Difference between revisions of "Real Bout Fatal Fury 2/Wolfgang Krauser"

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 13: Line 13:
<li>Great damage output.</li>
<li>Great damage output.</li>
<li>Good at controlling space.</li>
<li>Good at controlling space.</li>
<li>Strong supers</li>
<li>Strong supers.</li>
</ul>
</ul>



Revision as of 11:10, 26 August 2011

Gameplay Overview

Wolfgang Krauser is a highly versatile character with several good ways of breaking his opponent's defence. On the defensive side, Krauser can control space effectively with fireballs and long ranged attacks, but suffers when under heavy pressure and in corners. His AB attack is among the best in the game.

Gameplay Notes

  • Krauser can input BC when dashing to do a sliding version of his standing B. This version cannot chain into C.
  • Krauser's Far A, C chain is unique in that the last hit can be cancelled, but only if it is blocked.

Pros

  • Has several overheads and special throws.
  • Great damage output.
  • Good at controlling space.
  • Strong supers.

Cons

  • Attacks have slow startup.
  • No reliable reversals.
  • Big hurtbox.
  • His viable breakshots lack knockdown.

Normals

Standing

Close A

Krauser's fastest normal along with crouching A. Only useful for following up with C into specials. Crouching A is a better choice always.


Far A

A medium-ranged, slow punch attack. Can be followed up with C which is only cancellable on block. Standing B is usually a better choice since it has better reach.


Close B

A short knee attack. Can be followed by C. Use crouching A instead.


Far B

A decent poke. Has good range and can be followed by C for ok damage.


Close C

Krauser's main move for doing punishing combos. All his most powerful combos start with this move. Horrible startup makes this hard to use except when it is guaranteed. If you intend to combo into this from the air, the air move must hit very deep.


Far C

A very slow, yet very useful poke. Great range and a very big hitbox means this move will beat out a lot at long range. Any trade will usually be beneficial to Krauser because of his higher damage output.

Jumping

Jump A

Krauser's best air-to-air move. Horizontal hitbox and decent speed.


Jump B

A decent air move with good range, but a hitbox that will often miss against a jumping opponent.


Jump C

Very slow and short range. The timing to hit with this move is a bit trickier than most air moves. Has the ability to cross up, but this is extremely hard to do on purpose and usually happens rarely and usually unintentionally.

Crouching

Crouching A

Krauser's most important close-range move. Can chain into itself several times, and chains into standing C. This is Krauser's fastest normal and will be one of his most used moves.


Crouching B

On the slower side for being a low B, this move is still useful for offence. Can chain into crouching C which hits low, or cancel into Leg Tomahawk which is an overhead. The latter is not a combo, but can be a useful mixup from time to time.


Crouching C

Has one of the best ranges in the game for a sweep. Startup is ok, recovery is very slow, so be careful. Use feint cancel on block for a very effective low poking tool.

Command Moves

Knee Smash - f/b + C Throw

Krauser's regular throw. The opponent lands at optimal poke range in front of Krauser. Usually you'd use his special throws instead.


Overhead Punch - f+A Overhead

A short-ranged overhead that deals medium damage. Not a move you'd use a lot, but is occasionally useful when the opponent becomes afraid of hitting buttons.


Elbow Drop - d+C Pursuit

Krauser's pursuit move. Because of the extremely slow startup and recovery on this move, there are only a few viable setups for this move, and they all require very precise timing. Learn the timing or get punished. Guaranteed after special throws if spaced and timed correctly. Can also be used after hitting an airborne opponent with a Kaiser Wave or a high Blitzball, but the latter is unsafe.


Body Splash - d+C Overhead

Can only be done from a high jump and has huge startup. Damage is also lower than the C, but this move can crossup without switching directions with D. Not very useful because of its slow speed.

Special Moves

Blitzball - QCB+A Projectile, Breakshot

Krauser fires a burning shard of rock from his hands. Startup, projectile speed, and recovery are all medium. The projectile travels higher than other projectiles in the game, meaning that it cannot be low jumped. Also, Big characters like Krauser and Franco cannot duck under it. A decent projectile that is useful for zoning. Causes soft knockdown on airborne opponents.


Low Blitzball - QCB+C Projectile, Breakshot

Identical to the A version with two exceptions: 1. Krauser grunts instead of shouting "Blitzball!". 2. The first active frame hits low, making it occasionally useful as a mixup in combo strings up close.


Leg Tomahawk - QCF+B Overhead, Breakshot

Krauser's most important special move. Leg Tomahawk is an excellent move that travels a good distance of the screen, hopping over ground projectiles and low moves, and hits as an overhead. The move is safe on block if spaced correctly, hits as an overhead, and is hard to counter with breakshots because it only hits once. Punishable on block if used at close range.


Kaiser Claw - DP+C Throw

Kaiser Claw is a useful anti-air tool with great range, but is too slow to be used on reaction and is bad on hit trades. Good when incorporated into Krauser's zoning game. A pursuit attack is guaranteed after this wither near corners or with a quick dash-in. The timing on the latter is very tight however.


Phoenix Counter - HCF+C High Counter

A counter move that can stop all high moves, specials, and supers. Does not work against anything that hits low, and not against projectiles. Unfortunately for Krauser, there's a small startup before the active frames where he can be hit. This means that the move won't work as a reversal and is only useful as a prediction counter.


To the Moon Blow - HCB+B Throw

A fairly damaging special throw that switches sides with the opponent and allows for a guaranteed pursuit attack followup. Good from a dash-in and for punishing mistakes.


Scum Gale - HCF+A Throw

A throw attack that switches sides with the opponent without dealing any damage on its own. The move has a followup string that does good damage, and can also be followed by a normal combo.

      Storm Uppercut - f,f+C Scum Gale follow-up

      Krauser punches the opponent into the air. Can be followed with Kaiser Claw for good damage and a potential pursuit attack setup.


Fake Blitzball d+AC Feint

Krauser performs the startup of his C version Blitzball. This is his best fake for cancelling the recovery of his normals. Fast, and works well in his zoning game as well.


Fake Kaiser Wave d+BC Feint

Krauser performs the startup of his Kaiser Wave. Slower than his other feint move, but can be very intimidating and can work well in his zoning game.