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Real Bout Fatal Fury 2/Li Xiangfei: Difference between revisions

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==Gameplay Overview==
==Gameplay Overview==
Fatal Fury's take on the "kung fu girl/guy with a really annoying voice" stereotype turned out to be a rather interesting one. Xiangfei is a mobile, versatile character who does best when she's frustrating the opponent to death at mid to close range. Her frame data and staggers aren't quite solid enough to be played like some of the suffocating rushdown characters that she may superficially resemble, but her plethora of solid defensive options and surprising poke range supports a skittish but effective neutral-focused playstyle with a nice bag of gimmicks. The big downsides are her weak mixup and an awkward lack of damaging combos outside of close range. Still, a solid mid-high tier character overall.
Xiangfei is a mobile, versatile character who does best when she's frustrating the opponent to death at mid to close range. Her frame data and mixups aren't quite solid enough to be played like some of the suffocating rushdown characters that she may superficially resemble, but her plethora of solid defensive options and surprising poke range supports a skittish but effective neutral-focused playstyle with a nice bag of gimmicks. The big downsides are her practically nonexistent high/low and awkwardly weak damage outside of close range. Still, a solid mid-high tier character overall.


{|  
{|  
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*unique set of counters can shut out predictable offense
*unique set of counters can shut out predictable offense
*solid suite of breakshots
*solid suite of breakshots
*builds meter quickly
*great corner pressure and massive corner carry with elbow
*great corner pressure and massive corner carry with elbow
*can just delete you if she has super
*can just delete you if she has super
|
|
*relatively weak damage-wise, even at close range her punishes aren't amazing without S- or P-power
*relatively weak damage-wise, even at close range her punishes aren't amazing without S- or P-power
*anti-airs are either unreliable or extremely comittal
*grounded anti-airs are either unreliable or extremely comittal
*no mix
*no mix
|-
|-
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|image=RBFF2_Xiangfei_ab.jpg
|image=RBFF2_Xiangfei_ab.jpg
|image2=RBFF2_Xiangfei_ab2.jpg
|image2=RBFF2_Xiangfei_ab2.jpg
|caption=
|caption2=High Avoid Attack
|input=5AB
|input=5AB
|name=High Avoid Attack
|name=Drunken Backhand
|data=
|data=
  {{AttackData-RBFF2  
  {{AttackData-RBFF2  
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  |hitAdv=2(3)
  |hitAdv=2(3)
  |blockAdv=-4(-3)
  |blockAdv=-4(-3)
  |guard=HL
  |guard=H
  |cancel=Y
  |cancel=Y
  |bs=
  |bs=
Line 509: Line 510:
|caption=
|caption=
|input=4/6C
|input=4/6C
|name=Kadoma
|name=Ryukuchi Kou'en
|data=
|data=
  {{AttackData-RBFF2  
  {{AttackData-RBFF2  
Line 766: Line 767:
}}
}}


==Desperation Moves==
==S-Power==
{{MoveData
{{MoveData
|image=RBFF2_Xiangfei_dtj2.jpg
|image=RBFF2_Xiangfei_dtj2.jpg
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  |bs=Y
  |bs=Y
  |juggle=Y
  |juggle=Y
  |description=The shoulder check of a lifetime. Fast, but can't combo off of anything but anti-air Esaka. Can be an anti-air or just used randomly to fraud out huge damage from a stray poke/jump/dash. Generally only punishable by throws, and depending on the opponent's character and available resources getting thrown may or may not be worth risking. Geese, Yamazaki, Bob, Krauser, Duck (S-power), and Xiangfei (P-power) are especially dangerous here.
  |description=The shoulder check of a lifetime. Decently fast startup and has some limited use in combos. Can be an anti-air or just used randomly to fraud out huge damage from a stray poke/jump/dash. Generally only punishable by throws, and depending on the opponent's character and available resources getting thrown may or may not be worth risking. Geese, Yamazaki, Bob, Krauser, Duck (S-power), and Xiangfei (P-power) are especially dangerous here.
  }}
  }}
}}
}}
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}}
}}


==Super Desperation Move==
==P-Power==
{{MoveData
{{MoveData
|image=RBFF2_Xiangfei_mazinc.jpg
|image=RBFF2_Xiangfei_mazinc.jpg
Line 910: Line 911:


==Combos==
==Combos==
====Meterless====
* 5B(5B) xx 236A
: B5B doesn't have enough hitstun to land Senri
* 2B2B xx 236B 236B
* AAC xx 236B 236B
* A/B5B3C 236A
* j.C AB xx 236B 236B
: A useful confirm into Senri at jumpin spacings where 2B2B will whiff
* A~8 236A 236A
====Corner Only====
* 236C 623B
* BB3C 236A 623B
* A~8 236A(x2-3) 623B
: Getting 3 Nanpas in the juggle requires the first one to hit late in its active frames, very difficult
* A~8(Trade) (5A5B)3C 236A(x2) 623B
====Metered====
* (j.B/j.C) 5C xx 616AB xx 616AB
* A5C 64123BC
: Extremely finicky to input
* A~8 64123BC 623B
* A~8 64123BC 616(C)~AB xx 616AB
: Linking Daitetsujin off of high Esaka can be extremely difficult or impossible depending on the height of the counter. It's free off of a trade.
====Metered, Corner Only====
* 2B2B 64123BC
* BB3C 236A 616(C)~AB xx 616AB
* A~8 236A(x1-3) 616(C)~AB xx 616AB


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

Latest revision as of 20:13, 9 May 2021

Gameplay Overview

Xiangfei is a mobile, versatile character who does best when she's frustrating the opponent to death at mid to close range. Her frame data and mixups aren't quite solid enough to be played like some of the suffocating rushdown characters that she may superficially resemble, but her plethora of solid defensive options and surprising poke range supports a skittish but effective neutral-focused playstyle with a nice bag of gimmicks. The big downsides are her practically nonexistent high/low and awkwardly weak damage outside of close range. Still, a solid mid-high tier character overall.

Pros Cons
  • speedy ground movement
  • good pokes
  • fully invincible backdash
  • unique set of counters can shut out predictable offense
  • solid suite of breakshots
  • builds meter quickly
  • great corner pressure and massive corner carry with elbow
  • can just delete you if she has super
  • relatively weak damage-wise, even at close range her punishes aren't amazing without S- or P-power
  • grounded anti-airs are either unreliable or extremely comittal
  • no mix

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 3/11 5 2 10 4 0 HL Y - -

Standard jab.

5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 3/11 6 3 18 -5 -9 HL Y - -

Her longest reaching standing poke, confirm into 5BB3C juggle or 5B2B elbow on close to medium range hit and light puffball on farther hits.

5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 6/22 14 4 20 2(3) -4(-3) HL Y - -

Slow double palm strike. A decent punisher with a forgiving hitbox. This version of the attack will not give you the Chou Pailong followups, you need to land the close version.

n.5C
(within 83px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 6/11 9 5 20 1(3) -5(-3) HL Y - -

Somewhat faster double palm strike. The better startup helps, but it's still prone to getting stuffed if you just throw it out at close range. Decent meaty though, and the reward for landing it is massive if you have access to S-power.

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 3/11 5 2 10 4 0 HL Y - -

Standard jab from crouch. Almost entirely interchangable with 5a.

2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 3/11 5 8 9 -1 -5 L Y - -

Go-to low poke. Middling range but extremely quick (beating her jabs by a frame!) with safe chain options, if you're close enough to use this you probably want to.

2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 6/26 9 8 28 KD -14(-3) L Y - -

Sweep. Useful at footsie ranges where 5B and 2B would whiff or fail to confirm. Frame data is quite good if you feint cancel it or frame trap with a special, please don't let this whiff or go un-canceled.

Command

Ri mon Chou Chu
6A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 ? 12 3 13 0 0 HL Y - -

Like 5A with twice the startup and some forward movement. Pretty useless on its own, it can start chains into 5B3C juggle more consistently than B normals in certain punish situations, which is good when you want her corner combo. The most applicable use of this move is kara canceling into chains and specials, her 360C command grab gains a much needed (though still piddling) boost in range when kara cancelled from this move.

Kousentai
4B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 ? 20 6 21 1(3) -5(-3) L Y - -

Really gimmicky, same animation and range as 2C but takes twice as long to come out while leaving them standing with heavy hitstun for a confirm. Generally worse than sweep, but it has an interesting kara cancel window I guess.

Drunken Backhand
5AB
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 5/18 7 4 28 -6(3) -12(-3) HL Y - -

It's her high avoid attack, does what it says on the tin. Not actually a very good anti-air at most angles, this thing's purpose is to poke/counter-poke and it's good at it. Don't whiff this one either if you can help it.

Jumping

j.A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 3/11 5 8 5 9 5 HL - - -
j.B
Neutral Jump/Hop
Diagonal Jump/Hop
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Jump/Hop 8 3/11 5 8 5 9 5 H - - -
Diagonal Jump 8 3/11 5 20 5 9 5 H - - -
Diagonal Hop 8 3/11 5 14 5 9 5 H - - -
j.C
Neutral Jump/Hop
Diagonal Jump/Hop
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Jump 16 6/22 8 3 8 18 12 H - - -
Neutral Hop 16 6/22 8 6 5 18 12 H - - -
Diagonal Jump 16 6/22 13 9 8 15 9 H - - -
Diagonal Jump 16 6/22 13 10 5 18 12 H - - -

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 4/18 7 3+3 18 2(3) -4(-3) H Y - -
2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 4/18 6 4+4 19 3 -3 L N - -
A
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 2/11 24 2 12 2 0 H N - -
B
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 2/11 24 4 12 1 -1 L N - -
C
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 6/22 26 2 11 13 7 HL N - -

Throw

Ryukuchi Kou'en
4/6C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -

Sideswitches.

Feints

Tenpouzan Feint
4AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 22 - - - - - -

Your go-to feint cancel, though far too slow to enable fancy combos. The upper body invulnerability this move confers is pretty useful, it can make counter-pokes and even breakshots whiff if timed right.

Daitetsujin Feint
2BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 24 - - - - - -

Slower than 4AC and no change to your hitbox. Can psych out the opponent when you're in red life and random Daitetsujin is a real threat.

Special Moves

Nanpa
236A/C
Light Nanpa
Heavy Nanpa
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 28 5 14 4 29 -4 -6 HL - Y Y

Light puffball. Great move to confirm, harass, and frame trap with though limited by its minus frames on hit/block. At close ranges and in the corner especially this move will immediately end your turn or even get you punished so don't autopilot into it. Varying the timing of this move can eat certain breakshots. Both versions delete projectiles.

C 38 7 26 8 17 KD 2 HL - Y Y

Heavy puffball. Xiangfei takes a step forward before loosing this, extending the total range to about halfscreen. Leaves you plus on block but extremely vulnerable to breakshots if they have meter. I think it kicks ass as a meaty if you know they won't breakshot or invincible reversal, +10 is hard to argue with and it can be timed to catch tech.

Tenpouzan
623B
9f invuln
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
12+18(27) 2+4 4 5, 20 43 KD lol HL - Y Y

Xiangfei's DP. Great invuln and priority, though the damage is somewhat low when only the 2nd hit connects. Horizontal range is bad, keep that in mind if you breakshot with this.

Senri Chuu'ou
236B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
24 5 21 22 25 KD -5 HL - N N

Elbow hitgrab you can combo into. Xiangfei dives towards the opponent and sends them flying to the corner of the screen if the grab connects. Always go for the followup.

Senri Chuu'ou: Kankuu
236B while landing Senri Chuu'ou
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11+11(17) 2+2 18 7, 10 20 KD N/A N/A - N Y

Canned followup to Senri. One of the hits whiffs on Billy midscreen, halving the damage. Still, always do this.

Senri Chuu'ou: Shinsaiha
214B during Senri startup
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
0+35(30†) 7 26 6 24 KD N/A THR - N N

Alternate true command throw version of Senri, as such you can't combo into it. Use sparingly to break downbacking.

Esaka
A~6/2/8
Mid counter, 20f invuln
Low counter, 20f invuln
Anti-air counter, 9f invuln
Drunken fist recovery
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Mid 20 0 13 7 61 KD -46 HL - Y N

Mid counter. Bizarre input (tap the stick direction immediately AFTER hitting the button), can be kara cancelled from 5a startup or hidden in non-actionable frames. If inputted correctly, any mid-hitting normals intersecting her hurtbox within a few frames will immediately trigger the counter.

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
low 20 0 13 7 61 KD -46 L - Y N

Low counter. Similar to the above in all ways, but catches lows instead of mids.

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Anti-Air 20 0 10 4 37 KD -19 HL - Y N

Anti-air counter, by far the most useful of the three. Can turn any straightforward jump-in into a generous juggle. A bit annoying to do consistently but whiffing a 5A is more generous than, say, getting your ateminage empty jumped. However, it can be forced to whiff, notably by deep turnaround jumpins.

S-Power

Daitetsujin
64123BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
76 ? 23 18 25 KD -4 HL - Y Y

The shoulder check of a lifetime. Decently fast startup and has some limited use in combos. Can be an anti-air or just used randomly to fraud out huge damage from a stray poke/jump/dash. Generally only punishable by throws, and depending on the opponent's character and available resources getting thrown may or may not be worth risking. Geese, Yamazaki, Bob, Krauser, Duck (S-power), and Xiangfei (P-power) are especially dangerous here.

Chou Pailong
(after n.C), 616AB, 616AB
First Strike
Second Strike
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
First Strike 21 0 3 1 29 KD -4 HL Y N Y

616AB during the startup of or after hitting n.5c. When you have access to it, try and confirm this, it'll open up a lot of damage. There's some elder_tech associated with this move, as stated earlier you can actually do this during the STARTUP of n.5c if your execution is good enough (it's much harder than it sounds). gitr recommends 616C~AB~616AB, see article. This theoretically makes it an extremely fast and rewarding punisher and allows you to juggle into it in corner combos, but this may not be match-practical.

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Second Strike 49 0 6 2 62 KD N/A HL N N Y

616AB again after landing the first Chou Pailong followup. Massive damage, always do it if you can. Only thing to watch out for is that it'll take them out of the corner if you use it there.

P-Power

Majinga
360C
Throw, 53pc range
Strike
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Throw 96 - 0 1 N/A KD N/A THR - N N

This is the good stuff. A brutal 0f command throw with brutally awful range and the dubious honor of being the only command grab DM/SDM with a whiff animation in the entire game, the massive damage and fear factor more than make up for the downsides. Can be kara'd as 6A3214789C or buffered from dash, 5C66A, or the 4B5C to mitigate the awful range.

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Strike 54 - 25 4 61 KD -37 HL - N Y

The version of Majinga you get if they can't be thrown on the activation frame (i.e. a glorified whiff). Xiangfei pops a large explosion projectile in front of her, dealing a little over half the damage of the command grab. You don't really want this, it'll only ever hit anyone if they're neutral jumping as you use it, which can happen from time to time when you go for command throw Majinga in corner pressure. Can also juggle off of anti-air Esaka but just use Daitetsujin instead please. Getting this blocked sucks ass, you'll eat their biggest jumpin punish while Xiangfei fixes her hair.

Chain Attacks

Punch Starters

A (*)  -------->  A (*)      ----->  A (*)     ----->  A       ----->  f + A (E)
d + A (*) |       d + A (*)          d + A (*)         d + A
f + A (*) |                          C (*, E)          B (*, E)
          |                                     C (E)
          |
          ----->  ;B (*)      ----->  C (O, E)   
          |       d + B (*, _)        D + C (_, E)
          |                           fd + 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)
d + B (*, _)      d + B (*, _)   d + C (_, E)
                                df + C (*, A, E)
                                D (<, E)


b + B (*, _)--->  D (E)


B in air (O)--->  C (F, H, 0, E)

Strong Starters

C (*)    -------->  f, f +  A (1, >, E)

Combos

Meterless

  • 5B(5B) xx 236A
B5B doesn't have enough hitstun to land Senri
  • 2B2B xx 236B 236B
  • AAC xx 236B 236B
  • A/B5B3C 236A
  • j.C AB xx 236B 236B
A useful confirm into Senri at jumpin spacings where 2B2B will whiff
  • A~8 236A 236A

Corner Only

  • 236C 623B
  • BB3C 236A 623B
  • A~8 236A(x2-3) 623B
Getting 3 Nanpas in the juggle requires the first one to hit late in its active frames, very difficult
  • A~8(Trade) (5A5B)3C 236A(x2) 623B

Metered

  • (j.B/j.C) 5C xx 616AB xx 616AB
  • A5C 64123BC
Extremely finicky to input
  • A~8 64123BC 623B
  • A~8 64123BC 616(C)~AB xx 616AB
Linking Daitetsujin off of high Esaka can be extremely difficult or impossible depending on the height of the counter. It's free off of a trade.

Metered, Corner Only

  • 2B2B 64123BC
  • BB3C 236A 616(C)~AB xx 616AB
  • A~8 236A(x1-3) 616(C)~AB xx 616AB
Real Bout Fatal Fury 2
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