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Real Bout Fatal Fury 2/Tung Fu Rue

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Gameplay Overview

The quintessential small Kung Fu master, Tung is small, fast, and tricky. He centers around the use of his quick, high priority normals to get in and pressure the opponent. His small stature combined with his obscenely good High Avoid attack ensures he's a frustrating foe to hit, but also means his effective reach is ridiculously small. Against a prepared opponent, he is forced to resort to gimmicks or simply bulldogging his way in.

Pros Cons
  • Easily one of the best High Avoid attacks in the game, as well as an invincible reversal in 623B
  • Simple combos that are easy to hit confirm
  • Attacks have great priority and speed, so he can stuff a lot of attempts to mash out of his pressure
  • Good ability to attack while moving
  • An unblockable
  • Lots of moves that just don't have any real uses, or are too gimmicky to be worth going for
  • No real chain combos
  • Strong attacks don't reach quite as far as they look like they should
  • Unconventional mixup that deals comparatively small damage
  • His most frequent combos don't score a knockdown, limiting his pressure
  • Gets shut down by characters with effective keep out, especially Mai

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 4 2 10 4 0 HL Y - -
n.5A
(within 52 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 4 5 5 6 2 HL Y - -
5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 7 3 12 1 -3 HL N - -
n.5B
(within 35 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 4 3 9 4 0 HL Y - -
5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 - 7 6 22 0 -6 HL N - -
n.5C
(within 58 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11,11 - 5 2,4 20 2 -4 HL Y - -

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 4 2 8 6 2 HL Y - -
2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 4 3 9 4 0 L Y - -
2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 - 8 6 20 KD -6 L Y - -

Command

Rising Fist
3A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 8 4 30 -8 -12 HL Y - -
Shoulder Thrust
5AB
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 9 6 20 0 -6 HL Y - -

Jumping

j.A
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 6 - 3 till landing 6 +8 +4 H N - -
Diagonal Hop 6 - 4 till landing 6 +8 +4 H N - -
Neutral Jump 6 - 4 8 6 +8 +4 H N - -
Diagonal Jump 6 - 4 10 6 +8 +4 H N - -
j.B
Neutral Hop/Jump
Diagonal Hop/Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 8 - 5 till landing 6 +8 +4 H N - -
Diagonal Hop 8 - 5 til landing 6 +8 +4 H N - -
Neutral Jump 8 - 5 6 6 +8 +4 H N - -
  • This and the Hop version, if hit right before landing, will become an unblockeable. This is due to SNK games thinking that, since you are hitting so low to their hurtbox, it's a low, but mixed with it being coded in as an overhead, it does some jank and becomes an unblockeable. It's weird I know.
  • This is sometimes useful but the timing to hit it as an unblockeable is a bit strict and there aren't many set-ups into it, but if mastered, it can make Tung's mix very deadly if they don't read your hop and preemptively 5A.
Diagonal Jump 8 - 5 8 6 +8 +4 H N - -
j.C
Neutral Hop/Jump
Diagonal Hop/Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 11 - 7 8 8 +15 +9 H N - -
Diagonal Hop 11 - 7 4,4 8 +15 +9 H N - -
Neutral Jump 11 - 7 6 8 +15 +9 H N - -
Diagonal Jump 11 - 7 4,4 8 +15 +9 H N - -

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 8 4,5 12 -6 -7 H Y - -
2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 12 2,2 9 KD 8 L Y - -
A
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 26 3 12 +3 +1 H - - -
B
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 23 6 12 -1 -3 L - - -
C
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 25 4 10 13 -3 HL - - -

Throw

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

Feints

Feint Senpu Gouken
2BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 19 - - - - - -

Special Moves

Shou Ha
236A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 - 24 6 29 -6 -8 HL - Y Y
Geki Ha
236C (hold ok)
1st part
2nd part
3rd part
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
1st part 8 - 17 14 19 -5 -11 HL - N Y
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
2nd part 10-10*5 - 9 active until 5 hits 25 +2 -4 HL - N Y
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
3rd part 10*5 - 3 3(5)44 31 - - HL - N Y
Thousand Kicks
623B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10,8,8,8,8(35) - 4 2(4)2(4)2(2)2(2)7 37 KD -36 HL - Y -
Shin Shippu
214A/C
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 28 - 12 12 20 KD -10 HL - Y -
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
C 38 - 25 16 20 KD -14 HL - Y -

Meditation

Tung has an unique taunt among the rest of the cast, having unique attacks from it unable to be done otherwise

Scratch
CD-CD
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - N -
  • You can either do the follow-ups from here or continue with CD-CD-CD
Drained
CD-CD-CD
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - - - - - - - -
  • This is mostly used to continue the taunt period so opponents are still weary to approach
Super Thousand Kicks
CD-CD-(CD)-B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9*5(34) - 4 2(4)2(4)2(4)2(4)2 44 KD -38 HL - - -
Super Shin Shippu
CD-CD-(CD)-C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11,11,11(28) - 25 14 20 KD -8 HL - - -

S-Power

Senpu Gouken
641236BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8*11(68) - 9 120 45 KD -35 HL - N -

P-Power

Super Geki Ha
641236C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20,27,13*3,26(89) - 1+2 56 51 KD -42 HL,H - N -

Chain Attacks

Combos

Meterless

Metered

Strategy

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