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Art of Fighting 2/Mickey Rogers/Data: Difference between revisions

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Bossobee (talk | contribs)
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Bossobee (talk | contribs)
frame data
 
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Line 12: Line 12:
| images = AOF2 Mickey 5LP.png
| images = AOF2 Mickey 5LP.png
| hitboxes = AOF2 Mickey 5LP_Hitbox.png
| hitboxes = AOF2 Mickey 5LP_Hitbox.png
| damage =  
| damage = 6
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 3
| active =  
| active = 4
| recovery =  
| recovery = 2
| hitadv =  
| hitadv = +5
| blockadv =  
| blockadv = +7
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 32: Line 32:
| images = AOF2 Mickey 5LK.png
| images = AOF2 Mickey 5LK.png
| hitboxes = AOF2 Mickey 5LK_Hitbox.png
| hitboxes = AOF2 Mickey 5LK_Hitbox.png
| damage =  
| damage = 14
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 4
| active =  
| active = 6
| recovery =  
| recovery = 7
| hitadv =  
| hitadv = +8
| blockadv =  
| blockadv = +2
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 52: Line 52:
| images = AOF2 Mickey clHP.png
| images = AOF2 Mickey clHP.png
| hitboxes = AOF2 Mickey clHP_Hitbox.png
| hitboxes = AOF2 Mickey clHP_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 4
| active =  
| active = 9
| recovery =  
| recovery = 3
| hitadv =  
| hitadv = -3
| blockadv =  
| blockadv = -1
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 72: Line 72:
| images = AOF2 Mickey 5LP.png
| images = AOF2 Mickey 5LP.png
| hitboxes = AOF2 Mickey 5LP_Hitbox.png
| hitboxes = AOF2 Mickey 5LP_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 6
| active =  
| active = 5
| recovery =  
| recovery = 3
| hitadv =  
| hitadv = +4
| blockadv =  
| blockadv = +6
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 92: Line 92:
| images = AOF2 Mickey clHK.png
| images = AOF2 Mickey clHK.png
| hitboxes = AOF2 Mickey clHK_Hitbox.png
| hitboxes = AOF2 Mickey clHK_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 8
| active =  
| active = 9
| recovery =  
| recovery = 4
| hitadv =  
| hitadv = -3
| blockadv =  
| blockadv = -1
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 112: Line 112:
| images = AOF2 Mickey 5LK.png
| images = AOF2 Mickey 5LK.png
| hitboxes = AOF2 Mickey 5LK_Hitbox.png
| hitboxes = AOF2 Mickey 5LK_Hitbox.png
| damage =  
| damage = 16
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 11
| active =  
| active = 7
| recovery =  
| recovery = 7
| hitadv =  
| hitadv = +8
| blockadv =  
| blockadv = +4
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 133: Line 133:
| images = AOF2 Mickey 2LP.png
| images = AOF2 Mickey 2LP.png
| hitboxes = AOF2 Mickey 2LP_Hitbox.png
| hitboxes = AOF2 Mickey 2LP_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 3
| active =  
| active = 4
| recovery =  
| recovery = 10
| hitadv =  
| hitadv = -3
| blockadv =  
| blockadv = -1
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 153: Line 153:
| images = AOF2 Mickey 2LK.png
| images = AOF2 Mickey 2LK.png
| hitboxes = AOF2 Mickey 2LK_Hitbox.png
| hitboxes = AOF2 Mickey 2LK_Hitbox.png
| damage =  
| damage = 8
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid?
| cancel =  
| cancel = Yes
| startup =  
| startup = 3
| active =  
| active = 4
| recovery =  
| recovery = 3
| hitadv =  
| hitadv = +4
| blockadv =  
| blockadv = +6
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 173: Line 173:
| images = AOF2 Mickey 2HP.png
| images = AOF2 Mickey 2HP.png
| hitboxes = AOF2 Mickey 2HP_Hitbox.png
| hitboxes = AOF2 Mickey 2HP_Hitbox.png
| damage =  
| damage = 16
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard =  
| cancel =  
| cancel = Yes
| startup =  
| startup = 8
| active =  
| active = 8
| recovery =  
| recovery = 7
| hitadv =  
| hitadv = +3
| blockadv =  
| blockadv = -1
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 193: Line 193:
| images = AOF2 Mickey 2LK.png
| images = AOF2 Mickey 2LK.png
| hitboxes = AOF2 Mickey 2LK_Hitbox.png
| hitboxes = AOF2 Mickey 2LK_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 4
| active =  
| active = 8
| recovery =  
| recovery = 10
| hitadv =  
| hitadv = -8
| blockadv =  
| blockadv = -6
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 211: Line 211:
{{MoveData-AOF2 | character = Mickey Rogers | moveId = mickey_jlp
{{MoveData-AOF2 | character = Mickey Rogers | moveId = mickey_jlp
| name = j.LP
| name = j.LP
| input = j.[A]
| input = j.A
| images = AOF2 Mickey jLP.png
| images = AOF2 Mickey jLP.png
| hitboxes = AOF2 Mickey jLP_Hitbox.png
| hitboxes = AOF2 Mickey jLP_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 5
| active =  
| active = 12
| recovery =  
| recovery = 9 on ground
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 234: Line 234:
| images = AOF2 Mickey jLK.png
| images = AOF2 Mickey jLK.png
| hitboxes = AOF2 Mickey jLK_Hitbox.png
| hitboxes = AOF2 Mickey jLK_Hitbox.png
| damage =  
| damage = 11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 6
| active =  
| active = 12
| recovery =  
| recovery = 9 on ground
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 254: Line 254:
| images = AOF2 Mickey jLP.png
| images = AOF2 Mickey jLP.png
| hitboxes = AOF2 Mickey jLP_Hitbox.png
| hitboxes = AOF2 Mickey jLP_Hitbox.png
| damage =  
| damage = 11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 9
| active =  
| active = 12
| recovery =  
| recovery = 9 on ground
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 274: Line 274:
| images = AOF2 Mickey jLK.png
| images = AOF2 Mickey jLK.png
| hitboxes = AOF2 Mickey jLK_Hitbox.png
| hitboxes = AOF2 Mickey jLK_Hitbox.png
| damage =  
| damage = 13
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 11
| active =  
| active = 12
| recovery =  
| recovery = 9 on ground
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 295: Line 295:
| images = AOF2 Mickey Uppercut.png
| images = AOF2 Mickey Uppercut.png
| hitboxes = AOF2 Mickey Uppercut_Hitbox.png
| hitboxes = AOF2 Mickey Uppercut_Hitbox.png
| damage =  
| damage = 11
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 4
| active =  
| active = 6
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +100 (KD)
| blockadv =  
| blockadv = +2
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 315: Line 315:
| images = AOF2 Mickey LowAttack.png
| images = AOF2 Mickey LowAttack.png
| hitboxes = AOF2 Mickey LowAttack_Hitbox.png
| hitboxes = AOF2 Mickey LowAttack_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 8
| active =  
| active = 5
| recovery =  
| recovery = 7
| hitadv =  
| hitadv = 0
| blockadv =  
| blockadv = +2
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 335: Line 335:
| images = AOF2 Mickey Throw.png
| images = AOF2 Mickey Throw.png
| hitboxes = AOF2 Mickey Throw_Hitbox.png
| hitboxes = AOF2 Mickey Throw_Hitbox.png
| damage =  
| damage = 30
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Throw
| cancel =  
| cancel = N/A
| startup =  
| startup = 1
| active =  
| active = 1
| recovery =  
| recovery = 0
| hitadv =  
| hitadv = +40 (KD)
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 355: Line 355:
| images = AOF2 Mickey Taunt.png
| images = AOF2 Mickey Taunt.png
| hitboxes = AOF2 Mickey Taunt_Hitbox.png
| hitboxes = AOF2 Mickey Taunt_Hitbox.png
| damage =  
| damage = 0
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = N/A
| cancel =  
| cancel = No
| startup =  
| startup = 1
| active =  
| active = 0
| recovery =  
| recovery = 49
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 376: Line 376:
| images = AOF2 Mickey 236A.png
| images = AOF2 Mickey 236A.png
| hitboxes = AOF2 Mickey 236A_Hitbox.png
| hitboxes = AOF2 Mickey 236A_Hitbox.png
| damage =  
| damage = 29
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 19
| active =  
| active = Projectile
| recovery =  
| recovery = 53
| hitadv =  
| hitadv = -23
| blockadv =  
| blockadv = -29
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 396: Line 396:
| images = AOF2 Mickey 236B.png
| images = AOF2 Mickey 236B.png
| hitboxes = AOF2 Mickey 236B_Hitbox.png
| hitboxes = AOF2 Mickey 236B_Hitbox.png
| damage =  
| damage = 29
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = No
| startup =  
| startup = 17
| active =  
| active = Projectile
| recovery =  
| recovery = 29
| hitadv =  
| hitadv = +45 (KD)
| blockadv =  
| blockadv = -6
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 416: Line 416:
| images = AOF2 Mickey 28A.png
| images = AOF2 Mickey 28A.png
| hitboxes = AOF2 Mickey 28A_Hitbox.png
| hitboxes = AOF2 Mickey 28A_Hitbox.png
| damage =  
| damage = 32
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 15
| active =  
| active = 21
| recovery =  
| recovery = 10
| hitadv =  
| hitadv = +91 (KD)
| blockadv =  
| blockadv = -7
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 436: Line 436:
| images = AOF2 Mickey 214A.png
| images = AOF2 Mickey 214A.png
| hitboxes = AOF2 Mickey 214A_Hitbox.png
| hitboxes = AOF2 Mickey 214A_Hitbox.png
| damage =  
| damage = 10,10,10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 3
| active =  
| active = 6(4)5(14)4
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +10
| blockadv =  
| blockadv = +4
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 456: Line 456:
| images = AOF2 Mickey 214AC.png
| images = AOF2 Mickey 214AC.png
| hitboxes = AOF2 Mickey 214AC_Hitbox.png
| hitboxes = AOF2 Mickey 214AC_Hitbox.png
| damage =  
| damage = 10,10,10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 3
| active =  
| active = 3(13)4(14)7
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +5
| blockadv =  
| blockadv = -1
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 476: Line 476:
| images = AOF2 Mickey 214B.png
| images = AOF2 Mickey 214B.png
| hitboxes = AOF2 Mickey 214B_Hitbox.png
| hitboxes = AOF2 Mickey 214B_Hitbox.png
| damage =  
| damage = 32
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 65
| active =  
| active = 26
| recovery =  
| recovery = 7
| hitadv =  
| hitadv = -1
| blockadv =  
| blockadv = -5
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 497: Line 497:
| images = AOF2 Mickey 641236A.png
| images = AOF2 Mickey 641236A.png
| hitboxes = AOF2 Mickey 641236A_Hitbox.png
| hitboxes = AOF2 Mickey 641236A_Hitbox.png
| damage =  
| damage = 33,33
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = first 21, second 39
| active =  
| active = Projectiles
| recovery =  
| recovery = 18
| hitadv =  
| hitadv = +121 (KD)
| blockadv =  
| blockadv = +6
| invul =
| invul =
| display  = 200px
| display  = 200px
Line 517: Line 517:
| images = AOF2 Mickey 21412A.png
| images = AOF2 Mickey 21412A.png
| hitboxes = AOF2 Mickey 21412A_Hitbox.png
| hitboxes = AOF2 Mickey 21412A_Hitbox.png
| damage =  
| damage = 80
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Unblockable
| cancel =  
| cancel = No
| startup =  
| startup = 40
| active =  
| active = 21
| recovery =  
| recovery = 8
| hitadv =  
| hitadv = +102 (KD)
| blockadv =  
| blockadv = N/A
| invul =
| invul =
| display  = 200px
| display  = 200px

Latest revision as of 05:08, 14 June 2024

Art of Fighting 2

OverviewStrategyDataCombos

Normals

Standing Normals

5LP

Mickey Rogers
mickey_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.
6MidNo342+5+7-


5LK

Mickey Rogers
mickey_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.
14MidYes467+8+2-


clHP

Mickey Rogers
mickey_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.
10MidYes493-3-1-


fHP

Mickey Rogers
mickey_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.
10MidYes653+4+6-


clHK

Mickey Rogers
mickey_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.
10MidYes894-3-1-


fHK

Mickey Rogers
mickey_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.
16MidYes1177+8+4-


Crouching Normals

2LP

Mickey Rogers
mickey_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.
10LowYes3410-3-1-


2LK

Mickey Rogers
mickey_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.
8Mid?Yes343+4+6-


2HP

Mickey Rogers
mickey_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.
16-Yes887+3-1-


2HK

Mickey Rogers
mickey_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.
10LowYes4810-8-6-


Jumping Normals

jLP

Mickey Rogers
mickey_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.
10HighNo5129 on groundN/AN/A-


jLK

Mickey Rogers
mickey_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.
11HighNo6129 on groundN/AN/A-


jHP

Mickey Rogers
mickey_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.
11HighNo9129 on groundN/AN/A-


jHK

Mickey Rogers
mickey_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.
13HighNo11129 on groundN/AN/A-


System Mechanics

Uppercut

Mickey Rogers
mickey_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.
11MidYes465+100 (KD)+2-


Low Attack

Mickey Rogers
mickey_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.
10LowYes8570+2-


Throw

Mickey Rogers
mickey_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.
30ThrowN/A110+40 (KD)N/A-


Taunt

Mickey Rogers
mickey_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

Burning Upper

Mickey Rogers
mickey_236a
236A
236A
Burning Upper
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.
29MidNo19Projectile53-23-29-


Rolling Upper

Mickey Rogers
mickey_236b
236B
236B
Rolling Upper
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.
29LowNo17Projectile29+45 (KD)-6-


Crazy Upper

Mickey Rogers
mickey_28a
28A
28A
Crazy Upper
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.
32MidNo152110+91 (KD)-7-


Combination 1

Mickey Rogers
mickey_214a
214A
214A
Combination 1
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.
10,10,10MidNo36(4)5(14)45+10+4-


Combination 2

Mickey Rogers
mickey_214ac
214AC
214AC
Combination 2
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.
10,10,10MidNo33(13)4(14)75+5-1-


Chopping Right

Mickey Rogers
mickey_214b
214B
214B
Chopping Right
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.
32MidNo65267-1-5-


Supers

Planet Gale

Mickey Rogers
mickey_641236a
641236A
641236A
Planet Gale
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.
33,33MidNofirst 21, second 39Projectiles18+121 (KD)+6-


Rush Bomber

Mickey Rogers
mickey_21412a
21412A
21412A
Rush Bomber
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.
80UnblockableNo40218+102 (KD)N/A-


Art of Fighting 2
General

ControlsFAQSystem

Characters

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