Art of Fighting 2

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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



Characters