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Art of Fighting 2/Controls: Difference between revisions
Created page with "==Attack Notations== A (tap) = Jab A (press) = Punch B (tap) = Kick B (press) = Hard Kick C (tap) = Jab or Kick (depending on the last attack) C (close) = Throw C (jump..." |
Stressedin (talk | contribs) →Attack Notations: added different control guide |
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== | ==Controls== | ||
8 Way Joystick: | |||
Number Pad Notation: | |||
7 8 9 | |||
\ | / | |||
4-- 5 --6 | |||
/ | \ | |||
1 2 3 | |||
8 = Jump | |||
2 = Crouch | |||
C (tap) = | 4 = Move Left | ||
6 = Move Right | |||
Move Joystick in the Direction Opposite Your Opponent = Block | |||
Fwd, Fwd or Bk, Bk (6,6 or 4,4) = Dash in their respective directions | |||
Four Buttons: A, B, C, and D | |||
A (tap) = Light Punch | |||
A (press) = Heavy Punch | |||
B (tap) = Light Kick | |||
B (press) = Heavy Kick | |||
C = Light Punch or Light Kick (depending on the last attack) | |||
C (close) = Throw | C (close) = Throw | ||
Line 15: | Line 40: | ||
C (jump + close) = Air throw (certain characters) | C (jump + close) = Air throw (certain characters) | ||
C (jump against wall) = Triangle Jump | C (jump against wall) = Triangle Jump/Wall Jump | ||
C + A = Uppercut | C + A = Uppercut | ||
Line 21: | Line 46: | ||
C + B = Low Strike | C + B = Low Strike | ||
A | Hold A, B, or C = Recharge Spirit | ||
A | A, B, or C (when thrown just before you hit the ground) = Throw Recovery | ||
D = Taunt | D = Taunt | ||
==Movement== | ==Movement== |
Revision as of 20:38, 26 June 2023
Controls
8 Way Joystick:
Number Pad Notation:
7 8 9 \ | / 4-- 5 --6 / | \ 1 2 3
8 = Jump
2 = Crouch
4 = Move Left
6 = Move Right
Move Joystick in the Direction Opposite Your Opponent = Block
Fwd, Fwd or Bk, Bk (6,6 or 4,4) = Dash in their respective directions
Four Buttons: A, B, C, and D
A (tap) = Light Punch
A (press) = Heavy Punch
B (tap) = Light Kick
B (press) = Heavy Kick
C = Light Punch or Light Kick (depending on the last attack)
C (close) = Throw
C (jump + close) = Air throw (certain characters)
C (jump against wall) = Triangle Jump/Wall Jump
C + A = Uppercut
C + B = Low Strike
Hold A, B, or C = Recharge Spirit
A, B, or C (when thrown just before you hit the ground) = Throw Recovery
D = Taunt
Movement
up (u) | (ub) up left - 7 8 9 - up right (uf) (b) left - 4 5 6 - right (f) (db) down left - 1 2 3 - down right (df) | down (d)
Abbreviations
qcf - 236 - d/df/f - Quarter circle forward
qcb - 214 - d/db/b - Quarter circle backward
rqcb - 412 - b/db/d - Reverse Quarter circle backward
hcf - 41236 - b/db/d/df/f - Half circle forward
hcb - 63214 - f/df/d/db/d - Half circle backward
dp - 623 - f/d/df - Dragon Punch motion
rdp - 421 - b/d/db - Reverse Dragon Punch motion
charge - [4]6 or [2]8 - b~f or d~u - Hold in one direction then shift to the designated direction
hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion
b~f - [4]6 - Hold back then press forward
d~u - [2]8 - Hold down then press up
db/f - 1,6 - press down back then forward
d/u - 2,8 - press down then up
d,d - 2,2 - press down twice
qcb hcf - 2141236 - Quarter circle back half circle forward
f/b/f - 6,4,6 - press forward back forward
Notation and Terminology
Sp. - Special Move
SM - Super Move Move
HSM - Hidden Super Move
j. - jump