Combat moves: Difference between revisions

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=Introduction to this database=
[[Image:Rear TCTF pistol disarm.gif|right]]
This is the comprehensive list of all moves available to all characters. For specific pages by character written in layman's terms, see the following subpages:
This is an overview of the combat moves available in Oni, listed in parallel to account for variety or lack thereof.
: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].


==Character subpages==
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 in Oni 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.
[[Gameplay/Combat moves/KONOKO|'''Konoko''']]


[[Gameplay/Combat moves/COMGUY|'''Communications Trooper''']]
;Animation names
 
:Oni's [[animation]]s are stored in [[TRAM]] files, all of which are named. Those names are systematic and version-independent. Hence we labeled the moves accordingly in the following tables.
[[Gameplay/Combat moves/STRIKE|'''Striker''']]
:Typically, 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 typically has 6 characters, but can have less (RED, NINJA, THUG, BARAB). As for the variant, it overrides the 4th, 5th and 6th character with COM, PIS, RIF, SPR, PAN or SCR.
[[Gameplay/Combat moves/NINJA|'''Ninja''']]
: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 control sequence 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 KONCOMcomb_p'''
[[Gameplay/Combat moves/TANKER|'''Tanker''']]
{|{{table}} style="white-space:nowrap"
 
|width=200px|__TOC__
[[Gameplay/Combat moves/ELITE|'''Elite Striker''']]
|width=250px|
 
{|border=1 cellspacing=0
[[Gameplay/Combat moves/RED|'''Fury''']]
|+'''Collection and variant prefixes'''
 
|BARAB||Barabas
[[Gameplay/Combat moves/THUG|'''Thug''']]
|-
 
|COMGUY||Comguys, cops, male civilians
[[Gameplay/Combat moves/MURO|'''Muro''']]
|-
 
|DOC||Doctor
[[Gameplay/Combat moves/MUTANT|'''Mutant Muro''']]
|-
 
|ELITE||Elite Strikers
[[Gameplay/Combat moves/TCTF|'''TCTF Trooper''']]
|-
 
|GRIFIN||Griffin
<!--'''KONCOM''', '''COMCOM''', '''STRCOM''', '''NINCOM''', '''TANCOM''', '''ELICOM''', '''REDCOM''', '''THUCOM''', '''MURCOM''', '''MUTCOM''', '''TCTCOM'''; Not sure what these are listed here for-->
|-
 
|KONOKO||Konoko, female cops, female civilians
==Animated GIFs==
|-
Here are a few GIFs made earlier. Not organized... yet. ZDLO has done [http://zdlo.oni2.net/GIFs/ a few STRCOM, TCTCOM and ELICOM GIFs] already. Perhaps at some point we can augment the subpages listed above with animated GIFs illustrating each move.
|MURO||Muro
 
|-
http://geyser.oni2.net/pics/GIF/Tanker_TH_weapon_specialmove.gif
|MUTANT||Mutant Muro
http://geyser.oni2.net/pics/GIF/CrescentKickSmall.gif
|-
http://geyser.oni2.net/pics/GIF/D-B.gif
|NINJA||Ninja
 
|-
==Attack damage database==
|RED||Furies
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).
|-
 
|SECRET||Female civilians
==Reading the move database==
|-
'''Abbreviated terminology'''
|SECURI||Security guards
 
|-
The [[TRAM]] that is used for each key press/combo listed in the move database can be pieced together by looking for a character's name in the column header, and then finding the cell under that column that is in the row of the key press.
|SHINAT||Shinatama
 
|-
'''TRAM naming system'''
|SHINZOM||Zombie Shinatama
 
|-
This is how the TRAM naming system works:
|STRIKE||Strikers
 
|-
--Part 1--
|TANKER||Tankers
 
|-
An ID number, such as 01865, followed by a dash.
|TCTF||TCTF SWAT
 
|-
--Part 2--
|THUG||Thugs (workers)
 
|-
There are four basic types of TRAM, indicated by part 2 of the TRAM name:
|***COM||Combat variant
 
|-
'''KONOKO''' (or any other character name in all-caps). Basic movement animations.
|***PIS||Pistol variant
 
|-
'''***COM'''. Melee animations.
|***RIF||Rifle variant
 
|}
'''***PIS'''. Animations while holding a pistol.
|width=200px|
 
{|border=1 cellspacing=0
'''***RIF'''. Animations while holding a rifle.
|+'''[[TRAC]] inheritance and stats'''
 
| style="text-align:left"|
--Part 3--
'''konokocore_animations''': 536 anims
 
*'''konokolev1_animations''': 70 anims
Then there are the specific attack names. For example:
**'''konoko_animations''': 105 anims
 
***'''gen_f_animations''': 7 anims
'''punch_heavy'''. Tack this text onto the column header text (part 1) to get the full name of the exact animation that plays for an attack. For instance, [[TRAM|01865-KONCOMpunch_heavy.TRAM]].
*'''red_animations''': 100 anims
 
*'''shinatama_animations''': 12 anims
{| border="1" cellspacing="0"
*'''Shinzom_animations''': 6 anims
|+'''Color code'''
'''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'''
!&#8593;/&#8592;/&#8595;/&#8594;
|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 88: Line 131:
|This move is unavailable for this character
|This move is unavailable for this character
|}
|}
 
|}
 
|}
'''Key symbols'''
 
&#8592;/&#8594;/&#8593;/&#8595; = the movement keys (defaults a/d/w/s)
 
'''P''' = the punch key (default f, left mouse button)
 
'''K''' = the kick key (default c, right mouse button)
 
'''J''' = the jump key (default [space] key)
 
''',''' = let up on previous key before pressing next key
 
'''+''' = hold down previous key while pressing next key
 
'''-''' = the crouch key (default [shift], middle mouse button for PC)
 
'''...''' = hold down previous key while pressing next key
 
=Move database=
 
==PUNCH and KICK combos==
==PUNCH and KICK combos==
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
Line 273: Line 296:
|-
|-
!K, K, K+&#8593;
!K, K, K+&#8593;
|comb_k_k_kfw
|[[Crescent Moon Kick|comb_k_k_kfw]]
|style="background:black"|
|style="background:black"|
|style="background:black"|
|style="background:black"|
Line 1,006: 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 1,025: Line 1,048:
|style="background:black"|
|style="background:black"|
|}
|}
===Running throws===
===Running throws===
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing="0"
Line 1,139: 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 1,145: 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"|
|style="background:black"|
|style="background:black"|
|}
|}
===Rifle disarms===
===Rifle disarms===
{| border="1" cellpadding="5" cellspacing="0"
{| border="1" cellpadding="5" cellspacing=";0"
!Keys\TRAM
!Keys\TRAM
!KONRIF
!KONRIF
Line 1,174: Line 1,199:
----
----
==More combat moves==
==More combat moves==
===Variants available when carrying a rifle===
===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 1,224: Line 1,250:
|-
|-
!Konoko
!Konoko
! -
!&nbsp;
!KONOKOendpowerup
!KONOKOendpowerup
|}
|}
Line 1,251: Line 1,277:
|style="background:black"|
|style="background:black"|
|}
|}
Another unbound move is '''ELITEjump_fw_kick'''.
[[Category:Engine docs]]

Latest revision as of 23:30, 4 March 2023

Rear TCTF pistol disarm.gif

This is an overview of the combat moves available in Oni, listed in parallel to account for variety or lack thereof.

For an overview of the damage dealt, see HERE. For a few animated GIFs, see HERE.

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 in Oni 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.

Animation names
Oni's animations are stored in TRAM files, all of which are named. Those names are systematic and version-independent. Hence we labeled the moves accordingly in the following tables.
Typically, 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 typically has 6 characters, but can have less (RED, NINJA, THUG, BARAB). As for the variant, it overrides the 4th, 5th and 6th character with COM, PIS, RIF, SPR, PAN or SCR.
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 control sequence 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 KONCOMcomb_p
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
TRAC inheritance and stats

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
Symbols used in the tables below
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
Cell background color
Color Meaning
This move has a PIS duplicate
This move has PIS and RIF duplicates
Same animation as for another move
This move is inherited from another character
This move is unavailable for this character

PUNCH and KICK combos

Keys\TRAM KONCOM COMCOM STRCOM NINCOM TANCOM ELICOM REDCOM THUCOM MURCOM MUTCOM TCTCOM
BASIC
P comb_p comb_p comb_p comb_p comb_p comb_p comb_p comb_p comb_p comb_p comb_p
P, P comb_p_p comb_p_p comb_p_p comb_p_p comb_p_p comb_p_p comb_p_p comb_p_p comb_p_p comb_p_p comb_p_p
P, P, P comb_p_p_p comb_p_p_p comb_p_p_p comb_p_p_p comb_p_p_p comb_p_p_p comb_p_p_p comb_p_p_p comb_p_p_p comb_p_p_p comb_p_p_p
P, P, P, P comb_p_p_p_p comb_p_p_p_p
P, P, K comb_p_p_k comb_p_p_k
P, P, K, K comb_p_p_k_k
P, P, K, K, K comb_p_p_k_k_k
P, P, K, K, K, K comb_p_p_k_k_k_k
K comb_k comb_k comb_k comb_k comb_k comb_k comb_k comb_k comb_k = MURCOM comb_k
K, K comb_k_k comb_k_k comb_k_k comb_k_k comb_k_k comb_k_k comb_k_k = COMCOM comb_k_k = MURCOM comb_k_k
K, K, K comb_k_k_k comb_k_k_k comb_k_k_k comb_k_k_k comb_k_k_k comb_k_k_k comb_k_k_k = MURCOM comb_k_k_k
DIRECTIONAL
K, K, K+↑ comb_k_k_kfw = KONCOM
P+↑ punch_fw punch_fw punch_fw punch_fw punch_fw punch_fw punch_fw punch_fw punch_fw punch_fw punch_fw
P+↓ punch_bk punch_bk punch_bk punch_bk punch_bk punch_bk punch_bk = COMCOM = COMCOM = COMCOM = STRCOM
P+(←/→) punch_lt
punch_rt
punch_lt
punch_rt
punch_lt
punch_rt
punch_lt
punch_rt
punch_lt
punch_rt
punch_lt
punch_rt
punch_lt
punch_rt
= COMCOM = COMCOM = COMCOM = STRCOM
K+↑ kick_fw kick_fw kick_fw kick_fw kick_fw kick_fw kick_fw kick_fw kick_fw kick_fw kick_fw
K+↓ kick_bk kick_bk kick_bk kick_bk kick_bk kick_bk kick_bk = COMCOM = COMCOM = COMCOM kick_bk
K+(←/→) kick_lt
kick_rt
kick_lt
kick_rt
kick_lt
kick_rt
kick_lt
kick_rt
kick_lt
kick_rt
kick_lt
kick_rt
kick_lt
kick_rt
= COMCOM = COMCOM = COMCOM = STRCOM
BIDIRECTIONAL
(←/→), K+↑ lt_fw_kick
rt_fw_kick
= KONCOM
↓, K+↑ bk_fw_kick = KONCOM



CROUCH combos

Keys\TRAM KONCOM COMCOM STRCOM NINCOM TANCOM ELICOM REDCOM (THUG) MURCOM MUTCOM TCTCOM
STATIC CROUCHING
C... P crouch_punch1 crouch_punch crouch_punch crouch_punch crouch_punch crouch_punch crouch_punch = COMCOM = COMCOM = COMCOM = STRCOM
C... K crouch_kick1 crouch_kick crouch_kick crouch_kick crouch_kick crouch_kick crouch_kick = COMCOM = COMCOM = COMCOM = STRCOM
C... P+↑ crouch_punch_fw crouch_punch_fw crouch_punch_fw (1) crouch_punch_fw crouch_punch_fw crouch_punch_fw crouch_punch_fw = COMCOM = COMCOM = COMCOM = STRCOM
C... K+↑ crouch_kick_fw crouch_kick_fw
=crouch_kick
crouch_kick_fw crouch_kick_fw
=crouch_kick
crouch_kick_fw
=crouch_kick
crouch_kick_fw crouch_kick_fw = COMCOM = COMCOM = COMCOM = STRCOM
DYNAMIC CROUCHING
C+P punch_lowa,
punch_lowb (1)
punch_low punch_low punch_low punch_low punch_low punch_low = COMCOM punch_low = MURCOM = STRCOM
C+K kick_low1 kick_low kick_low kick_low kick_low kick_low kick_low = COMCOM kick_low kick_low kick_low
"HEAVY" SPECIALS
-C+P punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy = COMCOM punch_heavy punch_heavy = STRCOM
-C+K kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy = STRCOM

KONCOM :

  1. The anims KONCOMpunch_lowa and KONCOMpunch_lowb are played one after the other, in that order.

STRCOM :

  1. STRCOMcrouch_punch_fw fails to play when triggered by event C... P+↑.



RUN combos

Keys\TRAM KONOKO COMGUY STRIKE NINJA TANKER ELITE RED (THUG) MURO MUTCOM TCTF
PUNCH
↑... P run_punch run_punch1 run_punch1 run_punch run_punch run_punch1
run_punch2 (1)
run_punch = COMGUY = COMGUY run_punch = STRIKE
(←/→)... P ss_lt_punch
ss_rt_punch
ss_lt_punch
ss_rt_punch
ss_lt_punch
ss_rt_punch
ss_lt_punch
ss_rt_punch
ss_lt_punch
ss_rt_punch
ss_lt_punch
ss_rt_punch
ss_lt_punch
ss_rt_punch
= COMGUY = COMGUY = COMGUY = STRIKE
↓... P run_bk_punch run_bk_punch run_bk_punch run_bk_punch run_bk_punch run_bk_punch run_bk_punch = COMGUY = COMGUY = COMGUY = STRIKE
KICK
↑... K run_kick run_kick run_kick run_kick run_kick run_kick run_kick = COMGUY run_kick run_kick run_kick1
run_kick2 (1)
(←/→)... K ss_lt_kick
ss_rt_kick
ss_lt_kick
ss_rt_kick
ss_lt_kick
ss_rt_kick
ss_lt_kick
ss_rt_kick
ss_lt_kick
ss_rt_kick
ss_lt_kick
ss_rt_kick
ss_lt_kick
ss_rt_kick
= COMGUY = COMGUY = COMGUY = STRIKE
↓... K run_bk_kick run_bk_kick run_bk_kick run_bk_kick run_bk_kick run_bk_kick run_bk_kick = COMGUY = COMGUY = COMGUY = STRIKE
ROLL/SLIDE
↑... C
↑, ↑... C
run_slide (1) run_slide run_slide run_slide run_slide run_slide run_slide = COMGUY run_slide = MURO run_slide
= STRPIS (2)
= STRRIF
(←/→)... C ss_lt_slide (2)
ss_rt_slide
ss_lt_slide (1)
ss_rt_slide
ss_lt_slide
ss_rt_slide
ss_lt_slide
ss_rt_slide
= COMGUY = STRIKE = KONOKO = COMGUY = COMGUY = COMGUY = STRIKE
↓... C run_bk_slide (3) run_bk_slide (2) run_bk_slide run_bk_slide = COMGUY run_bk_slide = KONOKO = COMGUY = COMGUY = COMGUY = STRIKE

KONOKO :

  1. KONPISrun_slide and KONRIFrun_slide are duplicates of KONOKOrun_slide. A non-dashing Konoko uses KONCOMcrouch_fw, which doesn't deal any damage.
  2. No damage dealt for any of the 6 variants.
  3. No damage dealt.

COMGUY :

  1. No damage dealt for any of the 6 variants.
  2. No damage dealt for any of the 2 variants.

ELITE :

  1. The animation played (ELITErun_punch1 or ELITErun_punch2) depends on the running animation state.

TCTF :

  1. The animation played (TCTFrun_kick1 or TCTFrun_kick2) depends on the running animation state.
  2. STRIKErun_slide (slide with no weapon) is overridden with TCTFrun_slide, whereas STRPISrun_slide and STRRIFrun_slide are inherited.



JUMP combos

Punches and kicks

Keys\TRAM KONOKO COMGUY STRIKE NINJA TANKER (ELITE) RED (THUG) MURO (MUTANT) (TCTF)
PUNCH
J, P jump_punch jump_punch jump_punch jump_punch jump_punch = STRIKE jump_punch = COMGUY = COMGUY = COMGUY = STRIKE
↑... J, P jump_fw_punch
=jump_punch
jump_fw_punch jump_fw_punch
=jump_punch
jump_fw_punch
=jump_punch
jump_fw_punch
=jump_punch
= STRIKE jump_fw_punch
=jump_punch
= COMGUY = COMGUY = COMGUY = STRIKE
(←/→)... J, P jump_lt_punch
jump_rt_punch
= STRIKE jump_lt_punch
jump_rt_punch
= STRIKE = STRIKE = STRIKE jump_lt_punch
jump_rt_punch
= STRIKE = STRIKE = STRIKE = STRIKE
↓... J, P jump_bk_punch
=jump_punch
jump_bk_punch
=jump_fw_punch
jump_bk_punch
=jump_punch
jump_bk_punch
=jump_punch
jump_bk_punch
=jump_punch
= STRIKE jump_bk_punch
=jump_punch
= COMGUY = COMGUY = COMGUY = STRIKE
KICK
J, K jump_kick jump_kick jump_kick jump_kick jump_kick = STRIKE jump_kick = COMGUY jump_kick = MURO = STRIKE
↑... J, K jump_fw_kick
=jump_kick
jump_fw_kick
=jump_kick
jump_fw_kick
=jump_kick
jump_fw_kick
=jump_kick
jump_fw_kick
=jump_kick
= STRIKE jump_fw_kick
=jump_kick
= COMGUY jump_fw_kick
=jump_kick
= MURO = STRIKE
(←/→)... J, K jump_lt_kick
jump_rt_kick
jump_lt_kick
jump_rt_kick
jump_lt_kick
jump_rt_kick
jump_lt_kick
jump_rt_kick
jump_lt_kick
jump_rt_kick
= STRIKE jump_lt_kick
jump_rt_kick
= COMGUY = COMGUY = COMGUY = STRIKE
↓... J, K jump_bk_kick
=jump_kick
jump_bk_kick
=jump_kick
jump_bk_kick
=jump_kick
jump_bk_kick
=jump_kick
jump_bk_kick
=jump_kick
= STRIKE jump_bk_kick
=jump_kick
= COMGUY = COMGUY = COMGUY = STRIKE

Jump-flips

Keys\TRAM KONOKO REDCOM NINJA MURO (MUTANT)
FLIP
J, C jump_crouch jump_crouch jump_crouch jump_crouch = MURO
↑... J, C jump_fw_crouch
=jump_crouch
jump_fw_crouch
=jump_crouch
jump_fw_crouch
=jump_crouch
jump_fw_crouch
=jump_crouch
= MURO
(←/→)... J, C jump_lt_crouch
jump_rt_crouch
jump_lt_crouch
jump_rt_crouch
jump_lt_crouch (1)
jump_rt_crouch
↓... J, C jump_bk_crouch jump_bk_crouch (2)

NINJA :

  1. NINJAjump_lt_crouch and NINJAjump_rt_crouch don't deal any damage.
  2. NINJAjump_bk_crouch doesn't deal any damage.



"Getup" punches and kicks

Keys\TRAM KONCOM COMCOM STRCOM NINCOM TANCOM ELICOM REDCOM (THUG) (MURO) (MUTANT) (TCTF)
LYING FACE UP
P getup_kick_fw2 = KONCOM
K getup_kick_fw getup_k_fw getup_kick_fw getup_kick_fw getup_kick_fw
= STRCOM (1)
getup_kick_fw getup_kick_fw = COMCOM = COMCOM = COMCOM = STRCOM
K+↓ getup_kick_bk getup_k_bk getup_kick_bk getup_kick_bk = COMCOM
= STRCOM (2)
= STRCOM = KONCOM = COMCOM = COMCOM = COMCOM = STRCOM
LYING FACE DOWN
P getupfront_p_fw = KONCOM
K getupfront_k_fw = STRCOM getupfront_fw_k = STRCOM = STRCOM = STRCOM = KONCOM = STRCOM = STRCOM = STRCOM = STRCOM
K+↓ getupfront_k_bk = STRCOM getupfront_bk_k = STRCOM = STRCOM = STRCOM = KONCOM = STRCOM = STRCOM = STRCOM = STRCOM

TANCOM :

  1. 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)
  2. 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

Keys\TRAM KONCOM COMCOM STRCOM NINCOM TANCOM ELICOM REDCOM (THUG) MURCOM (MUTANT) TCTCOM
THROWS
P+↑
(from FRONT)
throw_fw_p
(throw_fw_p_tgt)
throw_fw
(throw_fw_tgt)
throw_fw
(throw_fw_tgt)
throw_fw
(throw_fw_tgt)
throw_fw
(throw_fw_tgt)
throw_fw
(throw_fw_tgt)
throw_fw_p
(throw_fw_p_tgt)
= COMCOM throw_fw
(throw_fw_tgt)
= MURCOM throw_fw_p
(throw_fw_p_tgt)
P+↑
(from BACK)
throw_bk
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
throw_bk_p
(throw_bk_p_tgt)
= COMCOM throw_bk
(throw_bk_tgt)
= MURCOM throw_bk_p
(throw_bk_p_tgt)
K+↑
(from FRONT)
throw_fw_k
(throw_fw_k_tgt)
throw_fw_k
(throw_fw_k_tgt)
K+↑
(from BACK)
throw_bk_k
(throw_bk_k_tgt)
throw_bk_k
(throw_bk_k_tgt)

Running throws

Keys\TRAM KONCOM REDCOM STRCOM TCTCOM NINCOM TANCOM ELICOM MURCOM (MUTANT)
PUNCH
↑... P
(from FRONT)
run_throw_fw
(run_throw_fw_tgt)
run_thw_fw_p (1)
(run_thw_fw_p_tgt)
run_thw_fw_pl
(run_thw_fw_pl_t)
run_thw_fw_p
(run_thw_fw_p_tgt)
run_thw_fw_p
(run_thw_fw_p_tgt)
run_thw_fw_p
(run_thw_fw_p_tgt)
run_thw_fw_p
(run_thw_fw_p_tgt)
run_thw_fw
(run_thw_fw_tgt)
= MURCOM
↑... P
(from BACK)
run_throw_bk
(run_throw_bk_tgt)
run_thw_bk_p
(run_thw_bk_p_tgt)
= STRCOM run_thw_bk_p
(run_thw_bk_p_tgt)
run_thw_bk_p
(run_thw_bk_p_tgt)
run_thw_bk_p
(run_thw_bk_p_tgt)
↑... P
(TACKLE)
run_tkl_bk_p
(run_tkl_bk_p_tgt)
run_tkl_bk_p
(run_tkl_bk_p_tgt)
= STRCOM run_tkl_bk_p
(run_tkl_bk_p_tgt)
KICK
↑... K
(from FRONT)
run_thw_fw_k
(run_thw_fw_k_tgt)
run_thw_fw_k
(run_thw_fw_k_tgt)
↑... K
(from BACK)
run_thw_bk_k
(run_thw_bk_k_tgt)

STRCOM :

  1. 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
    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

Keys\TRAM KONPIS REDPIS STRPIS (TCTF) NINPIS TANPIS ELIPIS COMPIS (THUG) (MURO) (MUTANT)
P+↑
(from FRONT)
throw_fw_p
(throw_fw_p_tgt)
throw_fw_p
(throw_fw_p_tgt)
throw_fw
(throw_fw_tgt)
= STRPIS throw_fw
(throw_fw_tgt)
throw_fw
(throw_fw_tgt)
throw_fw
(throw_fw_tgt)
throw_fw
(throw_fw_tgt)
= COMPIS = COMPIS = COMPIS
P+↑
(from BACK)
throw_bk_p
(throw_bk_p_tgt)
throw_bk
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
= STRPIS throw_bk
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
K+↑
(from FRONT)
throw_fw_k
(throw_fw_k_tgt)
= KONPIS

Rifle disarms

Keys\TRAM KONRIF (RED)
P+↑
(from FRONT)
throw_fw_p
(throw_fw_p_tgt)
= KONRIF
P+↑
(from BACK)
throw_bk_p
(throw_bk_p_tgt)
= KONRIF



More combat moves

Rifle-modified combat moves

Tanker rifle lunge.gif
Keys\TRAM KONRIF STRRIF TANRIF ELIRIF (TCTF)
P comb_p comb_p = STRRIF
P+↑ punch_fw = STRRIF
-C+K kick_heavy kick_heavy kick_heavy kick_heavy = STRRIF

Shockwaves and force fields

Character Key TRAM
Barabas -C+K BARABkick_heavy
Mutant Muro -C+K MUTCOMkick_heavy
Mutant Muro C+↓ MUTCOMcrouch_bk
Konoko   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

KONCOM STRCOM NINCOM REDCOM
super_punch super_punch super_punch super_punch
=punch_heavy
super_kick super_kick super_kick
=kick_heavy
super_kick
=kick_heavy
kick_fw_heavy

Another unbound move is ELITEjump_fw_kick.