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Combat moves: Difference between revisions

17 bytes removed ,  13 November 2005
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I'm not making a separate column for '''BARAB''' : the only thing Barabas doesn't inherit from Elites is the Earthquaker ('''BARABkick_heavy''').
I'm not making a separate column for '''BARAB''' : the only thing Barabas doesn't inherit from Elites is the Earthquaker ('''BARABkick_heavy''').
{| border="1" cellspacing="0" align="center"
{| border="1" cellspacing="0"
|+Color code
|+Color code
!Color
!Color
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==PUNCH and KICK combos==
==PUNCH and KICK combos==
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONCOM
!KONCOM
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==JUMP combos==
==JUMP combos==
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONCOM
!KONCOM
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|-
|-
!align="left" colspan="12" style="background:yellow"|PUNCH
!align="left" colspan="12" style="background:yellow"|PUNCH
|-
!J, P
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|
|-
!↑... J, P
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|-
|-
!align="left" colspan="12" style="background:yellow"|KICK
!align="left" colspan="12" style="background:yellow"|KICK
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==CROUCH combos==
==CROUCH combos==
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONCOM
!KONCOM
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#The anims '''KONCOMpunch_lowa''' and '''KONCOMpunch_lowb''' are played one after the other, in that order.
#The anims '''KONCOMpunch_lowa''' and '''KONCOMpunch_lowb''' are played one after the other, in that order.
'''STRCOM :'''
'''STRCOM :'''
#'''STRCOMcrouch_punch_fw''' fails to kick in when triggered by keyboard event '''C... P+↑'''.
#'''STRCOMcrouch_punch_fw''' fails to play when triggered by keyboard event '''C... P+↑'''.




=="Getup" punches and kicks==
=="Getup" punches and kicks==
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONCOM
!KONCOM
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==Running combos==
==Running combos==
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONOKO
!KONOKO
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==Throws and disarms==
==Throws and disarms==
===Static throws===
===Static throws===
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONCOM
!KONCOM
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|style="background:black"|
|style="background:black"|
|}
|}


===Running throws===
===Running throws===
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONCOM
!KONCOM
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! align="left" colspan="10" style="background:yellow"|PUNCH
! align="left" colspan="10" style="background:yellow"|PUNCH
|-
|-
!P (from FRONT)
!&#8593;... P<br>(from FRONT)
|run_throw_fw<br>(run_throw_fw_tgt)
|run_throw_fw<br>(run_throw_fw_tgt)
|style="background:black"|
|style="background:black"|
|run_thw_fw_p<br>(run_thw_fw_p_tgt)
|run_thw_fw_p '''(1)'''<br>(run_thw_fw_p_tgt)<br>run_thw_fw_pl<br>(run_thw_fw_pl_t)
|run_thw_fw_p<br>(run_thw_fw_p_tgt)
|run_thw_fw_p<br>(run_thw_fw_p_tgt)
|run_thw_fw_p<br>(run_thw_fw_p_tgt)
|run_thw_fw_p<br>(run_thw_fw_p_tgt)
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|style="background:lime"|= MURCOM
|style="background:lime"|= MURCOM
|-
|-
!P (from FRONT LEFT)
!&#8593;... P<br>(from BACK)
|style="background:black"|
|style="background:black"|
|run_thw_fw_pl<br>(run_thw_fw_pl_t)
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|-
!P (from BACK)
|run_throw_bk<br>(run_throw_bk_tgt)
|run_throw_bk<br>(run_throw_bk_tgt)
|style="background:black"|
|style="background:black"|
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|style="background:black"|
|style="background:black"|
|-
|-
!P (TACKLE)
!&#8593;... P<br>(TACKLE)
|run_tkl_bk_p<br>(run_tkl_bk_p_tgt)
|run_tkl_bk_p<br>(run_tkl_bk_p_tgt)
|style="background:black"|
|style="background:black"|
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! align="left" colspan="10" style="background:yellow"|KICK
! align="left" colspan="10" style="background:yellow"|KICK
|-
|-
!K (from FRONT)
!&#8593;... K<br>(from FRONT)
|run_thw_fw_k<br>(run_thw_fw_k_tgt)
|run_thw_fw_k<br>(run_thw_fw_k_tgt)
|run_thw_fw_k<br>(run_thw_fw_k_tgt)
|run_thw_fw_k<br>(run_thw_fw_k_tgt)
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|style="background:black"|
|style="background:black"|
|-
|-
!K (from BACK)
!&#8593;... K<br>(from BACK)
|style="background:black"|
|style="background:black"|
|run_thw_bk_k<br>(run_thw_bk_k_tgt)
|run_thw_bk_k<br>(run_thw_bk_k_tgt)
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|style="background:black"|
|style="background:black"|
|}
|}
'''COMGUY'''s and '''THUG'''s don't have any running throws.
'''STRCOM :'''
#'''STRCOMrun_thw_fw_p''' (resp. '''STRCOMrun_thw_fw_p_tgt''') is played on the Striker (resp. on the victim) if the victim is to the Striker's ''right''<br>'''STRCOMrun_thw_fw_pl''' (resp. '''STRCOMrun_thw_fw_pl_t''') is played on the Striker (resp. on the victim) if the victim is to the Striker's ''left''.
 


===Pistol disarms===
===Pistol disarms===
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONPIS
!KONPIS
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===Rifle disarms===
===Rifle disarms===
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONRIF
!KONRIF
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==Variants available when carrying a rifle==
==Variants available when carrying a rifle==
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONRIF
!KONRIF
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==More combat moves==
==More combat moves==
===Shockwaves===
===Shockwaves===
{|border="1" cellpadding="5" cellspacing="0" align="center"
{|border="1" cellpadding="5" cellspacing="0"
|-style="background:yellow"
|-style="background:yellow"
!Character
!Character
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===Unbound moves===
===Unbound moves===
{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0"
!KONCOM
!KONCOM
!STRCOM
!STRCOM