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Real Bout Fatal Fury 2/Sokaku Mochizuki: Difference between revisions

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Notes: He gets a slight advantage on block from canceling heavy attacks into d+B+C, which can make for some interesting rushdown once you factor in his far C and 360 grab.
Notes: He gets a slight advantage on block from canceling heavy attacks into 2BC, which can make for some interesting rushdown once you factor in his 5C and 360 grab.


His far C's animation is cut short if it hits or is blocked. When whiffed, its recovery is actually quite bad - if the opponent hops over it, expect to eat a nice combo.
His 5C's animation is cut short if it hits or is blocked. When whiffed, its recovery is actually quite bad - if the opponent hops over it, expect to eat a nice combo.


{{Navbox RBFF2}}
{{Navbox RBFF2}}

Revision as of 16:38, 5 May 2021

Gameplay Overview

Gameplay Notes

He used to sit comfortably in the top-tier, and was probably his strongest in RBS, however he lost a lot of what made him strong in those games. He went from having a barrel-full of anti-airs to one (arguably two) and it's a normal. He has decent pokes, a fireball that can hit low, a nice command throw, a pursuit that hits anywhere on the screen, and an infinite (far and away the hardest in the game). He has less range than you think he would with a staff, limited combos, huge recovery of many of his specials / supers, and very few options to stop someone who's rushing.

Pros Cons
  • Decent Pokes
  • Fireball that can hit low
  • Nice command throw
  • Pursuit that hits anywhere on screen
  • Has an infinite (hardest infinite to do in the game)
  • Lost most of his anti-airs from RBS
  • Less range than he should with a staff
  • Limited combos
  • Huge recovery on many of his specials/supers
  • Very few anti-rush options

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 - 5 2 10 +4 0 HL Y - -
n.5A
(within 56 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 - 5 2 10 +4 0 HL Y - -
5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 7 4 12 0 -4 HL Y - -
  • Sokaku does a quick side kick outwards towards the opponent.
  • Has good reach
  • Does good damage
n.5B
(within 56 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 7 4 12 0 -4 HL Y - -
5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
24 - 8 2 24(12) +14 +8 HL N - -
  • Sokaku does a quick side kick outwards towards the opponent.
  • Has good reach
  • Does good damage
  • If the opponent blocks or gets hit by it, the recovery will be reduced
n.5C
(within 74 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
12.12 - 8 3,3 20 +3 -3 HL Y - -

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 - 5 2 10 +4 0 HL Y - -
2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 6 3 12 +1 -3 L Y - -
2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
24 - 10 3 23 KD -6 L Y - -

Command

Shakujoh Joudan Uchi
3A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 8 9 20 -3 -9 HL Y - -
  • Seems mostly suited as an anti-air
Blitzkrieg Cudgel
2C on a downed opponent
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 19 12 26 - - HL N - -
  • Can be done off of a long-range knock down
Gut Staff
5AB
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 8 6 20 0 -6 HL Y - -

Jumping

j.A
Neutral Hop/Jump
Diagonal Hop/Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 9 - 5 till landing 6 +8 +4 H N - -
Diagonal Hop 9 - 5 till landing 6 +8 +4 H N - -
Neutral Jump 9 - 5 8 6 +8 +4 H N - -
Diagonal Jump 9 - 5 10 6 +8 +4 H N - -
j.B
Neutral/Diagonal Hop
Neutral/Diagonal Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 11 - 6 till landing 6 +8 +4 H N - -
Diagonal Hop - - 6 till landing 6 +8 +4 H N - -
Neutral Jump 11 - 6 6 6 +8 +4 H N - -
Diagonal Jump 11 - 5 8 6 +8 +4 H N - -
j.C
Neutral/Diagonal Hop
Neutral/Diagonal Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 20 - 11 4 8 +15 +9 H N - -
Diagonal Hop 20 - 11 4 8 +15 +9 H N - -
Neutral Jump 20 - 10 5 8 +15 +9 H N - -
Diagonal Jump 20 - 10 5 8 +15 +9 H N - -

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 - 5 3 17 +4 +1 H Y - -
2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 - 5 3,3 14 KD +1 L Y - -
A
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 24 5 12 +2 0 H - - -
B
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 25 4 12 +1 -1 L - - -
C
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 - 26 2 14 KD -3 HL - - -

Throw

Mudoh Shibari Nagen
4/6C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -
  • Put the opponent on the other side of Sokaku
Jigoku Kon
412 after Mudoh Shibari Nagen
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
34 - - - - - - - - - -
Shoten Satsu
1/3C in the air
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -

Feints

Feint Ikazuchi
2BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 18 - - - - - -
Feint Makibishi Masher
2AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 19 - - - - - -

Specials

Makibishi Masher
236A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 15 - 54 total -3 -5 HL,L - Y -
  • If used from long-range, must be blocked low
Nozaru Geri
214A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 - 17 - 98 total KD +11 HL - Y -
  • Mix of a projectile and hitgrab

Mash A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6,6,6,6(19) - 11 3(8)5(2)3(8)5(2)3 22 - - HL - N -
  • Tap A four times
  • Absorbs projectile
  • Has five possible follow-ups
Ja Kon Bu Follow-ups
Mash A-6C/3C/9C/1C/5D
Toppa
Fu Ha
Kou Ha
Ten Ha
Tou Ha
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6C 20 - 7 3 24 KD 0 HL - - -
  • Better used at long-range to prevent being punished
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
3C 20 - 10 3 20 KD -4 L - - -
  • Low option from Ja Kon Bu
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9C 20 - 13 6 14 +9 +4 H - - -
  • Overhead option from Ja Kon Bu
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
1C 20 - 7 6 24 +10 +1 HL - - -
  • Best used as an anti-air
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
5D 20 - 5 3 18 +8 +6 HL/H - - -
  • Hits in both planes
  • Is an overhead ONLY if the opponent is in the backplane
  • If the opponent is in the backplane, will pull them to the front plane
Shout!
63214B
Staff Thrust
Hand Crush Finish
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
63214B 9,9,9(23) - 12 24 13 -2 -4 - - Y -
  • Has follow-up attacks
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
-6C 7 - 4 13 20 KD - HL - - -
  • Cannot be connected unless Shout! hit the opponent (block/whiff doesn't count)
  • C has to be pressed a little late (but not too late) during Shout!
  • Has a follow-up
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
-6C-360C 26 - - - - - - - - - -
  • Must be performed quickly right after Staff Thrust
Kimon Jin
360C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
35 - 0 - - KD - - - - -
  • Has a wider reach than normal throws
Hametsu no Honou
82D from oversway
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14,14,14(36) - 18 2,2,4 20 +4 -6 H - N -
Hyoi Dan
646C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6,6,6,6,10(26) - 16 24(6)19 73 KD -59 HL - Y -
  • Absorbs projectiles, but small, low to the ground ones can sneak by
  • Sokaku crumples for a bit right after, leaving him very unsafe on block/whiff

Desperation Move

Ikazuchi
641236BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
76 - 51 27,59 20 KD -68 HL - N -
  • Hits in both planes
  • Absorbs projectiles
  • Hits over half the screen
  • Can be difficult to use as anti-air due to a slow start-up

Super Desperation Move

Raijin no Ibuki
641236C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
96 - 1+25 3 59 KD -24 Unblockeable/H - N -
  • Sokaku has a very slight rest period just after the P-Power
  • From long-range and mid-range, this P-Power becomes unblockable
  • From slightly past mid-range to close range, it loses its unblockable state and becomes an over-head

Chain Attacks

Punch Starters
``````````````
5A (*)  --------> 5C (*, _, E)    
n.5a (*)
2A (*)------> 2C (*, _, E)
j.A (O)---> j.C (1, H, O, E)
Kick Starters
-------------
5B (*)  --------> 5C (*, E)         
n.5B (*)----> 5C (*)         -----> 22C (1, E)
2B (*, _)---> 5C             -----> 22C (E)
                6C (^, E)
j.B (O)---> j.C (1, H, O, E)
Strong Starters
```````````````
n.5C (*)----> 6B (O) ----->  623A (A, E)


Chain Analysis

n.5C, 6B, 623A

-Causes knockdown


5B, 5C

-Recommended chain to use at medium range

Combos

Metered

Strategy

Miscellaneous

Notes

Frame Specifics

Notes: He gets a slight advantage on block from canceling heavy attacks into 2BC, which can make for some interesting rushdown once you factor in his 5C and 360 grab.

His 5C's animation is cut short if it hits or is blocked. When whiffed, its recovery is actually quite bad - if the opponent hops over it, expect to eat a nice combo.

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser