Beelzebubble's Competitive Play Tips for Real Bout Fatal Fury 2
Ok, this is one of the 2 or 3 fighting games I am just plain dangerous at... I
don't use big combo flash style play, indeed watching me play you'd probably
think it's pretty lackluster. I do however play against the best players in the
world (from Tokyo and Osaka) and so far haven't met anyone who can beat me
without some effort. This faq is designed to help those who are interested in
playing rbff2 competitively.... I use hon-fu, tung, yamazaki, andy and bob
mostly with hon-fu and tung being my true competitive characters so most info or
tactics in this faq will be based on play with those two characters. As always I
hope someone somewhere gets something out of this, if someone somewhere does
then all this effort has been worth it :)
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CONTENTS:
01. Line Sway
02. Dashing
03. Break Shot
04. Crossing Up
05. Getting Up
06. Chains
07. Tag On's
08. Poke Combo's
09. Chaining Specials
10. Beelze's Tiers
11. Copyright Stuff
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LINE SWAY
With line sway remember the fundamental rules and you'll be fine:
- A button will hit a crouching opponent (acts like an overhead).
- C will let you combo after it (in most cases) so it is probably your best
option with the potential for good damage.
- to hit an opponent who is on the other line use the D button.
Line sway is useful for confusing the opponent and dodging supers and
fireballs.. the combos of special are no longer a part of no 2 so only limited
line sway combos are available.
DASHING
USE DASHING... use it to press the attack when you've knocked down an opponent,
use it to close distance on an opponent who is at medium or long range, use it
to zone and rush down. If you face an opponent who is using a character with a
good anti air or anti rush use it mixed up with fireballs or jumping straight up
to mix up your attack pattern. tung for example can dash forward and attack into
a s.B --> qcb + A for a nice rush down. The advantage of the dash is:
- attacking out of it is almost instantaneous so attacking out of it is much
more effective than say street fighter 3.
- keep the opponent on their toes.
- get longer/higher jumps for better cross ups.
- can be stopped at almost any point after initiated with a slight frame
penalty.
- some characters have excellent dash only C normals such as terry whilst others
have improved range C's where the dash animation becomes part of the move so the
move is done whilst still sliding forward.
If dash seems to work well on downed or pushed back opponents then use it as
much as possible, it will keep the pressure on as well as pushing the opponent
to the corner. Dashing forward and back is also a great tactic to keep the
opponent on his toes.
BREAK SHOT
In RBFF2 most characters have several break shots ( :) ). They are also very easy
to do if you remember that once you start blocking an attack you are free to
return the stick to neutral and then perform the attack. Break shot is best used
when you block a multiple hit move, giving you the time to perform the motion
without screwing up your block (timing on breakshotting from quick attacks can
often lead to releasing guard to early and eating the opponent's attack). Break
shots are useful but I don't think absolutely necessary to a good game.
CROSSING UP (2 types)
Crossing up in RB2 is a bit different than most other games, although some and i
mean only some characters have true cross ups (like a VERY deep short or medium
jumped C with tung/hon or a B with kim). Although I like true cross ups they
fact that they are very hard to do or nonexistent with some chars is another
part of this games great balance. Kim's cross up in Special was just too damned
good! So apart from these few hard to use cross ups there is also the fatal fury
"D button cross up system" which was introduced in the first real bout (i think,
i don't have or get the chance to play 3 so..), anyone can do this and you can
do it with any move (whether you hit or not is of course up to the range of each
individual move). Although not as crazy effective as in Special using this
system is essential to a good well rounded game. I find the best use of the
cross up system is against characters with no dp or anti jump which is quick
enough to catch you, or when dashing from medium distance and jumping over a
downed opponent just as they get up. Indeed with tung a dashing jump to cross up
D button to C in the air is one of my tactics from medium range along with
dashing C, standing C or qcb + A. Having several options at every range will
keep your game fresh and hard to read. BTW don't bother trying to cross kim up
with his d to u with B because the fact it goes straight up rather than
diagonally means you will usually eat it :( (he's too damned good again).
GETTING UP
Getting rushed down or zoned too much? As you get up tap down + D for a quick
recovery or up + D for a line change recovery (roll to the other line). Good
players will mix these two options up with a normal get up so as to stay
unpredictable. Remember these two methods will not work if thrown/break shotted/
s.powered/p.powered.
CHAINS
Chains in other games are usually used to lengthen normal --> special combos so
all your friends say "wow you're cool!" well in this game that is not the case.
The chains are not combo able into if you complete them (A --> B --> C, B --> B
--> C) so you might think that combo's are way better, that is not the case
though. Chains (example hon-fu's c.B --> c.B --> c.C) do comparable damage to a
similar length combo (hon's s.C (close) --> qcb + A). Because of the
comparable
damage using chains is a great way to make sure you get good damage when the
chance presents itself without exposing yourself. The advantages of chains are:
- some chains actually allow you to juggle off the last hit (hon's df.A --> s.C
--> s.C --> dp + C).
- if blocked you are not as prone as if you combo (most normals have great
recovery and little movement from the position you start them from unlike
specials.
- decent damage
- easier to do if a sudden opening presents itself.
- definite knockdown on most if not all chains.
TAG ONS
Tagging on is another term I came up with this faq, it basically involves using a
long range normal (often a s.C or c.C) after doing a special. Doing this in this
game can be useful to catch opponents unaware, catch them as they try to jump or
just pushing them back and controlling them. an example is:
- tung qcb + A --> s.C (the standing C will often catch the opponent as they are
trying to jump)
or
- tung qcb + A --> c.B (can be comboed into qcb + A again if the B hits for
tung's great ability to keep the rush up for ever :) )
POKE COMBOS
Although Poke Combos (as i have named them) are not true combos they are a
necessary part of a good players arsenal in the game. PC's are basically strings
of normals you use to make the opponent block and keep them where you want them.
A couple of examples of a poke combos I use with Tung are:
- c.A --> c.B --> s.B (can tack a s.C on the end, good at catching an opponent
who tries to jump)
- c.A --> c.C (again can tack a s.C on the end)
- s.B --> s.C
These "combos" are not going to be listed anywhere so you are going to have to
create them yourself. Look for crouching and standing moves that have good
range, speed, recovery and don't leave enough time between them for the opponent
to hit you.
CHAINING SPECIALS
This isn't a new concept (a good example is cammy's drill to dp move) but is a
VERY effective attacking method in this particular game because of the time it
takes to start up most moves and the relatively short recovery on moves. Only
certain characters are able to do this but those that can do it can certainly do
it well. Chaining specials is basically doing one special (tung's qcb + A for
example) and then as the character returns to standing stance going straight
into another special or even a super (tung's dp + B). The short recovery time
means that the second special will usually come out faster than the opponent's
attack. Other good examples are:
- Terry's rising tackle after his crack shoot, burn knuckle or qcf + B
- Andy's dp + C after his sky breaking blast or his shadow slash
- Tung's dp + B after his qcb + A/C
- Hon-fu's dp + A/C after his qcb + B (not very effective though due to the dp's
inability to hit a standing or crouching opponent easily)
- Kim's d to u with A or B after his qcb + B/C (this is just plain crazy and one
of the reasons Kim is VERY top tier)
In some cases even if the opponent blocks you will not be to prone, even if this
is the case using one special after another is best used as a mix up game
because a good player will get used to is soon and find out how to punish you if
you do it everytime.
BEELZE'S TIERS
Just for fun:
-Highest = Kim (speed, combos, recovery, anti-airs), Geese (fireball, super,
pick up ground throw bug), Mai (speed, p.power, fan), Terry (recovery, combos,
c.B --> qcf + B (wtf???))
-High = Hon-fu, Bob, Duck, Andy, the Chon's, Joe, Rick, Xianfei
-Low = Tung
the rest I am not quite sure or Medium
Don't use this in anyway without my permission (you have my permission to read
it and copy it for personal use) that includes linking to it, posting it on
other sites, using it in magazines, etc.