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==Game Systems==
{{Infobox Game
| gamename    = Real Bout Fatal Fury 2
| abbreviation =
| image        = RBFF2 Logo.png
| version      =
| developer    = SNK
| publisher    = SNK
| system      =
| website      = [https://www.garou15th.com/history/series8/index.php Garou Anniversary Site]
| netcode      =
| resources    = [http://wiki.shoryuken.com/Real_Bout_Fatal_Fury_2 Old Shoryuken Wiki]
| resources2  = [http://gitr.web.fc2.com/ Frame Data] (in Japanese)
| community    = [https://discord.gg/FnbFwVj6jc General Fatal Fury Discord server]
| community2  = [https://dreamcancel.com/forum/index.php/board,68.0.html Dream Cancel Forum]
| patch        =  
}}


===Attack Notations===
==Introduction==
A = Punch
Real Bout Fatal Fury 2 is the final entry in the Real Bout Fatal Fury series, a sub-series of Fatal Fury. It introduces two newcomers, Li Xiangfei and Rick Strowd, and further refines the various interactions and concepts that make Real Bout what it is. It is a game that thrives on dynamic neutral play as well as creative applications of its unique mechanics, such as moving into the background (aka the Oversway Plane).
 
B = Kick
 
C = Jolt Skill
 
D = Plane Shift
 
 
===Movements===
                       
                  up (u)
                    |
  (ub)  up left - 7 8 9 - up right (uf)
     
      (b)  left - 4 5 6 - right (f)
(db) down left - 1 2 3 - down right (df)
                    |
                  down (d)
 
===Movement Abbreviations===
 
qcf - 236 - d/df/f - Quarter circle forward
 
qcb - 214 - d/db/b - Quarter circle backward
 
hcf - 41236 - b/db/d/df/f - Half circle forward
 
hcb - 63214 - f/df/d/db/d - Half circle backward
 
dp - 623 - f/d/df - Dragon Punch motion
 
rdp - 421 - b/d/db - Reverse Dragon Punch motion
 
charge - [4]6 or [2]8 - b~f or d~u - Hold in one direction then shift to the designated direction
 
tk - 2369 - d/df/f/uf - Tiger Knee Motion
 
rtk - 2147 - d/db/b/ub - Reverse Tiger Knee Motion
 
hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion
 
b~f - [4]6 - Hold back then press forward
 
d~u - [2]8 - Hold down then press up
 
db/f - 1,6 - press down back then forward
 
d/u - 2,8 - press down then up
 
d,d - 2,2 - press down twice
 
f/b/f - 6,4,6 - press forward back forward
 
qcb hcf - 2141236 - Quarter circle back half circle forward
 
d/df~u - 2/[3]8 - Running Charge
 
 
===Other Abbreviations===
j. - Jump/jumping - Press up-back/up/up-forward.
 
sj. - Small jump - Tap up-back/up/up-forward.
 
cl. - Close
 
cr. - Crouch
 
st. - Stand
 
bb. - Backdash
 
 
==Basic Mechanics==
'''Forward Dash''' - f, f
* Jumping during a forward dash allows for greater distance
 
'''Backward Dash''' - b, b
* Good for dodging normals and specific specials (I.E. Certain projectiles with less range)
 
'''Small Jump''' - ub/u/uf (Tap once, don't hold)
 
'''Block''' - b (Hold)
* Blocking prevents knockdowns and damage from normals and you take much less damage without knockdown from specials and DM/SDM.
* Standing block can be used against standing and jumping attacks.
* A note on blocking: When you block an attack in this game, you do not have to keep holding the stick back. The game has a semi-auto block where once the first hit is blocked, you can release it and allow your character to continue the block with the joystick in neutral. This makes Break Shots much easier to perform due to not needing to constantly hold back while blocking.
 
'''Crouch Block''' - db (Hold)
* This will block any low attacks. Standing and jumping attacks will still hit you, learn to mix block and low block up depending upon the situation for the best results in your defensive game.
 
'''Air Block''' - b (Must be mid-air)
* Blocks attacks while in the air.
* Best used when jumping in on someone who uses a lot of aerial attacks or attacks that hit high.
 
'''Crawl''' -  df (Hold)
* Also called Duck Walking or DW
* It's useful for remaining in a crouching position to charge up some [d]u attacks like Terry's Rising Tackle, or to do some zoning while anticipating a low attack.
 
'''Mid-Air Turn''' - While jumping, press  d
* Turns character around in the air
* Very useful for quickly turning around while jumping over your opponents in order to go into an attack or to perform a mid-air special.
 
'''Feint'''
* Fake-out moves that start up as though the character is about to go into a special/DM/SDM move, but ends it prematurely. * These are usually used during chain combo's to cancel part of the animation and then quickly go into another attack to continue the combo with another chain. This will allow you to do some very advanced combos not normally possible. These are also used to recover quicker from normals and then continue into another normal or something else.
 
'''Evasion Attack''' - Press  A and  B together
* This will evade an attack for a split second while you attack the opponent.
 
'''Grapple/Throw''' - Press f or b and C when you are very close to your opponent
* Certain characters also have air throws, so make sure you check the command list of who you're playing to be sure.
 
'''Safe Fall''' - Press d during your own knockdown, before hitting the ground, to recover quickly
* Does not work if thrown or hit with a DM/SDM
 
'''Pursue Attacks'''
* Attacks used to hit someone while they are on the ground. All the more reason to use Safe Fall religiously.
* Specific characters have these.
 
'''Life Shift Recovery''' - Hit u + d  as you hit the ground to roll onto the back line
* You need to have H Power or higher to do it.
 
'''Taunt''' -  C + D
* These are more effective as a mind game against human opponents.
 
'''Break Shot'''
* Sometimes referred to as "Guard Cancel", certain special and Desperation Moves can be done while blocking and break your opponent's attack.
* H Power or higher is required as it drains your gauge by one bar. Obviously for DM Breakshot, you need S Power or higher.
 
==Planes==
Two characters cannot be on the back plane at the same time.
 
Switch to back plane - D
 
Low Attack -  B From back plane
 
Overhead Attack - A From back plane
 
Strong Attack - C From back plane
 
Switch to front plane - D From back plane
 
Roll to front plane - d
 
High plane attack - D when opponent is in back plane.
* Overheard, will pull the opponent to the front plane if connected
 
Low plane attack -  d + D when opponent is on back plane.
* Must be blocked low, will pull the opponent to the front plane if connected
 
'''When both characters are in opposing planes'''
 
Front Plane Character cannot duckwalk.
 
Back Plane Character:
* Cannot perform special moves unless specified.
* Cannot perform DMs/SDMs.
* Cannot crouch. It will however show the crouch block animation when crouch blocking.
* Cannot Duckwalk.
* Cannot jump.
* Dashing forward or backward will switch you automatically to the front plane.
* Standing still for two seconds will automatically switch you to the front plane.
* Holding u will keep you in the back plane.
Walking b or f will allow you to stay in the back plane.
 
==Power Gauge and Desperation Moves==
'''Power Gauge'''
* This meter will fill up when you use your special moves, connect (not blocked) any attack, or block an incoming attack. There are three levels of the Power Gauage, each having different effects to them.
 
'''H. Power'''
* This is when half of the power gauge is filled.
* You're capable of doing Break Shots when you have H. Power, and you're more likely to have H. Power most of the time than the other two levels of the gauge. Often times, it can be better to just go for a Break Shot than use up everything on one DM/SDM.
* Break Shot will lower the power gauge back down to zero.
 
'''S. Power'''
* When your gauge is filled up, it will become S. Power. This gauge will decrease over time.
* With it, you are able to use your Desperation Moves.
* When you use a Desperation Move, your gauge will go back down to nothing once again.
* If your life bar is flashing red, you will be able to use S. Power DM an unlimited amount of time as long as your life remains critical.
 
'''P. Power'''
* When your life turns red, the gauge will then become P. Power when filled up all the way.
* Like S. Power, it will also decrease over time.
* Allows you to use your Super Desperation Moves. Once an SDM is activated, the bar completely goes back down to zero.
* Remember: As long as your life is flashing red, your gauge will always build back up to P. Power after H. Power.
 
==Chain Combos==
Each character is capable of chaining specific basic attacks into Chain Combos. They differ from character to character, but each do decent enough damage on their own. The best thing about these, is you can follow them up with a special/DM that will do much more damage than without them. You can also knock your opponent into the background with some of these, allowing for more damaging combos. It's best to learn how to do your character's chain combos, and then try and turn them into flashier, longer combos.


==Characters==
==Characters==
[[Terry Bogard (RB2)]]
''Click on the character's icon to be taken to their wiki page.
 
<imagemap>
[[Andy Bogard (RB2)]]
File:RB2 Roster.png|center
 
rect 256 120 209 185 [[Real Bout Fatal Fury 2/Li Xiangfei|Li Xiangfei]]
[[Joe Higashi (RB2)]]
rect 238 250 192 188 [[Real Bout Fatal Fury 2/Terry Bogard|Terry Bogard]]
 
rect 192 317 237 254 [[Real Bout Fatal Fury 2/Joe Higashi|Joe Higashi]]  
[[Kim Kaphwan (RB2)]]
rect 193 324 238 386 [[Real Bout Fatal Fury 2/Kim Kaphwan|Kim Kaphwan]]
 
rect 238 453 193 391 [[Real Bout Fatal Fury 2/Blue Mary|Blue Mary]]
[[Duck King (RB2)]]
rect 289 250 244 189 [[Real Bout Fatal Fury 2/Ryuji Yamazaki|Ryuji Yamazaki]]
 
rect 288 318 244 255 [[Real Bout Fatal Fury 2/Sokaku Mochizuki|Sokaku Mochizuki]]
[[Mai Shiranui (RB2)]]
rect 290 385 244 323 [[Real Bout Fatal Fury 2/Hon Fu|Hon Fu]]
 
rect 289 454 244 390 [[Real Bout Fatal Fury 2/Jin Chonshu|Jin Chonshu]]
[[Rick Strowd (RB2)]]
rect 339 250 293 188 [[Real Bout Fatal Fury 2/Billy Kane|Billy Kane]]
 
rect 338 319 294 254 [[Real Bout Fatal Fury 2/Geese Howard|Geese Howard]]
[[Li Xiangfei (RB2)]]
rect 338 385 292 323 [[Real Bout Fatal Fury 2/Wolfgang Krauser|Wolfgang Krauser]]
 
rect 339 454 293 390 [[Real Bout Fatal Fury 2/Laurence Blood|Laurence Blood]]
[[Sokaku Mochizuki (RB2)]]
rect 389 250 346 188 [[Real Bout Fatal Fury 2/Bob Wilson|Bob Wilson]]
 
rect 390 319 346 256 [[Real Bout Fatal Fury 2/Cheng Sinzan|Cheng Sinzan]]
[[Bob Wilson (RB2)]]
rect 390 385 345 323 [[Real Bout Fatal Fury 2/Tung Fu Rue|Tung Fu Rue]]
 
rect 390 454 345 390 [[Real Bout Fatal Fury 2/Jin Chonrei|Jin Chonrei]]
[[Hon Fu (RB2)]]
rect 377 184 423 122 [[Real Bout Fatal Fury 2/Rick Strowd|Rick Strowd]]
 
rect 440 250 395 188 [[Real Bout Fatal Fury 2/Andy Bogard|Andy Bogard]]
[[Blue Mary (RB2)]]
rect 441 319 396 255 [[Real Bout Fatal Fury 2/Mai Shiranui|Mai Shiranui]]
 
rect 441 386 395 323 [[Real Bout Fatal Fury 2/Duck King|Duck King]]
[[Franco Bash (RB2)]]
rect 440 454 394 389 [[Real Bout Fatal Fury 2/Franco Bash|Franco Bash]]
 
[[Ryuji Yamazaki (RB2)]]
 
[[Jin Chonshu (RB2)]]
 
[[Jin Chonrei (RB2)]]
 
[[Billy Kane (RB2)]]
 
[[Cheng Sinzan (RB2)]]
 
[[Tung Fu Rue (RB2)]]
 
[[Laurence Blood (RB2)]]
 
[[Wolfgang Krauser (RB2)]]
 
[[Geese Howard (RB2)]]
 
==Tiers==
These are rather disputed, and I'll be citing sources as to where these different lists have come from. Bear in mind, this game is extremely balanced and there is no one character that dominates all 100% of the time, even during high-end Japanese tournaments. Any character in this game is a viable option, and at most you might have to try a little harder in certain matchups but you won't be seeing anyone winning because of <Insert character here>.
 
'''Ghost Pilot AKA Mr. Big's Tier list'''
'''Top'''
Rick, Kim, Chonshu, Escalation-Mode Mary
 
'''High'''
Geese, Yamazaki, Terry, Franco, Hon-Fu
 
'''Mid-High'''
Bob, Xiang Fei, Krauser
 
'''Mid'''
Sokaku, Mai, Chonrei, Mary, Billy, Laurence, Joe, Duck, Andy
 
'''Low'''
Tung, Cheng
 
For further analysis and reading, check here: http://shoryuken.com/f4/fatal-fury-real-bout-2-thread-139480/#post4331965 Ghost Pilot goes into further detail about his tier list and why he chose what he did.
 
'''Akutabi's Tier List'''
'''Top'''
Rick (Mix-up+Damage), Xiangfei, Billy, Geese & Bob


'''High'''
desc none
Mai & Krauser
</imagemap>


'''Mid'''
{{Navbox RBFF2}}
Just about everyone else not listed


'''Low'''
[[Category:Real Bout Fatal Fury 2: The Newcomers]]
Cheng, Sokaku & MAYBE Mary

Latest revision as of 16:50, 2 April 2024

Real Bout Fatal Fury 2
Developers

SNK

Publishers

SNK

Official Websites

Garou Anniversary Site

Player Resources

Old Shoryuken Wiki

Frame Data (in Japanese)
Community Channels

General Fatal Fury Discord server

Dream Cancel Forum

Introduction

Real Bout Fatal Fury 2 is the final entry in the Real Bout Fatal Fury series, a sub-series of Fatal Fury. It introduces two newcomers, Li Xiangfei and Rick Strowd, and further refines the various interactions and concepts that make Real Bout what it is. It is a game that thrives on dynamic neutral play as well as creative applications of its unique mechanics, such as moving into the background (aka the Oversway Plane).

Characters

Click on the character's icon to be taken to their wiki page.

Li XiangfeiTerry BogardJoe HigashiKim KaphwanBlue MaryRyuji YamazakiSokaku MochizukiHon FuJin ChonshuBilly KaneGeese HowardWolfgang KrauserLaurence BloodBob WilsonCheng SinzanTung Fu RueJin ChonreiRick StrowdAndy BogardMai ShiranuiDuck KingFranco Bash
Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser