Fatal Fury Special/System: Difference between revisions

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==Jump==
==Jump==
Input 7, 8 or 9 to jump back, straight up, or forward respectively. Jumps in Fatal Fury Special have vulnerable prejump and landing frames which are included in jump duration frame data. Jumping normals may differ depending on if they are done during a diagonal jump (7/9) or a neutral jump (8).
Input 7, 8 or 9 to jump back, straight up, or forward respectively. Jumps in Fatal Fury Special have vulnerable prejump and landing frames. Jumping normals may differ depending on if they are done during a diagonal jump (7/9) or a neutral jump (8).
 
{| class="wikitable mw-collapsible mw-collapsed sortable" border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; text-align: center;"
|+ Jump Frame Data
|-
! Character !! Prejump Frames !! Airborne Frames !! Landing Frames !! Total Frames
|-
| Terry || 4 || 47 || 3 || 54
|-
| Andy || 4 || 45 || 3 || 52
|-
| Joe || 4 || 47 || 3 || 54
|-
| Bear || 4 || 39 || 3 || 46
|-
| Jubei || 4 || 47 || 3 || 54
|-
| Cheng || 4 || 51 || 3 || 58
|-
| Kim || 4 || 47 || 3 || 54
|-
| Mai || 8 || 43 || 6 || 57
|-
| Duck || 4 || 45 || 3 || 52
|-
| Tung || 4 || 47 || 5 || 56
|-
| Billy || 4 || 45 || 3 || 52
|-
| Axel || 4 || 43 || 3 || 50
|-
| Laurence || 4 || 51 || 3 || 58
|-
| Geese || 4 || 51 || 3 || 58
|-
| Krauser || 4 || 47 || 3 || 54
|-
| Ryo || 4 || 43 || 3 || 50
|}


==Crawl==
==Crawl==
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Input 44 to quickly retreat backwards. This is a very powerful defensive tool as it provides frame 1 strike invincibility that lasts almost the entire animation, and the few vulnerable frames can be cancelled into special moves which can punish the opponent for trying to punish. While they lack any throw invincibility, all backdashes (with the exception of Mai's) are considered airborne until recovery, keeping them generally safe as only a handful of characters have air throws.
Input 44 to quickly retreat backwards. This is a very powerful defensive tool as it provides frame 1 strike invincibility that lasts almost the entire animation, and the few vulnerable frames can be cancelled into special moves which can punish the opponent for trying to punish. While they lack any throw invincibility, all backdashes (with the exception of Mai's) are considered airborne until recovery, keeping them generally safe as only a handful of characters have air throws.


{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999;"
{| class="wikitable mw-collapsible mw-collapsed" border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; text-align: center;"
|+ style="text-align: left;" | Backdash Frame Data
|-
|-
! Character !! Invincible Frames !! Recovery Frames !! Total Frames !! Notes
! Character !! Invincible Frames !! Recovery Frames !! Total Frames !! Notes
|-
|-
! Mai || 28 || 6 || 34 || Grounded
| Mai || 28 || 6 || 34 || Grounded
|-
|-
! Duck, Krauser || 28 || 3 || 31 || Duck is visually grounded but considered airborne
| Duck, Krauser || 28 || 3 || 31 || Duck is visually grounded but considered airborne
|-
|-
! Tung || 20 || 5 || 25 ||  
| Tung || 20 || 5 || 25 ||  
|-
|-
! Others || 20 || 3 || 23 ||  
| Others || 20 || 3 || 23 ||  
|}
|}


Below is a table comparing backdash distances from longest (top row) to shortest (bottom).
Below is a table comparing backdash distances from longest (top row) to shortest (bottom).


{| class="mw-collapsible mw-collapsed" border="1em" cellspacing="0" style="border: 1px solid #999;"
{| class="wikitable mw-collapsible mw-collapsed" border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; text-align: center;"
|-
|+ Backdash Distances
! Backdash Distances
| Mai
|-
! Mai (Longest)
|-
|-
! Krauser
| Krauser
|-
|-
! Bear, Duck
| Bear, Duck
|-
|-
! Geese, Laurence
| Geese, Laurence
|-
|-
! Axel
| Axel
|-
|-
! Andy, Billy, Jubei, Kim, Terry
| Andy, Billy, Jubei, Kim, Terry
|-
|-
! Cheng, Joe
| Cheng, Joe
|-
|-
! Tung (Shortest)
| Tung
|}
|}


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Below is a table comparing character throw ranges from longest (top row) to shortest (bottom), measured starting from the end of the character's collision box.
Below is a table comparing character throw ranges from longest (top row) to shortest (bottom), measured starting from the end of the character's collision box.


{| class="mw-collapsible mw-collapsed" border="1em" cellspacing="0" width="50%" style="border: 1px solid #999;"
{| class="wikitable mw-collapsible mw-collapsed" border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; text-align: center;"
|-
|+ Ground Throw Ranges
! Ground Throw Ranges
| Duck 4123692BC
|-
|-
! Duck 4123692BC
| Bear 6428C
|-
|-
! Bear 6428C
| Tung [1]9D
|-
|-
! Tung [1]9D
| Jubei 63214C, Jubei [1]23BC
|-
|-
! Jubei 63214C, Jubei [1]23BC
| Tung [1]9B
|-
|-
! Tung [1]9B
| Andy 4/6C, Jubei Basic Throws, Jubei [2]8A/C, Laurence All, Terry 4/6C
|-
|-
! Andy 4/6C, Jubei Basic Throws, Jubei [2]8A/C, Laurence All, Terry 4/6C  
| Axel 4D, Axel 6D, Bear Basic Throws, Billy 4/6D, Cheng All, Joe All, Krauser All, Mai 4/6C
|-
|-
! Axel 4D, Axel 6D, Bear Basic Throws, Billy 4/6D, Cheng All, Joe All, Krauser All, Mai 4/6C
| Billy 4/6C, Duck 4/6C
|-
|-
! Billy 4/6C, Duck 4/6C
| Geese 4/6C
|-
|-
! Geese 4/6C
| Geese 4/6D
|-
|-
! Geese 4/6D
| Axel 9D, Kim 4/6C, Tung 4/6C
|-
! Axel 9D, Kim 4/6C, Tung 4/6C
|}
|}


Below is a table comparing air throws. Only horizontal range is measured here, which is not the whole story for an air throw. If they were compared to ground throws, all 4 would lie between Tung's [1]9B and Jubei's command throws.
Below is a table comparing air throws. Only horizontal range is measured here, which is not the whole story for an air throw. If they were compared to ground throws, all 4 would lie between Tung's [1]9B and Jubei's command throws.


{| class="mw-collapsible mw-collapsed" border="1em" cellspacing="0" style="border: 1px solid #999;"
{| class="wikitable mw-collapsible mw-collapsed" border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; text-align: center;"
|-
|+ Air Throw Ranges
! Air Throw Ranges
|-
|-
! Laurence j2C
| Laurence j2C
|-
|-
! Jubei j2D
| Jubei j2D
|-
|-
! Duck j2C, Mai j2D
| Duck j2C, Mai j2D
|}
|}



Revision as of 05:05, 30 January 2025

Game Mechanics

Jump

Input 7, 8 or 9 to jump back, straight up, or forward respectively. Jumps in Fatal Fury Special have vulnerable prejump and landing frames. Jumping normals may differ depending on if they are done during a diagonal jump (7/9) or a neutral jump (8).

Jump Frame Data
Character Prejump Frames Airborne Frames Landing Frames Total Frames
Terry 4 47 3 54
Andy 4 45 3 52
Joe 4 47 3 54
Bear 4 39 3 46
Jubei 4 47 3 54
Cheng 4 51 3 58
Kim 4 47 3 54
Mai 8 43 6 57
Duck 4 45 3 52
Tung 4 47 5 56
Billy 4 45 3 52
Axel 4 43 3 50
Laurence 4 51 3 58
Geese 4 51 3 58
Krauser 4 47 3 54
Ryo 4 43 3 50

Crawl

Hold 3 to walk while crouching. This is slower than walking normally, but maintains a low profile.

Backdash/Backstep

Input 44 to quickly retreat backwards. This is a very powerful defensive tool as it provides frame 1 strike invincibility that lasts almost the entire animation, and the few vulnerable frames can be cancelled into special moves which can punish the opponent for trying to punish. While they lack any throw invincibility, all backdashes (with the exception of Mai's) are considered airborne until recovery, keeping them generally safe as only a handful of characters have air throws.

Backdash Frame Data
Character Invincible Frames Recovery Frames Total Frames Notes
Mai 28 6 34 Grounded
Duck, Krauser 28 3 31 Duck is visually grounded but considered airborne
Tung 20 5 25
Others 20 3 23

Below is a table comparing backdash distances from longest (top row) to shortest (bottom).

Backdash Distances
Mai
Krauser
Bear, Duck
Geese, Laurence
Axel
Andy, Billy, Jubei, Kim, Terry
Cheng, Joe
Tung

Throw

Press 4/6C (or D for some characters) when close to the opponent to throw them. Many characters have additional throw inputs unique to them, and Axel is the only character who only has D throws. Throws are unblockable, but cannot hit opponents in hitstun or blockstun. All basic throws are instant and have no whiff animations, and the same goes for nearly every throw special move. Some throws hit multiple times and can be resisted by the opponent if they mash directions and buttons. These types of throws are called "holds". Characters receive 17 frames of throw invincibility after waking up from a knockdown, but there is minimal throw protection after hitstun or blockstun and characters can be thrown out of jump startup, making tick throws very strong (though escapable with reversals).

Below is a table comparing character throw ranges from longest (top row) to shortest (bottom), measured starting from the end of the character's collision box.

Ground Throw Ranges
Duck 4123692BC
Bear 6428C
Tung [1]9D
Jubei 63214C, Jubei [1]23BC
Tung [1]9B
Andy 4/6C, Jubei Basic Throws, Jubei [2]8A/C, Laurence All, Terry 4/6C
Axel 4D, Axel 6D, Bear Basic Throws, Billy 4/6D, Cheng All, Joe All, Krauser All, Mai 4/6C
Billy 4/6C, Duck 4/6C
Geese 4/6C
Geese 4/6D
Axel 9D, Kim 4/6C, Tung 4/6C

Below is a table comparing air throws. Only horizontal range is measured here, which is not the whole story for an air throw. If they were compared to ground throws, all 4 would lie between Tung's [1]9B and Jubei's command throws.

Air Throw Ranges
Laurence j2C
Jubei j2D
Duck j2C, Mai j2D

Taunt

Press C while far away from the opponent to taunt them. Taunts serve no purpose and can be cancelled with any directional input at any time.

Lane Sway

A signature mechanic of the Fatal Fury series is the ability to move in and out of the background. In Fatal Fury Special, most stages have two lanes (AKA "planes" or "lines"), one in the foreground and one in the background. When in the background lane, characters' sprites are smaller, so there is slightly more horizontal space to move in.

Press A+B to "Lane Sway", or jump to the opposite lane. This is a frame 1 strike invincible escape tool but it can be thrown.

If both players are in the same lane then the game plays as normal, but there are special rules when characters are in opposite lanes.

  • All attack buttons can only be used to do Lane Attacks that cross over to the opposite lane. Although it looks similar to a normal lane jump, these attacks are not invincible and have punishable landing recovery. All Lane Attacks are overheads and are very plus on hit and block. Using a Lane Attack without holding a direction will make it home in on the opponent, and attacking while holding 4 or 6 will not target the opponent and instead slightly steer the jump left or right. Light buttons will do a low Lane Attack which is faster, while heavy buttons will do a high Lane Attack which may beat or go over a low attack. Some characters have different Lane Attacks for punch and kick buttons. In general, low homing attacks are usually preferred, but when close to the opponent low steered attacks are useful to cross the opponent up too.
  • Inputting 8 in the front lane or 2 in the back lane will roll into the opponent's lane. Like the AB lane jump, rolling is invincible except to throws. The roll's input means that jumping in the front lane and crouching in the back lane are impossible. Rolling is a fast way to cross lanes and is safe as long as it's done from a distance.
  • Once a character is close enough to the opposite lane, their opponent waiting there can crouch/jump and use their ordinary moveset again which allows them to anti-air a Lane Attack or throw an incoming roll.

Lane Blast

Press C+D on the ground to do a special attack that knocks to the opponent to the opposite lane. On normal stages, characters can meaty the opponent with a left/right lane attack afterwards. On single-lane stages, Lane Blasts will cause additional damage and stun as the opponent collides with the background hazard.

Unlike other attacks, Lane Blasts have different frame data and hitboxes when done in the back lane as opposed to the front lane.

Dodge Attack

Press 6A while in proximity guard (character is visually blocking but isn't in blockstun) to do a Dodge Attack. Dodge Attacks have upper-body invincibility and can be canceled. Attacks in Fatal Fury Special will trigger proximity guard from a very far distance and for a very long time, so they can be used in many situations.

  • Note: Dodge Attacks will cause a character to enter their 5A animation for 1 frame before it is kara cancelled into their Dodge Attack. This 5A frame is not counted in Dodge Attack frame data on character pages.

Below, each character's Dodge Attack has been ranked based on reach, startup, how easy it is to use, and finally, how well it compliments the rest of the character's moves.

Character Reach Startup Ease of Use Complimentary Factor
Geese 4 5 3 3
Andy 4 4 3 3
Joe 4 2 3 3
Axel 5 2 3 2
Mai 4 2 2 3
Bear 4 1 3 3
Jubei 2 4 1 2
Cheng 3 3 1 2
Krauser 3 2 2 2
Terry 1 4 1 1
Duck 2 2 1 1
Billy 2 2 1 2
Tung 2 2 1 1
Laurence 2 1 1 1

Desperation Moves

When a character is at 33% life or lower, their life bar will start flashing. Each character has a unique Desperation Move that can only be used in this flashing-health state.

Dizzy Points

Every character in FFS has an invisible stun gauge which when filled will make them dizzy. When dizzied, a character will be knocked down regardless of what move hit them, and after waking will be vulnerable for an extended period of time that can be reduced by mashing buttons and directions. Below is a list detailing how many dizzy points it takes to stun each character.

Dizzy Point Limit Characters
13 Jubei, Mai, Tung
14 Billy, Terry
15 Andy, Cheng, Duck
16 Joe, Kim
17 Laurence
18 Axel, Geese, Ryo
22 Bear, Krauser

Generally, light normals will add 2 dizzy points, heavy normals 4 points, light specials 3 points, heavy specials 6 points, throws 3 points, Dodge Attacks, Lane Blasts and stage hazards 5 points, and Desperation Moves 4 points.

After being dizzied, a character has 8 points added to their limit. For example, if Tung Fu Rue is stunned, he would then require 21 dizzy points to stun a second time.

The exact duration that a dizzied character is vulnerable for is determined by another invisible "stun retention" value. Each move will add to this value on hit, and it will decrease by 1 for every frame that a character is not in hitstun or blockstun. The amount of frames a dizzy character is vulnerable for is then equal to the number of stun retention points they had accumulated at that time. If a character's stun retention value decreases all the way to 0, they will lose all of their dizzy points. Below is a table detailing how much stun retention each character's moves will do.

Character Light Normals Heavy Normals Light Specials Heavy Specials Throws Dodge Attack Lane Blast Desperation Move
Andy 12 22 38 44 38 32 32 68
Axel 10 32 38 44 54 26 44 44
Bear 10 32 38 44 44 26 44 44
Billy 20 32 26 44 44 44 44 44
Cheng 12 14 38 44 50 50 56 26
Duck 14 26 32 38 38 38 38 38
Geese 12 20 38 44 50 50 26 38
Joe 18 30 36 42 42 42 42 42
Jubei 20 32 38 44 26 44 44 26
Kim 18 30 36 42 42 42 42 42
Laurence 14 26 38 44 26 44 44 44
Mai 14 32 32 50 38 38 44 56
Terry 14 26 32 38 38 38 38 38
Tung 20 32 26 44 26 44 44 26
Krauser 12 20 28 44 50 50 26 26

Damage Calculation

The damage calculation formula for almost every attack in Fatal Fury Special is the following: Attack Damage x Round Victory Scaling x Health Scaling x Weak Point Bonus x Combo Scaling
Chip damage is unaffected by scaling, and is simply calculated as the following: Attack Damage x Chip Scaling
Hold throw damage ignores the normal rules in favor of its own, too, calculated as: Attack Damage x Hold Scaling

  • All decimal damage values will be rounded down.

Explanations for each term are written below.

Round Victory Scaling

After winning a round, a character's attacks will do 75% damage. If both players have won a round, they will both have the damage reduction applied.

Health Scaling

Characters take different amounts of damage depending on how much remaining health they have, out of the maximum of 96.

Remaining Health Damage Modifier
96-49 100% damage
48-24 75% damage
23-12 67.5% damage
11-0 50% damage

Weak Point Bonus

Axel and Krauser have certain hurtboxes that take 125% damage when hit. Axel's weak point is in his stomach, and Krauser's weak point is his head. They have no weak point hurtboxes in hitstun, so only the first hit of a combo can benefit from this bonus.

Combo Scaling

Attacks hitting opponents in hitstun will do reduced damage. Hitting an opponent on the last vulnerable frame of their hitstun will not apply combo scaling.

Hits Damage Modifier
1st hit 100% damage
2nd hit 87.5% damage
3rd hit and onward 75% damage

Chip Scaling

Special moves that are blocked will do 25% damage.

Hold Scaling

When a character is at 48 health or below and uses a hold (multihit throw), their hold will do 75% damage, or 3 damage per hit instead of 4.

Basic Strategy

Advanced Strategy

Whiff-Canceling

I was experimenting with some of the whiff-cancelling like you've seen in the videos. It's pretty simple most of the time; with Geese, for instance, do D, D/F+C, F+C to to a crouching fierce immediately cancelled into Double Reppuken. Or Axel: Do QCF + B~A or C (in case you're not familiar with this notation, it means you press B then ASAP press A or C; it's best to put one finger over one button and one over the other) to do a standing B whiff-cancelled into Tornado Upper.

The interesting thing is that unlike in SF, some moves can't be whiff-cancelled; with Axel, for example, his far standing D cannot be whiff-cancelled. There's no real rhyme or reason as to which moves can be whiff-cancelled, it seems to be totally random; using Axel once more as an example, I thought his standing D didn't work because it is not a bufferable move. So I tried his sweep, a move which *is* bufferable, and that doesn't work either. So you'll just have to go by good ol' trial and error to figure it out. I can semi-consistently do Big Bear's close standing C -> command throw whiff-cancel, the one you've seen on the video; it's kinda hard to do and doesn't have any real purpose since his command throw is easy to do on the ground anyway.

Duck King's crouching D -> DM whiff-cancel, on the other hand, seems VERY useful...except it's insanely hard. I have only managed to do that once out of many tries, and still don't know how I did it. A good tactic I learned from this "experimenting": Geese's crouching C -> Reversal is a useful whiff-cancel to know. It's easy, too: All you need to do is move from Back to Down/Forward and press C, then move to Forward and press B or D. The reason it is useful is because the beginning animation of crouching C is clearly visible to the opponent, which can bait them into the reversal. And one more peculiar little note: It seems that you can whiff-cancel a normal move into a command normal.

Take Duck King, for instance...do his crouching D, and IMMEDIATELY move the joystick to the D/F position. You'll see the beginning animation of the crouching D and then it'll go straight into his slide. This is REALLY weird, because you could never do this in SF. But I like it.

Credit to Josh-TheFunkDOC

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki