Rumble Fish 2, The: Difference between revisions

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– In my opinion, a good character to grind for top score, due to his boost dive property that can potentially bring your max combo to above 50 (means above 50K bonus after win against CPU).
– In my opinion, a good character to grind for top score, due to his boost dive property that can potentially bring your max combo to above 50 (means above 50K bonus after win against CPU).
– Can use AA to play mind games
– Can use AA to play mind games
Hikari
F + LP overhead move. Comes out a little slow.
QCB + LP Reversal/counter move for High physical attacks.
QCB + SP Reversal/counter move for Mid physical attacks
QCB + LK Reversal/counter move for Low physical attacks
HCF + LP/SP Spins towards enemy. SP version ends with a move that knocks away opponent. LP version can be cancelled into her Offensive Art
HCF + LK/SK Rushes towards enemy and sweeps enemy. SP version launches opponent into the air.
B,D,DB + LP/SP Grab move. Throws opponent to other side. Needs to be done close range.
F,D,DF + LP/SP Energy ball. Not a projectile. Launches opponent into the air if it hits. SP version is slower, but LP version takes a short while to generate the ball as well.
QCBx2 + LP/SP Offensive Art. Rushes forward then spins upwards. Can be performed in air as well (only spinning in the air).
B,HCB + SK Defensive Art.
HCFx2 + LP/SP Critical Art. Similar to her OA but more hits, more damage and looks a lot nicer. Follow up move before the CA ends: Charge down, up + LP/SP. Never done it before.
Boost Dive For a limited time, Hikari gains some minor healing.
Combos The same pointers above do apply here too.
– J.LK, J.SK (together in 1 jump), LP, LK, SP, AA, LP, LK, SP, HCF + LP/SP, (SC before the previous move’s last hit comes out) OA.
Tips/Further comments
– Take special care when you intend to dash forward and do A LP. If your joystick motion isn’t that good (me included), you’ll end up doing her F+LP special move, which can be quite deadly if it doesn’t connect. Deadly cos your recovery time is gonna cost you as your opponent probably will punish you for it.
– If you can somehow predict your opponents movements, this character’s reversal/counter moves are certainly gonna be to your liking. It’s quite deadly if you can use it effectively, instead of letting it become your downfall. Haha.
– Can use AA to play mind games
Mito
Mito is a little special. She has 2 stances, somewhat like MayLee in KOF’01/’02. At the start of every stage (note: not round), she starts with Tsumi Stance. Subsequent rounds within the stage will be the same as whatever stance you were in in the previous round.
Tsumi Stance
D + LP&SP Switches to Batsu stance. U can hear a faint “Batsu!” from Mito.
QCF + LP/SP Projectile.
F,D,DF + LP/SP Anti air move. Cancellable into OA.
QCFx2 + LP/SP Offensive art. Jumps into air and swipes downwards.
QCBx2 + LP/SP Some offensive art that uses 3 offensive bars. No idea what it does.
HCB + LP/SP Defensive Art. Only while guarding.
QCB,HCF + LP/SP Critical Art. Havent seen/done it before.
Batsu Stance
F + LP&SP Switches back to Tsumi Stance.
QCF + LP/SP Rushes forward and pokes a few times with wooden sword. Can be cancelled into OA/CA with right timing.
QCB + LP/SP Jumps foward and pokes a few times.
QCFx2 + LP/SP Offensive Art. Stabs opponent with wooden sword.
QCBx2 + LP/SP Defensive Art. Only can be done when u’re knocked down.
QCB,HCF + LP/SP Critical Art. Rushes forward and “slices” through opponent and the words 天罚 appears.
Boost Dive 2 Hearts revolving around Mito. Those hearts can hit opponent to make certain combo strings possible. The Hearts regenerate after some time. Useful for doing Mito’s devastating combo which unfortunately I have no idea how.
Note: While doing any special move, press LP&SP together to switch between stances AFTER u have completed the move and have recovered from it. Doesnt work if u’re countered or u cancelled into an OA. This is what I’ve gathered from the few times I’ve used this character.
Combos Same pointers apply here.
– Tsumi Stance
– SP, F,D,DF + LP/SP (up to 2 times)
– Batsu Stance
– J.SK, LP, LK, SP, SK, QCF + LP, (SC) OA/CA
– There’s also a boost dive combo. Not sure of the exact inputs either. Check out some youtube videos.
Tips/Further comments
– Her AA has a really short range, and it’s generally not very useful as compared to other characters.
– Batsu stance is less damaging per hit, but is more combo friendly
– Tsumi stance doesn’t seem to be very combo friendly, but the damage is significantly more than Batsu.
kaya.png
Kaya
F + LP Overhead attack similar to that of Hikari’s.
QCF + LP/SP Projectile. Full screen.
F,D,DF + LP/SP Anti-air move. LP version is fast. SP version has some invincible frames at the beginning and comes out slower due to Kaya turning 1 round before executing it. LP version is cancellable into OA.
HCB + LP/SP – LP version is counter move for High/Jumping physical attacks.
– SP is counter move for Low/Crouching physical attacks.
– Both allows Kaya to set up for more deadly combo. Play with computer a few times and you should get the idea.
B,HCB + LK/SK Grab move. Sets up for combo after it connects.
HCF + LK/SK Rushes towards opponent. If it connects, you can try adding in more attacks after she is done with her “backstabs”.
(in air) QCF + LP/SP Energy wave created in front of her. Lasts for the whole duration while in air. A little recovery time when u land after your opponent blocks it though. Be careful.
QCFx2 + LP/SP Offensive Art. A string of attacks if it connects. Can add an extra Standing LK, depending on distance.
QCBx2 + LP/SP Defensive Art. 2 Defensive bars. Only can be used while you’re being hit/combo-ed (not blocking). Good for breaking fatal combos.
HCBx2 + LP/SP A tornado forms around her, both front and back. Can serve as anti-air move if needed. Opponent is unlikely to be able to jump over it.
Boost Dive No idea what it does.
Combos Same pointers apply here.
– J.LK, J.SK, LP, LK, SP, SK, QCF + LP/SP
– J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, AA, LP, LK, SP, SK, F,D,DF + LP, (SC) OA.
– Similar to above, except the start of the combo is the counter move. You’ll know what I mean when you play against the CPU.
Tips/Further comments
– As with Hikari, be careful of the “karate chop” (F + LP) when trying to dash forward and do a LP. The recovery time is certainly something you don’t want your opponent to take advantage of.
– Her F,D,DF + LP/SP has high priority, and it hurts quite bad when it’s a counter hit. Punish your opponent with it. They’ll try not to jump so often. Then you can harrass them with your projectile or something else. Hehe.
– also can use AA to play mind games

Revision as of 15:27, 15 May 2019

Introduction

The Rumble Fish 2 (ザ・ランブルフィッシュ2) is a 2D fighting game for the Atomiswave arcade platform. It was produced by Dimps and published by Sammy. It is the sequel to The Rumble Fish, bringing in several new additions. A re-release on Taito's NESiCAxLive arcade digital delivery service was made available in 2012.

Controls

Rf2ontrols.jpg


Guardbar.gif


F = forward, D = down, B = backward, J = Jump, C = Crouch QCF = Quarter-Circle Forward QCB = Quarter-Circle Backward HCF = Half Circle Forward HCB = Half Circle Backward SC = Super Cancel (requires no additional bar though)




The attack buttons are pretty self-explanatory. The Dodge button is a little more complicated. It can of course, dodge through simple attacks such as projectiles by pressing forward D to move forward and avoid the projectile with a correct timing. While on the ground, pressing anything with a downward direction and D will result in a small jump (with shadow effects). It can also be pressed while in air but it’ll leave quite an opening if misused. I dont really use this much for dodging since I’m not at that level yet. There’s still more to the functions of this button. Another use for it is the ability to perform Impact Break while guarding an attack from opponent. It uses up 1 Defensive bar (I’ll come to that later) but it will allow you to recover earlier from the block stance to have a chance in inflicting a damaging counterattack on your opponent. But of course with with caution to avoid wasting of precious Defensive bar and possibly providing an opening while trying to perform your counterattack. Next, while on the ground and before u get up on your feet, pressing left or right and D will allow you to roll in that direction and recover. However, if your opponent manages to predict your movement, you’ll probably get whacked a little once again since there seems to be some opening while recovering this way. One last use for it is to recover from certain air attacks that u normally can’t recover from by pressing D while in the air. It uses 1 Defensive bar but when used correctly, it’ll save you from eating more damage from your opponent’s juggling. Performing air recovery is simply pressing any of the attack buttons while in the air but there are some restrictions. Basic grab/throw for all characters: while being close to opponent, press forward/backward SP. Pretty standard for most 2D fighting games.


Health Bar/Guard Bar


It’s placed below your health bar and it looks like what’s shown in the picture above. Do monitor your guard bar status as you really dont have to experience one, where you’ll be “stunned” for a significant period of time and your opponent will be able to happily perform his/her most deadly combo.





Offensive Meter

Shown as OFF in the very first picture at the top. Quite obviously, it’s the one that’ll allow you to perform your Offensive Arts (OA). As far as I know, OAs use 1 offensive bar.


Defensive Meter

Shown as DEF in the very first picture. Allows you to perform your Defensive Arts (DA). The number of bar/s required to perform a DA varies with the character you use, and conditions to perform a DA may vary from character to character.


Critical

As shown in the picture. Will appear to be like that when all 3 Offensive bars and 3 Defensive bars are charged. Allows to perfom your Critical Art (CA), which of course has different effects for each character. Though CAs generally do a huge damage at 1 go, it is usually not very advisable to rely heavily on it as it requires much time to charge all that and OAs & DAs can be performed appropriately to improve your gameplay.

Game Mechanics

Jolt Attack (JA)

Done by pressing LP & LK together. Able to perform in air. Basically, it’s an unblockable move that will launch your opponent into the air, allowing you to juggle in hits to perform a damaging combo. The jolt attack itself isn’t deadly, it’s the juggle combo after that that’s painful. From what I observe, seems that the opponent wont be launched into the air if he/she isn’t on the ground.

Advanced Attack (AA)

Done by pressing SP & SK together. Uses 1 Offensive bar. Allows you to continue with more basic attacks (those 4 buttons) after performing this attack. Rather decent damage and doesnt require any movement from the joystick, hence it’s easy to link it in once you get the timing. Can be used to pressurise/play mind games with opponents too (more suitable for VS humans).

Boost Dive

Done by pressing alternate attack buttons, meaning LP&SK or LK&SP. Uses 1 Offensive bar and 1 Defensive bar. Properties of each character’s boost dive is different. Will try my best to include those that I know at the characters FAQ&Guide part.

Final part

Basic Attack combinations: In RF2, basic attack combinations are achieved by pressing the attack buttons in sequences that the character allows for “combo-ing”. But anyhow, the system is such that you can perform basic attacks (whether they link or not) as long as your basic attacks follow in a light attack->light attack, light-> strong attack or strong->strong attack. Pretty essential as it’s the starting of your combos and also useful in “poking” opponents are trying to counter their certain actions.

Damage system

This game, like Marvel fighting games, is somewhat similar whereby the longer your combo, the less damage each of the moves deal as compared to the damage inflicted when done individually. Example: A basic attack combination then an advanced attack followed by a DM combo will see noticably less damage coming from the DM as compared to when it hits the opponent directly from the start. Havent really figured a good way to perform reset combos. Will be good if you’re able to trick your opponent and perform some “resets”

Basic Strategy

Advanced Strategy

Game Versions

The Characters


Zen


Zen.png



F + SP - Overhead elbow attack move.

F + SK - Longer reach than Standing SK

QCF + LP/SP - Projectile. A little more than half screen distance.

QCB + LP/SP An attack similar’s to Terry’s (KOF) QCB+A/C.

F,D,DF + LP/SP uppercut. anti-air move. short range. SP version can be followed up with SP for extra hit & damage.

QCB + LK/SK Zen leaps into the air and kicks downwards.

D,D + LK/SK Powers up his next special move. Read details @ Boost Dive

F,HCF + LP/SP Offensive Art. Cancellable after QCB+LP/SP for a combo. Once it hits, Zen will do a string of attacks. After it ends, u can follow up with either LK/SK/QCF + LP most of the time.

QCBx2 + SP/SP Defensive Art. Uses 2 Defensive bars. Blue energy appears around him. Knocks away attacking opponents. High priority, low damage as with all DAs.

QCF,HCB + LP/SP Critical Art 1. Initial frames are for preparation and you’re vulnerable during this period of time. After that a HUGE projectile-like graphic appears and does decent damage as all CA do.

HCB,F + LK/SK -> SK -> SP -> LK -> LP -> LP -> LK -> SP -> QCB + LP/SP - Critical art 2. Similar mechanics to Rock’s (MOTW) F,HCF C special. Never pulled this off before. XD

Boost Dive - For a limited time all his special moves will have the effect of D,D LK/SK. Affected moves include projectile (full screen & a few hits), uppercut (now a big whirlwind of energy), QCB+LP/SP (more damage I think)

& QCB+LK/SK (does more damage and launches opponent into air if it hits)

Combos

– (powered-up, opponent at other end of screen) QCF+LP, run forward, J. LK, J. SK (or other combo if it works; it’s 2 hits done together in 1 jump, not 2 jumps), LP, LK, SP, SK, AA, LP, LK, SP, SK, QCB + LP, (SC) F,HCF + LP/SP (or CA1 if your opponent at corner and you can reach him/her). or you could replace HK, QCB+LP as F,D,DF +LP/SP then super cancelling into OA.

– JA, then you can follow up with any combinations of attacks as you deem fit, depending on the opponent’s positioning wrt yours. Usually, J.SP, J.SK, then some “juggle” done on ground (eg, LP, SP, SK, F,D,DF + LP, (SC) OA) – Of course, I haven’t researched this game enough. Do take a look at youtube videos to get a better idea on how to play Zen well. (the Japanese are good. lol)


Tips/Further Comments

– Easy character to use, though some of his moves have some not so desirable recovery time (like QCB + LP/SP) so do make sure you don’t naively do any special move as you like. On the bright side, his basic damage for individual moves are quite damaging, though as with the game’s engine, as the combo gets longer, the real damage a subsequent move does is gonna be less than its full damage (if it were to connect alone separately) – His anti-air move is rather painful and has really good priority if timed right. While you should try to take advantage of this move, don’t make it such that opponent will be able to predict when you’ll do this move as its recovery time isn’t all that fast either. – His AA has a decent range and distance covered, so you could use it after a BLOCKED basic attack string to play mind games with your opponent, or simply harrass him further. It’s okay to use AA like this because Zen is able to charge his offensive bar pretty fast. – You can add in an extra c.HK (for eg) after his OA ends, or even a QCF + LP – Punish whenever your opponent makes a major blunder and let him/her feel the wrath of Zen. =D


Lud

Lud.png



Lud’s Temperature System

Ludtemp.gif


Lud has a special system of his own, as he can “parry” moves and charge his gauge meter as shown on the left. The higher the temperature, it supposedly can increase the number of hits (for some moves) and the damage of special moves. The temperature will decrease over time, with a minimum of 0 of course. Unlike 3rd strike, I think Lud can’t parry projectiles.




F + LP - Parries Mid/High attacks

DF + LP -Parries Low attacks

Hold LP/SP for more than 1s - Upon release, he’ll perform a series of rapid punches, somewhat similar to Krizalid (KOF99) doing his DM.


QCF + LP/SP Forward charge attack


– Follow up with F + LP/SP – second forward attack – Follow up with UF (diagonal upwards) + LP/SP – a second attack in that direction


F,D,DF + LP/SP Anti-air move


– Follow up with F + LP/SP – forward charge – Follow up with DF + LP/SP – diagonally downward 2nd charge


(in air) QCF + LP/SP similar to the ground one


– Follow up with F + LP/SP – 2nd attack – Follow up with UF + LP/SP – well, same idea.

QCB + LP/SP Lud’s both fists clash together, producing some kind of “explosion” right in front of him. LP is only 1 hit. SP has 3 hits and covers more area of the screen (by “moving” forward)..

QCFx2 + LP/SP Offensive Art 1. Well, it’s a more hits, higher damage version of his rapid punches special move mentioned above.

QCB,HCF + LK/SK Offensive Art 2. Rushes forward and does multiple hits (something like Ryo’s [kof] QCF,HCB A/C).

QCB,HCF + LP/SP Critical Art. Ignites his body in fire and rushes forward. Doesnt do very much damage for a CA when his gauge is at 0. Defensive Art.

Boost Dive No idea what it does. Havent tried it. From what I see, it makes his temperature gauge full for the boost time period.


Combos


As with Zen, I’ll just list a couple here that I know. You may want to look up some youtube videos to further explore the possibilities of Lud. As usual, modify the longer combos to suit the situation you’re in


– J. SK (or some other attack), LP, LK, SP, AA, LP, LK, SP, QCF + LP, run forward LP, c.HP, QCF + LP (can do for a varying number of cycles), end off with F + LP (the follow-up), (SC) OA2 Tips/Further comments


– Be careful whenever you wanna do c.LP or dash forward LP. You may end up doing one of his parries, which can be quite deadly since you’ll be like standing there =.=


– I suggest his basic attack chain (while trying for combo) to end at SP rather than SK cos after the latter, it’s not possible (or at least I’ve never succeeded) in connecting any special moves for a nice damaging combo.


– Can use AA to play mind games


– His shoulder knock move has decent priority, but do note that the recovery time can be punishable.









Aran Aran.png


F + SP - Overhead attack


QCF + LP/SP - Projectile, high


HCF + LP/SP - Big projectile. Longer time to execute. Sends opponent into air if it hits.


QCF + LK/SK - Projectile, low (but can blocked standing)


F,D,DF + LK - Anti-air kick


F,D,DF + SK - Anti-air kick, more hits, jumps higher. Can add extra hit with SK.


QCB + LK/SK - Relaxed pose, but dodges attack while in this stance.


QCB + LP/SP - The starter for his various attack style. I haven’t tried all. Go experiment. Below are the possible sequences, including the starter. – QCB + LP/SP, QCB + LP/SP, F+LP/SP – QCB + LP/SP, QCB + LP/SP, B+LP/SP – QCB + LP/SP, QCB + LP/SP, D+LP/SP – QCB+LP/SP, HCF+LP/SP, F+LP/SP. – QCB+LP/SP, HCF+LP/SP, B+LP/SP. – QCB+LP/SP, HCF+LP/SP, D+LP/SP. – QCB+LP/SP, HCF+LP/SP, D+LK. – QCB+LP/SP, HCF+LP/SP, F+SK. – QCB+LP/SP, Forward+LK/SK, D+LK. – QCB+LP/SP, Forward+LK/SK, F+SK. – QCB+LP/SP, Forward+LK/SK, F+LP/SP – QCB+LP/SP, Forward+LK/SK, B+LP/SP – QCB+LP/SP, Forward+LK/SK, D+LP/SP. QCFx2 + LP/SP Offensive Art. I don’t know how to describe it. Refer to some youtube video. D,D + LK/SK, HCF + LP/SP First enter D,D + LK/SK and Aran enters a stance. If he’s attacked, he’ll proceed with a dodge-counter. Input HCF+LP/SP during the dodge-counter. HCF + LP/SP Defensive Art. Uses 2 Defensive bars. Only while guarding, so no conflict with your big projectile. QCF, HCB + LP/SP Critical Art. Can hold on LP/SP for a while before releasing for extra damage. Boost Dive Something like V-ism of SFA3, or A groove of CVS2 but only works for physical attacks. Projectiles do not have “shadow” version. Very combo friendly. Hehe, must be used to set a decent high score. Combos As usual, follow the pointers as with previous characters. Lazy to retype them all. It’s a chore to read anyway. – J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, AA, LP, LK, SP, SK, (QCB + LP) x 2, (SC) OA, c.LK/LK/F,D,DF + LK/SK – J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, (QCB + LP) x 2, (SC) OA, Boost Dive, (timed correctly) d.Dodge + SK, [LP, LK, SP, SK, (QCB + LP) x 2] x N (where N should be about 4 cycles, modify the moves in between if necessary), (SC) OA. [needs all 3 OA bars from the start] Tips/Further comments – His QCB + LP starter has so many variations you can play around with your opponent. Do find out which moves have less recovery time with a good range etc and incorporate them into your gameplay style. But against the CPU, not (that) much skill is required. – There’s a trick with his boost dive that can significantly increase your chance of landing the first hit, and subsequently a decently long combo on your opponent. I shan’t really tell you the method but ideas can be gained from watching youtube videos (though iirc there’s only 1 or 2 videos that explicitly shows you how in the middle of a VS match). But I can tell you it has something to do with your opponent on the ground and trying to get up. – In my opinion, a good character to grind for top score, due to his boost dive property that can potentially bring your max combo to above 50 (means above 50K bonus after win against CPU). – Can use AA to play mind games





Hikari

F + LP overhead move. Comes out a little slow. QCB + LP Reversal/counter move for High physical attacks. QCB + SP Reversal/counter move for Mid physical attacks QCB + LK Reversal/counter move for Low physical attacks HCF + LP/SP Spins towards enemy. SP version ends with a move that knocks away opponent. LP version can be cancelled into her Offensive Art HCF + LK/SK Rushes towards enemy and sweeps enemy. SP version launches opponent into the air. B,D,DB + LP/SP Grab move. Throws opponent to other side. Needs to be done close range. F,D,DF + LP/SP Energy ball. Not a projectile. Launches opponent into the air if it hits. SP version is slower, but LP version takes a short while to generate the ball as well. QCBx2 + LP/SP Offensive Art. Rushes forward then spins upwards. Can be performed in air as well (only spinning in the air). B,HCB + SK Defensive Art. HCFx2 + LP/SP Critical Art. Similar to her OA but more hits, more damage and looks a lot nicer. Follow up move before the CA ends: Charge down, up + LP/SP. Never done it before. Boost Dive For a limited time, Hikari gains some minor healing. Combos The same pointers above do apply here too. – J.LK, J.SK (together in 1 jump), LP, LK, SP, AA, LP, LK, SP, HCF + LP/SP, (SC before the previous move’s last hit comes out) OA. Tips/Further comments – Take special care when you intend to dash forward and do A LP. If your joystick motion isn’t that good (me included), you’ll end up doing her F+LP special move, which can be quite deadly if it doesn’t connect. Deadly cos your recovery time is gonna cost you as your opponent probably will punish you for it. – If you can somehow predict your opponents movements, this character’s reversal/counter moves are certainly gonna be to your liking. It’s quite deadly if you can use it effectively, instead of letting it become your downfall. Haha. – Can use AA to play mind games






Mito

Mito is a little special. She has 2 stances, somewhat like MayLee in KOF’01/’02. At the start of every stage (note: not round), she starts with Tsumi Stance. Subsequent rounds within the stage will be the same as whatever stance you were in in the previous round. Tsumi Stance D + LP&SP Switches to Batsu stance. U can hear a faint “Batsu!” from Mito. QCF + LP/SP Projectile. F,D,DF + LP/SP Anti air move. Cancellable into OA. QCFx2 + LP/SP Offensive art. Jumps into air and swipes downwards. QCBx2 + LP/SP Some offensive art that uses 3 offensive bars. No idea what it does. HCB + LP/SP Defensive Art. Only while guarding. QCB,HCF + LP/SP Critical Art. Havent seen/done it before. Batsu Stance F + LP&SP Switches back to Tsumi Stance. QCF + LP/SP Rushes forward and pokes a few times with wooden sword. Can be cancelled into OA/CA with right timing. QCB + LP/SP Jumps foward and pokes a few times. QCFx2 + LP/SP Offensive Art. Stabs opponent with wooden sword. QCBx2 + LP/SP Defensive Art. Only can be done when u’re knocked down. QCB,HCF + LP/SP Critical Art. Rushes forward and “slices” through opponent and the words 天罚 appears. Boost Dive 2 Hearts revolving around Mito. Those hearts can hit opponent to make certain combo strings possible. The Hearts regenerate after some time. Useful for doing Mito’s devastating combo which unfortunately I have no idea how. Note: While doing any special move, press LP&SP together to switch between stances AFTER u have completed the move and have recovered from it. Doesnt work if u’re countered or u cancelled into an OA. This is what I’ve gathered from the few times I’ve used this character. Combos Same pointers apply here. – Tsumi Stance – SP, F,D,DF + LP/SP (up to 2 times) – Batsu Stance – J.SK, LP, LK, SP, SK, QCF + LP, (SC) OA/CA – There’s also a boost dive combo. Not sure of the exact inputs either. Check out some youtube videos. Tips/Further comments – Her AA has a really short range, and it’s generally not very useful as compared to other characters. – Batsu stance is less damaging per hit, but is more combo friendly – Tsumi stance doesn’t seem to be very combo friendly, but the damage is significantly more than Batsu.



kaya.png

Kaya

F + LP Overhead attack similar to that of Hikari’s. QCF + LP/SP Projectile. Full screen. F,D,DF + LP/SP Anti-air move. LP version is fast. SP version has some invincible frames at the beginning and comes out slower due to Kaya turning 1 round before executing it. LP version is cancellable into OA. HCB + LP/SP – LP version is counter move for High/Jumping physical attacks. – SP is counter move for Low/Crouching physical attacks. – Both allows Kaya to set up for more deadly combo. Play with computer a few times and you should get the idea.

B,HCB + LK/SK Grab move. Sets up for combo after it connects. HCF + LK/SK Rushes towards opponent. If it connects, you can try adding in more attacks after she is done with her “backstabs”. (in air) QCF + LP/SP Energy wave created in front of her. Lasts for the whole duration while in air. A little recovery time when u land after your opponent blocks it though. Be careful. QCFx2 + LP/SP Offensive Art. A string of attacks if it connects. Can add an extra Standing LK, depending on distance. QCBx2 + LP/SP Defensive Art. 2 Defensive bars. Only can be used while you’re being hit/combo-ed (not blocking). Good for breaking fatal combos. HCBx2 + LP/SP A tornado forms around her, both front and back. Can serve as anti-air move if needed. Opponent is unlikely to be able to jump over it. Boost Dive No idea what it does. Combos Same pointers apply here. – J.LK, J.SK, LP, LK, SP, SK, QCF + LP/SP – J.LK, J.SK (together in 1 jump), LP, LK, SP, SK, AA, LP, LK, SP, SK, F,D,DF + LP, (SC) OA. – Similar to above, except the start of the combo is the counter move. You’ll know what I mean when you play against the CPU. Tips/Further comments – As with Hikari, be careful of the “karate chop” (F + LP) when trying to dash forward and do a LP. The recovery time is certainly something you don’t want your opponent to take advantage of. – Her F,D,DF + LP/SP has high priority, and it hurts quite bad when it’s a counter hit. Punish your opponent with it. They’ll try not to jump so often. Then you can harrass them with your projectile or something else. Hehe. – also can use AA to play mind games