Real Bout Fatal Fury 2/Duck King

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RBFF2 Duck.jpg

Gameplay Overview

Talk about the character as a whole. Describe their gameplan and whatever else feels appropriate.

Pros Cons
  • Strengths go here
  • Weaknesses go here

Normals

Standing

5A
RBFF2 Duck 5a.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 5 3 8 +4 0 HL Y - -
n.5A
(within 69 px of opponent)
RBFF2 Duck n5a.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 4 2 10 +4 0 HL Y - -
5B
RBFF2 Duck 5b.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 5 24 9 -15 -19 HL N - -

5-28f airborne

n.5B
(within 66 px of opponent)
RBFF2 Duck n5b.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 5 3 12 +1 -3 HL Y - -
5C
RBFF2 Duck 5c.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 - 13 9 15 +2 -4 HL N - -
n.5C
(within 57 px of opponent)
RBFF2 Duck n5c.jpg
RBFF2 Duck n5c2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11,11 - 7 2,4 20 +2 -4 HL Y - -

Crouching

2A
RBFF2 Duck 2a.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 4 2 10 +4 0 HL Y - -
2B
RBFF2 Duck 2b.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 5 3 12 +1 -3 L Y - -
2C
RBFF2 Duck 2c.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11,11 - 8 3(6)3 20 KD -3 L N - -

Command

Mad Spin Hammer
4A
RBFF2 Duck 4a.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 - 18 2,4 20 0 -6 H N - -
Needle
3B
RBFF2 Duck 3b.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 7 15 16 KD -11 L N - -
Duck Feint
663C
RBFF2 Duck 663c.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 39 total - - - - - -
Shocking Ball
2C while the opponent is knocked down
RBFF2 Duck pursuit.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 8 30 20 - - - N - -
Power Headbutt
5AB
RBFF2 Duck ab.jpg
RBFF2 Duck ab2.jpg
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 13 10 16 0 -6 HL Y - -

Jumping

j.A
RBFF2 Duck ja.jpg
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 6 - 4 9 6 +8 +4 H N - -
Diagonal Hop 6 - 4 9 6 +8 +4 H N - -
Neutral Jump 6 - 4 8 6 +8 +4 H Y - -
Diagonal Jump 6 - 4 9 6 +8 +4 H - - -
j.B
RBFF2 Duck jb.jpg
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 8 - 5 9 6 +8 +4 H N - -
Diagonal Hop 8 - 5 9 6 +8 +4 H N - -
Neutral Jump 8 - 5 6 6 +8 +4 H Y - -
Diagonal Jump 8 - 5 8 6 +8 +4 H Y - -
j.C
RBFF2 Duck jc.jpg
RBFF2 Duck jc2.jpg
Diagonal Hop/Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 18 - 7 8 8 +15 +9 H N - -
Diagonal Hop 18 - 7 8 8 +15 +9 H N - -
Neutral Jump 18 - 7 6 8 +15 +9 H Y - -
Diagonal Jump 18 - 7 8 8 +15 +9 H Y - -

Oversway Actions

5D
(opponent in oversway)
RBFF2 Duck 5d.jpg
RBFF2 Duck 5d2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 8 3,9 14 0 -6 H Y - -
2D
(opponent in oversway)
RBFF2 Duck 2d.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 10 6 15 KD 0 L Y - -
A
(from oversway)
RBFF2 Duck SA.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 24 3 12 +2 +1 H - - -
B
(from oversway)
RBFF2 Duck SB.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 22 4 12 +1 -1 L - - -
C
(from oversway)
RBFF2 Duck SC.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 25 4 10 +13 -3 HL - - -

Throw

Rolling Neck Throw
4/6C
RBFF2 Duck throw.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -

Feints

Feint Duck Dance
2BC
RBFF2 Duck 2bc.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 47 - - - - - -

Special Moves

Head Spin Attack
236A/C(-C-C)
RBFF2 Duck 236a.jpg
Hitbox of both versions
RBFF2 Duck 236a2.jpg
After 236A version
RBFF2 Duck 236a3.jpg
After 236C version
RBFF2 Duck 236cc.jpg
Overhead Kick
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 28 - 7 15 20 -1 -7 HL - Y Y
C 8,10,10,10 - 17 24 22 -20 -26 HL - Y Y
C-C-C 13 - 6 6 till landing+13 KD -42 HL - - N
Neo Break Storm
623B-Mash B
RBFF2 Duck 623b.jpg
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
1st hit 8 - 20 13 28 KD -19 HL - N N
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
4 presses 8*4 - - - - - - - - - -
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 presses 5*9 - - - - - - - - - -
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 presses 1*11 - - - - - - - - - -
Dashing Dive
214B-(236B)
RBFF2 Duck 214b.jpg
RBFF2 Duck 214b2.jpg
RBFF2 Duck 214b3.jpg
Reverse Dive
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
236B 28 - 12 19 31 -22 -22 HL - Y Y
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
214B-236B 12 - 7 21 26 KD -16 HL - - N
Cross Head Spin
82D while in oversway
RBFF2 Duck 82d.jpg
RBFF2 Duck 82d2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14,14,14 - 5 11 22 KD -7 HL - N N
Duck Feint
j.22 (4/6 to move)
RBFF2 Duck j22.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 14 total - - - - - -
Flying Spin Attack
j.214A (Can be done from Duck Feint)
RBFF2 Duck j214a.jpg
RBFF2 Duck j214a2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11,11,11 - 10 till landing 14 total - - HL - N N

S-Power

Break Spiral
360BC
RBFF2 Duck 360bc3.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
76 - 0 - - KD - UNB - N N
Break Spiral Blaze
j.41236BC
RBFF2 Duck 641236bc.jpg
RBFF2 Duck 641236bc3.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
52 - 0 - - KD - UNB - N N
Crazy Blaze
623B-41236BC
RBFF2 Duck 641236bc2.jpg
RBFF2 Duck 641236bc3.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
52 - 0 - - KD - UNB - N N

P-Power

Duck Dance
641236C-Mash C
RBFF2 Duck 641236c.jpg
RBFF2 Duck 641236c2.jpg
RBFF2 Duck 641236c3.jpg
RBFF2 Duck 641236c4.jpg
RBFF2 Duck 641236c5.jpg
RBFF2 Duck 641236c6.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - 1+1 - 75 total - - - - - -
  • Duck Dance Lv2:4 presses; 2 chickens
  • Duck Dance Lv3:8 presses; 3 chickens
  • Duck Dance Lv4:12 or more presses; 4 chickens
  • After doing the dance successfully, your Ppower will refill and you will have access to any of the following P-power moves
  • Note that, no matter how many ducklings you have, using one of these moves will drain your Ppower completely and lose all ducks no matter it's requirements
Divine Punisher
j.214BC
RBFF2 Duck j214bc.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21,21,21,21(69) - 7 till landing 20 -43 +1 HL - N N
  • Needs at least 1 duck
Rolling Punisher
236BC
RBFF2 Duck 236bc.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8*13 - 15 37 20 -54 0 HL - N Y
  • Needs at least 2 ducks
Dancing Calliber
214BC
RBFF2 Duck 214bc.jpg
RBFF2 Duck 214bc2.jpg
RBFF2 Duck 214bc3.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8,12*6(79) - 5 4(4)12(15)38 43 KD -60 L - N Y
  • Needs at least 3 ducks
Break Hurricane
623BC
RBFF2 Duck 623bc.jpg
RBFF2 Duck 623bc2.jpg
RBFF2 Duck 623bc3.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8,12*7,14,14(92) - 5 4(4)12(15)38 43 KD -45 L - N Y
  • Needs at least 3 ducks
Super Bombing Machine
63214C
RBFF2 Duck 63214c.jpg
RBFF2 Duck 63214c2.jpg
RBFF2 Duck 63214c3.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
112 - 1+3 15 20 KD -1 L - N N
  • Needs 4 ducks

Chain Attacks

Punch Starters ``````````````

5A (*)  --------> 5B (*)      -----> 5C (E)
                                     6C (^, E)
                                     2C (_, E)
                                     3C (*, A, E)
          
       
n.5A (*)----> 5B (*)      ----->  5C (E)
          :                       6C (^, E)
          :                       2C (_, E)
          :                       3C (*, A, E)
          :
          ----> 2A (*)  ----->    5B (*)     -----> 6C (^, E)
          :                       5A (*, E)         2C (_, E)
          :                       2C (E)            3C (*, A, E)
          :                                        
          :
          :
          ----> 5A (*)      -----> 5B (*)     -----> 6C (^, E)
                                   5A (*, E)         2C (_, E)
                                                     3C (*, A, E)


2A (*)------>   5B (*)      -----> 5C (E)
          :     2C (E)             6C (^, E)
          :                        2C (_, E)
          :                        3C (*, A, E)
          :
          ----> 2A (*)  ----->    5B (*)     -----> 6C (^, E)
          :                       5A (*, E)         2C (_, E)
          :                       2C (E)            3C (*, A, E)
          :                                        
          :
          :
          ----> 5A (*)      -----> 5B (*)     -----> 6C (^, E)
                                   5A (*, E)         2C (_, E)
                                                     3C (*, A, E)


j.A-------> j.C (1, H, O, E)
(*, O)


Kick Starters `````````````

n.5B (*)---->   5B (*)      ----->  5C (E)
2B     |                            6C (^, E)
(*, _)    |                         2C (_, E)
          |                         3C (*, A, E)
          |
          ----> 2B (*, _)---->    2C (_, E)
                                  3C (*, A, E)


j.B-------> j.C (1, H, O, E)                                                 
(*, O)                                                    


Strong Starters ````````````````

2C (_)------> 2C (*, 1, _)-> 2369B (E)

Combos

Meterless

Metered

Strategy

Real Bout Fatal Fury 2
General

ControlsFAQSystem

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