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Combat moves: Difference between revisions

1,763 bytes added ,  12 November 2005
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|kick_low
|kick_low
|kick_low
|kick_low
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!C+↓
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|crouch_bk
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!C... P
!C... P
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|style="background:aqua"|throw_fw_p<br>(throw_fw_p_tgt)
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|throw_fw<br>(throw_fw_tgt)
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|style="background:lime"|= MURCOM
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|style="background:aqua"|throw_bk_p<br>(throw_bk_p_tgt) '''(1)'''
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|throw_bk<br>(throw_bk_tgt)
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|style="background:lime"|= MURCOM
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!K+&#8593;<br>(from FRONT)
!K+&#8593;<br>(from FRONT)
|style="background:aqua" |throw_fw_k<br>(throw_fw_k_tgt)
|style="background:aqua" |throw_fw_k<br>(throw_fw_k_tgt)
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|throw_fw_k<br>(throw_fw_k_tgt)
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!K+&#8593;<br>(from BACK)
!K+&#8593;<br>(from BACK)
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|style="background:black"|
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|throw_bk_k<br>(throw_bk_k_tgt)
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! align="left" colspan="12" style="background:yellow"|RUNNING THROWS
! align="left" colspan="12" style="background:yellow"|RUNNING THROWS
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|run_thw_fw<br>(run_thw_fw_tgt)
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|style="background:lime"|= MURCOM
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|run_tkl_bk_p<br>(run_tkl_bk_p_tgt)
|run_tkl_bk_p<br>(run_tkl_bk_p_tgt)
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|style="background:black"|
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|run_thw_fw_k<br>(run_thw_fw_k_tgt)
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!K (from BACK)
!K (from BACK)
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|run_thw_bk_k<br>(run_thw_bk_k_tgt)
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|- style="background:yellow"
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!RUNNING COMBOS
!RUNNING COMBOS
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|style="background:lime"|= STRIKE
|style="background:lime"|= STRIKE
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'''Konoko (1)''' : the rifle variants are called '''KONRIFthrow_bk_p''' and '''KONRIFthrow_bk_p_tgt''' (instead of '''KONRIFthrow_bk''' and '''KONRIFthrow_bk_tgt''').
'''Konoko (1)''' : the rifle duplicates are called '''KONRIFthrow_bk_p''' and '''KONRIFthrow_bk_p_tgt''' (instead of '''KONRIFthrow_bk''' and '''KONRIFthrow_bk_tgt''').


'''Konoko(2)''' : the anims '''KONCOMpunch_lowa''' and '''KONCOMpunch_lowb''' are played one after the other, in that order.
'''Konoko(2)''' : the anims '''KONCOMpunch_lowa''' and '''KONCOMpunch_lowb''' are played one after the other, in that order.
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'''Elite (1)''' : the animation played ('''ELITErun_punch1''' or '''ELITErun_punch2''') depends on the running animation state.
'''Elite (1)''' : the animation played ('''ELITErun_punch1''' or '''ELITErun_punch2''') depends on the running animation state.
'''Red (1)''' : the pistol duplicate are called '''REDPISthrow_bk''' and '''REDPISthrow_bk_tgt''' (instead of '''REDPISthrow_bk_p''' and '''REDPISthrow_bk_p_tgt''').


'''TCTF (1)''' : the animation played ('''TCTFrun_kick1''' or '''TCTFrun_kick2''') depends on the running animation state.
'''TCTF (1)''' : the animation played ('''TCTFrun_kick1''' or '''TCTFrun_kick2''') depends on the running animation state.