Difference between revisions of "Real Bout Fatal Fury 2/Jin Chonshu"
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}} | }} | ||
==Throw== | |||
{{MoveData | |||
|image=RBFF2_Chonshu_throw.jpg | |||
|caption= | |||
|input=4/6C | |||
|name=Blast Away | |||
|data= | |||
{{AttackData-RBFF2 | |||
|damage=26 | |||
|stun= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|guard= | |||
|cancel= | |||
|bs= | |||
|juggle= | |||
|description=Standard throw. A hard knockdown for Chonshu is a bad time for the opponent. Note that this does not side switch. | |||
}} | |||
}} | |||
==Feints== | |||
{{MoveData | |||
|image=RBFF2_Chonshu_2bc.jpg | |||
|caption= | |||
|input=2BC | |||
|name=Leviathan's Strain Feint | |||
|data= | |||
{{AttackData-RBFF2 | |||
|damage= | |||
|stun= | |||
|startup= | |||
|active= | |||
|recovery=58 | |||
|hitAdv= | |||
|blockAdv= | |||
|guard= | |||
|cancel= | |||
|bs= | |||
|juggle= | |||
|description=Chonshu fakes his P-Power and settles back down. Terrible feint. It goes over lows, but cannot be cancelled and as such is way too slow to be used for any practical purpose. You deserve whatever big punish the opponent has in store if you use this. | |||
}} | |||
}} | |||
==Special Moves== | |||
{{MoveData | |||
|image=RBFF2_Chonshu_236a.jpg | |||
|image2=RBFF2_Chonshu_236a2.jpg | |||
|input=236A/C | |||
|name=Sight of Heaven | |||
|data= | |||
{{AttackData-RBFF2 | |||
|version=A | |||
|damage=16 | |||
|stun=5 | |||
|startup=19/26 | |||
|active= | |||
|recovery=25 | |||
|hitAdv=2 | |||
|blockAdv=0 | |||
|guard=HL | |||
|cancel= | |||
|bs=Y | |||
|juggle=Y | |||
|description= | |||
}} | |||
{{AttackData-RBFF2 | |||
|header=no | |||
|version=C | |||
|damage=16 | |||
|stun=5 | |||
|startup=19/26 | |||
|active= | |||
|recovery=28 | |||
|hitAdv=2 | |||
|blockAdv=0 | |||
|guard=HL | |||
|cancel= | |||
|bs=Y | |||
|juggle=Y | |||
|description=Pretty mediocre fireball. You're never minus even if it's blocked, but the slow startup and recovery make this difficult to use effectively sometimes. It's decent to throw out at fullscreen and maybe get some slight advantage -- it's also a combo/frametrap off of n.5C at point blank. The main issue is there isn't usually anything stopping your opponent from just leaping over it and handing you a combo punish. This doubles as Chonshu's safest Breakshot. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RBFF2_Chonshu_623ac.jpg | |||
|image2=RBFF2_Chonshu_623ac2.jpg | |||
|image3=RBFF2_Chonshu_623ac3.jpg | |||
|image4=RBFF2_Chonshu_623ac4.jpg | |||
|image5=RBFF2_Chonshu_623ac5.jpg | |||
|caption5=6f invuln | |||
|input=623A/C | |||
|name=Empire Heaven Smash | |||
|data= | |||
{{AttackData-RBFF2 | |||
|version=A | |||
|damage=8,12x2 | |||
|stun=2x3 | |||
|startup=3 | |||
|active=4,20 | |||
|recovery=39 | |||
|hitAdv=KD | |||
|blockAdv=-35 | |||
|guard=HL | |||
|cancel= | |||
|bs=Y | |||
|juggle=Y | |||
|description= | |||
}} | |||
{{AttackData-RBFF2 | |||
|version=C | |||
|damage=8,9x4 | |||
|stun=2, 1x4 | |||
|startup=4 | |||
|active=6,23 | |||
|recovery=47 | |||
|hitAdv=KD | |||
|blockAdv=-45 | |||
|guard=HL | |||
|cancel= | |||
|bs=Y | |||
|juggle=Y | |||
|description=A very fast DP with a wide hitbox that will snipe opponents behind Chonshu as well as in front. The startup is fast and the invincibility fully covers the startup, but it's still very possible to trade with this if you use it too early. Outside of its uses as a reversal and anti-air, it's a great tool to juggle after certain combo strings for high damage, and Chonshu gets to start running his oki train after landing it. A very useful DP, and his fastest Breakshot to boot. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RBFF2_Chonshu_66a.jpg | |||
|caption=We return to the land of plus frames. | |||
|input=66A | |||
|name=Emperor God Bop | |||
|data= | |||
{{AttackData-RBFF2 | |||
|damage=2, 28 | |||
|stun=0.5 | |||
|startup=6 | |||
|active=10 | |||
|recovery=20 | |||
|hitAdv=KD | |||
|blockAdv=6 | |||
|guard=HL | |||
|cancel= | |||
|bs=N | |||
|juggle=Y | |||
|description=Rushing elbow hitgrab. Not only is this an asinine +6 on block, it inflicts a true hard knockdown on the opponent, meaning they cannot tech roll and have far fewer options to deal with your oki. Its main downside is that it has limited range and as such can be difficult to combo into reliably, but when used closer up it can combo off of his jab chains. | |||
When juggled into, the opponent is dealt minute damage and sent into a long tumbling knockdown. On trade, this has a lot of hitstun so you might be able to snag a quick conversion as well. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RBFF2_Chonshu_63214x.jpg | |||
|image2=RBFF2_Chonshu_63214x2.jpg | |||
|image3=RBFF2_Chonshu_63214x3.jpg | |||
|caption3=35f invincible | |||
|input=63214A/B/C | |||
|name=Emperor's God Eye | |||
|data= | |||
{{AttackData-RBFF2 | |||
|version=A/C | |||
|damage= | |||
|stun= | |||
|startup= | |||
|active= | |||
|recovery=47 | |||
|hitAdv= | |||
|blockAdv= | |||
|guard= | |||
|cancel= | |||
|bs=Y | |||
|juggle= | |||
|description=Teleport. 63214A teleports Chonshu in place like a glorified sidestep, 63214C teleports Chonshu behind the opponent. There's a decent amount of invincibility to these, and Chonshu has some low avoidance properties all the way through the recovery, but it's easy to punish if used poorly. As a Breakshot, the silhouettes follow Chonshu's path, making it less of a mixup and more a tool to bait whiffs and hopefully get a punish. | |||
}} | |||
{{AttackData-RBFF2 | |||
|version=B | |||
|damage= | |||
|stun= | |||
|startup= | |||
|active= | |||
|recovery=47 | |||
|hitAdv= | |||
|blockAdv= | |||
|guard= | |||
|cancel= | |||
|bs=Y | |||
|juggle= | |||
|description=Chonshu teleports in the air behind the opponent. This move by itself is not very good, but it has a followup that is designed specifically to sneak in a quick low-damage mixup. More on that below. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RBFF2_Chonshu_63214x3.jpg | |||
|caption= | |||
|input=A/B/C during B Emperor's God Eye | |||
|name=Rolling Dive | |||
|data= | |||
{{AttackData-RBFF2 | |||
|damage=19 | |||
|stun=5 | |||
|startup=3 | |||
|active= | |||
|recovery=25 | |||
|hitAdv= | |||
|blockAdv= | |||
|guard=HL | |||
|cancel= | |||
|bs=N | |||
|juggle=N | |||
|description=Falling roll attack. Chonshu's direction can be steered left and right to make this an annoying left/right, though it's a large risk for a small bit of damage, with the heavy recovery afterwards. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RBFF2_Chonshu_63214x3.jpg | |||
|caption=50f invincibility | |||
|input=j.214B | |||
|name=Imperial Exterminator | |||
|data= | |||
{{AttackData-RBFF2 | |||
|damage= | |||
|stun= | |||
|startup= | |||
|active= | |||
|recovery=43 | |||
|hitAdv= | |||
|blockAdv= | |||
|guard= | |||
|cancel= | |||
|bs=N | |||
|juggle= | |||
|description=The good air teleport. It's overall quicker than grounded teleports, and Chonshu can choose any attack he wishes on the way down. The invincibility gained from this teleport is actually longer than the teleport itself, so he maintains about 7 frames of invincibility post-recovery before he can be hit. You probably guessed it: teleport in and press j.C. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RBFF2_Chonshu_236b.jpg | |||
|image=RBFF2_Chonshu_236b2.jpg | |||
|caption= | |||
|input=236B | |||
|name=Dragon's Light | |||
|data= | |||
{{AttackData-RBFF2 | |||
|damage=15 | |||
|stun=0 | |||
|startup=14 | |||
|active=3 | |||
|recovery=31 | |||
|hitAdv=KD | |||
|blockAdv=-13 | |||
|guard=HL | |||
|cancel= | |||
|bs=N | |||
|juggle=N | |||
|description=Short ranged move that seems largely outclassed, but has use in punishes when cancelled into its followup. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RBFF2_Chonshu_236b3.jpg | |||
|image=RBFF2_Chonshu_236b4 | |||
|caption= | |||
|input=63214B during Dragon's Light | |||
|name=Teleport Attack | |||
|data= | |||
{{AttackData-RBFF2 | |||
|damage=31 (+27) | |||
|stun=0 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=KD | |||
|blockAdv= | |||
|guard= | |||
|cancel= | |||
|bs= | |||
|juggle= | |||
|description=Chonshu unleashes a sick teleporting autocombo on his opponent. You have a brief period afterwards where you can walk over your knocked down opponent to reposition for, you guessed it, oki. | |||
}} | |||
}} | |||
{{Navbox RBFF2}} | {{Navbox RBFF2}} |
Revision as of 05:05, 20 November 2020
Jin Chonshu (RB2)
Introduction
Tiny shoto child #2, and one of Real Bout 2's infamous top tiers. He's impossible to keep out and impossible to block. He has a projectile S-Power that can be used in the air and heals him, the ability to vortex off of any knockdown, plus frames for days, and a bunch of teleports for some reason. His scant weaknesses are mostly that he's stuck with lame small normals and a poor midrange game. This is further exacerbated by his ground movement not being quite quick enough to let him force his way in at that awkward spacing. But that's a very minor set of weaknesses when one touch can guarantee his offense and likely win him the round.
Pros | Cons |
---|---|
|
|
Normals
Standing
5A |
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5B |
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5C |
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n.5A (within 48px of opponent) |
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n.5B (within 42px of opponent) |
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n.5C (within 54px of opponent) |
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Crouching
2A |
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2B |
---|
2C |
---|
Command
Falling Slap 6A |
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High Avoid Attack 5AB |
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Jumping
j.A |
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j.B |
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j.C |
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Oversway Actions
5D (opponent in oversway) |
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2D (opponent in oversway) |
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A (from oversway) |
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B (from oversway) |
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C (from oversway) |
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Throw
Blast Away 4/6C |
---|
Feints
Leviathan's Strain Feint 2BC |
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Special Moves
Sight of Heaven 236A/C |
---|
Empire Heaven Smash 623A/C |
---|
Emperor God Bop 66A |
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Emperor's God Eye 63214A/B/C |
---|
Rolling Dive A/B/C during B Emperor's God Eye |
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Imperial Exterminator j.214B |
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Dragon's Light 236B |
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Teleport Attack 63214B during Dragon's Light |
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