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Revision as of 20:21, 9 September 2020
Gameplay Overview
Fatal Fury's take on the "kung fu girl/guy with a really annoying voice" stereotype turned out to be a rather interesting one. Xiangfei is a mobile, versatile character who does best when she's frustrating the opponent to death at mid to close range. Her frame data and staggers aren't quite solid enough to be played like some of the suffocating rushdown characters that she may superficially resemble, but her plethora of solid defensive options and surprising poke range supports a skittish but effective neutral-focused playstyle with a nice bag of gimmicks. The big downsides are her weak mixup and an awkward lack of damaging combos outside of close range. Still, a solid mid-high tier character overall.
Pros
+speedy ground movement
+good pokes
+fully invincible backdash
+unique set of counters can shut out predictable offense
+solid suite of breakshots
+j.C
+great corner pressure and massive corner carry with elbow
+can just delete you if she has super
Cons
-relatively weak damage-wise, even at close range her punishes aren't amazing without S- or P-power
-anti-airs are either unreliable or extremely comittal
-no mix
Normals
Standing
5A |
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5B |
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5C |
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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
Ri mon Chou Chu 6A |
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4B |
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High Avoid Attack 5AB |
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Jumping
j.A |
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j.8B |
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j.7/9b |
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j.8C |
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j.7/9C |
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Throw
Reverse Elbows 4/6C |
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Feints
Tenpou Zan Feint 4AC |
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Daitetsujin Feint 2BC |
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Special Moves
Nanpa - qcf + A/C
- Xiangfei does a quick turn with both arm extended, and attacks with chi palms.
- Absorbs projectiles.
- This move when done with A is fast but has poor range, which keeps it from being a better move. It leaves you open for other attacks if missed, so be careful when using it. Make sure it connects or at least hits the opponent.
- Breakshot
Zen Chuoh - qcf + B
- Xiangfei does a quick dash then tumbles on the ground toward the opponent and grabs, then elbows the opponent and sends them flying. This is a pretty good move to use get a surprise hit. You can use this to get under non-groundbased projectiles like Krauser's high Blitz ball.
- The rolling grab needs to connect without being blocked to perform the technique.
- Kanku - qcf + B
- After Zen Chuou is done, the opponent is sent flying. Then she will jump in after the opponent and give him/her a flying kick, followed by another one that knocks the opponent down. Do this before Xiangfei gives the opponent the elbow.
- Shin Saiha - qcb + B
- Do this during the roll or just before she reaches the opponent. If the Zen Chuoh elbow connects, you performed this too late. This changes her grab to one that is unblockable.
Ten Poh Zan - dp + B
- Xiangfei does a steep diagonal shoulder tackle. Good move.
- Works just like a dragon punch.
- Good priority.
- Breakshot
Esaka (Breakshot) - High - A then u just as you are about to be hit. - Mid - A then f just as you are about to be hit. - Low - A then d just as you are about to be hit.
- Counter
Desperation Moves
Taitetsujin - f, hcf + BC
- S. Power.
- Xiangfei extends her arms out and brings them to her side. The ground explodes sending the dust up clouding her, then she dashes out and tackles the opponent.
- Very fast, though vulnerable to projectiles.
- Good move, but not very comboable.
- More useful for catching people off guard or in the middle of something else.
Chou Pairon Starter - C
- Must touch the opponent for followups to come out.
- Follow Up - f, db, fd+ AB
- If Chou Pairon Starter is blocked, this follow up is possible but you cannot perform the Finish.
- Finish - f, db, f + AB
- Xiangfei does her strong attack, then follows up by rushing in with a double palm strike, and finishes with a shoulder ram, sending the opponent into the wall.
- This move is more recommended for comboing and is overall her better DM.
Super Desperation Move
Majinga - 360 + C
- Xiangfei puts her hands on the opponent's chest, forcing her chi into the opponent and sends them flying.
- Does 100 Rush Hits.
- If missed, she'll still her her arm out, palm open, and will let out a chi blast that does half the damage.
- Connects close.
- Unblockable.
Chain Attacks
Punch Starters
A (*) --------> A (*) -----> A (*) -----> A -----> f + A (E) d + A (*) | d + A (*) d + A (*) d + A f + A (*) | C (*, E) B (*, E) | C (E) | -----> ;B (*) -----> C (O, E) | d + B (*, _) D + C (_, E) | fd + C (*, A, E) | D (<, E) | -----> C (*) -----> A (*) -----> C (E) B (*, E) A + B (T, E) D (T, E)
A in air (O)---> B (1, H, O, E) C (1, H, O, E)
Kick Starters
B (*) --------> B(*) -----> C (0, E) d + B (*, _) d + B (*, _) d + C (_, E) df + C (*, A, E) D (<, E)
b + B (*, _)---> D (E)
B in air (O)---> C (F, H, 0, E)
Strong Starters
C (*) --------> f, f + A (1, >, E)