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Real Bout Fatal Fury 2/Wolfgang Krauser: Difference between revisions
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Revision as of 09:25, 19 August 2011
Gameplay Overview
Wolfgang Krauser is a highly versatile character with several good ways of breaking his opponent's defence. On the defensive side, Krauser can control space effectively with fireballs and long ranged attacks, but suffers when under heavy pressure and in corners. His AB attack is among the best in the game.
Gameplay Notes
- Krauser can input BC when dashing to do a sliding version of his standing B. This version cannot chain into C.
- Krauser's Far A, C chain is unique in that the last hit can be cancelled, but only if it is blocked.
Pros
- Has several overheads and special throws.
- Great damage output.
- Good at controlling space.
Cons
- Attacks have slow startup.
- No reliable reversals.
- Big hurtbox.
- His viable breakshots lack knockdown.
Normals
Standing
Close A
Krauser's fastest normal along with crouching A. Only useful for following up with C into specials. Crouching A is a better choice always.
Far A
A medium-ranged, slow punch attack. Can be followed up with C which is only cancellable on block. Standing B is usually a better choice since it has better reach.
Close B
A short knee attack. Can be followed by C. Use crouching A instead.
Far B
A decent poke. Has good range and can be followed by C for ok damage.
Close C
Krauser's main move for doing punishing combos. All his most powerful combos start with this move. Horrible startup makes this hard to use except when it is guaranteed. If you intend to combo into this from the air, the air move must hit very deep.
Far C
A very slow, yet very useful poke. Great range and a very big hitbox means this move will beat out a lot at long range. Any trade will usually be beneficial to Krauser because of his higher damage output.
Jumping
Jump A
Krauser's best air-to-air move. Horizontal hitbox and decent speed.
Jump B
A decent air move with good range, but a hitbox that will often miss against a jumping opponent.
Jump C
Very slow and short range. The timing to hit with this move is a bit trickier than most air moves. Has the ability to cross up, but this is extremely hard to do on purpose and usually happens rarely and usually unintentionally.
Crouching
Crouching A
Krauser's most important close-range move. Can chain into itself several times, and chains into standing C. This is Krauser's fastest normal and will be one of his most used moves.
Crouching B
On the slower side for being a low B, this move is still useful for offence. Can chain into crouching C which hits low, or cancel into Leg Tomahawk which is an overhead. The latter is not a combo, but can be a useful mixup from time to time.
Crouching C
Has one of the best ranges in the game for a sweep. Startup is ok, recovery is very slow, so be careful. Use feint cancel on block for a very effective low poking tool.
Command Moves
Knee Smash
Krauser's regular throw. The opponent lands at optimal poke range in front of Krauser. Usually you'd use his special throws instead.
Overhead Punch - f+A
A short-ranged overhead that deals medium damage. Not a move you'd use a lot, but is occasionally useful when the opponent becomes afraid of hitting buttons.
Elbow Drop
Krauser's pursuit move. Because of the extremely slow startup and recovery on this move, there are only a few viable setups for this move, and they all require very precise timing. Learn the timing or get punished. Guaranteed after special throws if spaced and timed correctly. Can also be used after hitting an airborne opponent with a Kaiser Wave or a high Blitzball, but the latter is unsafe.
Jump d+C
Can only be done from a high jump and has huge startup. Damage is also lower than the C, but this move can crossup without switching directions with D. Not very useful because of its slow speed.