.  Make sure it connects or at least hits the opponent.



Zen Chuoh
;dn ;df ;fd+ ;b
-Xiangfei does a quick dash then tumbles on the ground toward the opponent and grabs, then elbows the opponent and sends them flying. This is a pretty good move to use get a surprise hit. You can use this to get under non-groundbased projectiles like Krauser's high Blitz ball.
-The rolling grab needs to connect without being blocked to perform the technique.



 Kanku
  ;dn ;df ;fd+ ;b
 -After Zen Chuou is done, the opponent is sent flying. Then she will jump in after the opponent and give him/her a flying kick, followed by another one that knocks the opponent down.  Do this before Xiangfei gives the opponent the elbow.



  Shin Saiha
  ;dn ;db ;bk+ ;b
 -Do this during the roll or just before she reaches the opponent. If the Zen Chuoh elbow connects, you performed this too late. This changes her grab to one that is unblockable.



Ten Poh Zan (Breakshot)
;fd ;dn ;df+ ;b
-Your average dragon punch.  Xiangfei does a steep diagonal shoulder tackle. Good move.  Works just like a dragon punch.  Good priority.

Esaka (Breakshot)



   (High)  ;a then  ;up just as you are about to be hit.



   (Mid)   ;a then   ;fd just as you are about to be hit.



   (Low)  ;a then  ;dn just as you are about to be hit.
-Counter

Desperation Moves



Taitetsujin (Breakshot)
;fd, ;bk ;db ;dn ;df ;fd+ ;b ;c
-S. Power. Xiangfei extends her arms out and brings them to her side. The ground explodes sending the dust up clouding her, then she dashes out and tackles the opponent. Very fast, though vulnerable to projectiles. Good move, but not very comboable. More useful for catching people off guard or in the middle of something else.

Chou Pairon Starter
;c
-Must touch the opponent for followups to come out.

 Follow Up
  ;fd,  ;db,  ;fd+ ;a ;b
 -If Chou Pairon Starter is blocked, this Follow Up is possible but you cannot perform the Finish.

  Finish
  ;fd,  ;db,  ;fd+ ;a ;b
-Xiangfei does her strong attack, then follows up by rushing in with a double palm strike, and finishes with a shoulder ram, sending the opponent into the wall. This move is more recommended for comboing and is overall her better DM.

Super Desperation Move







Majinga
360+ ;c
-Xiangfei puts her hands on the opponent's chest, forcing her chi into the opponent and sends them flying. Does 100 Rush Hits. If missed, she'll still her her arm out, palm open, and will let out a chi blast that does half the damage.
-Connects close. Unblockable.

Chain Attacks

Punch Starters

;a (*)  -------->  ;a (*)      ----->  ;a (*)     ----->  ;a       ----->  ;fd+ ;a (E)
;dn+ ;a (*) |       ;dn+ ;a (*)          ;dn+ ;a (*)         ;dn+ ;a
;fd+ ;a (*) |                                  ;c (*, E)           ;b (*, E)
                 |                                                          ;c (E)
                 |
                 ----->  ;b (*)      ----->  ;c (O, E)  
                 |       ;dn+ ;b (*, _)       ;dn+ ;c (_, E)
                 |                                   ;df+ ;c (*, A, E)
                 |                                   ;d (<, E)
                 |
                 ----->  ;c (*)      ----->  ;a (*)     ----->  ;c (E)
                                                      ;b (*, E)          ;a+ ;b (T, E)
                                                                             ;d (T, E)


;a in air (O)--->  ;b (1, H, O, E)
                         ;c (1, H, O, E)

Kick Starters

;b (*)  -------->  ;b(*)    ----->  ;c (0, E)
;dn+ ;b (*, _)     ;dn+ ;b (*, _)  ;dn+ ;c (_, E)
                                              ;df+ ;c (*, A, E)
                                                  ;d (<, E)


;bk+ ;b (*, _)--->  ;d (E)


;b in air (O)--->  ;c (F, H, 0, E)

Strong Starters

;c (*)    -------->  ;fd,  ;fd +  ;a (1, >, E)

Combos
;a--- ;a--- ;a--- ;a--- ;fd+ ;a:
-4 hit punch end with Drunken Backhand.  Total of 5 hits.

cr. ;a---cr. ;a---cr. ;a---cr. ;a--- ;fd+ ;a:
-4 hit crouching punch end with Drunken Backhand. Total of 5 hits.

;a--- ;a--- ;a--- ;b:
-Three hit punches end with a roundhouse kick that bounce the opponent one space away.

;a--- ;a--- ;a--- ;c:
-Three hit punches, Two way Palm Strike.

;fd+ ;a--- ;c--- ;b:
-Lunging elbow, palm stike, roundhouse kick.

;a--- ;c---Zen Chuou---Kankuu:
-Jab punch, Elbow, Zen Chuou, Kankuu.

;a--- ;c--- ;a---Zen Chuou---Kankuu:
-Jab punch, Elbow, Double Palm Strike, Zen Chuou, Kankuu.

;a--- ;c--- ;a--- ;c:
-Jab punch, Elbow, Double Palm Strike, Two way palm strike.

;a--- ;c--- ;a--- ;d:
-Jab punch, Elbow, Double Palm Strike, Taunt 1.

;a--- ;c--- ;a--- ;a+ ;b:
-Jab punch, Elbow, Double Palm Strike, Taunt 2.

;a+ ;b---Zen Chuou---Kankuu:
-Reach out Fist, Zen Chuou, Kankuu.

;a--- ;b--- ;c:
-Jab Punch, Punch, Double fists strike.

;a--- ;b--- ;df+ ;c:
-Jab Punch, Punch, Double Jump kick.

;b--- ;b--- ;c:
-Knee, Roundhouse, Two way Palm Strike.

;b--- ;b---cr. ;c:
-Knee, Rondhouse, Sweep (doesn't knockdown)

;b--- ;b--- ;d:
-Roundhouse kick, punch, back flip (her b, b).

cr. ;b---cr. ;b---Zen Chuou---Kankuu:
-Low kick, Weak Sweep, ZenChuou, Kankuu (yes it's a combo)

Frame Data

Standing  ;a: 7f, +0 on block, +4 on hit
->  ;a: -9 on block, -5 on hit
->  ;a->  ;c: -7 on block, -1 on hit
->  ;a->  ;a: -9 on block, -5 on hit
->  ;a->  ;a->  ;b: -13 on block, -6 on hit
->  ;a->  ;a->  ;c: -7 on block, -1 on hit
->  ;a->  ;a->  ;a: -9 on block, -5 on hit
->  ;a->  ;a->  ;a->  ;fd+ ;a: -12 on block, -6 on hit
->  ;dn+ ;a: -7 on block, -3 on hit
->  ;dn+ ;a ->  ;dn+ ;a: -7 on block, -3 on hit
->  ;dn+ ;a ->  ;dn+ ;a ->  ;dn+ ;a: -7 on block, -3 on hit
NOTE:  ;a and  ;dn+ ;a are completely interchangeable in the above group of strings, so you can use things like  ;a- ;dn+ ;a- ;c xx special.
->  ;b: -10 on block, -6 on hit
->  ;b->  ;c: -12 on block, -6 on hit
->  ;b->  ;dn+ ;c: -14 on block, -8 on hit
->  ;b->  ;df+ ;c: -7 on block
->  ;b->  ;d: 29f
NOTE:  ;a->  ;dn+ ;b also leads into the above group of strings.
->  ;c: -7 on block, -1 on hit
->  ;c->  ;a: -4 on block, +2 on hit
->  ;c->  ;a->  ;c: Same as  ;a- ;a- ;a- ;c
->  ;c->  ;a->  ;a+ ;b: 43f
->  ;c->  ;a->  ;d: 83f
->  ;c->  ;b: Same as  ;a- ;a- ;a- ;b
Standing  ;b: 7f, -9 on block, -5 on hit
-> Same strings as the Standing  ;a->  ;b group ( ;b- ;b- ;df+ ;c, etc.)
Standing  ;c: 10f, -5 on block, +1 on hit
->  ;fd, ;fd+ ;a: -12 on block, -7 on hit
Crouching  ;a: 7f, +0 on block, +4 on hit
-> Same strings as Standing  ;a
Crouching  ;b: 6f, -5 on block, -1 on hit
-> Same strings as Standing  ;b
Crouching  ;c: 10f, -14 on block
Jumping  ;a: 6f
Jumping  ;b: 6f
Jumping  ;c: 14f
Neutral Jumping  ;b: 6f
Neutral Jumping  ;c: 9f
;a+ ;b: 8f, -12 on block, -6 on hit
Standing  ;d: 8f, -3 on block, +0 on hit
Crouching  ;d: 11f, -6 on block
Backplane  ;a: 22f, +0 on block, +2 on hit
Backplane  ;b: 22f, -1 on block, +1 on hit
Backplane  ;c: 25f, +7 on block, +13 on hit
;fd+ ;a: 13f, -4 on block, +0 on hit
-> Same strings as Standing  ;a
;bk+ ;b: 21f, -5 on block, +1 on hit
->  ;c: 33f

;dn ;df ;fd+ ;a: 15f, -6 on block, -4 on hit
;dn ;df ;fd+ ;c: 26f, +2 on block
;dn ;df ;fd+ ;b: 22f, -5 on block
->  ;dn ;db ;bk+ ;b: 28f total
->  ;dn ;df ;fd+ ;b: No frames, but this must be input early in her "elbow" animation.
;fd ;dn ;df+ ;b: 5f, -41 on block
;a, ;up: 1f
;a, ;fd: 1f
;a, ;dn: 1f

;fd, ;bk ;db ;dn ;df ;fd+ ;b+ ;c: 23-40f depending on distance, -4 on block
Standing  ;c: Data already listed above
->  ;fd, ;db, ;fd+ ;a+ ;b: -7 on block
->  ;fd, ;db, ;fd+ ;a+ ;b: Frames don't matter since this only works on hit.

360+ ;c(grab): 1f
360+ ;c(projectile): 24f, -38 on block

;bk+ ;a+ ;c: 22f
;dn+ ;b+ ;c: 24f


Miscellaneous

Links and References
http://www.gamefaqs.com/arcade/562641-real-bout-fatal-fury-2/faqs/47024
http://www.gamefaqs.com/arcade/562641-real-bout-fatal-fury-2/faqs/179
http://shoryuken.com/f2/new-real-bout-2-thread-irc-matchmaking-srksnk-efnet-gogogo-153089/
#268
I actually like Blazblue more. Dunno, characters in Guilty Gear weren't as appealing to me. And really, it doesn't play quite the same. I think the only reason people hate on it is because they want it to be GG but its not. If BB was made by any other developer, nobody would say a word about it but because its AKSYS naturally everyone makes the GG comparison. And maybe you can make a comparison there. But that reminds me of what people said about Fatal Fury back in the 90s "Poor man's Street Fighter" when there's actually a lot more to the FF games than that.
#269
Quote from: sibarraz on February 03, 2011, 03:22:32 PM
I don't like the xbox dpad

In the other hand, I think that the stick is the best for fighting games ever

360 D-Pad sucks. Sony's does too but its a lesser of two evils. Saturn D-Pad > All. But yes, sticks are the best.
#270
I'm in favor of Cheng being in XIII.