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Real Bout Fatal Fury 2/Jin Chonshu: Difference between revisions
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==Gameplay Overview== | ==Gameplay Overview== | ||
Tiny shoto child #2 | Tiny shoto child #2 and one of Real Bout 2's infamous top tiers. He's impossible to keep out and impossible to block. He has a projectile S-Power that can be used in the air and heals him, the ability to vortex off of any knockdown, plus frames for days and a bunch of teleports for some reason. His scant weaknesses are mostly that he's stuck with lame small normals and a poor midrange game. This is further exacerbated by his ground movement not being quite quick enough to let him force his way in at that awkward spacing, but that's a very minor set of weaknesses when one touch can guarantee his offense and likely win him the round. | ||
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== | ==S-Power== | ||
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== | ==P-Power== | ||
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==Chain Attacks== | ==Chain Attacks== | ||
===Punch Starters=== | ===Punch Starters=== | ||
5A --------> 5A (*, 1) -----> 5C (E) | |||
n.5A 5B (*, 1) 6C (^, E) | |||
2B (*, 1, _) 2C (_, E) | |||
3C (*, A, E) | |||
2A --------> 5A (*, 1) -----> C (E) | |||
5B (*, 1) 6C (^, E) | |||
2B (*, _) 2C (_, E) | |||
5C (1, _, E) 3C (*, A, E) | |||
A | j.A (O)---> j.B (1, H, O, E) | ||
j.C (1, H, O, E) | |||
===Kick Starters=== | ===Kick Starters=== | ||
5B --------> 5B (*, 1) -----> 5C (E) | |||
n.5B 2B (*, 1, _) 6C (^, E) | |||
2C (_, E) | |||
3C (*, A, E) | |||
2B (_)------> 5A (*, 1) -----> 5C (E) | |||
5B (*, 1) 6C (^, E) | |||
2B (*, _) 2C (_, E) | |||
5C (1, _, E) 3C (*, A, E) | |||
B | j.B (O)---> j.C (1, H, O, E) | ||
* Chonshu's grounded A/B starters all hit twice, and can only be chained out of on the second hit. | * Chonshu's grounded A/B starters all hit twice, and can only be chained out of on the second hit. | ||
* 5C ender is a reset that leaves Chonshu at the advantage on hit, and is safe on block. | * 5C ender is a reset that leaves Chonshu at the advantage on hit, and is safe on block. | ||
* 6C ender sends the opponent into the sway plane, but Chonshu is slightly minus, limiting his ability to keep the initiative if not used sparingly. | * 6C ender sends the opponent into the sway plane, but Chonshu is slightly minus, limiting his ability to keep the initiative if not used sparingly. | ||
* 2C ender is a sweep. Your most reliable knockdown if you aren't in range for a 3C ender, but you don't get much off of it. | * 2C ender is a sweep. Your most reliable knockdown if you aren't in range for a 3C ender, but you don't get much off of it. | ||
* 3C ender is a launcher that is safe on block and combos into all of his best juggle enders (i.e. 623C and P-Power). | |||
* 2A/2B into 2C is a unique chain that ends with a low-hitting roll sporting a hurtbox matching the evasive properties of a High Avoid. This has some anti-air capability if spaced right. | * 2A/2B into 2C is a unique chain that ends with a low-hitting roll sporting a hurtbox matching the evasive properties of a High Avoid. This has some anti-air capability if spaced right. | ||
===Strong Starters=== | ===Strong Starters=== | ||
n.5C (*)----> 5C -----> 5C -----> 64C (*, A, >, E) | |||
* Your most powerful and important chain. The fourth hit has an invincible teleport that goes behind the opponent and launches them for a juggle, and is additionally plus on block. It also is the lynchpin of your left/right oki. | * Your most powerful and important chain. The fourth hit has an invincible teleport that goes behind the opponent and launches them for a juggle, and is additionally plus on block. It also is the lynchpin of your left/right oki. | ||
Latest revision as of 19:52, 9 November 2023

Gameplay Overview
Tiny shoto child #2 and one of Real Bout 2's infamous top tiers. He's impossible to keep out and impossible to block. He has a projectile S-Power that can be used in the air and heals him, the ability to vortex off of any knockdown, plus frames for days and a bunch of teleports for some reason. His scant weaknesses are mostly that he's stuck with lame small normals and a poor midrange game. This is further exacerbated by his ground movement not being quite quick enough to let him force his way in at that awkward spacing, but that's a very minor set of weaknesses when one touch can guarantee his offense and likely win him the round.
Pros | Cons |
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Normals
All grounded A/B normals uniquely have 2f less hitstop and blockstop than equivalent attacks from other characters. This renders his A/B normals and subsequent chains harder to Breakshot, but also harder to hitconfirm.
Standing
5A
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n.5A (within 48px of opponent) ![]() ![]() |
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5B
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n.5B (within 42px of opponent) ![]() ![]() |
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5C
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n.5C (within 54px of opponent) ![]() ![]() |
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Crouching
2A
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2B
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2C
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Command
Falling Slap 6A ![]() |
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Quick Poke 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
Blast Away 4/6C ![]() |
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Feints
Leviathan's Strain Feint 2BC ![]() |
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Special Moves
Sight of Heaven 236A/C ![]() ![]() |
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Empire Heaven Smash 623A/C ![]() ![]() |
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Emperor God Bop 66A ![]() ![]() |
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Emperor's God Eye 63214A/B/C ![]() ![]() ![]() ![]() |
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Rolling Dive A/B/C during B Emperor's God Eye ![]() |
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Imperial Exterminator j.214B ![]() ![]() |
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Dragon's Light 236B ![]() ![]() |
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Teleport Attack 63214B during Dragon's Light ![]() ![]() |
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S-Power
Emperor Drain 641236BC ![]() ![]() |
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Air Emperor Drain j.2146BC ![]() ![]() |
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P-Power
Leviathan's Strain 641236C ![]() ![]() |
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Chain Attacks
Punch Starters
5A --------> 5A (*, 1) -----> 5C (E) n.5A 5B (*, 1) 6C (^, E) 2B (*, 1, _) 2C (_, E) 3C (*, A, E) 2A --------> 5A (*, 1) -----> C (E) 5B (*, 1) 6C (^, E) 2B (*, _) 2C (_, E) 5C (1, _, E) 3C (*, A, E) j.A (O)---> j.B (1, H, O, E) j.C (1, H, O, E)
Kick Starters
5B --------> 5B (*, 1) -----> 5C (E) n.5B 2B (*, 1, _) 6C (^, E) 2C (_, E) 3C (*, A, E) 2B (_)------> 5A (*, 1) -----> 5C (E) 5B (*, 1) 6C (^, E) 2B (*, _) 2C (_, E) 5C (1, _, E) 3C (*, A, E) j.B (O)---> j.C (1, H, O, E)
- Chonshu's grounded A/B starters all hit twice, and can only be chained out of on the second hit.
- 5C ender is a reset that leaves Chonshu at the advantage on hit, and is safe on block.
- 6C ender sends the opponent into the sway plane, but Chonshu is slightly minus, limiting his ability to keep the initiative if not used sparingly.
- 2C ender is a sweep. Your most reliable knockdown if you aren't in range for a 3C ender, but you don't get much off of it.
- 3C ender is a launcher that is safe on block and combos into all of his best juggle enders (i.e. 623C and P-Power).
- 2A/2B into 2C is a unique chain that ends with a low-hitting roll sporting a hurtbox matching the evasive properties of a High Avoid. This has some anti-air capability if spaced right.
Strong Starters
n.5C (*)----> 5C -----> 5C -----> 64C (*, A, >, E)
- Your most powerful and important chain. The fourth hit has an invincible teleport that goes behind the opponent and launches them for a juggle, and is additionally plus on block. It also is the lynchpin of your left/right oki.
Combos
Meterless
- 5AB3C xx 236C/66A/623c
- Fireball juggles for a reset far away, 66A inflicts a low-damage knockdown far away, 623C keeps them close and does the most damage. Poor spacing can and will make the wrong followup miss completely.
- n.5CCC64C 66 623C
- You'll be doing this one a lot. Against some characters and at some spacings you can just go straight into 623C, but the dash is always safer to put in there to ensure it hits.
- n.5C xx 236B xx 63214B
- Max damage point blank punish. Mostly exists to make people cry for missing their DPs.
Metered
- 5AB3C xx 641236C
- Basic P-Power combo. Does a lot more damage than a basic jab combo probably should. The super won't connect properly if you're too close to the corner or don't delay the cancel when launching them.
- n.5CCC64C 641236C
- Like with the other P-Power combo, you want to not be too close to the corner and delay the P-Power so it fully connects.