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==PUNCH and KICK combos== | ==PUNCH and KICK combos== | ||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
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---- | |||
==CROUCH combos== | ==CROUCH combos== | ||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
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#'''STRCOMcrouch_punch_fw''' fails to play when triggered by event '''C... P+↑'''. | #'''STRCOMcrouch_punch_fw''' fails to play when triggered by event '''C... P+↑'''. | ||
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==RUN combos== | ==RUN combos== | ||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
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---------- | ---------- | ||
==JUMP combos== | ==JUMP combos== | ||
===Punches and kicks=== | ===Punches and kicks=== | ||
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|style="background:lime"|= STRIKE | |style="background:lime"|= STRIKE | ||
|} | |} | ||
===Jump-flips=== | ===Jump-flips=== | ||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
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--------- | --------- | ||
=="Getup" punches and kicks== | =="Getup" punches and kicks== | ||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
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#'''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_kick_fw''' is used for a Tanker that's been knocked down ('''STRIKEfallen_back''') | ||
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==Throws and disarms== | ==Throws and disarms== | ||
===Static throws=== | ===Static throws=== | ||
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|style="background:black"| | |style="background:black"| | ||
|} | |} | ||
===Running throws=== | ===Running throws=== | ||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
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---- | |||
===Pistol disarms=== | ===Pistol disarms=== | ||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
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|style="background:black"| | |style="background:black"| | ||
|} | |} | ||
===Rifle disarms=== | ===Rifle disarms=== | ||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
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==Variants available when carrying a rifle== | ---- | ||
==More combat moves== | |||
===Variants available when carrying a rifle=== | |||
{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
!Keys\TRAM | !Keys\TRAM | ||
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|style="background:lime"|= STRRIF | |style="background:lime"|= STRRIF | ||
|} | |} | ||
===Shockwaves and force fields=== | ===Shockwaves and force fields=== | ||
{|border="1" cellpadding="5" cellspacing="0" | {|border="1" cellpadding="5" cellspacing="0" | ||
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*'''BARABkick_heavy''' and '''MUTCOMkick_heavy''' have a shock-wave like effect (sudden acceleration). | *'''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. | *'''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" |