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Real Bout Fatal Fury 2/Jin Chonrei: Difference between revisions
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==Introduction== | ==Introduction== | ||
Tiny shoto child #1. Chonrei sports good fireballs, zippy movement, reliable combos, good anti-airs, a supremely dumb jumping normal in his j.C | Tiny shoto child #1. Chonrei sports good fireballs, zippy movement, reliable combos, good anti-airs, a supremely dumb jumping normal in his j.C and the ability to low profile all sorts of stuff. You've probably guessed that Chonrei mostly wants to chuck fireballs and anti-air people for trying to jump over them, and you'd be right. He can also just roll right under them and get a guaranteed punish courtesy of his Transcendent Dragon rolls. These rolls amazingly enable him to get around some higher-hitting Breakshots and generally annoy people for trying to hit him. But none of this makes up for his lack of any sort of real overhead threat. He can tick throw better than most people, but if he doesn't have the life lead or his opponent can contest his zoning, he starts to struggle. But his overall toolkit is solid, so he's still great for shoto players looking for a slightly different flavor to their usual archetype. | ||
{| | {| | ||
Line 17: | Line 17: | ||
*Can't combo into any of his supers | *Can't combo into any of his supers | ||
*Lame buttons outside of j.C | *Lame buttons outside of j.C | ||
* | *Low burst damage combined with lacking high/low mixup renders comebacks difficult | ||
*Slow and hard to use P-Power | *Slow and hard to use P-Power | ||
|- | |- | ||
|} | |} | ||
==Normals== | ==Normals== | ||
===Standing=== | ===Standing=== | ||
Line 40: | Line 41: | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Standard mid-height jab. You can pretty reliably press this while dashing forward. | ||
}} | }} | ||
}} | }} | ||
Line 61: | Line 62: | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Close range mash jab. An effective bullying tool when used right. | ||
}} | }} | ||
}} | }} | ||
Line 81: | Line 82: | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=This starts Chonrei's highest damaging chain combo sequence, so get used to pressing this for punishes. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Same deal as his far 5B. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=The weak priority means it won't see much neutral use but if you don't think you can dash in for a 5B chain combo punish, this also works. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Strangely disjointed crouching jab. A good counterpoke with chain combo options. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=A low risk option to try and force the opponent to block low and turtle. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Despite Chonrei getting pretty low on the ground this move's low profile is essentially nonexistent. It's still a quick cancellable sweeping option and safe on block so it still has uses. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Extremely slow overhead. The kara cancel window potentially enables Transcendent Dragon fakeouts but this move overall loses hard to mash and active defense. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Like Chonshu's this is an underwhelming High Avoid. It tends to lose out or simply trade rather than beat stuff. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=A pretty good move to press to stomp people trying to go underneath you. | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
Line 465: | Line 466: | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Genuinely insane button with great crossup potential. Combine this with air turnaround for some truly ambiguous crossups. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Standard throw that keeps the opponent in front of you. Sends them far enough away that you can either chase them into the corner or set up your fireball game again. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Takes a bit long to be a pressure feint. It instead can fake the opponent into jumping to get around your S-Power. | ||
}} | }} | ||
}} | }} | ||
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|bs=Y | |bs=Y | ||
|juggle=Y | |juggle=Y | ||
|description= | |description=Really really nice and quick fireball with two very useful travel speeds. This combined with a lot of dashing forms the crux of your neutral. It's a half-decent Breakshot too. | ||
}} | }} | ||
}} | }} | ||
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|image2=RBFF2_Chonrei_623a2.jpg | |image2=RBFF2_Chonrei_623a2.jpg | ||
|image3=RBFF2_Chonrei_623a3.jpg | |image3=RBFF2_Chonrei_623a3.jpg | ||
|caption= | |caption=4f invuln | ||
|input=623A/C | |input=623A/C | ||
|name=Emperor Crunch | |name=Emperor Crunch | ||
Line 705: | Line 706: | ||
|bs=Y | |bs=Y | ||
|juggle=Y | |juggle=Y | ||
|description= | |description=Standard DP that anti-airs and ends soome combos. The invincibility isn't all that great and if used early it has a nasty tendency to trade. But the quick startup lets you reliably use this as a deep anti-air to shut down jumpers. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Annoying low profile roll; hold B to roll farther. You can go under all sorts of stuff from jumps to Breakshots or even just stuff during neutral and punish them, either with a throw or a full combo. Learn to love this move. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Short ranged elbow strike with annoyingly long recovery on whiff. Outclassed by 666A. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=The main differece here is that Chonrei goes way farther forward and has significantly shorter recovery. Sadly no matter which version you use your pressure is limited by being left at minus frames on hit. It's still a good tool to represent at midrange and try to bully your opponent out of your space. Or just to move around and get under their jump. | ||
}} | }} | ||
}} | }} | ||
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|juggle= | |juggle= | ||
|description=Restores 14 health points on hit | |description=Restores 14 health points on hit | ||
Mini Chonshu S-Power. The healing and damage aren't good enough to warrant risking the huge recovery this has on whiff. | |||
}} | }} | ||
}} | }} | ||
== | |||
==S-Power== | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Chonrei_641236bc.jpg | |image=RBFF2_Chonrei_641236bc.jpg | ||
Line 819: | Line 822: | ||
|juggle= | |juggle= | ||
|description=Can absorb up to 4 projectiles | |description=Can absorb up to 4 projectiles | ||
Despite being an S-Power, you need at red health to use this effectively, because each shot after the first one costs a chunk of meter, and the initial shot will completely drain your meter if your health is too high. With that out of the way, this is a good way to fill the screen with projectiles, and you can delay each shot for an incredibly long time to fake the opponent into thinking they can approach. | |||
}} | }} | ||
}} | }} | ||
Line 840: | Line 844: | ||
|bs=N | |bs=N | ||
|juggle= | |juggle= | ||
|description= | |description=Holding down BC will cause the projectile to travel forward with no hitbox, releasing BC will make it expand into a stationary multi-hitting projectile. This is a fantastic way to prevent the opponent from approaching you on the ground, allowing you to punish Oversway movement or careless jumps appropriately. It's also a threatening chip option at low life. | ||
}} | }} | ||
}} | }} | ||
== | ==P-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Chonrei_641236c.jpg | |image=RBFF2_Chonrei_641236c.jpg | ||
Line 863: | Line 867: | ||
|bs=N | |bs=N | ||
|juggle= | |juggle= | ||
|description= | |description=The slow startup prevents this from being useful for any real purpose other than hard read midrange anti-airs. And it's not even very good at that. | ||
}} | }} | ||
}} | }} | ||
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{{Navbox RBFF2}} | {{Navbox RBFF2}} | ||
[[Category:Real Bout Fatal Fury 2: The Newcomers]] | [[Category:Real Bout Fatal Fury 2: The Newcomers]] | ||
[[Category:Jin Chonrei]] | [[Category:Jin Chonrei]] |
Latest revision as of 19:51, 9 November 2023
Introduction
Tiny shoto child #1. Chonrei sports good fireballs, zippy movement, reliable combos, good anti-airs, a supremely dumb jumping normal in his j.C and the ability to low profile all sorts of stuff. You've probably guessed that Chonrei mostly wants to chuck fireballs and anti-air people for trying to jump over them, and you'd be right. He can also just roll right under them and get a guaranteed punish courtesy of his Transcendent Dragon rolls. These rolls amazingly enable him to get around some higher-hitting Breakshots and generally annoy people for trying to hit him. But none of this makes up for his lack of any sort of real overhead threat. He can tick throw better than most people, but if he doesn't have the life lead or his opponent can contest his zoning, he starts to struggle. But his overall toolkit is solid, so he's still great for shoto players looking for a slightly different flavor to their usual archetype.
Pros | Cons |
---|---|
|
|
Normals
Standing
5A |
---|
n.5A (within 48 px of opponent) |
---|
5B |
---|
n.5B (within 42 px of opponent) |
---|
5C |
---|
n.5C (within 61 px of opponent) |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
Command
Axe Kick 6B |
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Quick Punch 5AB |
---|
Jumping
j.A |
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j.B |
---|
j.C |
---|
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
Blast Away 4/6C |
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Feints
Feint Empire Destiny 2BC |
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Special Moves
Emperor's Eye 236A/C |
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Emperor Crunch 623A/C |
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Trascendent Dragon 236B/214B (Hold ok) |
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Emperor God Bop 66A |
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Extended Emperor God Bop 666A |
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Emperor Blast 2146C |
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S-Power
Empire Destiny Blow 641236BC-C-C-C |
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Empire Destiny Slash 641236BC (hold ok) |
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P-Power
Emperor Roar Destroyer 641236C |
---|