You are on page 1of 4

a_indy Attacker State SeqCategory PowerLvl Damage LengthMod Momentum Flags SpecialFX SpeedOpen Range Facing

// Primary Attacks
PunchJabL 1 10 27, 10 10 1, 1 0,55 front, 240
PunchGutL 2 20 35, 14 10 2, 2 0,45 front, 240
BackHandL 4 30 15, 14 10 3, 3 0,45 front, 240
PunchRndL 4 30 50, 14 50 3, 3 0,45 front, 240
PunchJabR 1 10 28, 10 10 1, 1 0,45 front, 240
PunchKidneyR 2 20 35, 14 10 2, 2 0,45 front, 240
PunchLungeHookR 2 20 50, 14 10 1, 2 0,45 front, 240
PunchRndR 4 30 50, 14 50 3, 3 0,45 front, 240
PPunch 4 40 50, 14 50 3, 3 0,45 front, 240
PunchStraightL 2 20 45, 14 10 2, 2 0,65 front, 240
PunchHookToElbow 2 50, 14 10 1, 1 0,45 front, 240
PunchElbowL 2 20 40, 14 10 1, 1 0,45 front, 240
PunchGutR 2 40 50, 14 10 2, 3 0,45 front, 240
KickKnee low 4 30 50, 14 10 1, 1 0,65 front, 240
LowKnee low 4 30 50, 14 10 1, 1 0,65 front, 240
RndR 1 10 50, 14 50 2, 2 0,45 front, 240
BackHandR 2 20 50, 14 10 3, 3 0,45 front, 240
PunchOverL 4 40 50, 14 10 3, 3 0,45 front, 240
ElbowL 3 30 50, 14 10 1, 1 0,35 left, 90
ElbowR 3 30 50, 14 10 1, 1 0,35 right, 90
PunchUpperCutR 4 40 50, 14 10 3, 3 0,45 front, 240
PunchUBashL 4 40 50, 14 10 3, 3 0,45 front, 240
WallKidneyR crawl 2 30 50, 14 10 2, 2 0,75 front, 180
WallGutL crawl 2 30 50, 14 10 2, 2 0,75 front, 180
WallRndR crawl 2 30 50, 14 10 2, 2 0,75 front, 180
WallRndL crawl 2 30 50, 14 10 2, 2 0,75 front, 180

// Low
KickGround knockedfacedow 2 30 50, 14 0 3,3 0,70 front, 160
KickLow Low 4 40 50, 14 10 1, 1 0,70,-60,30 front, 160
KickLowElev 4 40 50, 14 10 1, 1 0,70,-60,-10 front, 160

// Back Attack
BackAttack 3 25 50, 14 40 2, 2 0,65 back, 90
BackAttack2 3 25 50, 14 40 2, 2 0,65 back, 90

// Pa Cheng
PaChengSlashL1 2 10 30 10 0,80 front, 240
PaChengSlashR1 2 10 35 10 0,80 front, 240
PaChengSlashL2 4 10 10 10 0,80 front, 240
PaChengThrow 3 10 10 10 0,2000, -2000, 2000 front, 160

// Whip
FireWhip 3 0 70 50 0,200 front,240
FireWhipRepeat 3 0 70 50 0,200 front,240
FireWhipGrab 3 0 70 50 40, 200 front,240
WhipGrapplePunch 4 50 70 50 0,200 front,240
WhipGrappleTrip 3 50 70 50 0,200 front,240
WhipJab 1 10 30,14 10 1, 1 0,40 front, 240
WhipPush 3 10 50, 14 10 1, 1 0,40 front, 240
FireWhipClear 3 0 70 50 40, 2000 front,240
WhipSwingInit 4 200 70 50 0,200 front,240
WhipSwingBack 4 200 70 50 0,200 front,240
WhipSwingIdleToFwd 4 200 70 50 0,200 front,240
WhipSwingInit_Jumping 4 200 70 50 0,200 front,240
WhipSwingFwd 4 200 70 50 0,200 front,240

// Dash
DashR 1 0 50 nododge 0,100 front, 360
DashL 1 0 50 nododge 0,100 front, 360
DashB 1 0 50 nododge 0,100 front, 360
DashF 1 0 50 nododge 0,100 front, 360

// Swim Attacks
SwimSlashL 1 100 0, 100,-100,100 front, 360
SwimSlashR 1 100 0, 100,-100,100 front, 360
SwimSlash 3 100 70 50 0,200 front, 240
SwimFwdSlash 3 100 70 50 0,200 front, 240

// Misc
ThrowSkull 3 200 0 0, 1000, -500, 500 front, 240
RopeSwingFwdBig 4 200 70 50 0,80 front, 240
RopeSwingBackBig 4 200 70 50 0,80 front, 240
RopeSwingFwdSmall 4 200 70 50 0,80 front, 240
RopeSwingBackSmall 4 200 70 50 0,80 front, 240
Homing Condition Weapon Bias RecoveryTCounter Hit // COMMENTS
//
6,1200,0,35 0.5 //
6,1200,-8,35 0.5 //
6,1200,0,35 0.5 //
6,1200,-15,45 0.5 //
6,1200,5,35 0.5 //
6,1200,0,35 0.5 //
6,1200,0,35 0.5 //
6,1200,15,45 0.5 //
6,1200,0,35 0.5 //
6,1200,-5,45 0.5 //
6,1200,0,35 0.5 //
6,1200,0,35 0.5 //
6,1200,0,45 0.5 //
6,1200,0,45 0.5 //
6,1200,0,35 0.5 //
6,1200,0,35 0.5 //
6,1200,0,45 0.5 //
6,1200,-3,35 0.5 //
6,1200,-90,25 0.5 //
6,1200,90,25 0.5 //
6,1200,8,40 0.5 //
6,1200,0,35 0.5 //
6,1200,0,35 0.5 //
6,1200,0,25 0.5 //
6,1200,0,35 0.5 //
6,1200,0,25 0.5 //
//

6,1200,0,36 0.5 //
6,1200,0,45 0.5 //
6,1200,0,45 0.5 //

15,1200, 180 0.3 //


15,1200, 180 0.3 //

6,1200,0 0.5 //
6,1200,0 0.5 //
6,1200,0 0.5 //
6,1200,0 PaCheng 0.5 //

6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //
6,1200,0 whip //

12,1200,0 0.5 //
12,1200,0 0.5 //
12,1200,0 0.5 //
12,1200,0 0.5 //

60,1200,0
60,1200,0
6,1200,0 1 //
6,1200,0 1 //

6,1200,0 skull 0.5 //


6,1200,0 0.5 //
6,1200,0 0.5 //
6,1200,0 0.5 //
6,1200,0 0.5 //

You might also like