The Rumble Fish 2 Arcade

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At the close of the 20th century... A large-scale natural disaster struck the eastern area of a certain country. The disaster wiped out the financial sector and toppled high-rise buildings over a wide area, even as far as the main functions of the capital. This resulted in the loss of a staggering 158,000 lives.

At the dawn of the 21st century... Conglomerate PROBE-NEXUS, commonly known as Probe, begins reconstruction efforts in the eastern area of said country. Probe relocates its own base of operations to the ruined sector and builds a massive city run by the corporation. Lavished with colossal capital and cutting-edge technology, modern-day Babylon is made up of skyscrapers that put the old high-rises to shame, the biggest shopping mall in the world, and recreational facilities one might mistake for a theme park. This was the dazzling birth of a symbol for the new century. It became the most essential place on the planet and was christened Zone Prime.

All 10 characters from the previous game return with some minor updates, alongside six new characters (four standard and two bosses).

The Rumble Fish 2 inherits all of the mechanics of its predecessor. The game uses four attack buttons. Light Punch (LP), Strong Punch (SP), Light Kick (LK), Strong Kick (SK). Light attacks are fast but do less damage. Strong attacks are slow but are bigger and do more damage.

Dashing: (66) Basic movement technique to close the gap between you and your opponent. Certain characters perform step type dashes instead of run dashes. They are Orville, Bazoo, and Beatrice. You can perform attacks out of a dash which will retain dash momentum. This makes it easier to connect longer chains.

Backdash (44) Invincible frame 1, usually runs out half way through the motion. Getting hit during the airborne frames will force an air combo. Very useful for getting out of pressure.

Jump: (7,8,9) Jump startup is estimated at 3f. Getting hit during jump startup will keep the character grounded. It is possible to block during jump startup however.

Super Jump: (1/2/3 then 9) Can only super jump forwards.
The most immediate change is to the Offensive/Defensive Gauge. In TRF2, each gauge now consists of three blocks instead of one. The respective costs of the previous game's meter-using techniques are adjusted accordingly:

Offensive Art: 1 OA block

Advanced Attack: 1 OA block

Jolt Attack: 1 OA block

Defensive Art: 2 DA blocks

Impact Break: 1 DA block

Quick Recovery: 1 DA block

Critical Art: 3 OA & DA blocks (Entire Meter)

In the game, Jolt Attack always launches, as opposed to the first game where it causes a crumple state against a standing opponent.

TRF2 also introduces an aerial dodge, performed by pressing the D button while in the air; like the ground dodge, this action costs nothing and avoids certain attacks. Pressing the D button and a direction while knocked down activates a ground recovery roll. Pressing the D button while successfully landing an attack that lifts the opponent off of their feet burns one Offensive block and activates Impact Blow, which disables the opponent's ability to recover from the attack using.

Advanced Attack, will cancel any normal on block/hit/whiff into AA. AA is fairly fast and far reaching so using it after a successful Impact Break can get a consistent punish in some cases.

There is meter scaling after using AA so less meter is gained when chaining attacks afterwards. This is to prevent infinite combos that continually use AA. Your opponent’s guard gauge loss is also scaled to be lower as well if they blocked your AA.

The meter penalty can be circumvented on block if you delay the follow up so that it is not a tight blockstring after AA connects. In other words after using AA, delay the follow up attack so that there is a gap between the two attacks.

Boost Dive, when activated the game will freeze briefly and you will gain invincibility during this freeze (this functions like Chain Shift from UNI). You can use it in a similar manner as Chain Shift to see what your opponent is doing and then respond accordingly. Only Sheryl does not gain full invincibility during this activation so she cannot use it in this manner. Boost Dive will enhance a character’s special abilities and give them new move properties. A timer will appear below your characters health bar to indicate the remaining BD time.

When using an OA while in Boost Dive, the state will end instantly. When Boost Dive is active, you cannot gain meter.

The game supports local versus multiplayer.

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