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Real Bout Fatal Fury 2/Sokaku Mochizuki: Difference between revisions

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=== Gameplay Notes ===
=== Gameplay Notes ===


He used to sit comfortably in the top-tier, and was probably his strongest in RBS, however he lost a lot of what made him strong in those games. He went from having a barrel-full of anti-airs to one (arguably two) and it's a normal. He has decent pokes, a fireball that can hit low, a nice command throw, a pursuit that hits anywhere on the screen, and an infinite (far and away the hardest in the game). He has less range than you think he would with a staff, limited combos, huge recovery of many of his specials / supers, and very few options to stop someone who's rushing.  
He used to sit comfortably in the top-tier and was probably his strongest in RBS, however he lost a lot of what made him strong in those games. He went from having a barrel-full of anti-airs to one (arguably two) and it's a normal. He has decent pokes, a fireball that can hit low, a nice command throw, a pursuit that hits anywhere on the screen and an infinite (far and away the hardest in the game). He has less range than you think he would with a staff, limited combos, huge recovery of many of his specials/supers and very few options to stop someone who's rushing.


{|  
{|  
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  |juggle=
  |juggle=
  |description=*Okay recovery time.  
  |description=*Okay recovery time.  
*No reason to use this when B has better range, does more damage, and has better chain routes.  
*Good poke, but B has better range, does more damage, and has better chain routes.  
*Can't be mashed as you'll end up with Ja Kon Bu on the third press.
*Can't be mashed as you'll end up with Ja Kon Bu on the third press.


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  |bs=
  |bs=
  |juggle=
  |juggle=
  |description=The only anti-air Sokaku has left. It's still very useful and will beat most jump-ins. However, the hurtboxes on the arm and staff are wider than the hitbox, which can make it very unsafe for hop-ins. You're most likely better off trading with a jump attack in most situations.
  |description=*The only anti-air Sokaku has left. It's still very useful and will beat most jump-ins.  
*The hurtboxes on the arm and staff are wider than the hitbox, which can make it very unsafe for hop-ins.  
*You're most likely better off trading with a jump attack in most situations.
  }}
  }}
}}
}}
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  |bs=
  |bs=
  |juggle=
  |juggle=
  |description=Punish. Can be done off of a long-range knock down anywhere on the screen, but the timing for some moves is more strict than others (after a throw is a relatively safe option). Use it too late and you'll whiff it on the invulnerable frames of the wakeup animation. If you can't get it off, don't use it.
  |description=*Punish.  
*Can be done off of a long-range knock down anywhere on the screen, but the timing for some moves is more strict than others (after a throw is a relatively safe option).  
*Use it too late and you'll whiff it on the invulnerable frames of the wakeup animation.  
*If you can't get it off, don't use it.
  }}
  }}
}}
}}
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  |bs=
  |bs=
  |juggle=
  |juggle=
  |description=Average avoid attack.
  |description=*Average avoid attack.
  }}
  }}
}}
}}

Latest revision as of 20:04, 9 November 2023

Gameplay Overview

Gameplay Notes

He used to sit comfortably in the top-tier and was probably his strongest in RBS, however he lost a lot of what made him strong in those games. He went from having a barrel-full of anti-airs to one (arguably two) and it's a normal. He has decent pokes, a fireball that can hit low, a nice command throw, a pursuit that hits anywhere on the screen and an infinite (far and away the hardest in the game). He has less range than you think he would with a staff, limited combos, huge recovery of many of his specials/supers and very few options to stop someone who's rushing.

Pros Cons
  • Decent Pokes
  • Fireball that can hit low
  • Nice command throw
  • Pursuit that hits anywhere on screen
  • Has an infinite (hardest infinite to do in the game)
  • Lost most of his anti-airs from RBS
  • Less range than he should with a staff
  • Limited combos
  • Huge recovery on many of his specials/supers
  • Very few anti-rush options

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 - 5 2 10 +4 0 HL Y - -
  • Okay recovery time.
  • Good poke, but B has better range, does more damage, and has better chain routes.
  • Can't be mashed as you'll end up with Ja Kon Bu on the third press.

Chain Options: 5C

n.5A
(within 56 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 - 5 2 10 +4 0 HL Y - -
  • Really the same move as far A.

Chain Options: 5C

5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 7 4 12 0 -4 HL Y - -
  • Very strong poke.
  • Covers the same range as A without extending your upper hurtbox.
  • Recovery time doesn't matter at all because you will be chaining this most of the time.

Chain Options: 5C

n.5B
(within 56 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 7 4 12 0 -4 HL Y - -
  • Shorter range but retains the properties of the far version.

Chain Options: 5C

5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
24 - 8 2 24(12) +14 +8 HL N - -
  • Amazing poke
  • Incredibly safe on hit and block with a very generous hitbox on the staff.
  • Recovery time is reduced by half on block or hit.

Chain Options: 22C

n.5C
(within 74 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
12.12 - 8 3,3 20 +3 -3 HL Y - -
  • Hits twice
  • Advantage on hit.
  • Long recovery, but can be canceled.

Chain Options: 22C, 6B

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 - 5 2 10 +4 0 HL Y - -
  • Mashable unlike 5A
  • Doesn't have a worthwhile chain to follow up unless you desperately need a sweep.

Chain Options: 2C

2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 6 3 12 +1 -3 L Y - -
  • Your best low for starting a chain
  • Has the same path as 5B.

Chain Options: 5C, 6C

2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
24 - 10 3 23 KD -6 L Y - -
  • Standard sweep.
  • Knockdown time might not be long enough for a 2C punish, if you're slow the lighting will strike on their invulnerable wakeup and you'll eat a combo.

Command

Shakujoh Joudan Uchi
3A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 8 9 20 -3 -9 HL Y - -
  • The only anti-air Sokaku has left. It's still very useful and will beat most jump-ins.
  • The hurtboxes on the arm and staff are wider than the hitbox, which can make it very unsafe for hop-ins.
  • You're most likely better off trading with a jump attack in most situations.
Blitzkrieg Cudgel
2C on a downed opponent
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 19 12 26 - - HL N - -
  • Punish.
  • Can be done off of a long-range knock down anywhere on the screen, but the timing for some moves is more strict than others (after a throw is a relatively safe option).
  • Use it too late and you'll whiff it on the invulnerable frames of the wakeup animation.
  • If you can't get it off, don't use it.
Gut Staff
5AB
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 8 6 20 0 -6 HL Y - -
  • Average avoid attack.

Jumping

j.A
Neutral Hop/Jump
Diagonal Hop/Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 9 - 5 till landing 6 +8 +4 H N - -
Diagonal Hop 9 - 5 till landing 6 +8 +4 H N - -
Neutral Jump 9 - 5 8 6 +8 +4 H N - -
Diagonal Jump 9 - 5 10 6 +8 +4 H N - -
j.B
Neutral/Diagonal Hop
Neutral/Diagonal Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 11 - 6 till landing 6 +8 +4 H N - -
Diagonal Hop - - 6 till landing 6 +8 +4 H N - -
Neutral Jump 11 - 6 6 6 +8 +4 H N - -
Diagonal Jump 11 - 5 8 6 +8 +4 H N - -
j.C
Neutral/Diagonal Hop
Neutral/Diagonal Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 20 - 11 4 8 +15 +9 H N - -
Diagonal Hop 20 - 11 4 8 +15 +9 H N - -
Neutral Jump 20 - 10 5 8 +15 +9 H N - -
Diagonal Jump 20 - 10 5 8 +15 +9 H N - -

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 - 5 3 17 +4 +1 H Y - -
2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 - 5 3,3 14 KD +1 L Y - -
A
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 24 5 12 +2 0 H - - -
B
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 25 4 12 +1 -1 L - - -
C
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 - 26 2 14 KD -3 HL - - -

Throw

Mudoh Shibari Nagen
4/6C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -
  • Put the opponent on the other side of Sokaku
Jigoku Kon
412 after Mudoh Shibari Nagen
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
34 - - - - - - - - - -
Shoten Satsu
1/3C in the air
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -

Feints

Feint Ikazuchi
2BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 18 - - - - - -
Feint Makibishi Masher
2AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 19 - - - - - -

Specials

Makibishi Masher
236A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 15 - 54 total -3 -5 HL,L - Y -
  • If used from long-range, must be blocked low
Nozaru Geri
214A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 - 17 - 98 total KD +11 HL - Y -
  • Mix of a projectile and hitgrab

Mash A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6,6,6,6(19) - 11 3(8)5(2)3(8)5(2)3 22 - - HL - N -
  • Tap A four times
  • Absorbs projectile
  • Has five possible follow-ups
Ja Kon Bu Follow-ups
Mash A-6C/3C/9C/1C/5D
Toppa
Fu Ha
Kou Ha
Ten Ha
Tou Ha
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6C 20 - 7 3 24 KD 0 HL - - -
  • Better used at long-range to prevent being punished
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
3C 20 - 10 3 20 KD -4 L - - -
  • Low option from Ja Kon Bu
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9C 20 - 13 6 14 +9 +4 H - - -
  • Overhead option from Ja Kon Bu
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
1C 20 - 7 6 24 +10 +1 HL - - -
  • Best used as an anti-air
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
5D 20 - 5 3 18 +8 +6 HL/H - - -
  • Hits in both planes
  • Is an overhead ONLY if the opponent is in the backplane
  • If the opponent is in the backplane, will pull them to the front plane
Shout!
63214B
Staff Thrust
Hand Crush Finish
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
63214B 9,9,9(23) - 12 24 13 -2 -4 - - Y -
  • Has follow-up attacks
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
-6C 7 - 4 13 20 KD - HL - - -
  • Cannot be connected unless Shout! hit the opponent (block/whiff doesn't count)
  • C has to be pressed a little late (but not too late) during Shout!
  • Has a follow-up
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
-6C-360C 26 - - - - - - - - - -
  • Must be performed quickly right after Staff Thrust
Kimon Jin
360C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
35 - 0 - - KD - - - - -
  • Has a wider reach than normal throws
Hametsu no Honou
82D from oversway
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14,14,14(36) - 18 2,2,4 20 +4 -6 H - N -
Hyoi Dan
646C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6,6,6,6,10(26) - 16 24(6)19 73 KD -59 HL - Y -
  • Absorbs projectiles, but small, low to the ground ones can sneak by
  • Sokaku crumples for a bit right after, leaving him very unsafe on block/whiff

S-Power

Ikazuchi
641236BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
76 - 51 27,59 20 KD -68 HL - N -
  • Hits in both planes
  • Absorbs projectiles
  • Hits over half the screen
  • Can be difficult to use as anti-air due to a slow start-up

P-Power

Raijin no Ibuki
641236C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
96 - 1+25 3 59 KD -24 Unblockeable/H - N -
  • Sokaku has a very slight rest period just after the P-Power
  • From long-range and mid-range, this P-Power becomes unblockable
  • From slightly past mid-range to close range, it loses its unblockable state and becomes an over-head

Chain Attacks

Punch Starters
``````````````
5A (*)  --------> 5C (*, _, E)    
n.5a (*)
2A (*)------> 2C (*, _, E)
j.A (O)---> j.C (1, H, O, E)
Kick Starters
-------------
5B (*)  --------> 5C (*, E)         
n.5B (*)----> 5C (*)         -----> 22C (1, E)
2B (*, _)---> 5C             -----> 22C (E)
                6C (^, E)
j.B (O)---> j.C (1, H, O, E)
Strong Starters
```````````````
n.5C (*)----> 6B (O) ----->  623A (A, E)


Chain Analysis

n.5C, 6B, 623A

-Causes knockdown


5B, 5C

-Recommended chain to use at medium range

Combos

Metered

Strategy

Miscellaneous

Notes

Frame Specifics

Notes: He gets a slight advantage on block from canceling heavy attacks into 2BC, which can make for some interesting rushdown once you factor in his 5C and 360 grab.

His 5C's animation is cut short if it hits or is blocked. When whiffed, its recovery is actually quite bad - if the opponent hops over it, expect to eat a nice combo.

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

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