F-2 Weapons — Built Around Four Anti-Ship Missiles

Updated 2026.09.05 — 7 min read

What hangs on eleven hardpoints. From the Type 90 and Type 04 air-to-air missiles to the four Type 93 anti-ship missiles that define the aircraft — the loadout, from public sources.

The F-2 was designed around anti-ship attack. The wing is 25% larger than the F-16’s precisely so it can carry heavy anti-ship missiles a long way (The F-2).

This page is what it carries, from publicly available material.

1. Eleven places to hang things

StationCountTypically
Wingtip launchers2short-range air-to-air missiles
Underwing pylons8missiles, bombs, external tanks
Centreline1external tank, pods

The heavier it is, the closer to the fuselage it hangs. Wingtips are for short-range air-to-air missiles only; anything the size of an anti-ship missile goes to an inboard station. It follows the aircraft’s centre of gravity and the bending load on the wing — and it is how to read a photograph of a loaded F-2.

Fixed armament is a single 20 mm M61A2 cannon, a rotary gun firing from six spinning barrels. There is a magazine, and when it is empty it is empty.

2. Air-to-air missiles

Type designationClassGuidanceRange
AAM-3Type 90short-rangeinfraredover 13 km
AAM-5Type 04short-rangeimaging infrared (IIR)≈35 km
AAM-4Type 99medium-rangeactive radar
AIM-9Lshort-rangeinfrared

The AAM-3 (Type 90) was developed to succeed the AIM-9L, with all-aspect capability — it can be fired at a target head-on rather than only from behind.

The AAM-5 (Type 04) replaced it, and does two things well. First, thrust vectoring: the rocket exhaust itself is deflected, so the missile can turn hard immediately after launch, before it has any speed to turn with. Second, a very wide seeker field of view, which means it can be fired at targets the aircraft is not pointing at (high off-boresight). Paired with a JHMCS helmet sight, the shot goes where the pilot is looking. Being an imaging infrared seeker, it is also harder to decoy with flares.

The AAM-4 (Type 99) is the medium-range active radar weapon. After launch the missile tracks with its own radar, so the launching aircraft can turn away instead of holding the target illuminated. The later AAM-4B is known as a missile with an active phased-array seeker.

3. Anti-ship missiles — what the aircraft is for

Type designationPropulsionTerminal guidanceRange
ASM-1Type 80rocketactive radar
ASM-2Type 93turbojetimaging infrared (IIR)over 144 km
ASM-3(none)ramjet, supersonic≈200 km

Four ASM-2s. That loadout is the F-2’s signature; the F-4EJ Kai it replaced could carry two of the same missile.

The ASM-2 being a turbojet rather than a rocket matters. A rocket coasts once its motor burns out; a turbojet flies the whole way under its own power, which is where the order-of-magnitude difference in range comes from. Terminal guidance is imaging infrared, so it picks its aim point off the heat signature of the ship.

ASM-3 goes further, flying supersonically on a ramjet to shorten the time an escort has to intercept it. A longer-ranged ASM-3A has also been developed.

Why anti-ship

FS-X, the F-2's origin, was conceived as a "support fighter" for dealing with ships approaching an island nation. That put carrying heavy weapons a long way and coming home above dogfight agility in the design priorities. The wing area and the fuel load both follow from that requirement.

4. Air-to-ground

JDAM has no motor. Falling is where its range comes from, so how far it reaches is set by the altitude and speed at release. The profile is to come in high and fast, release, and leave.

5. External tanks

Tanks can be carried underwing and on the centreline. The 450 nm (≈830 km) combat radius figure assumes them.

Fuel comes at a price: more drag, more weight, and less g available. In service, the limit load with tanks and missiles aboard sits well below the 9 g of a clean aircraft.

The game holds its structural limit at +9 g / −3 g regardless of what is on the wings (see Stalls and turns §8). What tanks cost you is the g you can generate: the extra weight means less load factor at the same speed.

6. What the F-2 in this game carries

What the aircraft carries changes from stage to stage. There are six underwing stations, loaded with whatever that mission uses (practice rounds on the missions where you do not shoot). External tanks appear only on the stages that carry them — the Matsushima circuits and the formation missions. The carrier missions fly clean.

And what you carry goes into the flight model as weight.

StoreWeight
Short-range air-to-air missile (with launcher)100 kg
Guided air-to-ground weapon260 kg
Anti-ship missile530 kg
20 mm ammunition, 512 rounds90 kg
Flare dispenser, loaded45 kg
One external tank (90 kg shell + 1,120 kg fuel)1,210 kg

The numbers say plainly which one matters: the tanks. Two of them are 2,420 kg — twenty-four missiles’ worth, and 16% of launch weight. Firing a single missile barely lightens the aircraft; dropping the tanks you feel (keyboard J, pad dpad ←).

A stage that does not specify a load launches at 12,702 kg — about 12.7 t, and that is the reference the flight model is tuned against. The 240 km/h stall, the 280 km/h approach and every other number in Stalls and Turns were measured at that weight. Hang the tanks and it becomes 15.1 t, with the stall up at 262 km/h.

The full breakdown, and how weight reaches the way the aircraft flies, is in The F-2 §4.

Weight reaches everything

Stall speed rises with the square root of weight. Same wing, 1.5× the weight, and stall speed goes up by about 1.22× — a 240 km/h stall becomes 293 km/h. Turn radius, rate of climb and acceleration all follow weight the same way. And since fuel burns off as you fly, that weight is moving the whole time you are airborne.


Sources

This article is commentary based on publicly available information.