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Real Bout Fatal Fury 2/Li Xiangfei: Difference between revisions
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==Gameplay Overview== | ==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. | |||
{| | {| | ||
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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 | ||
| | |caption2=High Avoid Attack | ||
|input=5AB | |input=5AB | ||
|name= | |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= | |guard=H | ||
|cancel=Y | |cancel=Y | ||
|bs= | |bs= | ||
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}} | }} | ||
== | ==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. | |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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}} | }} | ||
== | ==P-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Xiangfei_mazinc.jpg | |image=RBFF2_Xiangfei_mazinc.jpg | ||
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==Combos== | ==Combos== | ||
===Meterless | ====Meterless==== | ||
* 5B(5B) xx 236A | * 5B(5B) xx 236A | ||
: B5B doesn't have enough hitstun to land Senri | : B5B doesn't have enough hitstun to land Senri | ||
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* A~8 236A 236A | * A~8 236A 236A | ||
====Corner | ====Corner Only==== | ||
* 236C 623B | * 236C 623B | ||
* BB3C 236A 623B | * BB3C 236A 623B | ||
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* A~8(Trade) (5A5B)3C 236A(x2) 623B | * A~8(Trade) (5A5B)3C 236A(x2) 623B | ||
====Metered | ====Metered==== | ||
* (j.B/j.C) 5C xx 616AB xx 616AB | * (j.B/j.C) 5C xx 616AB xx 616AB | ||
* A5C 64123BC | * A5C 64123BC | ||
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: 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. | : 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 | ====Metered, Corner Only==== | ||
* 2B2B 64123BC | * 2B2B 64123BC | ||
* BB3C 236A 616(C)~AB xx 616AB | * BB3C 236A 616(C)~AB xx 616AB |
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 |
---|---|
|
|
Normals
Standing
5A |
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5B |
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5C |
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n.5C (within 83px of opponent) |
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Crouching
2A |
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2B |
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2C |
---|
Command
Ri mon Chou Chu 6A |
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Kousentai 4B |
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Drunken Backhand 5AB |
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Jumping
j.A |
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j.B |
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j.C |
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Oversway Actions
5D (opponent in oversway) |
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2D (opponent in oversway) |
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A (from oversway) |
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B (from oversway) |
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C (from oversway) |
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Throw
Ryukuchi Kou'en 4/6C |
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Feints
Tenpouzan Feint 4AC |
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Daitetsujin Feint 2BC |
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Special Moves
Nanpa 236A/C |
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Tenpouzan 623B |
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Senri Chuu'ou 236B |
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Senri Chuu'ou: Kankuu 236B while landing Senri Chuu'ou |
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Senri Chuu'ou: Shinsaiha 214B during Senri startup |
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Esaka A~6/2/8 |
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S-Power
Daitetsujin 64123BC |
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Chou Pailong (after n.C), 616AB, 616AB |
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P-Power
Majinga 360C |
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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