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

Blue Steel

previously "bubu_X"
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Back to the top!

Although, I'm afraid this thread won't get much love since beelze's gonna be preoccupied with NBC for a while.
 

beelzebubble

Knar Sdrawkcab, !t00w
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SnairDogg said:
Back to the top!

Although, I'm afraid this thread won't get much love since beelze's gonna be preoccupied with NBC for a while.

when ill put in more work i cant say but i have not stopped my rb2 love in this thread or with my mate at home :) nbc loke test in 4 hours :)
 

umgogo

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Bob Wilson addenda

BOB WILSON

"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."

The Dancing Bison (f, hcf+C P.Power) is a lethal weapon in Bob's arsenal, chiefly because of its juggling properties. You may do it after the A/B-B-df+C launcher chain, and you may also add a Monkey Dance (dp+B) between the df+C and the P.Power for extra damage (not to mention meter charging). Since the aforementioned chain can be started with a crouching B (which hits low), the 'Bison renders Bob's mix-up game even more threatening than usual.

The combo looks like this in its entirety:

(jumping C), standing A/B OR crouching B, standing B, df+C, dp+B (two hits - I think), f, hcf+C, u+C (pursuit)

I believe that you cannot combo the P.Power from the dp+B unless the latter connects with an airborne opponent (hence the df+C launcher), but the timing of this combo is not particularly hard to master.

On a related note, I suppose that you could land the P.Power after an anti-air Break Shot dp+B, but I have never tested this (there is virtually no 2-D competition in Sweden - if the country has 25 people that has played RB2, I would be surprised).

As for the S.Power (Dangerous Wolf), though, it is less useful than in RBS due to its downgraded "initial range" (it now resembles its Real Bout 1 version in that regard). For example, jump-in C, standing B-C, S.Power is no longer possible (though it will work if you omit the jump-in, and you can substitute a single standing C (one hit) for the B-C chain in jump-in combos).

Of course, the C-C-C-C chain has been taken out, and with it Bob's mind games off of it (chain, b, f+B/f, hcf+BC/qcb+C) and meter-charging "chain into S.Power".

"he has no special throws or really good p/spower so you'll need to keep the pressure on and mixup a LOT."

Taking the insane juggles into account, I would say that at least his P.Power qualifies as "really good". :shame: As for special throws, his basic throw (f+C) can be linked to the Hornet Attack follow-up (df, df+C - you have to be very fast), making it more powerful than the average throw. I *think* that Bob may still follow up with the b, f, f+BC Frog Hunting (drop kick-style move) after the df, df+C, but the timing is much more exacting than in RBS. If you can do it consistently, though, the throw chain becomes damaging enough to strike fear into the heart of any opponent facing a rush-down Bob.

In fact, I seem to recall the Japanese RB2 strategy guide containing a P.Power juggle starting from the basic throw and one of its follow-ups, but I have never pulled it off myself. This would obviously elevate his mix-up game to a heinous level if mastered (block high = low combo into P.Power, block low = throw chain into P.Power, jump back = open for P.Power...) :help: . If anyone can confirm this, please do so.

Finally, Rick Strowd's EX Shooting Star (the enhanced qcf+C punch rush into uppercut) can also be chained off of a connected Blazing Sunset (qcb+A) for good damage. Of course, actually landing the unblockable-but-slow qcb+A is not an easy task. It would have been more useful to link it from the Divine Blast (qcb+C) instead, since the qcb+A is strong enough as it is.
 
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E=MC2

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you can trow with Bob f+C than ad df, df+C, now you can do 3 things.

A. you can ad b, f, f+BC. then follow up.

B. you can do P power. and ad foloow up.

C. the one i always use, dp+B directly after last hitting hit of hornet into Ppower. ad follow up for more damage.

D. if your in the corner you can infinettly juggle with qcb+B after hornet (timing). do this till stun or till last 65% of second energy bar then do Ppower and follow up to finish it.

also you can always use his ppower as a aa cause its perfect for that. do it at the last moment to connect all hits, or do it after the dp+B. this method works perfect to.

good combos.

j+C, B, C, f-hcf+BC, u+C

j+B+C, A, A, A, B, df+C, dp+B, Ppower, u+C. corner (do 1 or 2 A when not in corner)

j+C, df+A, d+B, d+C, u+C when not in corner or qcb+B when in corner, repeat qcb+B and finish it.

j+C, cB, B, df+C, dp+B, d-u+C or ppower then follow up.

you can also use his close sC as a combo starter and do spower then follow up or dp+B into d-U+C or ppower then follow up. or do qcb+C after sC. bob is a easy and fun to use chara. deffenitelly good for beginners to start out with.
 

ken_dong

Sakura's Bank Manager
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I'd like a short and complete movelist for RB2 Terry... with commands like f + A, feints etc. ^^
 

Twipol

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Hi every

That's nice to see there's always some RB2 threads round here, like some months ago when we talked about this great game on anoher thread.

I've read everything in this thread an there are plenty of things to say. For now i would just like to add one remark : nobody seems to talk about the A+B attack.

It's a very important move in RB2.

From FF2 to RBSpecial, there was this good ol' guard attack (press f+A while guarding), in RB2 it has been replaced by this kind of "dodging attack". It's exactly the same except you can do it anytime, just pressing A+B, no need to be guarding.

This move leaves you invicible during the very first frames. It does moderate but decent damage, and most interesting, it does the same hit-stun as a C attack, which means you have good combo opportunities after it.

Now check Joe or Andy's A+B : these are great weapons because they are very long ranged. BIG advantage. Remember, the A+B attack has invicbility frames at the very start, and the attach in itself also has good priority, it means you can often catch the opponent at mid-distance and combo into Slash Kick (B version is safer) or Zaneiken (or even Andy's P.Power move).

Also try it with Tung - Tung has an excellent A+B as well (A+B into qcb A). Mai's not too bad either and she has cool stuff to follow-up with : A+B into qcb A or qcb C (close) or S.Pow or P.Pow (hold C for this one).

Also use the retaliation properties of this A+B move. Train against, say, CPU Billy Kane, when he tries to kick you with his db~qcf B : say you are Mai, just press A+B when he's about to land - that will counter his attack and you can follow with qcb A or a Power move.

Back to Andy and Joe, see how A+B allow to combo where anything else would be too short-ranged. Go experiment against CPU Billy again. When his gauge is flashing red he likes to launch his f~hcf B+C for no reason. Shift to back line (press D), dash and attack from back line with C, then follow with A+B then Slash Kick or Zaneiken or Andy's P. Power.

Looks like other characters, like Terry and Kim, don't have a very good A+B because they are strong enough the way they are :)

That's all for now ^^
 

beelzebubble

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beelzebubble said:
revised

very high : bob, geese.
high : andy, cheng, chonrei, kim, krauzer, mai, xiang, rick, terry, yama.
mid : chonshu, duck, franco, honfu, joe, sokaku.
low : billy, blue mary, lawrence, tung.


finally made the trip out to A-CHO today (a famous kyoto game centre) since i found out theres a rb2 machine there. many challenges were had (sooooo happy to get some of this going in the arcade!!!) and me and exile indeed showed our class by getting streaks and getting some nods from the japanese players. unfortunately came up against a nasy turtle bob who i beat twice (no one else managed to beat him) and hes the reason i updated the tier list. bob is a bit cheap for my liking i decided after seeing him in action today (the guy was terribly unimpressive to watch, all he did was aa with df+A, whore j.C->d+Bx2->d+C, combo into the throw (his most impressive tactic) and basically play a hyper turtle game where he would only attack when he had a round + energy lead under his belt. a couple of times i or exile took him to the third round and he turtled twice as hard!) that id put him with geese at the top along with taking him out of my arsenal......

wheres the real bout 2 LOVE?!?!?!?!?
 

Blue Steel

previously "bubu_X"
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beelzebubble said:
finally made the trip out to A-CHO today (a famous kyoto game centre) since i found out theres a rb2 machine there. many challenges were had (sooooo happy to get some of this going in the arcade!!!) and me and exile indeed showed our class by getting streaks and getting some nods from the japanese players. unfortunately came up against a nasy turtle bob who i beat twice (no one else managed to beat him) and hes the reason i updated the tier list. bob is a bit cheap for my liking i decided after seeing him in action today (the guy was terribly unimpressive to watch, all he did was aa with df+A, whore j.C->d+Bx2->d+C, combo into the throw (his most impressive tactic) and basically play a hyper turtle game where he would only attack when he had a round + energy lead under his belt. a couple of times i or exile took him to the third round and he turtled twice as hard!) that id put him with geese at the top along with taking him out of my arsenal......

wheres the real bout 2 LOVE?!?!?!?!?
Gonna go play right now actually, I'm half way through a 40 so I'm not too drunk yet to play badly, and I've had enough to 'improve' my motor skills a little. But what am I talking about 'improving' I've been drinking, so it actually has probably deminished them somewhat. Who cares, it will be fun. Awesome to hear there's a machine in Kyoto. I hope it's still there in a year and a half from now.
 

beelzebubble

Knar Sdrawkcab, !t00w
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you know what would be great.... if someone stickied this thread. maybe its not sticky worthy?

played again today at a-cho, the only person who caused me trouble was a nasty mary (sheez she might shoot up the tiering??) thing is shes dangerous as sin when she uses her ppower mode, also has some nasty tricky ways to land the spower. i lost 4 to her before being able to deal with her ppower mode at which point the guy had trouble beating me. fought a technically good but strategically lacking geese whom i beasted a couple of times with krauzer.

nice chonshu from the mary player exhibiting more potential than i thought he had. the ppower juggle from the 3 hit C chain was nice as well as the fb=>dash=>overhead hit which got me pretty much every time.

used billy, krauzer, tung (dont mess with me) fu ru, yama, terry, honfu, sokaku, andy, chonrei and rick.
 

Twipol

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ken_dong said:
Something Terry-related now, pliss! ^^

Well i dunno, Terry Bogard, it sounds like there's so much to say... What about this awesome breakshot-able qcf B ? While blocking chain combos, use qcf B as a breakshot and follow with Rising Tackle, that's an awesome weapon.

There is also something intersting to do with his dashing C... it's an overhead attack, but it also can be cancelled during the very first frames, before you actually hit the opponent. So you can play a good mix-up game : dash C, or dash C cancelled into qcf B.

I've been thinking about your tier list Beezle, i think it's hard to write a tier list for this game, because the characters don't fit in a "standard" like in KOF. I mean, there's so big differences between some characters. What you say about this Mary player is interesting, she seems so hard to play in normal conditions and yet so powerful in P power mode... RB2 is so deep and versatile, i often had to revise my opinions about each character. I personnaly think Billy, Lawrence and Tung are good characters. Mary is a very special case, well i'll talk about this later ^^
 
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Baratoz

Zero's Secretary
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silly trick to beat the cpu with krauser - it works versus most of the characters:

jump B (press it immediately), cpu will stay in guard position, so land and do hcb+B or hcf+A (then you can add a number of variation, or simply do the natural followup f,f+C, dp+C, that does decent damage). then walk forward, vertical high jump B, land, throw, walk forward jump B etc...
 

BigFred

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Taikoubou said:
HERE you can find some mini videos-combos with 100% damage and reddizy combos

The combos are awesome. :buttrock:

Wow I didn't realise Lawrence was such a combo machine. On another note on Terry's vid he is shown cancelling an attack straight into the rising tackle. Anybody know how this is done? It doesn't look like an ordinary feint cancellation.
 

E=MC2

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with terry hes holding it df, and making the way up in a hcu way. the moment he reaches f he presses B and further up and cancels the f+B into u+A the rising tackle. he does this before the f+B actually comes out completely.
 

BigFred

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MUSOLINI said:
with terry hes holding it df, and making the way up in a hcu way. the moment he reaches f he presses B and further up and cancels the f+B into u+A the rising tackle. he does this before the f+B actually comes out completely.

cool, I didn't even realise f+B could be cancelled into special moves. Thanks for the info. Sweet combo btw but am I right in assuming it's only a possible combo on the biggest character in the game ... Krauser?

I noticed many other combos were done on a cornered Krauser as well.
 

E=MC2

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the reason they do it on krauser is cause hes big, so you can get 2 or 3 hits in the air alone without even starting the combo on the ground. you can do the combo against anyone but then you may only be able to do a j+C instead of B,C or like kim A,B,C. when just using the C to jump in and start the combo make sure terrys kick is at the height of krausers (wwf)belt to do the feint move cancel combo from the vid. you can do it when opponent is a little bit from the corner to ad 1 extra standin A like in the vid. or when opponent is even a little further from the corner just do the easy version with j+B-C, df+A, C, C, Ppower, burning knuckle or crackshoot depending on distance form corner.

nice vid by the way baratoz. too bad loading to level 4 with duck is impossible against a most player. i really love the combo with j+B-C, d+C, C, after 3rd hit from breakdance move HCB+C. maybe 10% life left (5% from 2 bars). but like doing against the comp though. any new vids coming any time soon?
 

E=MC2

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new lixiang fei combo on the rb2 vid from kofcyberfanatics. the vid is about most or all charas but i didnt know the li xiang fei one was possible. i tried it on the emu today but wasnt able to land it correctly, keyboard can be frustrating. will try it later this week on my neo cdz to check if i can get it to work on a pad. anyways heres the combo from the vid.

j+B-C or just C, A, B, df+C, juggle with qcf+A, now comes the tricky part. they juggle again with the C (not hitting) f,db,f+AB this hits, and again f,db,f+AB. its her other spower and must be started with C into the f,db,f+AB and again repeat the f,db,f+AB. let me know if any of you can nail it. the vid features mostly lod (known) combos. its still worth checking out though.

anybody try the redizzy combos from the vids link Taikoubou send. how the hell does he pull all those sA's with yamazaki. i can ussually only get 2-4 A's out with him. he does 6 A's. the one with krauser is even better. is this only possible against terry? if he finished the deadly rave differently he might have an instant death combo (100%)
if hed finish with C 2hits, df+C, dp+C, dash and do folow up. anybody try this. ima try it now on emu, if it doesnt work will try it later on cd.
 

E=MC2

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damn finally did this combo on terry. and its 100% so its nice but nearly impossible during real fight unless you memorize this shit out the top of your head (and fingers+keys).

the jumping D then C without crossing over is pretty hard by it self. sC 2hits, C, d+AC, d+A, C hcb,f+A (kinda hard to connect and make it combo), A, B, C, B, C, A, B, wait a little, C 2hits, df+C, dp+C, dash and d+C for follow up.

few tricky parts in this combo. the jumping D then C without crossing over pretty hard. after the first feint move cancel doing the d+A then C into deadlyrave as a combo is also pretty hard. finally the follow up is a little tricky sometimes after you finish the combo. but now im having trouble connecting the deadly rave as a combo. cant figure what im doing wrong this time. hmmm. check it out some more.
 

Baratoz

Zero's Secretary
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MUSOLINI said:
nice vid by the way baratoz. too bad loading to level 4 with duck is impossible against a most player. i really love the combo with j+B-C, d+C, C, after 3rd hit from breakdance move HCB+C. maybe 10% life left (5% from 2 bars). but like doing against the comp though. any new vids coming any time soon?

thanks for the feedback. i've tried that combo a lot of times before pull it out, finding the right timing to buffer the hcb+C it's a pain :mad:

anyway lotsa new vids are coming, check the site for the new 2005 lineup preview to see what to expect during this year ^^
 

BigFred

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I may try and macro some of those combos on my emu. I can usually only get 2-3 standing a's. But then again I don't try to go for any more than that either.

Anybody know if it's possible to escape the dizzy/stunned animation?
 

Twipol

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Taikoubou said:
HERE you can find some mini videos-combos with 100% damage and reddizy combos

The combos are awesome. :buttrock:

Awesome indeed, i loved Lawrence's and Franco's.

BTW i made some videos myself, these are Mary combos, i haven't seen her on other vids so i thought it was worth doing it. It's about her P. Power ; you know she has very big combos when in P. Power but when you activate it, the opp. may turtle and you may have trouble landing any combo. So the trick is to activate P. Power during the combos and that's what those videos deal about, here they are :

http://twipol.free.fr/rb2mary/

You just have to click on the mpg files there.
 
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