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Real Bout Fatal Fury 2/Bob Wilson: Difference between revisions
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=== Gameplay Notes === | === Gameplay Notes === | ||
RB2's resident juggle-master and an ultimate example of high risk/high reward, whether Bob wins or loses can depend on the setup and execution of a single combo. | |||
He has an excellent set of normals, decent pokes (though he no longer has the godly 5B poke he had in FF3), a nice set of specials, good S-Power/P-Power, a regular throw that sets up into juggles, a decent mind game, he's the only character in the game with both a rising attack and a pursuit and the crowning jewel of his strengths: not only does he have the easiest infinite in the game, but he has nearly half a dozen ways of setting it up (including from his regular throw)! | |||
His downsides are positioning and recovery. He only has one safe special: the Rolling Turtle and even then, it's only safe if you land (hit or blocked) the last 5 hits of it. Used improperly, this move can leave you extremely unsafe even when it's fully connected! He has to very precise in both timing, execution and positioning in order to maximize his damage, and any slip-up can leave him served up on a sliver platter. | |||
His downsides are positioning and recovery. He only has one safe special: the Rolling Turtle and even then, it's only safe if you land (hit or blocked) the last 5 hits of it. Used improperly, this move can leave you extremely unsafe even when it's fully connected! He has to very precise in both timing, execution | |||
'''Strategies''' | '''Strategies''' | ||
You'd think Bob, being a practitioner of Capoeria, would have a ton of mind games. Sadly, he doesn't. This is due to two things: one is that he doesn't have any normals that are overheads, and the one special he has that's an overhead is a charge motion, which puts a serious limit on the ways he can use it. His mind games open up considerably once he is able to use his S-Power. | |||
You'd think Bob, being a practitioner of Capoeria would have a ton of mind games. | |||
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Something | Something to note is that Bob is one of the few characters in the game that doesn't have any way of knocking someone into the back plane, which is a shame because it would add greatly to his mind games and ability to do damage. | ||
Bob has the luxury in that his j.C animation for the hop is the same as the one for his jump, which is awesome news | Bob has the luxury in that his j.C animation for the hop is the same as the one for his jump, which is awesome news because his j.C is one of the best in the game; enough so for it to be one of your main methods of closing range and applying pressure. | ||
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==Normals== | ==Normals== | ||
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== | ==S-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Bob_641236bc.jpg | |image=RBFF2_Bob_641236bc.jpg | ||
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== | ==P-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Bob_641236c.jpg | |image=RBFF2_Bob_641236c.jpg |
Latest revision as of 19:29, 9 November 2023
Gameplay Overview
Gameplay Notes
RB2's resident juggle-master and an ultimate example of high risk/high reward, whether Bob wins or loses can depend on the setup and execution of a single combo.
He has an excellent set of normals, decent pokes (though he no longer has the godly 5B poke he had in FF3), a nice set of specials, good S-Power/P-Power, a regular throw that sets up into juggles, a decent mind game, he's the only character in the game with both a rising attack and a pursuit and the crowning jewel of his strengths: not only does he have the easiest infinite in the game, but he has nearly half a dozen ways of setting it up (including from his regular throw)!
His downsides are positioning and recovery. He only has one safe special: the Rolling Turtle and even then, it's only safe if you land (hit or blocked) the last 5 hits of it. Used improperly, this move can leave you extremely unsafe even when it's fully connected! He has to very precise in both timing, execution and positioning in order to maximize his damage, and any slip-up can leave him served up on a sliver platter.
Strategies
You'd think Bob, being a practitioner of Capoeria, would have a ton of mind games. Sadly, he doesn't. This is due to two things: one is that he doesn't have any normals that are overheads, and the one special he has that's an overhead is a charge motion, which puts a serious limit on the ways he can use it. His mind games open up considerably once he is able to use his S-Power.
Bob excels at two things: his low strings and his juggles. His normals are fast, have great range, and have very little recovery. Though he has a huge list of specials, you'll likely be relying on his normals the vast majority of the time.
Something to note is that Bob is one of the few characters in the game that doesn't have any way of knocking someone into the back plane, which is a shame because it would add greatly to his mind games and ability to do damage.
Bob has the luxury in that his j.C animation for the hop is the same as the one for his jump, which is awesome news because his j.C is one of the best in the game; enough so for it to be one of your main methods of closing range and applying pressure.
Bob has two optimal ranges: close and sweep range. Sweep range for applying pressure with his poking (preferably low ones) game and close for when he wants to go for big damage. While there are people with better ranged pokes, there are few (arguably none) that have his speed with them.
Though he has defensive tools, the main one being his Bison Horn to beat / trade attacks, and his speedy pokes to slip in an opponent's defense: he's much better suited for offense.
Pros | Cons |
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Normals
Standing
5A |
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n.5A (within 52 px of opponent) |
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5B |
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n.5B (within 61 px of opponent) |
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5C |
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n.5C (within 69 px of opponent) |
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Crouching
2A |
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2B |
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2C |
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Command
Elephant Tusk 3A |
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H.Hedgehog 66C |
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Flying Fish Mash C after knockdown |
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Lynx Fang 8C while the opponent is knocked down |
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Eagle Stomp j.2B from a full jump |
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Low Fang 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
Falcon 4/6C |
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Hornet Attack 33C after Falcon |
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Eagle Catch 1/3C in the air |
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Feints
Feint Dancing Bison 2BC |
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Special Moves
Wild Wolf [4]6B |
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Bison Horn [2]8C |
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Monkey Dance 623B |
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Rolling Turtle 214B (4/6 to move) |
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Sidewinder 214C |
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Frog Hunting 466BC |
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S-Power
Dangerous Wolf 641236BC |
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P-Power
Dancing Bison 641236C |
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Combos
Meterless
Metered
Chain Combos
Punch Starters `````````````` 5A (*) --------> 5B (*) -----> 5C (E) | 5C (*, E) 3C (*, A, E) | | | ----> 2B (*, _)----> 2C (_, E) : : : : ----> 5A (*) -----> 5B (*) -----> 5C (E) 5C (*, E) n.5A (*)----> 5B (*) -----> 5C (E) | 5C (*, E) 3C (*, A, E) | | | ----> 2B (*, _)----> 2C (_, E) : : : : ----> 5A (*) -----> 5B (*) -----> 5C (E) : : 5C (*, E) 2C (*, A, E) : : : : : : : : : ---> 2B (*, _)---> 2C (_, E) : : : : : : : : : ---> 5A (*) -----> 5B (*) -----> 5C (E) : 5C (*, E) : : ----> 2A (*) -----> 5B (*) -----> 5C (E) : 3C (*, A, E) : : : ---> 2B (*, _)---> 2C (_, E) : : : : ---> 5A (*) -----> 5B (*) -----> 5C (E) 5C (*, E) 2A (*)------> 5B (*) -----> 5C (E) | 3C (*, A, E) | | | ---> 2B (*, _)----> 2C (_, E) : : : : ---> 5A (*) -----> 5B (*) -----> 5C (E) : : 5C (*, E) 3C (*, A, E) : : : : : : : ---> 2B (*, _)---> 2C (_, E) : : : : : : : : : ---> 5A (*) -----> 5B (*) -----> 5C (E) : 5C (*, E) : : ---> 2A (*) -----> 5B (*) -----> 5C (E) : 3C (*, A, E) : : : ---> 2B (*, _)---> 2C (_, E) : : : : ---> 5A (*) -----> 5B (*) -----> 5C (E) 5C (*, E) 3A (*)-----> 2B -----> 2C (*, _, E) j.A (O)---> j.C (1, H, O, E)
Kick Starters ````````````` 5B (*) --------> 5B (*) -----> 5C (E) n.5B (*)| 5C (*, E) 3C (*, A, E) | | | ----> 2B (*, _)----> 2C (_, E) 2B (_, *)----> 5B (*) ----> 5C (E) | 3C (*, A, E) | | | ---> 2B (*, _)----> 2C (_, E) j.B (O)---> j.C (1, H, O, E)
Strong Starters ``````````````` 5C (*) --------> 5C -----> 6C (E) n.5C (*) 8C (O, E)
Though Bob doesn't have the flexibility of his chains that Bash does (but then, who does?) he does have a great mashable A and a very long-ranged low B that's also bufferable into specials / supers. Also, Bob can do his chains without them hitting the opponent. Unless otherwise noted, you can begin any combo that starts with A with 3-4 of them.
Falcon + Hornet Attack xx S/S (Throw, Launcher, Infinite Setup)
5A + 5B xx S/S
2A, 5B, 5C
2A, 5B, 3C (launcher) xx S/S (Infinite Setup)
2A, 2B (low) 2C (low)
3A, 2B, 2C (low, launcher) xx S/S (Infinite Setup)
3A xx S/S
5A, 5C xx S/S
2B, 5B, 5C
2B, 5B, 3C (launcher) xx S/S (Infinite Setup)
2B, 2B, 2C
5C, 5C, 6C (knockdown)
5C, 5C, 5A, 5C xx S/S
5C, 5C, 2A, 5B, 5C
5C, 5C, 2A, 5B 3C (launcher) xx S/S (Infinite Setup)
5C, 5C, 2A, 2B (low) 2C (low)
Miscellaneous
Strategy
Notes
Infinite
Bob's infinite can start from anything that is a launcher, and involves juggling the first and last hit of the Rolling Turtle into itself. Depending on which starter you use, you may have to delay the first Rolling Turtle to properly land the first hit.
Generally, after the 2nd Rolling Turtle, there's a very slight shift in timing where you have to perform the 3rd instantly after the 2nd one ends. After that it becomes easier to maintain the infinite. Also, after any Rolling Turtle, you can juggle any special / super with the Juggle property (except for the Monkey Dance and Frog Hunting).