Combat moves: Difference between revisions

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'''KONCOM''', '''COMCOM''', '''STRCOM''', '''NINCOM''', '''TANCOM''', '''ELICOM''', '''REDCOM''', '''THUCOM''', '''MURCOM''', '''MUTCOM''', '''TCTCOM'''.
'''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''').
I'm not making a separate column for '''BARAB''' : the only thing Barabas doesn't inherit from Elites is the Earthquaker ('''BARABkick_heavy''').


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|- style="background:yellow"
'''KONCOM(1)''' : the rifle variants are called '''KONRIFthrow_bk_p''' and '''KONRIFthrow_bk_p_tgt''' (instead of '''KONRIFthrow_bk''' and '''KONRIFthrow_bk_tgt''').
!RUNNING COMBOS
 
'''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''')
 
{| border="1" cellpadding="5" cellspacing="0" align="center"
|+Non-'''COM''' combat moves
!Keys\TRAM
!KONOKO
!KONOKO
!COMGUY
!COMGUY
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!ELITE
!ELITE
!RED
!RED
!THURIF
!(THUG)
!MURO
!MURO
!MUTANT
!MUTCOM
!TCTF
!TCTF
|-
! align="left" colspan="12" style="background:yellow"|RUNNING COMBOS
|-
|-
!↑... P
!↑... P
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|run_punch1
|run_punch1
|run_punch1
|run_punch1
|
|run_punch
|
|run_punch
|run_punch1<br>run_punch2 '''(1)'''
|run_punch1<br>run_punch2 '''(1)'''
|
|run_punch
|
|style="background:lime"|= COMGUY
|
|style="background:lime"|= COMGUY
|
|run_punch
|style="background:lime"|= STRCOM
|style="background:lime"|= STRIKE
|-
|-
!&#8593;... K
!&#8593;... K
|run_kick
|run_kick
|run_kick
|run_kick
|
|
|
|run_kick
|run_kick
|
|run_kick
|
|run_kick
|
|run_kick
|
|run_kick
|run_kick2
|style="background:lime"|= COMGUY
|run_kick
|run_kick
|run_kick1<br>run_kick2 '''(1)'''
|-
!&#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
|-
!&#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
|}
|}
'''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''')


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