(Fleshed out introduction to RBS, describing changes from RBFF1 and roster additions) |
(Added Navbox to main page) |
||
Line 197: | Line 197: | ||
*[[Wolfgang Krauser(RBFFS)|Wolfgang Krauser]] | *[[Wolfgang Krauser(RBFFS)|Wolfgang Krauser]] | ||
{{Navbox-RBFFS}} | |||
[[Category:Real Bout Fatal Fury Special]] | [[Category:Real Bout Fatal Fury Special]] |
Revision as of 16:04, 6 July 2023
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, Lawrence 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.
Notations
ub u uf f - Forward S - Strong Attack + - And
\ | / b - Back P - Punch / - Or
b-- --f u - Up K - Kick , - Then
/ | \ d - Down L - Line Change x - Times
db d df
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
dp - dragon punch (f, d, df)
rdp - reverse dragon punch (b, d, db)
qcd - quarter circle down (f, df, d)
rqcd - reverse quarter circle down (b, db, d)
Game Mechanics
Throw f/b + S close
Crawl hold df
Dash Forward f, f can attack out of dash
Dash Jump uf
Halt b
Dash Backward b, b invulnerable for a second
Air Turn Around L in air works only on high jumps
Short aka Small Jump tap ub/u/uf
High Jump press ub/u/uf
Air Block ub/u/uf, b
Block High b
Block Low db will not block overheads
Recovery Roll b, db, d + L after requires H. Power or higher being knocked down
Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied
Defensive Attack f + LP while blocking you will find this willwork if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation
Taunt S from far
Break Shot perform move marked requires H. Power or higher with (BS) while blockin
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.
Advanced Strategy
Power Gauge
This fills when you use special moves, connect (not blocked) any attack, or when you block an opponent's attack.
H. Power This occurs when half your power gauge is filled. This allows you to use Break Shots and Recovery Rolls.
S. Power Super 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.
P. Power Super 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.
Planes
Switch To Opposite Plane L
Dive Attack P from opposite plane
Dive Kick/Slide Kick K from opposite plane overhead/must be blocked low (depending on character)
Reach Attack S from opposite plane pulls opponent to your plane if attack touches them
Sweep d + S from opposite plane must be blocked low; pulls opponent to your plane if attack touches them
Switch Back L
when both characters are in opposing planes
front 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
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
Tier List
- God Tier and Banned:
Geese Howard
- Top:
Billy/EX, Sokaku, Duck King
- High:
Mai, Krauser, Kim, Yamazaki, Joe, Terry, Andy/EX, EX Blue Mary
- Mid-High:
Blue Mary, Franco Bash, Lawrence Blood
- Mid:
Hon Fu, Chonrei, Chonshu, Bob Wilson
- Low:
Tung Fu Rue/EX, Cheng Sinzan
Game Versions
The Characters
- Andy Bogard
- EX Andy Bogard
- Billy Kane
- EX Billy Kane
- Blue Mary
- EX Blue Mary
- Bob Wilson
- Cheng Sinzan
- Duck King
- Franco Bash
- Geese Howard
- Hon Fu
- Jin Chonrei
- Jin Chonshu
- Joe Higashi
- Kim Kaphwan
- Laurence Blood
- Mai Shiranui
- Ryuji Yamazaki
- Sokaku Mochizuki
- Terry Bogard
- Tung Fu Rue
- EX Tung Fu Rue
- Wolfgang Krauser