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Art of Fighting 2/Mr. Big/Data: Difference between revisions

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Bossobee (talk | contribs)
Skeleton
 
Bossobee (talk | contribs)
Frame data
 
Line 13: Line 13:
| images = AOF2 Big 5LP.png
| images = AOF2 Big 5LP.png
| hitboxes = AOF2 Big 5LP_Hitbox.png
| hitboxes = AOF2 Big 5LP_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 3
| active =  
| active = 4
| recovery =  
| recovery = 9
| hitadv =  
| hitadv = -2
| blockadv =  
| blockadv = 0
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 33: Line 33:
| images = AOF2 Big 5LK.png
| images = AOF2 Big 5LK.png
| hitboxes = AOF2 Big 5LK_Hitbox.png
| hitboxes = AOF2 Big 5LK_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 3
| active =  
| active = 4
| recovery =  
| recovery = 9
| hitadv =  
| hitadv = -2
| blockadv =  
| blockadv = 0
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 53: Line 53:
| images = AOF2 Big 5HP.png
| images = AOF2 Big 5HP.png
| hitboxes = AOF2 Big 5HP_Hitbox.png
| hitboxes = AOF2 Big 5HP_Hitbox.png
| damage =  
| damage = 6,6
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 3
| active =  
| active = 4(2)4
| recovery =  
| recovery = 11
| hitadv =  
| hitadv = -4
| blockadv =  
| blockadv = -8
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 73: Line 73:
| images = AOF2 Big clHK.png
| images = AOF2 Big clHK.png
| hitboxes = AOF2 Big clHK_Hitbox.png
| hitboxes = AOF2 Big clHK_Hitbox.png
| damage =  
| damage = 18
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 9
| active =  
| active = 6
| recovery =  
| recovery = 12
| hitadv =  
| hitadv = +3
| blockadv =  
| blockadv = -1
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 93: Line 93:
| images = AOF2 Big fHK.png
| images = AOF2 Big fHK.png
| hitboxes = AOF2 Big fHK_Hitbox.png
| hitboxes = AOF2 Big fHK_Hitbox.png
| damage =  
| damage = 13
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 15
| active =  
| active = 8
| recovery =  
| recovery = 13
| hitadv =  
| hitadv = -10
| blockadv =  
| blockadv = -14
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 114: Line 114:
| images = AOF2 Big 2L.png
| images = AOF2 Big 2L.png
| hitboxes = AOF2 Big 2L_Hitbox.png
| hitboxes = AOF2 Big 2L_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 3
| active =  
| active = 4
| recovery =  
| recovery = 9
| hitadv =  
| hitadv = -2
| blockadv =  
| blockadv = 0
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 134: Line 134:
| images = AOF2 Big 2H.png
| images = AOF2 Big 2H.png
| hitboxes = AOF2 Big 2H_Hitbox.png
| hitboxes = AOF2 Big 2H_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 10
| active =  
| active = 2
| recovery =  
| recovery = 14
| hitadv =  
| hitadv = +46 (KD)
| blockadv =  
| blockadv = -5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 155: Line 155:
| images = AOF2 Big jL.png
| images = AOF2 Big jL.png
| hitboxes = AOF2 Big jL_Hitbox.png
| hitboxes = AOF2 Big jL_Hitbox.png
| damage =  
| damage = 10
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 13
| active =  
| active = Until landing
| recovery =  
| recovery = 7 on ground
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 175: Line 175:
| images = AOF2 Big jH.png
| images = AOF2 Big jH.png
| hitboxes = AOF2 Big jH_Hitbox.png
| hitboxes = AOF2 Big jH_Hitbox.png
| damage =  
| damage = 16
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = High
| cancel =  
| cancel = No
| startup =  
| startup = 10
| active =  
| active = 12
| recovery =  
| recovery = 7 on ground
| hitadv =  
| hitadv = N/A
| blockadv =  
| blockadv = N/A
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 196: Line 196:
| images = AOF2 Big Uppercut.png
| images = AOF2 Big Uppercut.png
| hitboxes = AOF2 Big Uppercut_Hitbox.png
| hitboxes = AOF2 Big Uppercut_Hitbox.png
| damage =  
| damage = 18
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = Yes
| startup =  
| startup = 7
| active =  
| active = 10
| recovery =  
| recovery = 11
| hitadv =  
| hitadv = +90 (KD)
| blockadv =  
| blockadv = -8
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 216: Line 216:
| images = AOF2 Big LowAttack.png
| images = AOF2 Big LowAttack.png
| hitboxes = AOF2 Big LowAttack_Hitbox.png
| hitboxes = AOF2 Big LowAttack_Hitbox.png
| damage =  
| damage = 16
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = Yes
| startup =  
| startup = 6
| active =  
| active = 6
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +10
| blockadv =  
| blockadv = +6
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 236: Line 236:
| images = AOF2 Big Throw.png
| images = AOF2 Big Throw.png
| hitboxes = AOF2 Big Throw_Hitbox.png
| hitboxes = AOF2 Big Throw_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 = +65 (KD)
| blockadv =  
| blockadv = N/A
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 256: Line 256:
| images = AOF2 Big Taunt.png
| images = AOF2 Big Taunt.png
| hitboxes = AOF2 Big Taunt_Hitbox.png
| hitboxes = AOF2 Big 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 278: Line 278:
| images = AOF2 Big 236B.png
| images = AOF2 Big 236B.png
| hitboxes = AOF2 Big 236B_Hitbox.png
| hitboxes = AOF2 Big 236B_Hitbox.png
| damage =  
| damage = 29
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Low
| cancel =  
| cancel = No
| startup =  
| startup = 19
| active =  
| active = Projectile
| recovery =  
| recovery = 19
| hitadv =  
| hitadv = +56 (KD)
| blockadv =  
| blockadv = +5
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 298: Line 298:
| images = AOF2 Big 41236A.png
| images = AOF2 Big 41236A.png
| hitboxes = AOF2 Big 41236A_Hitbox.png
| hitboxes = AOF2 Big 41236A_Hitbox.png
| damage =  
| damage = 26
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 7
| active =  
| active = 32
| recovery =  
| recovery = 29
| hitadv =  
| hitadv = +79 (KD)
| blockadv =  
| blockadv = -29
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 318: Line 318:
| images = AOF2 Big 463214B.png
| images = AOF2 Big 463214B.png
| hitboxes = AOF2 Big 463214B_Hitbox.png
| hitboxes = AOF2 Big 463214B_Hitbox.png
| damage =  
| damage = 19
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 30
| active =  
| active = 70
| recovery =  
| recovery = 4
| hitadv =  
| hitadv = +105 (KD)
| blockadv =  
| blockadv = +7
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 338: Line 338:
| images = AOF2 Big 16A.png
| images = AOF2 Big 16A.png
| hitboxes = AOF2 Big 16A_Hitbox.png
| hitboxes = AOF2 Big 16A_Hitbox.png
| damage =  
| damage = 26
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 5
| active =  
| active = 25
| recovery =  
| recovery = 33 whiff
| hitadv =  
| hitadv = +49 (KD)
| blockadv =  
| blockadv = -49
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 359: Line 359:
| images = AOF2 Big 412364A.png
| images = AOF2 Big 412364A.png
| hitboxes = AOF2 Big 412364A_Hitbox.png
| hitboxes = AOF2 Big 412364A_Hitbox.png
| damage =  
| damage = 51
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Mid
| cancel =  
| cancel = No
| startup =  
| startup = 33
| active =  
| active = 47
| recovery =  
| recovery = 13
| hitadv =  
| hitadv = +51 (KD)
| blockadv =  
| blockadv = -16
| invul =  
| invul =  
| display  = 200px
| display  = 200px
Line 379: Line 379:
| images = AOF2 Big 2363214A.png
| images = AOF2 Big 2363214A.png
| hitboxes = AOF2 Big 2363214A_Hitbox.png
| hitboxes = AOF2 Big 2363214A_Hitbox.png
| damage =  
| damage = 80
| counter =  
| counter =  
| stun  =  
| stun  =  
| guard =  
| guard = Unblockable
| cancel =  
| cancel = No
| startup =  
| startup = 12
| active =  
| active = 8
| recovery =  
| recovery = 5
| hitadv =  
| hitadv = +7 (KD)
| blockadv =  
| blockadv = N/A
| invul =  
| invul =  
| display  = 200px
| display  = 200px

Latest revision as of 07:14, 11 June 2024

Art of Fighting 2

OverviewStrategyDataCombos

Normals

Standing Normals

5LP

Mr. Big
big_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.
10MidYes349-20-


5LK

Mr. Big
big_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.
10MidYes349-20-


5HP

Mr. Big
big_5hp
5[A]
5[A]
5HP
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.
6,6MidYes34(2)411-4-8-


clHK

Mr. Big
big_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.
18MidYes9612+3-1-


fHK

Mr. Big
big_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.
13MidYes15813-10-14-


Crouching Normals

2L

Mr. Big
big_2l
2A/2B
2A/2B
2L
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.
10LowYes349-20-


2H

Mr. Big
big_2h
2[A]/2[B]
2[A]/2[B]
2H
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.
10LowYes10214+46 (KD)-5-


Jumping Normals

jL

Mr. Big
big_jl
j.A/j.B
j.A/j.B
j.L
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.
10HighNo13Until landing7 on groundN/AN/A-


jH

Mr. Big
big_jh
j.[A]/j.[B]
j.[A]/j.[B]
j.H
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.
16HighNo10127 on groundN/AN/A-


System Mechanics

Uppercut

Mr. Big
big_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.
18MidYes71011+90 (KD)-8-


Low Attack

Mr. Big
big_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.
16LowYes665+10+6-


Throw

Mr. Big
big_throw
6/4 C
6/4 C
Throw
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
Max health is 128.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
30ThrowNo110+65 (KD)N/A-


Taunt

Mr. Big
big_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

Ground Blaster

Mr. Big
big_236b
236B
236B
Ground Blaster
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.
29LowNo19Projectile19+56 (KD)+5-


Cross Diving

Mr. Big
big_41236a
41236A
41236A
Cross Diving
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.
26MidNo73229+79 (KD)-29-


Spinning Lancer

Mr. Big
big_463214b
463214B
463214B
Spinning Lancer
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.
19MidNo30704+105 (KD)+7-


Drum Shot

Mr. Big
big_16a
16A
16A
Drum Shot
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.
26MidNo52533 whiff+49 (KD)-49-


Supers

Blaster Wave

Mr. Big
big_412364a
412364A
412364A
Blaster Wave
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.
51MidNo334713+51 (KD)-16-


Rising Spear

Mr. Big
big_2363214a
2363214A
2363214A
Rising Spear
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.
80UnblockableNo1285+7 (KD)N/A-


Art of Fighting 2
General

ControlsFAQSystem

Characters

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