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==Controls== | ==Controls== | ||
Oni 2 is meant to be played with the DualShock 2 in analog mode, so that the left thumbstick can be used for movement and the right stick to move the camera. In digital mode (the "Analog" light on the DualShock 2 is off), the D-pad has to be used as the movement control, but in analog mode, the D-pad is freed up to serve as the inventory control. In the following tables, analog mode is assumed to be on unless otherwise noted. Note that ledge grabbing does not work everywhere | Oni 2 is meant to be played with the DualShock 2 in analog mode, so that the left thumbstick can be used for movement and the right stick to move the camera. In digital mode (the "Analog" light on the DualShock 2 is off), the D-pad has to be used as the movement control, but in analog mode, the D-pad is freed up to serve as the inventory control. In the following tables, analog mode is assumed to be on unless otherwise noted. Note that ledge grabbing does not work everywhere, only where the devs intended it to. | ||
{| style="white-space:nowrap" | {| style="white-space:nowrap" | ||
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|roll | |roll | ||
|- | |- | ||
| | |▢ + movement towards nearby wall | ||
|wall flip | |wall flip | ||
|- | |- | ||
| | |▢ while in air near ledge | ||
|ledge grab | |ledge grab | ||
|- | |- | ||
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|climb up | |climb up | ||
|- | |- | ||
| | |▢ while hanging from ledge | ||
|drop down | |drop down | ||
|- | |- | ||
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|+Weapons and inventory | |+Weapons and inventory | ||
|- | |- | ||
| | |▢ with gun in hand | ||
|fire | |fire | ||
|- | |- | ||
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In the following tables, a '*' means a short pause. | In the following tables, a '*' means a short pause. | ||
△ is the strike (fast attack) button, and it produces various punches and kicks based upon your position in a combo sequence or the use of a directional modifier (that is, beginning to move in a certain direction right before attacking). ◯ is the heavy attack button, producing slower, presumably more powerful attacks. O and △ attacks can be interleaved and still build a combo, e.g. △, ◯ performs the same second attack as ◯, ◯ does. | |||
{| style="white-space:nowrap" | {| style="white-space:nowrap" | ||
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|+Triangle attacks | |+Triangle attacks | ||
|- | |- | ||
| | |△, △, △ | ||
|punch, punch, high kick | |punch, punch, high kick | ||
|- | |- | ||
| | |△, *△, △ | ||
|punch, hook kick, hook kick | |punch, hook kick, hook kick | ||
|- | |- | ||
| | |△, *△, *△ | ||
|punch, hook kick, jumping spin kick | |punch, hook kick, jumping spin kick | ||
|- | |- | ||
|move left/right + | |move left/right + △, move left/right + △ | ||
|side punch, side elbow | |side punch, side elbow | ||
|- | |- | ||
|move left/right + | |move left/right + △, *move left/right + △ | ||
|side punch, side jump kick | |side punch, side jump kick | ||
|- | |- | ||
|move backward + | |move backward + △, move backward + △ | ||
|back kick, back kick | |back kick, back kick | ||
|- | |- | ||
|move backward + | |move backward + △, *move backward + △ | ||
|back kick, back hook kick | |back kick, back hook kick | ||
|- | |- | ||
| | |△ while in air | ||
|jump kick | |jump kick | ||
|- | |- | ||
| | |△ while crouched | ||
|sweep kick | |sweep kick | ||
|- | |- | ||
| | |△ while running | ||
|running punch | |running punch | ||
|} | |} | ||
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|+Circle attacks | |+Circle attacks | ||
|- | |- | ||
| | |◯, ◯, ◯ | ||
|spin kick, double punch, overhead throw | |spin kick, double punch, overhead throw | ||
|- | |- | ||
| | |◯, ◯, *◯ | ||
|spin kick, two-handed strike, jump kick throw | |spin kick, two-handed strike, jump kick throw | ||
|- | |- | ||
| | |◯ while running | ||
|double kick | |double kick | ||
|} | |} | ||
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|+Special attacks | |+Special attacks | ||
|- | |- | ||
| | |▢ while running into enemy | ||
|lariat (yes, ''the'' Lariat from Oni) | |lariat (yes, ''the'' Lariat from Oni) | ||
|- | |- | ||
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|parry attempt (used on incoming enemy attack) | |parry attempt (used on incoming enemy attack) | ||
|- | |- | ||
| | |△ after parry | ||
|throw counterattack | |throw counterattack | ||
|- | |- | ||
| | |△, △, △, ▢ | ||
|punch, punch, kick, grab attempt (leads to '''grappling options''') | |punch, punch, kick, grab attempt (leads to '''grappling options''') | ||
|- | |- | ||
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|} | |} | ||
Note that grappling was a work-in-progress and can cause animation glitches after it ends. After holding a target for a while, he will break free, but this sometimes causes the game to hang. When you have someone in a hold, you can press | Note that grappling was a work-in-progress and can cause animation glitches after it ends. After holding a target for a while, he will break free, but this sometimes causes the game to hang. When you have someone in a hold, you can press △ one or two times to elbow him in the head, but a third △ will kick him away. So the elbow attacks are intended as an optional prelude to either releasing him with X, kicking him with △, throwing him with O, or placing him in a painlock stance with ▢. When the victim is in a painlock, you can punch him in the head an unlimited number of times with △, but you can no longer throw him, only release him. | ||
{|class="wikitable" style="margin-left:auto; margin-right:auto;" | {|class="wikitable" style="margin-left:auto; margin-right:auto;" | ||
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|walk with victim (human shield tactic) | |walk with victim (human shield tactic) | ||
|- | |- | ||
| | |△ x3 | ||
|elbow to head x2, kick away | |elbow to head x2, kick away | ||
|- | |- | ||
| | |◯ | ||
|overhead rolling leg throw | |overhead rolling leg throw | ||
|- | |- | ||
| | |▢ | ||
|place victim in painlock stance | |place victim in painlock stance | ||
|- | |- | ||
| | |△ while in painlock | ||
|fist to head | |fist to head | ||
|- | |- |