Real Bout Fatal Fury Special/System: Difference between revisions

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==Advanced Defense==
==Advanced Defense==
===Break Shot===
===Break Shot===
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 [[File:RBS_Breakshot.png| 80px]] and some may have different inputs from others. Break shots cause the enemy's hitbox of an attack to disappear. The character that does a Break Shot loses 16px of meter.
If you block a series of moves and input a specific special move, you will act immediately and attack the opponent with a Break Shot. Every character has a [[File:RBS_Breakshot.png| 80px]] and some may have different inputs from others. Break Shots cause the enemy's attacking hitboxes to disappear, rendering them invincible. These require at least 30px of meter or for your character to be in S.Power/P.Power; upon activation, your character will lose 16px of meter.
 
===Defensive Attack===
===Defensive Attack===
Every character can perform an attack with high invulnerability by inputting 6A or {{f}}[[File:Snka.gif]]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.
Every character can perform an attack with upper invincibility by inputting 6A or {{f}}[[File:Snka.gif]] while in a blocking animation, but not while blocking an attack proper. This is easily done on attacks with plenty of active frames. A common trait between these moves is their ability to be cancelled into specials.
 
===Backdash===
===Backdash===
A backdash is not cancellable but retreats from the opponent and is invulnerable from the animation start to when the player can move freely once again. Backdashes are a reversal every character has access to at anytime but if cornered it is not safe.
A backdash is not cancellable, but retreats from the opponent and is invulnerable from the animation start to when the player can move freely once again. Backdashes are a reversal every character has access to at any time, but has the drawback of moving them further to the corner, where backdashing doesn't have the distance to make it safe!


==Advanced Offense==
==Advanced Offense==
 
===Chains===
 
This wiki has two ways of presenting chains: with charts from ''Goh_Billy'' and a shorthand system to denote filler moves:
*'''(0)''' - These moves can chain into themselves while also acting as chain starters.
*'''(1)''' - These moves act as starters. Some moves can be both (0) and (1).
*'''(2)''' - These moves act as bridges. Some moves can be both (1) and (2).
*'''(3)''' - These moves act as enders. Usually, crouching (2)s will not be able to go into standing (3)s, but the system is very freeform outside of this.
*'''Special''' - Chains which require specific inputs at certain points. Some may have unique starters entirely, while some may have unique bridges instead. Jumping chains fall into this category.
===Red Life===
===Red Life===
If the lifebar 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. If a player has P Power when the round ends, the next round they will start the round with S Power.
When you lose half your health, bringing your life down to the red zone, it will start flashing. In this state, the player may use S.Powers at any time for the remainder of the round, whereas their S.Power meter turns to P.Power and enables them to use these moves. If a player has P.Power when the round ends, they will start the next round with S.Power.
 
===Throw Protection===
===Throw Protection===
After you connect a normal with the opponent, you are unable to perform a normal throw for about a second.  This means a throw box will not come out after this time has passed. A forward dash cancelled into a crouch can be done to bypass the system and throw the opponent sooner than the game would allow if you waited ~60 frames for the throw box to be available again.
After you connect a normal with the opponent, you are unable to perform a normal throw for 60 frames; your throwbox will not come out. A forward dash cancelled into a crouch can be done to bypass the and throw the opponent sooner than the game would normally allow. The throw protection for command grabs is much less stringent.
 
===OTG Grabs===
===OTG Grabs===
Some characters have command grab specials and DMs, and if they have access to a launching normal that knocks down they can combo into a grab provided the player has good timing and the opponent doesn’t tech roll. For example, EX Blue Mary can attack using cr.B 3C, micro walk, wait 1/4 second and doing 236C and that will combo.  However, OTG grabs show up as a combo only on P2 side. If the combo counter fades away for P1 side, that does not mean a combo is impossible, it just won't be added to the visible count by the game.
Characters with command grabs can combo into them after
 
Some characters have command grab specials and DMs, and if they have access to a launching normal that knocks down they can combo into a grab with good timing. For example, EX Blue Mary can attack using cr.B 3C, microwalk and wait a quarter of a second, then combo with 236C. The combo counter will only register it as a combo for Player 2, but it is a true combo for either side. The opponent can escape this with a tech roll if they have the meter for it.
== Feints ==
==Feints==
[[File: RBS GameplayOverview Feint.gif]]
[[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.
Some characters have command moves which mimic the startup of a specific special or super move. These cannot be cancelled. Unlike RB2, feints in RBS and earlier cannot be cancelled into either, nullifying any sort of utility in pressure.
 
==Ground Tech==
== Ground Tech ==
[[File:RBS_GameplayOverview_GroundTech.gif]]
[[File:RBS_GameplayOverview_GroundTech.gif]]


All characters can recover from a knockdown in the opposite line they were hit in by inputting 412D or {{qcd}}[[File:Snkd.gif]]. For this to work the player needs at least H Power.  This also works in S Power or P Power, and when successful the player will lose 16 points or about 1/4 of meter.
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 at least 30 pixels of meter (H.Power) or to be in S.Power or P.Power. When successful the player will lose 16 pixels of meter in exchange for being invulnerable to everything for a short period — everything except command grabs on the lane they recovered in.  
 
==Line System==
== Line System Expanded ==
While each player is on a different line, they both have access to all their specials and supers, but normals, command normals etc. will be eschewed for line normals. line.A and line.B will move you to the opponent's line, while line.C and linecr.C will attempt to hook your opponent onto yours. The latter will not only always beat the former, but is generally cancellable into special moves. Additionally, players can jump and hop, but their air normals will be disabled. They are also unable to crawl. What is particularly important to RBS's mixup game is that the line system disables collision boxes, letting you 'walk through' your opponent and go for crossups.
 
While in another plane, the player can full jump and short hop at will. Crawling will be disabled for both players as soon as one switches planes. When a player switches lines, normals and command normals are restricted, however specials and DMs may be used freely if players are in opposite planes. In addition, players gain access to line.[[File:Snka.gif]], line.[[File:Snkb.gif]], line.[[File:Snkc.gif]], and linecr.[[File:Snkc.gif]] until both players are in the same plane again.


{{Navbox-RBFFS}}
{{Navbox-RBFFS}}
[[Category:Real Bout Fatal Fury Special]]
[[Category:Real Bout Fatal Fury Special]]

Revision as of 01:01, 24 January 2024

Advanced Defense

Break Shot

If you block a series of moves and input a specific special move, you will act immediately and attack the opponent with a Break Shot. Every character has a RBS Breakshot.png and some may have different inputs from others. Break Shots cause the enemy's attacking hitboxes to disappear, rendering them invincible. These require at least 30px of meter or for your character to be in S.Power/P.Power; upon activation, your character will lose 16px of meter.

Defensive Attack

Every character can perform an attack with upper invincibility by inputting 6A or F.pngSnka.gif while in a blocking animation, but not while blocking an attack proper. This is easily done on attacks with plenty of active frames. A common trait between these moves is their ability to be cancelled into specials.

Backdash

A backdash is not cancellable, but retreats from the opponent and is invulnerable from the animation start to when the player can move freely once again. Backdashes are a reversal every character has access to at any time, but has the drawback of moving them further to the corner, where backdashing doesn't have the distance to make it safe!

Advanced Offense

Chains

This wiki has two ways of presenting chains: with charts from Goh_Billy and a shorthand system to denote filler moves:

  • (0) - These moves can chain into themselves while also acting as chain starters.
  • (1) - These moves act as starters. Some moves can be both (0) and (1).
  • (2) - These moves act as bridges. Some moves can be both (1) and (2).
  • (3) - These moves act as enders. Usually, crouching (2)s will not be able to go into standing (3)s, but the system is very freeform outside of this.
  • Special - Chains which require specific inputs at certain points. Some may have unique starters entirely, while some may have unique bridges instead. Jumping chains fall into this category.

Red Life

When you lose half your health, bringing your life down to the red zone, it will start flashing. In this state, the player may use S.Powers at any time for the remainder of the round, whereas their S.Power meter turns to P.Power and enables them to use these moves. If a player has P.Power when the round ends, they will start the next round with S.Power.

Throw Protection

After you connect a normal with the opponent, you are unable to perform a normal throw for 60 frames; your throwbox will not come out. A forward dash cancelled into a crouch can be done to bypass the and throw the opponent sooner than the game would normally allow. The throw protection for command grabs is much less stringent.

OTG Grabs

Characters with command grabs can combo into them after Some characters have command grab specials and DMs, and if they have access to a launching normal that knocks down they can combo into a grab with good timing. For example, EX Blue Mary can attack using cr.B 3C, microwalk and wait a quarter of a second, then combo with 236C. The combo counter will only register it as a combo for Player 2, but it is a true combo for either side. The opponent can escape this with a tech roll if they have the meter for it.

Feints

RBS GameplayOverview Feint.gif

Some characters have command moves which mimic the startup of a specific special or super move. These cannot be cancelled. Unlike RB2, feints in RBS and earlier cannot be cancelled into either, nullifying any sort of utility in pressure.

Ground Tech

RBS GameplayOverview GroundTech.gif

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 at least 30 pixels of meter (H.Power) or to be in S.Power or P.Power. When successful the player will lose 16 pixels of meter in exchange for being invulnerable to everything for a short period — everything except command grabs on the lane they recovered in.

Line System

While each player is on a different line, they both have access to all their specials and supers, but normals, command normals etc. will be eschewed for line normals. line.A and line.B will move you to the opponent's line, while line.C and linecr.C will attempt to hook your opponent onto yours. The latter will not only always beat the former, but is generally cancellable into special moves. Additionally, players can jump and hop, but their air normals will be disabled. They are also unable to crawl. What is particularly important to RBS's mixup game is that the line system disables collision boxes, letting you 'walk through' your opponent and go for crossups.

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