Real Bout Fatal Fury 2/Hon Fu

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RBFF2 HonFu.jpg

Introduction

Spam Sky of Fire A. That's it, that's the character.

Okay seriously, Hon Fu is just kind of okay. He does have some good buttons, decently damaging chains, and a relatively consistent pursuit attack but he doesn't particularly excel in either of those regards. Actually, he doesn't really excel at anything outside of having arguably the best DP in the game with his light Sky of Fire(623A). Thankfully, Sky of Fire is good enough that you can center your gameplan around it, because the rest of his moves are designed to be gimmicky and annoying rather than good. There aren't many things Hon Fu can do that others can't do better so he has to work a bit harder than most, but if you really like Jackie Chan or just like spamming DP you'll have a good time.

Pros Cons
  • Sky of Fire is just that good
  • Good chaining ability and combo damage
  • Can generally get in if he wants
  • Sometimes people just don't know how to deal with him
  • Lame mixups
  • Slow and bad P-Power, despite being a Breakshot
  • All sorts of unsafe stuff, including Sky of Fire
  • It's easy to Breakshot his offense

Normal Moves

Standing

5A
RBFF2 HonFu 5A1.jpg
RBFF2 HonFu 5A2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 3/11 4 4 8 4 0 HL Y - -

Excellent range for a far jab. Chains into 5A>C for decent damage but the latter hit can whiff at father ranges. Hitbox is pretty high so it's likely to whiff on smaller characters and those crouching (which is a common issue with Hon Fu).

5B
RBFF2 HonFu 5B.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 3/10 6 5 13 -2 -6 HL Y - -

Decent poke that doubles as a starter on hit, block, or whiff for his 5B>B>C chain; which sends him airborne and ends in an overhead with good blockstun which can be input late for mixup shenanigans. That's assuming your opponent is respecting your offense, however. You can shave a frame off the recovery with an FC.

5C
RBFF2 HonFu 5C.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23 6/21 8 3 28 -5 -10 HL N - -

Decent range and damage, but the hitbox ends just before the tip of the nunchaku. Narrows much of his hitbox aside from his extended arm, making this a decent footsie tool.

n.5A
RBFF2 HonFu n5A.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 3/10 5 3 9 4 0 HL Y - -

Hon Fu's fastest standing starter which goes into the majority of his chains, though the hitbox is somewhat high. You'll want to mind the spacing, as Hon Fu's chains can have problems when you're too far out.

n.5B
RBFF2 HonFu n5B.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 3/10 7 4 12 0 -4 HL Y - -

Looks like a low but it definitely isn't. Has a significantly lower hitbox than n.5A and goes into all the same chains aside from n.5A>C>C so it can be seen as an alternate combo starter.

n.5C
RBFF2 HonFu n5C1.jpg
RBFF2 HonFu n5C2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10*2 4/10*2 8 7 16 3 -3 HL Y - -

Hits twice with a slightly upward hitbox, but it's quite safe and can be made +3 on block and +9 on hit with a feint cancel. Unfortunately due to its upward hitbox, it can whiff easily on smaller characters.

Crouching

2A
RBFF2 HonFu 2A.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 3/10 5 4 7 4 0 HL Yes - No

Not a low, sadly. Basically a crouching version of n.5A with slightly better recovery that shrinks your hurtbox and can link into itself, n.5A and 5A. It's also an alternate starter for all the n.5A chains aside from n.5A>C>C.

2B
RBFF2 HonFu 2B.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 3/10 6 6 9 1 -3 L Yes - No

Hon Fu's fastest low despite appearances, with pretty good startup. The tip of his foot has no hurtbox as well. Another alternate n.5A chain starter aside from n.5A>C>C.

2C
RBFF2 HonFu 2C.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23 6/26 8 3 20 - -6 L Yes - No

A cancellable sweep. Hon Fu's most threatening low. The range isn't the best but since it can be made +1 on block with a Feint Cancel this is actually a pretty great tool for Hon Fu.

Air

j.8A
RBFF2 HonFu j8A.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 3/10 5 8 6 - - H No - No

Basically an aerial jab. C Goes into a chain with j.8A>C that you will never land unless someone picks Krauser. This can also be said for his other air chains.

j.7/9A
RBFF2 HonFu j9A.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 3/10 5 10 6 - - H No - No

Slightly better than j.8A and can work as a deep jump in. Hon Fu's only viable crossup without using mid-air turn. Has a similarly useless chain into C.

j.8B
RBFF2 HonFu j8B.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 3/10 6 6 6 - - H No - No

Speedy aerial poke and probably his most reliable air-to-air normal. It's too bad this is locked to his neutral jump. Has another useless aerial chain into j.C. Seeing a pattern yet?

j.7/9B
RBFF2 HonFu j9B.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 3/10 6 8 6 - - H No - No

Decent jump in, and its downward hitbox ensures that's what you'll be using it for but good luck converting off this. And yes, this one also chains into a j.C.

j.8C
RBFF2 HonFu j8C.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 6/21 8 6 8 - - H No - No

A decent, chunky air normal. You can confirm off this one but it can be quite difficult with anything but 5A>C depending on the pushback.

j.7/9C
RBFF2 HonFu j9C1.jpg
RBFF2 HonFu j9C2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 6/21 6 2,8 8 - - H No - No

A fast air normal with both an upward and downward hitbox depending on the active frames. While it can technically crossup on its own in extemely rare cases, this is actually pretty great in combination with mid-air turn as it provides Hon Fu's best cross up as a result. It's visually deceptive and quite fast, so it can be very tricky to block well. On top of all this you can confirm quite easily off a hit, though 5A>C is your best bet.

h.8A
RBFF2 HonFu h8A.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 3/10 8 ~ 6 - - H No - No

A version of j.8A that stays active, but the startup is worse. Not much use. For brevity's sake, none of Hon-Fu's hop normals are chainable.

h.7/9A
RBFF2 HonFu h9A.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
9 3/10 5 ~ 6 - - H No - No

A version of j.7/9A that stays active, and crosses up just as well.

h.8B
RBFF2 HonFu h8B.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 3/10 6 ~ 6 - - H No - No

Similar to j.8B but since it stays active it is arguably better as a defensive air-to air.

h.7/9B
RBFF2 HonFu h9B.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 3/10 4 8 6 - - H No - No

Quite literally a copy of j.7/9B but with a slightly faster startup.

h.C
RBFF2 HonFu h8C.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 3/10 12 4 8 - - H No - No

A nice, chunky jump-in that usually just means a knockdown with a feint cancelled 2C in most cases for oki. Not as active as it looks, and it's quite likely to trade but the hitbox does cover quite a bit of space.

Throws

4/6C
RBFF2 HonFu throw1.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - Unblockable No - No

Standard throw. Will always switch sides, no matter which direction you hold. Thanks to Hon Fu's pursuit attack, you can get a bit more damage afterwards.

3C
RBFF2 HonFu throw2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
7*4 - - - - - - Unblockable No - No

Standard throw. Much better when you have the opponent cornered as this version does not switch sides. Like the previous throw you can use Hon Fu's pursuit afterwards for a bit more damage.

Command Moves

3A
RBFF2 HonFu 3A1.jpg
RBFF2 HonFu 3A2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 4/4 6 2,9 20 -5 -11 HL Yes - No

May look like an anti-air, but it's not a very good one as Hon Fu's hurtbox is extended to his nunchaku. Despite appearances, this can be made +3 on block and +9 on hit with a feint cancel on the initial hitbox. 3C has two unique chains with 3A>C>C which is an easily hit comfirmable launcher which can end in 623C, and 3A>2C which ends in a safe low sweep. The issue with these chains is at max range the follow ups can whiff, so be careful with your spacing on this move. Thankfully you have what feels like a century to confirm 3A into 3A>C and you should take that time because mashing out the chain means it's possible for the 623C follow up to whiff at midscreen.

6B
RBFF2 HonFu 6B1.jpg
RBFF2 HonFu 6B2.jpg
Low inv. on frames 7~14.
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 6/6 14 3 20 3 -3 HL Kinda? - No

Hon Fu momentarily gains low invulnerability leading into an advancing kick. The low invulnerability is active from frames 7 through 14 and isn't all that reliable especially against very active lows. It's completely safe though, making this a decent footsies tool.

Interestingly enough, the kick itself is not cancellable but the startup is.

Pursuit 2C
RBFF2 HonFu P2C.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 6/6 9 12 26 - - - No - No

Hon Fu's pursuit. Can be avoided with quick recovery, allowing you to play oki mind games. It's extremely consistent and the timing is more important than aiming it, though in some instances you will need to space it especially in the corner (usually with a single backdash).

Side Nunchaku
5AB
RBFF2 HonFu AB1.jpg
RBFF2 HonFu AB2.jpg
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 5/27 13 6 12 -2 -2 HL Yes - No

Hon Fu's evasive move, which shrinks his hurtbox a decent amount and has excellent range. It's cancellable but you're not likely to connect with anything at the spacing you'll be using it.

Fake-out Moves

Sky of Fire Feint
4A+C
RBFF2 HonFu 4AC1.jpg
RBFF2 HonFu 4AC2.jpg
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 15 - - - - - -

A feint of Hon Fu's DP that would be phenomenal if Hon Fu's normals had better range. As it stands while you can use it with chains at zero range, its best use is to shave frames off your normals and for stagger pressure. As far as feint cancels go, it's one of the best on paper and you should use it quite often as it can make some of your normals quite scarier.

Special Moves

Special Moves

Sky of Fire
623A/C
RBFF2 HonFu 623A1.jpg
RBFF2 HonFu 623A2.jpg
Light Sky of Fire
RBFF2 HonFu 623C1.jpg
RBFF2 HonFu 623C2.jpg
RBFF2 HonFu 623C3.jpg
RBFF2 HonFu 623C4.jpg
Heavy Sky of Fire
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 28 5 12 2,2 23 -1 -7 HL No Yes Yes

The move that makes Hon Fu shine. Sky of Fire A (623A from here on) is a move with many aspects, so we'll approach threefold as a reversal, anti-air, and as a footsies tool.

As a basic reversal 623A gets the job done. It has what feels like an infinite amount of invulnerability frames and pretty great block recovery for a reversal as it's only -7 on block (for comparison, Kim's flash kick which is considered one of the best reversals is -32 on block). The downside is 623A does not knock down at all, but as you'll read later this isn't actually too big a dealbreaker.

As an anti-air 623A is easily the best DP in the entire game for that purpose and will beat pretty much any aerial approach an opponent can offer thanks to its disjointed hitbox. Allowing you to follow up with a pursuit or punish a ground tech is just the cherry on top. Proper use of 623A on jump-in attempts will just force your opponents to stay grounded, which is another area where 623A shines.

Lastly though it may seem risky to use as a DP as a footsies tool, Sky of Fire is only -7 on block and -1 on hit. Okay sure the frame data is pretty great for a DP, but it doesn't knock down! This is in fact a good thing. Leaving the opponent standing at +1 actually creates a unique RPS scenario for Hon Fu.

What makes this an RPS are two important factors that work in tandem; Sky of Fire's invulnerability and the hit frames being at -1. Simply put, if you hit an opponent in neutral with 623A they are faced with 3 possibilities from Hon Fu; attack/block/Sky of Fire. Hon Fu being -1 means the opponent is technically in their turn though only by one frame. A fast enough button will establish their turn but Hon Fu can reset the decision with another 623A, which has so much invulnerability that it will typically beat whatever button the opponent chooses. In fact, if the opponent keeps trying to take their turn Hon Fu can just keep hitting 623A until they respect it. The opponent can ultimately "win" this exchange by simply letting their turn go and blocking so they can punish the 623A which is now -7. But this now means that Hon Fu has to be respected after a 623A, which allows him to treat this -1 as a plus situation. This basically means that any raw neutral hit of 623A is never set in stone and your opponent is effectively going to have to guess correctly.

Lastly, 623A (along with 623C) is a break shot but it actually doesn't do well in this regard. It's best ignored in this capacity, as certain attacking hitboxes just don't mesh well when up close with 623A. Still, in a pinch it's nice to have.

C 38*2 2*2 12 1,3 29 BAD DAY VERY BAD DAY HL No Yes Yes

Outside of chain combos you will never use this. It functions similarly to 623A, but 623C sends Hon Fu flying to what is certain death on recovery as the invulnerability is nowhere near as good and the move is death even on hit as it still doesn't knock down and the opponent recovers while you're up in the sky. The added height doesn't even help with anti-airs so just stick to 623A which is way more reliable in every conceivable manner.

Super Special Moves

Super Desperation Move

Real Bout Fatal Fury 2
General

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Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser