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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. | 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 | 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. | 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=== | ||
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 | 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 | 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 | 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 | 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 | 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 | |||
{{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 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 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
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
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.