Real Bout Fatal Fury Special: Difference between revisions

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*Use neutral hops(and jumps) attacks as means sometimes to defend yourself. In the Fatal Fury and KOF games it can look like your ground normals are terrible/not as strong. Using neutral hops and jumps this can make the difference for stopping air attacks where your ground attacks wouldn't do the job. As well as tag grounded attacks with hops. Finding the sweet spot and timing for certain air attacks will take practice.
*Use neutral hops(and jumps) attacks as means sometimes to defend yourself. In the Fatal Fury and KOF games it can look like your ground normals are terrible/not as strong. Using neutral hops and jumps this can make the difference for stopping air attacks where your ground attacks wouldn't do the job. As well as tag grounded attacks with hops. Finding the sweet spot and timing for certain air attacks will take practice.


==Advanced Strategy==
==System at a Glance==


===Power Gauge===
Assume character is facing right
 
'''Movement'''
{{f}} or {{b}} to walk forward or backpedal
 
{{d}} to crouch
 
{{u}} to jump, tap {{u}} to hop
 
{{b}} or {{db}} to guard against attacks


This fills when you use special moves, connect (not blocked) any attack, or when you block an opponent's attack.
'''Punch'''
             
[[File:Snka.gif]]
'''H. Power'''
This occurs when half your power gauge is filled. This allows you to use Break Shots and Recovery Rolls.


'''S. Power Super'''
'''Kick'''
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.
[[File:Snkb.gif]]


'''P. Power Super'''
'''Strong Attack'''
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.
[[File:Snkc.gif]]


===Planes===
'''Throw'''
{{b}}/{{f}}[[File:Snkc.gif]] in close proximity


'''Switch To Opposite Plane
'''Switch Planes'''
'''L
[[File:Snkd.gif]]


'''Dive Attack'''
'''Dive Attack'''
P from opposite plane
[[File:Snka.gif]] from opposite line
      
      
'''Dive Kick/Slide Kick'''
'''Dive Kick/Slide Kick'''
K from opposite plane   
[[File:Snkb.gif]] from opposite line (overhead/low)
overhead/must be blocked low (depending on character)


'''Reach Attack'''
'''Reach Attack'''
S from opposite plane    
[[File:Snkc.gif]] from opposite line    
pulls opponent to your plane if attack touches them
Pulls opponent to your plane if attack hits or is blocked


'''Sweep'''
'''Line Sweep'''
d + S from opposite plane       
{{d}}[[File:Snkc.gif]] from opposite plane       
must be blocked low; pulls opponent to your plane if attack touches them
must be blocked low pulls opponent to your plane if attack hits or is blocked


'''Switch Back'''
===Power Gauge===
L


Fills as you use special moves, attack the opponent or block enemy attacks


when both characters are in opposing planes
'''H. Power'''
Use Break Shots and Ground Techs


front plane character:
'''S. Power Super'''
Access to Break Shots, Ground Techs and S Power DMs


*can short jump and high jump (cannot attack in air)
'''P. Power Super'''
*cannot perform normals or command moves (the button press will send them to the opposing plane or pull opponent to theirs)
While on red life, access to Break Shots, Ground Techs, S Power DMs and deadly P Power DMs
*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


==Game Versions==
==Game Versions==

Revision as of 22:17, 15 January 2024

Real Bout Fatal Fury Special
(RBFFS, RBS)
RBS arcadeflyerenglish.jpg
Developers

SNK

Systems

Arcade
WW: 28 January 1997

NeoGeo
WW: 28 February 1997
NeoGeo CD
WW: 28 February 1997
Sega Saturn
JP: 23 December 1997
Online Play

Rollback (Fightcade)

Player Resources

StrategyWiki RBS page

GameFAQs RBS Arcade page
Community Channels

Discord of the Wolves server

Introduction

Real Bout Fatal Fury Special is the 6th Fatal Fury game released by SNK in 1997. Real Bout Special (RBS) drops from the prior Real Bout 1 ring outs, the third line and Gesse Howard as a playable character in the vanilla arcade release. This game is, in the vein of KOF '98, a dream match. Once again you are graded from C to SSS for your performance in a round, and your K.O. time is recorded, with the best time being displayed at the end of a match. Four legacy characters are added with new sprites, animations and moves: Tung Fu Rue, Cheng Sinzan, Laurence Blood and Wolfgang Krauser. While the character roster goes up to 19 for this ultimate edition, four characters have EX versions that are chosen with a code. This brings the number of characters to 23, or 24 if you count the hidden boss, Nightmare Gesse.

Roadmap

10% complete


Completed In Progress To-Do/Wish List

Basically done but room for improvement:

  • Front page
  • Controls
  • Gameplay Overview
  • FAQ
  • Andy page
  • Cheng page
  • Duck page
  • Laurence page
  • Mai page

Working on:

  • Billy page

To-do:

  • Bob page
  • Terry page
  • Add dizzy system to System

Wish List:

  • Practically every character needs to be redone
  • Need to add more esoterics to System


Basic Strategy

  • Use neutral hops(and jumps) attacks as means sometimes to defend yourself. In the Fatal Fury and KOF games it can look like your ground normals are terrible/not as strong. Using neutral hops and jumps this can make the difference for stopping air attacks where your ground attacks wouldn't do the job. As well as tag grounded attacks with hops. Finding the sweet spot and timing for certain air attacks will take practice.

System at a Glance

Assume character is facing right

Movement F.png or B.png to walk forward or backpedal

D.png to crouch

U.png to jump, tap U.png to hop

B.png or Db.png to guard against attacks

Punch Snka.gif

Kick Snkb.gif

Strong Attack Snkc.gif

Throw B.png/F.pngSnkc.gif in close proximity

Switch Planes Snkd.gif

Dive Attack Snka.gif from opposite line

Dive Kick/Slide Kick Snkb.gif from opposite line (overhead/low)

Reach Attack Snkc.gif from opposite line Pulls opponent to your plane if attack hits or is blocked

Line Sweep D.pngSnkc.gif from opposite plane must be blocked low pulls opponent to your plane if attack hits or is blocked

Power Gauge

Fills as you use special moves, attack the opponent or block enemy attacks

H. Power Use Break Shots and Ground Techs

S. Power Super Access to Break Shots, Ground Techs and S Power DMs

P. Power Super While on red life, access to Break Shots, Ground Techs, S Power DMs and deadly P Power DMs

Game Versions

Game Navigation

General
Controls
HUD
Gameplay Overview
System
FAQ
Base Roster
Andy
Billy
Bob
Cheng
Chonrei
Chonshu
Duck
Franco
Hon Fu
Joe
Kim
Krauser
Laurence
Mai
Mary
Sokaku
Terry
Tung
Yamazaki
EX Characters
EX Andy
EX Billy
EX Mary
EX Tung