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- Feb 28, 2003
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!!the BIG RB2 thread!! (updated 10/9/04 : andy)
im gonna post as much as possible about my favourite fighter in this here thread.
NOTE : THIS THREAD, OR MY BRIEF STRATS ANYWAYS ARE NOT GOING TO INCLUDE, "COOL" OR "BIG" OR "IMPRESSIVE" COMBOS, NOR DO THEY INCLUDE EVERY STRATEGY. THE STRATS ARE HOW I USE THE CHARACTERS IN COMPETITIVE PLAY NOTHING MORE NOTHING LESS
+++++++links+++++++++
1. arcade extreme combo vids here (thanks baratoz)
2. competitive play general faq by me
++++++brief strats++++++
RICK STROWD
best range : he's mix up so he's best between close -> mid.
[normals]
s.A : great range though not as much as it would seem by looking at the sprite. very fast though rick isn't really a poker. can be used to combo into his qcf+A (s.Ax2->qcf+A). his dash is a bit slow to use this effectively as a dashing poke from mid/close besides which you need to do if from neutral when dashing otherwise you will get the overhead which will leave you very open. becuase of the high thin hit box you are prolly better off sticking with the c.A.
s.B : pathetic range and becoz it's almost a medium punch rather than a light kick the recovery speed is bad. good in combos though, use x2->qcf+A for a bnb combo otherwise no need to use it.
s.C : not a really good poke, the time it takes the move to complete is long though recovery is ok. can be used as a poke tack on after a blocked qcf+A ect though be careful not to rely on that tactic as faster opponents will learn to punish you. better off using the dp to out prioritize after being blocked.
c.A : abuse it, super fast, can be comboed into after one or two (into the qcf+A) and has great range for a light. psuedo combo it into the c.C and then the qcf+A for a good mixup game, if they block the whole thing use the dp to out prioritize, if the C hits the qcf+A will put you behind them as they get up confusing them. use this move as a scrambling defence.
c.B : can be comboed into but apart from higher damage is not as good as the c.A in any aspect.
c.C : slow to come out and recover from. best used after a c.A or two so the block stun from the A will give you a chance to use this safely. otherwise better off sticking to A's. only has slightly longer range than a c.A despite being a heavy. use carefully.
j.A : great priority, effectiveness duration is long too seeing as its two hits. angle and hit box is very straight and narrow so best used on the way up on an opponent higher in the air or one jumping straight up as you hop/mid jump. avoid using on grounded opponents as even deep its hard to hit.
j.B : good on hops, great for rushing down. wont combo though. use on crouching opponents or to cross up (though very hard and wont combo). decent priority on the way up (better than j.C priority wise).
j.C : use for combos on standing opponents on mid or long jumps, best used on hops too if you are going for a combo... j.B is good (has a better angle and is easier to use but wont combo).
f+A : a good overhead best abused as the opponent is waking up (provided they dont have a good wakeup aa or the like). mix it up so the opponent doesnt get too good at blocking the overhead (if you use it everytime youll get predictably as well as helping the opponent develop their overhead blocking skills). quite slow to come out though this can be a benefit if you get the timing down on an opponent waking up as its tricky to read. hits twice which also makes it harder to block properly. try mixing this up with the qcb+A as well to keep them on their toes.
[specials]
qcf+A/C : this and the dp are what youll be using. this is used like andys dash attack to keep the pressure down (ricks a rushdown/mixup character). youll need to learn the range that it turns into a plain dash and spam with c.A or fake out with walk in throws when it doesnt hit and leaves you right in front of them. the C version doesnt combo and is best used only from near full screen to catch opponents off guard like you would dudleys heavy dashing punch combo move (qcf+HP iirc). so basically only as a mixup option (the C version). the A version is great to combo into, especially after 2 or 3 c.A's or a c.B. it unreliably cancels into one c.A. better off spamming three though as its an easier combo and does more damage.
dp+A : mix it up on the end of a blocked qcf+A/C or even a blocked hcb+C. better off not to combo into it as the 2nd hit knockdown is iffy and you could be left prone or at the least on the back foot. its a really good wakeup or aa. use two in a row ken style coz its fast. juggle with it if you get the launcher on the qcf+C. good recovery so work it into your game as much as possible.
qcb+A : super slow, even comboed off a c.C or the like you are going to get hit out of it. best off to use it only on a waking up opponent after you master the difficult timing. dont use it on those with a good wakeup aa (chonshu and xiangfei etc) coz it telegraphs and youll get hit. good strategy with this on a waking up opponent is to c.C then combo this into it, thing is you have to really delay the cancel on the qcb+A, if you cancel it in quickly they will wake up and smack you before it comes out.. delay the cancel and it's very hard to avoid seeing as the C is crouching and this is an overhead.
hcb+C : great from near full screen or on a waking up opponent from long range. will often catch an opponent trying to jump or in the air at the right height. only use at long or near full screen as when blocked you are very prone. very fast.
qcb+B : the dodge is great, you dont really come out of it quick enough to make it that useful though, if they spam youll prolly come off even. might be good for head games but to be honest i dont use it much.
[supers]
spower : too slow to come out for its own good, leaves you prone as it has very little effectiveness against airbourne opponents unless they land right in it. best off not using it unless safely on an opponent at long/full screen or on an opponent waking up at mid range.
ppower : use it as soon as it becomes available. should be safe even if they airblock and land near you. pushes back a lot, has overhead properties and takes long enough to be relatively safe against plane shifting opponents. good when comboed off a c.C to trick the opponent into low blocking the whole thing.
[bnb combos]
- j.C->s.B->qcf+A
-j.C->c.Ax2/3->qcf+A (x3 prolly only reliable in the corner)
-j.C->c.B->qcf+A
-j.C->c.C->hcb+C (pushing or mixup combo only, doesnt connect with the last move if the c.C hits).
->j.C->c.C->qcb+A (only use on turtles and only to mixup, telegraphs and fairly easy to punish after the qcb+A is cancelled).
-j.C->c.A->c.B->c.C
-j.C->s.Cx2->qcf+A
[strats]
rick is mixup rush. he's got some long range options like his hcb+C and the dash on his qcf+A but he's best off used in close (take advantage of the speed and range on his c.A) or moving into close from mid or mid close. mid offers options like whiffing the qcf+A then c.A/walk in throw/dp+A/overhead(f+A) or even jumping straight up to stop jumpers. close lets him keep the pressure on, give you the chance to knock down and then play ricks best game. learn the c.C->delayed cancel into qcb+A, with good timing it may be near unavoidable except by plane shifting recovery. his best mix up games are constructed around whiffing the qcf+A, is qcb+A, his hcb+C and his overhead. speed and variety to win!
im gonna post as much as possible about my favourite fighter in this here thread.
NOTE : THIS THREAD, OR MY BRIEF STRATS ANYWAYS ARE NOT GOING TO INCLUDE, "COOL" OR "BIG" OR "IMPRESSIVE" COMBOS, NOR DO THEY INCLUDE EVERY STRATEGY. THE STRATS ARE HOW I USE THE CHARACTERS IN COMPETITIVE PLAY NOTHING MORE NOTHING LESS

+++++++links+++++++++
1. arcade extreme combo vids here (thanks baratoz)
2. competitive play general faq by me
++++++brief strats++++++
RICK STROWD
best range : he's mix up so he's best between close -> mid.
[normals]
s.A : great range though not as much as it would seem by looking at the sprite. very fast though rick isn't really a poker. can be used to combo into his qcf+A (s.Ax2->qcf+A). his dash is a bit slow to use this effectively as a dashing poke from mid/close besides which you need to do if from neutral when dashing otherwise you will get the overhead which will leave you very open. becuase of the high thin hit box you are prolly better off sticking with the c.A.
s.B : pathetic range and becoz it's almost a medium punch rather than a light kick the recovery speed is bad. good in combos though, use x2->qcf+A for a bnb combo otherwise no need to use it.
s.C : not a really good poke, the time it takes the move to complete is long though recovery is ok. can be used as a poke tack on after a blocked qcf+A ect though be careful not to rely on that tactic as faster opponents will learn to punish you. better off using the dp to out prioritize after being blocked.
c.A : abuse it, super fast, can be comboed into after one or two (into the qcf+A) and has great range for a light. psuedo combo it into the c.C and then the qcf+A for a good mixup game, if they block the whole thing use the dp to out prioritize, if the C hits the qcf+A will put you behind them as they get up confusing them. use this move as a scrambling defence.
c.B : can be comboed into but apart from higher damage is not as good as the c.A in any aspect.
c.C : slow to come out and recover from. best used after a c.A or two so the block stun from the A will give you a chance to use this safely. otherwise better off sticking to A's. only has slightly longer range than a c.A despite being a heavy. use carefully.
j.A : great priority, effectiveness duration is long too seeing as its two hits. angle and hit box is very straight and narrow so best used on the way up on an opponent higher in the air or one jumping straight up as you hop/mid jump. avoid using on grounded opponents as even deep its hard to hit.
j.B : good on hops, great for rushing down. wont combo though. use on crouching opponents or to cross up (though very hard and wont combo). decent priority on the way up (better than j.C priority wise).
j.C : use for combos on standing opponents on mid or long jumps, best used on hops too if you are going for a combo... j.B is good (has a better angle and is easier to use but wont combo).
f+A : a good overhead best abused as the opponent is waking up (provided they dont have a good wakeup aa or the like). mix it up so the opponent doesnt get too good at blocking the overhead (if you use it everytime youll get predictably as well as helping the opponent develop their overhead blocking skills). quite slow to come out though this can be a benefit if you get the timing down on an opponent waking up as its tricky to read. hits twice which also makes it harder to block properly. try mixing this up with the qcb+A as well to keep them on their toes.
[specials]
qcf+A/C : this and the dp are what youll be using. this is used like andys dash attack to keep the pressure down (ricks a rushdown/mixup character). youll need to learn the range that it turns into a plain dash and spam with c.A or fake out with walk in throws when it doesnt hit and leaves you right in front of them. the C version doesnt combo and is best used only from near full screen to catch opponents off guard like you would dudleys heavy dashing punch combo move (qcf+HP iirc). so basically only as a mixup option (the C version). the A version is great to combo into, especially after 2 or 3 c.A's or a c.B. it unreliably cancels into one c.A. better off spamming three though as its an easier combo and does more damage.
dp+A : mix it up on the end of a blocked qcf+A/C or even a blocked hcb+C. better off not to combo into it as the 2nd hit knockdown is iffy and you could be left prone or at the least on the back foot. its a really good wakeup or aa. use two in a row ken style coz its fast. juggle with it if you get the launcher on the qcf+C. good recovery so work it into your game as much as possible.
qcb+A : super slow, even comboed off a c.C or the like you are going to get hit out of it. best off to use it only on a waking up opponent after you master the difficult timing. dont use it on those with a good wakeup aa (chonshu and xiangfei etc) coz it telegraphs and youll get hit. good strategy with this on a waking up opponent is to c.C then combo this into it, thing is you have to really delay the cancel on the qcb+A, if you cancel it in quickly they will wake up and smack you before it comes out.. delay the cancel and it's very hard to avoid seeing as the C is crouching and this is an overhead.
hcb+C : great from near full screen or on a waking up opponent from long range. will often catch an opponent trying to jump or in the air at the right height. only use at long or near full screen as when blocked you are very prone. very fast.
qcb+B : the dodge is great, you dont really come out of it quick enough to make it that useful though, if they spam youll prolly come off even. might be good for head games but to be honest i dont use it much.
[supers]
spower : too slow to come out for its own good, leaves you prone as it has very little effectiveness against airbourne opponents unless they land right in it. best off not using it unless safely on an opponent at long/full screen or on an opponent waking up at mid range.
ppower : use it as soon as it becomes available. should be safe even if they airblock and land near you. pushes back a lot, has overhead properties and takes long enough to be relatively safe against plane shifting opponents. good when comboed off a c.C to trick the opponent into low blocking the whole thing.
[bnb combos]
- j.C->s.B->qcf+A
-j.C->c.Ax2/3->qcf+A (x3 prolly only reliable in the corner)
-j.C->c.B->qcf+A
-j.C->c.C->hcb+C (pushing or mixup combo only, doesnt connect with the last move if the c.C hits).
->j.C->c.C->qcb+A (only use on turtles and only to mixup, telegraphs and fairly easy to punish after the qcb+A is cancelled).
-j.C->c.A->c.B->c.C
-j.C->s.Cx2->qcf+A
[strats]
rick is mixup rush. he's got some long range options like his hcb+C and the dash on his qcf+A but he's best off used in close (take advantage of the speed and range on his c.A) or moving into close from mid or mid close. mid offers options like whiffing the qcf+A then c.A/walk in throw/dp+A/overhead(f+A) or even jumping straight up to stop jumpers. close lets him keep the pressure on, give you the chance to knock down and then play ricks best game. learn the c.C->delayed cancel into qcb+A, with good timing it may be near unavoidable except by plane shifting recovery. his best mix up games are constructed around whiffing the qcf+A, is qcb+A, his hcb+C and his overhead. speed and variety to win!
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