How To Master The Rumble Fish 2 – For those who get it, The Rumble Fish 2 is a complex and enjoyable fighting game. Unfortunately, it also feels a little stale. There is no instructional mode to walk you through the mechanics, in contrast to the current fighting game library. Instead, explanations are dispersed throughout the loading screens of the game. Fans of the cult movie won’t likely object, but there’s no justification for keeping newcomers in the dark!
We’ve mastered TRF2’s mechanics after countless hours spent in training, online, and single-player modes. On paper, they appear to be rather simple. However, there are a few subtleties that will enable you to make the most of this sophisticated fighting system. Here are a few of our findings.
Strategic Meter Management Is The Key To Victory
The two-gauge super art system is the distinguishing characteristic of the Rumble Fish 2. TRF2 designates one gauge for offensive talents and another for defensive skills rather than combining numerous skills onto one metre. Players can perform a Critical Art, a high-damage super combination, if both gauges are full.
It takes time and experience to become familiar with each gauge’s operation. The offensive gauge, for instance, might be swiftly filled by harming your opponent. However, the defensive gauge gradually fills as a result of tiny boosts from evasive moves. As a result, the attacking gauge frequently fills before the defence. The difference in speed also increases the value of defensive gauge skills.
You’ll need to make a choice regarding your attacking gauge while you wait for your defence gauge to fill. Should you use offensive techniques and advanced attacks to put constant pressure on your adversary? Or is it preferable to conserve your offensive metre and watch for a chance to use a Critical Art that can change the course of the game? What happens if you miss the Critical Art and lose both gauges, though?
As you can see, you’ll have to select a lot of choices, and each one will have certain repercussions. And the outcome of these choices frequently determines who wins and loses a game.
Use Chains, Cancels, And Advanced Attacks To Extend Combos
The combo mechanism in TRF2 is quite inventive. Additionally, the alternatives get more plentiful as the attacking gauge rises. Here is a list of potential combo-extending tools to think about:
- Chain Combos: If you’ve ever played games like Darkstalkers from Capcom, you’ll be familiar with this technique. As long as the chain moves from light to strong attacks, all four normal attacks are compatible. So, for instance, you can perform Light Punch > Light Kick > Strong Punch > Strong Kick or Light Punch > Strong Kick > Strong Punch, but you cannot perform Strong Punch > Strong Kick > Light Punch.
- Similar to KOF 15, you can stop an attack’s animation and launch another one right away as long as they have the following priority: Normal attacks are defeated by special attacks. Additionally, certain offensive and defensive skills can counter special assaults.
- Advanced Attacks: In Guilty Gear, Roman Cancels are comparable to Advanced Attacks. The player can immediately cancel and lengthen a combo string using this talent. Advanced Attacks also get closer to the target while keeping a close range for maximum damage!
Between these three strategies, it takes minimal effort to exceed a ten-hit combo. We advise playing around in training mode to discover what combinations you can create and how they can help your strategy.
Dodges Can Close The Distance Between You And Your Opponent
The fifth button in the Rumble Fish 2’s “five-button” fighting method is Dodge. A forward dash is comparable to the Dodge button. The dodge button can also be used in conjunction with other inputs to perform a variety of evasive manoeuvres. Additionally, using a dodge has no metre cost.
A quick forward dodge can send your character barreling straight at the opposition. Therefore, cutting off your opponent’s space is a rapid and efficient approach to apply pressure. However, if your adversary predicts your Dodge, they can quickly counter it. A countered dodge might also catch you in some harmful combos. Therefore, be cautious to make your dodges less obvious.
There Are Several Evasions Available To You
Consistent guarding is only one aspect of a great defence. Furthermore, overguarding can result in a guard crush, which renders you helpless and exposed. Therefore, mastering the art of dodging your adversary’s blows is crucial. Fortunately, you have a few options to choose from. The majority of them are related to the Dodge mechanic.
- Slide Evades [Dodge / Dodge + ⬅️ / Dodge + ➡️]: This is a common attack evasion.
- Hop Evasion [Dodge + ⬇️]: This evasion will propel your character into a small hop.
- Air Evasion [Dodge while midair]: This evasion will keep your character in the air longer, avoiding ground attacks and confusing your opponent.
- Air Recovery [LP, LK, SP, or SK when launched in the air]: This maneuver will recover your character when midair so they can safely land on the ground.
- Quick Recovery [(while airborne) Dodge + ⬅️ / Dodge + ➡️]: This enhanced air recovery costs one defensive bar and allows you to travel further from your opponent.
- Ground Recovery [(while knocked down) Dodge + ⬅️ / Dodge + ➡️]: This maneuver helps your character recover quicker after a knockdown.
- Impact Break [(while guarding) Dodge]: This skill is a parry that costs one defensive gauge meter.
Learn The Best Use Of Your Character’s Defensive Art
What if a defensive super art actually existed? A defensive art is essentially just that. These assaults do not significantly harm. They do, however, offer additional defensive advantages that can help you avoid being trapped. DAs may parry, push opponents away, block cancels, and do many more things.
Defensive arts are quite advantageous, but they are also entirely based on circumstantial evidence. Only certain circumstances allow each to activate. For instance, Aran can only use his Defensive Art while blocking. However, Viren’s Defensive Art only activates when he is being hit and cancels hit-stun. Hiraki’s Defensive Art is a timing-sensitive reversal throw.
You must thoroughly comprehend each Defensive Art’s goal because each one is distinct. Consequently, you will gain a lot by practising your character’s defensive technique on a training dummy. You can programme your dummy to launch a specific attack every few seconds for a more regulated experience. Alternately, you can engage in combat with an AI to hone your on-foot defensive techniques.
Jolt Attacks Are Great For Creating Openings For Offensive Arts
A excellent skill that deals significant damage for a reasonable cost is offensive arts. Unfortunately, they are difficult to execute without some hit confirmation, just like any super combination. Additionally, if you can’t switch to an offensive art in the middle of a combo, your opponent will have a chance to defend against any attacks. Does that mean there is a quicker way to get Offensive Arts in a game?
Unblockable strikes called “Jolt Attacks” slow time and send your opponent into the air. One offensive gauge bar is the price. The effect stops once the opponent is struck by the Jolt Attack, and they fall to the ground. A Jolt Strike can be used in a variety of ways, such as juggling with a chain combo or unleashing a potent anti-air special attack.
If you have two offensive bars available, a Jolt Attack into an Offensive Art might be the best course of action. During a Jolt Attack, your opponent is exposed and unable to defend against the Offensive Art. However, because they will be in the air, you will need to time your OA such that it lands. If not, your adversary will be knocked to the ground and have a chance to recover.