New Combat Moves for Konoko

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This mod contains several new animations for Konoko:
1. Punch Kick combo (P,K). High risk combo like the Sledgehammer Heel, but useful; it staggers on block long enough to launch a throw afterwards.
2. (v1.1) Just Frame (JF) forward punch. JF means you have to press both forward and the attack key at the exact same frame.
The regular forward punch is now "delayed", which means, that after pressing forward, you have to wait at least a single frame to press punch.
3. (v1.1) JF forward kick. Exactly the same as JF forward punch, except this is a kick.
4. (v1.1) Muro's neck snap. Replaces Konoko's old back punch throw, which IMO didn't fit and felt like a punishment for the player.
Faster than the Backbreaker, but a bit weaker, so you still need the Backbreaker on tougher enemies.
5. (v1.1) The Crescent Moon Kick is now far easier to execute.
6. (v1.2) Twister Dodge - Konoko gets two escape moves with input identical to Twister Kick, with the exception that you press crouch instead of kick - (Left/Right + Forward + Crouch) Properly executed, the move gives you a window for a back throw.
7. (v1.2) Sprinting Throw - Muro's running throw is now available for Konoko as a... sprinting throw. That's right - you get Lariat as a running throw, and Muro's necksnap as a new sprinting throw. In addition, it also knocks down enemies like the Lariat.
8. (v1.2) BONUS: This mod comes with two new, though simple, variations of Leucha's HD Konoko (which is why this mod requires it) - one of them is now the default model for the Training Level. Might give you a hint on some ideas that I'm trying to do :)
9. (v1.3) Rifle-to-Rifle and Rifle-to-Pistol disarms - you can now disarm your opponents while holding a rifle, regardless if they're holding a pistol or a rifle. Works both as a static forward throw and as a running throw - you'll be using mainly the latter, as it's impractical from a static position. Also works on enemies running away from you, e.g. Screaming Cannon users.
10. (v1.3) For the first time ever, KPK combo! Staggers your opponent and takes a step back to create some distance and function as a quasi-escape move.
11. (v1.3) First two kicks in the KKK combo get frame-buffed, i.e. they are now faster. Ninjas can't touch this. Except Mukade, of course.
12. BONUS: Low kick combo (C + K, Forward + K). Useful, but doesn't look good, scheduled for redoing.
13. BONUS: Low kick combo (C + K, Forward + K). Useful, but doesn't look good, scheduled for redoing.
14. BONUS: JF Double forward leg sweep, (C... Forward + K, K). Scheduled to be redone from scratch.

Package icon New_Combat_Moves_For_Konoko_1_3.zip2.27 MB