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Art of Fighting 2
Introduction
The sequel to Art of Fighting 1, AOF2 includes a full roster of playable characters and new attacks.
Game Systems
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 + close) = Air throw (certain characters)
C (jump against wall) = Triangle Jump
C + A = Uppercut
C + B = Low Strike
A + B + C = Recharge Spirit
A + B + C (when thrown) = Recovery
D = Taunt
f,f = Run
b, b = Dash Back
Movements
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)
Movement 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