Combat moves

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Revision as of 19:32, 12 November 2005 by Geyser (talk | contribs) (→‎Disarms)
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Combat move database

Work in progress... Here are a few GIFs made earlier. Not standardized... yet.

CrescentKickSmall.gif D-B.gif Tanker_TH_weapon_specialmove.gif

ZDLO says he's done all Elite GIFs already.

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 Elites 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+↑ lt_fw_kick
rt_fw_kick
= KONCOM
↓, K+↑ bk_fw_kick = KONCOM
CROUCH COMBOS
-C+P punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy punch_heavy = STRCOM
-C+K kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy kick_heavy = STRCOM
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
C+↓ crouch_bk
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

Konoko(1) : the anims KONCOMpunch_lowa and KONCOMpunch_lowb are played one after the other, in that order.

Extra moves available when carrying a rifle
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
Unbound combat moves
KONCOM STRCOM
super_punch super_punch
super_kick super_kick
kick_fw_heavy

"Getup" punches and kicks

Keys\TRAM KONCOM COMCOM STRCOM NINCOM TANCOM ELICOM REDCOM THUCOM MURCOM MUTCOM TCTCOM
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 = KONCOM = 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(whatever the anim name is...)
  2. STRCOMgetup_kick_bk is used for a "napping" Tanker (TANKERlie_back) and COMCOMgetup_kick_fw is used for a Tanker that's been knocked down(whatever the anim name is...)

Running 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 run_slide 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
ss_rt_slide
ss_lt_slide
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 run_bk_slide run_bk_slide run_bk_slide = COMGUY run_bk_slide = KONOKO = COMGUY = COMGUY = COMGUY = STRIKE

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.

Throws and disarms

Static throws

Keys\TRAM KONCOM COMCOM STRCOM NINCOM TANCOM ELICOM REDCOM THUCOM MURCOM MUTCOM 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)

Disarms

PISTOL 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
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 KONRIF (RED) (STRIKE) (TCTF) (NINJA) (TANKER) (ELITE) (COMGUY) (THUG) (MURO) (MUTANT)
P+↑
(from FRONT)
throw_fw_p
(throw_fw_p_tgt)
= KONRIF
P+↑
(from BACK)
throw_bk_p
(throw_bk_p_tgt)
= KONRIF

Running throws

Keys\TRAM KONCOM REDCOM STRCOM TCTCOM NINCOM TANCOM ELICOM MURCOM MUTCOM
PUNCH
P (from FRONT) run_throw_fw
(run_throw_fw_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_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 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)
= 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)

COMGUYs and THUGs don't have any running throws.