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Line 52: |
Line 52: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_5lp | | | moveId = mickey_5lp |
| | description = Placeholder text | | | description = Gigantic jab with the same frame data as many smaller jabs. Top class poke. |
| }} | | }} |
|
| |
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Line 58: |
Line 58: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_5lk | | | moveId = mickey_5lk |
| | description = Placeholder text | | | description = Fast, damaging, and huge poke. Excellent space control tool. |
| }} | | }} |
|
| |
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Line 64: |
Line 64: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_clhp | | | moveId = mickey_clhp |
| | description = Placeholder text | | | description = Standard fast heavy, but does less damage than 5LK with only one extra frame and no new combos. No real use. |
| }} | | }} |
|
| |
|
Line 70: |
Line 70: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_fhp | | | moveId = mickey_fhp |
| | description = Placeholder text | | | description = Same hitbox as 5LP, a bit more damage, and a bit worse frame data. Another poke. |
| }} | | }} |
|
| |
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Line 76: |
Line 76: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_clhk | | | moveId = mickey_clhk |
| | description = Placeholder text | | | description = Completely pointless move. Bad frame data and low damage. |
| }} | | }} |
|
| |
|
Line 82: |
Line 82: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_fhk | | | moveId = mickey_fhk |
| | description = Placeholder text | | | description = Same hitbox as 5LK, a bit more damage, and a bit worse frame data. Another poke. |
| }} | | }} |
|
| |
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Line 89: |
Line 89: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_2lp | | | moveId = mickey_2lp |
| | description = Placeholder text | | | description = Has a lot more recovery than his standing jabs and, notably, 2LK. Not much use. |
| }} | | }} |
|
| |
|
Line 95: |
Line 95: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_2lk | | | moveId = mickey_2lk |
| | description = Placeholder text | | | description = Standard jab with a bit more damage. Good low poke. |
| }} | | }} |
|
| |
|
Line 101: |
Line 101: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_2hp | | | moveId = mickey_2hp |
| | description = Placeholder text | | | description = Kinda awkward as an anti-air due to how small its hitbox is. |
| }} | | }} |
|
| |
|
Line 107: |
Line 107: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_2hk | | | moveId = mickey_2hk |
| | description = Placeholder text | | | description = Fast poke, but not great on whiff. Only 2 more damage than 2LK. Probably just use 2LK. |
| }} | | }} |
|
| |
|
Line 114: |
Line 114: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_jlp | | | moveId = mickey_jlp |
| | description = Placeholder text | | | description = Fastest air normal. Good space control tool. |
| }} | | }} |
|
| |
|
Line 120: |
Line 120: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_jlk | | | moveId = mickey_jlk |
| | description = Placeholder text | | | description = 1 frame slower and 1 extra damage compared to jLP with a very similar space it controls. Interchangeable. |
| }} | | }} |
|
| |
|
Line 126: |
Line 126: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_jhp | | | moveId = mickey_jhp |
| | description = Placeholder text | | | description = Slower than jLK with the same damage. No point. |
| }} | | }} |
|
| |
|
Line 132: |
Line 132: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_jhk | | | moveId = mickey_jhk |
| | description = Placeholder text | | | description = Twice as slow as jump lights for a whole 2 extra damage over jLK. No point. |
| }} | | }} |
|
| |
|
Line 139: |
Line 139: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_uppercut | | | moveId = mickey_uppercut |
| | description = Placeholder text | | | description = Mickey's best anti-air. Hits people right above him. |
| }} | | }} |
|
| |
|
Line 145: |
Line 145: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_lowattack | | | moveId = mickey_lowattack |
| | description = Placeholder text | | | description = Ok poke, but not that useful compared to 2LK. |
| }} | | }} |
|
| |
|
Line 151: |
Line 151: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_throw | | | moveId = mickey_throw |
| | description = Unique among AOF2 throws in that it cannot be teched. Since you can grab people on wakeup before they're actionable in this game, and this throw gives a very good knockdown, this means that any knockdown turns into an inescapable throw loop that ends in Mickey winning the round. Also, it doesn't sideswitch on hit like most throws, which is also nice. | | | description = Unique among AOF2 throws in that it cannot be teched. Since you can grab people on wakeup before they're actionable in this game, and this throw gives a very good knockdown, this means that any knockdown turns into an inescapable throw loop that ends in Mickey winning the round. Also, it doesn't sideswitch on hit like most throws, which is nice. |
| }} | | }} |
|
| |
|
Line 157: |
Line 157: |
| {{FrameDataCargo-AOF2 | | {{FrameDataCargo-AOF2 |
| | moveId = mickey_taunt | | | moveId = mickey_taunt |
| | description = Placeholder text | | | description = Standard taunt frame data and Spirit drain. Taunting is pretty useful in neutral for limiting Spirit gain, but Mickey usually has better things to do at long-range. |
| }} | | }} |
|
| |
|
Line 165: |
Line 165: |
| | moveId = mickey_236a | | | moveId = mickey_236a |
| | description = Costs 20% Spirit. | | | description = Costs 20% Spirit. |
| | |
| | Deceptively annoying to jump over due to how tall the fireball is, and a pretty good fast fireball overall. Useful zoning tool. |
| | |
| | At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit. |
| }} | | }} |
|
| |
|
Line 171: |
Line 175: |
| | moveId = mickey_236b | | | moveId = mickey_236b |
| | description = Costs 20% Spirit. | | | description = Costs 20% Spirit. |
| | |
| | Great fireball that knocks down, hits low, and has good frame data. Another useful space control tool. |
| | |
| | At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit. |
| }} | | }} |
|
| |
|
Line 177: |
Line 185: |
| | moveId = mickey_28a | | | moveId = mickey_28a |
| | description = Costs 20% Spirit. | | | description = Costs 20% Spirit. |
| | |
| | Looks like it should be an anti-air special, but it's really finnicky due to its slow speed and mid hitbox. Hits like a truck, though, so it's worth going for if you're super on point. |
| | |
| | At low Spirit, this move is replaced with Mickey's Uppercut, except it deals 14 damage. Uppercut is pretty useful already, so 3 extra damage on it is appreciated. |
| }} | | }} |
|
| |
|
Line 183: |
Line 195: |
| | moveId = mickey_214a | | | moveId = mickey_214a |
| | description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit. | | | description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit. |
| | |
| | Standard target combo move where the second and third hit don't combo into each other. This one's plus on block and pretty long-ranged, making it useful for tacking on 20 extra damage then resetting to neutral at advantage. |
| }} | | }} |
|
| |
|
Line 189: |
Line 203: |
| | moveId = mickey_214ac | | | moveId = mickey_214ac |
| | description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit. | | | description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit. |
| | |
| | Worse than Combination 1 with no real benefits. No point. |
| }} | | }} |
|
| |
|
Line 195: |
Line 211: |
| | moveId = mickey_214b | | | moveId = mickey_214b |
| | description = Costs 25% Spirit. | | | description = Costs 25% Spirit. |
| | |
| | Takes 80 billion years to start up and does not do anything cool enough to justify it. You will not hit this move vs opponents who are not asleep. |
| | |
| | At low Spirit, this move deals 16 damage. Still garbage. |
| }} | | }} |
|
| |
|
Line 202: |
Line 222: |
| | moveId = mickey_641236a | | | moveId = mickey_641236a |
| | description = Costs 75% Spirit. Can only be executed with sufficient Spirit. | | | description = Costs 75% Spirit. Can only be executed with sufficient Spirit. |
| | |
| | Pretty good fireball super. The fireballs are both large, and while they don't combo into each other, they're a frametrap on hit or block and plus on block at any range. Good thing to do if you think you'll land it. |
| }} | | }} |
|
| |
|
Line 209: |
Line 231: |
| | moveId = mickey_21412a | | | moveId = mickey_21412a |
| | description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below. | | | description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below. |
| | |
| | The usual big silly unblockable. Considering how Mickey already wins the game instantly if he knocks the opponent down due to his throw loops, setting up meaty unblockables is completely superfluous, but you can do it if you don't want to watch Mickey's long throw animation anymore, or if time's running out and you need the 80 damage right now. |
| }} | | }} |
|
| |
|
Story
Mickey Rogers (also spelled Micky sometimes) was a former professional boxer, but was banned from professional boxing after killing a man in the ring. He lurked the backstreets of South Town after losing his career, eventually joining Mr. Big's syndicate. Ryo and Robert encounter him and make quick work of him in their effort to find Yuri when she was kidnapped, and he took them to the military zone after his defeat. After this defeat, he gets his life back together to repursue his boxing career, joining a new small boxing gym with a trainer called Pops. In an effort to restart his career, he joins the Art of Fighting tournament to show off his strength to the world.
Introduction
Mickey is an offensive powerhouse whose throw loops, if timed well, make him an unstoppable force once he gets in. Even with this strength, he has some glaring weaknesses holding him back from truly being number 1.
Strengths |
Weaknesses
|
- Inescapable throw loops turn any knockdown into death
- Jabs go very far, strong footsies
- Great projectiles
|
- Anti-airs are clunky and unrewarding aside from Uppercut, which covers only right on top of him
- Very poor combos and low conversion potential
- Large character with a large hurtbox
|
Colors
Movelist
Special Moves
Burning Upper - + - 20% Spirit
Rolling Upper - + - 20% Spirit
Crazy Upper - + - 20% Spirit
Combination 1 - + - 20% Spirit
Combination 2 - + + - 20% Spirit
Chopping Right - + - 25% Spirit
Super Move
Planet Gale - + - 75% Spirit
Desperation Move
Rush Bomber - + - 75% Spirit
Normals
Standing Normals
5LP
5LP
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
6
|
Mid
|
No
|
3
|
4
|
2
|
+5
|
+7
|
-
|
Gigantic jab with the same frame data as many smaller jabs. Top class poke.
|
|
5LK
5LK
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
14
|
Mid
|
Yes
|
4
|
6
|
7
|
+8
|
+2
|
-
|
Fast, damaging, and huge poke. Excellent space control tool.
|
|
cl.HP
Close HP
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
10
|
Mid
|
Yes
|
4
|
9
|
3
|
-3
|
-1
|
-
|
Standard fast heavy, but does less damage than 5LK with only one extra frame and no new combos. No real use.
|
|
f.HP
Far HP
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
10
|
Mid
|
Yes
|
6
|
5
|
3
|
+4
|
+6
|
-
|
Same hitbox as 5LP, a bit more damage, and a bit worse frame data. Another poke.
|
|
cl.HK
Close HK
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
10
|
Mid
|
Yes
|
8
|
9
|
4
|
-3
|
-1
|
-
|
Completely pointless move. Bad frame data and low damage.
|
|
f.HK
Far HK
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
16
|
Mid
|
Yes
|
11
|
7
|
7
|
+8
|
+4
|
-
|
Same hitbox as 5LK, a bit more damage, and a bit worse frame data. Another poke.
|
|
Crouching Normals
2LP
2LP
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
10
|
Low
|
Yes
|
3
|
4
|
10
|
-3
|
-1
|
-
|
Has a lot more recovery than his standing jabs and, notably, 2LK. Not much use.
|
|
2LK
2LK
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
8
|
Mid?
|
Yes
|
3
|
4
|
3
|
+4
|
+6
|
-
|
Standard jab with a bit more damage. Good low poke.
|
|
2HP
2HP
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
16
|
-
|
Yes
|
8
|
8
|
7
|
+3
|
-1
|
-
|
Kinda awkward as an anti-air due to how small its hitbox is.
|
|
2HK
2HK
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
10
|
Low
|
Yes
|
4
|
8
|
10
|
-8
|
-6
|
-
|
Fast poke, but not great on whiff. Only 2 more damage than 2LK. Probably just use 2LK.
|
|
Jumping Normals
j.LP
j.LP
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
10
|
High
|
No
|
5
|
12
|
9 on ground
|
N/A
|
N/A
|
-
|
Fastest air normal. Good space control tool.
|
|
j.LK
j.LK
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
11
|
High
|
No
|
6
|
12
|
9 on ground
|
N/A
|
N/A
|
-
|
1 frame slower and 1 extra damage compared to jLP with a very similar space it controls. Interchangeable.
|
|
j.HP
j.HP
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
11
|
High
|
No
|
9
|
12
|
9 on ground
|
N/A
|
N/A
|
-
|
Slower than jLK with the same damage. No point.
|
|
j.HK
j.HK
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
13
|
High
|
No
|
11
|
12
|
9 on ground
|
N/A
|
N/A
|
-
|
Twice as slow as jump lights for a whole 2 extra damage over jLK. No point.
|
|
System Mechanics
Uppercut
Uppercut
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
11
|
Mid
|
Yes
|
4
|
6
|
5
|
+100 (KD)
|
+2
|
-
|
Mickey's best anti-air. Hits people right above him.
|
|
Low Attack
Low Attack
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
10
|
Low
|
Yes
|
8
|
5
|
7
|
0
|
+2
|
-
|
Ok poke, but not that useful compared to 2LK.
|
|
Throw
Throw
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
30
|
Throw
|
N/A
|
1
|
1
|
0
|
+40 (KD)
|
N/A
|
-
|
Unique among AOF2 throws in that it cannot be teched. Since you can grab people on wakeup before they're actionable in this game, and this throw gives a very good knockdown, this means that any knockdown turns into an inescapable throw loop that ends in Mickey winning the round. Also, it doesn't sideswitch on hit like most throws, which is nice.
|
|
Taunt
Taunt
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
0
|
N/A
|
No
|
1
|
0
|
49
|
N/A
|
N/A
|
-
|
Standard taunt frame data and Spirit drain. Taunting is pretty useful in neutral for limiting Spirit gain, but Mickey usually has better things to do at long-range.
|
|
Special Moves
Burning Upper
Burning Upper
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
29
|
Mid
|
No
|
19
|
Projectile
|
53
|
-23
|
-29
|
-
|
Costs 20% Spirit.
Deceptively annoying to jump over due to how tall the fireball is, and a pretty good fast fireball overall. Useful zoning tool.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
|
|
Rolling Upper
Rolling Upper
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
29
|
Low
|
No
|
17
|
Projectile
|
29
|
+45 (KD)
|
-6
|
-
|
Costs 20% Spirit.
Great fireball that knocks down, hits low, and has good frame data. Another useful space control tool.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
|
|
Crazy Upper
Crazy Upper
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
32
|
Mid
|
No
|
15
|
21
|
10
|
+91 (KD)
|
-7
|
-
|
Costs 20% Spirit.
Looks like it should be an anti-air special, but it's really finnicky due to its slow speed and mid hitbox. Hits like a truck, though, so it's worth going for if you're super on point.
At low Spirit, this move is replaced with Mickey's Uppercut, except it deals 14 damage. Uppercut is pretty useful already, so 3 extra damage on it is appreciated.
|
|
Combination 1
Combination 1
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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10,10,10
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Mid
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No
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3
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6(4)5(14)4
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5
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+10
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+4
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-
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Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
Standard target combo move where the second and third hit don't combo into each other. This one's plus on block and pretty long-ranged, making it useful for tacking on 20 extra damage then resetting to neutral at advantage.
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Combination 2
Combination 2
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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10,10,10
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Mid
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No
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3
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3(13)4(14)7
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5
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+5
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-1
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-
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Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
Worse than Combination 1 with no real benefits. No point.
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Chopping Right
Chopping Right
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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32
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Mid
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No
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65
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26
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7
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-1
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-5
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-
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Costs 25% Spirit.
Takes 80 billion years to start up and does not do anything cool enough to justify it. You will not hit this move vs opponents who are not asleep.
At low Spirit, this move deals 16 damage. Still garbage.
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Super Move
Planet Gale
Planet Gale
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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33,33
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Mid
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No
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first 21, second 39
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Projectiles
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18
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+121 (KD)
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+6
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-
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Costs 75% Spirit. Can only be executed with sufficient Spirit.
Pretty good fireball super. The fireballs are both large, and while they don't combo into each other, they're a frametrap on hit or block and plus on block at any range. Good thing to do if you think you'll land it.
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Desperation Move
Bomber Rush
Rush Bomber
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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80
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Unblockable
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No
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40
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21
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8
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+102 (KD)
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N/A
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-
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Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
The usual big silly unblockable. Considering how Mickey already wins the game instantly if he knocks the opponent down due to his throw loops, setting up meaty unblockables is completely superfluous, but you can do it if you don't want to watch Mickey's long throw animation anymore, or if time's running out and you need the 80 damage right now.
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