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Art of Fighting 2/Controls: Difference between revisions
Created page with "==Attack Notations== A (tap) = Jab A (press) = Punch B (tap) = Kick B (press) = Hard Kick C (tap) = Jab or Kick (depending on the last attack) C (close) = Throw C (jump..." |
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== | ==Controls== | ||
8 Way Joystick: | |||
Number Pad Notation: | |||
7 8 9 | |||
\ | / | |||
4-- 5 --6 | |||
/ | \ | |||
1 2 3 | |||
8 = Jump | |||
2 = Crouch | |||
4 = Move Left | |||
6 = Move Right | |||
Move Joystick in the Direction Opposite Your Opponent = Block | |||
Fwd, Fwd or Bk, Bk (6,6 or 4,4) = Dash in their respective directions | |||
C | Four Buttons: A, B, C, and D | ||
A (tap) = Light Punch | |||
A (press) = Heavy Punch | |||
B (tap) = Light Kick | |||
B (press) = Heavy Kick | |||
C = Light Punch or Light Kick (depending on the last attack) | |||
C (close) = Throw | |||
C (jump + close) = Air throw (certain characters) | |||
C (jump against wall) = Triangle Jump/Wall Jump | |||
C + A = Uppercut | |||
C + B = Low Strike | |||
Hold A, B, or C = Recharge Spirit | |||
A, B, or C (when thrown just before you hit the ground) = Throw Recovery | |||
D = Taunt | |||
==Abbreviations== | ==Abbreviations== | ||
Line 86: | Line 91: | ||
Sp. - Special Move | Sp. - Special Move | ||
SM - Super | SM - Super Move | ||
HSM - Hidden Super Move | HSM - Hidden Super Move (Desperation Attack) | ||
j. - jump | j. - jump |
Latest revision as of 02:31, 27 June 2023
Controls
8 Way Joystick:
Number Pad Notation:
7 8 9 \ | / 4-- 5 --6 / | \ 1 2 3
8 = Jump
2 = Crouch
4 = Move Left
6 = Move Right
Move Joystick in the Direction Opposite Your Opponent = Block
Fwd, Fwd or Bk, Bk (6,6 or 4,4) = Dash in their respective directions
Four Buttons: A, B, C, and D
A (tap) = Light Punch
A (press) = Heavy Punch
B (tap) = Light Kick
B (press) = Heavy Kick
C = Light Punch or Light Kick (depending on the last attack)
C (close) = Throw
C (jump + close) = Air throw (certain characters)
C (jump against wall) = Triangle Jump/Wall Jump
C + A = Uppercut
C + B = Low Strike
Hold A, B, or C = Recharge Spirit
A, B, or C (when thrown just before you hit the ground) = Throw Recovery
D = Taunt
Abbreviations
qcf - 236 - d/df/f - Quarter circle forward
qcb - 214 - d/db/b - Quarter circle backward
rqcb - 412 - b/db/d - Reverse Quarter circle backward
hcf - 41236 - b/db/d/df/f - Half circle forward
hcb - 63214 - f/df/d/db/d - Half circle backward
dp - 623 - f/d/df - Dragon Punch motion
rdp - 421 - b/d/db - Reverse Dragon Punch motion
charge - [4]6 or [2]8 - b~f or d~u - Hold in one direction then shift to the designated direction
hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion
b~f - [4]6 - Hold back then press forward
d~u - [2]8 - Hold down then press up
db/f - 1,6 - press down back then forward
d/u - 2,8 - press down then up
d,d - 2,2 - press down twice
qcb hcf - 2141236 - Quarter circle back half circle forward
f/b/f - 6,4,6 - press forward back forward
Notation and Terminology
Sp. - Special Move
SM - Super Move
HSM - Hidden Super Move (Desperation Attack)
j. - jump