Combat moves: Difference between revisions

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wording tweaks to introduction; added expansions of animation variant suffixes
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==Combat move database==
[[Image:Rear TCTF pistol disarm.gif|right]]
Work in progress... Here are a few GIFs made earlier. Not organized... yet. (ZDLO says he's done all Elite GIFs already...)
This is an overview of the combat moves available in Oni.
:For an overview of the damage dealt, see [http://zdlo.oni2.net/Items/Table_of_damage_dealt.htm HERE]. For a few animated GIFs, see [http://zdlo.oni2.net/GIFs/ HERE].


http://geyser.oni2.net/pics/GIF/Tanker_TH_weapon_specialmove.gif
This page is ''not'' intended for experts only. It allows anyone to look up all the combos available to a character, as well as the control sequences to execute them. Perhaps the most tricky thing to understand is that a lot of animations are shared between characters (for example, the TCTF SWAT on the right inherits the disarm from Strikers). Please read the following note on how the animation names are constructed, then use the mini-tables to see what "prefix" (column header) corresponds to the character you're looking for. Good luck.
http://geyser.oni2.net/pics/GIF/CrescentKickSmall.gif
http://geyser.oni2.net/pics/GIF/D-B.gif


ZDLO has made a [http://zdlo.oni2.net/Items/Table_of_damage_dealt.htm nice table] listing all the combat moves available in Oni (if you think something's missing, please say so).
;Animation names
 
:Oni's [[animation]]s are stored in [[TRAM]] files, all of which are named. Hence we labeled the moves accordingly in the following tables.
Below is an attempt to list all the combat animations and classify them according to their header :
:Typically, the body of an animation name consists of a ''lowercase suffix'' ("comb_p", "punch_heavy", ...) and an ''uppercase prefix'' that helps to quickly identify the animation collection ([[TRAC]]) and variant.
 
:The main prefix indicates the character, e.g. "KONOKO" or "BOMB". Animation variants are indicated by three letter suffixes which follow the first three letters of the character prefix, e.g. "KONCOM" or "NINRIF". The possible variants are COM{{FontCol|slategray|bat}} (melee), PIS{{FontCol|slategray|tol}}, RIF{{FontCol|slategray|le}}, SPR{{FontCol|slategray|int}}, PAN{{FontCol|slategray|ic}} or SCR{{FontCol|slategray|amble}}.
'''KONOKO''', '''COMGUY''', '''STRIKE''', '''NINJA''', '''TANKER''', '''ELITE''', '''RED''', '''THUG''', '''MURO''', '''MUTANT''', '''TCTF'''
:In the following tables, just append the suffix you find in a cell to the prefix in the column header, and you'll get the full name of the animation. The input sequence needed to trigger the animation is in the row header.
 
:Internal filenames use an additional "TRAM" prefix: e.g. "TRAMKONCOMpunch_heavy". However, that prefix is left out by [[BSL]] commands, for example: '''[[chr_animate]] 0 KONCOMpunch_heavy'''
'''KONCOM''', '''COMCOM''', '''STRCOM''', '''NINCOM''', '''TANCOM''', '''ELICOM''', '''REDCOM''', '''THUCOM''', '''MURCOM''', '''MUTCOM''', '''TCTCOM'''.
{|{{table}} style="white-space:nowrap"
 
|width=200px|__TOC__
 
|width=250px|
{| border="1" cellspacing="0"
{|border=1 cellspacing=0
|+Color code
|+'''Collection and variant prefixes'''
|BARAB||Barabas
|-
|COMGUY||Comguys, cops, male civilians
|-
|DOC||Doctor
|-
|ELITE||Elite Strikers
|-
|GRIFIN||Griffin
|-
|KONOKO||Konoko, female cops, female civilians
|-
|MURO||Muro
|-
|MUTANT||Mutant Muro
|-
|NINJA||Ninja
|-
|RED||Furies
|-
|SECRET||Female civilians
|-
|SECURI||Security guards
|-
|SHINAT||Shinatama
|-
|SHINZOM||Zombie Shinatama
|-
|STRIKE||Strikers
|-
|TANKER||Tankers
|-
|TCTF||TCTF SWAT
|-
|THUG||Thugs (workers)
|-
|***COM||Combat variant
|-
|***PIS||Pistol variant
|-
|***RIF||Rifle variant
|}
|width=200px|
{|border=1 cellspacing=0
|+'''[[TRAC]] inheritance and stats'''
| style="text-align:left"|
'''konokocore_animations''': 536 anims
*'''konokolev1_animations''': 70 anims
**'''konoko_animations''': 105 anims
***'''gen_f_animations''': 7 anims
*'''red_animations''': 100 anims
*'''shinatama_animations''': 12 anims
*'''Shinzom_animations''': 6 anims
'''strikercore_animations''': 400 anims
*'''striker_animations''': 96 anims
**'''TCTFswat_animations''': 23 anims
*'''elite_animations''': 102 anims
**'''barabus_animations''': 8 anims
*'''ninja_animations''': 385 anims
*'''comguy_animations''': 312 anims
**'''doctor_animations''': 1 anim
**'''gen_m_animations''': 0 anims
**'''griffin_animations''': 3 anims
**'''security_animations''': 2 anims
**'''Tanker_animations''': 237 anims
**'''thug_animations''': 22 anims
**'''muro_animations''': 55 anims
***'''mutantmuro_animations''': 38 anims
|}
|
{|border=1 cellspacing=0
|+'''Symbols used in the tables below'''
|
{|align=center border="1" cellspacing="0"
|+'''Control sequences'''
!↑/←/↓/→
|forwards / left / backwards / right
|-
!P/K/J/C
|punch / kick / jump / crouch
|-
!A, B
|press A, wait, press B
|-
!A+B
|press and hold A, press B
|-
!-A+B
|release A and press B
|-
!A... B
|press B while holding A
|}
|-
|
{|align=center border="1" cellspacing="0"
|+'''Cell background color'''
!Color
!Color
!Meaning
!Meaning
Line 27: Line 123:
|-
|-
|style="background:silver"|
|style="background:silver"|
|This move is the same as another move
|Same ''animation'' as for another move
|-
|-
|style="background:lime"|
|style="background:lime"|
Line 34: Line 130:
|style="background:black"|
|style="background:black"|
|This move is unavailable for this character
|This move is unavailable for this character
|-
|style="color:red"|blah
|This move doesn't deal any damage
|}
|}
 
|}
|}
==PUNCH and KICK combos==
==PUNCH and KICK combos==
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
Line 198: Line 292:
|style="background:lime"|= MURCOM
|style="background:lime"|= MURCOM
|comb_k_k_k
|comb_k_k_k
|-
!align="left" colspan="12" style="background:yellow"|DIRECTIONAL
|-
|-
!K, K, K+↑
!K, K, K+↑
|comb_k_k_kfw
|[[Crescent Moon Kick|comb_k_k_kfw]]
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
Line 211: Line 307:
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|-
!align="left" colspan="12" style="background:yellow"|DIRECTIONAL
|-
|-
!P+↑
!P+↑
Line 321: Line 415:
|}
|}


----


==CROUCH combos==
==CROUCH combos==
Line 363: Line 459:
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|kick_low
|style="background:lime"|= STRCOM
|-
|-
!C... P+↑
!C... P+↑
Line 451: Line 547:
'''STRCOM :'''
'''STRCOM :'''
#'''STRCOMcrouch_punch_fw''' fails to play when triggered by event '''C... P+↑'''.
#'''STRCOMcrouch_punch_fw''' fails to play when triggered by event '''C... P+↑'''.
----


==RUN combos==
==RUN combos==
Line 551: Line 650:
! align="left" colspan="12" style="background:yellow"|ROLL/SLIDE
! align="left" colspan="12" style="background:yellow"|ROLL/SLIDE
|-
|-
!↑... C
!&#8593;... C<br>&#8593;, &#8593;... C
|style="background:fuchsia"|run_slide
|style="background:fuchsia"|run_slide '''(1)'''
|style="background:aqua"|run_slide
|style="background:aqua"|run_slide
|style="background:fuchsia"|run_slide
|style="background:fuchsia"|run_slide
Line 560: Line 659:
|style="background:aqua"|run_slide
|style="background:aqua"|run_slide
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|run_slide
|style="background:aqua"|run_slide
|style="background:lime"|= MURO
|style="background:lime"|= MURO
|style="background:lime"|run_slide<br>= STRPIS '''(2)'''<br>= STRRIF
|style="background:lime"|run_slide<br>= STRPIS '''(2)'''<br>= STRRIF
|-
|-
!(&#8592;/&#8594;)... C
!(&#8592;/&#8594;)... C
|style="background:fuchsia"|ss_lt_slide<br>ss_rt_slide
|style="background:fuchsia"|ss_lt_slide '''(2)'''<br>ss_rt_slide
|style="background:fuchsia"|ss_lt_slide<br>ss_rt_slide
|style="background:fuchsia"|ss_lt_slide '''(1)'''<br>ss_rt_slide
|style="background:fuchsia"|ss_lt_slide<br>ss_rt_slide
|style="background:fuchsia"|ss_lt_slide<br>ss_rt_slide
|style="background:fuchsia"|ss_lt_slide<br>ss_rt_slide
|style="background:fuchsia"|ss_lt_slide<br>ss_rt_slide
Line 578: Line 677:
|-
|-
!&#8595;... C
!&#8595;... C
|run_bk_slide
|run_bk_slide '''(3)'''
|style="background:aqua"|run_bk_slide
|style="background:aqua"|run_bk_slide '''(2)'''
|run_bk_slide
|run_bk_slide
|run_bk_slide
|run_bk_slide
Line 590: Line 689:
|style="background:lime"|= STRIKE
|style="background:lime"|= STRIKE
|}
|}
'''KONOKO :'''
#'''KONPISrun_slide''' and '''KONRIFrun_slide''' are duplicates of '''KONOKOrun_slide'''. A non-dashing Konoko uses '''KONCOMcrouch_fw''', which doesn't deal any damage.
#No damage dealt for any of the 6 variants.
#No damage dealt.
'''COMGUY :'''
#No damage dealt for any of the 6 variants.
#No damage dealt for any of the 2 variants.
'''ELITE :'''
'''ELITE :'''
#The animation played ('''ELITErun_punch1''' or '''ELITErun_punch2''') depends on the running animation state.
#The animation played ('''ELITErun_punch1''' or '''ELITErun_punch2''') depends on the running animation state.
Line 596: Line 702:
#'''STRIKErun_slide''' (slide with no weapon) is overridden with '''TCTFrun_slide''', whereas '''STRPISrun_slide''' and '''STRRIFrun_slide''' are inherited.
#'''STRIKErun_slide''' (slide with no weapon) is overridden with '''TCTFrun_slide''', whereas '''STRPISrun_slide''' and '''STRRIFrun_slide''' are inherited.


----------


==JUMP combos==
==JUMP combos==
Line 721: Line 829:
|style="background:lime"|= STRIKE
|style="background:lime"|= STRIKE
|}
|}
-----
===Jump-flips===
===Jump-flips===
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
Line 752: Line 857:
|jump_lt_crouch<br>jump_rt_crouch
|jump_lt_crouch<br>jump_rt_crouch
|jump_lt_crouch<br>jump_rt_crouch
|jump_lt_crouch<br>jump_rt_crouch
|jump_lt_crouch<br>jump_rt_crouch
|jump_lt_crouch '''(1)'''<br>jump_rt_crouch
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
Line 759: Line 864:
|jump_bk_crouch
|jump_bk_crouch
|style="background:black"|
|style="background:black"|
|jump_bk_crouch
|jump_bk_crouch '''(2)'''
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|}
|}
'''NINJA :'''
#'''NINJAjump_lt_crouch''' and '''NINJAjump_rt_crouch''' don't deal any damage.
#'''NINJAjump_bk_crouch''' doesn't deal any damage.




---------
---------
=="Getup" punches and kicks==
=="Getup" punches and kicks==
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
Line 774: Line 881:
!STRCOM
!STRCOM
!NINCOM
!NINCOM
!(TANKER)
!TANCOM
!ELICOM
!ELICOM
!(RED)
!REDCOM
!(THUG)
!(THUG)
!(MURO)
!(MURO)
Line 804: Line 911:
|style="background:lime"|getup_kick_fw<br>= STRCOM '''(1)'''
|style="background:lime"|getup_kick_fw<br>= STRCOM '''(1)'''
|getup_kick_fw
|getup_kick_fw
|style="background:lime"|= KONCOM
|getup_kick_fw
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
Line 866: Line 973:
'''TANCOM :'''
'''TANCOM :'''
#'''STRCOMgetup_kick_fw''' is used for a "napping" Tanker ('''TANKERlie_back''') and '''TANCOMgetup_kick_fw''' is used for a Tanker that's been knocked down ('''STRIKEfallen_back''')
#'''STRCOMgetup_kick_fw''' is used for a "napping" Tanker ('''TANKERlie_back''') and '''TANCOMgetup_kick_fw''' is used for a Tanker that's been knocked down ('''STRIKEfallen_back''')
#'''STRCOMgetup_kick_bk''' is used for a "napping" Tanker ('''TANKERlie_back''') and '''COMCOMgetup_kick_fw''' is used for a Tanker that's been knocked down ('''STRIKEfallen_back''')
#'''STRCOMgetup_kick_bk''' is used for a "napping" Tanker ('''TANKERlie_back''') and '''COMCOMgetup_k_bk''' is used for a Tanker that's been knocked down ('''STRIKEfallen_back''')
 
 
----


==Throws and disarms==
==Throws and disarms==
Line 919: Line 1,029:
|throw_fw_k<br>(throw_fw_k_tgt)
|throw_fw_k<br>(throw_fw_k_tgt)
|style="background:black"|
|style="background:black"|
|throw_fw_k<br>(throw_fw_k_tgt)
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
Line 938: Line 1,048:
|style="background:black"|
|style="background:black"|
|}
|}


===Running throws===
===Running throws===
Line 1,016: Line 1,125:




----
===Pistol disarms===
===Pistol disarms===
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
Line 1,053: Line 1,163:
|throw_bk<br>(throw_bk_tgt)
|throw_bk<br>(throw_bk_tgt)
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style=";background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
Line 1,059: Line 1,169:
!K+&#8593;<br>(from FRONT)
!K+&#8593;<br>(from FRONT)
|throw_fw_k<br>(throw_fw_k_tgt)
|throw_fw_k<br>(throw_fw_k_tgt)
|style="background:lime"|= KONPIS
|style=";background:lime"|= KONPIS
|style="background:black"|
|style="background:black";;;|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style=";background:black"|
|style="background:black";|
|style=";background:black";|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
Line 1,072: Line 1,182:


===Rifle disarms===
===Rifle disarms===
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing=";0"
!Keys\TRAM
!Keys\TRAM
!KONRIF
!KONRIF
Line 1,087: Line 1,197:




==Variants available when carrying a rifle==
----
==More combat moves==
===Rifle-modified combat moves===
[[Image:Tanker rifle lunge.gif|right]]
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
Line 1,110: Line 1,223:
|style="background:lime"|= STRRIF
|style="background:lime"|= STRRIF
|-
|-
!C, K
!-C+K
|kick_heavy
|kick_heavy
|kick_heavy
|kick_heavy
Line 1,117: Line 1,230:
|style="background:lime"|= STRRIF
|style="background:lime"|= STRRIF
|}
|}
 
===Shockwaves and force fields===
 
==More combat moves==
===Shockwaves===
{|border="1" cellpadding="5" cellspacing="0"
{|border="1" cellpadding="5" cellspacing="0"
|-style="background:yellow"
|-style="background:yellow"
Line 1,128: Line 1,238:
|-
|-
!Barabas
!Barabas
!C, K
!-C+K
!BARABkick_heavy
!BARABkick_heavy
|-
|-
!Mutant Muro
!Mutant Muro
!C, K
!-C+K
!MUTCOMkick_heavy
!MUTCOMkick_heavy
|-
|-
Line 1,140: Line 1,250:
|-
|-
!Konoko
!Konoko
!NONE
!&nbsp;
!KONOKOendpowerup
!KONOKOendpowerup
|}
|}
 
*'''KONOKOendpowerup''' isn't bound to an input sequence.
 
*'''BARABkick_heavy''' and '''MUTCOMkick_heavy''' have a shock-wave like effect (sudden acceleration).
-----
*'''MUTCOMcrouch_bk''' and '''KONOKOendpowerup''' act as force fields, gradually accelerating the blown characters.
 
===Unbound moves===
===Unbound moves===
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
!KONCOM
!KONCOM
!STRCOM
!STRCOM
!NINCOM
!REDCOM
|-
|-
|super_punch
|super_punch
|super_punch
|super_punch
|super_punch
|style="background:silver"|super_punch<br>=punch_heavy
|-
|-
|super_kick
|super_kick
|super_kick
|super_kick
|style="background:silver"|super_kick<br>=kick_heavy
|style="background:silver"|super_kick<br>=kick_heavy
|-
|-
|kick_fw_heavy
|kick_fw_heavy
|style="background:black"|
|style="background:black"|
|style="background:black"|
|}
|}
Another unbound move is '''ELITEjump_fw_kick'''.
[[Category:Engine docs]]