====================
The Rumble Fish 2
Mito Guide
by stabo10
====================
Contents
I. General Fighting Game Glossary
II. Rumble Fish Systems
(01.) Button List
(02.) Dodging
(03.) Guard Crush
(04.) Air Recovery
(05.) Meter
Red (Offensive)
(06.) Offensive Art [OA]
(07.) Jolt Attack [JA]
(08.) Advance Attack [AA]
(09.) Impact Blow
Blue (Defensive)
(10.) Defensive Art [DA]
(11.) Impact Break [IB]
(12.) Ground Recovery
(13.) Super Air Recovery
Green (3 red + 3 blue)
(14.) Critical Art [CA]
1 Red + 1 Blue
(15.) Boost Dive
III. Mito Specific
(16.) Introduction
(17.) Batsu Movelist
(18.) Tsumi Movelist
(19.) Batsu Strategies
(20.) Mito's Impact Breakable moves in Batsu
(21.) Mito's Anti Air problem in Batsu
(22.) Tsumi Strategies
(23.) Batsu Combos
(24.) Tsumi Combos
IV. Afterward
I. General Fighting Game Glossary
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f= forward
b= back
u= up
d= down
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 motion (f, d, df)
s.= standing
c.= crouching
j.= jumping
sj.= super jumping (hit down then up quickly)
High Attack: Also known as "Overheads." Must be blocked standing.
Mid Attack: Attacks that can be blocked either standing or crouching.
Low Attack: Sweeps and the like. Must be blocked crouching.
"reversal" = performing a special immediately after your character stands up
from being knocked down. Also known as a "wake up attack."
"counter" = hitting an opponent during his attack startup frames
retaliation= hitting an opponent during his attack recovery frames
stuff= generally blowing through an opponent's attack
trade= both attacks hit and both players take damage
block stun= a character's "blocking animation
hit stun= a characters "being hit" animation
normal= a normal attack that comes out when you press any single attack
button
special= an attack that requires a combination of directions and buttons to
execute
super= an attack that requires a combination of directions and buttons to
execute which also uses "meter."
II. The Rumble Fish 2 General Guide
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=================
(01.) Button List
=================
The Rumble Fish 2 uses 5 buttons arranged like this:
lp sp D
lk sk
.lp= light punch
.hp= heavy punch
.lk= light kick
.sk= heavy kick
D= dodge
=======
(02.) Dodging
=======
jd.= Jumping Dodge Press D in the air. Character will become invincible in
the air for a short bit. Cannot use this before or after an attack in the air.
sd.= Standing Dodge Press D while standing.
Character will dash forward and be somewhat invincible for a moment. The
weakness of this move is that it can be hit by low attacks, is vulnerable to
throws, and is vulnerable in its ending frames.
cd.= Crouching Dodge Press D while crouching.
Character will hop into the air towards the opponent. You can do one attack
while in the air after this move. This move actually doesn't have invincible
frames. It is more like a short hop that resembles 3s' UOH.
============
(03.) Guard Crush
============
There is a guard meter underneath every character's health meter. Every time
you block, it will use guard meter. If your guard meter is completely
drained, your character will be stunned and completely helpless for a long
time. Due to the ease with which guard meter is depleted and the long length
of stun caused by guard crush, you must be very careful about your guard meter
in TRF2. If you are getting low, your character will flash red while blocking.
If you are in the middle of blocking a combo, and about to get guard crushed,
you can use an Impact Break to get out of the situation. However, you will
still have very low meter, and you should play keep away, or get on the
offensive quickly until the meter refills.
============
(04.) Air Recovery
============
[Hit an attack button while reeling in the air.]
Your character will recover from her falling animation. She can then either
attack or block. Only works after your character has taken the first hit of
a juggle.
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(05.) Meter
===========
In TRF2, at the bottom of the screen there are two meter bars with 3 segments
a piece. [ red][ red][ red]
[blue][blue][blue]
Offensive Meter:
The red bar on top is known as the Offensive Meter. It builds up when you
attack.
Defensive Meter:
The blue bar on bottom is known as the Defensive Meter. It builds up when
you block.
~ r e d ~
==================
(06.) Offensive Art [OA]
==================
cost: [ red]
[Input varies from character to character.]
Also known as a super.
===========
(07.) Jolt Attack [JA]
===========
cost: [ red]
[lp+lk]
A quick, unblockable attack that knocks the opponent into the air in slow
motion and unable to air recover for awhile.
===================
(08.) Advance Attack [AA]
===================
cost: [ red]
[hp+sk]
Screen will flash red and the character will cancel out of any normal they
may be executing, and do a speedy little forward dash attack, which can then
be comboed off of. I haven't found this too useful for Mito yet. Her dash
is just too short to do anything with.
===========
(09.) Impact Blow
===========
cost: [ red]
[Press D while executing a move that will put the opponent in the air.]
An Impact Blown opponent will not be able to use air or ground recovery after
hit.
~ b l u e ~
==================
(10.) Defensive Art [DA]
==================
cost: [blue][blue]
[Input varies from character to character.]
Usually a low damage, high priority move that will get you out of a jam.
=======================
(11.) Impact Break [IB]
=======================
cost: [blue]
[Press D while guarding.]
Doing this will drastically cut your block stun, and allow you to retaliate
while your opponent is still recovering from their attack. High and Mid
attacks must be Impact Broke while blocking high whereas Low attacks must be
Impact Broke while blocking. Repeat: _You cannot Impact Break a Mid hitting
attack while crouch blocking._ The timing on this move is really loose too,
compared to parrying in other games. Be advised though, that in some
instances the opponents next attack can hit you faster than you can counter
after an impact break. If you try to Impact Break a mid attack while crouch
blocking, you will waste blue bar.
===============
(12.) Ground Recovery
===============
cost: none
[Hit the Dodge button while your character is laying on the ground.]
Your fallen character will quickly jump away from her resting spot. You can
control the direction by holding the joystick. This move is vulnerable to
throws, and is also vulnerable in its finishing frames. This move is good to
use if your opponent is trying to do something to force you to block on wakeup,
however if you are too predictable with it, you will give your opponent a free
opening during the finishing frames.
==================
(13.) Super Air Recovery
==================
cost: [blue]
[Hit the Dodge button while reeling in the air.]
Seems to be able to recover from more situations than normal air recovery.
However, you still cannot recover out of everything.
~ g r e e n ~
=================
(14.) Critical Art [CA]
=================
cost: [ red][ red][ red][blue][blue][blue]
[Input varies from character to character.]
Uses 3 Offense bars and 3 Defense bars.
An ultimate super that usually does around 50% damage.
~ 1 Red + 1 Blue ~
================
(15.) Boost Dive
================
cost: [ red][blue]
[press lp+sk or lk+hp]
Uses one Offensive and one Defensive bar.
III. Mito Specific Guide
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==================
(16.) Introduction
==================
First, Mito has two different stances. Tsumi and Batsu. All of Mito's
moves are different for each stance. Mito starts out a set of matches in
Tsumi Stance. Tsumi is the stance with broad swiping moves that leave pink
trails. Batsu is the stance with combos and poking type movies.
To change stances you can either do
[d+lp+hp]
Mito will quickly change stances.
[f+lp+hp]
Mito will do a quick jab with the butt of her sword and be in the opposite
stance when it finishes.
Also, you can end any Special with two attack buttons ([lp+hp] or [lk+sk])
and when the special finishes, Mito will be in the opposite stance.
Mito has a mashable throw in either stance. If you do nothing, the throw
will hit twice. If you mash lp and sp enough, it can go up to a maximum of 5
hits.
====================
(17.) Batsu Movelist
====================
[qcf+p] = Chuubatsu
Mito will do a forward dash with three stabs. Simply combo this off of a
connected long range c.sp or s.sk, and Mito will slide right up to your
opponent's face and connect 3 hits. If this connects you should always follow
it up with an OA or CA. You should avoid using this move if you do not have
one Offense bar available, as Mito will be left completely open even if it
hits, and you do not combo into her OA. A couple of times I was tricked by a
crafty Orville player, who purposefully left himself open in the beginning of
the round when I had no OA available yet, and I got thrown after the [qcf+p]
connected.
There is mind game you can play with this move, and many such moves in this
game. Normally, if this move is blocked, Mito will be at a severe frame
disadvantage, and she will usually be punished. However, if the opponent
blocks, and you have an OA ready to go, you can wait a tick until your
opponent comes out of block stun, and then continue comboing into her OA. If
your opponent tried to punish you, the OA will completely stuff their
counterattack in its startup frames. This trick holds especially true if you
see them Impact Break the 3rd hit of [qcf+p]. However, if they IB this move
after blocking, they probably don't know what they're doing, since an IB is
not necessary to retaliate this move.
[qcb+p] = Chuumetsu
In this move, Mito will leap towards the enemy and do some downward thrusts.
This move comes out very fast, and hits high, so it is usually pretty easy to
connect. The light version goes a short distance, and the heavy version
travels further. This move will cross the opponent up if it goes far enough.
You will usually land within throwing range of your opponent. You can't
usually continue a combo after this move (The exception is if it causes a
guard crush, or gets a counter hit possibly.)
This move is somewhat difficult to use, since what you do after the landing
will determine how useful it is. After landing, Mito will be at a slight
disadvantage. If you try to throw, the best you can hope for against a good
player will be a throw-tie. More often though, Mito will be thrown, or hit.
Against players with command throws, it usually works to jump straight up
immediately after landing, and try to punish their whiffed throw animation.
Offensive Art [OA]
[qcf qcf+p] = Shukusei
Mito's OA. She lunges forward with a powerful thrust. Can combo off any
normal as well as [qcf+p] Will hit opponents in the air as well. Try not to
let this move get blocked, as Mito will be at a frame disadvantage afterwards
and unable to retaliate. It will launch the opponent on counter hit.
Critical Art [CA]
[qcb hcf+p] = Shingi
Basically like her OA, only it does a lot more damage.
Defensive Art [DA]
[qcb qcb+p (while laying on the ground)] = Seisai
Mito swipes her sword upwards to get a hovering vulture opponent away from
you on wake up.
====================
(18.) Tsumi Movelist
====================
(dp+p)= Jihi
Mito does a standard dragon punch style uppercut. This move has high
priority, and Mito is invincible while starting up on the ground. The light
version goes pretty high, and in the heavy version Mito goes even higher. If
this is blocked or whiffed, Mito is probably going to be in trouble. I would
stick to using the light version to minimize recovery as much as possible.
This is a good move to throw out after doing a lot of blocked attacks. Just
do it whenever you think the opponent is going to try to retaliate.
You can combo Mito's OA off this move, but you have to do the OA almost
immediately after [dp+p] connects. If Mito is already too high in the air, it
won't work.
Be aware that players can sometimes use air recovery to recover immediately
after hit with this move, land, and retaliate against you when you come back
to the ground.
(qcf+p)= Jiai
Mito's sword shoots out a pink fireball. It has slow startup and fast
recovery. That means it can be used to force a block on wakeup.
Offensive Art (OA)
(qcfqcf+p)
Mito hops into the air and does an overhead smash. Hits high, and hits
opponent's in the air. Can combo off of any normal and her [dp+p].
Critical Art (CA)
(qcb hcf+p)
Mito points her sword, and charges forward and does a Gouki style throw super.
It can be avoided by jumping. This CA seems to be only really useful against
novice players who don't know to jump. I think the only time you could
connect it against someone who knows what they are doing is maybe if they are
dizzy(?)
Defensive Art [DA]
[hcf+p (while guarding)]= Love Punch
A short range hit that comes out while guarding. Never used it that much.
======================
(19.) Batsu Strategies
======================
- The basic strategy in this stance will be trying to simply get one hit
connected on the ground in order to procede to her (qcf+p, OA) chain.
- c.sp is a good, low hitting, long range move you can use to stuff or punish
with that is fairly safe to use. Don't abuse it though, since it is somewhat
slow, and will leave you open against jump-ins.
- cd.sk is a great move to use. It hits high out of nowhere, and you can
combo after it. However, players can IB the third hit, and retaliate when you
land.
- Long range high/low mix-up.
Try poking your opponent at long range from time to time with cd.hp. If they
start blocking high, try a c.hp.
- Mito can link two whiffed aerial attacks. Try doing things like j.lp
immediately after jumping, and j.sp later in the jump. Close to the opponent,
try jumping and immediately doing j.lk against them on the way up, then j.sk
on the way down.
- Dash in light attack pressure. Almost every character seems to have
something like this, and this tactic plays a big part in TRF2. The gist is
you dash in, do some lights, and then dash in with more lights once the
blocked lights put too much distance between you and your opponent.
For instance:
[ff+c.lk, c.lp, ff+c.lk, c.lk ...repeat forever]
Just repeat this on a blocking opponent until you either get a hit in to
start a combo, or they get guard crushed. The goal is to minimize the gap in
blockstun that occurs during each dash in.
Hikari, Kaya, Hazama, and Garnet players all make heavy use of this tactic.
I think Mito might be able to do it as well.
============================================
(20.) Mito's Impact Breakable moves in Batsu
============================================
When playing Mito, you should be careful of certain moves of yours that are
susceptible to Impact Breaking.
- [s.hp] Hits three times. On the third blocked hit, the other guy can IB
and punish.
- constant [s.sk]s. If you get to predictable with these, you are going to
get IBed sooner or later.
- [qcb+p] I've played a Bazoo that will always IB the third hit of this, and
hit you with his OA while Mito is still in the air.
======================================
(21.) Mito's Anti Air problem in Batsu
======================================
In Batsu stance, Mito has very weak anti air, but she does have some options.
- Jump up and intercept your opponent with a [j.lp, j.hp] chain. This move
tends to work a lot since people will ALWAYS be trying to exploit Mito's anti
air deficit with constant jump ins.
- Switch to Tsumi stance briefly, and start using [dp+p]. Try to do this
once in a while, and it should will make the opponent think twice before
jumping in recklessly.
- Move. Simply run away from the opponents jump in with Mito's [ff] or [bb]
dash.
================
(22.) Tsumi Strategies
================
Mixing up [s.sp], [c.sk], [j.sk] seems to be the main game here. [s.lk] is a
good move that has forward movement.
===================
(23.) Batsu Combos
===================
- Mito's basic combo in Batsu stance is
(some chained normals), qcf+p, OA
- For short range it will be something like this
[c.lk, c.sp, s.sk, OA]
- For long range you want to start out with Mito's longest poke
[c.sp, qcf+p, OA]
- Batsu stance juggling
Its possible to connect Mito's Batsu OA in a juggle. There isn't an exact
combo because it really depends on the opponents current trajectory in the air.
Generally you just want to charge into them while they are in the air with
[qcf+p, OA] Be careful of the opponent air recovering.
- Mito's Batsu jump in is
(j.lk), j.sk, c.lk, (her standard ground chain)
This is good because it hits high for an uncertain amount of hits, and then
immediately hits low. The downside is that this is a pretty low priority
jump-in.
Also you can start your "jump in" with [cd.sk]. Make sure not do the sk too
early after crouch dodging, or you won't be able to combo afterwards.
- Try using [cd.sk] on your opponent after his wakeup, especially on players
with poor wakeup attacks (Like Greed, or Batsu Mito.)
===================
(24.) Tsumi Combos
===================
Mito doesn't have a lot of combos in this stance due to the absence of chain
combos.
- The basic drill in Tsumi is
s.hk (or s.lp or s.lk), dp+p, OA
This is kind of hard to do, since it must be executed very quickly, and it is
difficult to notice if the normal is blocked, and judge to continue the combo
or not. You will need fast reaction.
- Note that hitting [s.sp] twice will do two quick swipes in a row, but they
don't combo.
- Mito's OA in this stance is aerial, so that means you can work it into jolt
attack combos.
IV. Afterward
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-
Official HP:
http://www.dimps.co.jp/rumblefish2/
If you would like to contact me, please post in a TRF thread here:
http://mmcafe.com/bbs.html