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Real Bout Fatal Fury 2/Li Xiangfei: Difference between revisions

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{{MoveData
{{MoveData
|image=RBFF2_Xiangfei_236a.jpg
|image=RBFF2_Xiangfei_236a.jpg
|image2=RBFF2_Xiangfei_236b2.jpg
|image2=RBFF2_Xiangfei_236a2.jpg
|caption=Light Nanpa
|caption=Light Nanpa
|caption2=Heavy Nanpa
|caption2=Heavy Nanpa
Line 456: Line 456:
}}
}}


Zen Chuoh - qcf + B
{{MoveData
* 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.
|image=RBFF2_Xiangfei_623b.jpg
* The rolling grab needs to connect without being blocked to perform the technique.
|image2=RBFF2_Xiangfei_623b2.jpg
- Kanku - qcf + B
|caption=9f invuln
* 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.
|input=623B
- Shin Saiha - qcb + B
|name=Tenpouzan
* 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.
|data=
{{AttackData-RBFF2
|damage=12+18(27)
|stun=2+4
|startup=4
|active=5, 20
|recovery=43
|hitAdv=KD
|blockAdv=lol
|guard=HL
|cancel=
|bs=Y
|juggle=Y
|description=Xiangfei's DP. Great invuln and priority, though the damage is somewhat low when only the 2nd hit connects. Horizontal range is bad, keep that in mind if you breakshot with this.
}}
}}


Ten Poh Zan - dp + B
{{MoveData
* Xiangfei does a steep diagonal shoulder tackle. Good move.  
|image=RBFF2_Xiangfei_236b.jpg
* Works just like a dragon punch.
|image2=RBFF2_Xiangfei_236b2.jpg
* Good priority.
|image3=RBFF2_Xiangfei_236b3.jpg
* Breakshot
|caption=
|input=236B
|name=Senri Chuu'ou
|data=
{{AttackData-RBFF2
|damage=24
|stun=5
|startup=21
|active=22
|recovery=25
|hitAdv=KD
|blockAdv=-5
|guard=HL
|cancel=
|bs=N
|juggle=N
|description=Elbow hitgrab you can combo into. Xiangfei dives towards the opponent and sends them flying to the corner of the screen if the grab connects. Always go for the followup.
}}
}}


{{MoveData
|image=RBFF2_Xiangfei_kanku.jpg
|image2=RBFF2_Xiangfei_kanku2.jpg
|caption=
|input=236B while landing Senri Chuu'ou
|name=Senri Chuu'ou: Kankuu
|data=
{{AttackData-RBFF2
|damage=11+11(17)
|stun=2+2
|startup=18
|active=7, 10
|recovery=20
|hitAdv=KD
|blockAdv=N/A
|guard=N/A
|cancel=
|bs=N
|juggle=Y
|description=Canned followup to Senri. One of the hits whiffs on Billy midscreen, halving the damage. Still, always do this.
}}
}}
{{MoveData
|image=RBFF2_Xiangfei_214b.jpg
|image2=RBFF2_Xiangfei_214b2.jpg
|caption=
|input=214B during Senri startup
|name=Senri Chuu'ou: Shinsaiha
|data=
{{AttackData-RBFF2
|damage=0+35(30†)
|stun=7
|startup=26
|active=6
|recovery=24
|hitAdv=KD
|blockAdv=N/A
|guard=THR
|cancel=
|bs=N
|juggle=N
|description=Alternate true command throw version of Senri, as such you can't combo into it. Use sparingly to break downbacking.
}}
}}
Esaka (Breakshot)
Esaka (Breakshot)
- High - A then u just as you are about to be hit.
- High - A then u just as you are about to be hit.

Revision as of 01:32, 11 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 Cons
  • 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
  • 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
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 3/11 5 2 10 4 0 HL Y - -

Standard jab.

5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 3/11 6 3 18 -5 -9 HL Y - -

Her longest reaching standing poke, confirm into 5BB3C juggle or 5B2B elbow on close to medium range hit and light puffball on farther hits.

5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 6/22 14 4 20 2(3) -4(-3) HL Y - -

Slow double palm strike. A decent punisher with a forgiving hitbox. This version of the attack will not give you the 66a or 616AB followups, you need to land the close version.

n.5C
Comes out within 83px of the opponent
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 6/11 9 5 20 1(3) -5(-3) HL Y - -

Somewhat faster double palm strike. The better startup helps, but it's still prone to getting stuffed if you just throw it out at close range. Decent meaty though, and the reward for landing it is massive if you have access to S-power.

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 3/11 5 2 10 4 0 HL Y - -

Standard jab from crouch. Almost entirely interchangable with 5a.

2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 3/11 5 8 9 -1 -5 L Y - -

Go-to low poke. Middling range but extremely quick (beating her jabs by a frame!) with safe chain options, if you're close enough to use this you probably want to.

2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 6/26 9 8 28 KD -14(-3) L Y - -

Sweep. Useful at footsie ranges where 5B and 2B would whiff or fail to confirm. Frame data is quite good if you feint cancel it or frame trap with a special, please don't let this whiff or go un-canceled.

Command

Ri mon Chou Chu
6A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 ? 12 3 13 0 0 HL Y - -

Like 5A with twice the startup and some forward movement. Pretty useless on its own, it can start chains into 5B3C juggle more consistently than B normals in certain punish situations, which is good when you want her corner combo. The most applicable use of this move is kara canceling into chains and specials, her 360C command grab gains a much needed (though still piddling) boost in range when kara cancelled from this move.

4B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20 ? 20 6 21 1(3) -5(-3) L Y - -

Really gimmicky, same animation and range as 2C but takes twice as long to come out while leaving them standing with heavy hitstun for a confirm. Generally worse than sweep, but it has an interesting kara cancel window I guess.

High Avoid Attack
5AB
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 5/18 7 4 28 -6(3) -12(-3) HL Y - -

It's her high avoid attack, does what it says on the tin. Not actually a very good anti-air at most angles, this thing's purpose is to poke/counter-poke and it's good at it. Don't whiff this one either if you can help it.

Jumping

j.A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 3/11 5 8 5 9 5 HL - - -
j.8B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 3/11 5 8 5 9 5 H - - -
j.7/9b
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 3/11 5 14 5 9 5 H - - -
j.8C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 6/22 8 6(hop) 3(fj) 5(hop) 8(fj) 18 12 H - - -
j.7/9C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 6/22 13 10(hop) 9(fj) 5(hop) 8(fj) 18(hop) 15(fj) 12(hop) 9(fj) H - - -

Throw

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

Sideswitches.

Feints

Tenpou Zan Feint
4AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 22 - - - - - -

Your go-to feint cancel, though far too slow to enable fancy combos. The upper body invulnerability this move confers is pretty useful, it can make counter-pokes and even breakshots whiff if timed right.

Daitetsujin Feint
2BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 24 - - - - - -

Slower than 4AC and no change to your hitbox. Can psych out the opponent when you're in red life and random Daitetsujin is a real threat.

Special Moves

Nanpa
236A/C
Light Nanpa
Heavy Nanpa
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 28 5 14 4 29 -4 -6 HL - Y Y

Light puffball. Great move to confirm, harass, and frame trap with though limited by its minus frames on hit/block. At close ranges and in the corner especially this move will immediately end your turn or even get you punished so don't autopilot into it. Varying the timing of this move can eat certain breakshots. Both versions delete projectiles.

C 38 7 26 8 17 KD 2 HL - Y Y

Heavy puffball. Xiangfei takes a step forward before loosing this, extending the total range to about halfscreen. Leaves you plus on block but extremely vulnerable to breakshots if they have meter. I think it kicks ass as a meaty if you know they won't breakshot or invincible reversal, +10 is hard to argue with and it can be timed to catch tech.

Tenpouzan
623B
9f invuln
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
12+18(27) 2+4 4 5, 20 43 KD lol HL - Y Y

Xiangfei's DP. Great invuln and priority, though the damage is somewhat low when only the 2nd hit connects. Horizontal range is bad, keep that in mind if you breakshot with this.

Senri Chuu'ou
236B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
24 5 21 22 25 KD -5 HL - N N

Elbow hitgrab you can combo into. Xiangfei dives towards the opponent and sends them flying to the corner of the screen if the grab connects. Always go for the followup.

Senri Chuu'ou: Kankuu
236B while landing Senri Chuu'ou
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11+11(17) 2+2 18 7, 10 20 KD N/A N/A - N Y

Canned followup to Senri. One of the hits whiffs on Billy midscreen, halving the damage. Still, always do this.

Senri Chuu'ou: Shinsaiha
214B during Senri startup
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
0+35(30†) 7 26 6 24 KD N/A THR - N N

Alternate true command throw version of Senri, as such you can't combo into it. Use sparingly to break downbacking.

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)
Real Bout Fatal Fury 2
General

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Characters

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