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[[File:RBFF2_HonFu.jpg|300px|thumb|right]] | [[File:RBFF2_HonFu.jpg|300px|thumb|right]] | ||
==Introduction== | ==Introduction== | ||
Spam | Spam 623A. That's it, that's the character. | ||
In all seriousness, Hon Fu is just okay. He has some good buttons, decently damaging chains and a relatively consistent pursuit attack, but he doesn't particularly excel in either of those regards. Actually, he doesn't really excel at anything outside of having arguably the best DP in the game with his light Sky of Fire (623A). Thankfully, Sky of Fire is good enough that you can center your gameplan around it because the rest of his moves are designed to be gimmicky and annoying rather than being good. There aren't many things Hon Fu can do that others can't so he has to work a bit harder than most other characters, but if you really like Jackie Chan or just like spamming DP you'll have a good time. | |||
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|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
| | | | ||
* | *623A is simply that good | ||
*Good | *Good chains and combo damage | ||
*Can generally get in if he wants | *Can generally get in if he wants | ||
*Sometimes people just don't know how to deal with him | *Sometimes people just don't know how to deal with him | ||
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*What makes this an RPS are two important factors that work in tandem; 623A's invulnerability and the hit frames being at -1. Simply put, if you hit an opponent in neutral with 623A they are faced with 3 possibilities from Hon Fu; attack/block/Sky of Fire. Hon Fu being -1 means the opponent is technically in their turn though only by one frame. A fast enough button will establish their turn but they risk eating another 623A, which has so much invulnerability that it will typically beat whatever button they start their turn with. In fact, if the opponent keeps trying to take their turn Hon Fu can just keep hitting 623A until they respect it. The opponent can ultimately "win" this exchange by simply letting their turn go and blocking so they can punish the 623A which is now -7. But this now means that Hon Fu has mental frame advantage, as the opponent has given up their turn to punish 623A which allows him to treat this -1 as a plus situation. This basically means that any raw neutral hit of 623A is never set in stone and your opponent is effectively going to have to guess correctly if they want their turn, or just play it safe and give it up. If Hon Fu wants to forego the RPS scenario completely, he can simply backdash immediately after 623A and go right back to neutral, which is a smart choice for seeing what the opponent will do. | *What makes this an RPS are two important factors that work in tandem; 623A's invulnerability and the hit frames being at -1. Simply put, if you hit an opponent in neutral with 623A they are faced with 3 possibilities from Hon Fu; attack/block/Sky of Fire. Hon Fu being -1 means the opponent is technically in their turn though only by one frame. A fast enough button will establish their turn but they risk eating another 623A, which has so much invulnerability that it will typically beat whatever button they start their turn with. In fact, if the opponent keeps trying to take their turn Hon Fu can just keep hitting 623A until they respect it. The opponent can ultimately "win" this exchange by simply letting their turn go and blocking so they can punish the 623A which is now -7. But this now means that Hon Fu has mental frame advantage, as the opponent has given up their turn to punish 623A which allows him to treat this -1 as a plus situation. This basically means that any raw neutral hit of 623A is never set in stone and your opponent is effectively going to have to guess correctly if they want their turn, or just play it safe and give it up. If Hon Fu wants to forego the RPS scenario completely, he can simply backdash immediately after 623A and go right back to neutral, which is a smart choice for seeing what the opponent will do. | ||
*Lastly, 623A (along with 623C) is a break shot but it actually doesn't do well in this regard. It's best ignored in this capacity, as certain attacking hitboxes just don't mesh well when up close with 623A. Still, in a pinch it's nice to have. | *Lastly, 623A (along with 623C) is a break shot but it actually doesn't do well in this regard. It's best ignored in this capacity outside of dealing with airborne moves, as certain attacking hitboxes just don't mesh well when up close with 623A. Still, in a pinch it's nice to have. | ||
}} | }} | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
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|bs=N | |bs=N | ||
|juggle=N | |juggle=N | ||
|description= | |description=*On the first two successful attempts Hon Fu pats his butt and counters any attack that isn't a low or a projectile, retreating and creating a decent amount of space. | ||
*The second successful attempt always retreats further. | |||
*On the third successful counter, Hon Fu rushes forward with an strike invulnerable ranbu attack for good damage and resetting the counter. | |||
*The ranbu itself can be countered, making this move way less effective against any character with a counter of their own, especially throw counters which will just grab him out of it. A normal counter will simply nullify the ranbu. | |||
}} | }} | ||
}} | }} | ||
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|hitAdv=KD | |hitAdv=KD | ||
|blockAdv= | |blockAdv= | ||
|guard= | |guard=HL | ||
|cancel= | |cancel= | ||
|bs= | |bs= | ||
|juggle=Y | |juggle=Y | ||
|description= | |description=*A pretty decent hit throw that is actually a very safe and effective neutral tool thanks to its shrinking hitbox and frames on block. | ||
*On hit Hon Fu goes into one of two animations depending on whether the opponent was standing or airborne, both of which knock down. | |||
*On block the move is only -3 and can be spaced to pester the opponent. | |||
*The move really shines in neutral as it has only 6 frame startup and does very well at catching opponents walking towards you. | |||
*The ground version can be comboed into off certain chains but pushback must be considered. | |||
*Can certainly function as an anti-air and gets good damage for it, but it has no invuln so it's heavily outclassed by Sky of Fire in this regard. | |||
}} | }} | ||
}} | }} | ||
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|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description=Another highly specialized move. Hon Fu rolls straight forward, under typical non-grounded projectiles and hits up to three times ending in a headbutt that knocks down if you mash B (always mash on hit). Must be blocked low, but it travels extremely fast so it will catch opponents who aren't considering it. Can be seen as the polar opposite of heavenly lightning as it goes under a lot of moves and travels extremely quickly, but is highly unsafe on block in just about any capacity. If you don't mash at all he just keeps rolling for a ton of frames, but you could turn this into a frame trap as the headbutt starts up in 4 frames (this is not recommended). Works quite well as a mobility option as well; when cornered you can use this against jumping opponents to just roll right on out of the corner (this works way better than it should). | |description=*Another highly specialized move. Hon Fu rolls straight forward, under typical non-grounded projectiles and hits up to three times ending in a headbutt that knocks down if you mash B (always mash on hit). | ||
*Must be blocked low, but it travels extremely fast so it will catch opponents who aren't considering it. | |||
*Can be seen as the polar opposite of heavenly lightning as it goes under a lot of moves and travels extremely quickly, but is highly unsafe on block in just about any capacity. If you don't mash at all he just keeps rolling for a ton of frames, but you could turn this into a frame trap as the headbutt starts up in 4 frames (this is not recommended). | |||
*Works quite well as a mobility option as well; when cornered you can use this against jumping opponents to just roll right on out of the corner (this works way better than it should). | |||
It's arguably his best breakshot and really shines in most defensive situations. | *It's arguably his best breakshot and really shines in most defensive situations. | ||
}} | }} | ||
}} | }} | ||
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|bs=N | |bs=N | ||
|juggle=N | |juggle=N | ||
|description= | |description=*It's a solid S-Power but not a great one. Typically you'll confirm into this move off combos. | ||
*Unfortunately it has the same problem as blazing steed where each hit is independent of the rest. As a result sometimes it can just stop working halfway in. This risk is reduced in the corner, but not entirely. | |||
}} | }} | ||
}} | }} | ||
==P-Power== | ==P-Power== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-RBFF2 | {{AttackData-RBFF2 | ||
|damage=24,63(87) | |damage=24,63(87), 54 (blast) | ||
|stun= | |stun=- | ||
|startup= | |startup=1+26 | ||
|active=6(20)2(2)21 | |active=6(20)2(2)21 | ||
|recovery=77 | |recovery=77 | ||
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|bs=Y | |bs=Y | ||
|juggle=N | |juggle=N | ||
|description= | |description=*It's not good at all! Terrible startup, and you can't even confirm into it. Just save your meter for breakshots. | ||
*Well... it does have slgiht use, mainly as a surprise breakshot. But they have to have done something really minus so this is still pretty bad. | |||
*If you land this you're a god. | |||
}} | }} | ||
}} | }} |
Latest revision as of 19:13, 9 November 2023

Introduction
Spam 623A. That's it, that's the character.
In all seriousness, Hon Fu is just okay. He has some good buttons, decently damaging chains and a relatively consistent pursuit attack, but he doesn't particularly excel in either of those regards. Actually, he doesn't really excel at anything outside of having arguably the best DP in the game with his light Sky of Fire (623A). Thankfully, Sky of Fire is good enough that you can center your gameplan around it because the rest of his moves are designed to be gimmicky and annoying rather than being good. There aren't many things Hon Fu can do that others can't so he has to work a bit harder than most other characters, but if you really like Jackie Chan or just like spamming DP you'll have a good time.
Pros | Cons |
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Normal Moves
Standing
5A
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5B
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5C
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n.5A
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n.5B
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n.5C
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Crouching
2A
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2B
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2C
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Command
High Nunchaku Hit 3A ![]() ![]() |
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Fumi Komi Sokukeri 6B ![]() ![]() |
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Coup de Grace Nunchakus 2C while the opponent is knocked down ![]() |
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Side Nunchaku 5AB ![]() ![]() |
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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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Throws
Back Flip 4/6C ![]() |
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Keiraku Randa 3C ![]() |
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Feints
Feint Sky of Fire 4AC ![]() ![]() |
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Special Moves
Sky of Fire 623A/C ![]() ![]() ![]() ![]() ![]() ![]() |
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Blazing Steed 214A-Mash A ![]() ![]() ![]() ![]() ![]() |
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Heavenly Lightning 214B ![]() ![]() ![]() |
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Assured Victory Retaliation 214C ![]() ![]() ![]() ![]() ![]() |
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Kyu Ryu no Yomi 41236C ![]() ![]() ![]() ![]() ![]() |
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Earthly Lightning [1]6B~B ![]() ![]() |
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S-Power
Explosion Goro 21416BC ![]() ![]() ![]() ![]() ![]() |
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P-Power
Yokaton Hammer 21416C ![]() ![]() ![]() |
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