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- LA: Light Attack
- HA: Heavy Attack
- EV: EVade
- JP: JumP
- PG: Pod Gun
- Space between inputs: Input in sequence.
- + between inputs: Input as close together as possible, in the order given.
- / between inputs: Either input, not both.
- "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.
- [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.
- (anything like this): Optional, may not be available depending on the weapon.
- LA (LA LA LA...): Light ground combo
- Hold LA during light ground combo: Taunt
- Taunt has a different animation for each weapon type, but this does not appear to have any gameplay effect.
- Hold LA+Hold HA: Taunt
- Uses heavy weapon's taunt animation.
- [While evading or sprinting] LA (LA LA LA...): Light ground combo with different first move
- 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
- will continue from where you left off. Once you're sprinting, you can no longer continue a previous combo.
- (Aerial) EV+LA: Dodging weapon throw
- 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
- 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
- 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
- finisher counts as the heavy weapon. If the thrown weapon would be bare fists, no weapon is thrown, even if you have one weapon
- equipped. If you're not holding a direction, A2 dodges due South, regardless of the direction she or the camera is facing. If
- performed in the air, doesn't keep you airborne. May be once per aerial, but A2 falls too fast for it to matter.
- HA (HA HA...): Heavy ground combo
- With Bare Fists/Small Sword/Combat Bracers
- Hold HA during heavy ground combo: Charge attack
- With Large Sword/Spear
- Hold HA during heavy ground combo and release while charging: Mid-charge attack
- Hold HA during heavy ground combo and release when ready: Charge attack
- [While sprinting] HA: Sprinting attack
- [While evading] HA: Begins heavy ground combo
- Begins with a different first move (for Small Swords and Large Swords the difference is almost imperceptible). If you were in the
- middle of a heavy ground combo when you entered this input, your combo starts over.
- If using two weapons
- Light ground combo HA: Double-weapon finisher
- Unique move for each possible pair of weapon types. Only considers which weapon types you're using, does not change based on
- which is light and which is heavy.
- If either weapon is bare fists
- Light ground combo HA: Begins heavy ground combo. No special move.
- [After Perfect Dodge/Counter] LA/HA: Counterattack
- Exact move depends only on weapon type, not on whether the weapon is light or heavy. All counterattacks have invincibilty.
- [After Perfect Dodge, not after Counter] PG: Pod grenade
- This move has invincibility, but it doesn't seem to last for the whole animation.
- [Aerial] JP: Air jump (Once per aerial)
- [Aerial] Hold JP: Glide (Once per aerial, kind of; see acrobatics notes below)
- [While gliding] LA/HA: Spinning kick (Ends your glide)
- [Aerial] EV: Air dash (Once per aerial)
- (Aerial) PG+JP: Flying kick (Once per aerial)
- [Aerial] LA (LA LA LA...): Air combo (Up to twice per aerial)
- 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
- Spears and 7 for Combat Bracers.
- 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.
- [Aerial] Complete air combo air jump+LA (LA LA LA...): Second air combo
- 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
- combo, you must immediately cancel it with an air jump, or you lose your chance for a second air combo.
- JP+HA: Rising attack
- You have a very long window to hit HA, because the default layout puts HA and JP on opposite face buttons.
- With Small Sword
- JP+LA: Begins air combo. No special move.
- With Bare Fists/Large Sword/Spear/Combat Bracers
- JP+LA (LA LA...): Air-ground combo
- First move is the first move of the air combo, but the rest of the combo is the light ground combo.
- You can taunt or do the double-weapon finisher from any move of the combo.
- [Aerial] HA: Down attack
- [While air dashing] HA: Alt. down attack
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