Real Bout Fatal Fury Special (RBFFS, RBS) | |
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Developers |
SNK |
Systems |
Arcade |
NeoGeo WW: 28 February 1997 | |
NeoGeo CD WW: 28 February 1997 | |
Sega Saturn JP: 23 December 1997 | |
Online Play |
Rollback (Fightcade) |
Player Resources | |
GameFAQs RBS Arcade page | |
Community Channels |
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, Laurence 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.
Roadmap
10% complete | ||
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Completed | In Progress | To-Do/Wish List |
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Basically done but room for improvement:
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Working on:
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To-do:
Wish List:
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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.
System at a Glance
Assume character is facing right
Movement
or
to walk forward or backpedal
to crouch
to jump, tap
to hop
or
to guard against attacks
Dive Attack
from opposite line
Dive Kick/Slide Kick
from opposite line (overhead/low)
Reach Attack
from opposite line
Pulls opponent to your plane if attack hits or is blocked
Line Sweep
from opposite plane
must be blocked low pulls opponent to your plane if attack hits or is blocked
Power Gauge
Fills as you use special moves, attack the opponent or block enemy attacks
H. Power Use Break Shots and Ground Techs
S. Power Super Access to Break Shots, Ground Techs and S Power DMs
P. Power Super While on red life, access to Break Shots, Ground Techs, S Power DMs and deadly P Power DMs