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Real Bout Fatal Fury 2/Li Xiangfei

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Gameplay Overview

Gameplay Notes

  • Use her speed as she is not that strong of a character
  • Don't rely on her specials. Use chains and then cancel into Nanpa for quick hits.
  • On wake up, use Ten Poh Zan or  ;c. Those have high priority in this game, as well as cr.  ;a and cr.  ;b
  • Abuse her DMs when in red life
  • Backdash with Xiangfei works as an emergency escape and provides temporary invincibility. Opponent's attacks will pass right through during your backdash, not regular dash.

Pros

  • Very fast

Cons

  • A bit on the weak side

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 N/A N/A

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 N/A N/A

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 N/A N/A

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 N/A N/A

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 N/A N/A

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 N/A N/A

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 N/A N/A

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 Normals

6A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 ? 12 3 13 0 0 HL Y N/A N/A

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 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 N/A N/A

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.

AB/High Avoid
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 N/A N/A

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 or leave uncancelled this one either if you can help it.

Throw

Reverse Elbows - f/b + C (Close)

Command Moves

Ri mon Chou Chu - f + A

  • Xiangfei does a lunging elbow.
  • Not really worth doing because it's slow.

Low Foot - b + B

  • Must be blocked low.
  • You can feint the Low Foot into a special/DM by doing the Special/DM just before the Low Foot comes out.

Hop Cancel - C

  • Low Foot won't come out, and instead it will cancel into a forward hop/low dodge.
  • Xiangfei does a fake b + B, then she does a quick hop forward.
  • Not very useful.

Drunken Backhand - A + B

  • Xiangfei slightly sways herself toward the opponent while giving him/her a hard strike with her fist.
  • Use right before you're about to be hit by a non-projectile, and Xiangfei will dodge and counter attack.
  • Good range, fast, and combo-able.

Unknown Name - C, f, f + A

  • Xiangfei does her C attack, then slides past the opponent to the other side.
  • Purpose of this move is still unknown. Probably to confuse opponents.

Feint Ten Poh Zan - b + AC

  • Can make Xiangfei invincible for a bit against projectiles and standing attacks.

Feint Taitetsujin - d + BC

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)
Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser