Fatal Fury 2/Big Bear: Difference between revisions

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[[File:Ffspecbear.png|right|The Grizzly-Crushing Wrestling Maniac]]


=Introduction=
==Introduction==


=Move List=
==Move List==
*******************************************************************************
* 3.4 Big Bear                                                                *
*******************************************************************************
Colors
------
LP - Black costume
HK - Blue costume


===Close Standing Normals===


===== <span class="invisible-header">c5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c5A
|data=
{{AttackData-FF2
|damage=10
|stun=6
|guard=Mid
|startup=9
|active=10
|recovery=7
|total=25
|advHit=-5
|advBlock=-3
|property=Cancel
|description=
}}
}}


Throws
===== <span class="invisible-header">c5B</span> =====
------
<font style="visibility:hidden" size="0"></font>
Power Bomb              f + HP close  
{{MoveData
German Suplex            b + HP close
|image=
Lariot Drop              df + HP close
|subtitle=
Choke Hold              f + HK close
|caption=
Headbutts                b + HK close
|name=c5B
Overhead Toss            df + HK close
|data=
{{AttackData-FF2
|damage=13
|stun=6
|guard=Mid
|startup=7
|active=10
|recovery=11
|total=27
|advHit=-9
|advBlock=-7
  |property=Cancel
|description=
}}
}}


===== <span class="invisible-header">c5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c5C
|data=
{{AttackData-FF2
|damage=19
|stun=20
|guard=Mid
|startup=14
|active=10
|recovery=12
|total=35
|advHit=+1
|advBlock=-1
|property=Cancel
|description=
}}
}}


Basic Moves
===== <span class="invisible-header">c5D</span> =====
-----------
<font style="visibility:hidden" size="0"></font>
Crawl                    hold df
{{MoveData
Dropkick                HK far                  low dodge
|image=
|subtitle=
|caption=
|name=c5D
|data=
{{AttackData-FF2
|damage=25
|stun=20
|guard=Mid
|startup=12
|active=10
|recovery=10
|total=31
|advHit=+3
|advBlock=+1
|property=Cancel
|description=
}}
}}


===Far Standing Normals===


Plane Moves
===== <span class="invisible-header">f5A</span> =====
-----------
<font style="visibility:hidden" size="0"></font>
Low Dropkick            LP / HP from            overhead
{{MoveData
                          opposite plane  
|image=
High Dropkick            LK / HK / LP+LK from    overhead  
|subtitle=
                          opposite plane
|caption=
|name=f5A
|data=
{{AttackData-FF2
|damage=10
|stun=6
|guard=Mid
|startup=6
|active=10
|recovery=10
|total=25
|advHit=-8
|advBlock=-6
|property=Cancel
  |description=
  }}
}}


===== <span class="invisible-header">f5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=f5B
|data=
{{AttackData-FF2
|damage=13
|stun=6
|guard=Mid
|startup=7
|active=10
|recovery=13
|total=29
|advHit=-11
|advBlock=-9
|property=Cancel
|description=
}}
}}


Command Moves
===== <span class="invisible-header">f5C</span> =====
-------------
<font style="visibility:hidden" size="0"></font>
Big Boot                HP+HK                    knocks opponent to opposite
{{MoveData
                                                    plane
|image=
Ducking Palm            f + LP while blocking    you will find this will work
|subtitle=
                                                    if you perform it while
|caption=
                                                    blocking a whiffed attack,
|name=f5C
                                                    not one that is striking
|data=
                                                    your block animation
{{AttackData-FF2
|damage=19
|stun=20
|guard=Mid
|startup=14
|active=11
|recovery=15
|total=39
|advHit=-3
|advBlock=-5
|property=Cancel
|description=
}}
}}


===== <span class="invisible-header">f5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=f5D
|data=
{{AttackData-FF2
|damage=25
|stun=20
|guard=Mid
|startup=16
|active=14
|recovery=20
|total=49
|advHit=-11
|advBlock=-13
|property=Lower-Body Invuln 10-37F
|description=
}}
}}


Special Moves
===Crouching Normals===
-------------
Giant Bomb              Charge db for 2 seconds, LP=short, HP=long; start up
                          f + P                    is a high dodge
Super Dropkick          Charge HK for 8 seconds,
                          release


===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=2A
|data=
{{AttackData-FF2
|damage=9
|stun=6
|guard=Mid
|startup=5
|active=8
|recovery=10
|total=22
|advHit=-6
|advBlock=-4
|property=Cancel
|description=
}}
}}


Super
===== <span class="invisible-header">2B</span> =====
-----
<font style="visibility:hidden" size="0"></font>
Fire Breath              hcb, f + LK+HP          absorbs projectiles
{{MoveData
|image=
|subtitle=
|caption=
|name=2B
|data=
{{AttackData-FF2
|damage=12
|stun=6
|guard=Low
|startup=8
|active=10
|recovery=11
|total=28
|advHit=-10
|advBlock=-7
|property=Cancel
|description=
}}
}}


=The Basics=
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=2C
|data=
{{AttackData-FF2
|damage=16
|stun=20
|guard=Mid
|startup=15
|active=13
|recovery=13
|total=40
|advHit=-3
|advBlock=-5
|property=Cancel
|description=
}}
}}


=Advanced Strategy=
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=2D
|data=
{{AttackData-FF2
|damage=21
|stun=20
|guard=Low
|startup=14
|active=12
|recovery=22
|total=47
|advHit=KD (+31)
|advBlock=-13
|property=Cancel
|description=
}}
}}


===Jumping Normals===
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=jA
|data=
{{AttackData-FF2
|version=Diagonal Jump
|damage=10
|stun=6
|guard=Overhead
|startup=11
|active=∞
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
{{AttackData-FF2
|header=no
|version=Neutral Jump
|damage=10
|stun=6
|guard=Overhead
|startup=9
|active=∞
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
}}
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=jB
|data=
{{AttackData-FF2
|version=Diagonal Jump
|damage=13
|stun=6
|guard=Overhead
|startup=3
|active=∞
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
{{AttackData-FF2
|header=no
|version=Neutral Jump
|damage=13
|stun=6
|guard=Overhead
|startup=5
|active=∞
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
}}
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=jC
|data=
{{AttackData-FF2
|version=Diagonal Jump
|damage=19
|stun=20
|guard=Overhead
|startup=13
|active=19
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
{{AttackData-FF2
|header=no
|version=Neutral Jump
|damage=19
|stun=20
|guard=Overhead
|startup=13
|active=16
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
}}
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=jD
|data=
{{AttackData-FF2
|version=Diagonal Jump
|damage=25
|stun=20
|guard=Overhead
|startup=13
|active=14
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
{{AttackData-FF2
|header=no
|version=Neutral Jump
|damage=25
|stun=20
|guard=Overhead
|startup=4
|active=14
|recovery=
|total=
|advHit=
|advBlock=
|property=
|description=
}}
}}
===Universal Mechanics===
===== <span class="invisible-header">Lane Blast (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Lane Blast
|input=C+D
|data=
{{AttackData-FF2
|version=Front Lane
|damage=21
|stun=20
|guard=Mid
|startup=15
|active=11
|recovery=9
|total=34
|advHit=KD (+106)
|advBlock=+1
|property=Cancel, Lane Shift
|description=
}}
{{AttackData-FF2
|header=no
|version=Back Lane
|damage=21
|stun=20
|guard=Mid
|startup=15
|active=11
|recovery=16
|total=41
|advHit=KD (+96)
|advBlock=-6
|property=Cancel, Lane Shift
|description=
}}
}}
===== <span class="invisible-header">Lane Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Lane Attack
|input=A/B/C/D from opposite lane
|data= * Cells with two values (X/Y) list the front lane to back lane data first, then vice-versa.
{{AttackData-FF2
|version=A/C
|damage=19
|stun=20
|guard=Overhead
|startup=15
|active=17/16
|recovery=1
|total=32/31
|advHit=Air Reset
|advBlock=+18
|property=
|description= * Doesn't hit the back lane until frame 30 and the front lane until frame 29.
}}
{{AttackData-FF2
|header=no
|version=B/D
|damage=19
|stun=20
|guard=Overhead
|startup=15
|active=38/35
|recovery=1
|total=53/50
|advHit=Air Reset
|advBlock=+17
|property=Invincible 41-53F/41-50F
|description= * Doesn't hit the back lane until frame 50 and the front lane until frame 47.
}}
{{AttackData-FF2
|header=no
|version=Lane Sway
|subtitle=A+B on same lane
|damage=19
|stun=6
|guard=Unblockable
|startup=15
|active=38/35
|recovery=4
|total=56/53
|advHit=Air Reset
|advBlock=/
|property=Invincible 41-52F/41-49F
|description= * Doesn't hit the back lane until frame 50 and the front lane until frame 47.
}}
}}
===== <span class="invisible-header">Dodge Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Dodge Attack
|input=6A during proximity guard
|data=
{{AttackData-FF2
|damage=13
|stun=20
|guard=Mid
|startup=22
|active=10
|recovery=9
|total=40
|advHit=KD (+91)
|advBlock=+2
|property=Cancel, Upper-Body Invuln 1-39F
|description=
}}
}}
===Throws===
===== <span class="invisible-header">Power Bomb (6C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Power Bomb
|input=close 6C
|data=
{{AttackData-FF2
|damage=24
|stun=20
|guard=Throw
|startup=1
|active=1
|recovery=/
|total=
|advHit=KD (+82)
|advBlock=/
|property=
|description=
}}
}}
===== <span class="invisible-header">Back Drop (4C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Back Drop
|input=close 4C
|data=
{{AttackData-FF2
|damage=24
|stun=20
|guard=Throw
|startup=1
|active=1
|recovery=/
|total=
|advHit=KD (+70)
|advBlock=/
|property=
|description= * Swaps sides. Opponent wakes up backturned.
}}
}}
===== <span class="invisible-header">Lariat Drop (3C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Lariat Drop
|input=close 3C
|data=
{{AttackData-FF2
|damage=24
|stun=20
|guard=Throw
|startup=1
|active=1
|recovery=/
|total=
|advHit=KD (+37)
|advBlock=/
|property=
|description= * Swaps sides. Opponent wakes up backturned.
}}
}}
===== <span class="invisible-header">Neck Hang (6D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Neck Hang
|input=close 6D
|data=
{{AttackData-FF2
|damage=21~39 (12 + 3 x 3~9)
|stun=0
|guard=Throw
|startup=1
|active=1
|recovery=/
|total=
|advHit=Air Reset (+48) / KD (+115)
|advBlock=/
|property=
|description= * Hold throw. Opponent can mash to reduce hits.
* Hits every 18 frames.
* First frame advantage value is when the opponent mashes out, the second is when all hits connect.
}}
}}
===== <span class="invisible-header">Headbutt (4D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Headbutt
|input=close 4D
|data=
{{AttackData-FF2
|damage=18~39 (12 + 3 x 2~9)
|stun=0
|guard=Throw
|startup=1
|active=1
|recovery=/
|total=
|advHit=Air Reset (+47) / KD (+113)
|advBlock=/
|property=
|description= * Hold throw. Opponent can mash to reduce hits.
* Hits every 26 frames, making this easier to mash out of than other holds.
* First frame advantage value is when the opponent mashes out, the second is when all hits connect.
}}
}}
===== <span class="invisible-header">Lift Up Throw (3D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Lift Up Throw
|input=close 3D
|data=
{{AttackData-FF2
|damage=24
|stun=20
|guard=Throw
|startup=1
|active=1
|recovery=/
|total=
|advHit=KD (+51)
|advBlock=/
|property=
|description= * Swaps sides. Opponent wakes up backturned.
}}
}}
===== <span class="invisible-header">Bear Hug (2D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Bear Hug
|input=close 2D
|data=
{{AttackData-FF2
|damage=21~39 (12 + 3 x 3~9)
|stun=0
|guard=Throw
|startup=1
|active=1
|recovery=/
|total=
|advHit=Air Reset (+43) / KD (+109)
|advBlock=/
|property=
|description= * Hold throw. Opponent can mash to reduce hits.
* Hits every 18 frames.
* First frame advantage value is when the opponent mashes out, the second is when all hits connect.
}}
}}
===Special Moves===
===== <span class="invisible-header">Giant Bomb ([1]6P)</span> =====
{{MoveData
| name    = Giant Bomb
| input    = [1]6A/C
| subtitle =
| image    =
| caption  =
| data  = * Charge time: 47F.
{{AttackData-FF2
| version    = A
| subtitle    =
| damage      = 17 (4)
| stun        = 20
| guard      = Mid
| startup    = 41
| active      = 13
| recovery    = 4
| total      = 57
| advHit      = KD (+100)
| advBlock    = +12
| property    = Upper-Body Invuln 5-41F, Invincible 42-53F
| description = * Reaches half screen.
}}
{{AttackData-FF2
| header      = no
| version    = C
| subtitle    =
| damage      = 23 (5)
| stun        = 20
| guard      = Mid
| startup    = 55
| active      = 21
| recovery    = 4
| total      = 79
| advHit      = KD (+96)
| advBlock    = +8
| property    = Upper-Body Invuln 8-55F, Invincible 56-61F, Upper-Body Invuln 62-75F
| description = * Reaches full screen.
}}
}}
===== <span class="invisible-header">Super Drop Kick ([D])</span> =====
{{MoveData
| name    = Super Drop Kick
| input    = [D]
| subtitle =
| image    =
| caption  =
| data  =
{{AttackData-FF2
| version    = 480F
| subtitle    = 8 Second Charge
| damage      = 23 (5)
| stun        = 20
| guard      = Mid
| startup    = 24
| active      = 10
| recovery    = 8
| total      = 41
| advHit      = KD (+126)
| advBlock    = +24
| property    = Lower-Body Invuln 22-35F
| description = * Goes half screen.
}}
{{AttackData-FF2
| header      = no
| version    = 900F
| subtitle    = 15 Second Charge
| damage      = 43 (10)
| stun        = 20
| guard      = Mid
| startup    = 24
| active      = 10
| recovery    = 8
| total      = 41
| advHit      = KD (+126)
| advBlock    = +24
| property    = Lower-Body Invuln 22-35F
| description = * Goes 3/4 screen.
}}
{{AttackData-FF2
| header      = no
| version    = 1800F
| subtitle    = 30 Second Charge
| damage      = 63 (15)
| stun        = 20
| guard      = Mid
| startup    = 24
| active      = 10
| recovery    = 8
| total      = 41
| advHit      = KD (+126)
| advBlock    = +24
| property    = Lower-Body Invuln 22-35F
| description = * Goes full screen
}}
}}
===Desperation Move===
===== <span class="invisible-header">Fire Breath (63216BC)</span> =====
{{MoveData
| name    = Fire Breath
| input    = 63216B+C
| subtitle = When health is flashing
| image    =
| caption  =
| data  =
{{AttackData-FF2
| damage      = 51 (12)
| stun        = 20
| guard      = Mid
| startup    = 39
| active      = 59
| recovery    = 7
| total      = 104
| advHit      = KD (+121)
| advBlock    = +15
| property    = Upper-Body Guard 1-8F
| description = * If the flame makes contact or is destroyed Bear will instantly begin recovery.
* Hitbox changes size every 4 frames.
}}
}}
==Strategy==
===The Basics===
===Advanced Strategy===
{{Navbox-FF2}}
[[Category:Fatal Fury 2]]
[[Category:Fatal Fury 2]]
[[Category:Big Bear]]

Latest revision as of 21:37, 7 June 2025

The Grizzly-Crushing Wrestling Maniac

Introduction

Move List

Close Standing Normals

c5A

c5A
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 6 Mid 9 10 7 25 -5 -3 Cancel
c5B

c5B
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
13 6 Mid 7 10 11 27 -9 -7 Cancel
c5C

c5C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
19 20 Mid 14 10 12 35 +1 -1 Cancel
c5D

c5D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
25 20 Mid 12 10 10 31 +3 +1 Cancel

Far Standing Normals

f5A

f5A
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 6 Mid 6 10 10 25 -8 -6 Cancel
f5B

f5B
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
13 6 Mid 7 10 13 29 -11 -9 Cancel
f5C

f5C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
19 20 Mid 14 11 15 39 -3 -5 Cancel
f5D

f5D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
25 20 Mid 16 14 20 49 -11 -13 Lower-Body Invuln 10-37F

Crouching Normals

2A

2A
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 6 Mid 5 8 10 22 -6 -4 Cancel
2B

2B
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12 6 Low 8 10 11 28 -10 -7 Cancel
2C

2C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 20 Mid 15 13 13 40 -3 -5 Cancel
2D

2D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
21 20 Low 14 12 22 47 KD (+31) -13 Cancel

Jumping Normals

jA

jA
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 10 6 Overhead 11 - - - - -
Neutral Jump 10 6 Overhead 9 - - - - -
jB

jB
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 13 6 Overhead 3 - - - - -
Neutral Jump 13 6 Overhead 5 - - - - -
jC

jC
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 19 20 Overhead 13 19 - - - - -
Neutral Jump 19 20 Overhead 13 16 - - - - -
jD

jD
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 25 20 Overhead 13 14 - - - - -
Neutral Jump 25 20 Overhead 4 14 - - - - -

Universal Mechanics

Lane Blast (CD)

Lane Blast
C+D
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 21 20 Mid 15 11 9 34 KD (+106) +1 Cancel, Lane Shift
Back Lane 21 20 Mid 15 11 16 41 KD (+96) -6 Cancel, Lane Shift
Lane Attack

Lane Attack
A/B/C/D from opposite lane
  • Cells with two values (X/Y) list the front lane to back lane data first, then vice-versa.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/C 19 20 Overhead 15 17/16 1 32/31 Air Reset +18 -
  • Doesn't hit the back lane until frame 30 and the front lane until frame 29.
B/D 19 20 Overhead 15 38/35 1 53/50 Air Reset +17 Invincible 41-53F/41-50F
  • Doesn't hit the back lane until frame 50 and the front lane until frame 47.
Lane Sway
A+B on same lane
19 6 Unblockable 15 38/35 4 56/53 Air Reset / Invincible 41-52F/41-49F
  • Doesn't hit the back lane until frame 50 and the front lane until frame 47.
Dodge Attack

Dodge Attack
6A during proximity guard
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
13 20 Mid 22 10 9 40 KD (+91) +2 Cancel, Upper-Body Invuln 1-39F

Throws

Power Bomb (6C)

Power Bomb
close 6C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24 20 Throw 1 1 / - KD (+82) / -
Back Drop (4C)

Back Drop
close 4C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24 20 Throw 1 1 / - KD (+70) / -
  • Swaps sides. Opponent wakes up backturned.
Lariat Drop (3C)

Lariat Drop
close 3C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24 20 Throw 1 1 / - KD (+37) / -
  • Swaps sides. Opponent wakes up backturned.
Neck Hang (6D)

Neck Hang
close 6D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
21~39 (12 + 3 x 3~9) 0 Throw 1 1 / - Air Reset (+48) / KD (+115) / -
  • Hold throw. Opponent can mash to reduce hits.
  • Hits every 18 frames.
  • First frame advantage value is when the opponent mashes out, the second is when all hits connect.
Headbutt (4D)

Headbutt
close 4D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18~39 (12 + 3 x 2~9) 0 Throw 1 1 / - Air Reset (+47) / KD (+113) / -
  • Hold throw. Opponent can mash to reduce hits.
  • Hits every 26 frames, making this easier to mash out of than other holds.
  • First frame advantage value is when the opponent mashes out, the second is when all hits connect.
Lift Up Throw (3D)

Lift Up Throw
close 3D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24 20 Throw 1 1 / - KD (+51) / -
  • Swaps sides. Opponent wakes up backturned.
Bear Hug (2D)

Bear Hug
close 2D
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
21~39 (12 + 3 x 3~9) 0 Throw 1 1 / - Air Reset (+43) / KD (+109) / -
  • Hold throw. Opponent can mash to reduce hits.
  • Hits every 18 frames.
  • First frame advantage value is when the opponent mashes out, the second is when all hits connect.

Special Moves

Giant Bomb ([1]6P)
Giant Bomb
[1]6A/C
  • Charge time: 47F.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 17 (4) 20 Mid 41 13 4 57 KD (+100) +12 Upper-Body Invuln 5-41F, Invincible 42-53F
  • Reaches half screen.
C 23 (5) 20 Mid 55 21 4 79 KD (+96) +8 Upper-Body Invuln 8-55F, Invincible 56-61F, Upper-Body Invuln 62-75F
  • Reaches full screen.
Super Drop Kick ([D])
Super Drop Kick
[D]
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
480F
8 Second Charge
23 (5) 20 Mid 24 10 8 41 KD (+126) +24 Lower-Body Invuln 22-35F
  • Goes half screen.
900F
15 Second Charge
43 (10) 20 Mid 24 10 8 41 KD (+126) +24 Lower-Body Invuln 22-35F
  • Goes 3/4 screen.
1800F
30 Second Charge
63 (15) 20 Mid 24 10 8 41 KD (+126) +24 Lower-Body Invuln 22-35F
  • Goes full screen

Desperation Move

Fire Breath (63216BC)
Fire Breath
When health is flashing
63216B+C
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
51 (12) 20 Mid 39 59 7 104 KD (+121) +15 Upper-Body Guard 1-8F
  • If the flame makes contact or is destroyed Bear will instantly begin recovery.
  • Hitbox changes size every 4 frames.

Strategy

The Basics

Advanced Strategy

Fatal Fury 2
General

FAQControlsHUDSystem

Characters

Andy BogardBig BearCheng SinzanJoe HigashiJubei YamadaKim KaphwanMai ShiranuiTerry Bogard

Bosses

Axel HawkBilly KaneLaurence BloodWolfgang Krauser