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Art of Fighting 2/Takuma Sakazaki/Data: Difference between revisions

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Bossobee (talk | contribs)
skeleton
 
Bossobee (talk | contribs)
frame data
 
(2 intermediate revisions by the same user not shown)
Line 13: Line 13:
| images = AOF2 Takuma 5LP.png
| images = AOF2 Takuma 5LP.png
| hitboxes = AOF2 Takuma 5LP_Hitbox.png
| hitboxes = AOF2 Takuma 5LP_Hitbox.png
| damage =  
| damage = 6
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = No
| cancel = No
| startup =  
| startup = 3
| active =  
| active = 4
| recovery =  
| recovery = 2
| hitadv =  
| hitadv = +5
| blockadv =  
| blockadv = +7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 33: Line 33:
| images = AOF2 Takuma 5LK.png
| images = AOF2 Takuma 5LK.png
| hitboxes = AOF2 Takuma 5LK_Hitbox.png
| hitboxes = AOF2 Takuma 5LK_Hitbox.png
| damage =  
| damage = 8
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = Yes
| cancel = Yes
| startup =  
| startup = 5
| active =  
| active = 8
| recovery =  
| recovery = 9
| hitadv =  
| hitadv = -2
| blockadv =  
| blockadv = 0
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 53: Line 53:
| images = AOF2 Takuma clHP.png
| images = AOF2 Takuma clHP.png
| hitboxes = AOF2 Takuma clHP_Hitbox.png
| hitboxes = AOF2 Takuma clHP_Hitbox.png
| damage =  
| damage = 16
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = Yes
| cancel = Yes
| startup =  
| startup = 4
| active =  
| active = 6
| recovery =  
| recovery = 7
| hitadv =  
| hitadv = +8
| blockadv =  
| blockadv = +4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 71: Line 71:
| name = Far HP
| name = Far HP
| input = 5[A]
| input = 5[A]
| images = AOF2 Takuma fHP.png
| images = AOF2 Takuma fLK.png
| hitboxes = AOF2 Takuma fHP_Hitbox.png
| hitboxes = AOF2 Takuma fHP_Hitbox.png
| damage =  
| damage = 18
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = Yes
| cancel = Yes
| startup =  
| startup = 3
| active =  
| active = 6
| recovery =  
| recovery = 17
| hitadv =  
| hitadv = -2
| blockadv =  
| blockadv = -6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 93: Line 93:
| images = AOF2 Takuma clHK.png
| images = AOF2 Takuma clHK.png
| hitboxes = AOF2 Takuma clHK_Hitbox.png
| hitboxes = AOF2 Takuma clHK_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = Yes
| cancel = Yes
| startup =  
| startup = 7
| active =  
| active = 8
| recovery =  
| recovery = 9
| hitadv =  
| hitadv = -2
| blockadv =  
| blockadv = -6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 113: Line 113:
| images = AOF2 Takuma fHK.png
| images = AOF2 Takuma fHK.png
| hitboxes = AOF2 Takuma fHK_Hitbox.png
| hitboxes = AOF2 Takuma fHK_Hitbox.png
| damage =  
| damage = 22
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = Yes
| cancel = Yes
| startup =  
| startup = 5
| active =  
| active = 8
| recovery =  
| recovery = 21
| hitadv =  
| hitadv = -6
| blockadv =  
| blockadv = -10
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 134: Line 134:
| images = AOF2 Takuma 2LP.png
| images = AOF2 Takuma 2LP.png
| hitboxes = AOF2 Takuma 2LP_Hitbox.png
| hitboxes = AOF2 Takuma 2LP_Hitbox.png
| damage =  
| damage = 6
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = No
| cancel = No
| startup =  
| startup = 3
| active =  
| active = 4
| recovery =  
| recovery = 2
| hitadv =  
| hitadv = +5
| blockadv =  
| blockadv = +7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 159: Line 159:
| guard = Low
| guard = Low
| cancel = No
| cancel = No
| startup =  
| startup = 3
| active =  
| active = 2
| recovery =  
| recovery = 3
| hitadv =  
| hitadv = +4
| blockadv =  
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 174: Line 174:
| images = AOF2 Takuma 2HP.png
| images = AOF2 Takuma 2HP.png
| hitboxes = AOF2 Takuma 2HP_Hitbox.png
| hitboxes = AOF2 Takuma 2HP_Hitbox.png
| damage =  
| damage = 11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = Yes
| cancel = Yes
| startup =  
| startup = 5
| active =  
| active = 11
| recovery =  
| recovery = 12
| hitadv =  
| hitadv = -13
| blockadv =  
| blockadv = -17
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 194: Line 194:
| images = AOF2 Takuma 2HK.png
| images = AOF2 Takuma 2HK.png
| hitboxes = AOF2 Takuma 2HK_Hitbox.png
| hitboxes = AOF2 Takuma 2HK_Hitbox.png
| damage =  
| damage = 18
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = Yes
| cancel = Yes
| startup =  
| startup = 7
| active =  
| active = 12
| recovery =  
| recovery = 17
| hitadv =  
| hitadv = +43 (KD)
| blockadv =  
| blockadv = -6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 215: Line 215:
| images = AOF2 Takuma jLP.png
| images = AOF2 Takuma jLP.png
| hitboxes = AOF2 Takuma jLP_Hitbox.png
| hitboxes = AOF2 Takuma jLP_Hitbox.png
| damage =  
| damage = 9
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = No
| cancel = No
| startup =  
| startup = 3
| active =  
| active = 12
| recovery = 7 on ground
| recovery = 7 on ground
| hitadv = N/A
| hitadv = N/A
Line 235: Line 235:
| images = AOF2 Takuma jLK.png
| images = AOF2 Takuma jLK.png
| hitboxes = AOF2 Takuma jLK_Hitbox.png
| hitboxes = AOF2 Takuma jLK_Hitbox.png
| damage =  
| damage = 11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = No  
| cancel = No  
| startup =  
| startup = 5
| active =  
| active = 13
| recovery = 7 on ground
| recovery = 7 on ground
| hitadv = N/A
| hitadv = N/A
Line 255: Line 255:
| images = AOF2 Takuma jHP.png
| images = AOF2 Takuma jHP.png
| hitboxes = AOF2 Takuma jHP_Hitbox.png
| hitboxes = AOF2 Takuma jHP_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High
| guard = High
| cancel = No
| cancel = No
| startup =  
| startup = 3
| active =  
| active = 12
| recovery = 7 on ground
| recovery = 7 on ground
| hitadv = N/A
| hitadv = N/A
Line 275: Line 275:
| images = AOF2 Takuma jHK.png
| images = AOF2 Takuma jHK.png
| hitboxes = AOF2 Takuma jHK_Hitbox.png
| hitboxes = AOF2 Takuma jHK_Hitbox.png
| damage =  
| damage = 19
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = High  
| guard = High  
| cancel = No
| cancel = No
| startup =  
| startup = 7
| active =  
| active = 12
| recovery = 7 on ground
| recovery = 7 on ground
| hitadv = N/A
| hitadv = N/A
Line 297: Line 297:
| images = AOF2 Takuma 2HP.png
| images = AOF2 Takuma 2HP.png
| hitboxes = AOF2 Takuma 2HP_Hitbox.png
| hitboxes = AOF2 Takuma 2HP_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = Yes
| cancel = Yes
| startup =  
| startup = 5
| active =  
| active = 9
| recovery =  
| recovery = 8
| hitadv =  
| hitadv = +94 (KD)
| blockadv =  
| blockadv = -4
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 317: Line 317:
| images = AOF2 Takuma LowAttack.png
| images = AOF2 Takuma LowAttack.png
| hitboxes = AOF2 Takuma LowAttack_Hitbox.png
| hitboxes = AOF2 Takuma LowAttack_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Low
| guard = Low
| cancel = Yes
| cancel = Yes
| startup =  
| startup = 7
| active =  
| active = 8
| recovery =  
| recovery = 24
| hitadv =  
| hitadv = +36 (KD)
| blockadv =  
| blockadv = -15
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 337: Line 337:
| images = AOF2 Takuma Throw.png
| images = AOF2 Takuma Throw.png
| hitboxes = AOF2 Takuma Throw_Hitbox.png
| hitboxes = AOF2 Takuma Throw_Hitbox.png
| damage =  
| damage = 30
| counter =  
| counter =  
| stun  =  
| stun  =  
Line 345: Line 345:
| active = 1
| active = 1
| recovery = 0
| recovery = 0
| hitadv =  
| hitadv = +44 (KD)
| blockadv = N/A
| blockadv = N/A
| invul =  
| invul =  
Line 364: Line 364:
| startup = 1
| startup = 1
| active = 0
| active = 0
| recovery =  
| recovery = 49
| hitadv = N/A
| hitadv = N/A
| blockadv = N/A
| blockadv = N/A
Line 379: Line 379:
| images = AOF2 Takuma 236A.png
| images = AOF2 Takuma 236A.png
| hitboxes = AOF2 Takuma 236A_Hitbox.png
| hitboxes = AOF2 Takuma 236A_Hitbox.png
| damage =  
| damage = 29
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = No
| cancel = No
| startup =  
| startup = 21
| active = Projectile
| active = Projectile
| recovery =  
| recovery = 31
| hitadv =  
| hitadv = -3
| blockadv =  
| blockadv = -7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 399: Line 399:
| images = AOF2 Takuma 214A.png
| images = AOF2 Takuma 214A.png
| hitboxes = AOF2 Takuma 214A_Hitbox.png
| hitboxes = AOF2 Takuma 214A_Hitbox.png
| damage =  
| damage = 10,10,10,10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = No
| cancel = No
| startup =  
| startup = 3
| active =  
| active = 4(4)6(19)4(6)9
| recovery =  
| recovery = 8
| hitadv =  
| hitadv = 0
| blockadv =  
| blockadv = -6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 426: Line 426:
| startup = 19
| startup = 19
| active = 20
| active = 20
| recovery = 60 hit/block, 30 whiff
| recovery = 42 hit/block, 46 whiff
| hitadv = +49
| hitadv = +67 (KD)
| blockadv = -49
| blockadv = -30
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 455: Line 455:
===Shoran Kyaku===
===Shoran Kyaku===
{{MoveData-AOF2 | character = Takuma Sakazaki | moveId = takuma_63214b
{{MoveData-AOF2 | character = Takuma Sakazaki | moveId = takuma_63214b
| name = Takuma
| name = Shoran Kyaku
| input = 63214B
| input = 63214B
| images = AOF2 Takuma 63214B.png
| images = AOF2 Takuma 63214B.png
| hitboxes = AOF2 Takuma 63214B_Hitbox.png
| hitboxes = AOF2 Takuma 63214B_Hitbox.png
| damage =  
| damage = 32
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = No
| cancel = No
| startup =  
| startup = 7
| active =  
| active = 31
| recovery =  
| recovery = 0
| hitadv =  
| hitadv = +54 (KD)
| blockadv =  
| blockadv = -9
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 481: Line 481:
| images = AOF2 Takuma 641236A.png
| images = AOF2 Takuma 641236A.png
| hitboxes = AOF2 Takuma 641236A_Hitbox.png
| hitboxes = AOF2 Takuma 641236A_Hitbox.png
| damage =  
| damage = 56
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Mid
| guard = Mid
| cancel = No
| cancel = No
| startup =  
| startup = 38
| active = Projectile
| active = Projectile
| recovery =  
| recovery = 60
| hitadv =  
| hitadv = +62 (KD)
| blockadv =  
| blockadv = -36
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 501: Line 501:
| images = AOF2 Takuma 23646AC.png
| images = AOF2 Takuma 23646AC.png
| hitboxes = AOF2 Takuma 23646AC_Hitbox.png
| hitboxes = AOF2 Takuma 23646AC_Hitbox.png
| damage =  
| damage = 80
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard = Unblockable
| guard = Unblockable
| cancel = No  
| cancel = No  
| startup =  
| startup = 39
| active =  
| active = 31
| recovery =  
| recovery = 0
| hitadv =  
| hitadv = +67 (KD)
| blockadv = N/A
| blockadv = N/A
| invul =  
| invul =  

Latest revision as of 17:41, 10 June 2024

Art of Fighting 2

OverviewStrategyDataCombos

Normals

Standing Normals

5LP

Takuma Sakazaki
takuma_5lp
5A
5A
Stand 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 his. 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 when matching the frame range.
6MidNo342+5+7-


5LK

Takuma Sakazaki
takuma_5lk
5B
5B
Stand 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 his. 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 when matching the frame range.
8MidYes589-20-


cl.HP

Takuma Sakazaki
takuma_clhp
5[A]
5[A]
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 his. 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 when matching the frame range.
16MidYes467+8+4-


f.HP

Takuma Sakazaki
takuma_fhp
5[A]
5[A]
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 his. 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 when matching the frame range.
18MidYes3617-2-6-


cl.HK

Takuma Sakazaki
takuma_clhk
5[B]
5[B]
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 his. 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 when matching the frame range.
10MidYes789-2-6-


f.HK

Takuma Sakazaki
takuma_fhk
5[B]
5[B]
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 his. 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 when matching the frame range.
22MidYes5821-6-10-


Crouching Normals

2LP

Takuma Sakazaki
takuma_2lp
2A
2A
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 his. 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 when matching the frame range.
6LowNo342+5+7-


2LK

Takuma Sakazaki
takuma_2lk
2B
2B
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 his. 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 when matching the frame range.
8LowNo323+4+6-


2HP

Takuma Sakazaki
takuma_2hp
2[A]
2[A]
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 his. 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 when matching the frame range.
11LowYes51112-13-17-


2HK

Takuma Sakazaki
takuma_2hk
2[B]
2[B]
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 his. 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 when matching the frame range.
18LowYes71217+43 (KD)-6-


Jumping Normals

j.LP

Takuma Sakazaki
takuma_jlp
j.A
j.A
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 his. 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 when matching the frame range.
9HighNo3127 on groundN/AN/A-


j.LK

Takuma Sakazaki
takuma_jlk
j.B
j.B
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 his. 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 when matching the frame range.
11HighNo5137 on groundN/AN/A-


j.HP

Takuma Sakazaki
takuma_jhp
j.[A]
j.[A]
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 his. 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 when matching the frame range.
10HighNo3127 on groundN/AN/A-


j.HK

Takuma Sakazaki
takuma_jhk
j.[B]
j.[B]
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 his. 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 when matching the frame range.
19HighNo7127 on groundN/AN/A-


System Mechanics

Uppercut

Takuma Sakazaki
takuma_uppercut
AC
AC
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 his. 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 when matching the frame range.
10MidYes598+94 (KD)-4-


Low Attack

Takuma Sakazaki
takuma_lowattack
BC
BC
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 his. 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 when matching the frame range.
10LowYes7824+36 (KD)-15-


Throw

Takuma Sakazaki
takuma_throw
6/4 C
6/4 C
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 his. 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 when matching the frame range.
30ThrowNo110+44 (KD)N/A-


Taunt

Takuma Sakazaki
takuma_taunt
D
D
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 his. 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 when matching the frame range.
0N/ANo1049N/AN/A-


Specials

Ko-Oh Ken

Takuma Sakazaki
takuma_236a
236A
236A
Ko-Oh Ken
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 his. 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 when matching the frame range.
29MidNo21Projectile31-3-7-


Kishin Geki

Takuma Sakazaki
takuma_214a
214A
214A
Kishin Geki
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 his. 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 when matching the frame range.
10,10,10,10MidNo34(4)6(19)4(6)980-6-


Hien Shippu Kyaku

Takuma Sakazaki
takuma_16b
16B
16B
Hien Shippu Kyaku
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 his. 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 when matching the frame range.
14,14MidNo192042 hit/block, 46 whiff+67 (KD)-30-


Zan Retsu Ken

Takuma Sakazaki
takuma_646a
646A
646A
Zan Retsu Ken
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 his. 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 when matching the frame range.
32MidNo17780 hit/block, 0 whiff+38 (KD)-52-


Shoran Kyaku

Takuma Sakazaki
takuma_63214b
63214B
63214B
Shoran Kyaku
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 his. 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 when matching the frame range.
32MidNo7310+54 (KD)-9-


Supers

Haoh Shikou Ken

Takuma Sakazaki
takuma_641236a
641236A
641236A
Haoh Shikou Ken
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 his. 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 when matching the frame range.
56MidNo38Projectile60+62 (KD)-36-


Ryuko Ranbu

Takuma Sakazaki
takuma_23646ac
23646AC
23646AC
Ryuko Ranbu
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 his. 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 when matching the frame range.
80UnblockableNo39310+67 (KD)N/A-


Art of Fighting 2
General

ControlsFAQSystem

Characters

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