Input Priority
Normal Attacks
Normal attack input priority in AVG2 takes effect in the order of
>
>
>
This means that if multiple attack buttons are pressed, the game will prioritise heavier attacks over lighter attacks, and kicks over punches.
However, a normal throw will take priority over all normal attacks if the conditions for a normal throw are met. This allows the input +
to be a useful option select between a light kick normal and a throw.
Special Attacks
If inputting a special move command that overlaps with that of another special move, AVG2 will prioritise higher-strength versions of the move.
EX > Heavy > Light
Guard Cancels
With respect to guard cancels, AVG2 will prioritise multiple inputs in a simple order:
>
>
>
Player Side Differences
If both players input an attack on the exact same frame, 1P's input will be given processing priority, causing 2P's input to be delayed by 1F. Though highly specific, this can cause 2P to be at a disadvantage in some situations, particularly in air-to-air contests or during wakeup scenarios.
Reversals
From Wakeup
The input window for wakeup reversals differs depending on the action performed -- special moves have a 2F input window, while throws only have a 1F input window, making wakeup reversals in general very strict to time.
Additionally, performing a wakeup reversal requires that you must hold a downward direction until just before your character gets up, as the game requires that any wakeup reversal action be preceded by mandatory crouching frames. This means the most effective reversals are those input with or
, as these inputs end on a downward direction that satisfies the crouching frame requirement.
From Air Reset
Reversals from air reset offer a 3F input window. Unlike wakeup reversals, there is no crouching frame requirement, allowing you to simply input the move you wish to use as a reversal.
From Grounded Hitstun
Grounded hitstun does not allow for reversal attacks. However, there is always a 1F window where you can block or jump before you can take other actions.
Jump Startup and Landing
Jumping in AVG2 has 2F of pre-jump startup. If an attack connects with your character during these two frames, then you will still be able to block it on the ground. Pre-jump frames can also be cancelled into special moves, which can be used to allow characters who can dash jump to cancel their dash into special moves via a TK special move input.
All pre-jump frames are throw invulnerable, with the exception of Chiho.
Landing from a jump incurs a 1F recovery animation which can be cancelled by any action. However, if attempting to rejump, there is a 1F window between landing and jumping again where your character can be thrown.
Attack and Defense Ratings
All characters in AVG2 have an internal value which dictates their Attack Rating (damage output modifier) and Defense Rating (damage taken modifier). Characters in higher tiers on the charts below have higher Attack/Defense Ratings.
Attack Ratings
S: Miranda
S-: Material
A: Satomi, Reimi
B+: Jun
B: Manami, Saki
C: Tamao, Yuka, Kyoko
C- Ayako
D: Kaori, Elirin
D-: Chiho
Defense Ratings
S: Miranda
S-: Material
A: Jun, Saki, Kyoko
B: Kaori, Reimi
C: Yuka, Satomi, Ayako
D: Tamao, Chiho, Elirin
E: Manami
Unblockable Attacks
AVG2 has two primary factors which can contribute to certain EX Special and Super moves being situationally unblockable. These situations will be covered below.
0F Attacks
A large number of EX Special moves, and some Supers, have 0F of startup after superflash (the screen darkening effect that occurs when one of these moves is activated). When performed at the correct range relative to your opponent, these attacks effectively become unblockable, as your opponent will not be able to enter a blocking state after the superflash has occurred. However, the game will still accept attack inputs during this time, which makes invincible reversals a reliable option to use against 0F attacks on reaction.
Sprite Layering Order and LDP Unblockables
There is a secondary situation where 0F attacks can become unblockable, which has to do with the order in which character sprites are layered on the game screen.
In the above screenshot, Yuka's feet appear in the foreground, while Kaori's appear in the background. This indicates that Yuka's sprite is being drawn over Kaori's sprite, so in this instance, Yuka can be said to have High Drawing Priority (HDP), while Kaori can be said to have Low Drawing Priority (LDP).
This drawing priority can change depending on certain actions taken by both players. Generally speaking, the last player to have performed an attack will have HDP, though certain actions taken by a character can lower their drawing priority.
This is important in relation to 0F attacks, as there are many 0F attacks which, when performed by a character who currently has LDP, will completely fail to trigger the opponent's blocking animation at all, rendering them completely unblockable, even if the opponent was blocking before the superflash.
All Unblockable Attacks
Below is a list of 0F attacks in AVG2. Italicised entries are also LDP Unblockable.
Ayako: EX Mach Spin (qcf+KK)
Chiho: EX Hiengeki (charge b,f+PP)
Elirin: EX Elirin Mach Punch (dp+PP), EX Elirin Tsutenkaku Otoshi (charge d,u+PP)
Kaori: EX Ressenshuu (qcf+KK), Retsuzando (f,hcf+K)*
Kyoko: EX Ominaeshi (qcf+PP)
Reimi: EX Hurricane Rose (charge d,u+KK)
Saki: EX Shoku (dp+KK)
Satomi: EX Kaenzan (rdp+PP), EX Shinkuu Karatake Wari (hcf+P)
Tamao: EX Souryuugeki (dp+PP), Lightning Crash (f,hcf+P)
Yuka: EX Souryuugeki (dp+PP), Kyuukyoku Kikoudan (f,hcf+P)
*: Retsuzando is unique in that it is the only 0F attack which does not allow for the opponent to input attack commands during the superflash
Force LDP Attacks
Below is a list of attacks which will force your character into LDP.
Tamao: Normal throw
Yuka: st.LK (on hit/block)
Reimi: f+HK (on hit/block)
Jun: Kubota Shuttle (on hit/whiff)
Ayako: EX Rave Storm (on whiff), EX Mach Spin (on whiff), F.T.I.C. (on whiff)
Saki: Mizuchi (on whiff)