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Art of Fighting 2 - Tips on Handling Its Infamously Cheap CPU

As many fighting game fans know, Art of Fighting 2 has arguably the cheapest and most difficult A.I. of any fighting game released for the Neo Geo. Bearing that in mind, do not attempt to fight the CPU as you would a human opponent because doing so will lead to your quick demise.

Art of Fighting 2, like all SNK Neo-Geo fighting games, is an input-reading fighting game, meaning that the CPU will read your inputs, then counter with predetermined movements, attacks, or a combination of both. Fortunately however, this also means that the programmers did not program a counter to every movement, attack, or combination of both that you could ever use against the CPU.

As a result, your path to victory over the CPU will consist of baiting the CPU into reacting incorrectly to your movements, attacks, and combos. Once you bait the wrong reaction from the CPU, you can often spam your own attacks repeatedly until you win.

Art of Fighting 2 - Strategies for Cheesing the Non-Boss Characters

Strategy 1 - The Throw, Special Move / Projectile, and Dizzy Strategy: The trick [with AOF2’s CPU] is to get a knockdown with a throw, if the character has a fireball, you want to hit the A.I. with it while it’s getting up and it should stun them as long you keep your spirit bar charged up to green. So while the A.I. is stunned, charge your meter up to green, dash up and throw the A.I. again, toss another fireball and repeat those steps until the A.I. is dead. Now there may be times where the A.I. will keep teching the throws, keeping you from starting the throw and fireball pattern. This becomes a big problem. You just gotta be patient and keep throwing the A.I. until it stops teching and start the pattern again.

Strategy 2 - The-Uppercut-or-Low-Kick-Versus-Mid-Range-Dash-and-Grab Strategy: At mid-range, the CPU will try to dash and grab you, learn to react/predict it and counter with an uppercut or a low kick, both will knockdown but the uppercut is faster with a longer knockdown. Some characters’ normal attacks like Takuma’s heavy kick work well too, two of them in a row will leave them dizzy. There are some good pokes like John’s standing B.

Strategy 3 - The-Taunting-Your-Opponent-into-Jumping-at-You-Strategy: When the CPU’s spirit meter is empty, the CPU cannot use any specials, supers, or DM-es. As a result, whenever you taunt a CPU character who has an empty spirit meter, the CPU simply reacts by attempting to jump-kick you again and again, which allows you to anti-air them again and again until you win.

For example, Ryo vs CPU Takuma —> https://youtu.be/1nzqaYfNguA?t=1045

Art of Fighting 2 - Cheesing Mr. Big

Using Ryo Sakazaki below as an example, jump off the wall (by jumping and pressing C when you touch the wall), which baits Mr. Big into using his projectile Ground Blaster and then jumping over you. After you land, throw Mr. Big to the other side of the screen. You can do this several times in a row before Mr. Big stops responding to it, since his spirit meter will be empty at that point. After that, get as far away from Mr. Big as you can, then taunt him by pressing the D button. The taunting will eventually bait Mr. Big into jumping towards you, where you can simply hard kick him. He will backflip away from you after being hit, sometimes taunting you back as well, so taunt him once again as he lands. Mr. Big will jump towards you again, where you can hard kick him again. Repeat the taunting and kicking strategy until you win:

https://youtu.be/1nzqaYfNguA?t=1192