Real Bout Fatal Fury 2/Sokaku Mochizuki

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< Real Bout Fatal Fury 2
Revision as of 22:13, 6 September 2011 by Steamwolf (talk | contribs) (Created page with "{| style="margin-right:1em;" align="right" | __TOC__ |} image:Sokakuu.jpg == Gameplay Overview == === Gameplay Notes === === Pros === === Cons === == Normals ...")
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Sokakuu.jpg


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

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st.B - Sokaku does a quick side kick outwards towards the opponent.

-Has good reach

-Does good damage


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st.C - Sokaku slightly squats down and swings his staff forward to hit the opponent.

-Decent reach

-Good speed

-Safe on hit or block


Jumping

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sj.C - Sokaku does a small jump off the ground and brings his staff around quickly towards the opponent.


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j.C - Sokaku jumps into the air and pokes his staff's tip towards the enemy.


Throws

Sinful Slam=(f/b + C) - Sokaku grabs the opponent with his hand, and then tosses them over his head with his staff.

-Hit Detection: Close

-Has a follow-up

-Put the opponent on the other side of Sokaku


Hell's Maw=(f, df, d + C) - Sokaku stops his No Way Out Crush half-way through and drops the opponent on the ground, following up by slamming the end of his staff into them.

-Hit Detection: Close, during No Way Out Crush

-Follow-up to No Way Out Crush


Deadly Ascension=(db/df + C) - Sokaku grabs an air-borne opponent, flips them underneath him, and slams them down onto the ground

-Hit Detection: Close, in air


Avoid Attack

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Gut Staff=(A+B) - Sokaku dodges an attack for a split second and counters with his staff.


Feints

Feint Makibishi Masher=(d + A + C) - Sokaku starts to do Makibishi Masher and stops before it comes out.


Feint Ikazuchi=(d + B + C) - Sokaku begins to do Thunder God, but then stops before it comes out.


Command Normals

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Copper Crane Face Bash=(df + A) - Sokaku thrusts his staff upward into the air.

-Seems mostly suited as an anti-air


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Thunderbolt Cudgel=(d + C) - Sokaku slams his staff on the ground and causes a lightning strike to hit a downed opponent.

-Pursuit

-Can be done off of a long-range knock down


Special Moves

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Wild Monkey Slash=(qcb + A) - Sokaku makes some tiny looking versions of himself flight out towards the opponent, encircle him, and then a giant energy claw/hand grabs them and squeezes them.

-Breakshot

-Knockdown

-Increases the stun gauge


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Makibishi Masher=(qcf + A) - Sokaku throws some caltrops out at the opponent.

-Breakshot

-Projectile

-If used from long-range, must be blocked low

-Increases the stun gauge


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Posession Blast=(f, b, f + C) - Sokaku makes a spirit come out and give several hand slaps to the enemy, then disappears. He crumples to the ground for a moment afterwards.

-Breakshot

-Knockdown

-Absorbs projectiles, but small, low to the ground ones can sneak by

-Sokaku crumples for a bit right after, leaving him very unsafe on block/whiff

-Increases the stun gauge


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Demon Legion=(360 + C)

-Hit Detection: Close

-Has a wider reach than normal throws

-Increases the stun gauge


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Evil One Bop=(A) - Sokaku projects his spirit out of his body, and controls it to attack the opponent.

-Hit Detection: Any range, tap A four times

-Absorbs projectile

-Has five possible follow-ups

-Increases stun gauge (as well as each of the follow-ups)


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Sudden Burst=(f + C) - During Evil One Bop, Sokaku will swing his staff around hard at the opponent.

-Hit Detection: Any range, during Evil One Bop

-Better used at long-range to prevent being punished


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Fallen Burst=(uf + C) - During Evil One Bop, Sokaku will slam the end of his staff onto the ground, damaging the enemy.

-Hit Detection: Any range, during Evil One Bop

-Overhead


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Exorcist Burst=(df + C) - During Evil One Bop, Sokaku will sweep his staff at the opponent's legs.

-Hit Detection: Any range, hits low, during Evil One Bop

-Knockdown

-Reach isn't quite as good as Sudden Burst


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Overthrow Burst=(D) - During Evil One Bop, Sokaku delivers a downward punch covered in energy at the opponent.

-Hit Detection: Any range, during Evil One Bop

-Hits in both planes

-Is an overhead ONLY if the opponent is in the backplane

-If the opponent is in the backplane, will pull them to the front plane


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Heavenly Burst=(db + C) - During Evil One Bop, Sokaku stabs his staff directly up into the air.

-Hit Detection: Any range, during Evil One Bop

-Best used as an anti-air


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Shout!=(hcb + C) - Sokaku lifts up his hat and shouts, raising a green surge of energy from the ground with a face in it.

-Breakshot

-Absorbs projectiles

-Has a follow-up attack

-Increases the stun gauge


Staff Thrust=(C) - During Shout! Sokaku will thrust his staff upwards vertically, knocking the opponent into the air.

-Hit Detection: Close, during Shout!

-Cannot be connected unless Shout! hit the opponent (block/whiff doesn't count)

-C has to be pressed a little late (but not too late) during Shout!

-Causes knockdown

-Has a follow-up


Hand Crush Finish=(360 + C) - After Staff Thurst, Sokaku will make a giant glowing hand appear in the sky and crush the opponent, sending them down to the ground.

-Hit Detection: Close, during Staff Thrust

-Must be performed quickly right after Staff Thrust

-Causes knockdown


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Flames of Doom=(d/u + D) - While on the backplane, Sokaku will surge forward into the frontplane, covered in purple fire.

-Overhead

-Increases the stun gauge


S-Power

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Ikazuchi=(f, hcf + B + C) - Sokaku raises his staff in the air, and calls forth a giant spirit to electrocute the opponent.

-Hits in both planes

-Absorbs projectiles

-Hits over half the screen

-Can be difficult to use as anti-air due to a slow start-up

-Increases the stun gauge


P-Power

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Merciless Blast=(f, hcf + C) Sokaku quickly summons forth a much larger and more muscular version of the giant spirit, who promptly smashes his fist into the opponent.

-Sokaku has a very slight rest period just after the P-Power

-From long-range and mid-range, this P-Power becomes unblockable

-From slightly past mid-range to close range, it loses its unblockable state and becomes an over-head

-Increases the stun gauge


Combos

Chain Combos

Punch Starters
``````````````
P (*)  --------> S (*, _, E)    
P close (*)
d + P (*)------> d + S (*, _, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
-------------
K (*)  --------> S (*, E)         
K close (*)----> S (*)         -----> d, d + S (1, E)
d + K (*, _)---> S             -----> d, d + S (E)
                f + S (^, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> f + K (O)     ----->  f, d, df + P (A, E)


Miscellaneous

Notes

Frame Specifics

-> Continues a chain


Far A: 6f, +0 on block, +4 on hit

-> C: -7 on block, -1 on hit


Far B: 8f, -4 on block, +0 on hit

-> C: -7 on block, -1 on hit


Far C: 9f, +8 on block, +14 on hit


Close A: 6f, +0 on block, +4 on hit

-> C: Same as Far A-C


Close B: 8f, -4 on block, +0 on hit

-> C: -4 on block, +2 on hit

-> C -> d,d+C: -21 on block


Close C: 9f, -3 on standing block, -6 on crouching block, +3 on standing hit, +0 on crouching hit

-> f+B: -2 on block, +4 on hit

-> f+B -> dp+A: -11 on block


Crouching A: 6f, +0 on block, +4 on hit

-> d+C: -11 on block, -5 on hit


Crouching B: 7f, -3 on block, +1 on hit

-> C: Same as Close B-C

-> C -> d,d+C: Same as Close B-C-d,d+C

-> f+C: -7 on block


Crouching C: 11f, -6 on block


Jumping A: 6f


Jumping B: 6f


Jumping C: 11f


Neutral Jumping A: 6f


Neutral Jumping B: 7f


Hopping C: 12f


A+B: 9f, -6 on block, +0 on hit


Standing D: 6f, +1 on block, +4 on hit


Crouching D: 6f, +1 on block


Backplane A: 25f, +0 on block, +2 on hit


Backplane B: 24f, -1 on block, +1 on hit


Backplane C: 26f, -3 on block


d/f+A: 9f, -9 on block, -3 on hit


d+C on downed enemy: 20f


Mash A: 9f, advantage/disadvantage varies depending on distance & screen position

-> u/f+C: 14f, +7 on block, +9 on hit

-> d/f+C: 11f, +3 on block

-> f+C: 8f, +0 on block

-> d/b+C: 8f, -1 on block

-> D: 6f, +6 on block, +8 on hit


qcf+A: 16-70f, hits low from frame 40 onward, -5 or better on block, -3 or better on hit


qcb+A: 18f, +11 on block


hcb+B: 13f, -4 on block, -2 on hit

-> C: 5f

-> C -> 360+C: No frames, but this must be input right as the enemy begins to fall.


f,b,f+C: 19f, -59 on block


360+C: 1f


Backplane u,d+D: 19f, -6 to -2 on block, +2 to +6 on hit


f,hcf+B+C: 52f, invincible from then until the demon disappears (~140f), -68 on block


f,hcf+C: 25-28f depending on distance, 25-27f = overhead, 28f = overhead vs. Sokaku & unblockable vs. everyone else, -24 on block


d+A+C: 19f


d+B+C: 18f


Notes: He gets a slight advantage on block from canceling heavy attacks into d+B+C, which can make for some interesting rushdown once you factor in his far C and 360 grab.

His far C's animation is cut short if it hits or is blocked. When whiffed, its recovery is actually quite bad - if the opponent hops over it, expect to eat a nice combo.