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{{CharNavbox AOF2}}


{{TOClimit|3}}


==Backstory==
[[File:AOF2 Big Illustration.jpg|thumb|right]]
 
==Story==
Mr. Big has been involved with the mob for as long as he can remember. He made it big in Southtown, a city as seedy and corrupt as he is. Rather than pay tribute to Geese Howard, boss of all organized crime in town, Mr. Big joined Geese's organization, and quickly rose to become his right-hand man.
Mr. Big has been involved with the mob for as long as he can remember. He made it big in Southtown, a city as seedy and corrupt as he is. Rather than pay tribute to Geese Howard, boss of all organized crime in town, Mr. Big joined Geese's organization, and quickly rose to become his right-hand man.


Line 8: Line 12:
Big pondered informing Geese of the incident upon his return, but Geese soon grew embroiled in a situation involving the Bogard brothers, and Big wisely kept his mouth shut.
Big pondered informing Geese of the incident upon his return, but Geese soon grew embroiled in a situation involving the Bogard brothers, and Big wisely kept his mouth shut.


==Normals==
==Introduction==
5 LP.
Big will only take 80% of the damage dealt to him once he dips below 75% health, non-inclusive, and will only take 70% of the damage dealt to him once he dips below 50% health, non-inclusive. This makes him a uniquely tanky character in a game with mostly-universal health. Aside from that, Big is a powerhouse with great space control, a uniquely strong low-profile forward dash, and devastating throw loops.  
 
Mr. Big does a jab using one of his arnis sticks. Has horizontal range of about 1/4 of screen, making it a decent poke against standing opponents. It will whiff against Eiji, John, Lee, Mickey, Ryo, Temjin, and Yuri, but not Jack, King, Mr. Big, Robert, or Takuma when they crouch.  


{{ ProConTable
| pros=
* More effective health than all but 1 other character
* Forward dash low profiles many pokes
* Low Attack and Cross Diving allows Big to punish some moves that are normally safe due to spacing
* Throw loops that keep going even if you tech vs some characters
* A neutral menace with powerful pokes and a great fireball
* Very easy DM to set up
| cons=
* One of the only characters who can't walljump
* Struggles to combo, and can't really hitconfirm
}}


5 HP.
===Colors===


Mr. Big does not one, but two jabs using his arnis sticks. Both hits have the same range as his 5 LP. Another decent poke against standing opponents Mr. Big can use. This normal will also  whiff against Eiji, John, Lee, Mickey, Ryo, Temjin, and Yuri, but not Jack, King, Mr. Big, Robert, or Takuma when they crouch.  
[[image:AOF2_Big_Colors.png]]


==Movelist==


5 LK.
'''Special Moves'''


Mr. Big does another one-jab using one of his sticks. Although the animation is slightly different from 5 LP, in practice, it functions exactly the same as said normal. Will also whiff against Eiji, John, Lee, Mickey, Ryo, Temjin, and Yuri, but not Jack, King, Mr. Big, Robert, or Takuma when they crouch.  
Ground Blaster - [[image:qcf.gif]] + [[image:b.gif]] - 20% Spirit


Cross Diving - [[image:hcf.gif]] + [[image:a.gif]] - 20% Spirit


Close HK.  
Spinning Lancer - [[image:bk.gif]][[image:hcb.gif]] + [[image:b.gif]] - 20% Spirit


Mr. Big takes both of his sticks, then thrusts them upwards. While this normal makes a solid anti-air especially against neutral jumping opponents, there is one major con about this normal - it will whiff against all characters except for Mr. Big if they’re crouching.
Drum Shot - [[image:db.gif]][[image:fd.gif]] + [[image:a.gif]] - 25% Spirit


'''Super Move'''


Far HK.  
Blaster Wave - [[image:hcf.gif]][[image:bk.gif]] + [[image:a.gif]] - 75% Spirit


Mr. Big steps in place, then does a far-reaching poke with one of his sticks. Has slightly more range than his 5 LP, 5 HP and 5 LK. This is Mr. Big’s best standing poke because this, alongside his 5 C + A (Throw + Punch) and 5 C + B (Throw + Kick) are his three only standing normals that can hit every character in the game whether they’re crouching or standing.
''Desperation Move''


Rising Spear - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] - 75% Spirit


Close 4/6 Throw Button.
==Normals==
 
===Standing Normals===
Mr. Big lifts the opponent up then throws them across the screen. Whether it was a front throw or back throw, Mr. Big will always throw the opponent backwards.
====5LP====
 
{{FrameDataCargo-AOF2
 
| moveId = big_5lp
Far Throw Button (If punch was the last normal used).
| description = Big, pretty damaging mid poke. Whiffs on every croucher except Ryo, Robert, Takuma, Jack, and himself. Good to chuck out regardless due to its high range.
 
}}
Same as 5 LP.
 
 
Far Throw Button (If Kick was the last normal used).
 
Same as 5 LK.
 
 
5 C + A (Throw + Punch).
 
Mr. Big does an uppercut. Useful as an anti-air and not much else.
 
 
5 C + B (Throw + Kick).
 
Mr. Big bends over, puts his sticks together in an x-shape, then thrusts them at a downward angle. Has range of about 1/3 of screen. This is also one of Mr. Big’s only three normals that hit low.


====5LK====
{{FrameDataCargo-AOF2
| moveId = big_5lk
| description = Identical to 5LP in every way except the animation. Interchangeable.
}}


2 LP / 2 LK / 2 Throw (Punch Version) / 2 Throw (Kick Version).
====5HP====
{{FrameDataCargo-AOF2
| moveId = big_5hp
| description = 5LP and 5LK stapled together. Same range as both, 2 more damage, and a longer animation. Stick to 5LP and 5LK.
}}


While knelling, Mr. Big thrusts both of his sticks forward. Has range of about 1/3 of screen. This is easily Mr. Big’s best crouching poke because of its good range, quick recovery, and the fact that it can't be ducked by anyone.  
====cl.HK====
{{FrameDataCargo-AOF2
| moveId = big_clhk
| description = Kinda slow punish starter, but Low Attack is a better punisher due to the range and speed. Possible anti-air, but Uppercut is preferred.
}}


====f.HK====
{{FrameDataCargo-AOF2
| moveId = big_fhk
| description = Really sluggish poke with the same range as lights. Use lights instead.
}}


2 HP / 2 HK.  
===Crouching Normals===
====2L====
{{FrameDataCargo-AOF2
| moveId = big_2l
| description = Same great frame data and range of 5LP, but now it's a low. Another great poke.
}}


While crouching, Mr. Big performs a downward sweeping motion using one of his sticks. Knocks down on hit. Has noticeably less range than his 2 LP / 2 LK normal.  
====2H====
{{FrameDataCargo-AOF2
| moveId = big_2h
| description = Smaller than 2L. Hypothetically useful as a counterpoke due to the disjoint and KD that can set up a throw loop, but you could also just keep pressing 2L and 5LP.
}}


===Jumping Normals===
====j.L====
{{FrameDataCargo-AOF2
| moveId = big_jl
| description = Active until you land, making it a great non-committal method of occupying a lot of screen space.
}}


Jump LP / Jump LK / Jump Throw (Punch Version) / Jump Throw (Kick Version).  
====j.H====
{{FrameDataCargo-AOF2
| moveId = big_jh
| description = Better than jL if you plan on landing on the opponent, since this hits deeper and you can combo after it. Aside from that, though, jL is ideal.
}}


While airborne, Mr. Big extends one of his sticks at a downward angle. This is Mr. Big’s best air-to-air for its long active frames.  
==System Mechanics==
===Uppercut===
{{FrameDataCargo-AOF2
| moveId = big_uppercut
| description = Big's best anti-air. Pretty fast and has a good hitbox.
}}


===Low Attack===
{{FrameDataCargo-AOF2
| moveId = big_lowattack
| description = Low with the same range as 2L, except this one converts into Cross Diving from any range. You can't hitconfirm this, though, so this is either guesswork or a punish.
}}


Jump HP / Jump HK.  
===Throw===
{{FrameDataCargo-AOF2
| moveId = big_throw
| description = Big has more than enough time to dash up and throw you again on hit and even on tech (vs some characters, at least; we're still testing for how different tech speeds interact with this loop). Since you can grab people a couple frames before they're actionable on wakeup in this game, this allows Big to put you in guaranteed checkmate situation via throw loop.
}}


While in the air, Mr. Big strikes downward using both of his batons.
===Taunt===
This is Mr. Big’s best jump-in because it hits deeper than his Jump lights.  
{{FrameDataCargo-AOF2
| moveId = big_taunt
| description = Same frame data and Spirit drain as other throws. Taunting can be useful in neutral to deny your opponent resources.
}}


==Special Moves==
==Special Moves==
===Ground Blaster===
{{FrameDataCargo-AOF2
| moveId = big_236b
| description = Costs 20% Spirit.


'''Ground Blaster ''' - 236 K.  
Great fireball. Extremely good frame data compared to the competition, and even knocks down! The knockdown is plus enough that you can dash up into a throw loop as well, making this a scary option to represent.


Mr. Big takes one of his sticks and uses it like a match to light a projectile that slides along the ground across the screen. Knocks down on hit.  Costs 20% of spirit to execute.  
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 13 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
}}


===Cross Diving===
{{FrameDataCargo-AOF2
| moveId = big_41236a
| description = Costs 20% Spirit.


'''Cross Diving''' - 41236 P.  
Extremely fast lunge - goes the entire length of the screen by *frame 13.* On hit, it knocks down into a throw loop as well. Due to how awful it is on block there isn't much benefit to it in neutral compared to sticking to the usual jabs and Ground Blaster. It has some utility as a whiff punish vs faraway opponents or a block punish vs moves which are minus, but used from a space where punishing them is tricky.


Mr. Big does a psycho crusher across the screen.  Makes for a good poking tool, low crusher, and whiff punisher. The only problem is that unless done from its max range it’s pretty unsafe on block. knocks down on hit. Costs 20% of spirit to execute.  
At low Spirit, Big will only dive halfscreen, and the move will do 13 damage. This basically removes every upside of the move. Don't use it in this state.
}}


===Spinning Lancer===
{{FrameDataCargo-AOF2
| moveId = big_463214b
| description = Costs 20% Spirit.


'''Spinning Lancer''' - 463214 K.  
Very funny looking but unfortunately useless move. A 30f mid with poor range doesn't have much to do in any stage of the battle. It being +7 on block might sound appealing, but that frame data is on the third hit; the second and third hits actually have a massive gap between each other on block, letting the enemy jump over the final hit and smack Big with their finest jump-in combo. This is, of course, very bad, and leaves the move with no utility.


Mr. Big puts his two sticks together to form a staff, and does a spinning attack with the staff. good luck using this special without getting counter hit because the startup is ridiculously long… Costs 20% of spirit to execute.  
At low Spirit, this special's damage is reduced to 13. While mostly unscathed, the move wasn't good before, so you still don't want to use it much in this situation.
}}


===Drum Shot===
{{FrameDataCargo-AOF2
| moveId = big_16a
| description = Costs 25% Spirit.


'''Drum Shot''' - 1 6 P.  
Travels slower than Cross Diving and does the same damage, meaning there isn't much use to it in most situations. You can actually combo off point-blank 5LP/5LK/2L with this, and Cross Diving won't combo there. However, you can't hitconfirm this, and Low Attack > Cross Diving is a more rewarding punish, so this is exclusively a punish to moves that are -3~-5 and leave the enemy point-blank.


Mr. Big hunches his back, then goes running across the screen. Once he comes in contact with the opponent, he’ll use his sticks to beat on them. Knocks down on hit. Costs 25% of spirit to execute.  
At low Spirit, Big will only dive halfscreen, and the move will do 8 damage. You shouldn't use this.
}}


==Super Move==
==Super Move==
===Blaster Wave===
{{FrameDataCargo-AOF2
| moveId = big_412364a
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit.


'''Blaster Wave''' - 412364 P. 
Too slow to check anything, takes a long time to extend to its max range, and is easily jumpable for a large punish. Not much to do with it aside from chip kills.
 
}}
Mr. Big emits two bolts of lighting from his sticks. The effective range of this super is about 3/4 of screen, making this a viable poke or whiff punisher. Knocks down on hit. Costs 75% of spirit gauge to execute.
 
==Hidden Super Move/Desperation Move==
 
'''Rising Spear''' - 2363214 P.
 
Mr. Big scoops the opponent, sending them airborne,  then starts poking the living hell out of them. it's a command grab, and a quick one too, meaning you can use it to punish a lot of moves if blocked up close. Like all hidden supers, You are able to do your hidden secret move only after the contour of your life bar starts blinking from losing most (80% or more) of your health and costs 75% of your spirit gauge to perform.  
 
==Combos==
 
Deep jump-In HP, 5 HP
 
 
Close HK xx 41236 P
 
while this is possible, don't expect to pull this off in an actual match.
 
==Strengths And Weaknesses==
 
Strengths:
 
Weaknesses:
 
==Additional Notes==


Mr. Big is one of the two characters in the game who cannot wall jump.
==Desperation Move==
===Rising Spear===
{{FrameDataCargo-AOF2
| moveId = big_2363214a
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.


A unique DM that's uniquely easy to set up. Due to being an unblockable strike with much less startup than other DMs, you can apply this in a lot of situations; in particular, clHK and Low Attack can combo into it on hit and true blockstring into it on block. You can also slip it in after virtually any hit you land within its range, or as a meaty after a KD.
}}


{{Navbox AOF2}}
{{Navbox AOF2}}

Latest revision as of 00:06, 30 June 2024

Art of Fighting 2

OverviewStrategyDataCombos

Story

Mr. Big has been involved with the mob for as long as he can remember. He made it big in Southtown, a city as seedy and corrupt as he is. Rather than pay tribute to Geese Howard, boss of all organized crime in town, Mr. Big joined Geese's organization, and quickly rose to become his right-hand man.

While Geese was out of town on business, he left Big in charge. Big secretly feared Takuma Sakazaki, the master of Kyokugenryu Karate, so he ordered the kidnapping of Takuma's daughter, Yuri, and threatened Takuma into working for him. Unfortunately, the plan backfired when Ryo Sakazaki and Robert Garcia fought their way through Southtown's crime to find both of them, beating Big senseless to rescue Yuri and Takuma.

Big pondered informing Geese of the incident upon his return, but Geese soon grew embroiled in a situation involving the Bogard brothers, and Big wisely kept his mouth shut.

Introduction

Big will only take 80% of the damage dealt to him once he dips below 75% health, non-inclusive, and will only take 70% of the damage dealt to him once he dips below 50% health, non-inclusive. This makes him a uniquely tanky character in a game with mostly-universal health. Aside from that, Big is a powerhouse with great space control, a uniquely strong low-profile forward dash, and devastating throw loops.


Strengths Weaknesses
  • More effective health than all but 1 other character
  • Forward dash low profiles many pokes
  • Low Attack and Cross Diving allows Big to punish some moves that are normally safe due to spacing
  • Throw loops that keep going even if you tech vs some characters
  • A neutral menace with powerful pokes and a great fireball
  • Very easy DM to set up
  • One of the only characters who can't walljump
  • Struggles to combo, and can't really hitconfirm

Colors

Movelist

Special Moves

Ground Blaster - + - 20% Spirit

Cross Diving - + - 20% Spirit

Spinning Lancer - + - 20% Spirit

Drum Shot - + - 25% Spirit

Super Move

Blaster Wave - + - 75% Spirit

Desperation Move

Rising Spear - + - 75% Spirit

Normals

Standing Normals

5LP

5LP
5A
5A


NO IMAGE FOUND

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 3 4 9 -2 0 -

Big, pretty damaging mid poke. Whiffs on every croucher except Ryo, Robert, Takuma, Jack, and himself. Good to chuck out regardless due to its high range.

5LK

5LK
5B
5B


NO IMAGE FOUND

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 3 4 9 -2 0 -

Identical to 5LP in every way except the animation. Interchangeable.

5HP

5HP
5[A]
5[A]


NO IMAGE FOUND

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.
6,6 Mid Yes 3 4(2)4 11 -4 -8 -

5LP and 5LK stapled together. Same range as both, 2 more damage, and a longer animation. Stick to 5LP and 5LK.

cl.HK

Close HK
5[B]
5[B]


NO IMAGE FOUND

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.
18 Mid Yes 9 6 12 +3 -1 -

Kinda slow punish starter, but Low Attack is a better punisher due to the range and speed. Possible anti-air, but Uppercut is preferred.

f.HK

Far HK
5[B]
5[B]


NO IMAGE FOUND

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 Mid Yes 15 8 13 -10 -14 -

Really sluggish poke with the same range as lights. Use lights instead.

Crouching Normals

2L

2L
2A/2B
2A/2B


NO IMAGE FOUND

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 9 -2 0 -

Same great frame data and range of 5LP, but now it's a low. Another great poke.

2H

2H
2[A]/2[B]
2[A]/2[B]


NO IMAGE FOUND

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 10 2 14 +46 (KD) -5 -

Smaller than 2L. Hypothetically useful as a counterpoke due to the disjoint and KD that can set up a throw loop, but you could also just keep pressing 2L and 5LP.

Jumping Normals

j.L

j.L
j.A/j.B
j.A/j.B


NO IMAGE FOUND

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 13 Until landing 7 on ground N/A N/A -

Active until you land, making it a great non-committal method of occupying a lot of screen space.

j.H

j.H
j.[A]/j.[B]
j.[A]/j.[B]


NO IMAGE FOUND

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 High No 10 12 7 on ground N/A N/A -

Better than jL if you plan on landing on the opponent, since this hits deeper and you can combo after it. Aside from that, though, jL is ideal.

System Mechanics

Uppercut

Uppercut
AC
AC


NO IMAGE FOUND

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.
18 Mid Yes 7 10 11 +90 (KD) -8 -

Big's best anti-air. Pretty fast and has a good hitbox.

Low Attack

Low Attack
BC
BC


NO IMAGE FOUND

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 Low Yes 6 6 5 +10 +6 -

Low with the same range as 2L, except this one converts into Cross Diving from any range. You can't hitconfirm this, though, so this is either guesswork or a punish.

Throw

Throw
6/4 C
6/4 C


NO IMAGE FOUND

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 No 1 1 0 +65 (KD) N/A -

Big has more than enough time to dash up and throw you again on hit and even on tech (vs some characters, at least; we're still testing for how different tech speeds interact with this loop). Since you can grab people a couple frames before they're actionable on wakeup in this game, this allows Big to put you in guaranteed checkmate situation via throw loop.

Taunt

Taunt
D
D


NO IMAGE FOUND

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 -

Same frame data and Spirit drain as other throws. Taunting can be useful in neutral to deny your opponent resources.

Special Moves

Ground Blaster

Ground Blaster
236B
236B


NO IMAGE FOUND

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 19 Projectile 19 +56 (KD) +5 -

Costs 20% Spirit.

Great fireball. Extremely good frame data compared to the competition, and even knocks down! The knockdown is plus enough that you can dash up into a throw loop as well, making this a scary option to represent.

At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 13 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.

Cross Diving

Cross Diving
41236A
41236A


NO IMAGE FOUND

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.
26 Mid No 7 32 29 +79 (KD) -29 -

Costs 20% Spirit.

Extremely fast lunge - goes the entire length of the screen by *frame 13.* On hit, it knocks down into a throw loop as well. Due to how awful it is on block there isn't much benefit to it in neutral compared to sticking to the usual jabs and Ground Blaster. It has some utility as a whiff punish vs faraway opponents or a block punish vs moves which are minus, but used from a space where punishing them is tricky.

At low Spirit, Big will only dive halfscreen, and the move will do 13 damage. This basically removes every upside of the move. Don't use it in this state.

Spinning Lancer

Spinning Lancer
463214B
463214B


NO IMAGE FOUND

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.
19 Mid No 30 70 4 +105 (KD) +7 -

Costs 20% Spirit.

Very funny looking but unfortunately useless move. A 30f mid with poor range doesn't have much to do in any stage of the battle. It being +7 on block might sound appealing, but that frame data is on the third hit; the second and third hits actually have a massive gap between each other on block, letting the enemy jump over the final hit and smack Big with their finest jump-in combo. This is, of course, very bad, and leaves the move with no utility.

At low Spirit, this special's damage is reduced to 13. While mostly unscathed, the move wasn't good before, so you still don't want to use it much in this situation.

Drum Shot

Drum Shot
16A
16A


NO IMAGE FOUND

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.
26 Mid No 5 25 33 whiff +49 (KD) -49 -

Costs 25% Spirit.

Travels slower than Cross Diving and does the same damage, meaning there isn't much use to it in most situations. You can actually combo off point-blank 5LP/5LK/2L with this, and Cross Diving won't combo there. However, you can't hitconfirm this, and Low Attack > Cross Diving is a more rewarding punish, so this is exclusively a punish to moves that are -3~-5 and leave the enemy point-blank.

At low Spirit, Big will only dive halfscreen, and the move will do 8 damage. You shouldn't use this.

Super Move

Blaster Wave

Blaster Wave
412364A
412364A


NO IMAGE FOUND

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.
51 Mid No 33 47 13 +51 (KD) -16 -

Costs 75% Spirit. Can only be executed with sufficient Spirit.

Too slow to check anything, takes a long time to extend to its max range, and is easily jumpable for a large punish. Not much to do with it aside from chip kills.

Desperation Move

Rising Spear

Rising Spear
2363214A
2363214A


NO IMAGE FOUND

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.
80 Unblockable No 12 8 5 +7 (KD) N/A -

Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.

A unique DM that's uniquely easy to set up. Due to being an unblockable strike with much less startup than other DMs, you can apply this in a lot of situations; in particular, clHK and Low Attack can combo into it on hit and true blockstring into it on block. You can also slip it in after virtually any hit you land within its range, or as a meaty after a KD.

Art of Fighting 2
General

ControlsFAQSystem

Characters

Eiji KisaragiJack TurnerJohn CrawleyKingLee Pai LongMickey RogersMr. BigRobert GarciaRyo SakazakiTakuma SakazakiTemjinYuri Sakazaki