Art of Fighting 3/FAQ

From Mizuumi Wiki
Jump to navigation Jump to search

General

Should I play this game?

Play this game if you want...

  • 2D fighting game with similarities to 3D fighting games
  • Emphasis on frame data
  • Juggle combos and wall carry
  • Movement and spacing centered around whiff punishment
  • Several okizeme options
  • Poking focused neutral with short combos, but high damage
  • Massive comeback potential
  • A game that is "2D Tekken" in a nutshell

Do NOT play this game if you don't like...

  • Huge damage off of combos
  • Wonky supers
  • Weighted characters changing the combos you can do
  • The game's method of teching (rotating the stick)
  • A learning curve
  • 3D fighting games in general

Is there a community Discord?

Why of course, we run a server for not only Art of Fighting 3, but the whole Art of Fighting series in general, because why not? Feel free to join the Discord!

What is the rest of the Art of Fighting series like?

Art of Fighting 1 is nothing to write home about. It’s another page in SNK’s history, but it can be boiled down to little more than both players taunting each other twice and turning the game into a glorified poke fest with no combos. It looked good for its time but it offers little for gameplay. Art of Fighting 2, once you get past the awkward control scheme, makes for a unique fighting game different from what Art of Fighting 3 offers, thanks to being a significant improvement over Art of Fighting 1.

Is this game actually as hard to learn as Tekken is?

While we describe the game as "2D Tekken" at its most basic level, or even "2D Virtua Fighter" in a few other ways, it is nowhere near as brutal to learn. There are only 9 charaters, no 3D movement, move lists are significantly smaller, and despite its differences, you'll still generally learn Art of Fighting 3 as you would any other 2D fighting game. Its more unique approach to the 2D fighter subgenre will certainly take some time to get used to, but it's far from brutal on its fundamentals. The hardest part is learning to combo in this game, since it has tons of tight links outside of rush combos, and it's easy for players to assume juggles are little more than one rush combo or one special. Character specific combos also exist, and while you won't need them per se, as players grow increasingly more adjusted to the game's system, combos will easily start deleting over half your life bar. Other things that are important, like delaying strings, meter management, and okizeme are not any harder to learn, but will take some getting used to with how fast this game is.

Wait, this game is FT3 in tournament sets?

While we are still debating over whether to make the game FT3 of 3 rounds or FT2 of 5 rounds in a tournament setting, we can agree on one thing: this game is too fast for FT2 sets. Much like real 3D fighters, this game is explosive and the match can quickly do a 180 out of nowhere. On top of that, Ultimate KOs end the match instantly, giving the point to whoever performed it. While we are likely to go down the FT3 of 3 rounds route, we still haven't really decided if UKOs are common enough to justify it, or whether the longer 5 round sets would keep things more balanced. The other issue would be having people remember to set their dipswitches to 5 rounds during a tournament.

Gameplay

Who is easy to play? Who is hard to play?

Ignoring the tier list entirely, Ryo and Robert are the two easiest characters to play in the game, whereas Kasumi is the hardest character to play in the game, and everyone else falls into the middle for character difficulty. As always, play whoever you want to play as character love is a powerful motivator.

What does the tier list look like?

Currently, as of August 2020, this is the most recent tier list that we have decided upon.

AOF3 Tier List August 2020.png

While the tier list goes from God to Low tier, it should be noted that everyone is viable in this game, and Sinclair is arguably the only real character who is not very good in this game. The game is also still new, so we have yet to see its meta flourish, but for now we have a pretty good idea that this accurately reflects what we know.

What about the matchups?

Jin Karman Kasumi Lenny Robert Rody Ryo Sinclair Wang Wyler Totals
Jin - 5 4 7 6 4 4 6 5 3 44
Karman 5 - 3 3.5 4 4 4 6 5 2 36.5
Kasumi 6 7 - 7 6 7 6 8 7 4 58
Lenny 3 6.5 3 - 4 4 3 7 6 2 38.5
Robert 4 6 4 6 - 4 4 7 6 3 44
Rody 6 6 3 6 6 - 2 7.5 6 3 45.5
Ryo 6 6 4 7 6 8 - 8 7 4 56
Sinclair 4 4 2 3 3 2.5 2 - 4 1 24.5
Wang 5 5 3 4 4 4 3 6 - 1 37
Wyler 7 8 6 8 7 7 6 9 9 - 67

Technical

Is there a training mode?

Unfortunately, SNK has never made one for Art of Fighting 3. The AES version and even the Art of Fighting Anthology both have no sort of training mode to work with. But there is a way to make a bootleg training mode, one that also works across multiple Neo Geo games. It is barebones, but at least you won't need to spam savestates. Training Mode can be found here. (Will soon add)

Is there a list of terminology?

Art of Fighting 3 still uses the same terminology that other 2D fighting games use, but here's a small list of terms to help elaborate what some of the wiki mentions.

  • Launcher: An attack that lifts the opponent into the air on hit, allowing the player to juggle combo the opponent.
  • Juggle: A combo that carries the opponent forwards while they are airborne until they land again.
  • High: Any move which you can crouch under. This is where the more Tekken-like influence comes in.
  • Overhead: A move which can only be blocked standing (holding 4). Some moves, like Jin 4A, are both high and overhead.
  • Low: A move which can only be blocked crouching (holding 1).
  • Mid: A move which can be blocked standing or crouching.
  • Full Crouch: When your character is in crouching state completely, and are not in the transitional state. Not really used often other than when a character has a Full Crouch 2A/2B, which is different from their regular 2A/2B.
  • Rush Combo: An automated combo that results from a string of attacks that link together. Also referred to as a chain.
  • Pursuit: An attack that hits opponents while they're knocked down. Every character has a pursuit with the input 3A/3B, but some characters have other options.
  • SDM: Short for Super Desperation Move, or in other words a super attack. Only accessible from Red Health, around 20%.
  • Crush: Refers to when a move is able to completely dodge all highs or lows in the game, using high crush and low crush respectively. The exception to this would be Wyler who outranges everyone, but he's banned. In Tekken, crushing is an actual mechanic that intentionally ignores hitbox collision so that a given move can dodge all moves of its type. But here, it's a more casual, simpler way of saying a move can dodge well. This game is already filled with 3D jargon, why not add more?

Who has the best jabs in the game?

Jabs in this game, or a 5A, serve quite a lot of purposes. They can poke, shake the enemy off you, counter hit launch, help flinch back at the opponent, and can even be used in some combos for extra damage if you can pull off the tight spacing and timing. They're overall more important in this game than they are in other 2D fighting games (just like gasp Tekken and Virtua Fighter.) Jabs in Art of Fighting 3 vary widely in quality, so here's a quick recap of what the best jabs in the game are:

  • 1. Wyler (aka the reason he's banned)
  • 2. Karman (really large range; essential for his combos and come out quick)
  • 3. Kasumi (not amazing range, but you can't punish this unless you use a low and maybe a jump in attack; it will stop almost anything)
  • 4. Jin (solid range and speed which make it an effective long ranged poke)
  • 5. Lenny (almost as annoying as Kasumi's jab, but it doesn't hurt as much. Still very useful in forcing the opponent to respect Lenny)
  • 6. Ryo (one of the stronger jabs, and is fast enough to still frustrate the opponent. Decent range and may be the second most used jab in combos)
  • 7. Robert (just a notch under Ryo's jab by being a pinch slower)
  • 8. Rody (nothing crazy, but it does decently well as a shrug off tool)
  • 9. Wang (slowest startup and also has the longest recovery for a jab that isn't Wyler's jab when you don't spam it. Pitiful range, and isn't too spammable, but it pushes Wang forward a little bit. Not bad up close, but underwhelming. You'll probably use 4A much more)
  • 10. Sinclair (it's fast, but it's height makes it easy to whiff and it cannot follow up on itself, except maybe a counter hit. You technically can use it in combos, but it hardly hurts the opponent on top of being super difficult to time. Okay anti-air when timed right)

Who has the fastest Pursuit in the game?

Pursuit speed hardly affects anything in a real match, because in most cases the opponent is right next to you if you can perform it quickly. But in those uncommon cases where you need to commit to the Pursuit a little more, here's a small chart that ranks the speed of each character's Pursuit:

  • 1. Karman (His Pursuit is instant, since it activates a unique animation that the opponent cannot escape from. He will also automatically teleport if his Pursuit is within range. He has two Pursuit animations, one for when he faces the opponent's legs and another for their head. The latter is not instant, and can be whiffed/escaped by the opponent, but it rarely comes out)
  • 2. Kasumi
  • 3. Robert
  • 4. Lenny
  • 5. Rody
  • 6. Wang
  • 7. Ryo (3A Pursuit)
  • 8. Wyler
  • 9. Jin
  • 10. Ryo (214A Pursuit)
  • 11. Sinclair


General
FAQ
Controls
HUD
System
Training Mode
Characters
Jin
Karman
Kasumi
Lenny
Robert
Rody
Ryo
Sinclair
Wang
Wyler