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- LA: Light Attack
- HA: HAck
- 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.
- , between inputs: Wait a little bit between inputs instead of mashing the button.
- "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
- Light ground combo, LA (LA LA...): Heavy ground combo
- Hold LA: Weapon throw
- For Bare Fists, throws an energy projectile.
- With Bare Fists:
- [While evading] LA: Dash attack
- Dash attack LA (LA): Cancels dash attack into heavy ground combo
- With Small Sword/Large Sword/Spear/Combat Bracers:
- [While evading] LA (LA...): Heavy ground combo
- [While sprinting] LA: Sprinting attack
- For Bare Fists, this move is a leaping melee attack. For all other weapons, it is a weapon throw.
- [After Perfect Dodge/Counter] LA: Counterattack
- Exact move depends only on weapon type. All Counterattack 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)
- JP+LA: Rising attack
- You have a surprisingly long window to hit LA.
- [Aerial] LA (LA LA LA...): Air combo finishing with down attack (Up to three times per aerial)
- 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
- 7 for Combat Bracers. Unlike 2B, 9S descends slowly during his air combo.
- 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
- from the second move.
- 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
- 9S to perform a down attack. However, weapons whose light combo length is longer than their air combo can continue their combo
- with the last few moves of their light ground combo.
- 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
- can still perform the sixth and seventh moves of the light ground combo after the down attack.
- The air combo can be interrupted by an air dash or an air jump. You can continue your combo immediately afterwards.
- 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
- a dash cancel can be done in the same aerial, allowing potentially three combos per aerial.
- 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
- the air, you can air jump to allow your combo to continue or start a new combo.
- [Aerial] Air combo air dash/air jump+LA (LA LA LA...):
- [While air dashing] LA: Aerial heavy attack
- Cancels any air combo, allowing another full air combo to be performed afterwards.
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