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

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{| style="margin-right:1em;" align="right"
[[File:RBFF2_Sokaku.jpg|300px|thumb|right]]
| __TOC__
|}
 
 
[[image:Sokakuu.jpg]]
 
 


== Gameplay Overview ==
== Gameplay Overview ==
Line 13: Line 6:
=== 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.
 
 
=== Pros ===
 
-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)
 
 
=== Cons ===
 
-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 ===
 


[[image:Rbff2322.jpg]]
{|
|-style="text-align:left;"
! Pros !! Cons
|- style="vertical-align:top;text-align:left"
|
*Decent Pokes


'''st.B''' - Sokaku does a quick side kick outwards towards the opponent.
*Fireball that can hit low


-Has good reach
*Nice command throw


-Does good damage
*Pursuit that hits anywhere on screen


*Has an infinite (hardest infinite to do in the game)


[[image:Rbff2323.jpg]][[image:Rbff2355.jpg]]
|
*Lost most of his anti-airs from RBS


'''st.C''' - Sokaku slightly squats down and swings his staff forward to hit the opponent.
*Less range than he should with a staff


-Decent reach
*Limited combos


-Good speed
*Huge recovery on many of his specials/supers


-Safe on hit or block
*Very few anti-rush options
|-
|}


==Normals==
===Standing===
{{MoveData
|image=RBFF2_Sokaku_5a.jpg
|caption=
|name=5A
|data=
{{AttackData-RBFF2
|damage=9
|stun=
|startup=5
|active=2
|recovery=10
|hitAdv=+4
|blockAdv=0
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=*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.


=== Jumping ===
[[Real_Bout_Fatal_Fury_2/Sokaku_Mochizuki#Chain_Attacks|Chain Options:]] 5C
}}
}}
{{MoveData
|image=RBFF2_Sokaku_n5a.jpg
|caption=
|input=(within 56 px of opponent)
|name=n.5A
|data=
{{AttackData-RBFF2
|damage=9
|stun=
|startup=5
|active=2
|recovery=10
|hitAdv=+4
|blockAdv=0
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=*Really the same move as far A.


[[Real_Bout_Fatal_Fury_2/Sokaku_Mochizuki#Chain_Attacks|Chain Options:]] 5C
}}
}}
{{MoveData
|image=RBFF2_Sokaku_5b.jpg
|caption=
|name=5B
|data=
{{AttackData-RBFF2
|damage=11
|stun=
|startup=7
|active=4
|recovery=12
|hitAdv=0
|blockAdv=-4
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=*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.


[[image:Rbff2325.jpg]]
[[Real_Bout_Fatal_Fury_2/Sokaku_Mochizuki#Chain_Attacks|Chain Options:]] 5C
}}
}}
{{MoveData
|image=RBFF2_Sokaku_n5b.jpg
|caption=
|input=(within 56 px of opponent)
|name=n.5B
|data=
{{AttackData-RBFF2
|damage=11
|stun=
|startup=7
|active=4
|recovery=12
|hitAdv=0
|blockAdv=-4
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=*Shorter range but retains the properties of the far version.


'''sj.C''' - Sokaku does a small jump off the ground and brings his staff around quickly towards the opponent.
[[Real_Bout_Fatal_Fury_2/Sokaku_Mochizuki#Chain_Attacks|Chain Options:]] 5C
}}
}}


{{MoveData
|image=RBFF2_Sokaku_5c.jpg
|caption=
|name=5C
|data=
{{AttackData-RBFF2
|damage=24
|stun=
|startup=8
|active=2
|recovery=24(12)
|hitAdv=+14
|blockAdv=+8
|guard=HL
|cancel=N
|bs=
|juggle=
|description=*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.


[[image:Rbff2324.jpg]]
[[Real_Bout_Fatal_Fury_2/Sokaku_Mochizuki#Chain_Attacks|Chain Options:]] 22C
}}
}}
{{MoveData
|image=RBFF2_Sokaku_n5c.jpg
|image2=RBFF2_Sokaku_n5c2.jpg
|caption=
|input=(within 74 px of opponent)
|name=n.5C
|data=
{{AttackData-RBFF2
|damage=12.12
|stun=
|startup=8
|active=3,3
|recovery=20
|hitAdv=+3
|blockAdv=-3
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=*Hits twice
*Advantage on hit.
*Long recovery, but can be canceled.


'''j.C''' - Sokaku jumps into the air and pokes his staff's tip towards the enemy.
[[Real_Bout_Fatal_Fury_2/Sokaku_Mochizuki#Chain_Attacks|Chain Options:]] 22C, 6B
}}
}}


===Crouching===
{{MoveData
|image=RBFF2_Sokaku_2a.jpg
|caption=
|name=2A
|data=
{{AttackData-RBFF2
|damage=9
|stun=
|startup=5
|active=2
|recovery=10
|hitAdv=+4
|blockAdv=0
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=*Mashable unlike 5A
*Doesn't have a worthwhile chain to follow up unless you desperately need a sweep.


== Throws ==
[[Real_Bout_Fatal_Fury_2/Sokaku_Mochizuki#Chain_Attacks|Chain Options:]] 2C
}}
}}


{{MoveData
|image=RBFF2_Sokaku_2b.jpg
|caption=
|name=2B
|data=
{{AttackData-RBFF2
|damage=11
|stun=
|startup=6
|active=3
|recovery=12
|hitAdv=+1
|blockAdv=-3
|guard=L
|cancel=Y
|bs=
|juggle=
|description=*Your best low for starting a chain
*Has the same path as 5B.


'''Sinful Slam=(f/b + C)''' - Sokaku grabs the opponent with his hand, and then tosses them over his head with his staff.
[[Real_Bout_Fatal_Fury_2/Sokaku_Mochizuki#Chain_Attacks|Chain Options:]] 5C, 6C
}}
}}


-Hit Detection: Close
{{MoveData
|image=RBFF2_Sokaku_2c.jpg
|caption=
|name=2C
|data=
{{AttackData-RBFF2
|damage=24
|stun=
|startup=10
|active=3
|recovery=23
|hitAdv=KD
|blockAdv=-6
|guard=L
|cancel=Y
|bs=
|juggle=
|description=*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.
}}
}}


-Has a follow-up
===Command===
{{MoveData
|image=RBFF2_Sokaku_3a.jpg
|caption=
|input=3A
|name=Shakujoh Joudan Uchi
|data=
{{AttackData-RBFF2
|damage=19
|stun=
|startup=8
|active=9
|recovery=20
|hitAdv=-3
|blockAdv=-9
|guard=HL
|cancel=Y
|bs=
|juggle=
|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.
}}
}}
{{MoveData
|image=RBFF2_Sokaku_pursuit.jpg
|caption=
|input=2C on a downed opponent
|name=Blitzkrieg Cudgel
|data=
{{AttackData-RBFF2
|damage=19
|stun=
|startup=19
|active=12
|recovery=26
|hitAdv=
|blockAdv=
|guard=HL
|cancel=N
|bs=
|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.
}}
}}
{{MoveData
|image=RBFF2_Sokaku_ab.jpg
|image2=RBFF2_Sokaku_ab2.jpg
|caption2=High Avoid Attack
|input=5AB
|name=Gut Staff
|data=
{{AttackData-RBFF2
|damage=14
|stun=
|startup=8
|active=6
|recovery=20
|hitAdv=0
|blockAdv=-6
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=*Average avoid attack.
}}
}}


-Put the opponent on the other side of Sokaku
===Jumping===
{{MoveData
|image=RBFF2_Sokaku_ja.jpg
|image2=RBFF2_Sokaku_ja2.jpg
|caption=Neutral Hop/Jump
|caption2=Diagonal Hop/Jump
|name=j.A
|data=
{{AttackData-RBFF2
|version=Neutral Hop
|damage=9
|stun=
|startup=5
|active=till landing
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Hop
|header=no
|damage=9
|stun=
|startup=5
|active=till landing
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Neutral Jump
|header=no
|damage=9
|stun=
|startup=5
|active=8
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Jump
|header=no
|damage=9
|stun=
|startup=5
|active=10
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Sokaku_jb.jpg
|image2=RBFF2_Sokaku_jb2.jpg
|caption=Neutral/Diagonal Hop
|caption2=Neutral/Diagonal Jump
|name=j.B
|data=
{{AttackData-RBFF2
|version=Neutral Hop
|damage=11
|stun=
|startup=6
|active=till landing
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Hop
|header=no
|damage=
|stun=
|startup=6
|active=till landing
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Neutral Jump
|header=no
|damage=11
|stun=
|startup=6
|active=6
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Jump
|header=no
|damage=11
|stun=
|startup=5
|active=8
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
}}


{{MoveData
|image=RBFF2_Sokaku_jc.jpg
|image2=RBFF2_Sokaku_jc2.jpg
|caption=Neutral/Diagonal Hop
|caption2=Neutral/Diagonal Jump
|name=j.C
|data=
{{AttackData-RBFF2
|version=Neutral Hop
|damage=20
|stun=
|startup=11
|active=4
|recovery=8
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Hop
|header=no
|damage=20
|stun=
|startup=11
|active=4
|recovery=8
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Neutral Jump
|header=no
|damage=20
|stun=
|startup=10
|active=5
|recovery=8
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Jump
|header=no
|damage=20
|stun=
|startup=10
|active=5
|recovery=8
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
}}


'''Hell's Maw=(f, df, d + C)''' - Sokaku stops his No Way Out Crush half-way through and drops the opponent on the ground, following up by slamming the end of his staff into them.
==Oversway Actions==
{{MoveData
|image=RBFF2_Sokaku_5d.jpg
|caption=
|input=(opponent in oversway)
|name=5D
|data=
{{AttackData-RBFF2
|damage=20
|stun=
|startup=5
|active=3
|recovery=17
|hitAdv=+4
|blockAdv=+1
|guard=H
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


-Hit Detection: Close, during No Way Out Crush
{{MoveData
|image=RBFF2_Sokaku_2d.jpg
|image2=RBFF2_Sokaku_2d2.jpg
|caption=
|input=(opponent in oversway)
|name=2D
|data=
{{AttackData-RBFF2
|damage=20
|stun=
|startup=5
|active=3,3
|recovery=14
|hitAdv=KD
|blockAdv=+1
|guard=L
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


-Follow-up to No Way Out Crush
{{MoveData
|image=RBFF2_Sokaku_SA.jpg
|caption=
|input=(from oversway)
|name=A
|data=
{{AttackData-RBFF2
|damage=11
|stun=
|startup=24
|active=5
|recovery=12
|hitAdv=+2
|blockAdv=0
|guard=H
|cancel=
|bs=
|juggle=
|description=
}}
}}


{{MoveData
|image=RBFF2_Sokaku_SB.jpg
|caption=
|input=(from oversway)
|name=B
|data=
{{AttackData-RBFF2
|damage=11
|stun=
|startup=25
|active=4
|recovery=12
|hitAdv=+1
|blockAdv=-1
|guard=L
|cancel=
|bs=
|juggle=
|description=
}}
}}


'''Deadly Ascension=(db/df + C)''' - Sokaku grabs an air-borne opponent, flips them underneath him, and slams them down onto the ground
{{MoveData
|image=RBFF2_Sokaku_SC.jpg
|caption=
|input=(from oversway)
|name=C
|data=
{{AttackData-RBFF2
|damage=20
|stun=
|startup=26
|active=2
|recovery=14
|hitAdv=KD
|blockAdv=-3
|guard=HL
|cancel=
|bs=
|juggle=
|description=
}}
}}


-Hit Detection: Close, in air
==Throw==
{{MoveData
|image=RBFF2_Sokaku_throw.jpg
|caption=
|input=4/6C
|name=Mudoh Shibari Nagen
|data=
{{AttackData-RBFF2
|damage=26
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=*Put the opponent on the other side of Sokaku
}}
}}
{{MoveData
|image=RBFF2_Sokaku_throw2.jpg
|caption=
|input=412 after Mudoh Shibari Nagen
|name=Jigoku Kon
|data=
{{AttackData-RBFF2
|damage=34
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Sokaku_throw3.jpg
|caption=
|input=1/3C in the air
|name=Shoten Satsu
|data=
{{AttackData-RBFF2
|damage=26
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
==Feints==
{{MoveData
|image=RBFF2_Sokaku_2bc.jpg
|caption=
|input=2BC
|name=Feint Ikazuchi
|data=
{{AttackData-RBFF2
|damage=
|stun=
|startup=
|active=
|recovery=18
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Sokaku_2ac.jpg
|caption=
|input=2AC
|name=Feint Makibishi Masher
|data=
{{AttackData-RBFF2
|damage=
|stun=
|startup=
|active=
|recovery=19
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
==Specials==
{{MoveData
|image=RBFF2_Sokaku_236a.jpg
|image2=RBFF2_Sokaku_236a2.jpg
|caption=
|input=236A
|name=Makibishi Masher
|data=
{{AttackData-RBFF2
|damage=14
|stun=
|startup=15
|active=
|recovery=54 total
|hitAdv=-3
|blockAdv=-5
|guard=HL,L
|cancel=
|bs=Y
|juggle=
|description=*If used from long-range, must be blocked low
}}
}}
{{MoveData
|image=RBFF2_Sokaku_214a.jpg
|image2=RBFF2_Sokaku_214a2.jpg
|image3=RBFF2_Sokaku_214a3.jpg
|caption=
|input=214A
|name=Nozaru Geri
|data=
{{AttackData-RBFF2
|damage=16
|stun=
|startup=17
|active=
|recovery=98 total
|hitAdv=KD
|blockAdv=+11
|guard=HL
|cancel=
|bs=Y
|juggle=
|description=*Mix of a projectile and hitgrab
}}
}}
{{MoveData
|image=RBFF2_Sokaku_masha.jpg
|image2=RBFF2_Sokaku_masha2.jpg
|image3=RBFF2_Sokaku_masha3.jpg
|image4=RBFF2_Sokaku_masha4.jpg
|image5=RBFF2_Sokaku_masha5.jpg
|caption=
|input=Mash A
|name=
|data=
{{AttackData-RBFF2
|damage=6,6,6,6(19)
|stun=
|startup=11
|active=3(8)5(2)3(8)5(2)3
|recovery=22
|hitAdv=
|blockAdv=
|guard=HL
|cancel=
|bs=N
|juggle=
|description=*Tap A four times


*Absorbs projectile


*Has five possible follow-ups
}}
}}
{{MoveData
|image=RBFF2_Sokaku_masha6c.jpg
|image2=RBFF2_Sokaku_masha3c.jpg
|image3=RBFF2_Sokaku_masha9c.jpg
|image4=RBFF2_Sokaku_masha1c.jpg
|image5=RBFF2_Sokaku_masha5d.jpg
|caption=Toppa
|caption2=Fu Ha
|caption3=Kou Ha
|caption4=Ten Ha
|caption5=Tou Ha
|input=Mash A-6C/3C/9C/1C/5D
|name=Ja Kon Bu Follow-ups
|data=
{{AttackData-RBFF2
|version=6C
|damage=20
|stun=
|startup=7
|active=3
|recovery=24
|hitAdv=KD
|blockAdv=0
|guard=HL
|cancel=
|bs=
|juggle=
|description=*Better used at long-range to prevent being punished
}}
{{AttackData-RBFF2
|version=3C
|damage=20
|stun=
|startup=10
|active=3
|recovery=20
|hitAdv=KD
|blockAdv=-4
|guard=L
|cancel=
|bs=
|juggle=
|description=*Low option from Ja Kon Bu
}}
{{AttackData-RBFF2
|version=9C
|damage=20
|stun=
|startup=13
|active=6
|recovery=14
|hitAdv=+9
|blockAdv=+4
|guard=H
|cancel=
|bs=
|juggle=
|description=*Overhead option from Ja Kon Bu
}}
{{AttackData-RBFF2
|version=1C
|damage=20
|stun=
|startup=7
|active=6
|recovery=24
|hitAdv=+10
|blockAdv=+1
|guard=HL
|cancel=
|bs=
|juggle=
|description=*Best used as an anti-air
}}
{{AttackData-RBFF2
|version=5D
|damage=20
|stun=
|startup=5
|active=3
|recovery=18
|hitAdv=+8
|blockAdv=+6
|guard=HL/H
|cancel=
|bs=
|juggle=
|description=*Hits in both planes


== Avoid Attack ==
*Is an overhead ONLY if the opponent is in the backplane


[[image:Rbff2327.jpg]]
*If the opponent is in the backplane, will pull them to the front plane
}}
}}
{{MoveData
|image=RBFF2_Sokaku_63214b.jpg
|image2=RBFF2_Sokaku_63214b2.jpg
|image3=RBFF2_Sokaku_63214b3.jpg
|caption=
|caption2=Staff Thrust
|caption3=Hand Crush Finish
|input=63214B
|name=Shout!
|data=
{{AttackData-RBFF2
|version=63214B
|damage=9,9,9(23)
|stun=
|startup=12
|active=24
|recovery=13
|hitAdv=-2
|blockAdv=-4
|guard=
|cancel=
|bs=Y
|juggle=
|description=*Has follow-up attacks
}}
{{AttackData-RBFF2
|version=-6C
|damage=7
|stun=
|startup=4
|active=13
|recovery=20
|hitAdv=KD
|blockAdv=
|guard=HL
|cancel=
|bs=
|juggle=
|description=*Cannot be connected unless Shout! hit the opponent (block/whiff doesn't count)


'''Gut Staff=(A+B)''' - Sokaku dodges an attack for a split second and counters with his staff.
*C has to be pressed a little late (but not too late) during Shout!


*Has a follow-up
}}
{{AttackData-RBFF2
|version=-6C-360C
|damage=26
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=*Must be performed quickly right after Staff Thrust
}}
}}
{{MoveData
|image=RBFF2_Sokaku_360c.jpg
|caption=
|input=360C
|name=Kimon Jin
|data=
{{AttackData-RBFF2
|damage=35
|stun=
|startup=0
|active=
|recovery=
|hitAdv=KD
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=*Has a wider reach than normal throws
}}
}}
{{MoveData
|image=RBFF2_Sokaku_82D.jpg
|image2=RBFF2_Sokaku_82D2.jpg
|caption=
|input=82D from oversway
|name=Hametsu no Honou
|data=
{{AttackData-RBFF2
|damage=14,14,14(36)
|stun=
|startup=18
|active=2,2,4
|recovery=20
|hitAdv=+4
|blockAdv=-6
|guard=H
|cancel=
|bs=N
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Sokaku_646c.jpg
|image2=RBFF2_Sokaku_646c2.jpg
|caption=
|input=646C
|name=Hyoi Dan
|data=
{{AttackData-RBFF2
|damage=6,6,6,6,10(26)
|stun=
|startup=16
|active=24(6)19
|recovery=73
|hitAdv=KD
|blockAdv=-59
|guard=HL
|cancel=
|bs=Y
|juggle=
|description=*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
}}
}}


== Feints ==
==S-Power==
{{MoveData
|image=RBFF2_Sokaku_641236bc.jpg
|image2=RBFF2_Sokaku_641236bc2.jpg
|caption=
|input=641236BC
|name=Ikazuchi
|data=
{{AttackData-RBFF2
|damage=76
|stun=
|startup=51
|active=27,59
|recovery=20
|hitAdv=KD
|blockAdv=-68
|guard=HL
|cancel=
|bs=N
|juggle=
|description=*Hits in both planes


'''Feint Makibishi Masher=(d + A + C)''' - Sokaku starts to do Makibishi Masher and stops before it comes out.
*Absorbs projectiles


*Hits over half the screen


'''Feint Ikazuchi=(d + B + C)''' - Sokaku begins to do Thunder God, but then stops before it comes out.
*Can be difficult to use as anti-air due to a slow start-up
}}
}}


==P-Power==
{{MoveData
|image=RBFF2_Sokaku_641236c.jpg
|image2=RBFF2_Sokaku_641236c2.jpg
|image3=RBFF2_Sokaku_641236c3.jpg
|caption=
|input=641236C
|name=Raijin no Ibuki
|data=
{{AttackData-RBFF2
|damage=96
|stun=
|startup=1+25
|active=3
|recovery=59
|hitAdv=KD
|blockAdv=-24
|guard=Unblockeable/H
|cancel=
|bs=N
|juggle=
|description=*Sokaku has a very slight rest period just after the P-Power


*From long-range and mid-range, this P-Power becomes unblockable


== Command Normals ==
*From slightly past mid-range to close range, it loses its unblockable state and becomes an over-head  
 
}}
[[image:Rbff2326.jpg]]
}}
 
'''Copper Crane Face Bash=(df + A)''' - Sokaku thrusts his staff upward into the air.
 
-Seems mostly suited as an anti-air
 
 
[[image:Rbff2330.jpg]]
 
'''Thunderbolt Cudgel=(d + C)''' - Sokaku slams his staff on the ground and causes a lightning strike to hit a downed opponent.
 
-Pursuit
 
-Can be done off of a long-range knock down
 
 
 
== Special Moves ==
 
[[image:Rbff2331.jpg]][[image:Rbff2332.jpg]]
 
'''Wild Monkey Slash=(qcb + A)''' - Sokaku makes some tiny looking versions of himself flight out towards the opponent, encircle him, and then a giant energy claw/hand grabs them and squeezes them.
 
-Breakshot
 
-Knockdown
 
-Increases the stun gauge
 
 
[[image:Rbff2328.jpg]][[image:Rbff2329.jpg]]
 
'''Makibishi Masher=(qcf + A)''' - Sokaku throws some caltrops out at the opponent.
 
-Breakshot
 
-Projectile
 
-If used from long-range, must be blocked low
 
-Increases the stun gauge
 
 
[[image:Rbff2333.jpg]][[image:Rbff2334.jpg]][[image:Rbff2335.jpg]]
 
'''Posession Blast=(f, b, f + C)''' - Sokaku makes a spirit come out and give several hand slaps to the enemy, then disappears. He crumples to the ground for a moment afterwards.
 
-Breakshot
 
-Knockdown
 
-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
 
-Increases the stun gauge
 
 
[[image:Rbff2336.jpg]]
 
'''Demon Legion=(360 + C)'''
 
-Hit Detection: Close
 
-Has a wider reach than normal throws
 
-Increases the stun gauge
 
 
[[image:Rbff2338.jpg]]
 
'''Evil One Bop=(A)''' - Sokaku projects his spirit out of his body, and controls it to attack the opponent.
 
-Hit Detection: Any range, tap A four times
 
-Absorbs projectile
 
-Has five possible follow-ups
 
-Increases stun gauge (as well as each of the follow-ups)
 
 
[[image:Rbff2339.jpg]]
 
'''Sudden Burst=(f + C)''' - During Evil One Bop, Sokaku will swing his staff around hard at the opponent.
 
-Hit Detection: Any range, during Evil One Bop
 
-Better used at long-range to prevent being punished
 
 
[[image:Rbff2340.jpg]]
 
'''Fallen Burst=(uf + C)''' - During Evil One Bop, Sokaku will slam the end of his staff onto the ground, damaging the enemy.
 
-Hit Detection: Any range, during Evil One Bop
 
-Overhead
 
 
[[image:Rbff2341.jpg]]
 
'''Exorcist Burst=(df + C)''' - During Evil One Bop, Sokaku will sweep his staff at the opponent's legs.
 
-Hit Detection: Any range, hits low, during Evil One Bop
 
-Knockdown
 
-Reach isn't quite as good as Sudden Burst
 
 
[[image:Rbff2342.jpg]]
 
'''Overthrow Burst=(D)''' - During Evil One Bop, Sokaku delivers a downward punch covered in energy at the opponent.
 
-Hit Detection: Any range, during Evil One Bop
 
-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
 
 
[[image:Rbff2357.jpg]]
 
'''Heavenly Burst=(db + C)''' - During Evil One Bop, Sokaku stabs his staff directly up into the air.
 
-Hit Detection: Any range, during Evil One Bop
 
-Best used as an anti-air
 
 
[[image:Rbff2337.jpg]]
 
'''Shout!=(hcb + C)''' - Sokaku lifts up his hat and shouts, raising a green surge of energy from the ground with a face in it.
 
-Breakshot
 
-Absorbs projectiles
 
-Has a follow-up attack
 
-Increases the stun gauge
 
 
[[image:Rbff2353.jpg]]
 
'''Staff Thrust=(C)''' - During Shout! Sokaku will thrust his staff upwards vertically, knocking the opponent into the air.
 
-Hit Detection: Close, during Shout!
 
-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!
 
-Causes knockdown
 
-Has a follow-up
 
 
[[image:Rbff2354.jpg]]
 
'''Hand Crush Finish=(360 + C)''' - After Staff Thurst, Sokaku will make a giant glowing hand appear in the sky and crush the opponent, sending them down to the ground.
 
-Hit Detection: Close, during Staff Thrust
 
-Must be performed quickly right after Staff Thrust
 
-Causes knockdown
 
 
[[image:Rbff2344.jpg]]
 
'''Flames of Doom=(d/u + D)''' - While on the backplane, Sokaku will surge forward into the frontplane, covered in purple fire.
 
-Overhead
 
-Increases the stun gauge
 
== S-Power ==
 
[[image:Rbff2346.jpg]][[image:Rbff2347.jpg]]
 
'''Ikazuchi=(f, hcf + B + C)''' - Sokaku raises his staff in the air, and calls forth a giant spirit to electrocute the opponent.
 
-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
 
-Increases the stun gauge
 
 
 
== P-Power ==
 
[[image:Rbff2348.jpg]][[image:Rbff2349.jpg]]
 
'''Merciless Blast=(f, hcf + C)''' Sokaku quickly summons forth a much larger and more muscular version of the giant spirit, who promptly smashes his fist into the opponent.
 
-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
 
-Increases the stun gauge
 
 
 
== Combos ==
 
=== Chain Combos ===


==Chain Attacks==
  Punch Starters
  Punch Starters
  ``````````````
  ``````````````
  P (*)  --------> S (*, _, E)     
  5A (*)  --------> 5C (*, _, E)     
  P close (*)
  n.5a (*)
  d + P (*)------> d + S (*, _, E)
  2A (*)------> 2C (*, _, E)
  P in air (O)---> S (1, H, O, E)
  j.A (O)---> j.C (1, H, O, E)


  Kick Starters
  Kick Starters
  -------------
  -------------
  K (*)  --------> S (*, E)         
  5B (*)  --------> 5C (*, E)         
  K close (*)----> S (*)        -----> d, d + S (1, E)
  n.5B (*)----> 5C (*)        -----> 22C (1, E)
  d + K (*, _)---> S             -----> d, d + S (E)
  2B (*, _)---> 5C             -----> 22C (E)
                 f + S (^, E)
                 6C (^, E)
  K in air (O)---> S (1, H, O, E)
  j.B (O)---> j.C (1, H, O, E)


  Strong Starters
  Strong Starters
  ```````````````
  ```````````````
  S close (*)----> f + K (O)     ----->  f, d, df + P (A, E)
  n.5C (*)----> 6B (O) ----->  623A (A, E)




Line 366: Line 1,142:
[[image:Rbff2352.jpg]]
[[image:Rbff2352.jpg]]


'''cl.st. C, f + B, dp + A'''
'''n.5C, 6B, 623A'''


-Causes knockdown
-Causes knockdown
Line 373: Line 1,149:
[[image:Rbff2350.jpg]][[image:Rbff2351.jpg]]
[[image:Rbff2350.jpg]][[image:Rbff2351.jpg]]


'''st. B, C'''
'''5B, 5C'''


-Recommended chain to use at medium range
-Recommended chain to use at medium range


== Miscellaneous ==
==Combos==
 
===Metered===


==Strategy==


== Miscellaneous ==


== Notes ==
== Notes ==
Line 386: Line 1,166:


== Frame Specifics ==
== Frame Specifics ==
-> Continues a chain
Far A: 6f, +0 on block, +4 on hit
-> C: -7 on block, -1 on hit
Far B: 8f, -4 on block, +0 on hit
-> C: -7 on block, -1 on hit
Far C: 9f, +8 on block, +14 on hit
Close A: 6f, +0 on block, +4 on hit
-> C: Same as Far A-C
Close B: 8f, -4 on block, +0 on hit
-> C: -4 on block, +2 on hit
-> C -> d,d+C: -21 on block
Close C: 9f, -3 on standing block, -6 on crouching block, +3 on standing hit, +0 on crouching hit
-> f+B: -2 on block, +4 on hit
-> f+B -> dp+A: -11 on block
Crouching A: 6f, +0 on block, +4 on hit
-> d+C: -11 on block, -5 on hit
Crouching B: 7f, -3 on block, +1 on hit
-> C: Same as Close B-C
-> C -> d,d+C: Same as Close B-C-d,d+C
-> f+C: -7 on block
Crouching C: 11f, -6 on block
Jumping A: 6f
Jumping B: 6f
Jumping C: 11f
Neutral Jumping A: 6f
Neutral Jumping B: 7f
Hopping C: 12f
A+B: 9f, -6 on block, +0 on hit
Standing D: 6f, +1 on block, +4 on hit
Crouching D: 6f, +1 on block
Backplane A: 25f, +0 on block, +2 on hit
Backplane B: 24f, -1 on block, +1 on hit
Backplane C: 26f, -3 on block
d/f+A: 9f, -9 on block, -3 on hit
d+C on downed enemy: 20f
Mash A: 9f, advantage/disadvantage varies depending on distance & screen position
-> u/f+C: 14f, +7 on block, +9 on hit
-> d/f+C: 11f, +3 on block
-> f+C: 8f, +0 on block
-> d/b+C: 8f, -1 on block
-> D: 6f, +6 on block, +8 on hit
qcf+A: 16-70f, hits low from frame 40 onward, -5 or better on block, -3 or better on hit
qcb+A: 18f, +11 on block
hcb+B: 13f, -4 on block, -2 on hit
-> C: 5f
-> C -> 360+C: No frames, but this must be input right as the enemy begins to fall.
f,b,f+C: 19f, -59 on block
360+C: 1f
Backplane u,d+D: 19f, -6 to -2 on block, +2 to +6 on hit
f,hcf+B+C: 52f, invincible from then until the demon disappears (~140f), -68 on block
f,hcf+C: 25-28f depending on distance, 25-27f = overhead, 28f = overhead vs. Sokaku & unblockable vs. everyone else, -24 on block
d+A+C: 19f
d+B+C: 18f




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


{{Navbox RBFF2}}
{{Navbox RBFF2}}


[[Category:Real Bout Fatal Fury 2: The Newcomers]]
[[Category:Real Bout Fatal Fury 2: The Newcomers]]
[[Category:Sokaku Mochizuki]]

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

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