r/fatalfury • • 1d ago

Help Could someone give me some pointers on Preecha ?

Hey there,

I'm branching out from SF6 to other fighting games and just picked up CoTW.

I've picked up Preecha as my main, even though other characters are more familiar gameplay-wise. She's just the only one I really love right now.

Problem is I'm very bad at playing her. I think part of it is getting used to this game in particular, but I can't but admit I'm bad at using my kit and I wonder if someone could really give me advices to craft gameplan.

Basically, so far here are my struggles :

- Most of the time I struggle with mobility. Dash is slow, I feel like most of my cancelable moves are vevry close range, I haven't found a reliable way to bypass projectiles... I'm biased by SF6 and trying to play like I do with Juri, wich is probably a mistake, but how should I move and space, with Preecha, to be able to do something with her kit?

- I have trouble finding an ok BnB combo. The target combo you get out of qcf+Punch (the rekka then pressing more punches) deals very litle damages. The heavy DP + Rev into light DP is so hard to confirm, is hard exe and not very lethal too. I'll learn whatever I need to, but what's the thing I'm supposed to spam that is safe-ish and routes to ok damages on hit?

- I also have trouble finding my confirmable starters, like a good light combo. c.B does not seem to cancel into anything, so I guess I need to end with a far A, but I'm not sure I can hit 3 lights without a wiff. Two lights like A->A or B->A seems a bit sharp to confirm but is the best I've manages so far. I also love to try and toss a far C into rekka, but the range of that heavy punch is very restrictive, I can't find a way to set it up.

- Can I do anything out of a D wild punish? Love that button but it does not seem to cancel into any thing.

Basically, I can't figure out the gameplan I'm supposed to deploy. Any help would be greatly appreciated...!

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u/cryonicninja 23h ago

After D wild punish you have enough time to dash up and start your combo, although whether you can use fients depends on distance (I prefer not to as it makes it easier to drop, and a combo that starts from wild punish is the last thing you'd like to drop)

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u/laraelilth 23h ago

Oh, really, you have the time to dash up after D wild punish? Thanks, I felt like it was too tight but that makes sense... What do you usually use as punish combo out of the dash?

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u/cryonicninja 21h ago

When I played her I would do cancellable button, ex rekka, 214 BD, heavy dp break, then finisher of choice, usually I'd do ex dp and it's follow up into the tornado uppercut super, or 236 D into the other super

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u/laraelilth 21h ago

Hum... okay, that makes me realise I probably don't have the right idea of how to build combos in this game. It's the ex and breaks that allow for actual combos and follow-ups ? I almost never use my ex moves and I only know of the heavy DP break into light DP break mechanic...

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u/Animal-Lover0251 19h ago

Yeah using rev meter is how you do big combos in this game.

For a basic combo that you can do most of the time try using around 2 ex specials in the combo; this is usually enough to do decent damage while still not being too expensive when it comes to meter

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u/Asmrdeus 19h ago

Could someone give me some pointers on Preecha ?

Not one of the characters I have dabled the most in but I may help

I'm branching out from SF6 to other fighting games and just picked up CoTW.

Welcome aboard.

Most of the time I struggle with mobility. Dash is slow,

I meannnn compared to green slime slide i don't blame ya, but this game has other approaches with advantages over that, example air approach, in KoF and CotW you have 3 types of jump arcs, normal jump (Hold up) hyper jump (Dash and hold up) hop (tap up for less than 6 frames or shortcut rev button+jump), mix this along threats of dashing and do not be predictable, Hop over projectiles is the main way to beat those as the jump arc is shorter and can be inout on quick succession after a dash thanks to the short cut on rev button for both dash and hop.

I'll learn whatever I need to, but what's the thing I'm supposed to spam that is safe-ish and routes to ok damages on hit?

Did you did the character Trials? Pretty sure there is better combo stuff than this examples in there, the basic stuff tents to be safe on block but can be done Ex/Rev for combos when you see a hit, the Ex/Rev moves canceling upon each other was meant so combos where the least of the worries of new players or at least lessen that burden over KoF combos.

Can I do anything out of a D wild punish? Love that button but it does not seem to cancel into any thing.

If it gives a slow mo you should be able to pull something off in most cases, you can cancel the dash with anything almost instantly, so you get the wild punish and as soon as able you should be able to dash and do a close HP or at least Crouching HP into Ex/Rev Shenanigans

Basically, I can't figure out the gameplan

I would suggest chanels like WolfFGC to see replays just find one with Preecha on the cover and you try to copy what you see, Also the combo trials should help.

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u/laraelilth 18h ago

Hey, thanks a lot for all the advice!

So... I have spent a very large amount of time in SF6 learning to never jump so I don't get AA'd. It's safer to jump in CoTW? I had no idea that there were 3 different types of jumps, damn, gotta try that out, thanks for the breakdown!

Could you tel me more about the whole combo logic? I'm pretrty sure I still have no idea how that ex/rev logic works into the combos and that it's whatt keeps me from... well, doing any kind of combo at all really...! A crash course like you did with jump would be priceless!

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u/Asmrdeus 18h ago

I have spent a very large amount of time in SF6 learning to never jump so I don't get AA'd. It's safer to jump in CoTW?

Relatively yes, Regular jumps here are already faster than the 30 frame+ jumps of street fighter, but also in SF if someone anti airs you, you usually eat just 1 hit, if you get anti air hit by a Heavy DP brake or a universal High Dodge attack you are eating way more punish than just a hit, so it is both stronger but riskier if you are too predictable with them.

I had no idea that there were 3 different types of jumps, damn, gotta try that out, thanks for the breakdown!

There should be a tutorial with all the mechanics including Just defend, Guard Cancel, Hops, Dodge attacks, Rev Guard benefits over blocking, You should be able to find it and do them in battle coloseum then Missions and finally Tutorials, there is also a "Preecha" Type tutorial on the Menu Hub>Help section under Battle Tap where they explain even further in a bit silly in character way the mechanics even further.

Could you tel me more about the whole combo logic?

No problem, altho I am sure the combos would do it a bit better, essentially most of your normals can be cancel into special moves either normal ones or Ex/Rev ones that make your rev meter grow, Regular moves begin and end with just that move unless the move itself knocks up for a continuation (HK Dp brake) but Ex/Rev moves you can cancel one into another, the only restriction is to not repeat them, example you can close heavy punch into Qcf (236) Lk+HK and as the fire ball is hitting do Qcf (236) LP+HP during the same move and is gonna come out, you can do the whole Rekka and at any of those hits or at the final one do Qcb (214) LK+HK, since that last one "ends in the air" and Preecha doesn't have Air specials that one would end your Rev Accel chain, you can still combo after it tho, since you knocked the opponent up before that last move you can Rev DP brake or Heavy DP brake since you didn't used it before in the combo and knock the opponent further up so you have time for a Heavy Kick fireball followed by a kick super, You can't cancel an Ex/Rev move into a super tho.

The only characters that break this rule are Ken and Chun, since they play by SF 3 rules they can cancel their Ex/Rev chains into their Supers at any time.

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u/Animal-Lover0251 18h ago

When it comes to movement in the game the major things to keep in mind is that hopping and jumping in this game is very strong. It may sound weird coming from street fighter but short hopping and jumping in this game is very good.
Another important thing about movement in this game is that you can cancel your dash into any move.

For a good bnb the combo the person said below is her main combo that you can use at almost any time. The only change I would make is that if you do a close normal you should try to learn to do a feint after it to link it to another.
It is harder to do but the benefits are increased damage and it also gives you more time to confirm because on block the close normal feint into another normal is a frame trap.
It is not required but it’s a good habit to build in this game.

For light confirms the solution is just mainly getting more used to the ranges where you can do three lights vs the ranges where you can only do 2. Her main 3 light confirm from a low is crouch b into close a into far a, Preecha is a bit privileged when it comes to this because from 3 lights she can get a heavy dp brake which leads mostly full combo.

For a 2 light confirm from a low it will be crouch b into far a, don’t try going through crouch a because the range of that move is not the best so it can whiff after crouch b from a lot of ranges while far a will only whiff if you do crouch b from close to max range.

For you question about getting far c into the rekka yeah far c doesn’t have the best range but it’s fast at frame 8 so it very good to do it while dashing because you can cancel the middle of the dash by using far c. If you do ex rekka after far c it’s full combo and if they block it you are +3

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u/migrations_ 3h ago

Glad to see you getting into this game. I really enjoy it. Been having do much fun as Kevin. He's kind of a hard character and I'm much more of a zoner type, I been losing a lot but I'm slowly learning

You got this. I love the way Prescha plays she is so fun