RBFF (original) combo thread

Takumaji

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RBFF is my fave game of the Real Bout series and I always wanted to start a combo thread about it, so here it is... there are tons of cool combos thanks to the variable string combos, each chara has at least 5 or 6 of them, most of them can be linked into specials and supers.

Ok, I'll start:

JOE

cB -> sB -> db+C (knock-down)

cB -> cB -> f+C (knocks opp. to other plane, can be followed up with a D plane attack)

b+A -> sC,C(,C,C), start charging db while the sC's come out -> f+B

b+A -> sC,C -> f,hcf+C (P-Power, seems easy at first but timing of this one is quite tricky. Can also be done with S-Power f,hcf+BC)

jC -> sB -> sB -> tap A rapidly -> qcf+A

sA -> sC -> qcb+B

cA -> sC -> sC
 

evil wasabi

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I'm hopefully buying an RB2 kit in a couple days, honestly something about the RB series I am either not getting or judt don't like on the romz, but I'm willing to give it a shot. So, nothing to talk about now, hopefully in a week or two.
 

kernow

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confession

I've never played more than an hour of any RB

:(

although, the RB1 insert is simply .. awesome, one of my faves ever.
 

Takumaji

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While you guys brush up yer RBFF skillz (and you should because the game is damn fukn phantastic), let me add some more stuff, perhaps it helps to inspire you :) ...

ANDY

sC,C,C,C -> hcf+B

cB,B -> f+C (knocks to other plane) -> D -> db,f+C or P-Power super (db,d,df,f+C)

You can continue the combo above with another db,f+C and finish it with df+C. The full Zan'ei Ken combo (db,f+C -> db,f+C -> df+C) can be used as a follow-up to most string combos, like sC,C,C,C -> Zan'ei Ken combo, etc.).

cA,A -> cB -> db+C -> S-Power (qcf+BC)

sA -> sB -> dp+C

jB -> -> sB (or cB) -> hcf+B

jC -> air qcf+D (hits once and transports you to other plane) -> D, start charging db -> f+C

cA -> cB -> db+C -> hcf+B

db+A -> db,f+C or hcf+B

The thing about the Real Bout series and RBFF in particular is, RBFF and RBS pushed the FFS engine some mighty steps forward and came up with all those string combos, so if want to see what makes it tick you gotta learn some strings and setups for super/power combos. Compared to KoF, the RBFF engine is more straight and meant to be played offensively.

Similar to FFS you need very good reflexes because your opp. can turn tables in a fraction of a sec if he knows how to use the plane system, another essential part of the first two Real Bouts. It's not about jumping planes all the time but knowing what to do if a) you want to escape a dangerous situation by a plane shift, or b) your opp. changes planes/starts a plane attack. This is even more important as some charas have attacks involving auto-plane switching, like Andy's Phantom Shiranui (air qcf+D).

Basically, all you have to do is to press D if your opp. tries to attack you from a different plane which hits him and takes him back to your plane. Here, it's also good to know how you can continue from there, for ex. with a far-reaching special like Andy's hcf+B or a projectile. But well, your opp. can dodge your plan attack and counter it so you gots ta be on your toes.

And yeah, the insert looks bad-ass, as does the rest of the graphics. Just a true SNK gem.
 

Takumaji

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sigh


TERRY

cA,A -> cB -> d,u+A

sA,A -> sC -> qcb+C

jC -> db+A -> qcb+A

jB -> cB,B -> f+C (knocks to other plane) -> D

sA -> sC -> dp+B or S-Power (qcb,db,f+BC)

f,f+A -> sC,C,C -> qcf+D (knocks to other plane) -> f+C

(corner) S-Power (qcb,db,f+BC), start charging d -> u+A (juggle)
 

E=MC2

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heres some.

andy: j+C, d+A, A, B, db+C, qcf+BC, qcf+BC, then depending on how you hit opponent with last shorephadan follow up with either groundhit or dp+B (you can ad another spower, if you do the A,B,db+C a little further))

andy: j+B-C, C, C, C, C, f+C, qcb+C (dousnt work against duck and i think yamazaki, cause they dont fall after last f+C.

andy: near corner, j+B-C, qcf+D (still in air), D, qcb+A, A, A, db+C, hcf+C(ppower) dp+B. instead of ppower you can also do spower and maybe even another shorephadan but be carefull, you might be ringout.

Mai: jC, d+A, A, A, A, A, sA, sA, f+C, ppower or D, then spower, after the 2 standing A's you could also do db+C then dd+C(in corner)

Geese: crosoverjump+C, d+B, B, B, B, B, B, sB, f+C, spower, groundhit.

Yamazaki: j+B-C, A, C, C, C, C, f,db,f+A, groundhit.

Yamazaki: j+B-C, A, B, db+C, spower or upper snake fist.
more to come...
 

Takumaji

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More tech/strategy/combo info for you...

Here's a list of the standard string combos for every character according to the manual. If there's no c/s/j (crouching/standing/jumping-), read it as standing attack.

Terry: A -> C,C,C,C

Andy: C,C,C,C -> f+C

Kim: A -> B,B -> C,C

Duck: A,A -> B,B -> C

Joe: db+A -> C,C

Mai: B -> C,C

Sokaku: C,C,C,C -> d,d+C

Bob: C,C,C -> u+C

Hon Fu: db+A -> C,C

Mary: A -> B -> f+C

Franco: A -> C,C,C -> u+C

Yamazaki: A -> C,C -> f+C

Zin Chonsu: A,A -> f+C

Zin Chonrei: A,A -> C

Billy: A -> B -> qcf+C *

Geese: A -> C,C,C,C -> f+C

* the qcf+C only works in this string combo, in case you wonder.


These individual strings are the base of RBFF's combo toolbox. Let's examine Andy's string:

C,C,C,C -> f+C

If you do the full combo, Andy delivers four punches and then does a jumping forward kick that knocks the opponent to the front plane. However, if you skip the f+C finisher, you can continue the combo with a special move, like so:

C,C,C,C -> dp+B (or dp+C, hcf+B, etc.)

Just play around with that for a while, you will soon find what works for your fave charas and at which point you can cancel into specials/supers.


Line Attacks ("Oversway Attacks")

One way of doing longer combos are attacks that knock your opp. to an other plane, you can continue the combo with a standing D or d+D (if your opp. is on a an other plane than the middle one) or standing C (if you want to attack him FROM a different plane).

If you use the line swaying system stand-alone (i.e. not during a combo), D will take you to the other plane, from there you can attack an opponent on the middle plane with A or B, which will score a hit and then takes you back to the middle plane. If you attack with C you will first attack and then change positions, your opp. gets sucked to your plane and you will be brought back to the middle plane again. From there you could continue with another plane attack (in this case D or d+D) or a S/P-Power super that hits in all planes, like Terry's Power Geyser. Btw., Joe won't push the opp. into a different plane but knock him down instead if you attack with C.

You can also escape-roll to a different plane if you press D while waking up from a knock-down.

D while standing will shift you to the background plane, D while crouching will take you to the foreground.

If you hold D while in air, your chara immediately turns around. Use this if you don't to wait for the engine to turn your chara around if you land from a jump and your opp. suddenly changed sides, for ex. with a dash or rushing attack or as a recovery move after you've been knocked in air, but of course your chara won't turn if you get juggled.
 

Takumaji

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MUSOLINI said:
heres some.

andy: j+C, d+A, A, B, db+C, qcf+BC, qcf+BC, then depending on how you hit opponent with last shorephadan follow up with either groundhit or dp+B (you can ad another spower, if you do the A,B,db+C a little further))

Woah, KILLER FAINT KOMBO there, great stuff MUSO, keep 'em comin'!
 

KLSADAKO

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As I said before elsewhere, play the PS version where they have a combo mode, which you can watch combos, they also tell you how to perform them. It shows the best combos in the game. Like Kim's 22 Hits combo. Check it out.
 

Takumaji

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KLSADAKO said:
As I said before elsewhere, play the PS version where they have a combo mode, which you can watch combos, they also tell you how to perform them. It shows the best combos in the game. Like Kim's 22 Hits combo. Check it out.

I've seen your thread.

Sadly, timing on PSX is totally different to the Neo version, you can also do stuff in the PSX version that is not possible on Neo, that's why I added "original" to the thread title because the combos I've listed so far were tried and tested on it.

It's also much more interesting to find out all this stuff by yourself, for me that's half of the fun.

Hey, could you transcribe Kim's 22 hit combo and post it here? Could be worth it to try it on the Neo version.
 

E=MC2

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yeah i rented the ps version on time too. some combos they showed do work, but some like yamazakis infinite dont work in this original. if im right they showed him doing A, C, C, C, C, then repeat or repeat after a snake fist. im sure this dousnt work in neo geo.
 

KLSADAKO

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I don't quite remember how it went. I think it is something like down k x6/ standing kx2/ then DM, It definatly works on the saturn version, even 23 hits if you cross up first.
 

Takumaji

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KLSADAKO said:
I don't quite remember how it went. I think it is something like down k x6/ standing kx2/ then DM, It definatly works on the saturn version, even 23 hits if you cross up first.

I guess you could get that many hits out of the Neo version as well but only as a crossup-combo with Kim's P-Power super as a finisher. Hmm, will try that one.

If you want to post RBFF PSX combos, just go ahead, but make sure you mention that they're for the PSX version.

Meanwhile, here are some Kim b&b combos:

sB -> f+B -> d+C

cA, start charging db -> cB -> u+B -> d+B

sA,A -> sB,B -> dp+A

jC -> sC -> qcb+B

jC -> S-Power (air hcf+BC) -> dp+A (juggle)

sA -> sB,B -> sC -> P-Power (qcb,db,f+C)

As usual, our Tae Kwon Do champ has a tons of useful combos and easy setups. For ppl who like old-style Kim with his zero-lag air d+K, his RBFF self is almost perfect, and thanks to the more than generous combo timing, he is an excellent allround character for novice and advanced players.

to be continued...
 

the_colonel

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i think these work.

Kim: f+B, d~u+K
or f+B, dA, d~u+k
JB, C, jC, hcf+B+C

If your fast enough you can do Air C then when you land do ff to dash, then press back to cancel the dash, then go into a ducking combo.

So practice dashing then imideitely press back to hault the dash, you can do it very fast to get even basic throw setups quickly never mind special throws, if you do it slow then they'll catch on as it looks slow. You need fast hands though.

This is for people that think the dashing sucks, trust me it don't, it just requires hand speed.
 

Takumaji

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the_colonel said:
i think these work.

Kim: f+B, d~u+K
or f+B, dA, d~u+k
JB, C, jC, hcf+B+C

If your fast enough you can do Air C then when you land do ff to dash, then press back to cancel the dash, then go into a ducking combo.

So practice dashing then imideitely press back to hault the dash, you can do it very fast to get even basic throw setups quickly never mind special throws, if you do it slow then they'll catch on as it looks slow. You need fast hands though.

This is for people that think the dashing sucks, trust me it don't, it just requires hand speed.

Currently, I'm working on a few Geese combos, he has some cool dash-in's, for ex. after his cC, do a f,f and immediately follow up with a d+C pursuit attack, etc.

IMO, timing for dashing combos is not very tricky since RBFF has a very relaxed engine, which is important if you want to do combos that knock your opp. to one of the other planes and the continue it with more strings/specials or finish it with a super that hits in all planes.

I'll post the Geese stuff tonight.
 

the_colonel

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I know the dash in combos are not hard, i meant doing quick throw set-ups in matches, or dashing in then do crouch attacks, even dashing in then hop attacking.

Point is, is that you can dash in then example, throw the enemy quickly. I'm just saying that some people may think the engines slow, when in fact you make it fast by playing well.

Andy: After andys air spider hold d,d+C do his pursuit attack & the enemy bounces funny.

Terrys got cA,A,A,A,C qcb,db,f+C
JB,C dash, A,C,C,C, f,d,df+B

Its good your dedicated to this game "Takumaji", it flows well when you get into it, know which attacks to avoid or counter. In this game every character uses high priority attacks in some form or another, its very hard to turtle in rbff because many attacks don't have weakness's if used right.
 

Takumaji

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the_colonel said:
Andy: After andys air spider hold d,d+C do his pursuit attack & the enemy bounces funny.

Terrys got cA,A,A,A,C qcb,db,f+C
JB,C dash, A,C,C,C, f,d,df+B

Its good your dedicated to this game "Takumaji", it flows well when you get into it, know which attacks to avoid or counter. In this game every character uses high priority attacks in some form or another, its very hard to turtle in rbff because many attacks don't have weakness's if used right.

I like the pursuit follow-up to Andy's air grab, looks nice!

The cool thing about RBFF is that it's easy to pick up and play right away, but surprisingly, this is also the reason why some ppl shun it. If you don't care for all those advanced features and play it for a while, you might get the impression it'd be a toned-down FF3 with some extra features thrown in, but once you find someone with advanced skills and play him, you'll see that there's more good stuff in the box than just simple string combos and easier-to-use (compared to FF3) supers/potentials.

I just wish the game had a decent practise mode, trying out combos in 2P is crap...


Ok, here are some Geese combos (Vol. One):

(corner) sB -> qcb+A (not really a combo, but if your opp. doesn't have a dragon punch move or a reversal, he's in for an easy infinite once you have him cornered...)

sA -> C,C -> qcb+A (repeat up to 3x if you have your opp. cornered)

sA -> C,C,C -> S-Power (Raging Storm, db,hcb,df+BC)

cB -> sB -> f+C -> S-Power (db,hcb,df+BC)

jC, start charging b -> db+A -> f+C

sA,A, start charging b -> f+B -> dash -> d+C (pursuit attack)

A friend of mine says that it's possible to combo into a df+C Face Grab after the dash but I can't get it to work.

Deadly Rave combo: You can combo into the Deadly Rave from a number of strings (like sA -> C,C,C -> ...) and after you've knocked your opp. to another plane.

The full command (when super meter show S-Power and both the super meter and life bar are flashing)

(near opp.) hcb,f+A, followed by sA -> sB -> sC,C -> sB -> sC -> qcb+C

To be continued...
 

the_colonel

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Its not that indeph as i never had time to complete it but i'll post it anyways, its ok for a moves guide & can be built on.
Let me know if you want me to delete it as i know its supposed to be a combos guide.

It takes much concentration to be-able to see your foes type of attack & to already anticipate the attack is much harder as there are many ways in which you can break down your foe.

The best way to counter your foe is to guess the attack they are about to do & input the appropiate attack of your own to counter there's. By doing the motion's of your attacks there is only one thing left to do... & thats pressing the right button for your attack.
Also cammand/ special attacks/ desperation & potential power attacks all have weakness's, so to make all the moves in this game work well depends strictly on the user alone & nothing more.

u,d,l,r means joystick movement
A,B,C,D capitals mean button presses.

A=punch
B=kick
C=strong attack
D=sway & plane hitting attacks
----------------------------------------------------------------
Basic attacks.
----------------------------------------------------------------
Plane attacks.
----------------------------------------------------------------
Throws & holds.
----------------------------------------------------------------
Cammand moves/attacks
----------------------------------------------------------------
Chain moves.
----------------------------------------------------------------
Counter attacks & Gaurd cancel attacks.
----------------------------------------------------------------
Special attacks.
----------------------------------------------------------------
Desperation attacks.
----------------------------------------------------------------
Potential powers.
----------------------------------------------------------------
Things to know about the characters gameplay style.
----------------------------------------------------------------





==================================================================================================
==================================================================================================
==================================================================================================





Terry bogard.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Basic attacks.

Close A = Short jab punch
stand A is a rapid fire attack, you can get about 3 to 7 hits from both.

Close B = Front press kick

Close C = Spin double hit hook kick

Far A = Long jab punch

Far B = Side waist kick

Far C = Side head kick

Crouch A = Crouch jab

Crouch B = Crouch toe tap

Crouch C = Crouch knee sweep kick

Jump vertical A = Jump fist jab

Jump vertical B = Jump kick light

Jump vertical C = Air turn kick

Jump horizo A = Jump fist jab

Jump horizo B = Jump flying side kick

Jump horizo C = Jump fly strong kick

Hop vertical A = staying fist jab

Hop vertical B = staying kick light

Hop vertical C = Flying strong punch

Hop horizo A = staying fist jab

Hop horizo B = staying kick light

Hop horizo C = Flying strong punch

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Plane attacks.

Attack top plane high, D = Back fist (brings them to middle plane)

Attack top plane low, d+D = Low spin trip (brings them to middle plane)

Attack bottom plane high, D = Hook punch (brings them to middle plane)

Attack bottom plane low, d+D = low side foot trip (brings them to middle plane)

Attack from top plane, A = side punch (takes you to middle plane)

Attack from top plane, C = Heavy follow through kick (takes you to middle plane)

attack from bottom plane, A = Side punch (takes you to middle plane)

attack from bottom plane, C = Heavy follow through kick (takes you to middle plane)

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Throws & Holds

f+C (up close) = Buster throw

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Cammand moves & attacks.

fake burn knuckle = d+A+B

fake power wave = f+A+C

fake power geyser = d+B+C

f+B = Hop Spinning leg kick (hits them to top plane)

db+A = Uppercut

f,f+C = toe bunt (overhead)

f,f+A,C,C,C,C = left jab, right body, left body, right body, low short crack shoot.

A,C = jab then strong punch

dA, dC = crouch jab then crouch strong punch

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Chain moves.

A, B
B, B
A, cB
B, cB
cA, cB
cB, cB

do the chains above then you can finish with the 4 finish moves below.

sC = toe bunt blow back

cC = crouch knee sweep kick

db+C = ground juggle uppercut

f+C = jumping back fist (hits them to top plane)

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Counter attacks & Gaurd cancel attacks.

Whilst in block pose, press f+A = a counter attack move, (distract uppercut).

Whilst they are attacking you & your block gaurding pose is active, press f,d,df+B for terrys gaurd cancel power dunk.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Special attacks.

qcf+A = power wave

qcf+C = round wave (hits all three planes)

qcf+D = passing sway (first hit hits with the elbow & the second kick hits the top plane, also leaves terry in the top plane)

qcb+A = burn knuckle
qcb+C = longer range & stronger burn knuckle

qcb+B = crack shot

f,d,df+B = power dunk

d,u+A = rising tackle

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Special desperation.

qcb,db,f+B+C = power geyser (hits in all planes)

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Potential powers.

qcb,db,f+C = triple geyser (hits in all planes)



--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Things to know about terry in gameplay.

-bb back step can evade attacks if timed correctly, also gets you out of tight spots, don't abuse it though as this is not a defense game.
-Can do jump diaganal B then C, yup they link.
-ff dash can be canceled by pressing back, you can do this extremely fast to produce a quick throw attempt.
-terry's f+B can be canceled with any special/sd or pp attacks, good for getting closer to attack (beats walking or dashing).
-Rising tackle has invincible frames upon start up.
 

Takumaji

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That's a nice complete movelist/mini-faq for Terry there, good work colonel.

Could you do one for Yamazaki and Geese? :)
 

E=MC2

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heres another combo for terry. he has almost the same combo for RB2 too.

near corner:
jB-C, cA, A, A, A, C, Ppower geyser 3 hits :buttrock: , juggle with rising tacle and slam your opponent through the wall. ill post some more if i have time to play again, its been a long time.
 

E=MC2

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hey for some reason my sig is gone, and how do i ad a pic in my sig???
 
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