VESTRA CODAThe Codex
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MomentumDefaultStarterFastMeleeStabCrush

Unarmed

The Brawler - raw strength, no tools needed

Bare-fisted brawling. Punches (LMB) deal stab damage; kicks (RMB) deal crush. Fast attacks, short range. Available to all players as the default combat style.

Resource: Momentum

Maximum
100
Regen / s
0
Out-of-combat decay / s
15
While you hold Momentum
  • +30% increased dodge iframe duration
  • +10% movement speed

The held passive scales with how full the bar is.

Defence

Guard
Yes (partial)
Parry
Yes

Dodge

Distance
6 m
Duration
500 ms
Invulnerable
0 ms – 250 ms
Stamina cost
800

Combo graph

Abilities

21

Executions

Press E on a hostile player-shaped target below 20% health. This loadout draws one of these takes:

Animation set25 clip mappings · from unarmed
Animation Library
Combat
Animation Source
unarmed
Block Animations
Hit
Hit_Block__Block_Hit
Hit Break
Hit_Block__Block_Hit_Break
Idle
Hit_Block__Block_Idle
Block Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Block__Walk_Block_Loop_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Loop_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Loop_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Loop_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Loop_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Loop_F_R_45
Idle
Hit_Block__Block_Idle
Left
Walk_Walk_Block__Walk_Block_Loop_F_L_90
Right
Walk_Walk_Block__Walk_Block_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Block__Walk_Block_Start_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Start_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Start_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Start_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Start_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Start_F_R_45
Left
Walk_Walk_Block__Walk_Block_Start_F_L_90
Right
Walk_Walk_Block__Walk_Block_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Block__Walk_Block_Stop_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Stop_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Stop_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Stop_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Stop_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Stop_F_R_45
Left
Walk_Walk_Block__Walk_Block_Stop_F_L_90
Right
Walk_Walk_Block__Walk_Block_Stop_F_R_90
Block Turns
Turn 180 Left
Turn_Turn_Block__Turn_Block_180_L
Turn 180 Right
Turn_Turn_Block__Turn_Block_180_R
Turn 90 Left
Turn_Turn_Block__Turn_Block_90_L
Turn 90 Right
Turn_Turn_Block__Turn_Block_90_R
Civilian Dodge Animations
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Back Right
Dodge_Dodge__Dodge_B_R_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Civilian Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Civilian Hit Reactions
Air Front
Hit_Hit_Air__Hit_Air_1
Air Large End
Hit_Hit_Air_To_Floor__Hit_Heavy_End
Air Large Loop
Hit_Hit_Air_To_Floor__Hit_Heavy_Loop
Air Large Start
Hit_Hit_Air_To_Floor__Hit_Heavy
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_Get_Up
Knockdown Death
Hit_Knock_Down__Knock_Down_Death
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Strat
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Rise
Hit_Get_Up__Get_Up
Civilian Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Civilian Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90
Combat Idle
Idle__Idle_Combat
Combat Locomotion
Run
Bwd
Run_Run_Combat__Run_Combat_Loop_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Loop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Loop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Loop_F_0
Idle
Idle__Idle_Combat
Left
Run_Run_Combat__Run_Combat_Loop_F_L_90
Right
Run_Run_Combat__Run_Combat_Loop_F_R_90
Run Fast
Fwd
Run_Run_Combat__Run_Fast_Combat_Loop
Run Fast Start
Bwd Left
Run_Run_Combat__Run_Start_Fast_Combat_B_L
Bwd Right
Run_Run_Combat__Run_Start_Fast_Combat_B_R
Fwd
Run_Run_Combat__Run_Fast_Combat_Start
Left
Run_Run_Combat__Run_Start_Fast_Combat_L
Right
Run_Run_Combat__Run_Start_Fast_Combat_R
Run Fast Stop
Fwd
Run_Run_Combat__Run_Fast_Combat_Stop
Run Start
Bwd
Run_Run_Combat__Run_Combat_Start_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Start_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Start_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Start_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Start_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Start_F_R_45
Left
Run_Run_Combat__Run_Combat_Start_F_L_90
Right
Run_Run_Combat__Run_Combat_Start_F_R_90
Run Stop
Bwd
Run_Run_Combat__Run_Combat_Stop_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Stop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Stop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Stop_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Stop_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Stop_F_R_45
Left
Run_Run_Combat__Run_Combat_Stop_F_L_90
Right
Run_Run_Combat__Run_Combat_Stop_F_R_90
Walk
Bwd
Walk_Walk_Combat__Walk_Combat_Loop_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Loop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
Idle
Idle__Idle_Combat
Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Combat__Walk_Combat_Start_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Start_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Start_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Start_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Combat__Walk_Combat_Stop_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Stop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
Combat Turns
Idle Turn 180 Left
Turn_Turn__Turn_180_L
Idle Turn 180 Right
Turn_Turn__Turn_180_R
Idle Turn 90 Left
Turn_Turn__Turn_90_L
Idle Turn 90 Right
Turn_Turn__Turn_90_R
Turn 180 Left
Turn_Turn_Combat__Turn_Combat_180_L
Turn 180 Right
Turn_Turn_Combat__Turn_Combat_180_R
Turn 90 Left
Turn_Turn_Combat__Turn_Combat_90_L
Turn 90 Right
Turn_Turn_Combat__Turn_Combat_90_R
Crouch Animations
Enter
Idle_Idle__Idle_to_Idle_Crouch
Crouch Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
Idle
Idle_Idle_Crouch__Idle_Crouch
Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Crouch__Walk_Crouch_Start_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Start_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
Crouch Turns
Turn 180 Left
Turn_Turn_Crouch__Turn_Crouch_180_L
Turn 180 Right
Turn_Turn_Crouch__Turn_Crouch_180_R
Turn 90 Left
Turn_Turn_Crouch__Turn_Crouch_90_L
Turn 90 Right
Turn_Turn_Crouch__Turn_Crouch_90_R
Dodge Animations
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Back Right
Dodge_Dodge__Dodge_B_R_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Hit Reactions
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_Get_Up
Knockdown Death
Hit_Knock_Down__Knock_Down_Death
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Strat
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Idle Look Crouch
Offset Down Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
Offset Down Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
Offset Down Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
Offset Mid Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_0
Offset Mid Left
Idle_Offset_Idle_Crouch__Idle_Crouch_L
Offset Mid Right
Idle_Offset_Idle_Crouch__Idle_Crouch_R
Offset Up Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
Offset Up Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
Offset Up Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
Idle Transitions
From Combat
Idle__Idle_Combat_to_Idle
To Combat
Idle__Idle_to_Idle_Combat
Jump Animations
Double Back
Jump_Double_Jump__Double_Jump_B_180
Double Forward
Jump_Double_Jump__Double_Jump_F_0
Double Left
Jump_Double_Jump__Double_Jump_L_90
Double Neutral
Jump_Double_Jump__Double_Jump_0
Double Right
Jump_Double_Jump__Double_Jump_R_90
End
Jump_Jump__Jump_0_End
Loop
Jump_Jump__Jump_0_Loop
Start
Jump_Jump__Jump_0_Start
Loadout Locomotion
Run
Bwd
Run_Run__Run_Loop_B_180
Bwd Left
Run_Run__Run_Loop_B_L_45
Bwd Right
Run_Run__Run_Loop_B_R_45
Fwd
Run_Run__Run_Loop_F_0
Idle
Idle__Idle
Left
Run_Run__Run_Loop_F_L_90
Right
Run_Run__Run_Loop_F_R_90
Run Fast
Fwd
Run_Run_Combat__Run_Fast_Combat_Loop
Run Fast Start
Bwd Left
Run_Run_Combat__Run_Start_Fast_Combat_B_L
Bwd Right
Run_Run_Combat__Run_Start_Fast_Combat_B_R
Fwd
Run_Run_Combat__Run_Fast_Combat_Start
Left
Run_Run_Combat__Run_Start_Fast_Combat_L
Right
Run_Run_Combat__Run_Start_Fast_Combat_R
Run Fast Stop
Fwd
Run_Run_Combat__Run_Fast_Combat_Stop
Run Start
Bwd
Run_Run__Run_Start_B_180
Bwd Left
Run_Run__Run_Start_B_L_45
Bwd Right
Run_Run__Run_Start_B_R_45
Fwd
Run_Run__Run_Start_F_0
Fwd Left
Run_Run__Run_Start_F_L_45
Fwd Right
Run_Run__Run_Start_F_R_45
Left
Run_Run__Run_Start_F_L_90
Right
Run_Run__Run_Start_F_R_90
Run Stop
Bwd
Run_Run__Run_Stop_B_180
Bwd Left
Run_Run__Run_Stop_B_L_45
Bwd Right
Run_Run__Run_Stop_B_R_45
Fwd
Run_Run__Run_Stop_F_0
Fwd Left
Run_Run__Run_Stop_F_L_45
Fwd Right
Run_Run__Run_Stop_F_R_45
Left
Run_Run__Run_Stop_F_L_90
Right
Run_Run__Run_Stop_F_R_90
Walk
Bwd
Walk_Walk__Walk_Loop_B_180
Bwd Left
Walk_Walk__Walk_Loop_B_L_45
Bwd Right
Walk_Walk__Walk_Loop_B_R_45
Fwd
Walk_Walk__Walk_Loop_F_0
Fwd Left
Walk_Walk__Walk_Loop_F_L_45
Fwd Right
Walk_Walk__Walk_Loop_F_R_45
Idle
Idle__Idle
Left
Walk_Walk__Walk_Loop_F_L_90
Right
Walk_Walk__Walk_Loop_F_R_90
Walk Start
Bwd
Walk_Walk__Walk_Start_B_180
Bwd Left
Walk_Walk__Walk_Start_B_L_45
Bwd Right
Walk_Walk__Walk_Start_B_R_45
Fwd
Walk_Walk__Walk_Start_F_0
Fwd Left
Walk_Walk__Walk_Start_F_L_45
Fwd Right
Walk_Walk__Walk_Start_F_R_45
Left
Walk_Walk__Walk_Start_F_L_90
Right
Walk_Walk__Walk_Start_F_R_90
Walk Stop
Bwd
Walk_Walk__Walk_Stop_B_180
Bwd Left
Walk_Walk__Walk_Stop_B_L_45
Bwd Right
Walk_Walk__Walk_Stop_B_R_45
Fwd
Walk_Walk__Walk_Stop_F_0
Fwd Left
Walk_Walk__Walk_Stop_F_L_45
Fwd Right
Walk_Walk__Walk_Stop_F_R_45
Left
Walk_Walk__Walk_Stop_F_L_90
Right
Walk_Walk__Walk_Stop_F_R_90
Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90

Referenced by

1
Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
Ability Speed Modifier
—
Ability Unlocks
—
Aim Animations
—
Aim Locomotion
—
Animation Library
Combat
Animation Source
unarmed
Animations
—
Block Animations
Hit
Hit_Block__Block_Hit
Hit Break
Hit_Block__Block_Hit_Break
Idle
Hit_Block__Block_Idle
Block Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Block__Walk_Block_Loop_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Loop_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Loop_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Loop_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Loop_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Loop_F_R_45
Idle
Hit_Block__Block_Idle
Left
Walk_Walk_Block__Walk_Block_Loop_F_L_90
Right
Walk_Walk_Block__Walk_Block_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Block__Walk_Block_Start_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Start_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Start_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Start_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Start_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Start_F_R_45
Left
Walk_Walk_Block__Walk_Block_Start_F_L_90
Right
Walk_Walk_Block__Walk_Block_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Block__Walk_Block_Stop_B_180
Bwd Left
Walk_Walk_Block__Walk_Block_Stop_B_L_45
Bwd Right
Walk_Walk_Block__Walk_Block_Stop_B_R_45
Fwd
Walk_Walk_Block__Walk_Block_Stop_F_0
Fwd Left
Walk_Walk_Block__Walk_Block_Stop_F_L_45
Fwd Right
Walk_Walk_Block__Walk_Block_Stop_F_R_45
Left
Walk_Walk_Block__Walk_Block_Stop_F_L_90
Right
Walk_Walk_Block__Walk_Block_Stop_F_R_90
Block Turns
Turn 180 Left
Turn_Turn_Block__Turn_Block_180_L
Turn 180 Right
Turn_Turn_Block__Turn_Block_180_R
Turn 90 Left
Turn_Turn_Block__Turn_Block_90_L
Turn 90 Right
Turn_Turn_Block__Turn_Block_90_R
Civilian Dodge Animations
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Back Right
Dodge_Dodge__Dodge_B_R_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Civilian Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Civilian Hit Reactions
Air Front
Hit_Hit_Air__Hit_Air_1
Air Large End
Hit_Hit_Air_To_Floor__Hit_Heavy_End
Air Large Loop
Hit_Hit_Air_To_Floor__Hit_Heavy_Loop
Air Large Start
Hit_Hit_Air_To_Floor__Hit_Heavy
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_Get_Up
Knockdown Death
Hit_Knock_Down__Knock_Down_Death
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Strat
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Rise
Hit_Get_Up__Get_Up
Civilian Jump Animations
—
Civilian Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Civilian Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90
Combat Idle
Idle__Idle_Combat
Combat Locomotion
Run
Bwd
Run_Run_Combat__Run_Combat_Loop_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Loop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Loop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Loop_F_0
Idle
Idle__Idle_Combat
Left
Run_Run_Combat__Run_Combat_Loop_F_L_90
Right
Run_Run_Combat__Run_Combat_Loop_F_R_90
Run Fast
Fwd
Run_Run_Combat__Run_Fast_Combat_Loop
Run Fast Start
Bwd Left
Run_Run_Combat__Run_Start_Fast_Combat_B_L
Bwd Right
Run_Run_Combat__Run_Start_Fast_Combat_B_R
Fwd
Run_Run_Combat__Run_Fast_Combat_Start
Left
Run_Run_Combat__Run_Start_Fast_Combat_L
Right
Run_Run_Combat__Run_Start_Fast_Combat_R
Run Fast Stop
Fwd
Run_Run_Combat__Run_Fast_Combat_Stop
Run Start
Bwd
Run_Run_Combat__Run_Combat_Start_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Start_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Start_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Start_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Start_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Start_F_R_45
Left
Run_Run_Combat__Run_Combat_Start_F_L_90
Right
Run_Run_Combat__Run_Combat_Start_F_R_90
Run Stop
Bwd
Run_Run_Combat__Run_Combat_Stop_B_180
Bwd Left
Run_Run_Combat__Run_Combat_Stop_B_L_45
Bwd Right
Run_Run_Combat__Run_Combat_Stop_B_R_45
Fwd
Run_Run_Combat__Run_Combat_Stop_F_0
Fwd Left
Run_Run_Combat__Run_Combat_Stop_F_L_45
Fwd Right
Run_Run_Combat__Run_Combat_Stop_F_R_45
Left
Run_Run_Combat__Run_Combat_Stop_F_L_90
Right
Run_Run_Combat__Run_Combat_Stop_F_R_90
Walk
Bwd
Walk_Walk_Combat__Walk_Combat_Loop_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Loop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
Idle
Idle__Idle_Combat
Left
Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Combat__Walk_Combat_Start_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Start_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Start_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Start_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Start_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Combat__Walk_Combat_Stop_B_180
Bwd Left
Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
Bwd Right
Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
Fwd
Walk_Walk_Combat__Walk_Combat_Stop_F_0
Fwd Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
Fwd Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
Left
Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
Right
Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
Combat Turns
Idle Turn 180 Left
Turn_Turn__Turn_180_L
Idle Turn 180 Right
Turn_Turn__Turn_180_R
Idle Turn 90 Left
Turn_Turn__Turn_90_L
Idle Turn 90 Right
Turn_Turn__Turn_90_R
Turn 180 Left
Turn_Turn_Combat__Turn_Combat_180_L
Turn 180 Right
Turn_Turn_Combat__Turn_Combat_180_R
Turn 90 Left
Turn_Turn_Combat__Turn_Combat_90_L
Turn 90 Right
Turn_Turn_Combat__Turn_Combat_90_R
Crouch Animations
Enter
Idle_Idle__Idle_to_Idle_Crouch
Crouch Locomotion
Run
—
Run Fast
—
Run Fast Start
—
Run Fast Stop
—
Run Start
—
Run Stop
—
Walk
Bwd
Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
Idle
Idle_Idle_Crouch__Idle_Crouch
Left
Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
Walk Start
Bwd
Walk_Walk_Crouch__Walk_Crouch_Start_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Start_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
Walk Stop
Bwd
Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
Bwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
Bwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
Fwd
Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
Fwd Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
Fwd Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
Left
Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
Right
Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
Crouch Turns
Turn 180 Left
Turn_Turn_Crouch__Turn_Crouch_180_L
Turn 180 Right
Turn_Turn_Crouch__Turn_Crouch_180_R
Turn 90 Left
Turn_Turn_Crouch__Turn_Crouch_90_L
Turn 90 Right
Turn_Turn_Crouch__Turn_Crouch_90_R
Dash
—
Defense
Can Guard
yes
Can Parry
yes
Guard Speed Multiplier
—
Guard Type
partial
Description
Bare-fisted brawling. Punches (LMB) deal stab damage; kicks (RMB) deal crush. Fast attacks, short range. Available to all players as the default combat style.
Dodge
Distance
6
Duration Ms
500
Enabled
—
I Frame End Ms
250
I Frame Start Ms
0
Stamina Cost
800
Dodge Animations
Back
Dodge_Dodge__Dodge_B_180
Back Left
Dodge_Dodge__Dodge_B_L_45
Back Right
Dodge_Dodge__Dodge_B_R_45
Forward
Dodge_Dodge__Dodge_F_0
Forward Left
Dodge_Dodge__Dodge_F_L_45
Forward Right
Dodge_Dodge__Dodge_F_R_45
Left
Dodge_Dodge__Dodge_L_90
Right
Dodge_Dodge__Dodge_R_90
Dodge To Run Animations
Back
Dodge_Dodge_to_Run__Dodge_to_Run_B_180
Back Left
Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
Back Right
Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
Forward
Dodge_Dodge_to_Run__Dodge_to_Run_F_0
Forward Left
Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
Forward Right
Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
Left
Dodge_Dodge_to_Run__Dodge_to_Run_L_90
Right
Dodge_Dodge_to_Run__Dodge_to_Run_R_90
Equipment
Main Hand
Animation Source
—
Required
no
Type
—
Weapon Class
unarmed
Off Hand
Animation Source
—
Required
no
Type
—
Weapon Class
—
Face Crosshair On Attack
—
Guard Raise Speed
—
Hit Reactions
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_Get_Up
Knockdown Death
Hit_Knock_Down__Knock_Down_Death
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Strat
Left
Hit_Hit__Hit_L
Right
Hit_Hit__Hit_R
Hitstop Crawl
0.35
Id
unarmed
Idle Look
—
Idle Look Combat
—
Idle Look Crouch
Offset Down Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
Offset Down Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
Offset Down Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
Offset Mid Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_0
Offset Mid Left
Idle_Offset_Idle_Crouch__Idle_Crouch_L
Offset Mid Right
Idle_Offset_Idle_Crouch__Idle_Crouch_R
Offset Up Centre
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
Offset Up Left
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
Offset Up Right
Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
Idle Transitions
From Combat
Idle__Idle_Combat_to_Idle
To Combat
Idle__Idle_to_Idle_Combat
Impact Trauma
0.1
Inherits From
—
Input
—
Jump Animations
Double Back
Jump_Double_Jump__Double_Jump_B_180
Double Forward
Jump_Double_Jump__Double_Jump_F_0
Double Left
Jump_Double_Jump__Double_Jump_L_90
Double Neutral
Jump_Double_Jump__Double_Jump_0
Double Right
Jump_Double_Jump__Double_Jump_R_90
End
Jump_Jump__Jump_0_End
Loop
Jump_Jump__Jump_0_Loop
Start
Jump_Jump__Jump_0_Start
Loadout Locomotion
Run
Bwd
Run_Run__Run_Loop_B_180
Bwd Left
Run_Run__Run_Loop_B_L_45
Bwd Right
Run_Run__Run_Loop_B_R_45
Fwd
Run_Run__Run_Loop_F_0
Idle
Idle__Idle
Left
Run_Run__Run_Loop_F_L_90
Right
Run_Run__Run_Loop_F_R_90
Run Fast
Fwd
Run_Run_Combat__Run_Fast_Combat_Loop
Run Fast Start
Bwd Left
Run_Run_Combat__Run_Start_Fast_Combat_B_L
Bwd Right
Run_Run_Combat__Run_Start_Fast_Combat_B_R
Fwd
Run_Run_Combat__Run_Fast_Combat_Start
Left
Run_Run_Combat__Run_Start_Fast_Combat_L
Right
Run_Run_Combat__Run_Start_Fast_Combat_R
Run Fast Stop
Fwd
Run_Run_Combat__Run_Fast_Combat_Stop
Run Start
Bwd
Run_Run__Run_Start_B_180
Bwd Left
Run_Run__Run_Start_B_L_45
Bwd Right
Run_Run__Run_Start_B_R_45
Fwd
Run_Run__Run_Start_F_0
Fwd Left
Run_Run__Run_Start_F_L_45
Fwd Right
Run_Run__Run_Start_F_R_45
Left
Run_Run__Run_Start_F_L_90
Right
Run_Run__Run_Start_F_R_90
Run Stop
Bwd
Run_Run__Run_Stop_B_180
Bwd Left
Run_Run__Run_Stop_B_L_45
Bwd Right
Run_Run__Run_Stop_B_R_45
Fwd
Run_Run__Run_Stop_F_0
Fwd Left
Run_Run__Run_Stop_F_L_45
Fwd Right
Run_Run__Run_Stop_F_R_45
Left
Run_Run__Run_Stop_F_L_90
Right
Run_Run__Run_Stop_F_R_90
Walk
Bwd
Walk_Walk__Walk_Loop_B_180
Bwd Left
Walk_Walk__Walk_Loop_B_L_45
Bwd Right
Walk_Walk__Walk_Loop_B_R_45
Fwd
Walk_Walk__Walk_Loop_F_0
Fwd Left
Walk_Walk__Walk_Loop_F_L_45
Fwd Right
Walk_Walk__Walk_Loop_F_R_45
Idle
Idle__Idle
Left
Walk_Walk__Walk_Loop_F_L_90
Right
Walk_Walk__Walk_Loop_F_R_90
Walk Start
Bwd
Walk_Walk__Walk_Start_B_180
Bwd Left
Walk_Walk__Walk_Start_B_L_45
Bwd Right
Walk_Walk__Walk_Start_B_R_45
Fwd
Walk_Walk__Walk_Start_F_0
Fwd Left
Walk_Walk__Walk_Start_F_L_45
Fwd Right
Walk_Walk__Walk_Start_F_R_45
Left
Walk_Walk__Walk_Start_F_L_90
Right
Walk_Walk__Walk_Start_F_R_90
Walk Stop
Bwd
Walk_Walk__Walk_Stop_B_180
Bwd Left
Walk_Walk__Walk_Stop_B_L_45
Bwd Right
Walk_Walk__Walk_Stop_B_R_45
Fwd
Walk_Walk__Walk_Stop_F_0
Fwd Left
Walk_Walk__Walk_Stop_F_L_45
Fwd Right
Walk_Walk__Walk_Stop_F_R_45
Left
Walk_Walk__Walk_Stop_F_L_90
Right
Walk_Walk__Walk_Stop_F_R_90
Mechanics
—
Metadata
—
Moveset
Abilities
Basic
combat/abilities/melee/unarmed/basic.yaml
Attack Pattern
alternating
Base Combo File
combat/combos/unarmed.combo.yaml
Chain Delay Ms
—
Name
Unarmed
Requirements
—
Resource
Build
—
Decay Out Of Combat Per Sec
15
Held Passive
  1. Ability Filter
    none
    Amount
    0
    Condition
    —
    Damage Type
    —
    On Attacks
    —
    Pause Duration
    —
    Percent
    30
    Range
    —
    Stack Threshold
    —
    Tag
    —
    Threshold
    —
    Type
    increased_dodge_iframe_duration
  2. Ability Filter
    none
    Amount
    0
    Condition
    —
    Damage Type
    —
    On Attacks
    —
    Pause Duration
    —
    Percent
    10
    Range
    —
    Stack Threshold
    —
    Tag
    —
    Threshold
    —
    Type
    movement_speed
Max
100
Regen Per Sec
0
Type
momentum
Rmb Behavior
—
Roll Animations
Back
Roll_Roll__Roll_B_180
Back Left
Roll_Roll__Roll_B_L_45
Back Right
Roll_Roll__Roll_B_R_45
Forward
Roll_Roll__Roll_F_0
Forward Left
Roll_Roll__Roll_F_L_45
Forward Right
Roll_Roll__Roll_F_R_45
Left
Roll_Roll__Roll_L_90
Right
Roll_Roll__Roll_R_90
Roll To Run Animations
Back
Roll_Roll_to_Run__Roll_to_Run_B_180
Back Left
Roll_Roll_to_Run__Roll_to_Run_B_L_45
Back Right
Roll_Roll_to_Run__Roll_to_Run_B_R_45
Forward
Roll_Roll_to_Run__Roll_to_Run_F_0
Forward Left
Roll_Roll_to_Run__Roll_to_Run_F_L_45
Forward Right
Roll_Roll_to_Run__Roll_to_Run_F_R_45
Left
Roll_Roll_to_Run__Roll_to_Run_L_90
Right
Roll_Roll_to_Run__Roll_to_Run_R_90
Schema
Loadout
Tags
default, starter, fast, melee, stab, crush
Theme
The Brawler - raw strength, no tools needed
Version
1