Krauser (RBFF2): Difference between revisions

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Keep in mind it can make you suspectible to low attacks, but if they are trying to hit low.  
Keep in mind it can make you suspectible to low attacks, but if they are trying to hit low.  


They give you an opening to retaliate with Leg Tomahawk/ Hop or Jump Attacks/ Crouch A attacks for trying to counter A+B, so they have to either decide to deal with A+B again or deal with your low retaliations.
They give you an opening to retaliate with Leg Tomahawk/ Hop or Jump Attacks/ Crouch A/B poke check for trying to counter A+B, so they have to either decide to deal with A+B again or deal with your low retaliations.




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Knowing such things can make it easier to know when to punish and give openings to take your turn to attack.
Knowing such things can make it easier to know when to punish and give openings to take your turn to attack.


=Advanced Strategy=
=Advanced Strategy=

Revision as of 21:38, 11 August 2017

Introduction

Wolfgang Krauser is the famed boss from the game Fatal Fury 2. Who has made numerous appearances afterwards as playable variants.

Pros:

  • Great damage output
  • Krauser's A+B attack is very useful for pokes and Anti-Air
  • Both of Krauser's P-Power supers are great, and game changing
  • Decent Zoning against characters that he can keep up with.
  • Kaiser Wave is overall useful once you have them ready.


Cons

  • Attacks come out slow
  • Huge hitboxes
  • Has trouble keeping up with characters that are faster than him
  • Limited AA options
  • Doesn't have much options for being hit in the backplane except guess right to block high or low.



Moves List

Normal Moves

Name
Command
Notes
Death Hammer
f - p
high
Kaiser Body Press
(during high jump) d - h
high

Special Moves

Name
Command
Notes
Blitzball (high)
qcb - p
Knockdown on airborne opponents. armorbreak proj
Blitzball (low)
qcb - h
Knockdown on airborne opponents. First active frames hit low. armorbreak proj
Leg Tomahawk
qcf - k
high armorbreak
Phoenix Throw
hcf - h
Counters high / Certain special moves
Kaiser Claw
dp - h
airthrow
Lift up Blow
hcb - k
throw
Dangerous Throw
hcf - p
throw
Griffon Upper
ff - h
knockdown
- Kaiser Claw
dp - h
airthrow

Super Moves

Name
Command
Notes
Kaiser Wave
charge b , f h + k
proj S-Power
Gigatec Cyclone
b , d , f , u + h or hcb , ub + h
throw P-Power
Deadly Rave
hcb , f + p , p , k , h , k , h , p , k , h
P-Power
Deadly Rave Ender 1
h
After last attack in the Deadly Rave
Deadly Rave Ender 2
rdp + P + h
After last attack in the Deadly Rave

The Basics

  • Krauser is a character who can be playing at a risk many times due to his slowness.

Make sure every time you decide what to do for an attack that it's best for such a situation.


  • Don't get yourself backed into the corner either by the opponent or unintentionally moving backwards.

It will only make things even harder for you in such a position.

Try to defend where you are currently and your approaches to the opponent.


  • At certain distances. Leg Tomahawk is safe on block, so it can be use as an approach or used in blockstrings.


  • Your A+B move is seriously one of the best tools at your disposal.

It's fully invincible from the thigh area up to Krauser's head for a short amount of time.

Use very often for Anti Air, retaliation to attacks, a frame trap followup, and poking.

Keep in mind it can make you suspectible to low attacks, but if they are trying to hit low.

They give you an opening to retaliate with Leg Tomahawk/ Hop or Jump Attacks/ Crouch A/B poke check for trying to counter A+B, so they have to either decide to deal with A+B again or deal with your low retaliations.


  • In fighting at neutral in mid range Krauser does have some other pokes to use in such a case like far B, C, far C, far A, C chain, cr. B, C chain or Cr. C.

Use with caution.


  • Kaiser Wave can be tricky due to it's startup, but it can be sometimes safe to throw out from afar.

Just make sure you use it the instant it's ready or eat punishes.


  • For knockdowned opponents, meaty low blitz balls and leg tomahawk (If they don't have good reversals) are some options.


  • Get familiar with recovery times and safety of the cast's attacks.

Knowing such things can make it easier to know when to punish and give openings to take your turn to attack.

Advanced Strategy

  • Leg Tomahawk gets serious frame advantage (+6 frames) if it hits a crouching opponent.

Allowing you to set up frame trap followups for Krauser's offense. Mainly just cr. A or St. A chains and going from there.


  • If you use A+B as a frame trap followup for being cornered for St. A, Cr. A for a hit. If they poke with a fast light attack they'll hit you out of your recovery for you to do the close C chain combos.

Even A+B by itself just as a trade from certain attacks, Krauser can follow up with whatever heavy attack he can reach with.


  • Unlike your regular command throws.

Gigatec Cyclone comes out regardless if your opponent attacks or not

Use for punishing and holes in your opponent's offense.


  • Krauser's command throws are mainly for punish purposes like unsafe up close moves, bad hop ins, and anything that leaves them open that you dash in on.

For they only come out if the opponent doesn't attack or attacks after your command throw comes out


  • Blitzballs are a situational move to throw out.

Most of the time from afar. You may only get one out before the opponent is already closing the distance on you

It should be noted at max and mid leg tomahawk range.

You can the frame advantage of a blocked or hit low blitzball to do a leg tomahawk freely if you anticipate they will jump to you.


  • Kaiser Claw can snatch some people from the sky afar but not so well up close.

It's not a reliable anti air, but if the position seems right for it, then it can be okay for a try once in awhile.

Mainly it's used for a combo ender with the cl. C, df+C chain and combos involving the Deadly Rave.


Match-Ups