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Real Bout Fatal Fury 2/Rick Strowd: Difference between revisions

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  |description=A improved version of Rick's Shooting Star. Consumes a bit of meter, so be careful. You can use it for combos like the A version, but that's it. Terrible for Blockstrings, as Rick starts punching regardless if he hit the opponent or not, so just stick to using it as a combo tool, since it can start the infinite.
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  |description=Rick's unblockable, he winds up a bit before delivering a punch. Really slow, but grants a hard knockdown, so your best shot at using it is on oki or as a knowledge check.
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  |description=Dodges high attacks.
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  |bs=Y
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  |description=Rick does 2 punches up close, but only one from a distance, can be used as an slow anti air. However, where it shines is for extending combos, such as doing a Hellion after Shooting Star EX to do almost half a health bar. It can also be used as a reversal.
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  |description=Great super. Rick does a series of punches, before shooting a projectile. Near fullscreen, great damage, starts up instantly and it's plus. Use it, as it's one of the best supers in the entire game.
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Latest revision as of 22:43, 27 August 2024

Gameplay Overview

One of the titular newcomers to Real Bout 2, Rick is a notorious offensive powerhouse with amazing pressure, loads of combo chains and the ability to cash out with obscene amounts of damage and corner carry on a clean hit. He has pretty much everything you could need to win, even a projectile. Some of his attacks are easy to bait out and Breakshot but playing defense against Rick means letting him get his game started, so you're playing with fire the entire time. He sits deservedly in the top tier.

Pros Cons
  • Strong suite of normals and combo chains
  • High combo damage and also has an infinite
  • Smothering pressure
  • Multiple special moves with evasive properties, invincibility, or built-in movement
  • Two unblockables, one of which is a Breakshot and can lead to a juggle
  • Sick stage theme
  • Slow overhead that's easily reacted to, limiting his high/low mixup
  • No special ways to get around zoning, and his only projectile is his P-Power
  • Attacks are commonly easy to Breakshot

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7 3/11 5 4 8 +4 0 HL Y - -
n.5A
(within 49px)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7 3/11 5 4 8 +4 0 HL Y - -
5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 3/11 6 4 17 +1 -3 HL Y - -
n.5B
(within 57px)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 3/11 8 4+4 13 +1 -3 HL Y - -
5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23 6/22 11 6 21 -1(+6) -7(+1) HL Y - -
n.5C
(within 59px)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23 6/11 8 6 20 0(+7) -6(+1) HL Y - -

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7 - 7 5 4 +4 0 HL Y - -
2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 7 4 12 +1 -3 L Y - -
2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23 - 11 6 20 KD -7(+1) L Y - -

Command

Chopping Right
6A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10,10 - 23 6(6)6 20 0 -6 H N - -
Smashing Sword
3A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 8 3,3 20 0 -6 HL Y - -
Punisher
66C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23 - 10 4,2 26 -6 -12 HL N - -
Step Punch
5AB
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 11 6 26 -6 -12 HL Y - -

Jumping

j.A
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 7,7 - 5 - 6 +8 +4 H N - -
Diagonal Hop 7,7 - 5 - 6 +8 +4 H N - -
Neutral Jump 7,7 - 5 - 6 +8 +4 H N - -
Diagonal Jump 7,7 - 5 - 6 +8 +4 H N - -
j.B
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 11 - 7 6 6 +8 +4 H N - -
Diagonal Hop 11 - 7 6 6 +8 +4 H N - -
Neutral Jump 11 - 7 6 6 +8 +4 H N - -
Diagonal Jump 11 - 7 6 6 +8 +4 H N - -
j.C
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 19 - 9 8 8 +15 +9 H N - -
Diagonal Hop 19 - 9 8 8 +15 +9 H N - -
Neutral Jump 19 - 8 6 8 +15 +9 H N - -
Diagonal Jump 19 - 8 8 8 +15 +9 H N - -

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 8 6 20 0 -6 H Y - -
2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 8 6 20 KD -6 L Y - -
A
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 24 4 12 +3 +1 H - - -
B
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 24 4 12 +1 -1 L - - -
C
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 26 4 11 12 -3 HL - - -

Throw

Punching Bag
4/6C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -

Feints

Feint Shooting Star
6AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 18 - - - - - -

Special Moves

Shooting Star
236A/C
A Version
C Version
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 2,4,4,24(26) - 10-19 9 11 +2 -4 HL - Y N

Your most common combo tool and also a way to quickly move forward. When input, Rick will dash forward, and if he reaches the opponent within a 9 frame period, he will launch into a four-hitting combo, and undergo 11 frames of recovery if he doesn't. The attack itself is basically safe on block outside of lightning fast punishes, but very easy to Breakshot. The sheer distance this move covers lets Rick threaten an approach from a great distance away, and he can space it to get in without attacking and go for a cheap throw. Be warned that hitting an airborne opponent with this will frequently leave Rick open for a punish.

C 7,7,8,8,19(39) - 25 2,2(7)3(3)2(18)2,12 23 KD -13 HL - N N

Can't combo into it, unsafe on block, slow as hell. Don't use it.

Shooting Star EX
236C while in S/P-Power
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7,7,8,8,11,6,3*6(+47) - 13 2,2(7)3,4,2(10)4(14)23 23 KD -13 HL - N N

A improved version of Rick's Shooting Star. Consumes a bit of meter, so be careful. You can use it for combos like the A version, but that's it. Terrible for Blockstrings, as Rick starts punching regardless if he hit the opponent or not, so just stick to using it as a combo tool, since it can start the infinite.

Blazing Sunburst
214A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
32 - 49 4 24 KD - UNB - Y -

Rick's unblockable, he winds up a bit before delivering a punch. Really slow, but grants a hard knockdown, so your best shot at using it is on oki or as a knowledge check.

Full Moon Fever
214B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 45-218 total - - - - - -

Dodges high attacks.

Divine Blast
214C
Divine Blast Abort
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
214C 31 - 37 12,5,3 27 KD -17 HL - Y -
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
214C-D - - - - 43 total - - - - - -
Hellion
623A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10,29(35) - 5 1,1(12)4,3 34 KD -21 HL - Y Y

Rick does 2 punches up close, but only one from a distance, can be used as an slow anti air. However, where it shines is for extending combos, such as doing a Hellion after Shooting Star EX to do almost half a health bar. It can also be used as a reversal.

S-Power

Gaia Breath
641236BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
32,51(76) - 11 4(21)1 46 KD -19 HL - N N

P-Power

Howling Bull
641236C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7*14,26(92) - 1+11 102 - KD +12 HL,L - N Y

Great super. Rick does a series of punches, before shooting a projectile. Near fullscreen, great damage, starts up instantly and it's plus. Use it, as it's one of the best supers in the entire game.

Chain Attacks

Punch Starters

5A (*)  --------> 5B (*)      -----> 5C (E)
           |      5C (*, E)
           |     
           |
           |
           ----> 2A (*)  -----> 2B (*, _)---> 2C (_, E) 
           :                    2C (*, E)
           :
           :
           :
           ----> 5A (*)      -----> 5B (*)     -----> 5C (E)
                                    5C (*, E)
                  

n.5A (*)----> 5B (*)      -----> 5C (E)
           |  5C (*, E)         
           |     
           |
           |
           ----> 2A (*)  -----> 2B (*, _)---> 2C (_, E) 
           :                  : 5C (*, E)
           :                  :    
           :                  :
           :                  :
           :                  ---> 2A (*) -----> 2B (*, _)-> 2C (_, E)
           :                  :                  5C (*, E)
           :                  :
           :                  :
           :                  :
           :                  ---> 5A (*)     -----> 5B (*)   -----> 5C (E)
           :                                         5C (*, E)
           :
           :
           ----> 5A (*)      -----> 5B (*)     -----> 5C (E)
                              :     5C (*, E)
                              :
                              :
                              :
                              ---> 5A (*)     -----> 5B (*)   -----> 5C (E)
                              :                      5C (*, E)
                              :
                              :
                              :
                              ---> 2A (*) -----> 2B (*, _)-> 2C (_, E)
                                                 5C (*, E)
            
           
2A (*)------> 2B (*, _)----> 2C (_, E)
           |  5C (*, E)
           |
           |
           |
           ----> 5A (*)      -----> 5B (*)     -----> 5C (E)
           :                  :     5C (*, E)
           :                  :
           :                  :
           :                  :
           :                  ---> 5A (*)     -----> 5B (*)   -----> 5C (E)
           :                  :                      5C (*, E)
           :                  :
           :                  :
           :                  :
           :                  ---> 2A (*) -----> 2B (*, _)-> 2C (_, E)
           :                                     5C (*, E)
           :
           :  
           ----> 2A (*)  -----> 2B (*, _)---> 2C (_, E)
                              : 5C (*, E)
                              :
                              :
                              ---> 2A (*) -----> 2B   -----> 2C (_, E)
                              :                      (_, E)
                              :                     5C (*, E)
                              :  
                              :
                              ---> 5A (*)     -----> 5B (*)   -----> 5C (E)
                                                     5C (*, E)
                          
                              
3A (*)----->     5B (*)      -----> 6C    -----> 22C (O, E)
                 3B (O, <, E)
                 4C (^, E) 


j.A (O)---> j.C (1, H, O, E)

Kick Starters

5B (*)  --------> 6C      -----> 22C (O, E)
                 5C (*, E) 


n.5B (*)----> 5B (*)      -----> 5C (*, E)
           |     5C (*, E)          3C (*, A, E)
           |
           |
           |
           ----> 2B (*, _)----> 2C (_, E)

2B (*, _)---> 2C (_)  -----> 6C (E)
                 5B (*, E)


j.K (O)---> j.C (1, H, O, E)


Strong Starters

n.5C (*)----> 5C (*, 1, E)


66C (*, 1, E)
  6C

Combos

Meterless

Metered

Strategy

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