Real Bout Fatal Fury Special

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Introduction

Real Bout Fatal Fury Special is the 6th Fatal Fury game released by SNK in 1997.

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