Difference between revisions of "Real Bout Fatal Fury 2/Jin Chonshu"
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|image=RBFF2_Chonshu_236ac.jpg | |image=RBFF2_Chonshu_236ac.jpg | ||
|image2=RBFF2_Chonshu_236ac2.jpg | |image2=RBFF2_Chonshu_236ac2.jpg | ||
|caption=Initial hit | |||
|caption2=Projectile | |||
|input=236A/C | |input=236A/C | ||
|name=Sight of Heaven | |name=Sight of Heaven | ||
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|bs=Y | |bs=Y | ||
|juggle=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. | |description=Pretty mediocre fireball. There is a hitbox on frame 19, before the actual projectile comes out on frame 26 -- if the first hit connects, the projectile does not come out. 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. | ||
}} | }} | ||
}} | }} | ||
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|image3=RBFF2_Chonshu_63214x3.jpg | |image3=RBFF2_Chonshu_63214x3.jpg | ||
|image4=RBFF2_Chonshu_63214x4.jpg | |image4=RBFF2_Chonshu_63214x4.jpg | ||
| | |caption=35f invincible | ||
|caption2=63214A | |||
|caption3=63214B | |||
|caption4=63214C | |||
|input=63214A/B/C | |input=63214A/B/C | ||
|name=Emperor's God Eye | |name=Emperor's God Eye | ||
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|bs=N | |bs=N | ||
|juggle=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 | |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 punishable recovery afterwards. | ||
}} | }} | ||
}} | }} | ||
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|bs=N | |bs=N | ||
|juggle=N | |juggle=N | ||
|description=Short ranged move that | |description=Short ranged move that's outclassed by itself, but has a damaging followup in Teleport Attack. | ||
}} | }} | ||
}} | }} | ||
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|bs= | |bs= | ||
|juggle= | |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. Comboing into this off of n.5C (your only reliable way to combo into this) will do slightly more damage than the full string into 623C juggle, so keep that in mind. | |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. Comboing into this off of n.5C (your only reliable way to combo into this) will do slightly more damage than the full string into 623C juggle in exchange for inflicting no stun, so keep that in mind. | ||
}} | }} | ||
}} | }} |
Revision as of 19:02, 20 November 2020
Gameplay Overview
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 |
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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 |
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2C |
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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 |
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Feints
Leviathan's Strain Feint 2BC |
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Special Moves
Sight of Heaven 236A/C |
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Empire Heaven Smash 623A/C |
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Emperor God Bop 66A |
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Emperor's God Eye 63214A/B/C |
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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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Desperation Moves
Emperor Drain 632146BC |
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Air Emperor Drain j.2146BC |
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Leviathan's Strain 632146C |
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Chain Attacks
Punch Starters
P --------> P (*, 1) -----> S (E) P close K (*, 1) f + S (^, E) d + K (*, 1, _) d + S (_, E) df + S (*, A, E) d + P --------> P (*, 1) -----> S (E) K (*, 1) f + S (^, E) d + K (*, _) d + S (_, E) S (1, _, E) df + S (*, A, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E)
Kick Starters
K --------> K (*, 1) -----> S (E) K close d + K (*, 1, _) f + S (^, E) d + S (_, E) df + S (*, A, E) d + K (_)------> P (*, 1) -----> S (E) K (*, 1) f + S (^, E) d + K (*, _) d + S (_, E) S (1, _, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E)
Strong Starters
S close (*)----> S -----> S -----> f, b + S (*, A, >, E)