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NieR: Automata move list (A2)

May 4th, 2017
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  1. LA: Light Attack
  2. HA: Heavy Attack
  3. EV: EVade
  4. JP: JumP
  5. PG: Pod Gun
  6. Space between inputs: Input in sequence.
  7. + between inputs: Input as close together as possible, in the order given.
  8. / between inputs: Either input, not both.
  9. "Once per aerial": When you perform this move, if you're in the air at the end of it, you can't do it again until you've landed.
  10. [Aerial]: Must be in the air to perform the move. If not marked with [Aerial] or (Aerial), you must be grounded to perform the move.
  11. (anything like this): Optional, may not be available depending on the weapon.
  12.  
  13. LA (LA LA LA...): Light ground combo
  14. Hold LA during light ground combo: Taunt
  15. Taunt has a different animation for each weapon type, but this does not appear to have any gameplay effect.
  16. Hold LA+Hold HA: Taunt
  17. Uses heavy weapon's taunt animation.
  18. [While evading or sprinting] LA (LA LA LA...): Light ground combo with different first move
  19. If you were in the middle of a light ground combo when you evaded, and you hit LA within a short window after evading, your combo
  20. will continue from where you left off. Once you're sprinting, you can no longer continue a previous combo.
  21. (Aerial) EV+LA: Dodging weapon throw
  22. A2 dodges in the direction you're inputting and throws a weapon in the direction you're aiming. If locked on, weapon is thrown at
  23. locked-on enemy, but does not go further than it would have when not locked on so may not hit the enemy. Thrown weapon depends on
  24. which weapon you last used for a move other than a dodging weapon throw - it is the OTHER weapon that will be thrown. Double-weapon
  25. finisher counts as the heavy weapon. If the thrown weapon would be bare fists, no weapon is thrown, even if you have one weapon
  26. equipped. If you're not holding a direction, A2 dodges due South, regardless of the direction she or the camera is facing. If
  27. performed in the air, doesn't keep you airborne. May be once per aerial, but A2 falls too fast for it to matter.
  28.  
  29. HA (HA HA...): Heavy ground combo
  30. With Bare Fists/Small Sword/Combat Bracers
  31. Hold HA during heavy ground combo: Charge attack
  32. With Large Sword/Spear
  33. Hold HA during heavy ground combo and release while charging: Mid-charge attack
  34. Hold HA during heavy ground combo and release when ready: Charge attack
  35. [While sprinting] HA: Sprinting attack
  36. [While evading] HA: Begins heavy ground combo
  37. Begins with a different first move (for Small Swords and Large Swords the difference is almost imperceptible). If you were in the
  38. middle of a heavy ground combo when you entered this input, your combo starts over.
  39.  
  40. If using two weapons
  41. Light ground combo HA: Double-weapon finisher
  42. Unique move for each possible pair of weapon types. Only considers which weapon types you're using, does not change based on
  43. which is light and which is heavy.
  44. If either weapon is bare fists
  45. Light ground combo HA: Begins heavy ground combo. No special move.
  46. [After Perfect Dodge/Counter] LA/HA: Counterattack
  47. Exact move depends only on weapon type, not on whether the weapon is light or heavy. All counterattacks have invincibilty.
  48. [After Perfect Dodge, not after Counter] PG: Pod grenade
  49. This move has invincibility, but it doesn't seem to last for the whole animation.
  50.  
  51. [Aerial] JP: Air jump (Once per aerial)
  52. [Aerial] Hold JP: Glide (Once per aerial, kind of; see acrobatics notes below)
  53. [While gliding] LA/HA: Spinning kick (Ends your glide)
  54. [Aerial] EV: Air dash (Once per aerial)
  55. (Aerial) PG+JP: Flying kick (Once per aerial)
  56. [Aerial] LA (LA LA LA...): Air combo (Up to twice per aerial)
  57. Max combo length may be shorter than usual. Combo length caps at 2 for Bare Fists, 5 for Small Swords, 1 for Large Swords, 3 for
  58. Spears and 7 for Combat Bracers.
  59. The combo can be interrupted by an air dash or an air jump. You can continue the combo immediately after the air dash or air jump.
  60.  
  61. [Aerial] Complete air combo air jump+LA (LA LA LA...): Second air combo
  62. Same as the first air combo. You can only begin the second combo from an air jump. If you air dash after completing your first air
  63. combo, you must immediately cancel it with an air jump, or you lose your chance for a second air combo.
  64.  
  65. JP+HA: Rising attack
  66. You have a very long window to hit HA, because the default layout puts HA and JP on opposite face buttons.
  67. With Small Sword
  68. JP+LA: Begins air combo. No special move.
  69. With Bare Fists/Large Sword/Spear/Combat Bracers
  70. JP+LA (LA LA...): Air-ground combo
  71. First move is the first move of the air combo, but the rest of the combo is the light ground combo.
  72. You can taunt or do the double-weapon finisher from any move of the combo.
  73. [Aerial] HA: Down attack
  74. [While air dashing] HA: Alt. down attack
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