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Real Bout Fatal Fury 2/Laurence Blood: Difference between revisions
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==Gameplay Overview== | ==Gameplay Overview== | ||
Laurence is a big defensive matador who, fittingly enough, specializes in being hard to hit. He centers around playing the midrange game and baiting his opponent with his Ole dodge | Laurence is a big defensive matador who, fittingly enough, specializes in being hard to hit. He centers around playing the midrange game and baiting his opponent with his 5BC Ole dodge and punishing their whiffs accordingly. To complement this, his Breakshots are versatile and have good damage and he is difficult to punish himself unless he makes a wrong guess with Bloody Cutter. Unfortunately, his close-range defense is lacking at times, as his otherwise reliable Ole completely loses to throws and it's possible to stuff his other attempts to get out of pressure if he's reckless. To play Laurence, you need to read your opponent well and frustrate them into making a big enough mistake to capitalize on. And his stage theme is a serious banger too. | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Long range 5A but on the slow side. Due to this, it is best reserved for safe, quick poking than any AA usage. | ||
*Due to this aforementioned range, if you were downbacking before, Laurence can punish stuff that's mostly safe, like a midscreen hop, and then cancel into Bloody Cutter. | |||
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|juggle= | |juggle= | ||
|description= | |description= *Your quickest normal. | ||
*Because it is a proximity normal, it's a somewhat unreliable abare tool, but it's really useful for specific punishes (non-spaced Leg Tomahawk from Krauser, for example) and it's low duration makes it great for baiting breakshots | |||
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|juggle= | |juggle= | ||
|description= | |description= *Your most common punish starter, cancelling into Bloody Spin or Bloody Cutter if you were charging is what you will do most of the time after this. | ||
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|juggle= | |juggle= | ||
|description= | |description= *Most of what was said of 5B applies here, this is your other punish starter, but comes with some quirks. | ||
*On pressure, it is a nice tool to catch jumps and backdashes | |||
*On punishes, the hitbox will make it so some attacks go under it. In those cases, try to use 2B instead | |||
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|juggle= | |juggle= | ||
|description= | |description=*This is Laurence best poke in the ground. It reaches really far and it's active for a decent time. | ||
*Be careful to not overuse It, though. If you get predictable with it, its long horizontal range but non-vertical hitbox makes it so opponents reading it could be able to punish it with a jump-in combo. | |||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=*n5C is useful in many ways. | ||
*It moves Laurence forward and chains into the 5CC chain, making it good for mantaining pressure and for stagger pressure | |||
*It allows for very powerful combos, especially in the corner. | |||
*Sadly, it doesn't have the fastest start-up, and you need to be close to them, so you need to make them respect you if you want to use this on offense. | |||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Standard 2A. Good for breaking pressure and for link combos. | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=*Laurence main low attack. It's +1 on block and, if meatied, allows for links with n5A/2A into Bloody Spin/Bloody Cutter. | ||
*Sadly, Laurence doesn't have chains from his 2B, so you need to meaty it and link a normal from It or raw cancel without confirming for people to want to start blocking low against him, due to Ole>632C being an ever présent overhead tool. | |||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=*Laurence sweep lost its sliding properties in RB2. While it's still a good low range low due to its hitbox and active frames, it's a shadow of what it used to be | ||
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|juggle= | |juggle= | ||
|description= | |description=*This is Laurence slowest but also most damaging combo starter due to it being able to chain into 5D or 2D. 6B>5D>C Bloody Spin, Bloody Cutter is extremely damaging while also being meterless, and It isn't limited by range like n5C. | ||
*Sadly, its slow start-up and active frames make it a not really good neutral tool. | |||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=*Laurence lacks diagonal anti-airs, so this is a welcome addition to his arsenal, considering its hitbox and ability to punish landing frames with 5AB xx A Bloody Spin | ||
}} | }} | ||
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|juggle= | |juggle= | ||
|description=Rather than have a feint, Laurence possesses this gameplan-defining dodge. It is completely invincible to anything except throws for the entire duration, can be special cancelled, and has followups that fill the roles of punish and high/low mixup. Learn to love, use, and abuse this move for every single bit of its worth, because Laurence needs it to do anything worthwhile. | |description=*Rather than have a feint, Laurence possesses this gameplan-defining dodge. It is completely invincible to anything except throws for the entire duration, can be special cancelled, and has followups that fill the roles of punish and high/low mixup. | ||
*Learn to love, use, and abuse this move for every single bit of its worth, because Laurence needs it to do anything worthwhile. | |||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=The simplest followup for Ole, it's basically | |description=*The simplest followup for Ole, it's basically 5B with all the same uses as it. That being: cancel this into A Bloody Spin for a quick bit of damage and the knockdown. | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=A strange kick that looks a lot like 5AB. It whiffs on crouchers, but that's fine because it sets up for the overhead followup. Note that you can cancel this on whiff, and even before the hitbox comes out. There's really no reason to actually hit them with this unless you really need the reach. | |description=*A strange kick that looks a lot like 5AB. It whiffs on crouchers, but that's fine because it sets up for the overhead followup. | ||
*Note that you can cancel this on whiff, and even before the hitbox comes out. There's really no reason to actually hit them with this unless you really need the reach. | |||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Laurence's overhead. It requires a lot of setup thanks to being locked behind an Ole followup, but it's fast and can score a quick bit of damage if you psyche your opponent into fearing the sweep. | |description=*Laurence's overhead. It requires a lot of setup thanks to being locked behind an Ole followup, but it's fast and can score a quick bit of damage if you psyche your opponent into fearing the sweep. | ||
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|description=A basic sweep. There's not much to this. It mostly exists to make people get hit by the overhead. | |description=*A basic sweep. There's not much to this. It mostly exists to make people get hit by the overhead. | ||
*It has a sliding effect so It isn't that bad on neutral. | |||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Quick air-to-air. Laurence really appreciates having something like that due to its few anti-air options without charge. | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Its added 3f of start-up make it too slow to be used as an air-to air | ||
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{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *It does have a hitbox that hits downwards, so it isn't that bad for hitting people that are under you in the air. You can cancel into j.C for continuing the air string. | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Out-performed by j.B | ||
}} | }} | ||
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|image2=RBFF2_Laurence_jb.jpg | |image2=RBFF2_Laurence_jb.jpg | ||
|caption=Neutral Jump | |caption=Neutral Jump | ||
|caption2=Diagonal Jump | |caption2=Neutral/Diagonal Hop, Diagonal Jump | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Preenptive anti-air due to always being active. | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Good option from a hop to approach/retreat somewhat safely, as it is active throughout all the move. | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Somewhat bizarre angle for a neutral jump normal. In very few cases will opponents be that high in the air for this to be useful | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=*If you manage to jump over an opponent that just used a really slow to recover attack, this is where your punish should start, as it chains into j.C | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Powerful air-to-air but more risky than j.A due to slower start-up | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *Your option for hop pressure. Its 2 hits allow you to confirm it really easily | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description= *You would usually do j.A instead if the downward reach is what you want, but again, it is a more damaging option. | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=*You don't really use this by itself, mostly from a j.B chain | ||
}} | }} | ||
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}} | }} | ||
== | ==S-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Laurence_641236bc.jpg | |image=RBFF2_Laurence_641236bc.jpg | ||
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}} | }} | ||
== | ==P-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Laurence_641236c.jpg | |image=RBFF2_Laurence_641236c.jpg |
Latest revision as of 19:10, 12 September 2024
Gameplay Overview
Laurence is a big defensive matador who, fittingly enough, specializes in being hard to hit. He centers around playing the midrange game and baiting his opponent with his 5BC Ole dodge and punishing their whiffs accordingly. To complement this, his Breakshots are versatile and have good damage and he is difficult to punish himself unless he makes a wrong guess with Bloody Cutter. Unfortunately, his close-range defense is lacking at times, as his otherwise reliable Ole completely loses to throws and it's possible to stuff his other attempts to get out of pressure if he's reckless. To play Laurence, you need to read your opponent well and frustrate them into making a big enough mistake to capitalize on. And his stage theme is a serious banger too.
Pros | Cons |
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Normals
Standing
5A |
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n.5A (within px of opponent) |
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5B |
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n.5B (within px of opponent) |
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5C |
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n.5C (within px of opponent) |
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Crouching
2A |
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2B |
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2C |
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Command
Swiping Kick 6B |
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Back Kick 5AB |
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Ole
Ole 5BC |
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(During Ole) 5B |
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(During Ole) 5C |
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(During Ole 5C) 632C |
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(During Ole) 2C |
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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
Backbreaker 4/6C |
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Special Moves
Bloody Mixer mash A |
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Bloody Spin 63214A/C |
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Bloody Cutter [2]8C |
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Bloody Saber [4]6C |
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S-Power
Bloody Flash 641236BC |
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P-Power
Bloody Shadow 641236C |
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Chain Attacks
Combos
Meterless
- Close B/2B/Ole>5B xx 63214A
This is your most reliable punish. Laurence doesn't have a confirmable low so most of your damage will come from baits and punishes than actual mix-ups.
- 5CC, [2]8C
This is your meterless punish against really unsafe stuff like DPs. Hold down the moment you input the second C. The charge timing is very lenient.
- (In the corner) 5CC xx 63214C, [2]8C.
Laurence's highest meterless route against most of the cast.
- (In the corner, Andy and Rick only) [Jumping B>C, 5CC xx 63214C, [2]8C]x2
Their hurtbox is wide enough for 63214C to combo even after all being pushed that much. The first rep stuns so you can do it again. Very situational and character specific.
Metered
- (S-Power) 5C xx 641236BC.
You need to be pretty close with the 5C for your super to combo all hits as it pushes away too much.
- (P-Power) 5CC xx 641236C
The hitbox is big enough for you to combo into it.
- (P-Power, Corner, against Andy or Rick) Jumping BC, 5CC xx 63214C, [2]8C, Jumping BC, 5CC XX 641236C.
Laurence's ToD and an extremely hard to set-up one. If you land this there is 100% chance people will spam the coin button.