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NieR: Automata move list (9S)

Apr 10th, 2017
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  1. LA: Light Attack
  2. HA: HAck
  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. , between inputs: Wait a little bit between inputs instead of mashing the button.
  10. "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
  11. [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
  12. (anything like this): Optional, may not be available depending on the weapon.
  13.  
  14. LA (LA LA LA...): Light ground combo
  15. Light ground combo, LA (LA LA...): Heavy ground combo
  16. Hold LA: Weapon throw
  17. For Bare Fists, throws an energy projectile.
  18. With Bare Fists:
  19. [While evading] LA: Dash attack
  20. Dash attack LA (LA): Cancels dash attack into heavy ground combo
  21. With Small Sword/Large Sword/Spear/Combat Bracers:
  22. [While evading] LA (LA...): Heavy ground combo
  23. [While sprinting] LA: Sprinting attack
  24. For Bare Fists, this move is a leaping melee attack. For all other weapons, it is a weapon throw.
  25.  
  26. [After Perfect Dodge/Counter] LA: Counterattack
  27. Exact move depends only on weapon type. All Counterattack have invincibilty.
  28. [After Perfect Dodge, not after Counter] PG: Pod grenade
  29. This move has invincibility, but it doesn't seem to last for the whole animation.
  30.  
  31. [Aerial] JP: Air jump (Once per aerial)
  32. [Aerial] Hold JP: Glide (Once per aerial, kind of; see acrobatics notes below)
  33. [While gliding] LA/HA: Spinning kick (Ends your glide)
  34. [Aerial] EV: Air dash (Once per aerial)
  35. (Aerial) PG+JP: Flying kick (Once per aerial)
  36. JP+LA: Rising attack
  37. You have a surprisingly long window to hit LA.
  38. [Aerial] LA (LA LA LA...): Air combo finishing with down attack (Up to three times per aerial)
  39. Max air combo length may be shorter than usual; caps at 3 for Bare Fists, 5 for Small Swords, 2 for Large Swords, 3 for Spears and
  40. 7 for Combat Bracers. Unlike 2B, 9S descends slowly during his air combo.
  41. If the air combo follows a rising attack, the rising attack counts as the first move of the air combo. The air combo will begin
  42. from the second move.
  43. The final move of the air combo is a down attack. Weapons whose light combo length is shorter than their air combo have no way for
  44. 9S to perform a down attack. However, weapons whose light combo length is longer than their air combo can continue their combo
  45. with the last few moves of their light ground combo.
  46. For example, the down attack is the fifth move of the Small Sword's aerial combo, so a Small Sword with light combo length 7
  47. can still perform the sixth and seventh moves of the light ground combo after the down attack.
  48. The air combo can be interrupted by an air dash or an air jump. You can continue your combo immediately afterwards.
  49. The down attack can be cancelled with a jump or an air dash. You may then perform another air combo in full. Both a jump cancel and
  50. a dash cancel can be done in the same aerial, allowing potentially three combos per aerial.
  51. With Bare Fists, you cannot continue a combo, or start a new one, after an air dash. If you air dash and want to keep attacking in
  52. the air, you can air jump to allow your combo to continue or start a new combo.
  53.  
  54. [Aerial] Air combo air dash/air jump+LA (LA LA LA...):
  55.  
  56. [While air dashing] LA: Aerial heavy attack
  57. Cancels any air combo, allowing another full air combo to be performed afterwards.
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