Real Bout Fatal Fury Special/System

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Advanced Offense

Chains

This wiki has two ways of presenting chains: with charts from Goh_Billy and a shorthand system to denote filler moves:

  • (0) - These moves can chain into themselves while also acting as chain starters.
  • (1) - These moves act as starters. Some moves can be both (0) and (1).
  • (2) - These moves act as bridges. Some moves can be both (1) and (2). NOTE: These are not the normals themselves but slightly tweaked versions of them, sporting greater damage and sometimes forward movement.
  • (3) - These moves act as enders. Usually, crouching (2)s will not be able to go into standing (3)s, but the system is very freeform outside of this.
  • Special - Chains which require specific inputs at certain points. Some may have unique starters entirely, while some may have unique bridges instead. Jumping chains fall into this category.

The Real Bout games have a quirk where if you're jumping in with a normal, it connects and you press an attack button before you land, you won't be able to start a chain with whatever normal you connect after landing.

Air Turn

When jumping, there's no switching lines, but you can turn around by pressing D. This will make all your attacks face the other way, from normals to diving specials; for many characters, this is their best way of getting crossups. You cannot air turn if your opponent is on the other line, but you can't attack while jumping then, either.

Red Life

When you lose half your health, bringing your life down to the red zone, it will start flashing. In this state, the player may use S.Powers at any time for the remainder of the round, whereas their S.Power meter turns to P.Power and enables them to use these moves. If a player has P.Power when the round ends, they will start the next round with S.Power.

Throw Protection

After you connect a normal with the opponent, you are unable to perform a normal throw for 60 frames; your throwbox will not come out. A forward dash cancelled into a crouch can be done to bypass the and throw the opponent sooner than the game would normally allow. The throw protection for command grabs is much less stringent.

OTG Grabs

Characters with command grabs can combo into them after Some characters have command grab specials and DMs, and if they have access to a launching normal that knocks down they can combo into a grab with good timing. For example, EX Blue Mary can attack using cr.B 3C, microwalk and wait a quarter of a second, then combo with 236C. The combo counter will only register it as a combo for Player 2, but it is a true combo for either side. The opponent can escape this with a tech roll if they have the meter for it.

Feints

RBS GameplayOverview Feint.gif

Some characters have command moves which mimic the startup of a specific special or super move. These cannot be cancelled. Unlike RB2, feints in RBS and earlier cannot be cancelled into either, nullifying any use in pressure.

Advanced Defense

Air Blocking

Air normals and all non-super projectiles can be blocked while airborne. This pushes you back and will incur no extra landing recovery. You can block an unlimited amount of times per jump.

Break Shot

If you block a series of moves and input a specific special move, you will act immediately and attack the opponent with a Break Shot. Every character has at least one special move for this purpose, marked with the label RBS Breakshot.png — their inputs remain the same. Break Shots cause the enemy's attacking hitboxes to disappear, rendering these moves invincible. These require at least 30px of meter or for your character to be in S.Power/P.Power; upon activation, your character will lose 16px of meter.

Defensive Attack

Every character can perform an attack with upper invincibility by inputting 6A while in a blocking animation, but not while blocking an attack proper. This is easily done on attacks with plenty of active frames. A common trait between these moves is their ability to be cancelled into specials.

Backdash

A backdash is not cancellable, but retreats from the opponent and is invulnerable from the animation start to when the player can move freely once again. Backdashes are a reversal every character has access to at any time, but has the drawback of moving them further to the corner, where backdashing doesn't have the distance to make it safe!

Ground Tech

RBS GameplayOverview GroundTech.gif

All characters can recover from a knockdown in the opposite line they were hit in by inputting 412D. For this to work, the player needs at least 30 pixels of meter (H.Power) or to be in S.Power or P.Power. When successful the player will lose 16 pixels of meter in exchange for being invulnerable to everything for a short period — everything except throws and command grabs on the lane they recovered in.

Line System

While each player is on a different line, they both have access to all their specials and supers, but normals, command normals etc. will be eschewed for line normals. line.A and line.B will move you to the opponent's line, while line.C and linecr.C will attempt to hook your opponent onto yours. The latter will not only always beat the former, but is generally cancellable into special moves. Additionally, players can jump and hop, but their air normals will be disabled. They are also unable to crawl. What is particularly important to RBS's mixup game is that the line system disables collision boxes, letting you 'walk through' your opponent and go for crossups.

Walls

The wall system has been toned down considerably from RB1. Each stage has two breakable walls which can only be damaged by hitting a character with their back to the corner. Seven hits of any type will do; by the sixth, the wall will show signs of ruin. The wall can be damaged again once it stops shaking. Once broken, the victim will be dizzied, which is the only means of acquiring stun in RBS. Both walls will be replenished to full health at the start of each round.

Regarding collision, the walls make it so at the start of the round, the foreground actually has more space than the background. This means a player can go for line crossups in the corner on the front line, but not the back line. Once the wall is broken, each line size is the same. If both characters are in the corner, whoever reached it first will be facing away from it.


Game Navigation

General
Controls
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Gameplay Overview
System
FAQ
Base Roster
Andy
Billy
Bob
Cheng
Chonrei
Chonshu
Duck
Franco
Hon Fu
Joe
Kim
Krauser
Laurence
Mai
Mary
Sokaku
Terry
Tung
Yamazaki
EX Characters
EX Andy
EX Billy
EX Mary
EX Tung