Combat moves: Difference between revisions
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: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]. | :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]. | ||
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, | 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). Also, a lot of characters have the exact same animations, so there are only 11 distinct sets of combat anims. 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 | ;Animation names |
Revision as of 01:44, 21 March 2008
This is an overview of the combat moves available in Oni, listed in parallel to account for variety or lack thereof.
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). Also, a lot of characters have the exact same animations, so there are only 11 distinct sets of combat anims. 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
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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 :
- 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+↑.
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 :
- 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
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 :
- NINJAjump_lt_crouch and NINJAjump_rt_crouch don't deal any damage.
- 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 :
- 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
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) |
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 :
- 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<;br>;(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
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.