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Art of Fighting 2/Jack Turner: Difference between revisions

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Bossobee (talk | contribs)
Bossobee (talk | contribs)
Descriptions
Line 16: Line 16:
| pros=
| pros=
* Takes less damage than the rest of the cast
* Takes less damage than the rest of the cast
* Very large, very damaging buttons and 236A give him a surprising ranged presence
* Very large, very damaging buttons and great dash give him a surprising ranged presence
* Inescapable tick throws with command grab, which lead into inescapable throw loops
* Can grab people out of blockstun with his command grabs, leading to inescapable throw setups
* Shockingly good movement; slightly less air time on jump, same walkspeed as Ryo, only forward dash with no startup
* Shockingly good movement; slightly less air time on jump, same walkspeed as Ryo, only forward dash with no startup
* 1f command grab with pretty good range makes him tricky to defend against
* 1f command grab with pretty good range makes him tricky to defend against
Line 24: Line 24:
* Takes nearly twice as long to get up if knocked down
* Takes nearly twice as long to get up if knocked down
* Needs meter both for damage and for throw loops, making him very meter-reliant
* Needs meter both for damage and for throw loops, making him very meter-reliant
* Command grabs have bad frame advantage, meaning he needs the corner for consistent oki off them
}}
}}


Line 57: Line 58:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_5lp
| moveId = jack_5lp
| description = Placeholder text
| description = Slower than a usual jab, but large and disjointed. Good poke.
}}
}}


Line 63: Line 64:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_5lk
| moveId = jack_5lk
| description = Placeholder text
| description = Kinda slow and not much range, but hits decently hard. Not as good as 5LP but nice.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_clhp
| moveId = jack_clhp
| description = Placeholder text
| description = Very hard-hitting close normal, and safe on block. Useful up-close tool.
}}
}}


Line 75: Line 76:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_fhp
| moveId = jack_fhp
| description = Placeholder text
| description = Big silly swing with a lot of recovery. Not a great button, since it doesn't cover that much space and leaves you vulnerable.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_5hk
| moveId = jack_5hk
| description = Placeholder text
| description = Ok anti-air, especially with the amount of damage it deals.
}}
}}


Line 88: Line 89:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_2lp
| moveId = jack_2lp
| description = Placeholder text
| description = Slightly better frame data than 5LP and also a low. Another good poke.
}}
}}


Line 94: Line 95:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_2lk
| moveId = jack_2lk
| description = Placeholder text
| description = Same range as 2LP, slightly worse frame data, and much better damage. Probably a better poke overall than 2LP.
}}
}}


Line 100: Line 101:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_2hp
| moveId = jack_2hp
| description = Placeholder text
| description = Really funny looking anti-air, and hits pretty hard.
}}
}}


Line 106: Line 107:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_2hk
| moveId = jack_2hk
| description = Placeholder text
| description = Safe on block sweep that gets you your win condition on hit. Same range as 2LP/2LK, making it another pretty good low poke.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_jlp
| moveId = jack_jlp
| description = Placeholder text
| description = Funny laggy air button #1. Not as bad as the other two; it hits pretty hard and isn't awful on hit or block for how active it is. Less useful than jLK for virtually any situations, though.
}}
}}


Line 119: Line 120:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_jlk
| moveId = jack_jlk
| description = Placeholder text
| description = Fast, hard-hitting, very active air button that randomly has less landing recovery than every other aerial in the game. Land on someone with this and you can command grab them for massive damage.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_jhp
| moveId = jack_jhp
| description = Placeholder text
| description = Funny laggy air button #2. Knocks down and hits pretty hard, but is death on block or whiff. jLK is more rewarding due to the command grabs you get off connecting with it and many times safer. Avoid.
}}
}}


Line 131: Line 132:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_jhk
| moveId = jack_jhk
| description = Placeholder text
| description = Funny laggy air button #3. jHP but slower, less damaging, and even worse on whiff/block. Avoid.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_uppercut
| moveId = jack_uppercut
| description = Placeholder text
| description = A fast anti-air, and tied for Jack's fastest normal. Good at what it does.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_closelowattack
| moveId = jack_closelowattack
| description = Placeholder text
| description = Fast low and Jack's other fastest normal. Knocks down on hit and cancels into command grab on block for the tick throw. Okay to press at close-range.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_lowattack
| moveId = jack_lowattack
| description = Placeholder text
| description = Not actually a low. Also not that useful. Can be made plus on block or hit, but you could also just dash forward to cover the space much faster and at less risk.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_throw
| moveId = jack_throw
| description = Placeholder text
| description = Does less damage than other throws for some reason. Not super helpful given the ridiculous command grabs you have in your arsenal.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_airthrow
| moveId = jack_airthrow
| description = Placeholder text
| description = Tiny air-to-air. You should probably just press jLK instead.
}}
}}


Line 168: Line 169:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_taunt
| moveId = jack_taunt
| description = Placeholder text
| description = Same frame data and Spirit drain as every taunt. Taunting gives Jack a thing he can do at long-range to apply pressure, which is always nice.
}}
}}


Line 176: Line 177:
| moveId = jack_236a
| moveId = jack_236a
| description = Costs 20% Spirit.
| description = Costs 20% Spirit.
Deals massive damage on hit and block, and is safe at far ranges. Reaches fullscreen, too, making it a useful chip-kill tool. As a neutral tool, it's not as helpful as just running or jumping due to how fast Jack is, though.
At low Spirit, this move deals 24 damage and only has 6 active frames. Given the one advantage of the regular version was damage, this isn't very helpful.
}}
}}


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| moveId = jack_214a
| moveId = jack_214a
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
The second and third hit have punishable gaps immediately after them (5f and 17f respectively), making this a hard move to justify using, especially since its effective range is also command grab range. No real utility.
}}
}}


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| moveId = jack_646a
| moveId = jack_646a
| description = Costs 20% Spirit.
| description = Costs 20% Spirit.
Big and funny, but way too slow to justify using, since it does the same damage as Knuckle Pad with less range, and Knuckle Pad was already not a great move.
At low Spirit, this move travels a very short distance forward before attacking. Useless.
}}
}}


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| moveId = jack_16b
| moveId = jack_16b
| description = Costs 25% Spirit.
| description = Costs 25% Spirit.
A 12f overhead might sound crazy, but don't get too excited; it whiffs on crouchers for most of its active frames, so you're actually looking at something closer to a 35-40f overhead. It's death on block, too, making this another move that's just way too risky in spite of its massive upfront reward.
At low Spirit, the forward momentum of this special is cut in half. Still terrible.
}}
}}


Line 199: Line 214:
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = jack_646b
| moveId = jack_646b
| description = Costs 25% Spirit.
| description = Costs 25% Spirit. Heavy normals cannot special cancel into it.
 
Bonkers command grab. You can grab people out of both hitstun and blockstun with this move, and if the opponent's out of range, rather than whiffing, Jack will just use his 5LK/5HK instead depending on button hold. You can buffer this behind just about anything to guarantee a huge chunk of health off any hit or blocked light. The only downside is its bad frame advantage, meaning the oki midscreen is pretty bad, but the damage and corner carry are pretty worth it. Also, it's a 1f grab, making it a powerful defensive tool.
 
At low Spirit, this move does 8 damage. There aren't any other changes, so this is actually still pretty scary. You really wish you had the meter to deal some more damage, but if you've gotten them in the corner, killing them via inescapable throw loop in increments of 8 damage is just as good as increments of 30.
}}
}}


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| moveId = jack_463214b
| moveId = jack_463214b
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit.
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit.
None of the 3 hits combo into each other, so even if you somehow hit the pretty slow first hit, you'll get the next two blocked and eat whatever punish the opponent can muster. Does pretty solid chip damage on block, so it might be useful for chip kills due to the range.
}}
}}


Line 214: Line 235:
| moveId = jack_63214a
| moveId = jack_63214a
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
Just like Brain Shock, this can grab people out of hitstun or blockstun and will whiff with punch buttons instead of a whiff animation, making this a devastating up-close option and useful in every situation Brain Shock is. Minus on hit, but you probably should've killed them with this if you're late enough in the round to use it so it's fine.
}}
}}
==Important Character-Specific Tech==
Due to the fact that there are no reversals in this game, doing tick throws into command grab is an inescapable set-up, and Jack's key goal. Jack also has more health (or just takes less damage in game, can't tell at the moment), meaning he takes more hits to kill compared to the rest of the cast.


{{Navbox AOF2}}
{{Navbox AOF2}}

Revision as of 01:56, 14 June 2024

Art of Fighting 2

OverviewStrategyDataCombos

Story

Jack is one of Mr. Big's highest ranked men. He runs his own gang called the Neo Black Cats, and hangs frequently at bars around South Town. He has formed rivalries with many of the underground thugs crawling in South Town, and even has beef with King. After his defeat from Ryo and Robert in AOF1, Jack continued to lead his gang, until he was invited to the King of Fighters tournament.

Introduction

Jack only wants one thing: to get in, force you into the corner, and trap you in a throw loop. Jack is built like a tank, with the damage output of one too, but quicker and with better effective range than you'd think.

In addition, Jack will only take 85% of the damage dealt to him once he dips below 75% health, will only take 70% damage once he dips below 50% health, and will only take 60% damage once he's below 25% health, all non-inclusive. This makes him a uniquely tanky character in a game with mostly-universal health.


Strengths Weaknesses
  • Takes less damage than the rest of the cast
  • Very large, very damaging buttons and great dash give him a surprising ranged presence
  • Can grab people out of blockstun with his command grabs, leading to inescapable throw setups
  • Shockingly good movement; slightly less air time on jump, same walkspeed as Ryo, only forward dash with no startup
  • 1f command grab with pretty good range makes him tricky to defend against
  • Incredible DM for virtually every situation
  • Takes nearly twice as long to get up if knocked down
  • Needs meter both for damage and for throw loops, making him very meter-reliant
  • Command grabs have bad frame advantage, meaning he needs the corner for consistent oki off them

Colors

Movelist

Special Moves

Knuckle Pad - + - 20% Spirit

Bomber Dance - + - 20% Spirit

Dynamite Lariat - + - 20% Spirit

Super Dropkick - + - 25% Spirit

Brain Shock - + - 25% Spirit

Super Move

Super Hip Attack - + - 75% Spirit

Desperation Move

Hell Dive - + - 75% Spirit

Normals

Standing Normals

5LP

5LP
5A
5A
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 hits. 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 to note the frame range.
7 Mid Yes 8 4 4 +3 +5 -

Slower than a usual jab, but large and disjointed. Good poke.

5LK

5LK
5B
5B
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 hits. 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 to note the frame range.
13 Mid Yes 9 8 10 -3 -1 -

Kinda slow and not much range, but hits decently hard. Not as good as 5LP but nice.

cl.HP

Close HP
5[A]
5[A]
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 hits. 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 to note the frame range.
21 Mid Yes 9 5 13 +2 -2 -

Very hard-hitting close normal, and safe on block. Useful up-close tool.

f.HP

Far HP
5[A]
5[A]
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 hits. 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 to note the frame range.
21 Mid Yes 11 6 27 -12 -16 -

Big silly swing with a lot of recovery. Not a great button, since it doesn't cover that much space and leaves you vulnerable.

5HK

5HK
5[B]
5[B]
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 hits. 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 to note the frame range.
21 Mid Yes 7 8 11 -4 -8 -

Ok anti-air, especially with the amount of damage it deals.

Crouching Normals

2LP

2LP
2A
2A
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 hits. 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 to note the frame range.
7 Low Yes 7 6 4 +3 +5 -

Slightly better frame data than 5LP and also a low. Another good poke.

2LK

2LK
2B
2B
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 hits. 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 to note the frame range.
13 Low Yes 9 6 5 +2 +4 -

Same range as 2LP, slightly worse frame data, and much better damage. Probably a better poke overall than 2LP.

2HP

2HP
2[A]
2[A]
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 hits. 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 to note the frame range.
19 Mid No 9 20 9 -11 -15 -

Really funny looking anti-air, and hits pretty hard.

2HK

2HK
2[B]
2[B]
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 hits. 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 to note the frame range.
21 Low Yes 7 8 13 +47 (KD) -2 -

Safe on block sweep that gets you your win condition on hit. Same range as 2LP/2LK, making it another pretty good low poke.

Jumping Normals

j.LP

j.LP
j.A
j.A
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 hits. 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 to note the frame range.
18 High No 11 Until landing 13 on ground N/A N/A -

Funny laggy air button #1. Not as bad as the other two; it hits pretty hard and isn't awful on hit or block for how active it is. Less useful than jLK for virtually any situations, though.

j.LK

j.LK
j.B
j.B
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 hits. 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 to note the frame range.
13 High No 5 16 4 on ground N/A N/A -

Fast, hard-hitting, very active air button that randomly has less landing recovery than every other aerial in the game. Land on someone with this and you can command grab them for massive damage.

j.HP

j.HP
j.[A]
j.[A]
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 hits. 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 to note the frame range.
22 High No 7 until landing 39 on ground KD N/A -

Funny laggy air button #2. Knocks down and hits pretty hard, but is death on block or whiff. jLK is more rewarding due to the command grabs you get off connecting with it and many times safer. Avoid.

j.HK

j.HK
j.[B]
j.[B]
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 hits. 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 to note the frame range.
21 High No 9 Until landing 59 on ground KD N/A -

Funny laggy air button #3. jHP but slower, less damaging, and even worse on whiff/block. Avoid.

System Mechanics

Uppercut

Uppercut
AC
AC
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 hits. 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 to note the frame range.
13 Mid Yes 5 13 13 +87 (KD) -11 -

A fast anti-air, and tied for Jack's fastest normal. Good at what it does.

Close Low Attack

Close Low Attack
BC
BC
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 hits. 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 to note the frame range.
19 Low Yes 5 4 23 +37 (KD) -12 -

Fast low and Jack's other fastest normal. Knocks down on hit and cancels into command grab on block for the tick throw. Okay to press at close-range.

Far Low Attack

Far Low Attack
BC
BC
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 hits. 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 to note the frame range.
22 Mid No 23 19 9 -11~+6 -15~+2 -

Not actually a low. Also not that useful. Can be made plus on block or hit, but you could also just dash forward to cover the space much faster and at less risk.

Throw

Throw
6/4 C
6/4 C
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 hits. 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 to note the frame range.
24 Throw No 1 1 0 +54 (KD) N/A -

Does less damage than other throws for some reason. Not super helpful given the ridiculous command grabs you have in your arsenal.

Air Throw

Air Throw
j.C
j.C
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 hits. 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 to note the frame range.
24 Throw No 1 1 0 N/A N/A -

Tiny air-to-air. You should probably just press jLK instead.

Taunt

Taunt
D
D
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 hits. 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 to note the frame range.
0 N/A No 1 0 49 N/A N/A -

Same frame data and Spirit drain as every taunt. Taunting gives Jack a thing he can do at long-range to apply pressure, which is always nice.

Special Moves

Knuckle Pad

Knuckle Pad
236A
236A
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 hits. 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 to note the frame range.
40 Mid No 27 24 8 -8 -4 -

Costs 20% Spirit.

Deals massive damage on hit and block, and is safe at far ranges. Reaches fullscreen, too, making it a useful chip-kill tool. As a neutral tool, it's not as helpful as just running or jumping due to how fast Jack is, though.

At low Spirit, this move deals 24 damage and only has 6 active frames. Given the one advantage of the regular version was damage, this isn't very helpful.

Bomber Dance

Bomber Rush
214A
214A
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 hits. 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 to note the frame range.
8,8,8,8 Mid No 8 4(10)6(15)12(21)19 10 -13 -19 -

Consumes 20% Spirit on use if available, but is unchanged at low Spirit.

The second and third hit have punishable gaps immediately after them (5f and 17f respectively), making this a hard move to justify using, especially since its effective range is also command grab range. No real utility.

Dynamite Lariat

Dynamite Lariat
646A
646A
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 hits. 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 to note the frame range.
40 Mid No 35 6 13 +2 -2 -

Costs 20% Spirit.

Big and funny, but way too slow to justify using, since it does the same damage as Knuckle Pad with less range, and Knuckle Pad was already not a great move.

At low Spirit, this move travels a very short distance forward before attacking. Useless.

Super Dropkick

Super Dropkick
16B
16B
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 hits. 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 to note the frame range.
33 High No 12 29 59 +27 (KD) -80 -

Costs 25% Spirit.

A 12f overhead might sound crazy, but don't get too excited; it whiffs on crouchers for most of its active frames, so you're actually looking at something closer to a 35-40f overhead. It's death on block, too, making this another move that's just way too risky in spite of its massive upfront reward.

At low Spirit, the forward momentum of this special is cut in half. Still terrible.

Brain Shock

Brain Shock
646B
646B
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 hits. 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 to note the frame range.
30 Throw No 1 1 0 +13 (KD) N/A -

Costs 25% Spirit. Heavy normals cannot special cancel into it.

Bonkers command grab. You can grab people out of both hitstun and blockstun with this move, and if the opponent's out of range, rather than whiffing, Jack will just use his 5LK/5HK instead depending on button hold. You can buffer this behind just about anything to guarantee a huge chunk of health off any hit or blocked light. The only downside is its bad frame advantage, meaning the oki midscreen is pretty bad, but the damage and corner carry are pretty worth it. Also, it's a 1f grab, making it a powerful defensive tool.

At low Spirit, this move does 8 damage. There aren't any other changes, so this is actually still pretty scary. You really wish you had the meter to deal some more damage, but if you've gotten them in the corner, killing them via inescapable throw loop in increments of 8 damage is just as good as increments of 30.

Super Move

Super Hip Attack

Super Hip Attack
463214B
463214B
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 hits. 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 to note the frame range.
18,18,18 High No 19 22 49 +53 (KD) -47 -

Costs 75% Spirit. Can only be executed with sufficient Spirit.

None of the 3 hits combo into each other, so even if you somehow hit the pretty slow first hit, you'll get the next two blocked and eat whatever punish the opponent can muster. Does pretty solid chip damage on block, so it might be useful for chip kills due to the range.

Desperation Move

Hell Dive

Hell Dive
63214A
63214A
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 hits. 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 to note the frame range.
80 Unblockable No 1 1 0 -13 N/A -

Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.

Just like Brain Shock, this can grab people out of hitstun or blockstun and will whiff with punch buttons instead of a whiff animation, making this a devastating up-close option and useful in every situation Brain Shock is. Minus on hit, but you probably should've killed them with this if you're late enough in the round to use it so it's fine.

Art of Fighting 2
General

ControlsFAQSystem

Characters

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