Ronin <_Editor> Entries punch1L ro_punch1L punch2L ro_punch2L punch3L ro_punch3L punch1R ro_punch1R punch2R ro_punch2R punch3R ro_punch3R finish1L ro_finish1L finish2L ro_finish2L finish1R ro_finish1R finish2R ro_finish2R MELEE_STYLE_RONIN 1.0 Melee Yakuza Brotherhood <_Editor> Entries punch1L bh_punch1L punch2L bh_punch2L punch3L bh_punch3L punch1R bh_punch1R punch2R bh_punch2R punch3R bh_punch3R bh_finish1L bh_finish2L finish2L bh_finish2L finish1R bh_finish1R finish2R bh_finish2R MELEE_STYLE_BROTHERHOOD 0.75 Melee Tribal Samedi <_Editor> Entries punch1L ss_punch1L punch2L ss_punch2L punch3L ss_punch3L punch1R ss_punch1R punch2R ss_punch2R punch3R ss_punch3R finish1L ss_finish1L finish2L ss_finish2L finish1R ss_finish1R finish2R ss_finish2R MELEE_STYLE_SAMEDI 1.0 Melee Caribbean
AnimStyle TableDescription Animation Style Name String display_name String Animation_Group Reference Animation Group anim_groups.xtbl Anim_Group.Name False Flinch_Odds Float Flinch Odds The lower the value, the less often they flinch. 1.0 0 1 Melee_Attack_Overrides Grid Melee Attack Opener Overrides You should only need to override the opening attacks. The following attacks should occur according to the combo tree. false Melee_Attack_Override Element Melee Attack Override Normal_Attack Reference Normal Attack The attack we're overriding. melee.xtbl MeleeMove.Name False Override_Attack Reference Override Attack melee.xtbl MeleeMove.Name False 8 Entries