Real Bout Fatal Fury Special: Difference between revisions

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= Introduction =
= Introduction =
'''Real Bout Fatal Fury Special''' is the 6th [[Fatal Fury]] game released by [[SNK]] in 1997.
'''Real Bout Fatal Fury Special''' is the 6th [[Fatal Fury]] game released by [[SNK]] in 1997.
= Notations =
<code>
ub  u  uf        f - Forward        S - Strong Attack    + - And   
    \ | /          b - Back          P - Punch            / - Or
  b--  --f        u - Up            K - Kick              , - Then
    / | \          d - Down          L - Line Change      x - Times
  db  d  df                                               
                                   
                                   
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
</code>
= Game Mechanics =
= Game Mechanics =


= Basic Strategy =
'''Throw'''                   
f/b + S close
 
'''Crawl'''                   
hold df
 
'''Dash Forward'''           
f, f                   
can attack out of dash
 
'''Dash Jump'''             
uf
 
'''Halt'''                 
b
 
'''Dash Backward'''
b, b                   
invulnerable for a second
 
'''Air Turn Around'''       
L in air               
works only on high jumps
 
'''Short aka Small Jump'''
tap ub/u/uf
 
'''High Jump'''     
press ub/u/uf
 
'''Air Block'''               
ub/u/uf, b
 
'''Block High'''             
b
 
'''Block Low'''               
db                     
will not block overheads
 
'''Recovery Roll'''
b, db, d + L after     
requires H. Power or higher being knocked down
 
'''Dizzy Recovery'''
shake joystick and tap the buttons rapidly when dizzied
 
'''Defensive Attack'''
f + LP while blocking   
you will find this willwork if you perform it  while blocking a whiffed attack or perform directly  after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc),  wait a little longer to perform after the move hits your block animation
 
'''Taunt'''
S from far
 
'''Break Shot'''
perform move marked     
requires H. Power or higher with (BS) while blockin
 


= Advanced Strategy =
= Advanced Strategy =
==Power Gauge==
This fills when you use special moves, connect (not blocked) any attack, or when you block an opponent's attack.
             
H. Power
This occurs when half your power gauge is filled. This allows you to use Break Shots and Recovery Rolls.
S. Power Super
When your gauge is filled, you will have a S Power bar. It decreases over time, until eventually your gauge empties completely.  You are able to use a S. Power Super when the S. Power bar is active.  After using a S. Power Super, the bar will automatically empty.  You can also perform S. Power Supers when your lifebar is flashing.  During this time,  there is no need for a charged Power Gauge and you can  perform as many S. Power Supers as you want.
P. Power Super
When the gauge is filled and your lifebar is flashing red, the power gauge will display a P. Power bar.  As with the S. Power bar, this decreases over time.  During the bars active run, you can perform a P. Power Super.  Once performed, the  power gauge will empty.
==Planes==
'''Switch To Opposite Plane
'''L
'''Dive Attack'''
P from opposite plane
   
'''Dive Kick/Slide Kick'''
K from opposite plane   
overhead/must be blocked low (depending on character)
'''Reach Attack'''
S from opposite plane   
pulls opponent to your plane if attack touches them
'''Sweep'''
d + S from opposite plane     
must be blocked low; pulls opponent to your plane if attack touches them
'''Switch Back'''
L
when both characters are in opposing planes
front plane character:
*can short jump and high jump (cannot attack in air)
*cannot perform normals or command moves (the button press will send them to  the opposing plane or pull opponent to theirs)
*cannot crawl
back plane character:
*can short jump and high jump (cannot attack in air)
*cannot perform normals or command moves (the button press will send them to  the opposing plane or pull opponent to theirs)
*cannot crawl


== Tier List ==
== Tier List ==

Revision as of 00:28, 16 August 2016

Rbffslogo.gif

Introduction

Real Bout Fatal Fury Special is the 6th Fatal Fury game released by SNK in 1997.

Notations

ub  u  uf        f - Forward        S - Strong Attack     + - And     
   \ | /          b - Back           P - Punch             / - Or 
 b--   --f        u - Up             K - Kick              , - Then 
   / | \          d - Down           L - Line Change       x - Times 
 db  d  df                                                
                                    
                                    

qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b)

Game Mechanics

Throw f/b + S close

Crawl hold df

Dash Forward f, f can attack out of dash

Dash Jump uf

Halt b

Dash Backward b, b invulnerable for a second

Air Turn Around L in air works only on high jumps

Short aka Small Jump tap ub/u/uf

High Jump press ub/u/uf

Air Block ub/u/uf, b

Block High b

Block Low db will not block overheads

Recovery Roll b, db, d + L after requires H. Power or higher being knocked down

Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied

Defensive Attack f + LP while blocking you will find this willwork if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation

Taunt S from far

Break Shot perform move marked requires H. Power or higher with (BS) while blockin


Advanced Strategy

Power Gauge

This fills when you use special moves, connect (not blocked) any attack, or when you block an opponent's attack.

H. Power This occurs when half your power gauge is filled. This allows you to use Break Shots and Recovery Rolls.

S. Power Super

When your gauge is filled, you will have a S Power bar. It decreases over time, until eventually your gauge empties completely. You are able to use a S. Power Super when the S. Power bar is active. After using a S. Power Super, the bar will automatically empty. You can also perform S. Power Supers when your lifebar is flashing. During this time, there is no need for a charged Power Gauge and you can perform as many S. Power Supers as you want.

P. Power Super

When the gauge is filled and your lifebar is flashing red, the power gauge will display a P. Power bar. As with the S. Power bar, this decreases over time. During the bars active run, you can perform a P. Power Super. Once performed, the power gauge will empty.

Planes

Switch To Opposite Plane L

Dive Attack P from opposite plane

Dive Kick/Slide Kick K from opposite plane overhead/must be blocked low (depending on character)

Reach Attack S from opposite plane pulls opponent to your plane if attack touches them

Sweep d + S from opposite plane must be blocked low; pulls opponent to your plane if attack touches them

Switch Back L


when both characters are in opposing planes

front plane character:

  • can short jump and high jump (cannot attack in air)
  • cannot perform normals or command moves (the button press will send them to the opposing plane or pull opponent to theirs)
  • cannot crawl

back plane character:

  • can short jump and high jump (cannot attack in air)
  • cannot perform normals or command moves (the button press will send them to the opposing plane or pull opponent to theirs)
  • cannot crawl


Tier List

  • God Tier and Banned:

Geese Howard

  • Top:

Billy/EX, Sokaku, Duck King

  • High:

Mai, Krauser, Kim, Yamazaki, Joe, Terry, Andy/EX, EX Blue Mary

  • Mid-High:

Blue Mary, Franco Bash, Lawrence Blood

  • Mid:

Hon Fu, Chonrei, Chonshu, Bob Wilson

  • Low:

Tung Fu Rue/EX, Cheng Sinzan

Game Versions

The Characters