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NieR: Automata move list (2B)

Mar 31st, 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: Light finisher
  15. [While evading or sprinting] LA (LA LA LA...): Light ground combo with different first move
  16. 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
  17. will continue from where you left off. Once you're sprinting, you can no longer continue a previous combo.
  18. (Aerial) EV+LA: Dodging weapon throw
  19. 2B dodges in the direction you're inputting and throws a weapon in the direction you're aiming. If locked on, weapon is thrown at
  20. locked-on enemy, but does not go further than it would have when not locked on so may not hit the enemy.
  21. 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
  22. be thrown.
  23. Double-weapon finisher counts as the heavy weapon for this, so if that was your last move, your light weapon will be thrown.
  24. If the thrown weapon would be bare fists, no weapon is thrown, even if you have another weapon equipped.
  25. If you're not holding a direction, 2B dodges due south, regardless of the direction she or the camera is facing.
  26. If performed in the air, doesn't keep you airborne. May be once per aerial, but 2B falls too fast for it to matter.
  27.  
  28. HA (HA HA...): Heavy ground combo
  29. With Bare Fists/Small Sword/Combat Bracers
  30. Hold HA during heavy ground combo: Charge attack
  31. With Large Sword/Spear
  32. Hold HA during heavy ground combo and release while charging: Mid-charge attack
  33. Hold HA during heavy ground combo and release when ready: Charge attack
  34. [While sprinting] HA: Sprinting attack
  35. [While evading] HA: Begins heavy ground combo
  36. Begins with a different first move (for Small Swords and Large Swords the difference is almost imperceptible). If you were in the
  37. middle of a heavy ground combo when you entered this input, your combo starts over.
  38.  
  39. If using two weapons
  40. Light ground combo HA: Double-weapon finisher
  41. Unique move for each possible pair of weapon types. Only considers which weapon types you're using, does not change based on
  42. which is light and which is heavy.
  43. If either weapon is bare fists
  44. Light ground combo HA: Begins heavy ground combo. No special move.
  45. [After Perfect Dodge/Counter] LA/HA: Counterattack
  46. Exact move depends only on weapon type, not on whether the weapon is light or heavy. All counterattacks have invincibilty.
  47. [After Perfect Dodge, not after Counter] PG: Pod grenade
  48. This move has invincibility, but it doesn't seem to last for the whole animation.
  49.  
  50. [Aerial] JP: Air jump (Once per aerial)
  51. [Aerial] Hold JP: Glide (Once per aerial, kind of; see acrobatics notes below)
  52. [While gliding] LA/HA: Spinning kick (Ends your glide)
  53. [Aerial] EV: Air dash (Once per aerial)
  54. (Aerial) PG+JP: Flying kick (Once per aerial)
  55. [Aerial] LA (LA LA LA...): Air combo (Up to twice per aerial)
  56. 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
  57. Spears and 7 for Combat Bracers.
  58. 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.
  59.  
  60. [Aerial] Complete air combo air jump+LA (LA LA LA...): Second air combo
  61. 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
  62. combo, you must immediately cancel it with an air jump, or you lose your chance for a second air combo.
  63.  
  64. JP+HA: Rising attack
  65. You have a very long window to hit HA, because the default layout puts HA and JP on opposite face buttons.
  66. With Small Sword
  67. JP+LA: Begins air combo. No special move.
  68. With Bare Fists/Large Sword/Spear/Combat Bracers
  69. JP+LA (LA LA...): Air-ground combo
  70. First move is the first move of the air combo, but the rest of the combo is the light ground combo.
  71. You cannot go into the light finisher from the first move but can go into the double weapon finisher. You can go into the light
  72. finisher starting from the second move.
  73. [Aerial] HA: Drop attack
  74. [While air dashing] HA: Alt. drop attack
  75.  
  76. A note on acrobatics:
  77. What you're allowed to do before what while in the air is complicated and I'm still not sure I've pinned down the rules. Here's
  78. what I've got so far:
  79.  
  80. You can air jump after an air dash or an air dash followed by a glide.
  81. You cannot air jump after a flying kick.
  82. But if you started the flying kick on the ground, and didn't go over a drop, then hit jump, 2B will snap back down onto the
  83. ground and jump.
  84. You can air dash after a flying kick or a flying kick followed by a glide.
  85. Unless you air jumped before the flying kick.
  86. You can flying kick after an air dash.
  87. You can still flying kick if you air jumped before the air dash.
  88. You can flying kick after a glide or an air dash followed by a glide.
  89. Unless you air jumped at some point before the glide.
  90. If you start a glide, then release it or do a spinning kick, you can glide again after an air jump or flying kick.
  91. Even if you attack with your weapon after releasing the glide.
  92. However, after doing this, you cannot air jump or flying kick until you land.
  93. You can still air dash after doing this.
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