Combat moves: Difference between revisions

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|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|-
|-
!C, P
!(&#8592;/&#8594;), K+&#8593;<br>(F<10)
|lt_fw_kick/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"|
|-
! align="left" colspan="12" style="background:yellow"|CROUCH COMBOS
|-
!-C+P<br>(F<12)
|punch_heavy
|punch_heavy
|punch_heavy
|punch_heavy
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|style="background:lime"|= STRCOM
|style="background:lime"|= STRCOM
|-
|-
!C, K
!-C+K<br>(F<12)
|kick_heavy
|kick_heavy
|style="background:black"|
|style="background:black"|
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|kick_heavy
|kick_heavy
|kick_heavy
|kick_heavy
|style="background:lime"|= STRCOM
|-
!C+P
|punch_lowa,<br>punch_lowb '''(2)'''
|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
|-
!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
|kick_low
|-
!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
|style="background:lime"|= STRCOM
|-
|-
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|
|
|}
|}
'''(1)''' : the rifle variants are called '''KONRIFthrow_bk_p''' and '''KONRIFthrow_bk_p_tgt''' (instead of '''KONRIFthrow_bk''' and '''KONRIFthrow_bk_tgt''').
'''KONCOM(1)''' : the rifle variants are called '''KONRIFthrow_bk_p''' and '''KONRIFthrow_bk_p_tgt''' (instead of '''KONRIFthrow_bk''' and '''KONRIFthrow_bk_tgt''').
 
'''KONCOM(2)''' : the anims '''KONCOMpunch_lowa''' and '''KONCOMpunch_lowb''' are played one after the other, in that order.
 
'''TANCOM(NAP)''' : applies for "napping" Tankers ('''TANKERlie_back''')


'''(NAP)''' : applies for "napping" Tankers ('''TANKERlie_back''')
{| border="1" cellpadding="5" cellspacing="0" align="center"
|+Non-'''COM''' combat moves
!Keys\TRAM
!KONOKO
!COMGUY
!STRIKE
!NINJA
!TANKER
!ELITE
!RED
!THURIF
!MURO
!MUTANT
!TCTF
|-
! align="left" colspan="12" style="background:yellow"|RUNNING COMBOS
|-
!&#8593;... P
|run_punch
|run_punch1
|run_punch1
|
|
|run_punch1<br>run_punch2 '''(1)'''
|
|
|
|
|style="background:lime"|= STRCOM
|-
!&#8593;... K
|run_kick
|run_kick
|
|
|
|run_kick
|
|
|
|
|run_kick2
|}


{| border="1" cellpadding="5" cellspacing="0" align="center"
{| border="1" cellpadding="5" cellspacing="0" align="center"

Revision as of 20:39, 19 October 2005

ZDLO has made a nice table summing up all the combat moves available in Oni (if you think something's missing, please say so).

ZDLO's inflicted damage table

Below is an attempt to list all the combat animations and classify them according to their header : KONCOM, COMCOM, STRCOM, NINCOM, TANCOM, ELICOM, REDCOM, THUCOM, MURCOM, MUTCOM, TCTCOM.

I'm not making a separate column for BARAB : the only thing Barabas doesn't inherit from ELICOM is the Earthquaker (BARABkick_heavy).

Color code
Color Meaning
This move has a PIS duplicate
This move has PIS and RIF duplicates
This move is the same as another move
This move is inherited from another character
This move is unavailable for this character
Keys\TRAM KONCOM COMCOM STRCOM NINCOM TANCOM ELICOM REDCOM THUCOM MURCOM MUTCOM TCTCOM
COMBOS
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
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
(←/→), K+↑
(F<10)
lt_fw_kick/rt_fw_kick = KONCOM
↓, K+↑ bk_fw_kick = KONCOM
CROUCH COMBOS
-C+P
(F<12)
punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy = STRCOM
-C+K
(F<12)
kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy = STRCOM
C+P punch_lowa,
punch_lowb (2)
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
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 kick_low
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
GETUP, FACE UP
P getup_kick_fw2 = KONCOM
K getup_kick_fw getup_k_fw getup_kick_fw getup_kick_fw getup_kick_fw
= STRCOM (NAP)
getup_kick_fw = KONCOM = COMCOM = COMCOM = COMCOM = STRCOM
K+↓ getup_kick_bk getup_k_bk getup_kick_bk getup_kick_bk = COMCOM
= STRCOM (NAP)
= STRCOM = KONCOM = COMCOM = COMCOM = COMCOM = STRCOM
GETUP, 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
THROWS
P+↑
(from FRONT)
throw_fw_p
(throw_fw_p_tgt)
throw_fw
(throw_fw_tgt)
throw_fw
(throw_fw_tgt)
P+↑
(from BACK)
throw_bk (1)
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
throw_bk
(throw_bk_tgt)
K+↑
(from FRONT)
throw_fw_k
(throw_fw_k_tgt)
K+↑
(from BACK)
throw_bk_k
(throw_bk_k_tgt)
RUNNING THROWS
P (from FRONT) run_throw_fw
(run_throw_fw_tgt)
run_thw_fw_p
(run_thw_fw_p_tgt)
P (from FRONT LEFT) run_thw_fw_pl
(run_thw_fw_pl_t)
P (from BACK) run_throw_bk
(run_throw_bk_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)
K (from FRONT) run_thw_fw_k
(run_thw_fw_k_tgt)
K (from BACK)
UNBOUND MOVES
Super Punch super_punch super_punch
Super Kick super_kick super_kick

KONCOM(1) : the rifle variants are called KONRIFthrow_bk_p and KONRIFthrow_bk_p_tgt (instead of KONRIFthrow_bk and KONRIFthrow_bk_tgt).

KONCOM(2) : the anims KONCOMpunch_lowa and KONCOMpunch_lowb are played one after the other, in that order.

TANCOM(NAP) : applies for "napping" Tankers (TANKERlie_back)

Non-COM combat moves
Keys\TRAM KONOKO COMGUY STRIKE NINJA TANKER ELITE RED THURIF MURO MUTANT TCTF
RUNNING COMBOS
↑... P run_punch run_punch1 run_punch1 run_punch1
run_punch2 (1)
= STRCOM
↑... K run_kick run_kick run_kick run_kick2
Extra moves available when carrying a rifle
Keys\TRAM KONRIF COMRIF STRRIF NINRIF TANRIF ELIRIF REDRIF THURIF MURRIF MUTRIF TCTRIF
P comb_p comb_p
P+↑ punch_fw
C, K kick_heavy kick_heavy kick_heavy