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Real Bout Fatal Fury 2/Sokaku Mochizuki
Gameplay Overview
Gameplay Notes
He used to sit comfortably in the top-tier, and was probably his strongest in RBS, however he lost a lot of what made him strong in those games. He went from having a barrel-full of anti-airs to one (arguably two) and it's a normal. He has decent pokes, a fireball that can hit low, a nice command throw, a pursuit that hits anywhere on the screen, and an infinite (far and away the hardest in the game). He has less range than you think he would with a staff, limited combos, huge recovery of many of his specials / supers, and very few options to stop someone who's rushing.
Pros
-Decent Pokes
-Fireball that can hit low
-Nice command throw
-Pursuit that hits anywhere on screen
-Has an infinite (hardest infinite to do in the game)
Cons
-Lost most of his anti-airs from RBS
-Less range than he should with a staff
-Limited combos
-Huge recovery on many of his specials/supers
-Very few anti-rush options
Normals
Standing
st.B - Sokaku does a quick side kick outwards towards the opponent.
-Has good reach
-Does good damage
st.C - Sokaku slightly squats down and swings his staff forward to hit the opponent.
-Decent reach
-Good speed
-Safe on hit or block
Jumping
sj.C - Sokaku does a small jump off the ground and brings his staff around quickly towards the opponent.
j.C - Sokaku jumps into the air and pokes his staff's tip towards the enemy.
Throws
Sinful Slam=(f/b + C) - Sokaku grabs the opponent with his hand, and then tosses them over his head with his staff.
-Hit Detection: Close
-Has a follow-up
-Put the opponent on the other side of Sokaku
Hell's Maw=(f, df, d + C) - Sokaku stops his No Way Out Crush half-way through and drops the opponent on the ground, following up by slamming the end of his staff into them.
-Hit Detection: Close, during No Way Out Crush
-Follow-up to No Way Out Crush
Deadly Ascension=(db/df + C) - Sokaku grabs an air-borne opponent, flips them underneath him, and slams them down onto the ground
-Hit Detection: Close, in air
Avoid Attack
Gut Staff=(A+B) - Sokaku dodges an attack for a split second and counters with his staff.
Feints
Feint Makibishi Masher=(d + A + C) - Sokaku starts to do Makibishi Masher and stops before it comes out.
Feint Ikazuchi=(d + B + C) - Sokaku begins to do Thunder God, but then stops before it comes out.
Command Normals
Copper Crane Face Bash=(df + A) - Sokaku thrusts his staff upward into the air.
-Seems mostly suited as an anti-air
Thunderbolt Cudgel=(d + C) - Sokaku slams his staff on the ground and causes a lightning strike to hit a downed opponent.
-Pursuit
-Can be done off of a long-range knock down
Special Moves
Wild Monkey Slash=(qcb + A) - Sokaku makes some tiny looking versions of himself flight out towards the opponent, encircle him, and then a giant energy claw/hand grabs them and squeezes them.
-Breakshot
-Knockdown
-Increases the stun gauge
Makibishi Masher=(qcf + A) - Sokaku throws some caltrops out at the opponent.
-Breakshot
-Projectile
-If used from long-range, must be blocked low
-Increases the stun gauge
Posession Blast=(f, b, f + C) - Sokaku makes a spirit come out and give several hand slaps to the enemy, then disappears. He crumples to the ground for a moment afterwards.
-Breakshot
-Knockdown
-Absorbs projectiles, but small, low to the ground ones can sneak by
-Sokaku crumples for a bit right after, leaving him very unsafe on block/whiff
-Increases the stun gauge
Demon Legion=(360 + C)
-Hit Detection: Close
-Has a wider reach than normal throws
-Increases the stun gauge
Evil One Bop=(A) - Sokaku projects his spirit out of his body, and controls it to attack the opponent.
-Hit Detection: Any range, tap A four times
-Absorbs projectile
-Has five possible follow-ups
-Increases stun gauge (as well as each of the follow-ups)
Sudden Burst=(f + C) - During Evil One Bop, Sokaku will swing his staff around hard at the opponent.
-Hit Detection: Any range, during Evil One Bop
-Better used at long-range to prevent being punished
Fallen Burst=(uf + C) - During Evil One Bop, Sokaku will slam the end of his staff onto the ground, damaging the enemy.
-Hit Detection: Any range, during Evil One Bop
-Overhead
Exorcist Burst=(df + C) - During Evil One Bop, Sokaku will sweep his staff at the opponent's legs.
-Hit Detection: Any range, hits low, during Evil One Bop
-Knockdown
-Reach isn't quite as good as Sudden Burst
Overthrow Burst=(D) - During Evil One Bop, Sokaku delivers a downward punch covered in energy at the opponent.
-Hit Detection: Any range, during Evil One Bop
-Hits in both planes
-Is an overhead ONLY if the opponent is in the backplane
-If the opponent is in the backplane, will pull them to the front plane
Heavenly Burst=(db + C) - During Evil One Bop, Sokaku stabs his staff directly up into the air.
-Hit Detection: Any range, during Evil One Bop
-Best used as an anti-air
Shout!=(hcb + C) - Sokaku lifts up his hat and shouts, raising a green surge of energy from the ground with a face in it.
-Breakshot
-Absorbs projectiles
-Has a follow-up attack
-Increases the stun gauge
Staff Thrust=(C) - During Shout! Sokaku will thrust his staff upwards vertically, knocking the opponent into the air.
-Hit Detection: Close, during Shout!
-Cannot be connected unless Shout! hit the opponent (block/whiff doesn't count)
-C has to be pressed a little late (but not too late) during Shout!
-Causes knockdown
-Has a follow-up
Hand Crush Finish=(360 + C) - After Staff Thurst, Sokaku will make a giant glowing hand appear in the sky and crush the opponent, sending them down to the ground.
-Hit Detection: Close, during Staff Thrust
-Must be performed quickly right after Staff Thrust
-Causes knockdown
Flames of Doom=(d/u + D) - While on the backplane, Sokaku will surge forward into the frontplane, covered in purple fire.
-Overhead
-Increases the stun gauge
S-Power
Ikazuchi=(f, hcf + B + C) - Sokaku raises his staff in the air, and calls forth a giant spirit to electrocute the opponent.
-Hits in both planes
-Absorbs projectiles
-Hits over half the screen
-Can be difficult to use as anti-air due to a slow start-up
-Increases the stun gauge
P-Power
Merciless Blast=(f, hcf + C) Sokaku quickly summons forth a much larger and more muscular version of the giant spirit, who promptly smashes his fist into the opponent.
-Sokaku has a very slight rest period just after the P-Power
-From long-range and mid-range, this P-Power becomes unblockable
-From slightly past mid-range to close range, it loses its unblockable state and becomes an over-head
-Increases the stun gauge
Combos
Chain Combos
Punch Starters `````````````` P (*) --------> S (*, _, E) P close (*) d + P (*)------> d + S (*, _, E) P in air (O)---> S (1, H, O, E)
Kick Starters ------------- K (*) --------> S (*, E) K close (*)----> S (*) -----> d, d + S (1, E) d + K (*, _)---> S -----> d, d + S (E) f + S (^, E) K in air (O)---> S (1, H, O, E)
Strong Starters ``````````````` S close (*)----> f + K (O) -----> f, d, df + P (A, E)
Chain Analysis
cl.st. C, f + B, dp + A
-Causes knockdown
st. B, C
-Recommended chain to use at medium range
Miscellaneous
Notes
Frame Specifics
-> Continues a chain
Far A: 6f, +0 on block, +4 on hit
-> C: -7 on block, -1 on hit
Far B: 8f, -4 on block, +0 on hit
-> C: -7 on block, -1 on hit
Far C: 9f, +8 on block, +14 on hit
Close A: 6f, +0 on block, +4 on hit
-> C: Same as Far A-C
Close B: 8f, -4 on block, +0 on hit
-> C: -4 on block, +2 on hit
-> C -> d,d+C: -21 on block
Close C: 9f, -3 on standing block, -6 on crouching block, +3 on standing hit, +0 on crouching hit
-> f+B: -2 on block, +4 on hit
-> f+B -> dp+A: -11 on block
Crouching A: 6f, +0 on block, +4 on hit
-> d+C: -11 on block, -5 on hit
Crouching B: 7f, -3 on block, +1 on hit
-> C: Same as Close B-C
-> C -> d,d+C: Same as Close B-C-d,d+C
-> f+C: -7 on block
Crouching C: 11f, -6 on block
Jumping A: 6f
Jumping B: 6f
Jumping C: 11f
Neutral Jumping A: 6f
Neutral Jumping B: 7f
Hopping C: 12f
A+B: 9f, -6 on block, +0 on hit
Standing D: 6f, +1 on block, +4 on hit
Crouching D: 6f, +1 on block
Backplane A: 25f, +0 on block, +2 on hit
Backplane B: 24f, -1 on block, +1 on hit
Backplane C: 26f, -3 on block
d/f+A: 9f, -9 on block, -3 on hit
d+C on downed enemy: 20f
Mash A: 9f, advantage/disadvantage varies depending on distance & screen position
-> u/f+C: 14f, +7 on block, +9 on hit
-> d/f+C: 11f, +3 on block
-> f+C: 8f, +0 on block
-> d/b+C: 8f, -1 on block
-> D: 6f, +6 on block, +8 on hit
qcf+A: 16-70f, hits low from frame 40 onward, -5 or better on block, -3 or better on hit
qcb+A: 18f, +11 on block
hcb+B: 13f, -4 on block, -2 on hit
-> C: 5f
-> C -> 360+C: No frames, but this must be input right as the enemy begins to fall.
f,b,f+C: 19f, -59 on block
360+C: 1f
Backplane u,d+D: 19f, -6 to -2 on block, +2 to +6 on hit
f,hcf+B+C: 52f, invincible from then until the demon disappears (~140f), -68 on block
f,hcf+C: 25-28f depending on distance, 25-27f = overhead, 28f = overhead vs. Sokaku & unblockable vs. everyone else, -24 on block
d+A+C: 19f
d+B+C: 18f
Notes: He gets a slight advantage on block from canceling heavy attacks into d+B+C, which can make for some interesting rushdown once you factor in his far C and 360 grab.
His far C's animation is cut short if it hits or is blocked. When whiffed, its recovery is actually quite bad - if the opponent hops over it, expect to eat a nice combo.