!!the BIG RB2 thread!! (updated 23/7/04 : chonrei)

sadoanarcho

Kabuki Klasher
Joined
Jan 7, 2001
Posts
128
as I play Tung, too, I'd be grateful to learn something about the usage of qcf+C, his SP and finally, about his taunt-moves.
 

SwordPlay

Crossed Swords Squire
Joined
Dec 12, 2002
Posts
191
Takumaji said:
Okay, last night I've played some more RB2 and tried a few things... now I have some questions for you beelze...

First, can you combo into Terry's Rising Tackle after this: (H Power is on) sA -> qcf+B -> qcb+B (juggle) -> ? Any other suggestions for a follow-up?

As far as I know you can't juggle off of the QCB+B after the QCF+B.

He does have a few nasty Corner combos that are fun to play around with:

Jump C, DF+A, sC, sC, QCF+B, DU+A (Rising Tackle)

DF+A, sC, D+BC (Fake), DF+A, sC, sC, QCB DB F+C
 

Takumaji

Master Enabler
Staff member
Joined
Jul 24, 2001
Posts
19,853
Hm, it looked like it would work at first, but since the charge time for Terry's Rising Tackle is quite long in RB2, this doesn't surprise me... anway, thanks for the info.
 

E=MC2

Ass Troll,, Ignorant, , , , (Do Not Resuscitate)
Joined
Apr 4, 2003
Posts
2,138
its not because the rising tackle loads too long. you just cant juggle with anything after you crackshoot after the ground slide.
 

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
Joined
Feb 28, 2003
Posts
6,261
++++++brief strats++++++

SOKAKU MOCHIZUKI

style : spamming, rush

ok sokaku seems raped at first if you have put a lot of time into him in RBFF or RBFFSPC. thing is he isnt raped at all, hes just more of a finesse character now with some tweaks that take getting used to (his c.C and fireball move the two biggest tweaks imo). he is a great mid range character (see s.C and bfbf+C) and also a great long range jumper (j.C). hes a little tricky but very fun when you get good.

try keeping the opponent at mid range. from here you are going to want to mix up bfbf+C and s.C, if you get a hit try and use the time to move back. when at mid-long cover yourself with a qcf+A caltrops on a grounded or waking up opponent. indeed on a character getting up try to always have caltrops at mid range coming out, if mid you can move forward with a short jump.B (best for short jumps on the way down), jump straight up with C or bfbf+C. try to be moving back to mid-long where you can get in with j.C->s.C(2hits)->bfbf+C, this is his bnb and does nice damage and is very safe if blocked.

spam with his bfbf+C, learn to delay it on a blocked combo (pause after a s.C is blocked for example) to grab opponents who try to block. otherwise mix it in where ever you can, beware of those who get good at plane shifting to avoid it, they will be able to punish you.

he has a crossup, very hard to get but j.B on the back of the head is good for getting the opponent into a 360+C if the block you can get it, if they dont the hit stun will give it to you, so basically where possible crossup with j.B and 360 as you land (even if you miss and land close enough it will work whiff->throw).

a good close combo or after a j.C is A->C. in the corner tack on a qcb+B, or otherwise bfbf+C. also a good psuedo chain is c.A->c.C then tack on a qcf+A for keeping the opponent on their back foot. abuse his c.C a lot, has good range and quick recovery, c.A is also surprisingly long for a light and a good mid-close poke.

bnb combo : s.A->s.C->bfbf+C, j.C->s.C(2hits)->bfbf+C

strongest air game : short jumped A for hit box on the way down, j.B (short or long) for priority (against stronger air attackers), j.C long range both up and down.

motto : spam with the big devil thing!
 

SwordPlay

Crossed Swords Squire
Joined
Dec 12, 2002
Posts
191
beelzebubble said:
++++++brief strats++++++

SOKAKU MOCHIZUKI

style : spamming, rush

ok sokaku seems raped at first if you have put a lot of time into him in RBFF or RBFFSPC. thing is he isnt raped at all, hes just more of a finesse character now with some tweaks that take getting used to (his c.C and fireball move the two biggest tweaks imo). he is a great mid range character (see s.C and bfbf+C) and also a great long range jumper (j.C). hes a little tricky but very fun when you get good.

try keeping the opponent at mid range. from here you are going to want to mix up bfbf+C and s.C, if you get a hit try and use the time to move back. when at mid-long cover yourself with a qcf+A caltrops on a grounded or waking up opponent. indeed on a character getting up try to always have caltrops at mid range coming out, if mid you can move forward with a short jump.B (best for short jumps on the way down), jump straight up with C or bfbf+C. try to be moving back to mid-long where you can get in with j.C->s.C(2hits)->bfbf+C, this is his bnb and does nice damage and is very safe if blocked.

spam with his bfbf+C, learn to delay it on a blocked combo (pause after a s.C is blocked for example) to grab opponents who try to block. otherwise mix it in where ever you can, beware of those who get good at plane shifting to avoid it, they will be able to punish you.

he has a crossup, very hard to get but j.B on the back of the head is good for getting the opponent into a 360+C if the block you can get it, if they dont the hit stun will give it to you, so basically where possible crossup with j.B and 360 as you land (even if you miss and land close enough it will work whiff->throw).

a good close combo or after a j.C is A->C. in the corner tack on a qcb+B, or otherwise bfbf+C. also a good psuedo chain is c.A->c.C then tack on a qcf+A for keeping the opponent on their back foot. abuse his c.C a lot, has good range and quick recovery, c.A is also surprisingly long for a light and a good mid-close poke.

bnb combo : s.A->s.C->bfbf+C, j.C->s.C(2hits)->bfbf+C

strongest air game : short jumped A for hit box on the way down, j.B (short or long) for priority (against stronger air attackers), j.C long range both up and down.

motto : spam with the big devil thing!

Keep this stuff coming please.

Regretedly, I've never spent all that much time with the RB series; not because I don't enjoy it, but the people I play with don't give a rats ass about it (they're all Alpha fanboys... and I'm not), so I'm usually stuck going at it solo. I've got RB2 combos out the ass, but I'll be damned if I know anything about it on a truly competitive and or character-specific strategy level.

I'm more than eager to sit and here and read what a person who obviously knows the game well has to say.

If you've got any more strats for specific characters, please do so.

Or more specifically, if you've got any good information on these characters, I'd appreciate some tips/strats for them:

Laurence
Franco
Duck King
 

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
Joined
Feb 28, 2003
Posts
6,261
++++++brief strats++++++

RYUJI YAMAZAKI

best range : mid or mid-long

[at close]
c.A is pretty good speed and scrambling defence wise. best not get in a situation where you need to scramble defence though (block until youve got a break then retreat). on a waking up character mixup f+A overhead, dashing into A->C->special of choice (go dagger,dp+A coz you can push them towards the corner with it and then dd+C stomp combo after they hit the ground, the dagger knocks them down for longer making it easy to hit with the stomp finisher) or a dp+B to keep em guessing. basically he has nice mix up options. at close when comboing (on an open opponent) try the dagger combo above, an easy combo of df+A->Cx2->stomp finisher (dd+Cx3) or s.C->spower. when at close do your work then move out to mid-long, this also works as a bait for the hcf+B counter (which should be practiced and then mixed into your basic patterns as it keeps the opponent wary of jumping which works in yamas favour coz hes good long range).

[at mid-close to mid]
s.C is a great move to abuse. try it on them as they wake up. lots of snake arms (B or C) will get hits here and there, keep them on their toes and most importantly build bar coz you are going to want to abuse the spower. c.C is also great as its deceptively long. moving back a little (dashing) can bait for the hcf+B. jumping from mid will allow you to use his j.C which is very good, especially on the way down. to bait for the jump try c.C, punish the jumper with spower.

[at mid-long to long]
use the snake arm just to scare and build bar, use the spower coz any even graze with it will get you some damage. remember when you hit with the spower you are virtually guaranteed a stomp finisher coz they will get thrown to the corner, dash in and get that extra damage. at long range move back and hit a jumping opponent with s.C. the opponent will have to close to mid if you are at long so you are in a good position. punish fireballers with the qcf+C counter move.

bnb combos : s.A->s.C->dp+A->(in corner)dd+Cx4, s.C->spower->dd+Cx4

jumping : j.A isnt too bad as it can be comboed into some standing normals (on a short jump too) like s.A->df+C which can then be followed by the stomp finisher. j.C is great but slower, better on the way down and better at longer ranges. j.B is ok, pretty good priority.

strats : build bar with fake out snake arms and chipping snake arms (at mid-long ranges). findout what knocks down long term (like df+A->Cx2 or s.A->df+C) and always use the finisher where possible, little bits of damage add up. use bar and red blood by abusing the spower. it is an almost perfect anti air and does great damage and can be followed by the finisher. use his f+A overhead, dp+B and other mixups to keep them guessing. dont battle close on faster characters. master the hcf+B trap (aka getting them to jump/standing attack you).
 

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
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ok...

++++++brief strats++++++

JOE HIGASHI

best range : mid

[at close]
try c.A or c.B. either have enough priority to get you out of a rush down or after landing a jumping attack. a nice combo on the ground is c.A->c.B->d-bf+B. his c.C is fast and safe and you can tag a hurricane on it as either a combo or a delayed combo (to mix it up). dont use his db-f at close, you need to use the move often but only at med or further away otherwise youll be prone. another good combo is c.A->mash A->qcf+A or C. why? its almost completely safe, does nice chip damage and can surprise with the finisher being an overhead, also really easy to do. as a mix up try c.Bx2->df+B, they wont expect the slide especially seeing as its quite slow to come out. another tactic to keep pressure on is to c.Bx2->c.C->golden heel, you should be at the perfect range to go into close attacks again (mix up with dp+B) after landing from the golden heel. if you are going to jumpfrom mid-close then short jump with A or B (A on the way down for the incredible hit box on it which stretches almost from the peak of a short jump to the lowest point of a jump, B has better priority maybe).

[at mid-close to mid]
mid is joes best range, you are almost completely safe with his fb (mix up A and C version though use more A at mid and more C at mid-long). his main weapon is the db-f+B. it will catch ppl unaware all the time and has almost no recovery leaving you with lost of options when you land even if they block (mash A, dp+B, c.A->combo of choice), etc. if you concentrate on this move and the game after it then youll do well. between that, fb's, the golden heel kick, faking with a s.C or jumping in you should be dominant at mid range. dont be afraid to close from mid either (if you can convince them to jump into your traps) joe would be better off here than at long.

[at mid-long to long]
j.C has decent range (its good on a small jump at mid actually) but it wont get you a hit jumping from long. use his qcf+C, the golden heel as a fake out, and the heavy version of the db-f kick (+C) though i am not sure how prone it leaves you (though you prolly arent safe after it at anything but full screen). apart from that joe isnt much of a long range character. mid or moving from mid to close is his game.

bnb combos : c.A->c.B->db-f+B, s.B->dp+A, shortj.A->c.A->mashA->qcf+A or C.

jumping : j.C at long or mid from a short hop. j.A especially on a short hop has AMAZING hit box on it, which is also incredibly deceptive, it seems to finish but continues to hit for almost a whole jump (at least from the peak of the jump till you land) which means they have to block the whole time or theyll eat it and its hard for them to aa you. us it and combo it into the bnb above. j.B is good on a short jump priority wise and prolly the best on the way up. it may even crossup on a very close jump over.

strats : build strats around his db-f+B. it catches then unawares and has heaps of options for if they block it. its his whole game when i use him. also try to get his c.A->mashA combo for a really easy to do, easy to catch em with and nice damage combo. fake a lot and use his fb over and over at mid to mid-long. he's fast movement and recovery wise, dont be afraid to use his speed.
 

Blue Steel

previously "bubu_X"
Joined
Feb 26, 2003
Posts
3,838
My MVS cart hasn't come in the mail yet, I can't wait to fuckin play this game!
 

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
Joined
Feb 28, 2003
Posts
6,261
++++++brief strats++++++

WOLFGANG KRAUZER

best range : mid

[playing at mid]
krauzer's best played at mid (except when you want to spam with the krauzer wave at which point mid-long or long is better]. why do you want to play him at mid, well that is where most of his weapons are. from mid he has:

1. leg tomahawk
2. s.C
3. blitz ball mixup
4. dash->command throw
5. krauzer wave
6. j.C
7. shortjump.B

the leg tomahawk is good in most situations, if the opponent is blocking, moving towards you, away from you or jumping then you are pretty safe, even if they block recovery is good enough that even against faster characters you should be able to get a c.A in. if you can get a c.A try pushing the opponent back by following it with a s.C->leg tomahawk.

standing C should only be used on static or moving opponents. avoid having the long slow poke out if the opponent is jumping or getting ready to jump, you'll get hit. the krauzer wave is generally safe at mid but better left to longer ranges as it can be plane dodged. blitz ball can get you in trouble but is important in a full arsenal.

dash throw will need to be mastered. it really adds variety to a mid range strategy as well as being essential when you are trying to land the gigantic cyclone (which does very nice damage) or setting up with the dangerous thrust.

shortjump.B has decent priority, indeed it may even have excellent priority (kicked yama out of his spower). it wont combo into anything though so the best you can expect is a missed crouch block into combo or some push back/manuevering combos.

[at close range]
not his best range, his c.A is actually quite good despite being slow and a little deliberate. it's power is in the timing, don't do them rapidly rather with good quick timing and you can get two or three out keeping the opponent blocking, also tap one c.A into a s.C which can then be two in oned to his leg tomahawk (not a true combo). a nice trick is to also c.Ax2->s.A which keeps the opponent blocking and often surprise with the s.A (a good fast close-mid poke). his s.B or c.B are both ok also, c.B combos into c.C and s.B crouches into s.C. s.B is excellent becoz the range is deceptively long and the slightest hit with it will get you a 2nd hit if you add the s.C after it (though you cant cancel into the standing C off the s.B). try to use his command throws as well when in close, otherwise avoid to much close fighting with krauzer.

[at long range]
great range to be at when you have red blood and want to spam with the krauzer wave, otherwise not a really good range to be at. the blitz balls are too easy to dodge and his j.C has almost no range beyond medium so you are not going to be hitting much from long.

mix up the holding time on the krauzer wave to keep the opponent on their toes.

bnb combos : c.B->c.C, s.b->s.C, j.C->s.A->s.C->leg tomahawk.

jumping : j.A is good if short jumped or jumped but left very late, the hit box isnt very big so it must be used on way down, its deceptive so hard to block. j.B is great for short jumps, maybe even ok for med or longs though not likely to hit at long it's got good priority, use on the way up. j.C is good but again has a small hit box being a punch and very little range (med at best). use it on the way down and combo into it when you hit with it.
 

El Capitan

Mai's Apprentice
Joined
May 19, 2004
Posts
1,811
Woah!
Just saw the RB2 vid at DeadlyRave.
What a video, I feel pretty useless now! I goot try harder. Rick's 24-hit will be mine soon!
 

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
Joined
Feb 28, 2003
Posts
6,261
++++++brief strats++++++

JIN CHONREI

best range : close

[playing at close]
chonrei is best played at close, that is you should try to keep the pressure on with him by always moving in from long or mid. basically he's a rush down character with some nice easy combo's and great traps to get the opponent moving towards you. think of him as a shoto character with chunli speed. his dash is one of the best in the game for getting you in a good position to attack from.

in close you can use lots of easy combos (c.A->c.B->c.C, s.A->B->C or s.B->Cx2->ff+A) to do damage and preferably knock down so you can go at it again, that is keep the strategy rolling. because he's a little bit shallow in terms of actual special based strats (really he's all about fb, dp and combo's) you are going to want to use his speed to position him at various ranges or positions to keep the enemy guessing. another thing is he's a very bad poker.. prolly the worst in the game (his s.C is deceptively short and leaves him prone recovery speed wise, his c.C is ok but has a very short range compared to a good or even average poker), basically don't poke RUSH!

[at mid range]
so basically you want to get into position, scare the opponent then rush them. at mid fbs are relatively safe though if jumped you'll not be able to dp them before they kick you in most cases so better off dashing into his s.C from mid. also try his roll at mid (backwards to mix it up every now and then, especially if you have ppower). the recovery is good so if the opponent is scrambling as you roll (c.A spamming for example) just block as you come up. dp from the roll is also a decent strategy. jumping is ok (short jumping) from mid though you'll have to hit the j.A very deep and the j.B is not very good on a standing opponent (though it is good priority and active time on the way up). actually when jumping long or short on a standing opponent you can really just rely on the j.C which has a huge long lasting globe shaped hit box sorta like tung's j.C and is really really good. easily comboable into his bnb combo as well (read j.C->s.B->s.Cx2->fb or ff+A) if you want you can also mix in s.B->s.C->uf.C which is an overhead on the last hit which doesn't combo and is a little slow, still good on a blocking opponent.

dash dp is also a good medium range strat, especially good becoz while dashing you have a decent amount of time to read the opponents actions (and check if they are open though on a light dp, the dp+A you will have ok recovery), dashing into a c.C is also pretty good though not the range of the special dashing C it hits low to add to the mixup from medium (chonrei's worst distance).

[at long range]
chonrei's 2nd best distance and well worth spending time at, why well becoz he's a fireball monster, alternate the A and the C version and you'll have the opponent jumping into your dp just like ryu in sf2, your standard fireball trap, on an opponent that refuses to jump you just dash in after the fb with a s.C or a crouching C. if they just jump up dash in with a dp,, maybe even the C version if you think you can hit with it. another option is the ppower after the fb. try baiting the enemy by dashing back into the ppower when at mid range, if they jump you'll hit with it, remember the recovery on the ppower is good so don't be afraid to use it when you have it.


bnb combos : crouching and standing ABC chains or s.B->s.Cx2->ff+A (knockdown which is better) or qcf+A/C (no knockdown though against a slow opponent a c.C after the fb hits is relatively safe).


jumping : rely on the jumping C, learn it's use coz it's multipurpose, another reason chonrei's easy to use. j.A has good priority on the way up or down though a short effectiveness time, j.B is good on the way up only really with good priority (prolly better than A).


misc : amazing plane dash (shift plane->double tap forward) use it to punish projectile users or any attack with bad/long recovery. watch out for good plane shift attackers they are chonrei's bane.
 

exile

n00b
Joined
Apr 2, 2004
Posts
15
i'm the guy beelz has been working these strats out on so i guess i should add my thoughts :cool:

i won't go into as much depth as beelz bout my characters... i tend to play a psychology oriented game more than a technical one anyway.

mai
my only real character until recently she is awesomely strong all round; fast, great priority, good at all ranges, AWESOME ppower... she has it all.

without ppower up her anti-air is pretty average. you can u try to get standing C if they are right over the top of you; it kicks straight up when close, but past close range she does a spinning backfist/fan which will get you raped by a jumper. you can also try a c.A, s.C chain; the s.C is always the straight up kick. however with ppower your opponent just CAN'T jump at you. it's so fast and the spinning fans will hit way behind you easily sucking in crossup attempts.

long range: her fan is great, very deceptive speed and decent recovery. not much damage but an awesome zoning tool. chase it with her rolling shoulder charge to get in close, it has great recovery. fan, chased by shoulder charge, followed by ppower is a great trap if not overused.

mid range: her s.C ROCKS! fast, huge range, good hit area and priority. poke with this all day long. yamazaki, krauser and billy are probably the only characters who can outpoke her. it's recovery is pretty bad so i tend to play a poke and run style. fan is good at mid as well, just don't get too predictable because she doesn't have a dragonpunch move to protect herself if they jump it. her flaming spin isn't as good as in other games; virtually impossible to hit someone out of the air with it and slowish on recovery if jumped over. good for b&b combos and cornertrapping. her sweep is great as always for playing footsy; always interupt it into a fan, it's a great zoning tool and super annoying.

close range: s.C up close is awesome. i use it for meaty wake-up games and rushing in to it from medium range. heaps of time to combo supers into it. mai's light pokes are wicked up close; s.A and s.B are super fast, good range and incredibly annoying. i _think_ you can even combo her chain: s.B, s.B into a fan which is just nuts.

philosophy: the thing i love about mai is being able to change style and pace at will, knowing she is good in any situation. i'll poke and runaway until they get into the corner and then savage rushdown/cornertrap with light pokes, fans, spinning flame and mind-games. you can dash into her s.C poke from crazy long range and its so fast it constantly catches ppl. like i said b4, it's recovery is slow so you can't use it to pressure; poke and run (can you tell i like annoying opponents :drool_2: ). and never give up. her ppower can turn the tide in seconds and a good corner trap can lock an opponent down for a whole round. all up she is a pretty simple character to play which is why i like her; you can play her really loose and not have to worry much about execution and technical stuff. for people getting into rb2 she is a good first choice, very easy to learn.

ok, so that kinda ended up a bit more technical than i'd planned :glee:
i been getting into xian wossername (sp?) so i might get round to some thoughts on her. she is INCREDIBLY annoying, as beelz will testify. i gotta go to work now but i'll add my thoughts on beelz's strats sometime, seeing as i'm on the receiving end of them so often.

to conclude i totally agree that this is one of the greatest fighting games ever. the character balance is awesome (i am constantly thinking 'ah fuck, not THIS character, he's a dirty bitch to fight!' until i realise i've said that about EVERY character) the depth of strategy and style is amazing, it's tight to play and has a really unique feel that is so refreshing in such a stale market. my highest recommendation! i get the feeling some people don't give it chance because it's so different but it's definately worth some time. i still feel like me and beelz have a long skill progression ahead of us and we play it a LOT. i'll stop ranting now.
 
Last edited:

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
Joined
Feb 28, 2003
Posts
6,261
SonGohan said:
Duck King, please?

i might do a duck king one as i had some limited success with him last night... problem is he seems very technical and i gotta say i dont do so well with tech characters.... he is fun though so i think ill do his next :)

p.s thanks for the mai input ex!
 

Blue Steel

previously "bubu_X"
Joined
Feb 26, 2003
Posts
3,838
Okay, just got back from North Carolina, and my MVS cart finally came in the mail while I was away...I'm going to go play RB2 now for the first time ever. I plan on playing for about 5 hours or so. I will be back with questions, no doubt, so keep the strats comin'!
 

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
Joined
Feb 28, 2003
Posts
6,261
++++++brief strats++++++

DUCK KING

best range : moving between mid and close

[normals]
s.C : in close it's a good axe kick that can be comboed into with both his light and heavy rolls and the flying knee (qcb+B). make sure to use the finisher on the knee (qcf+B) and the slap down on the end of the heavy roll (tap C in the middle of it) otherwise youll be very prone. at range this becomes a sliding back hand which range wise is a decent poke but too slow and with bad recovery leaving duck really open, it can be used however in a psuedo chain to mix up and keep the pressure on (example c.Bx2->s.C)
c.A : scrambling defence worthy and one hit into qcf+A is pretty much most of his bnb combo (though again id use c.B).
c.B : abuse this.. double tap it and then combo into the qcf+A when the opponent is blocking otherwise only hit once with it to make sure the qcf+A combos. also use this move after any move with good recovery (see chain d+A->C), the speed will often earn you a hit or at worst a damage trade.
c.C : use this a lot too, keep pressing for a nice breakdancing chain, you can combo into stuff after the 2nd and 3rd hit. you are safe when you use it, you won't be left open, it also is long so you'll get random hits as opponents try to evade, run or counter.
df+B : good after a couple of c.B's. use it mix up and mid-close range. relatively safe recovery and you should be able to block if they jump just as they do it.. use frequently.
b+A : use a lot, psuedo chain it to fool the opponent into blocking but only push them a little or you'll miss with this and be prone, use it after landing from a jump in or on waking up opponents without a good wakeup move.
dashing C : better recovery than the standing version and good range, use it from mid range or dashing in from long-mid on a waking up opponent as a mix up option.
j.A : decent hit box and effectiveness time. cant really combo into it though so just use it to rush on a hop, B is better though.
j.B : limited time of effectiveness but a almost hit box, use it deep on a hop, good priority.
j.C : use it a lot, learn it coz some cool shit can be used with it, a: its good for bnb's (the only move you can really use anyways), b: you can combo the qcb+A off it which is a true combo and good mixup and c: i discovered a cool little combo with this in quite deep, deep j.C->hop forward j.C on the way up and then combo into qcb+A for a 5hit combo (his j.A and j.B will also combo off the j.C in deep though you can't tag the qcb+A onto them, though you will land quite close to the back of the opponent giving a chance possibly to land the 360 spower).

[specials]
qcf+A : relatively safe so use it to do chip damage or tacked onto a s.A, s.B, c.A or c.B. it's the staple of his bnb combo's. use often. fake blanka style at long range with it.
qcf+C : dangerous, only use in a combo and always tap C again during it for the slap down.
qcb+B : dont use it. if you do qcf+B will leave you less prone but it's still iffy and only works if you hit with it.
j.qcf+A : use it after a j.C (combo it in actually) and use it on a character that does some ground attack/fb will you are over them. decent recovery so try spamming c.B 's after you land.
dash->df+C : goes through fb's and with practice you'll be able to land right behind the opponent and normal throw them or get real tricky and spower 360 them as you come out of it. learn it's range and master it for attack and evasion purposes.
dp+B : only good on wake up or fake out (try c.A->C and if you are right beside them do this though the spower is better in this case).
j.dd : use it a lot, to fake out, to avoid fireballs, to control air time and you can do the j.qcb+A after it so use it to keep the opponent guessing.

[supers]
spower throw : master this one only and you'll be fine, try getting it on dash (hard), on wakeup (easy), after blocking a plane attack (easy), after a very closely done d+A->C (medium) and after a dash->df+C (hard). master it, does sweet damage and hits blocking opponents so it's very useful but hard to master.

[bnb combos]
-c.B->qcf+A
-j.C->c.B->qcf+A
-j.C->s.C(2hits)->qcf+C->tap C
-j.C->s.A->s.B->df+C->qcf+C ->tap C
-j.C->s.A->s.B->df+C->dp+B->thrash B->df+C (pursuit) only in the corner

[strats]
learn the spower tricks. play it safe with move use, stick to the qcf+A it's his only real safe move and can be used to fake, tick damage or combo into. get to grips with his jumping game, you need to fake, fake to jumping ball or just jumping ball, also use his deep j.C->2nd hit for positioning and free damage. use his positioning tools to keep the opponent on their toes (d+A->C, dash->df+C, dash, j.dd, etc). he has to get tech hits here and there, he isnt strict rush down, a combo fiend, a fireballer or a trap maker as he lacks a good aa. he takes time to master.
 

exile

n00b
Joined
Apr 2, 2004
Posts
15
addendum to mai stuff:

i said she doesn't have much in the way of anti-air and of course i've forgotten about the vertical fan slice. the reason i forgot about it is cause i haven't used it much in the past but last session i was getting the timing worked out a bit better and it's not bad. the priority is pretty poor for an anti-air; you've got to throw it out early and even then you usually trade hits. however it knocks down so its worth the trade to keep the pressure advantage. it has a nice big arc on it so it's good for slapping ppl back into the corner if they try to jump out. play with it for a while to get a feel for the timing and it can be useful, but i tend to go for walk-unders or air to air combat most of the time.
 

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
Joined
Feb 28, 2003
Posts
6,261
SnairDogg said:
This game is pretty crazy, I suck bad at it though. :(

itll take time like any game to grow on you. heres a suggestion. pick yamazaki and do this combo j.C->s.C(1hit or maybe even 2)->spower->dash towards opponent as they fall in the corner->dd+Cx4.

youll start to feel the love then :)
 

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
Joined
Feb 28, 2003
Posts
6,261
++++++brief strats++++++

BOB WILSON

best range : rush down so close and moving in from mid->close

[normals]
s.B : use this pretty much only to combo into. its not particularly fast nor does it have any real use as a poke. so after you hit with a j.C use this (x1 or x2 depending on how deep you got the j.C and whether they are in the corner) and then combo it into his dp+B. this is prolly is best combo becoz you can get a juggle after the dp with the du+C (or the ppower if you have it). in the corner use the following combo rather than the one above s.Bx2->df+C->as the opponent is FALLING (not on the way up) do his qcb+B the first hit should bounce them up and they will get hit a second time. repeat until they are stunned (this is an infinite, quite hard to do).
s.C : only really good at very close range, combo into it with pretty much anything (spower, ppower, etc) after either the 1st or the 2nd hit. the slightly close version is two kicks the 2nd of which is not cancellable and leaves you unable to manuever easily. the long range one is the hand on the ground two foot kick which actually has deceptively good recovery and aa properties, need practice to use it well though.
c.B : ok this is one of his best normals, use it for scrambling defence when being rushed down. use it at slightly out of close range on a waking up character every now and then as a safe mixup option. hit once with it to combo into the du+C (especially right after you block a big hit, chances are youll be able to hit them out of your block and then combo in the du+C). use it x2->c.C for an easy combo that knocks down and does good damage. use it in this combo for juggle damage (j.C->c.Bx2->dp+B->du+C). just generally poke and spam with it. oh yeah use it after chipping with the qcb+B youll get lots of little hits with it due to its speed and the deceptively fast recovery on the qcb+B.
c.C : great longish range sweep, use at midclose range to keep the pressure on (you should be rushing opponents as they wake up, learn to fake out those with good dps like xiang, kim, etc). combos after a j.C for a super easy 2 hit with ok damage and good for getting them on the back foot. combo the qcb+C after this hits and gets blocked for a nice mixup (spower is also good or the bf+B for its overhead properties).
dashing C : i never use it, good range but telegraphs and leaves you a little prone.
j.A : decent priority but a small hit effectiveness duration (so use it deep)
j.B : its ok, weird hit box but decent priority, best on the way up.
j.C : very strong, the time its effective is a little short so learn when to use it on a standing opponent otherwise youll land slightly prone often (and get thrown). good for hops also.

[specials]
qcb+B : use for the infinite, best not used for combos otherwise coz it doesnt knock down. also use in a dash from long->mid range or without dashing from mid->close for chip damage, be carefull to move back a bit as it gets close to stopping becoz the last hit or so can be ducked competely leaving you prone to a hit. learn the timing on it and chip wherever possible with it. punish those who forget the great recovery on it with c.B's or c.C's after it finishes.
qcb+C : leaves you way prone but is great mixed up with his other two dance moves (qcb+B, bf+B) they all start with similar animations and if mixed up make up a big part of bob's play style (mixedup rush down). from a distance can be used safely, in close will leave you very open. combo it into the s.C or if you are a risk take after a c.C or c.Bx2 for a mixup option.
bf+B : great comboed off c.Bx2, very hard to block that combo. has aa properties so if they jump while you are in it you will likely get a hit, very hard to time on purpose though. this move has good recovery so try using it after a blocked c.C now and then.
du+C : great anti air, great for trading blows after blocking something (you'll at least come off with some damage and knockdown even if you get hit). easily comboed off c.B or even c.Bx2. always add it on to the end of a hit with the dp+B.
dp+B : only use in combos (listed above and below). dont use as an anti air, if you want to use a dp move after a blocked bf+B use du+C not this.
bff+BC : great FAST high hit that leaves you very safe even if you miss. use it often as part of a mix up game from midlong->midclose.

[supers]
spower : only use in combo or an opponent whose blocking low at close or midclose range, any further and youll telegraph. leaves you very prone and does only ok damage. bob isnt a super reliant character anyways.
ppower : only use in a juggle or a combo, is ok as an aa but can miss hits for lower damage (damage is average anyways) and the movement on it makes it hard to use as an aa compared to the very safe du+C.

[bnb combos]
-j.C->c.Bx2->c.C
-j.C->s.B(s.Bx2)->dp+B->du+C(ppower)
-j.C->s.C(s.Cx2)->qcb+C
-j.C->s.C(1hit)->dp+B->du+C
-j.C->s.Bx2->df+C->infinite (see above)
-j.C->c.B->du+C (very easy, good damage)

[strats]
bob's easy to play. you can do so well off mastering only a small part of his arsenal. he's fun to play and has good air priority (he needs it for his rush down game). the hardest aspect is learning the properties of all his moves you need to maintain his mix up. he has no special throws or really good p/spower so you'll need to keep the pressure on and mixup a LOT. he's quite safe though, easy to combo with and does good damage. if you can keep the attack up and learn to spam your way out of being rushed down (c.B and or du+C) then you'll do well with him :)
 

beelzebubble

Knar Sdrawkcab, !t00w
15 Year Member
Joined
Feb 28, 2003
Posts
6,261
++++++brief strats++++++

TUNG FU RUE

best range : midclose

[normals]
c.A : awesome speed and so makes for a great spamming defence attack. try breaking a rush down with a flurry of c.A's. it's second use is as part of a combo, c.A->c.B->qcb+A is a nice combo off just a crouching A, c.A->c.C->qcb+A is a nice mix up combo which even if blocked will keep the pressure on and won't leave you prone. finally use it as part of a pushing chain combo, a pushing combo puts distance between you and the opponent as it's blocked and can either be finished with a move that catches the opponent off guard or gets you back in close to continue the cycle. try c.Ax2->s.A->s.C(the long range version) then tack on the qcb+A on the end. youll get a hit somewhere or be back in to keep the pressure on.
c.B : use it as part of a combo or when you are at a range where c.A won't connect (though c.C is prolly better though not cancelled into the qcb+A coz you might be prone so close (though the qcf+A should work ok instead)). combo's include the one above and j.C->c.B->qcb+A.
c.C : awesome range, recovery and cancellable. use it a lot. mix it up by tacking on the qcb+A, the qcf+A or the s.C. also jump after it as you usually can get into the air faster than your opponent when they block it. it also has enough range that you can tack it onto the end of c.Ax3 and then cancel it into qcb+A and won't whiff a hit.
s.A : only really useful as a just out of close range poke or a dashing poke (for which it is excellent). dash from mid range with this (tung moves very fast at the start of his dash) and do it three times (two will come out close the last should be his long version which isn't fast enough to do 2), follow up with s.C or c.C.
s.B : has it's uses as a slow poke at close range though c.A is always better. is excellent at just out of close range as a poke (the long range version). use it after a c.B as the poke (j.C->c.A->c.B->s.B->something (s.C, c.C or even qcb+A should be safe).
s.C : tack this onto the end of anything you can (long range version), the advantages of this move are many, it's cancellable though it doesn't look like it (or it's at least fast enough to get you priority on the qcb+A if not cancellable). it stops people from jumping (the arc on it is very hard to avoid and it often hits due to the deceptive speed and range of it, very little recovery too so you are safe abusing it. short range version is great after a c.A or a j.C and is easily comboed into for ppower combos. good combos include, s.C(one hit)->dp+B, s.C(2hits)->ppower, j.C->s.C(1hit)->dp+B->ppower (in the corner). bnb combo is j.C->s.C(2hits)->qcb+A for really nice damage and the knockdown (follow up with a mixup of s.C from midclose, a c.C from midclose or a qcb+A from slightly further than midclose for nice head games).
j.A : good priority and nice hit effectiveness duration wise on a hop. better on the way up.
j.B : good priority, good on the way down when used as a standard ken/ryu style jumping kick (better on a hop due to the short hit effectiveness length).
j.C : use it heaps, crazy effectiveness length, great hit box and great priority, especially on the way up. u could get away with just this for the most part making tungs air game fairly easy to master.

[specials]
qcb+A/C : his staple special. use C only from the far side of the screen, especially to catch ppl as they jump otherwise rely solely on the A version which is pretty much always safe (except at very close range). recovers great and can be used as a fake (setup) for the dp+B though this should be mixed up a lot as the opponent will get used to it. combo it into s.C and after a far s.C to catch them by surprise. also great after a c.C done at midclose range. using this move well is 30% of your game.
qcf+A : not bad comboed into a c.C seeing as it's safe recovery wise and will stop a person from jumping seeing as it seems so big, low damage though and you are better off developing pushing (poke) games from in close then comboing into the qcb+A at safe distances than relying on this imo. doesnt combo into s.C properly.
dp+B : good wakeup anti air though you are prone as hell if you miss. not good as a normal anti air as it takes you too far forward and is therefore hard to use and easy to mess up. use it on wakeup mixed up or as part of a combo (c.A/c.B->dp+B, j.C->s.C(1hit)->dp+B->ppower(corner only) or j.C->s.C(2hits)->ppower). also use it to fake out ppl who try to attack you on blocking your qcb+A as you will always have priority with this if they do.
hcf+C : can be used as an aa but to be honest it's way to slow. also can get juggle hits on it from memory but can't remember how to use it in this way. don't really need to use it.
CDx3->B/C : not bad as a fake out at full screen range. if you are going to use it prolly better to use the C version as you are less prone on a miss and can juggle after it with dp+B or ppower if it hits.

[supers]
spower : next to useless, easily blocked, hard if not impossible to combo into (s.C 2hit version will not combo into this) and leaves you super prone. too hard to use as an anti air and the faultless blocking in this game means you don't need to rely on aa's so much. will hit the second plane though which is perhaps one reason to use it. otherwise go for the ppower or the nice damage of the qcb+A comboed.
ppower : great for juggles, hits overhead but telegraphs heaps so short of in a combo or when juggling you are better off not using it. combo into s.C (1or2hit), juggle after the dp+B (in the corner) or the taunt attack (CDx3->C).

[bnb combos]
-j.C->s.C(2hits)->qcb+A
-j.C->c.A->c.B->qcb+A
-j.C->s.C(2hits)->ppower (better in the corner)
-j.C->c.B->qcb+A

[strats]
pressure, keep it on. you are strong in the air and dont have to do much work to perfect the j.C. good safe combos and the qcb+A for rushing down, keeping the opponent pinned. when being rushed down wakeup with dp+B or spam when an opening presents itself with c.A. use the s.C at range as much as you can for hits here and there and to keep the opponent grounded, mix it up with c.C or c.C->qcb+A whenever you can. he's not really tricky so you will have to use constant attacking to breakdown/create openings with tung, that's his whole game.
 

E=MC2

Ass Troll,, Ignorant, , , , (Do Not Resuscitate)
Joined
Apr 4, 2003
Posts
2,138
hey beezle you can play tungs spower in a different way. i always use it combos or else i dont know what else its for (some supers are kinda useless but not as much as in RBFF or RBFFS). a bnb combo for tung is his j+C, sA, spower. you dont even have to do it in a corner if im right, just make sure you walk a little forward before the standing A.

your thread is real nice man. especially for people that dont know this game well or are just getting in to it. the only gripe i have is why dont you post some over the top combos for the charas so far. the bnb are very nice but also help the people with some large very very damaging combos. im sure you also know quite a few. if you need any help just ask me. im sure baratoz and others in the forum are also willing to help.
 
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