Combat moves: Difference between revisions

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wording tweaks to introduction; added expansions of animation variant suffixes
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ZDLO has made a nice table summing up all the combat moves available in Oni (if you think something's missing, please say so).
[[Image:Rear TCTF pistol disarm.gif|right]]
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://zdlo.oni2.net/Items/Table_of_damage_dealt.htm ZDLO's inflicted damage table]
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.


Below is an attempt to list all the combat animations and classify them according to their header :
;Animation names
'''KONCOM''', '''COMCOM''', '''STRCOM''', '''NINCOM''', '''TANCOM''', '''ELICOM''', '''REDCOM''', '''THUCOM''', '''MURCOM''', '''MUTCOM''', '''TCTCOM'''.
:Oni's [[animation]]s are stored in [[TRAM]] files, all of which are named. Hence we labeled the moves accordingly in the following tables.
 
: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.
I'm not making a separate column for '''BARAB''' : the only thing Barabas doesn't inherit from '''ELICOM''' is the Earthquaker ('''BARABkick_heavy''').
: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}}.
 
: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.
{| border="1" cellspacing="0" align="center"
: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'''
|+Color code
{|{{table}} style="white-space:nowrap"
|width=200px|__TOC__
|width=250px|
{|border=1 cellspacing=0
|+'''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
|-
|-
|style="background:aqua"|
|style="background:aqua"|
|This move has a pistol variant
|This move has a '''PIS''' duplicate
|-
|-
|style="background:fuchsia"|
|style="background:fuchsia"|
|This move has pistol and rifle variants
|This move has '''PIS''' and '''RIF''' duplicates
|-
|-
|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"|
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|This move is unavailable for this character
|This move is unavailable for this character
|}
|}
{| border="1" cellpadding="5" cellspacing="0" align="center"
|}
|}
==PUNCH and KICK combos==
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONCOM
!KONCOM
Line 42: Line 148:
!TCTCOM
!TCTCOM
|-
|-
! align="left" colspan="12" style="background:yellow"|COMBOS
!align="left" colspan="12" style="background:yellow"|BASIC
|-
|-
!P
!P
Line 186: 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+↑
|[[Crescent Moon Kick|comb_k_k_kfw]]
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:lime"|= KONCOM
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|-
|-
!P+↑
!P+↑
Line 214: Line 335:
|-
|-
!P+(←/→)
!P+(←/→)
|punch_lt/punch_rt
|punch_lt<br>punch_rt
|punch_lt/punch_rt
|punch_lt<br>punch_rt
|punch_lt/punch_rt
|punch_lt<br>punch_rt
|punch_lt/punch_rt
|punch_lt<br>punch_rt
|punch_lt/punch_rt
|punch_lt<br>punch_rt
|punch_lt/punch_rt
|punch_lt<br>punch_rt
|punch_lt/punch_rt
|punch_lt<br>punch_rt
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
Line 253: Line 374:
|-
|-
!K+(&#8592;/&#8594;)
!K+(&#8592;/&#8594;)
|kick_lt/kick_rt
|kick_lt<br>kick_rt
|kick_lt/kick_rt
|kick_lt<br>kick_rt
|kick_lt/kick_rt
|kick_lt<br>kick_rt
|kick_lt/kick_rt
|kick_lt<br>kick_rt
|kick_lt/kick_rt
|kick_lt<br>kick_rt
|kick_lt/kick_rt
|kick_lt<br>kick_rt
|kick_lt/kick_rt
|kick_lt<br>kick_rt
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= STRCOM
|-
!align="left" colspan="12" style="background:yellow"|BIDIRECTIONAL
|-
!(&#8592;/&#8594;), K+&#8593;
|lt_fw_kick<br>rt_fw_kick
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:lime"|= KONCOM
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|-
!&#8595;, K+&#8593;
|bk_fw_kick
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:lime"|= KONCOM
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|}
 
 
----
 
==CROUCH combos==
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!KONCOM
!COMCOM
!STRCOM
!NINCOM
!TANCOM
!ELICOM
!REDCOM
!(THUG)
!MURCOM
!MUTCOM
!TCTCOM
|-
!align="left" colspan="12" style="background:yellow"|STATIC CROUCHING
|-
!C... P
|crouch_punch1
|crouch_punch
|crouch_punch
|crouch_punch
|crouch_punch
|crouch_punch
|crouch_punch
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= STRCOM
|-
!C... K
|crouch_kick1
|crouch_kick
|crouch_kick
|crouch_kick
|crouch_kick
|crouch_kick
|crouch_kick
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= STRCOM
|-
!C... P+&#8593;
|crouch_punch_fw
|crouch_punch_fw
|style="background:red"|crouch_punch_fw '''(1)'''
|crouch_punch_fw
|crouch_punch_fw
|crouch_punch_fw
|crouch_punch_fw
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= STRCOM
|-
!C... K+&#8593;
|crouch_kick_fw
|style="background:silver"|crouch_kick_fw<br>=crouch_kick
|crouch_kick_fw
|style="background:silver"|crouch_kick_fw<br>=crouch_kick
|style="background:silver"|crouch_kick_fw<br>=crouch_kick
|crouch_kick_fw
|crouch_kick_fw
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= STRCOM
|-
! align="left" colspan="12" style="background:yellow"|DYNAMIC CROUCHING
|-
!C+P
|punch_lowa,<br>punch_lowb '''(1)'''
|punch_low
|punch_low
|punch_low
|punch_low
|punch_low
|punch_low
|style="background:lime"|= COMCOM
|punch_low
|style="background:lime"|= MURCOM
|style="background:lime"|= STRCOM
|-
!C+K
|kick_low1
|kick_low
|kick_low
|kick_low
|kick_low
|kick_low
|kick_low
|style="background:lime"|= COMCOM
|kick_low
|kick_low
|kick_low
|-
! align="left" colspan="12" style="background:yellow"|"HEAVY" SPECIALS
|-
!-C+P
|punch_heavy
|punch_heavy
|punch_heavy
|punch_heavy
|punch_heavy
|punch_heavy
|punch_heavy
|style="background:lime"|= COMCOM
|punch_heavy
|punch_heavy
|style="background:lime"|= STRCOM
|-
!-C+K
|kick_heavy
|style="background:black"|
|kick_heavy
|kick_heavy
|kick_heavy
|kick_heavy
|kick_heavy
|style="background:black"|
|kick_heavy
|kick_heavy
|style="background:lime"|= STRCOM
|}
'''KONCOM :'''
#The anims '''KONCOMpunch_lowa''' and '''KONCOMpunch_lowb''' are played one after the other, in that order.
'''STRCOM :'''
#'''STRCOMcrouch_punch_fw''' fails to play when triggered by event '''C... P+&#8593;'''.
 
 
----
 
==RUN combos==
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!KONOKO
!COMGUY
!STRIKE
!NINJA
!TANKER
!ELITE
!RED
!(THUG)
!MURO
!MUTCOM
!TCTF
|-
! align="left" colspan="12" style="background:yellow"|PUNCH
|-
!&#8593;... P
|run_punch
|run_punch1
|run_punch1
|run_punch
|run_punch
|run_punch1<br>run_punch2 '''(1)'''
|run_punch
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|run_punch
|style="background:lime"|= STRIKE
|-
!(&#8592;/&#8594;)... P
|ss_lt_punch<br>ss_rt_punch
|ss_lt_punch<br>ss_rt_punch
|ss_lt_punch<br>ss_rt_punch
|ss_lt_punch<br>ss_rt_punch
|ss_lt_punch<br>ss_rt_punch
|ss_lt_punch<br>ss_rt_punch
|ss_lt_punch<br>ss_rt_punch
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|-
!&#8595;... P
|run_bk_punch
|run_bk_punch
|run_bk_punch
|run_bk_punch
|run_bk_punch
|run_bk_punch
|run_bk_punch
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|-
! align="left" colspan="12" style="background:yellow"|KICK
|-
!&#8593;... K
|run_kick
|run_kick
|run_kick
|run_kick
|run_kick
|run_kick
|run_kick
|style="background:lime"|= COMGUY
|run_kick
|run_kick
|run_kick1<br>run_kick2 '''(1)'''
|-
!(&#8592;/&#8594;)... K
|ss_lt_kick<br>ss_rt_kick
|ss_lt_kick<br>ss_rt_kick
|ss_lt_kick<br>ss_rt_kick
|ss_lt_kick<br>ss_rt_kick
|ss_lt_kick<br>ss_rt_kick
|ss_lt_kick<br>ss_rt_kick
|ss_lt_kick<br>ss_rt_kick
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|-
!&#8595;... K
|run_bk_kick
|run_bk_kick
|run_bk_kick
|run_bk_kick
|run_bk_kick
|run_bk_kick
|run_bk_kick
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|-
! align="left" colspan="12" style="background:yellow"|ROLL/SLIDE
|-
!&#8593;... C<br>&#8593;, &#8593;... C
|style="background:fuchsia"|run_slide '''(1)'''
|style="background:aqua"|run_slide
|style="background:fuchsia"|run_slide
|style="background:aqua"|run_slide
|style="background:aqua"|run_slide
|run_slide
|style="background:aqua"|run_slide
|style="background:lime"|= COMGUY
|style="background:aqua"|run_slide
|style="background:lime"|= MURO
|style="background:lime"|run_slide<br>= STRPIS '''(2)'''<br>= STRRIF
|-
!(&#8592;/&#8594;)... C
|style="background:fuchsia"|ss_lt_slide '''(2)'''<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:lime"|= COMGUY
|style="background:lime"|= STRIKE
|style="background:lime"|= KONOKO
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|-
!&#8595;... C
|run_bk_slide '''(3)'''
|style="background:aqua"|run_bk_slide '''(2)'''
|run_bk_slide
|run_bk_slide
|style="background:lime"|= COMGUY
|run_bk_slide
|style="background:lime"|= KONOKO
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|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 :'''
#The animation played ('''ELITErun_punch1''' or '''ELITErun_punch2''') depends on the running animation state.
'''TCTF :'''
#The animation played ('''TCTFrun_kick1''' or '''TCTFrun_kick2''') depends on the running animation state.
#'''STRIKErun_slide''' (slide with no weapon) is overridden with '''TCTFrun_slide''', whereas '''STRPISrun_slide''' and '''STRRIFrun_slide''' are inherited.
 
 
----------
 
==JUMP combos==
===Punches and kicks===
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!KONOKO
!COMGUY
!STRIKE
!NINJA
!TANKER
!(ELITE)
!RED
!(THUG)
!MURO
!(MUTANT)
!(TCTF)
|-
!align="left" colspan="12" style="background:yellow"|PUNCH
|-
!J, P
|jump_punch
|jump_punch
|jump_punch
|jump_punch
|jump_punch
|style="background:lime"|= STRIKE
|jump_punch
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|-
!&#8593;... J, P
|style="background:silver"|jump_fw_punch<br>=jump_punch
|jump_fw_punch
|style="background:silver"|jump_fw_punch<br>=jump_punch
|style="background:silver"|jump_fw_punch<br>=jump_punch
|style="background:silver"|jump_fw_punch<br>=jump_punch
|style="background:lime"|= STRIKE
|style="background:silver"|jump_fw_punch<br>=jump_punch
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|-
!(&#8592;/&#8594;)... J, P
|jump_lt_punch<br>jump_rt_punch
|style="background:lime"|= STRIKE
|jump_lt_punch<br>jump_rt_punch
|style="background:lime"|= STRIKE
|style="background:lime"|= STRIKE
|style="background:lime"|= STRIKE
|jump_lt_punch<br>jump_rt_punch
|style="background:lime"|= STRIKE
|style="background:lime"|= STRIKE
|style="background:lime"|= STRIKE
|style="background:lime"|= STRIKE
|-
!&#8595;... J, P
|style="background:silver"|jump_bk_punch<br>=jump_punch
|style="background:silver"|jump_bk_punch<br>=jump_fw_punch
|style="background:silver"|jump_bk_punch<br>=jump_punch
|style="background:silver"|jump_bk_punch<br>=jump_punch
|style="background:silver"|jump_bk_punch<br>=jump_punch
|style="background:lime"|= STRIKE
|style="background:silver"|jump_bk_punch<br>=jump_punch
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|-
!align="left" colspan="12" style="background:yellow"|KICK
|-
!J, K
|jump_kick
|jump_kick
|jump_kick
|jump_kick
|jump_kick
|style="background:lime"|= STRIKE
|jump_kick
|style="background:lime"|= COMGUY
|jump_kick
|style="background:lime"|= MURO
|style="background:lime"|= STRIKE
|-
!&#8593;... J, K
|style="background:silver"|jump_fw_kick<br>=jump_kick
|style="background:silver"|jump_fw_kick<br>=jump_kick
|style="background:silver"|jump_fw_kick<br>=jump_kick
|style="background:silver"|jump_fw_kick<br>=jump_kick
|style="background:silver"|jump_fw_kick<br>=jump_kick
|style="background:lime"|= STRIKE
|style="background:silver"|jump_fw_kick<br>=jump_kick
|style="background:lime"|= COMGUY
|style="background:silver"|jump_fw_kick<br>=jump_kick
|style="background:lime"|= MURO
|style="background:lime"|= STRIKE
|-
!(&#8592;/&#8594;)... J, K
|jump_lt_kick<br>jump_rt_kick
|jump_lt_kick<br>jump_rt_kick
|jump_lt_kick<br>jump_rt_kick
|jump_lt_kick<br>jump_rt_kick
|jump_lt_kick<br>jump_rt_kick
|style="background:lime"|= STRIKE
|jump_lt_kick<br>jump_rt_kick
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|-
!&#8595;... J, K
|style="background:silver"|jump_bk_kick<br>=jump_kick
|style="background:silver"|jump_bk_kick<br>=jump_kick
|style="background:silver"|jump_bk_kick<br>=jump_kick
|style="background:silver"|jump_bk_kick<br>=jump_kick
|style="background:silver"|jump_bk_kick<br>=jump_kick
|style="background:lime"|= STRIKE
|style="background:silver"|jump_bk_kick<br>=jump_kick
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= COMGUY
|style="background:lime"|= STRIKE
|}
===Jump-flips===
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!KONOKO
!REDCOM
!NINJA
!MURO
!(MUTANT)
|-
!align="left" colspan="12" style="background:yellow"|FLIP
|-
!J, C
|jump_crouch
|jump_crouch
|jump_crouch
|jump_crouch
|style="background:lime"|= MURO
|-
!&#8593;... J, C
|style="background:silver"|jump_fw_crouch<br>=jump_crouch
|style="background:silver"|jump_fw_crouch<br>=jump_crouch
|style="background:silver"|jump_fw_crouch<br>=jump_crouch
|style="background:silver"|jump_fw_crouch<br>=jump_crouch
|style="background:lime"|= MURO
|-
!(&#8592;/&#8594;)... J, C
|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"|
|-
!&#8595;... J, C
|jump_bk_crouch
|style="background:black"|
|jump_bk_crouch '''(2)'''
|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==
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!KONCOM
!COMCOM
!STRCOM
!NINCOM
!TANCOM
!ELICOM
!REDCOM
!(THUG)
!(MURO)
!(MUTANT)
!(TCTF)
|-
! align="left" colspan="12" style="background:yellow"|LYING FACE UP
|-
!P
|getup_kick_fw2
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:lime"|= KONCOM
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|-
!K
|getup_kick_fw
|getup_k_fw
|getup_kick_fw
|getup_kick_fw
|style="background:lime"|getup_kick_fw<br>= STRCOM '''(1)'''
|getup_kick_fw
|getup_kick_fw
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= STRCOM
|-
!K+&#8595;
|getup_kick_bk
|getup_k_bk
|getup_kick_bk
|getup_kick_bk
|style="background:lime"|= COMCOM<br>= STRCOM '''(2)'''
|style="background:lime"|= STRCOM
|style="background:lime"|= KONCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= COMCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|-
! align="left" colspan="12" style="background:yellow"|LYING FACE DOWN
|-
!P
|getupfront_p_fw
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:lime"|= KONCOM
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|-
!K
|getupfront_k_fw
|style="background:lime"|= STRCOM
|getupfront_fw_k
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= KONCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|-
!K+&#8595;
|getupfront_k_bk
|style="background:lime"|= STRCOM
|getupfront_bk_k
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= KONCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|}
'''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_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==
===Static throws===
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!KONCOM
!COMCOM
!STRCOM
!NINCOM
!TANCOM
!ELICOM
!REDCOM
!(THUG)
!MURCOM
!(MUTANT)
!TCTCOM
|-
|-
! align="left" colspan="12" style="background:yellow"|THROWS
! align="left" colspan="12" style="background:yellow"|THROWS
|-
|-
!P+&#8593;<br>(from FRONT)
!P+&#8593;<br>(from FRONT)
|style="background:fuchsia"|throw_fw_p<br>(throw_fw_p_tgt)
|throw_fw_p<br>(throw_fw_p_tgt)
|style="background:aqua"|throw_fw<br>(throw_fw_tgt)
|throw_fw<br>(throw_fw_tgt)
|style="background:aqua"|throw_fw<br>(throw_fw_tgt)
|throw_fw<br>(throw_fw_tgt)
|
|throw_fw<br>(throw_fw_tgt)
|
|throw_fw<br>(throw_fw_tgt)
|
|throw_fw<br>(throw_fw_tgt)
|
|throw_fw_p<br>(throw_fw_p_tgt)
|
|style="background:lime"|= COMCOM
|
|throw_fw<br>(throw_fw_tgt)
|
|style="background:lime"|= MURCOM
|
|throw_fw_p<br>(throw_fw_p_tgt)
|-
|-
!P+&#8593;<br>(from BACK)
!P+&#8593;<br>(from BACK)
|style="background:fuchsia"|throw_bk '''(1)'''<br>(throw_bk_tgt)
|throw_bk<br>(throw_bk_tgt)
|throw_bk<br>(throw_bk_tgt)
|style="background:aqua"|throw_bk<br>(throw_bk_tgt)
|throw_bk<br>(throw_bk_tgt)
|
|throw_bk<br>(throw_bk_tgt)
|
|throw_bk<br>(throw_bk_tgt)
|
|throw_bk<br>(throw_bk_tgt)
|
|throw_bk<br>(throw_bk_tgt)
|
|throw_bk_p<br>(throw_bk_p_tgt)
|
|style="background:lime"|= COMCOM
|
|throw_bk<br>(throw_bk_tgt)
|
|style="background:lime"|= MURCOM
|throw_bk_p<br>(throw_bk_p_tgt)
|-
|-
!K+&#8593;<br>(from FRONT)
!K+&#8593;<br>(from FRONT)
|style="background:aqua" |throw_fw_k<br>(throw_fw_k_tgt)
|throw_fw_k<br>(throw_fw_k_tgt)
|style="background:black"|
|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"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|
|
|
|
|
|
|
|
|-
|-
!K+&#8593;<br>(from BACK)
!K+&#8593;<br>(from BACK)
Line 310: Line 1,039:
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|
|style="background:black"|
|
|style="background:black"|
|
|style="background:black"|
|
|throw_bk_k<br>(throw_bk_k_tgt)
|
|style="background:black"|
|
|style="background:black"|
|
|style="background:black"|
|
|style="background:black"|
|}
 
===Running throws===
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!KONCOM
!REDCOM
!STRCOM
!TCTCOM
!NINCOM
!TANCOM
!ELICOM
!MURCOM
!(MUTANT)
|-
! align="left" colspan="10" style="background:yellow"|PUNCH
|-
!&#8593;... P<br>(from FRONT)
|run_throw_fw<br>(run_throw_fw_tgt)
|style="background:black"|
|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)
|run_thw_fw<br>(run_thw_fw_tgt)
|style="background:lime"|= MURCOM
|-
!&#8593;... P<br>(from BACK)
|run_throw_bk<br>(run_throw_bk_tgt)
|style="background:black"|
|run_thw_bk_p<br>(run_thw_bk_p_tgt)
|style="background:lime"|= STRCOM
|run_thw_bk_p<br>(run_thw_bk_p_tgt)
|run_thw_bk_p<br>(run_thw_bk_p_tgt)
|run_thw_bk_p<br>(run_thw_bk_p_tgt)
|style="background:black"|
|style="background:black"|
|-
!&#8593;... P<br>(TACKLE)
|run_tkl_bk_p<br>(run_tkl_bk_p_tgt)
|style="background:black"|
|run_tkl_bk_p<br>(run_tkl_bk_p_tgt)
|style="background:lime"|= STRCOM
|run_tkl_bk_p<br>(run_tkl_bk_p_tgt)
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|-
! align="left" colspan="10" style="background:yellow"|KICK
|-
!&#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)
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|-
!&#8593;... K<br>(from BACK)
|style="background:black"|
|run_thw_bk_k<br>(run_thw_bk_k_tgt)
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
|}
'''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===
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!KONPIS
!REDPIS
!STRPIS
!(TCTF)
!NINPIS
!TANPIS
!ELIPIS
!COMPIS
!(THUG)
!(MURO)
!(MUTANT)
|-
|-
! align="left" colspan="12" style="background:yellow"|UNBOUND MOVES
!P+&#8593;<br>(from FRONT)
|throw_fw_p<br>(throw_fw_p_tgt)
|throw_fw_p<br>(throw_fw_p_tgt)
|throw_fw<br>(throw_fw_tgt)
|style="background:lime"|= STRPIS
|throw_fw<br>(throw_fw_tgt)
|throw_fw<br>(throw_fw_tgt)
|throw_fw<br>(throw_fw_tgt)
|throw_fw<br>(throw_fw_tgt)
|style="background:lime"|= COMPIS
|style="background:lime"|= COMPIS
|style="background:lime"|= COMPIS
|-
|-
!Super Punch
!P+&#8593;<br>(from BACK)
|super_punch
|throw_bk_p<br>(throw_bk_p_tgt)
|throw_bk<br>(throw_bk_tgt)
|throw_bk<br>(throw_bk_tgt)
|style="background:lime"|= STRPIS
|throw_bk<br>(throw_bk_tgt)
|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"|
|super_punch
|
|
|
|
|
|
|
|
|-
|-
!Super Kick
!K+&#8593;<br>(from FRONT)
|super_kick
|throw_fw_k<br>(throw_fw_k_tgt)
|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"|
|super_kick
|
|
|
|
|
|
|
|
|}
|}
'''(1)''' : the rifle variants are called '''KONRIFthrow_bk_p''' and '''KONRIFthrow_bk_p_tgt''' (instead of '''KONRIFthrow_bk''' and '''KONRIFthrow_bk_tgt''').


{| border="1" cellpadding="5" cellspacing="0" align="center"
===Rifle disarms===
{| border="1" cellpadding="5" cellspacing=";0"
!Keys\TRAM
!KONRIF
!(RED)
|-
!P+&#8593;<br>(from FRONT)
|throw_fw_p<br>(throw_fw_p_tgt)
|style="background:lime"|= KONRIF
|-
!P+&#8593;<br>(from BACK)
|throw_bk_p<br>(throw_bk_p_tgt)
|style="background:lime"|= KONRIF
|}
 
 
----
==More combat moves==
===Rifle-modified combat moves===
[[Image:Tanker rifle lunge.gif|right]]
{| border="1" cellpadding="5" cellspacing="0"
!Keys\TRAM
!Keys\TRAM
!KONRIF
!KONRIF
!COMRIF
!STRRIF
!STRRIF
!NINRIF
!TANRIF
!TANRIF
!ELIRIF
!ELIRIF
!REDRIF
!(TCTF)
!THURIF
!MURRIF
!MUTRIF
!TCTRIF
|-
|-
!C, K
!P
|comb_p
|comb_p
|style="background:black"|
|style="background:black"|
|style="background:lime"|= STRRIF
|-
!P+&#8593;
|style="background:black"|
|punch_fw
|style="background:black"|
|style="background:black"|
|style="background:lime"|= STRRIF
|-
!-C+K
|kick_heavy
|kick_heavy
|kick_heavy
|style="background:black"|
|kick_heavy
|kick_heavy
|
|kick_heavy
|kick_heavy
|
|style="background:lime"|= STRRIF
|
|}
|
===Shockwaves and force fields===
|
{|border="1" cellpadding="5" cellspacing="0"
|
|-style="background:yellow"
|
!Character
!Key
!TRAM
|-
!Barabas
!-C+K
!BARABkick_heavy
|-
!Mutant Muro
!-C+K
!MUTCOMkick_heavy
|-
!Mutant Muro
!C+&#8595;
!MUTCOMcrouch_bk
|-
!Konoko
!&nbsp;
!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===
{| border="1" cellpadding="5" cellspacing="0"
!KONCOM
!STRCOM
!NINCOM
!REDCOM
|-
|super_punch
|super_punch
|super_punch
|style="background:silver"|super_punch<br>=punch_heavy
|-
|super_kick
|super_kick
|style="background:silver"|super_kick<br>=kick_heavy
|style="background:silver"|super_kick<br>=kick_heavy
|-
|-
!
|kick_fw_heavy
|
|style="background:black"|
|
|style="background:black"|
|
|
|
|
|
|
|
|
|
|}
|}
Another unbound move is '''ELITEjump_fw_kick'''.
[[Category:Engine docs]]