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== Player Select ==
[[File:rbffsbilly.png|right]]
You have access to 19 vanilla characters to play the game with.  Four EX characters are unlockable with a code, however this code must be used every time you want to choose them.  The A or D button may be used to select a character and this will determine their costume color.  In versus play the stage will be decided by the character player two chooses, or the last player to join-in (new challenger).


== Rules ==
==Introduction==
A vanilla RBS match is a best out of three rounds.  Deplete your opponent's life bar to win a round.  Rounds are 60 in-game seconds long and if a knockout does not occur before the round timer depletes the player with the most HP wins the round.  If both players win a round and on round three there is a draw game, the match goes to an Extra Round where both players receive 25% HP and the round timer is shortened to 30.
this is counting startup frames excluding the first active


== Defending ==
==Colors==
In RBS blocking is done by holding the lever away from an opponent's strike. You take no damage from blocking normals and take a small amount of damage from special attacks and DMs. Blocking may be broken by normal or command throws.  Crouch-blocking may be broken by high moves and overheads. Stand-blocking may be broken using low moves. If you block a series of moves and input a specific special, you will act immediately and attack the opponent with a Break Shot.  Every character has a Break Shot and some may have different inputs from others.  Every character can perform an attack with high invulnerability by inputting 6A while in a blocking animation.  To get this move to come out reliably may require a situation like defending from an attack with slow startup or an early jumping attack. 
{|
! [[image:snka.gif]]
! [[image:snkd.gif]]
|-
| [[image:RBS_Billy_colorA.png]]
| [[image:RBS_Billy_colorD.png]]
|}


== Attacking ==
==Movelist==
The A B C & D buttons all have uses for attacking the opponent.  A simple tap is adequate for A B and C.  The D button may be used for a special move that can be used to attack.  Every character has a combo route of A B C with branching paths that may end in a knockdown, a special or something completely different.  Attacking depletes the opponent's HP but may leave you vulnerable as you cannot move nor block in the middle of an attack.  Some attack animations are long enough that the opponent will act before you can move or block, but these are usually special moves that are blocked.  Special moves may have time between start and end where you cannot be hit, or invulnerability.  There are a wide variety of special, DM and SDM inputs throughout the game's roster, but none of them are terribly difficult.


== Throws ==
Throws are the universal way to attack an opponent blocking.  Every character can input 6 or 4 C to perform a normal throw.  They are proximity based but do not whiff.  Some characters have an air throw that may be done with the same input.  All normal throws and air throws are unbreakable, untechable and a hard knockdown.


== Jumping & Hops ==
The player may jump or hop with the lever.  Jumps are high, land deep if going forward or backward and may go over most grounded attacks.  You may block while jumping by holding 4 while in the air.  To hop the player must tap the lever up, but if this is challenging try tapping up and moving the lever down, or tap 8 2.  Hops are low to the ground compared to jumps and if going forward or backward land shallow.  Hops are completely vulnerable to attacks and do not have the ability to air block.


== Dash & Backdash ==
====Command Normals====
In RBS, dashes close the distance on an opponent and backdashes create space between fighters.  Dashes, or forward dashes are risky because you cannot block in the middle of the animation.  However, many characters can cancel a dash into an attack that carries the forward momentum of the dash.  A backdash retreats from the opponent and is invulnerable during the animation start.  Backdashes are a reversal every character has access to at anytime but if cornered it is not safe.


== Feints ==
[[File: RBS GameplayOverview Feint.gif]]


Some characters have command moves that feign a special or DM.  Feints have a short animation that mimics the startup of a move but the player feinting can act quickly after.


== Lifebar ==
Every character has 192 units of HP.  The bar starts completely yellow and drains to a red bar, which may drain to a black bar.  A Knockout occurs when the lifebar is completely black.  If the bar becomes completely red it will start flashing ( less than 50% HP).  In this state, the player may use DMs at anytime for the remainder of the round. 


== Meter ==
====Special Moves====
In RBS meter is filled by attacking the opponent with normals or by using specials.  When the meter is at least half filled you have access to H Power, which permits Ground Tech.  If the meter is filled it will flash, slowly decrease and grant P Power.  You will have access to Ground Tech and the use of one DM, after which the meter will deplete to empty.  If the player's lifebar is flashing red and the meter is filled they will access P Power.  P Power has all the benefits of S Power as well as the use of one SDM.  If one SDM is used in this state the meter will deplete to empty.  Meter does not reset between rounds.  If a player has P Power when the round ends, the next round they will start the round with S Power.


== Ground Tech ==
All characters can recover from a knockdown in the opposite line they were hit in by inputting 412D.  For this to work the player needs H Power.  This also works in S Power or P Power and when successful the player will lose a fraction of meter.






====S.Power====




{{Navbox-RBFFS}}
====P.Power====
[[Category:Real Bout Fatal Fury Special]]
 
 
===Normals===
 
====Close Normals====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=RBS_Billy_clA.png
|imageSize=200x200
|subtitle=
|caption=
|name=cl.[[File:Snka.gif]]
|data=
{{AttackData-RBFFS
|Damage=7
|Guard=Mid
|Meter=3
|Cancel=Chain, Special
|Startup=4
|Active=2
|Recovery=10
|Total=16
|Hit Adv=+2
|Block Adv=0
|Properties=-
|Invulnerability=-
|description=*
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=RBS_Billy_clB.png
|imageSize=200x200
|subtitle=
|caption=
|name=cl.[[File:Snkb.gif]]
|data=
{{AttackData-RBFFS
|Damage=10(4+3+3)
|Guard=Mid
|Meter=1+1+1
|Cancel=Chain
|Startup=6
|Active=2+2+2
|Recovery=12
|Total=24
|Hit Adv=0
|Block Adv=-2
|Properties=-
|Invulnerability=-
|description=*
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=RBS_Billy_clC.png
|imageSize=200x200
|subtitle=
|caption=
|name=cl.[[File:Snkc.gif]]
|data=
{{AttackData-RBFFS
|Damage=28
|Guard=Mid
|Meter=5
|Cancel=-
|Startup=6
|Active=2+2
|Recovery=23
|Total=33
|Hit Adv=-3
|Block Adv=-5
|Properties=-
|Invulnerability=-
|description=*
}}
}}
 
====Standing Normals====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
====Line Attacks====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
====Crouching Normals====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
 
====Jumping Attacks====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
 
====Command Normals====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
====Chain Normals====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
====Normal Throws====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|imageSize=
|subtitle=
|caption=
|name=
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
===Special Moves===
 
===== <span class="invisible-header">[4]6A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=RBS_Billy_46A
|imageSize=
|subtitle={{cb}}{{f}}[[File:Snka.gif]]
|caption=San Setsu Kon
|name=[4]6[[File:Snka.gif]]
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
===S-Power Move===
 
===== <span class="invisible-header">2363214BC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=RBS_Billy_2363214BC
|imageSize=
|subtitle={{qcf}}{{hcb}}[[File:Snkb.gif]][[File:Snkc.gif]]
|caption=Super Fire Wheel
|name=2363214[[File:Snkb.gif]][[File:Snkc.gif]]
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
===P-Power Move===
 
===== <span class="invisible-header">2363214C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=RBS_Billy_2363214C
|imageSize=
|subtitle={{qcf}}{{hcb}}[[File:Snkc.gif]]
|caption=Guren Sakkon
|name=2363214[[File:Snkc.gif]]
|data=
{{AttackData-RBFFS
|Damage=
|Guard=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Properties=
|Invulnerability=
|description=*
}}
}}
 
==Chain routes courtesy of Goh_Billy==
<pre>
cl.A  -----> 5B  -----> 6C  -----> 4C
st.A    |    5C    |    2C
cr.A    |          |
        |          |
        |          |
        |          -----> 5C  -----> 2C
        |
        |
        -----> 2B  -----> 2C
                                 
j.A  -----> 5C
 
cl.B    -----> 5B -----> 6C  -----> 4C   
cr.B      |        |    2C
          |        |   
          |        |
          |        |
          |        -----> 5C  -----> 2C
          |   
          |
          -----> 2B  -----> 2C
 
j.B  -----> 5C
 
cr.C  -----> 5C) -----> 236C
</pre>
 
==Combos==
1)
 
2)
 
3)
 
4)
 
5)

Latest revision as of 20:31, 24 June 2024

Rbffsbilly.png

Introduction

this is counting startup frames excluding the first active

Colors

Snka.gif Snkd.gif
RBS Billy colorA.png RBS Billy colorD.png

Movelist

Command Normals

Special Moves

S.Power

P.Power

Normals

Close Normals

cl.Snka.gif
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
7 Mid 3 Chain, Special 4 2 10 16 +2 0 - -

cl.Snkb.gif
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
10(4+3+3) Mid 1+1+1 Chain 6 2+2+2 12 24 0 -2 - -

cl.Snkc.gif
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
28 Mid 5 - 6 2+2 23 33 -3 -5 - -

Standing Normals

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Line Attacks

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Crouching Normals

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -


Jumping Attacks

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -


Command Normals

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Chain Normals

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Normal Throws

Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Special Moves

[4]6A

[4]6Snka.gif
Cb.pngF.pngSnka.gif
San Setsu Kon
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

S-Power Move

2363214BC

2363214Snkb.gifSnkc.gif
Qcf.pngHcb.pngSnkb.gifSnkc.gif
Super Fire Wheel
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

P-Power Move

2363214C

2363214Snkc.gif
Qcf.pngHcb.pngSnkc.gif
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - - - - - - - - -

Chain routes courtesy of Goh_Billy

cl.A  -----> 5B  -----> 6C  -----> 4C
st.A    |    5C    |    2C
cr.A    |          | 
        |          |
        |          |
        |          -----> 5C  -----> 2C
        |
        |
        -----> 2B  -----> 2C
                                  
j.A  -----> 5C 

cl.B    -----> 5B -----> 6C  -----> 4C    
cr.B      |         |    2C
          |         |    
          |         |
          |         |
          |         -----> 5C  -----> 2C
          |     
          |
          -----> 2B  -----> 2C

j.B  -----> 5C

cr.C  -----> 5C) -----> 236C

Combos

1)

2)

3)

4)

5)