/------------------------------\ | ONE MUST FALL: BATTLEGROUNDS | | MOVE LIST | |by Robyrt (robyrt@marney.org) | \------------------------------/ Last Version: 1.0, 5/26/04 Table of Contents ----------------- I. Legend II. Robots 0. Universal Moves and Pickups 1. Chronos 2. Force 3. Gargoyle 4. Jaguar 5. Katana 6. Mantis 7. Pyros 8. Warlord III. Credits All values are calculated from the default settings. When a choice between conflicting names was required, I chose the one I liked the most. As I am currently the only user-created movelist on Gamefaqs, I'd say I have the upper hand right now. :-) As far as I know, this movelist is complete - more so than, say, the in-game or manual movelists. If there are any problems, feel free to email me. Watch for my full OMF:BG FAQ, currently in progress! --Robyrt /-------\ I. Legend \-------/ f,b,l,r: Tap forward, back, left or right arrow keys d: Tap any direction LP: Left Punch (defaults to A) RP: Right Punch (defaults to S) PP: LP+RP simultaneously P: Either LP or RP LK: Left Kick (defaults to Z) RK: Right Kick (defaults to X) KK: LK+RK simultaneously K: Either LK or RK E: Evade (defaults to D) J: Jump (defaults to F) j.: Jump before you perform this move a.: Perform move while airborne , or ->: Perform commands in quick succession +: Perform commands simultaneously Exception: Commands that are part of the same move have notation omitted, except where this would be confusing (i.e. fLP for f+LP). Normal moves are presented like this: Command: Description - Damage e.g. fRK: Roundhouse - 36 If no damage value is listed, use the default damage values at the beginning of each robot's Normal Moves section. Simple special and super moves are presented like this: Name: Command - Requirements - Damage/Chip - Notes Alternate Name (if any) In-Game Description e.g. Bomb Wave: bf+PP - requires 2 bombs - 45/8 Listed in manual as "Super Force Bomb" The Bomb Wave is a fast-moving row of Bomb Charges that spreads out as it travels away from Force. More complicated special moves look like this: Name: Generic Command - Requirements and Notes End Button 1: Description - Damage End Button 2: Description - Damage Alternate Name (if any) In-Game Description e.g. Meteor Call: bb+P LP: Long - 26/5 RP: Wide - 30/7 Force calls a hail of meteorites from space. Counter Attack moves are listed with references to the moves they produce on a successful counter, like this: Counter Attack: LP+LK or RP+RK - RP Jaguar Leap A move does the "damage" value if it hits and the "chip" value if it's blocked. If the chip value is "ub" the move cannot be blocked. Normal moves are assumed to have a chip value of 10% of their damage. All damage values were calculated assuming multi-hit moves connect as fully as I could manage on a training bot. /--------\ II. Robots \--------/ 0. UNIVERSAL MOVES AND PICKUPS ------------------------------ *** Universal Moves: *** Nothing: Block (up to +1/2 stamina/sec) f: Walk forward b: Walk backward, block f,hold f: Run (-1/14 stamina/sec) E: Slide forward while ducking J: Running Jump (-1/6 stamina) LP/RP: Throw left/right pickup f/b: Direct distance of throw E: Duck, take/steal pickup f+E: Turn towards current target l/r+E: Strafe f/b: Circle-strafe ll+E/rr+E: Left/Right Evade (-1/6 stamina) J: Jump E+J: High Jump ff+J: Running Jump (-1/6 stamina) b: 180-degree turn bb+J: Backflip (-1/3 stamina) ll+J/rr+J: Side Jump (-1/3 stamina) r/l: 90-degree turn to opposite side a.dd+E: Air Evade (can be used while being hit, -1/8 stamina) Forward air evades turn up to 90 degrees toward your target. *** Pickups: *** All: length of throw can be controlled with f/b Lightning Ball: 22/ub - can use up to 3x, tracks opponent vertically, left hand Nuke: 58(19x6)/ub - right hand Planes: 47/ub - left hand Swarmers: 31/6 x4 - right hand Laser Ball: 73/ub - right hand, usable only as part of a Laser Ball game 1. CHRONOS ---------- *** Normal Moves: *** Light: 14 Heavy: 36 LP: Headbutt - 32 fLP: Left hook RP: Uppercut fRP: Jab LK: Upwards acceleration cone - 26 fLK: Knee RK: Roundhouse fRK: Short kick a.LP: Downwards double punch a.fLP: Left jab a.RP: Jab and uppercut - 18(10+10) a.fRP: Right jab a.LK: Downwards acceleration cone a.fLK: Roundhouse a.RK: Flip kick a.fRK: Right kick l/r+P: Backhand - 24 (knockdown) *** Special Moves: *** Bomb Crystal: bf+P - makes pickup LP: Forward - 15/ub RP: Arcing - 15/ub Listed in manual as "Create Time-Acceleration Crystal" This crystal explodes when thrown, damaging nearby HARs. Stasis Beam: ff+P LP: Upward - 2/0 RP: Forward - 2/0 The Stasis Beam freezes an opponent for a short period of time. Stasis Crystal: bf+K - makes pickup LP: Forward - 1/ub RP: Arcing - 1/ub Listed in manual as "Create Stasis Crystal" This crystal explodes when thrown, freezing any HAR within its blast. Teleport Kick: ff+K LK: Target's front - 26/0 RK: Target's back - 26/0 Chronos teleports to the current target and kicks them. Side Acceleration Cone: ll/rr+K - 26/0 Not listed in the manual. Counter Attack: LP+LK or RP+RK - LK Teleport Kick Throw: f+PP - 39/ub *** Super Moves: *** Bomb Barrage: bf+PP - 41(15x4)/ub Listed in manual as "Super Acceleration Crystals" Chronos launches a stream of bomb crystals. Mass Stasis: bb+KK - 65/ub Listed in help file as "Super Stasis" Any nearby opponents are frozen, then hit with a teleport punch. Temporal Ambush: ff+PP - 70/0 Listed in help file as "Teleport Assault" Chronos teleports to the current target, attacking them with a time-accelerated combo. 2. FORCE -------- *** Normal Moves: *** Light: 14 Heavy: 36 LP: Short uppercut fLP: Left jab RP: Two-handed uppercut fRP: Right jab LK: Step back and lunging kick fLK: Lunging kick RK: Flipkick (knockdown) fRK: Roundhouse - 36 a.LP: Downwards left jab a.fLP: Left jab a.RP: Two-handed uppercut a.fRP: Uppercut a.LK: Downwards double hammer a.fLK: Left jumpkick a.RK: Flipkick a.fRK: Roundhouse l/r+P: Backhand - 24 (knockdown) *** Special Moves: *** Bomb Charge: bf+P - makes pickup LP: Forward - 19/ub RP: Arcing - 19/ub Listed in manual as "Create Force Bomb" When thrown, the Bomb Charge seeks nearby opponents and explodes on contact. Deflector: ff+RK - hold RK to extend - reflects standard projectiles Force creates a shield capable of reflecting projectiles. Gravity Well: bb+K - anti-air only LK: Short - 10/ub RK: Long - 20/ub The Gravity Well grabs airborne opponents and slams them to the ground. Meteor Call: bb+P LP: Long - 26/5 RP: Wide - 30/7 Force calls a hail of meteorites from space. Repulsor: ff+LK - hold LK to extend - max 24(7x7)/14 The Repulsor damages opponents while pushing them away from Force. Side Repulsor: ll+LK or rr+LK - hold LK to extend - 24(7x7)/14 Vortex Charge: bf+K - makes pickup LK: Forward - 30/ub RK: Arcing - 30/ub Listed in manual as "Create Gravity Vortex" When thrown, the Vortex Charge will attract nearby HARs, damaging them on contact. The longer the Charge is held, the stronger the pull will be. Counter Attack: LP+LK or RP+RK - RK Gravity Well (without air-only restriction) Throw: f+PP - 39/ub *** Super Moves: *** Black Hole: bf+PP - uses 2 energy bars, requires 2 vortexes - 60?/ub The Black Hole exerts a powerful attraction on all nearby HARs. Any HAR pulled into the Black Hole is damaged continually for its duration. Bomb Wave: bf+PP - requires 2 bombs - 45/8 Listed in manual as "Super Force Bomb" The Bomb Wave is a fast-moving row of Bomb Charges that spreads out as it travels away from Force. Super Gravity Well: bb+KK - anti-air only - 50?/ub The Super Gravity Well pulls opponents from the sky and slams them to the ground with extreme force. Super Meteor Call: bb+PP - can be done in air - max 37/7 Force calls a massive barrage of meteorites to attack opponents on all sides. 3. GARGOYLE ----------- *** Normal Moves: *** Light: 14 Heavy: 36 LP: Wing attack (launches) fLP: Left jab RP: Uppercut - 14 fRP: Right jab - 25 LK: Flip kick - 29 fLK: Short kick RK: Lunging kick - 29 fRK: Lunging punch a.LP: Overhead hammer a.fLP: Left jab a.RP: Spinning uppercut a.fRP: Right jab a.LK: Axekick a.fLK: Short kick a.RK: Drill kick a.fRK: Jumpkick l/r+P: Short Scream - 9 *** Special Moves: *** Aero Spike: bf+LP - 28/6 - hold LP to aim Listed in manual as "Aero-Spike" The Aero Spike is a fast-moving projectile. Glide: ff+P or a.ff+P - arrow keys to aim LP: Upwards - 9/0 per hit RP or a.LP: Forwards - 9/0 per hit a.RP: Downwards - 9/0 per hit Listed in manual as "Talon Glide" Gargoyle takes to the air, becoming a controlled projectile. Leg Grab: a.ff+K LK: Near - 40/0 RK: Far - 40/0 Gargoyle swoops to the ground, grabbing and slamming an opponent. Sonic Scream: bb+K - max 25/4 - hold K to extend Gargoyle emits a high-frequency shriek that rattles an opponent's HAR. Side Scream: ll+K or rr+K - max 25/4 - hold K to extend Whirlwind: bf+RP - 19/3 - hold RP to aim Gargoyle creates a whirlwind that follows the current target. Counter Attack: LP+LK or RP+RK - 36/0 Throw: f+PP - 39/ub *** Super Moves: *** Super Glide: ff+PP or a.ff+PP - 22/0 per hit - arrow keys to aim Gargoyle takes flight and performs a powerful, looping Glide. Super Leg Grab: a.ff+KK - 76/0 Gargoyle grabs an opponent, slashes and shreds them with claws, then slams them to the ground. Super Scream: bb+KK - 36/8 The Super Scream damages and repels all nearby HARs. 4. JAGUAR --------- *** Normal Moves: *** Light: 13 Heavy: 34 LP: Uppercut fLP: Left jab RP: Spinning slash fRP: Forward punch - 23 LK: Axekick fLK: Hop and spin kick - 15 RK: Roundhouse fRK: Fast roundhouse a.LP: Uppercut a.fLP: Left jab a.RP: Spinning slash a.fRP: Right jab a.LK: Flipkick a.fLK: Left kick a.RK: Roundhouse a.fRK: Right kick l/r+P: Side swipe - 23 *** Special Moves: *** Concussion Cannon: bf+P - hold P to aim LP: Fast - 28/6 RP: Tracking - 28/6 Air Concussion Cannon: a.bf+P LP: Near - 28/6 RP: Far - 28/6 Jaguar Leap: ff+P or a.ff+P LP/a.LP: Short - 23/5 RP: Long - 23/5 a.RP: Downwards - 23/5 Jaguar lunges forward, slashing with both arms. Side Jaguar Leap: ll+P or rr+P LP: Short - 23/5 RP: Long - 23/5 Backflip + Upwards Jaguar Leap: bb+P LP: Short - 23/5 RP: Long - 23/5 Overhead Throw: a.PP - 39/ub Jaguar grabs an opponent, performing a flip-and-throw attack. Particle Beam: bf+K - hold K to aim LK: Fast - 11/3 RK: Ricochet - 11/3 The Particle Beam hits instantly. Counter Attack: LP+LK or RP+RK - RP Jaguar Leap Throw: f+PP - 35/ub *** Super Moves: *** Berserker Dash: ff+PP - 67/0 Listed in manual as "Berzerker Dash" Jaguar charges forward and attacks with a rapid and devastating combo. Super Concussion Cannon: bf+PP - 69/40 Jaguar fires a series of Concussion blasts, each one travelling further than the previous. Super Particle Beam: bf+KK - hold KK to aim - 49/24 Jaguar fires a series of Particle Beams, each one travelling further than the previous. 5. KATANA --------- *** Normal Moves: *** Light: 14 Heavy: 36 LP: Uppercut fLP: Left slice RP: Double-handed slice fRP: Spinning slice - 25 LK: Upwards kick (launcher) fLK: Fast kick RK: Flipkick fRK: Forward cartwheel a.LP: Left spinning slice a.fLP: Left slice a.RP: Right spinning slice a.fRP: Right slice a.LK: Drill kick a.fLK: Head stomp a.RK: Flipkick a.fRK: Cartwheel l/r+P - Side slice - 24 *** Special Moves: *** Razor Spin: ff+K LK: Forward - 23(10x3)/2 RK: Upward - 23(10x3)/2 Katana somersaults forward, slashing at nearby opponents. Rebound Strike: dd+J or a.dd+J - 28/6 - activates when it hits a wall Also known as "Wall Kick" Katana uses a nearby wall to leap at the closest opponent and kick them. Rising Blade: ff+P LP: Short - 31/2 RP: Long - 42/3 Katana spins while slashing opponents. Side Rising Blade: ll+P or rr+P LP: Short - 28(18+13)/2 RP: Long - 34(13x4)/3 Sonic Blade: bf+P - hold P to aim LP: Ricochet - 21/2 RP: Tracking - 21/2 Katana strikes its blades together, producing a rolling shockwave. Backflip: bb+E Counter Attack: LP+LK or RP+RK - RP Rising Blade Throw: f+PP - 39/ub *** Super Moves: *** Blade Storm: ff+KK - 60/6 Listed in manual as "Super Blade Spin" Katana whirls forward with both blades slashing. Opponents caught in the Blade Storm are carried along with Katana. Super Razor Spin: a.ff+KK - up to 53/6 Katana performs an extended version of the Razor Spin. Super Rising Blade: ff+PP - 60/15 Katana performs an extended version of the Rising Blade. 6. MANTIS --------- *** Normal Moves: *** Heavy: 32 Light: 13 LP: Double-handed punch fLP: Jab RP: Uppercut fRP: Spin punch LK: Flip over and kick from behind (launch) fLK: Step back and lunging kick RK: Double spin kick - 13+13 fRK: Roundhouse a.LP: Downwards spider bomb - 19 a.fLP: Spin punch a.RP: Forwards spider bomb - 19 a.fRP: Uppercut a.LK: Spin kick a.fLK: Left slice a.RK: High kick a.fRK: Right slice l/r+P: Side spider bomb - 19 *** Special Moves: *** Acid Spit: bf+P - hold P to aim LP: Fast - 28/6 RP: Tracking - 28/6 Mantis fires a gob of acidic gel. Fly Drone: bb+K - makes pickup LP: Forward - 25(9x4)/0 RP: Arcing - 25(9x4)/0 Listed in manual as "Flying Drone" The Fly Drone, when released, will thrust its lance into a nearby HAR and self-destruct. Side Attack: ll+P or rr+P - 19/1 Mantis quickly creates and drops a Spider Bomb to either side, where it explodes. Insect Strike: f,f+K LK: Slow - 23(13+13)/1 RK: Fast - 30/1 Listed in help file as "Slide Combo", also known as "Slide Kick" Spider Drone: bb+P - makes pickup, see below LP: Long - 19/ub RP: Short - 19/ub The Spider Drone, when released, walks towards nearby HARs and self-destructs. If no HAR is nearby, the Spider Drone becomes dormant and can be detonated at will. Drop Mines: PP - drops spiders you're holding as mines Detonate Mines: KK - detonates your mines Counter Attack: LP+LK or RP+RK - RK Insect Strike Throw: f+PP - 19/ub *** Super Moves: *** Spider Ball: bf+PP - also releases 6 spiders - 37/ub (+spiders) Listed in manual as "Super Drone Infestation" Mantis launches a cluster of Spider Drones that breaks apart upon impact. Savage Strike: ff+KK - 78/1 Listed in help file as "Super Slide Combo" Mantis slides toward an opponent and delivers a rapid, dizzying combo from all sides. Fly Swarm Infestation: bf+KK - releases 4 flies - 45/0 Listed in help file as "Super Swarm" Mantis releases a swarm of Fly Drones, each one travelling further than the previous. 7. PYROS -------- *** Normal Moves: *** Light: 15 Heavy: 37 LP: Fake and small flame - 15 fLP: Left jab RP: Charge punch fRP: Right jab LK: Flipkick fLK: Short flipkick RK: Hop forward and diving kick fRK: Short kick a.LP: Forward flames a.fLP: Diving punch - up to 28(12x3) a.RP: Downward flames a.fRP: Short diving punch a.LK: Diving kick a.fLK: Short flipkick a.RK: Roundhouse a.fRK: Small diving kick l/r+P: Side flame - 25 *** Special Moves: *** Fire Spin: ff+P or a.ff+P LP: Stationary - 32(12x4)/4 RP: Forward - 32(12x4)/4 Pyros uses jet thrust to spin and strike nearby opponents. Side Fire Spin: ll+P or rr+P - 36(12x6)/6 Fireball: bf+P - hold P to aim LP: Fast - 28/6 RP: Tracking - 28/6 Pyros fires a ball of flame. Flamethrower: bb+P LP: Upwards - 33(11x6)/9 RP: Forwards - 29(11x4)/7 Listed in manual as "Flame Thrower" Pyros fires a blast of flame that damages opponents and pushes them away. Counter Attack: LP+LK or RP+RK - RP Fire Spin Throw: f+PP - 35/ub *** Super Moves: *** Super Fire Spin: ff+PP or a.ff+PP - 60/39 Pyros creates a whirlwind of flame, carrying multiple opponents into the air then blasting them away. Super Fireball: bf+PP - 43/ub Pyros creates and throws a massive ball of fire that bounces around the arena. Super Flamethrower: bb+PP - usually 80/39 Listed in manual as "Super Flame Thrower" Pyros shoots flame from both hands, covering a large area. 8. WARLORD ---------- *** Normal Moves: *** Light: 19 Heavy: 47 LP: Spinning punch fLP: Left punch RP: Double-handed overhead strike fRP: Right punch LK: Stomp - 28 fLK: Shoulder ram RK: Hop forward and stomp - 28 fRK: Short kick a.LP: Spinning punch a.fLP: Left swipe a.RP: Double-handed overhead strike a.fRP: Right swipe a.LK: Double-footed kick a.fLK: Shoulder ram RK: Jump downward and stomp - 35 a.fRK: Jumpkick l/r+P: Backhand - 32 *** Switching Arms: *** LK: left hand RK: right hand KK: both hands Mace Hand: rr+K Missile Hand: ff+K Mortar Hand: bb+K Claw Hand: ll+K *** Special Moves: *** Claw Grab: dd+P - claw hand only, ll+RP and rr+LP don't work LP: Throw backwards - 47/ub RP: Throw forwards - 47/ub Listed in manual as "Grapple Slam" Warlord grabs an opponent and throws them forward or backward. Mace Smash: ff+P - mace hand only LP: Lunging mace attack - 40(23x2)/10 RP: Earthquake smash - 28/ub - turns slightly toward target Listed in help file as two separate attacks Missile Swarm: bf+P - hold P to aim, rocket hand only LP: Fast - 31/3 RP: Tracking - 31/3 Listed in manual as "Rocket Launcher" Warlord fires a pack of 3 missiles. Mortar: bf+P - hold P to aim, mortar hand only LP: Bouncing - 13/ub RP: Arcing - 13/ub Listed in manual as "Mortar Launcher" Warlord fires an explosive shell. Counter Attack: LP+LK or RP+RK - fLK *** Super Moves: *** Super Mace Smash: ff+PP - 78/ub - mace hands only Listed in help file as "Mace Run" Warlord charges forward, slamming the ground with paired Maces. Mortar Assault: bf+PP - 24/ub - mortar hands only Listed in manual as "Mortar Bombardment" Warlord fires two shells that split apart and rain warheads on a wide area. Super Claw Grab: ff+PP - 83/ub for one opponent - claw hands only Listed in manual as "Super Grapple" Warlord lunges forward, grabbing nearby HARs in both arms and viciously smashing them. Missile Barrage: bf+PP - 49/7 - rocket hands only Listed in help file as "Super Missile Swarm" Warlord fires a wave of 12 missiles. /----------\ III. CREDITS \----------/ Diversions Entertainment: The game itself, which is their copyright. Robert Marney, aka Robyrt: This movelist. That's it! Now go play OMF:BG!