-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
Real Bout Fatal Fury 2/Jin Chonshu: Difference between revisions
(35 intermediate revisions by 2 users not shown) | |||
Line 2: | Line 2: | ||
==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. | ||
{| | {| | ||
Line 9: | Line 9: | ||
|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
| | | | ||
*Zippy ground movement | *Zippy ground movement, particularly in the Sway Plane | ||
*Fully invincible and very quick backdash | |||
*Unreactable left/right vortex that's plus on block | *Unreactable left/right vortex that's plus on block | ||
*Smothering up-close offense | *Smothering up-close offense | ||
Line 22: | Line 23: | ||
==Normals== | ==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=== | ===Standing=== | ||
{{MoveData | {{MoveData | ||
Line 41: | Line 43: | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Quick two-hitting jab. The existence of your 6A overhead limits your ability to walk and pressure with this. It | |description=Quick two-hitting jab. The existence of your 6A overhead limits your ability to walk and pressure with this. It ''can'' go into further combos, but Chonshu is a bit too stubby for this to reliably allow such. | ||
If they get pushed out too far for the second hit to connect, you're +4 on hit and even on block. | If they get pushed out too far for the second hit to connect, you're +4 on hit and even on block. | ||
}} | |||
}} | |||
{{MoveData | |||
|image=RBFF2_Chonshu_n5a.jpg | |||
|image2=RBFF2_Chonshu_n5a2.jpg | |||
|caption= | |||
|input=(within 48px of opponent) | |||
|name=n.5A | |||
|data= | |||
{{AttackData-RBFF2 | |||
|damage=4x2 | |||
|stun=2/5x2 | |||
|startup=4 | |||
|active=1,1 | |||
|recovery=10 | |||
|hitAdv=5 | |||
|blockAdv=1 | |||
|guard=HL | |||
|cancel=N | |||
|bs= | |||
|juggle= | |||
|description=5A but close. At this distance you'll be able to get a proper combo chain going, so be ready to confirm the hit. The existence of 6A continues to be the bane of this move's usefulness in pressure. | |||
}} | }} | ||
}} | }} | ||
Line 58: | Line 82: | ||
|active=2,1 | |active=2,1 | ||
|recovery=12 | |recovery=12 | ||
|hitAdv= | |hitAdv=3 | ||
|blockAdv=-1 | |blockAdv=-1 | ||
|guard=HL | |guard=HL | ||
Line 64: | Line 88: | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Weird-looking two-hitting kick move. This is what you walk and pester with. The startup and recovery aren't quite as good as your 5A, but it has a better hitbox for the job and there's no 6B to get in your way. Like 5A, it's not likely to start any meaningful combos for you. | |description=Weird-looking two-hitting kick move. This is what you walk and pester with. The startup and recovery aren't quite as good as your 5A, but it has a better hitbox for the job and there's no 6B to get in your way. Like 5A, it's not likely to start any meaningful combos for you. You can keep dash momentum while using this by inputting it as 5BC during your dash, but it loses its ability to chain into any followups. Still a necessary approach tool at times. | ||
If they get pushed too far out for the second hit to connect, you're +1 on hit and -3 on block. | If they get pushed too far out for the second hit to connect, you're +1 on hit and -3 on block. | ||
Line 70: | Line 94: | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Chonshu_n5b.jpg | ||
|image2= | |image2=RBFF2_Chonshu_n5b2.jpg | ||
|caption= | |caption= | ||
|name= | |input=(within 42px of opponent) | ||
|name=n.5B | |||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage= | |damage=4x2 | ||
|stun= | |stun=2/5x2 | ||
|startup= | |startup=5 | ||
|active= | |active=2,1 | ||
|recovery= | |recovery=12 | ||
|hitAdv=3 | |hitAdv=3 | ||
|blockAdv=- | |blockAdv=-1 | ||
|guard=HL | |guard=HL | ||
|cancel=N | |cancel=N | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=It's your 5B but close. Quick scramble combo starter and mash button that can be confirmed, like you'd expect. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Chonshu_5c.jpg | ||
|image2= | |image2=RBFF2_Chonshu_5c2.jpg | ||
|caption= | |caption= | ||
|name=5C | |||
|name= | |||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage= | |damage=11x2 | ||
|stun= | |stun=3/9x2 | ||
|startup= | |startup=7 | ||
|active= | |active=3,3 | ||
|recovery= | |recovery=20 | ||
|hitAdv=3 | |hitAdv=3 | ||
|blockAdv=- | |blockAdv=-3 | ||
|guard=HL | |guard=HL | ||
|cancel=N | |cancel=N | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description= | |description=Advancing two-hitter axe kick. This goes over some low attacks and lets you press your offense. There's no cancel window on it, though, so what you see here is what you get. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Chonshu_n5c.jpg | |image=RBFF2_Chonshu_n5c.jpg | ||
Line 251: | Line 253: | ||
|image=RBFF2_Chonshu_ab.jpg | |image=RBFF2_Chonshu_ab.jpg | ||
|image2=RBFF2_Chonshu_ab2.jpg | |image2=RBFF2_Chonshu_ab2.jpg | ||
| | |caption2=High Avoid Attack | ||
|input=5AB | |input=5AB | ||
|name= | |name=Quick Poke | ||
|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
Line 562: | Line 564: | ||
==Special Moves== | ==Special Moves== | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Chonshu_236ac.jpg | ||
|image2= | |image2=RBFF2_Chonshu_236ac2.jpg | ||
|caption=Initial hit | |||
|caption2=Projectile | |||
|input=236A/C | |input=236A/C | ||
|name=Sight of Heaven | |name=Sight of Heaven | ||
Line 596: | Line 600: | ||
|bs=Y | |bs=Y | ||
|juggle=Y | |juggle=Y | ||
|description=Pretty mediocre fireball. You're never minus even if it's blocked, but the slow startup and recovery make this difficult to use effectively sometimes. It's decent to throw out at fullscreen and maybe get some slight advantage | |description=Pretty mediocre fireball. There is a hitbox on frame 19, before the actual projectile comes out on frame 26 -- if the first hit connects, the projectile does not come out. You're never minus even if it's blocked, but the slow startup and recovery make this difficult to use effectively sometimes. It's decent to throw out at fullscreen and maybe get some slight advantage, or frametrap off of n.5C at point blank. The main issue is there isn't usually anything stopping your opponent from just leaping over it and handing you a combo punish. This doubles as Chonshu's safest Breakshot. | ||
}} | }} | ||
}} | }} | ||
Line 602: | Line 606: | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Chonshu_623c.jpg | |image=RBFF2_Chonshu_623c.jpg | ||
|image2 | |image2=RBFF2_Chonshu_623c5.jpg | ||
|caption2=6f invuln | |||
| | |||
|input=623A/C | |input=623A/C | ||
|name=Empire Heaven Smash | |name=Empire Heaven Smash | ||
Line 638: | Line 639: | ||
|bs=Y | |bs=Y | ||
|juggle=Y | |juggle=Y | ||
|description=A very fast DP with a wide hitbox that will snipe opponents behind Chonshu as well as in front. The startup is fast and the invincibility fully covers the startup, but it's still very possible to trade | |description=A very fast DP with a wide hitbox that will snipe opponents behind Chonshu as well as in front. The startup is fast and the invincibility fully covers the startup, but it's still very possible to trade for very little damage if you use it too early. Outside of its uses as a reversal and anti-air, it's a great tool to juggle after certain combo strings, and Chonshu gets to start running his oki train after landing it. A very useful DP, and his fastest Breakshot to boot. | ||
}} | }} | ||
}} | }} | ||
Line 644: | Line 645: | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Chonshu_66a.jpg | |image=RBFF2_Chonshu_66a.jpg | ||
| | |image2=RBFF2_Chonshu_66a2.jpg | ||
|caption2=We return to the land of plus frames. | |||
|input=66A | |input=66A | ||
|name=Emperor God Bop | |name=Emperor God Bop | ||
Line 660: | Line 662: | ||
|bs=N | |bs=N | ||
|juggle=Y | |juggle=Y | ||
|description=Rushing elbow hitgrab. Not only is this an asinine +6 on block, | |description=Rushing elbow hitgrab that side switches and inflicts a hard knockdoown. Not only is this an asinine +6 on block, the hard knockdown prevents the opponent from tech rolling, giving them far fewer options to deal with your oki. Its main downside is that it has limited range and as such can be difficult to combo into reliably, but when used closer up it can combo off of his jab chains. | ||
When juggled into, the opponent is dealt minute damage and sent into a long tumbling knockdown. On trade, this has a lot of hitstun so you might be able to snag a quick conversion as well. | When juggled into, the opponent is dealt minute damage and sent into a long tumbling knockdown. On trade, this has a lot of hitstun so you might be able to snag a quick conversion as well. | ||
Line 671: | Line 673: | ||
|image3=RBFF2_Chonshu_63214x3.jpg | |image3=RBFF2_Chonshu_63214x3.jpg | ||
|image4=RBFF2_Chonshu_63214x4.jpg | |image4=RBFF2_Chonshu_63214x4.jpg | ||
| | |caption=35f invincible | ||
|caption2=63214A | |||
|caption3=63214B | |||
|caption4=63214C | |||
|input=63214A/B/C | |input=63214A/B/C | ||
|name=Emperor's God Eye | |name=Emperor's God Eye | ||
Line 708: | Line 713: | ||
{{MoveData | {{MoveData | ||
|image= | |image=RBFF2_Chonshu_63214x5.jpg | ||
|caption= | |caption= | ||
|input=A/B/C during B Emperor's God Eye | |input=A/B/C during B Emperor's God Eye | ||
Line 725: | Line 730: | ||
|bs=N | |bs=N | ||
|juggle=N | |juggle=N | ||
|description=Falling roll attack. Chonshu's direction can be steered left and right to make this an annoying left/right, though it's a large risk for a small bit of damage, with the | |description=Falling roll attack. Chonshu's direction can be steered left and right to make this an annoying left/right, though it's a large risk for a small bit of damage, with the punishable recovery afterwards. | ||
}} | }} | ||
}} | }} | ||
Line 754: | Line 759: | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Chonshu_236b.jpg | |image=RBFF2_Chonshu_236b.jpg | ||
| | |image2=RBFF2_Chonshu_236b2.jpg | ||
|caption= | |caption= | ||
|input=236B | |input=236B | ||
Line 771: | Line 776: | ||
|bs=N | |bs=N | ||
|juggle=N | |juggle=N | ||
|description= | |description=Slow short ranged move that's nothing special by itself, but has a damaging followup in Teleport Attack. | ||
}} | }} | ||
}} | }} | ||
Line 777: | Line 782: | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Chonshu_236b3.jpg | |image=RBFF2_Chonshu_236b3.jpg | ||
| | |image2=RBFF2_Chonshu_236b4.jpg | ||
|caption= | |caption= | ||
|input=63214B during Dragon's Light | |input=63214B during Dragon's Light | ||
Line 794: | Line 799: | ||
|bs= | |bs= | ||
|juggle= | |juggle= | ||
|description=Chonshu unleashes a sick teleporting autocombo on his opponent. You have a brief period afterwards where you can walk over your knocked down opponent to reposition for, you guessed it, oki. Comboing into this off of n.5C (your only reliable way to combo into this) will do slightly more damage than the full string into 623C juggle, so keep that in mind. | |description=Chonshu unleashes a sick teleporting autocombo on his opponent. You have a brief period afterwards where you can walk over your knocked down opponent to reposition for, you guessed it, oki. Comboing into this off of n.5C (your only reliable way to combo into this) will do slightly more damage than the full string into 623C juggle in exchange for inflicting no stun, so keep that in mind. | ||
}} | }} | ||
}} | }} | ||
== | ==S-Power== | ||
{{MoveData | {{MoveData | ||
|image=RBFF2_Chonshu_632146bc.jpg | |image=RBFF2_Chonshu_632146bc.jpg | ||
|image2=RBFF2_Chonshu_632146bc2.jpg | |image2=RBFF2_Chonshu_632146bc2.jpg | ||
| | |caption2=Heals 38 damage on hit | ||
|input=641236BC | |||
|input= | |||
|name=Emperor Drain | |name=Emperor Drain | ||
|data= | |data= | ||
Line 826: | Line 830: | ||
|image=RBFF2_Chonshu_j2146bc.jpg | |image=RBFF2_Chonshu_j2146bc.jpg | ||
|image2=RBFF2_Chonshu_j2146bc2.jpg | |image2=RBFF2_Chonshu_j2146bc2.jpg | ||
| | |caption2=Heals 38 damage on hit | ||
|input=j.2146BC | |input=j.2146BC | ||
|name=Air Emperor Drain | |name=Air Emperor Drain | ||
Line 847: | Line 850: | ||
}} | }} | ||
==P-Power== | |||
{{MoveData | {{MoveData | ||
|image=RBFF2_Chonshu_632146c.jpg | |image=RBFF2_Chonshu_632146c.jpg | ||
|image2 | |image2=RBFF2_Chonshu_632146c3.jpg | ||
|caption2=4f invincible | |||
| | |input=641236C | ||
|input= | |||
|name=Leviathan's Strain | |name=Leviathan's Strain | ||
|data= | |data= | ||
Line 868: | Line 870: | ||
|bs=N | |bs=N | ||
|juggle=Y | |juggle=Y | ||
|description=Big dick damage cashout P-Power. This move gives Chonshu ridiculous damage off of his most reliable combo tools and his vortex. It's safe to say Chonshu at red health, with the | |description=Big dick damage cashout P-Power. This move gives Chonshu ridiculous damage off of his most reliable combo tools and his vortex. It's safe to say Chonshu at red health, with the combination of Emperor Drain and Leviathan's Strain, becomes ridiculously threatening. The only problem is that this can be finicky to land in juggles. It's almost impossible to juggle into if you're all the way into the corner, and if used too early the opponent won't fall into every hit and will come out relatively unscathed. But don't be fooled, Chonshu has countless opportunities to land this and erase lifebars. | ||
}} | }} | ||
}} | }} | ||
==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. | |||
==Strategy== | |||
{{Navbox RBFF2}} | {{Navbox RBFF2}} |
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 |
---|---|
|
|
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 |
---|
n.5A (within 48px of opponent) |
---|
5B |
---|
n.5B (within 42px of opponent) |
---|
5C |
---|
n.5C (within 54px of opponent) |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
Command
Falling Slap 6A |
---|
Quick Poke 5AB |
---|
Jumping
j.A |
---|
j.B |
---|
j.C |
---|
Oversway Actions
5D (opponent in oversway) |
---|
2D (opponent in oversway) |
---|
A (from oversway) |
---|
B (from oversway) |
---|
C (from oversway) |
---|
Throw
Blast Away 4/6C |
---|
Feints
Leviathan's Strain Feint 2BC |
---|
Special Moves
Sight of Heaven 236A/C |
---|
Empire Heaven Smash 623A/C |
---|
Emperor God Bop 66A |
---|
Emperor's God Eye 63214A/B/C |
---|
Rolling Dive A/B/C during B Emperor's God Eye |
---|
Imperial Exterminator j.214B |
---|
Dragon's Light 236B |
---|
Teleport Attack 63214B during Dragon's Light |
---|
S-Power
Emperor Drain 641236BC |
---|
Air Emperor Drain j.2146BC |
---|
P-Power
Leviathan's Strain 641236C |
---|
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.