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Real Bout Fatal Fury 2/System
Basic Mechanics
Forward Dash - 66
- Jumping during a forward dash allows for greater distance
Backdash - 44
- Good for dodging normals and specific specials (I.E. Certain projectiles with less range). Backdash invulnerability varies by character.
Jump (aka High Jump) - Hold 7/8/9
- Standard jump. Landing in RB2 incurs 7f recovery that can only be cancelled with special moves.
Hop (aka Small Jump) - Tap 7/8/9
- Very useful for both offense and defense but not as fast as KOF hops (especially considering this game's landing lag).
Block - 4
- Blocks mid and high attacks,
- A note on blocking: When you block an attack in this game, you do not have to keep holding the stick back. The game has a semi-auto block where once the first hit is blocked, you will continue to block any subsequent hits that keep you in contiguous blockstun and don't break your guard stance (eg, low attack versus high guard). This makes Break Shots much easier to perform in practice, as you can perform the input while blocking a string or multi-hit.
Crouch Block - 1
- This will block any low attacks. Overhead and jumping attacks will still hit you.
Air Block - 4/1 while airborne
- Only blocks most aerial attacks and most projectiles.
Crawl - 3 (Hold)
- Also called Duck Walking or DW
- Useful for charging d~u attacks like Terry's Rising Tackle while advancing.
Mid-Air Turn - While high jumping, press D
- Turns your character around in the air
- Very useful for landing crossups or in combination with air specials like Kim's divekick.
Chain Combos
- Most normals have chain followups that you can cancel them into on hit, block, or whiff. These are all character- and move-specific, though rules of thumb like A>B>C are mostly universal.
Feint
- Fake-out moves that start up as though the character is about to go into a special/S-Power/P-Power move, but ends it prematurely.
- These are usually used during chain combo's to cancel part of the animation and then quickly go into another attack to continue the combo with another chain. This will allow you to do some very advanced combos not normally possible. These are also used to recover quicker from normals and then continue into another normal or something else.
High Avoid Attack - Press A and B together
- Essentially your 7th normal, universally generally shrink your character's hurtbox during their startup but vary in their actual effectiveness.
- Many are great as anti-airs and/or pokes.
Grapple/Throw - Press 4/6C when you are very close to your opponent
- Certain characters also have air throws, so make sure you check the command list of who you're playing to be sure. Throw protection is massive, but most command throws are exempt from throw protection entirely.
Safe Fall - Press D during your own knockdown, before hitting the ground, to spring up to your feet and move backwards.
- These all have a punishable recovery. If hit during recovery, the combo counter will continue to increment.
- Does not work if thrown or hit with a Breakshot/S-Power/P-Power.
Pursue Attacks
- Attacks used to hit someone while they are on the ground, also colloquially referred to as OTG.
- Only a few characters have these.
Line Shift Recovery - Hit 8D as you hit the ground to roll onto the back line.
- These can leave you vulnerable to anti-sway D attacks, but can also be necessary to enable a quick escape.
Taunt - CD
- These are more effective as a mind game against human opponents.
Breakshot
- Sometimes referred to as "Guard Cancel", certain special and S/P-Powers can be done while blocking and break your opponent's attack.
- H-Power or higher is required as it drains your gauge by one bar. Obviously for S/P-Power Breakshot, you need S-Power or higher.
- Depending on the level of the attack, the window to do a breakshot will vary. There are 3 levels:
•Light: 7 frames. Most A and B normals fall here. •Medium: 11 frames: Most C and Jump attacks fall here •Heavy: 13 frames: Attacks that knock down or launch.
This means that you can feasibly hit confirm your breakshots with Heavy attacks, and Medium ones if you are on point and/or the attack is slow, but Breakshooting a Light normal will require a read most of the time and a lot of them recover quickly so they will be able to block your breakshot. Keep this in mind.
Planes
Two characters cannot be on the back plane at the same time.
Switch to back plane - D
Overhead Attack - A From back plane
Low Attack - B From back plane
Strong Attack - C From back plane
Switch to front plane - D From back plane
Roll to front plane - d From back plane
High plane attack - D when opponent is in back plane.
- Overhead, will pull the opponent to the front plane if connected
Low plane attack - d + D when opponent is on back plane.
- Must be blocked low, will pull the opponent to the front plane if connected
When both characters are in opposing planes
Front Plane Character cannot duckwalk.
Back Plane Character:
- Cannot perform special moves unless specified.
- Cannot perform S-Powers/P-Powers.
- Cannot crouch. It will however show the crouch block animation when crouch blocking.
- Cannot Duckwalk.
- Cannot jump.
- Dashing forward or backward will switch you automatically to the front plane.
- Standing still for two seconds will automatically switch you to the front plane.
- Holding u will keep you in the back plane.
Walking b or f will allow you to stay in the back plane.
Power Gauge, S-Power, and P-Power moves
Power Gauge
- This meter will fill up when you use your special moves, connect (not blocked) any attack, or block an incoming attack. There are three levels of the Power Gauage, each having different effects to them.
H-Power
- This is when half of the power gauge is filled.
- You're capable of doing Break Shots when you have H. Power, and you're more likely to have H. Power most of the time than the other two levels of the gauge. Often times, it can be better to just go for a Breakshot than use up everything on one S-Power/P-Power.
- Breakshots spend a small chunk of your meter.
S-Power
- When your gauge is filled up, it will become S-Power. This gauge will decrease over time.
- With it, you are able to use your S-Power moves.
- When you use an S-Power, your gauge will go back down to nothing once again.
- If your life bar is flashing red, you will be able to use S-Power an unlimited amount of time as long as your life remains critical.
P-Power
- When your life turns red, the gauge will then become P-Power when filled up all the way.
- Like S-Power, it will also decrease over time.
- Allows you to use your P-Power moves. Once a P-Power is activated, the bar completely goes back down to zero.
- Remember: As long as your life is flashing red, your gauge will always build back up to P-Power after H-Power.
Chain Combos
Each character is capable of chaining specific basic attacks into Chain Combos. They differ from character to character, but each do decent enough damage on their own. The best thing about these, is you can follow them up with a special/S-Power/P-Power that will do much more damage than without them. You can also knock your opponent into the background with some of these, allowing for more damaging combos. It's best to learn how to do your character's chain combos, and then try and turn them into flashier, longer combos.
Chain Combo Legend
(*) - can perform special/super right after if connected
e - ends string
1 - first hit must connect for this part to come out
2 - second hit must connect for this part to come out
3 - third hit must connect for this part to come out
4 - fourth hit must connect for this part to come out
o - overhead
_ - must be blocked low
a - launches opponent into the air
g - opponent must be on ground and must be close enough to connect the pursue (otherwise dash towards them before they recover to get close enough)
< - backdash
> - shifts to other side of opponent
^ - knocks opponent to back plane
v - knocks opponent to front plane if opponent is in back plane
t - taunt
h - first attack must be from a high jump for this part to come out