Player Select
You have access to 19 vanilla characters to play the game with. Four EX characters are unlockable with a code, however this code must be used every time you want to choose them. The or
button may be used to select a character and this will determine their costume color. In versus play the stage will be decided by the character player two chooses, or the last player to join-in (new challenger).
Rules
A vanilla RBS match is a best out of three rounds. Deplete your opponent's life bar to win a round. Rounds are 60 in-game seconds long and if a knockout does not occur before the round timer depletes the player with the most HP wins the round. If both players win a round and on round three there is a draw game, the match goes to an Extra Round where both players receive 25% HP and the round timer is shortened to 30.
Defending
In RBS blocking is done by holding the lever away from an opponent's strike. You take no damage from blocking normals and take a small amount of damage from special attacks and DMs. Blocking may be broken by normal or command throws. Crouch-blocking may be broken by high moves and overheads. Stand-blocking may be broken using low moves. If you block a series of moves and input a specific special, you will act immediately and attack the opponent with a Break Shot. Every character has a Break Shot and some may have different inputs from others. Every character can perform an attack with high invulnerability by inputting 6A or while in a blocking animation. To get this move to come out reliably may require a situation like defending from an attack with slow startup or an early jumping attack.
Attacking
The
&
buttons all have uses for attacking the opponent. A simple tap is adequate for
and
. The
button may be used for a special move that can be used to attack. Every character has a combo route of
with branching paths that may end in a knockdown, a special or something completely different. Attacking depletes the opponent's HP but may leave you vulnerable as you cannot move nor block in the middle of an attack. Some attack animations are long enough that the opponent will act before you can move or block, but these are usually special moves that are blocked. Special moves may have time between start and end where you cannot be hit, or invulnerability. There are a wide variety of special, DM and SDM inputs throughout the game's roster, but none of them are terribly difficult.
Throws
Throws are the universal way to attack an opponent blocking. Every character can input 6 or 4 C ( or
) to perform a normal throw. They are proximity based but do not whiff. Some characters have an air throw that may be done with the same input. All normal throws and air throws are unbreakable, untechable and a hard knockdown.
Jumping & Hops
The player may jump or hop with the lever. Jumps are high, land deep if going forward or backward and may go over most grounded attacks. Press to Turn Around in the middle of a Jump for a crossup. You may block while jumping by holding 4 while in the air. To hop the player must tap the lever up, but if this is challenging try tapping up and moving the lever down, or tap 8 2 (
. Hops are low to the ground compared to jumps and if going forward or backward land shallow. Hops are completely vulnerable to attacks and do not have the ability to air block.
Dash & Backdash
In RBS, dashes close the distance on an opponent and backdashes create space between fighters. Dashes, or forward dashes are risky because you cannot block in the start of the animation. However, many characters can cancel a dash into an attack that carries the forward momentum of the dash. You can also press 4 or to stop your dash early and block. A backdash retreats from the opponent and is invulnerable during the animation start. Backdashes are a reversal every character has access to at anytime but if cornered it is not safe.
Feints
Some characters have command moves that feign a special or DM. Feints have a short animation that mimics the startup of a move but the player feinting can act quickly after.
Lifebar
Every character has 192 units of HP. The bar starts completely yellow and drains to a red bar, which may drain to a black bar. A Knockout occurs when the lifebar is completely black. If the bar becomes completely red it will start flashing ( less than 50% HP). In this state, the player may use DMs at anytime for the remainder of the round.
Meter
In RBS meter is filled by attacking the opponent with normals or by using specials. When the meter is at least half filled you have access to H Power, which permits Ground Tech. If the meter is filled it will flash, slowly decrease and grant P Power. You will have access to Ground Tech and the use of one DM, after which the meter will deplete to empty. If the player's lifebar is flashing red and the meter is filled they will access P Power. P Power has all the benefits of S Power as well as the use of one SDM. If one SDM is used in this state the meter will deplete to empty. Meter does not reset between rounds. If a player has P Power when the round ends, the next round they will start the round with S Power.
Ground Tech
All characters can recover from a knockdown in the opposite line they were hit in by inputting 412D or . For this to work the player needs at least H Power. This also works in S Power or P Power, and when successful the player will lose 16 points or about 1/4 of meter.
Line System
Fatal Fury's schtick was up until Garou: MOTW, you were fighting on two planes. FF2 fully realized this, FF3 added a third plane but in RBS there are only two to fight on. Switching lines can be used to avoid attacks or mixup the opponent. Press to switch at any time on the ground. While switching you cannot act or block, until some time after the animation finishes. While in a plane opposite your opponent, you may attack, block, jump, dash in either direction or crouch. Some specials and DMs hit both lines. If you are hit with a Strong or Sweep Line Attack you will be pulled to the opponent's line for a possible combo.
Taunts
Press while far away to do something cool. As a downside to provoking the opponent you are vulnerable in the animation but this can be cancelled into anything, like blocking or a dp.