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Art of Fighting 2/Jack Turner/Data: Difference between revisions

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Bossobee (talk | contribs)
skeleton
 
Bossobee (talk | contribs)
frame data finished
 
(3 intermediate revisions by the same user not shown)
Line 12: Line 12:
| images = AOF2 Jack 5LP.png
| images = AOF2 Jack 5LP.png
| hitboxes = AOF2 Jack 5LP_Hitbox.png
| hitboxes = AOF2 Jack 5LP_Hitbox.png
| damage =  
| damage = 7
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 8
| active =  
| active = 4
| recovery =  
| recovery = 4
| hitadv =  
| hitadv = +3
| blockadv =  
| blockadv = +5
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 32: Line 32:
| images = AOF2 Jack 5LK.png
| images = AOF2 Jack 5LK.png
| hitboxes = AOF2 Jack 5LK_Hitbox.png
| hitboxes = AOF2 Jack 5LK_Hitbox.png
| damage =  
| damage = 13
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 9
| active =  
| active = 8
| recovery =  
| recovery = 10
| hitadv =  
| hitadv = -3
| blockadv =  
| blockadv = -1
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 52: Line 52:
| images = AOF2 Jack clHP.png
| images = AOF2 Jack clHP.png
| hitboxes = AOF2 Jack clHP_Hitbox.png
| hitboxes = AOF2 Jack clHP_Hitbox.png
| damage =  
| damage = 21
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 9
| active =  
| active = 5
| recovery =  
| recovery = 13
| hitadv =  
| hitadv = +2
| blockadv =  
| blockadv = -2
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 72: Line 72:
| images = AOF2 Jack fHP.png
| images = AOF2 Jack fHP.png
| hitboxes = AOF2 Jack fHP_Hitbox.png
| hitboxes = AOF2 Jack fHP_Hitbox.png
| damage =  
| damage = 21
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 11
| active =  
| active = 6
| recovery =  
| recovery = 27
| hitadv =  
| hitadv = -12
| blockadv =  
| blockadv = -16
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 92: Line 92:
| images = AOF2 Jack 5HK.png
| images = AOF2 Jack 5HK.png
| hitboxes = AOF2 Jack 5HK_Hitbox.png
| hitboxes = AOF2 Jack 5HK_Hitbox.png
| damage =  
| damage = 21
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 7
| active =  
| active = 8
| recovery =  
| recovery = 11
| hitadv =  
| hitadv = -4
| blockadv =  
| blockadv = -8
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 113: Line 113:
| images = AOF2 Jack 2LP.png
| images = AOF2 Jack 2LP.png
| hitboxes = AOF2 Jack 2LP_Hitbox.png
| hitboxes = AOF2 Jack 2LP_Hitbox.png
| damage =  
| damage = 7
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 7
| active =  
| active = 6
| recovery =  
| recovery = 4
| hitadv =  
| hitadv = +3
| blockadv =  
| blockadv = +5
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 133: Line 133:
| images = AOF2 Jack 2LK.png
| images = AOF2 Jack 2LK.png
| hitboxes = AOF2 Jack 2LK_Hitbox.png
| hitboxes = AOF2 Jack 2LK_Hitbox.png
| damage =  
| damage = 13
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 9
| active =  
| active = 6
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +2
| blockadv =  
| blockadv = +4
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 153: Line 153:
| images = AOF2 Jack 2HP.png
| images = AOF2 Jack 2HP.png
| hitboxes = AOF2 Jack 2HP_Hitbox.png
| hitboxes = AOF2 Jack 2HP_Hitbox.png
| damage =  
| damage = 19
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 9
| active =  
| active = 20
| recovery =  
| recovery = 9
| hitadv =  
| hitadv = -11
| blockadv =  
| blockadv = -15
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 173: Line 173:
| images = AOF2 Jack 2LK.png
| images = AOF2 Jack 2LK.png
| hitboxes = AOF2 Jack 2LK_Hitbox.png
| hitboxes = AOF2 Jack 2LK_Hitbox.png
| damage =  
| damage = 21
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 7
| active =  
| active = 8
| recovery =  
| recovery = 13
| hitadv =  
| hitadv = +47 (KD)
| blockadv =  
| blockadv = -2
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 194: Line 194:
| images = AOF2 Jack jLP.png
| images = AOF2 Jack jLP.png
| hitboxes = AOF2 Jack jLP_Hitbox.png
| hitboxes = AOF2 Jack jLP_Hitbox.png
| damage =  
| damage = 18
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 11
| active =  
| active = Until landing
| recovery =  
| recovery = 13 on ground
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 214: Line 214:
| images = AOF2 Jack jLK.png
| images = AOF2 Jack jLK.png
| hitboxes = AOF2 Jack jLK_Hitbox.png
| hitboxes = AOF2 Jack jLK_Hitbox.png
| damage =  
| damage = 13
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 5
| active =  
| active = 16
| recovery =  
| recovery = 4 on ground
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 234: Line 234:
| images = AOF2 Jack jHP.png
| images = AOF2 Jack jHP.png
| hitboxes = AOF2 Jack jHP_Hitbox.png
| hitboxes = AOF2 Jack jHP_Hitbox.png
| damage =  
| damage = 22
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 7
| active =  
| active = until landing
| recovery =  
| recovery = 39 on ground
| hitadv =  
| hitadv = KD
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 254: Line 254:
| images = AOF2 Jack jHK.png
| images = AOF2 Jack jHK.png
| hitboxes = AOF2 Jack jHK_Hitbox.png
| hitboxes = AOF2 Jack jHK_Hitbox.png
| damage =  
| damage = 21
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 9
| active =  
| active = Until landing
| recovery =  
| recovery = 59 on ground
| hitadv =  
| hitadv = KD
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 275: Line 275:
| images = AOF2 Jack Uppercut.png
| images = AOF2 Jack Uppercut.png
| hitboxes = AOF2 Jack Uppercut_Hitbox.png
| hitboxes = AOF2 Jack Uppercut_Hitbox.png
| damage =  
| damage = 13
| counter =
| stun  =
| guard = Mid
| cancel = Yes
| startup = 5
| active = 13
| recovery = 13
| hitadv = +87 (KD)
| blockadv = -11
| invul =
| display  = 200px
}}
 
====Close Low Attack====
{{MoveData-AOF2 | character = Jack Turner | moveId = jack_closelowattack
| name = Close Low Attack
| input = BC
| images = AOF2 Jack CloseLowAttack.png
| hitboxes = AOF2 Jack CloseLowAttack_Hitbox.png
| damage = 19
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 5
| active =  
| active = 4
| recovery =  
| recovery = 23
| hitadv =  
| hitadv = +37 (KD)
| blockadv =  
| blockadv = -12
| invul =
| invul =
| display  = 200px
| display  = 200px
}}
}}


====Low Attack====
====Far Low Attack====
{{MoveData-AOF2 | character = Jack Turner | moveId = jack_lowattack
{{MoveData-AOF2 | character = Jack Turner | moveId = jack_lowattack
| name = Low Attack
| name = Far Low Attack
| input = BC
| input = BC
| images = AOF2 Jack LowAttack.png
| images = AOF2 Jack LowAttack.png
| hitboxes = AOF2 Jack LowAttack_Hitbox.png
| hitboxes = AOF2 Jack LowAttack_Hitbox.png
| damage =  
| damage = 22
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 23
| active =  
| active = 19
| recovery =  
| recovery = 9
| hitadv =  
| hitadv = -11~+6
| blockadv =  
| blockadv = -15~+2
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 315: Line 335:
| images = AOF2 Jack Throw.png
| images = AOF2 Jack Throw.png
| hitboxes = AOF2 Jack Throw_Hitbox.png
| hitboxes = AOF2 Jack Throw_Hitbox.png
| damage =  
| damage = 24
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Throw
| cancel =  
| cancel = No
| startup =  
| startup = 1
| active =  
| active = 1
| recovery =  
| recovery = 0
| hitadv =  
| hitadv = +54 (KD)
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 335: Line 355:
| images = AOF2 Jack AirThrow.png
| images = AOF2 Jack AirThrow.png
| hitboxes = AOF2 Jack AirThrow_Hitbox.png
| hitboxes = AOF2 Jack AirThrow_Hitbox.png
| damage =  
| damage = 24
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Throw
| cancel =  
| cancel = No
| startup =  
| startup = 1
| active =  
| active = 1
| recovery =  
| recovery = 0
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 353: Line 373:
| name = Taunt
| name = Taunt
| input = D
| input = D
| images = AOF2 Jack .png
| images = AOF2 Jack Taunt.png
| hitboxes = AOF2 Jack _Hitbox.png
| hitboxes = AOF2 Jack Taunt_Hitbox.png
| damage = 0
| damage = 0
| counter =  
| counter =  
Line 362: Line 382:
| startup = 1
| startup = 1
| active = 0
| active = 0
| recovery =  
| recovery = 49
| hitadv = N/A
| hitadv = N/A
| blockadv = N/A
| blockadv = N/A
Line 376: Line 396:
| images = AOF2 Jack 236A.png
| images = AOF2 Jack 236A.png
| hitboxes = AOF2 Jack 236A_Hitbox.png
| hitboxes = AOF2 Jack 236A_Hitbox.png
| damage =  
| damage = 40
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 27
| active =  
| active = 24
| recovery =  
| recovery = 8
| hitadv =  
| hitadv = -8
| blockadv =  
| blockadv = -4
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 396: Line 416:
| images = AOF2 Jack 214A.png
| images = AOF2 Jack 214A.png
| hitboxes = AOF2 Jack 214A_Hitbox.png
| hitboxes = AOF2 Jack 214A_Hitbox.png
| damage =  
| damage = 8,8,8,8
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 8
| active =  
| active = 4(10)6(15)12(21)19
| recovery =  
| recovery = 10
| hitadv =  
| hitadv = -13
| blockadv =  
| blockadv = -19
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 416: Line 436:
| images = AOF2 Jack 646A.png
| images = AOF2 Jack 646A.png
| hitboxes = AOF2 Jack 646A_Hitbox.png
| hitboxes = AOF2 Jack 646A_Hitbox.png
| damage =  
| damage = 40
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 35
| active =  
| active = 6
| recovery =  
| recovery = 13
| hitadv =  
| hitadv = +2
| blockadv =  
| blockadv = -2
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 436: Line 456:
| images = AOF2 Jack 16B.png
| images = AOF2 Jack 16B.png
| hitboxes = AOF2 Jack 16B_Hitbox.png
| hitboxes = AOF2 Jack 16B_Hitbox.png
| damage =  
| damage = 33
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 12
| active =  
| active = 29
| recovery =  
| recovery = 59
| hitadv =  
| hitadv = +27 (KD)
| blockadv =  
| blockadv = -80
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 456: Line 476:
| images = AOF2 Jack 646B.png
| images = AOF2 Jack 646B.png
| hitboxes = AOF2 Jack 646B_Hitbox.png
| hitboxes = AOF2 Jack 646B_Hitbox.png
| damage =  
| damage = 30
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Throw
| cancel =  
| cancel = No
| startup =  
| startup = 1
| active =  
| active = 1
| recovery =  
| recovery = 0
| hitadv =  
| hitadv = +13 (KD)
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 477: Line 497:
| images = AOF2 Jack 463214B.png
| images = AOF2 Jack 463214B.png
| hitboxes = AOF2 Jack 463214B_Hitbox.png
| hitboxes = AOF2 Jack 463214B_Hitbox.png
| damage =  
| damage = 18,18,18
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 19
| active =  
| active = 22
| recovery =  
| recovery = 49
| hitadv =  
| hitadv = +53 (KD)
| blockadv =  
| blockadv = -47
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 497: Line 517:
| images = AOF2 Jack 63214A.png
| images = AOF2 Jack 63214A.png
| hitboxes = AOF2 Jack 63214A_Hitbox.png
| hitboxes = AOF2 Jack 63214A_Hitbox.png
| damage =  
| damage = 80
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Unblockable
| cancel =  
| cancel = No
| startup =  
| startup = 1
| active =  
| active = 1
| recovery =  
| recovery = 0
| hitadv =  
| hitadv = -13
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px

Latest revision as of 01:17, 14 June 2024

Art of Fighting 2

OverviewStrategyDataCombos

Normals

Standing Normals

5LP

Jack Turner
jack_5lp
5A
5A
5LP
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two 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.
7MidYes844+3+5-


5LK

Jack Turner
jack_5lk
5B
5B
5LK
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two 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.
13MidYes9810-3-1-


clHP

Jack Turner
jack_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.
21MidYes9513+2-2-


fHP

Jack Turner
jack_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.
21MidYes11627-12-16-


5HK

Jack Turner
jack_5hk
5[B]
5[B]
5HK
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.
21MidYes7811-4-8-


Crouching Normals

2LP

Jack Turner
jack_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.
7LowYes764+3+5-


2LK

Jack Turner
jack_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.
13LowYes965+2+4-


2HP

Jack Turner
jack_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.
19MidNo9209-11-15-


2HK

Jack Turner
jack_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.
21LowYes7813+47 (KD)-2-


Jumping Normals

jLP

Jack Turner
jack_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.
18HighNo11Until landing13 on groundN/AN/A-


jLK

Jack Turner
jack_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.
13HighNo5164 on groundN/AN/A-


jHP

Jack Turner
jack_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.
22HighNo7until landing39 on groundKDN/A-


jHK

Jack Turner
jack_jhk
j.[B]
j.[B]
j.HK
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two 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.
21HighNo9Until landing59 on groundKDN/A-


System Mechanics

Uppercut

Jack Turner
jack_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.
13MidYes51313+87 (KD)-11-


Close Low Attack

Jack Turner
jack_closelowattack
BC
BC
Close 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.
19LowYes5423+37 (KD)-12-


Far Low Attack

Jack Turner
jack_lowattack
BC
BC
Far 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.
22MidNo23199-11~+6-15~+2-


Throw

Jack Turner
jack_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.
24ThrowNo110+54 (KD)N/A-


Air Throw

Jack Turner
jack_airthrow
j.C
j.C
Air 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.
24ThrowNo110N/AN/A-


Taunt

Jack Turner
jack_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

Knuckle Pad

Jack Turner
jack_236a
236A
236A
Knuckle Pad
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.
40MidNo27248-8-4-


Bomber Rush

Jack Turner
jack_214a
214A
214A
Bomber Rush
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.
8,8,8,8MidNo84(10)6(15)12(21)1910-13-19-


Dynamite Lariat

Jack Turner
jack_646a
646A
646A
Dynamite Lariat
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.
40MidNo35613+2-2-


Super Dropkick

Jack Turner
jack_16b
16B
16B
Super Dropkick
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.
33HighNo122959+27 (KD)-80-


Brain Shock

Jack Turner
jack_646b
646B
646B
Brain Shock
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+13 (KD)N/A-


Supers

Super Hip Attack

Jack Turner
jack_463214b
463214B
463214B
Super Hip 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.
18,18,18HighNo192249+53 (KD)-47-


Hell Dive

Jack Turner
jack_63214a
63214A
63214A
Hell Dive
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.
80UnblockableNo110-13N/A-


Art of Fighting 2
General

ControlsFAQSystem

Characters

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