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{{CharNavbox AOF2}} | |||
[[File:Mickey Illustration.jpg|thumb|right]] | [[File:Mickey Illustration.jpg|thumb|right]] | ||
== | ==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 | 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 King of Fighters 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. | |||
{{ ProConTable | |||
| pros= | |||
* Inescapable throw loops turn any knockdown into death | |||
* Jabs go very far, strong footsies | |||
* Great projectiles | |||
| cons= | |||
* 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=== | |||
[[image:AOF2 Mickey Colors.png]] | |||
==Movelist== | |||
'''Special Moves''' | |||
Burning Upper - [[image:qcf.gif]] + [[image:a.gif]] - 20% Spirit | |||
Rolling Upper - [[image:qcf.gif]] + [[image:b.gif]] - 20% Spirit | |||
Crazy Upper - [[image:dn.gif]][[image:up.gif]] + [[image:a.gif]] - 20% Spirit | |||
Combination 1 - [[image:qcb.gif]] + [[image:a.gif]] - 20% Spirit | |||
Combination 2 - [[image:qcb.gif]] + [[image:a.gif]] + [[image:c.gif]] - 20% Spirit | |||
Chopping Right - [[image:qcb.gif]] + [[image:b.gif]] - 25% Spirit | |||
'''Super Move''' | |||
Planet Gale - [[image:fd.gif]][[image:hcf.gif]] + [[image:a.gif]] - 75% Spirit | |||
'''Desperation Move''' | |||
Rush Bomber - [[image:qcb.gif]][[image:db.gif]][[image:dn.gif]] + [[image:a.gif]] - 75% Spirit | |||
==Normals== | |||
===Standing Normals=== | |||
====5LP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_5lp | |||
| description = Gigantic jab with the same frame data as many smaller jabs. Top class poke. | |||
}} | |||
====5LK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_5lk | |||
| description = Fast, damaging, and huge poke. Excellent space control tool. | |||
}} | |||
====cl.HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_clhp | |||
| description = Standard fast heavy, but does less damage than 5LK with only one extra frame and no new combos. No real use. | |||
}} | |||
====f.HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_fhp | |||
| description = Same hitbox as 5LP, a bit more damage, and a bit worse frame data. Another poke. | |||
}} | |||
====cl.HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_clhk | |||
| description = Completely pointless move. Bad frame data and low damage. | |||
}} | |||
====f.HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_fhk | |||
| description = Same hitbox as 5LK, a bit more damage, and a bit worse frame data. Another poke. | |||
}} | |||
===Crouching Normals=== | |||
====2LP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_2lp | |||
| description = Has a lot more recovery than his standing jabs and, notably, 2LK. Not much use. | |||
}} | |||
====2LK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_2lk | |||
| description = Standard jab with a bit more damage. Good low poke. | |||
}} | |||
====2HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_2hp | |||
| description = Kinda awkward as an anti-air due to how small its hitbox is. | |||
}} | |||
====2HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_2hk | |||
| description = Fast poke, but not great on whiff. Only 2 more damage than 2LK. Probably just use 2LK. | |||
}} | |||
===Jumping Normals=== | |||
====j.LP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_jlp | |||
| description = Fastest air normal. Good space control tool. | |||
}} | |||
====j.LK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_jlk | |||
| description = 1 frame slower and 1 extra damage compared to jLP with a very similar space it controls. Interchangeable. | |||
}} | |||
====j.HP==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_jhp | |||
| description = Slower than jLK with the same damage. No point. | |||
}} | |||
====j.HK==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_jhk | |||
| description = Twice as slow as jump lights for a whole 2 extra damage over jLK. No point. | |||
}} | |||
==System Mechanics== | |||
====Uppercut==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_uppercut | |||
| description = Mickey's best anti-air. Hits people right above him. | |||
}} | |||
====Low Attack==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_lowattack | |||
| description = Ok poke, but not that useful compared to 2LK. | |||
}} | |||
====Throw==== | |||
{{FrameDataCargo-AOF2 | |||
| 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 nice. | |||
}} | |||
====Taunt==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_taunt | |||
| 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. | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
===Burning Upper=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_236a | |||
| 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. | |||
}} | |||
===Rolling Upper=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_236b | |||
| 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. | |||
}} | |||
===Crazy Upper=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_28a | |||
| 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. | |||
}} | |||
===Combination 1=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_214a | |||
| 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. | |||
}} | |||
===Combination 2=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_214ac | |||
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit. | |||
Worse than Combination 1 with no real benefits. No point. | |||
}} | |||
===Chopping Right=== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_214b | |||
| 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. | |||
}} | |||
== | ==Super Move== | ||
====Planet Gale==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_641236a | |||
| 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. | |||
}} | |||
==Desperation Move== | |||
====Bomber Rush==== | |||
{{FrameDataCargo-AOF2 | |||
| moveId = mickey_21412a | |||
| 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. | |||
}} | |||
Latest revision as of 09:14, 22 March 2025

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 King of Fighters 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 |
---|---|
|
|
Colors
Movelist
Special Moves
Burning Upper - +
- 20% Spirit
Rolling Upper - +
- 20% Spirit
Combination 1 - +
- 20% Spirit
Combination 2 - +
+
- 20% Spirit
Chopping Right - +
- 25% Spirit
Super Move
Desperation Move
Normals
Standing Normals
5LP
5LP
5A
5A |
---|
5LK
5LK
5B
5B |
---|
cl.HP
Close HP
5[A]
5[A] |
---|
f.HP
Far HP
5[A]
5[A] |
---|
cl.HK
Close HK
5[B]
5[B] |
---|
f.HK
Far HK
5[B]
5[B] |
---|
Crouching Normals
2LP
2LP
2A
2A |
---|
2LK
2LK
2B
2B |
---|
2HP
2HP
2[A]
2[A] |
---|
2HK
2HK
2[B]
2[B] |
---|
Jumping Normals
j.LP
j.LP
j.A
j.A |
---|
j.LK
j.LK
j.B
j.B |
---|
j.HP
j.HP
j.[A]
j.[A] |
---|
j.HK
j.HK
j.[B]
j.[B] |
---|
System Mechanics
Uppercut
Uppercut
AC
AC |
---|
Low Attack
Low Attack
BC
BC |
---|
Throw
Throw
6/4 C
6/4 C |
---|
Taunt
Taunt
D
D |
---|
Special Moves
Burning Upper
Burning Upper
236A
236A |
---|
Rolling Upper
Rolling Upper
236B
236B |
---|
Crazy Upper
Crazy Upper
28A
28A |
---|
Combination 1
Combination 1
214A
214A |
---|
Combination 2
Combination 2
214AC
214AC |
---|
Chopping Right
Chopping Right
214B
214B |
---|
Super Move
Planet Gale
Planet Gale
641236A
641236A |
---|
Desperation Move
Bomber Rush
Rush Bomber
21412A
21412A |
---|