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Real Bout Fatal Fury 2/Wolfgang Krauser: Difference between revisions
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Krauser charges up and fires a huge projectile covering almost the entire height of the screen. The speed and recovery of this move is very good considering its size and power. The move can also be charged by holding down the BC button, leading to three levels of charge: | Krauser charges up and fires a huge projectile covering almost the entire height of the screen. The speed and recovery of this move is very good considering its size and power. The move can also be charged by holding down the BC button, leading to three levels of charge: | ||
<ol> | |||
1. The uncharged wave is cyan in colour and can be jumped over. | <li>1. The uncharged wave is cyan in colour and can be jumped over.</li> | ||
2. The wave turns blue and can no longer be jumped. | <li>2. The wave turns blue and can no longer be jumped.</li> | ||
3. The final version is red, cannot be jumped, and hits both planes. | <li>3. The final version is red, cannot be jumped, and hits both planes.</li> | ||
</ol> | |||
Fancy as this may sound, there's never really any reason to charge the wave since the opponent can just wait for it to be fired and block. | Fancy as this may sound, there's never really any reason to charge the wave since the opponent can just wait for it to be fired and block. |
Revision as of 11:50, 26 August 2011
Gameplay Overview
Wolfgang Krauser is a versatile character with several good ways of breaking his opponent's defence. Krauser can also 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.
- Strong supers.
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 - f/b + C Throw
Krauser's regular throw. The opponent lands at optimal poke range in front of Krauser. Usually you'd use his special throws instead.
Hook Uppercut - AB
Krauser's AB move is one of the better ones in the game. Both range and hitbox are very good, the move is safe on block and has great upper body invincibility. Krauser's main defensive option at close range.
Overhead Punch - f+A Overhead
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 - d+C Pursuit
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.
Body Splash - d+C Overhead
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.
Special Moves
Blitzball - QCB+A Projectile, Breakshot
Krauser fires a burning shard of rock from his hands. Startup, projectile speed, and recovery are all medium. The projectile travels higher than other projectiles in the game, meaning that it cannot be low jumped. Also, Big characters like Krauser and Franco cannot duck under it. A decent projectile that is useful for zoning. Causes soft knockdown on airborne opponents.
Low Blitzball - QCB+C Projectile, Breakshot
Identical to the A version with two exceptions: 1. Krauser grunts instead of shouting "Blitzball!". 2. The first active frame hits low, making it occasionally useful as a mixup in combo strings up close.
Leg Tomahawk - QCF+B Overhead, Breakshot
Krauser's most important special move. Leg Tomahawk is an excellent move that travels a good distance of the screen, hopping over ground projectiles and low moves, and hits as an overhead. The move is safe on block if spaced correctly, hits as an overhead, and is hard to counter with breakshots because it only hits once. Punishable on block if used at close range.
Kaiser Claw - DP+C Throw
Kaiser Claw is a useful anti-air tool with great range, but is too slow to be used on reaction and is bad on hit trades. Good when incorporated into Krauser's zoning game. A pursuit attack is guaranteed after this wither near corners or with a quick dash-in. The timing on the latter is very tight however.
Phoenix Counter - HCF+C High Counter
A counter move that can stop all high moves, specials, and supers. Does not work against anything that hits low, and not against projectiles. Unfortunately for Krauser, there's a small startup before the active frames where he can be hit. This means that the move won't work as a reversal and is only useful as a prediction counter.
To the Moon Blow - HCB+B Throw
A fairly damaging special throw that switches sides with the opponent and allows for a guaranteed pursuit attack followup. Good from a dash-in and for punishing mistakes.
Scum Gale - HCF+A Throw
A throw attack that switches sides with the opponent without dealing any damage on its own. The move has a followup string that does good damage, and can also be followed by a normal combo.
Storm Uppercut - f,f+C Scum Gale follow-up
Krauser punches the opponent into the air. Can be followed with Kaiser Claw for good damage and a potential pursuit attack setup.
Fake Blitzball d+AC Feint
Krauser performs the startup of his C version Blitzball. This is his best fake for cancelling the recovery of his normals. Fast, and works well in his zoning game as well.
Fake Kaiser Wave d+BC Feint
Krauser performs the startup of his Kaiser Wave S.Power. Slower than his other feint move, but can be very intimidating and can work well in his zoning game.
Super Powers
Kaiser Wave charge b,f+BC Super Projectile, Chargeable, Breakshot
Krauser charges up and fires a huge projectile covering almost the entire height of the screen. The speed and recovery of this move is very good considering its size and power. The move can also be charged by holding down the BC button, leading to three levels of charge:
- 1. The uncharged wave is cyan in colour and can be jumped over.
- 2. The wave turns blue and can no longer be jumped.
- 3. The final version is red, cannot be jumped, and hits both planes.
Fancy as this may sound, there's never really any reason to charge the wave since the opponent can just wait for it to be fired and block.
One other interesting feature of this move is that it can be used as a breakshot. The startup of the move is too slow for it to be useful against most normal combos, but can work well as a surprise move after blocking a projectile.
Potential Powers
Gigantic Cyclone 270+C Throw
A very damaging, instant-startup throw. A great move that makes Krauser much more scary at close range. Can be hard to land because most players will try to pressure Krauser rather than playing defensively against him.
Deadly Rave HCB, f+AManual Combo
After the initial hit, the player must input a predetermined chain of attack buttons. If the buttons are pressed at the wrong time the combo will stop. This can be done on purpose at some points to start a new normal combo for additional damage, making this one of the most damaging combinations in the game. Krauser can take away around 90% of his opponent's life using this move.
The 2 normal combinations:
B,C,A,B,C,B,C,C = Krauser finishes with a grounded version of his Leg Tomahawk. B,C,A,B,C,B,C, RDP+AC = Krauser finishes with a Gigantic Cyclone, knocking the opponent down. This is the more damaging combination of the two.
God 2.0's preferred version:
B,C,A,B,C,B,C close C,df+C xx Kaiser Claw, Elbow Drop = Drop the combo just before the finisher and start a new close C combo for additional damage. The pursuit is easy near corners and very tight outside of corners.