Weapon testing and movesets list


https://1drv.ms/x/s!AqONia7_SgrUgmG3c6b6Ip0LzQEj?e=ZBYPCo

-------Weapon testing and movesets------------
Legend:
,= seperate button press C,P is two presses, where LS,CU is also two presses.
C=Chop. A mostly downward strike. Example chopping a piece of wood. Typically a harder hit to single enemy. They also hit the ground by cerim as my reference.
U=uppercut. Opposite to chop just single enemy hit. not sure if it’s mechanically any different but I’ll include it, maybe it does higher knockdown or something?
S=slash or sweep. A mostly horizontal swing with wide coverage mostly a full 180 degree coverage hits both sides of cerim. Can hit multiple and is your average attack. Has largest coverage/hitbox.
P=Poke. A single jab forward. Hits one enemy, usually moves more forward than other types of attacks. (By default will not be a Lunge) this has smallest hitbox.
K=Kick. A single kick with your foot. Found more than 1 it gets a letter.
F=Flurry. A rapid succession of hits in a single button press. I haven’t counted with confidence but its probably like 7 or 8 hits. (So far just pokes)
L(before letter)=Lunge. I include this because certain moves move you forward alot. If you see LP this means your poking and probably would fall off a ledge so be carefull. Can be used to close distances as well but just be mindful.
SS(or 2 letters)=2 hits from 1 button press. This is not a Flurry.
…=a long pause. I don’t include this for your typical 2 hand attacks they are slower yes but certain weapons have a noticeable pause. If you see this it’s part of the combo but it ain’t quick.
x?= this can be repeated until stamina runs out.

Devs, Great job first off! This has taken a substantial amout of time just to catalouge i can only imagine how long this took to plan and build with more on the way. I tip my hat to you, You are apreciated.

How i decide on the grey area for was this a chop or was this a swipe? I consider swipe to be closer to 180 degrees and anything that is 90 or less plus hits the ground by cerim is a chop/upper.
Using 0 as my cerim agaist a wall the pattern would look similar to this
0/ or \0 would be a chop/upper some have a small sweep aspect but i wouldnt consider it able to reliably hit 2 enimies in front of you unless you plan which one to target. Example 0/ you would have to aim at left enemy to possibly hit second on right.
A sweep/swipe is closer to 180 or a pattern like this -0- or _0- very rarely these will spark on ground at one of cerims sides but would relably hit 2 enimies next to each other and wouldnt matter which one you target.

I haven’t seen an attempt at a weapon move and combo breakdown for each weapon so hopefully someone with far better computer skills and time can assist me on this, feel free to pm me or expand on this. I’ll try to break this down as simply as possible.

The basics,
●Every weapon has 3 different ways to start a combo chain: Standing, Running, Rolling.
●Not every weapon has a full combo chain or variation.
●There are also charge attacks, not every attack can be charged. Some weapons don’t charge at all, some can charge every single swing, some can charge only on the last hit. I will include this following a combo chain. With Y for yes, N for no.
-You cannot dash into a charge. (Yet)
●Every dash and roll combination will default back to standing combo, as in if dash has poke and standing combo is S,S,P starting with a dash will result in P,S,S,P chain.
●Light armor dash is registered as a sprint combo on almost every weapon
●There is technically a fourth “combo” chain jumping off a ledge into a ground pound, but this is more of a drop attack and stand alone single hit. I did not include as i have not seen a single one have a combo. If you find one let me know and ill add that column. Otherwise it would just be D=drop on everything. I test this at town by whisper good ledge i can reclimb easy (Shattered sun is the closest to a drop finisher though)
●out of my testing all “parry combos” are just the basic combo. If this differs i have not seen it yet.
●I have not seen any weapon have a combo from fat armor charging, being sidled, with or without offhand, having shield up, or after a rune attack, it defaults to standing.

I hope this doesn’t get to confusing there is alot going on here and I’m trying to keep it simple and quick to read overall like a music sheet. People are posting videos of these chains but are missing entire chains such as the roll chains. I can eventually add links to eachbindividual weapon but these videos arent up to my standards or what i consider complete yet.

Special shout outs to Merca in town Square. He did in fact “earn his keep” being my testing dummy for all this. After hearing him say it every time I traveled between house and shops I had a prime suspect to unleash these combos on. And baemore my trusty claymore who started this all and made me realize that not every weapon is the same.

I did not test every weapon or every weapon type i only have so many leveled characters and some weapons I do not own. Ea patch 2 i should be able to knock out a huge chunk of the weapons with equip requiment gone. I will test if combo differs if requirements are met or not.
Feel free to include them in comments if you can test them, or dm me to avoid bloat. These will be highlighted blue because i have not personally confirmed to keep it consistent.

These are all on (mostly) white gear I am unsure if rarity effects movepool. I did not see any on a small batch of blood rusted shortswords/claymores but by no means extensive testing.

difference in load caused variation it is possible, but only seen on sherpin so far.

I have not extensivly tested if there are rune combos (chains following a rune ability) if you find one let me know theres alot to cover there.

I dont know about I frames as that is far to extensive to test for me.

I havent tested for sneak attack as that would take far to long and i dont know a reliable easy way to do this hundreds of times.

If I missed something silly let me know I’m just a player who likes weapons lol. Thanks for reading I hope it helps someone really nail down what they wanna play! Feel free to correct me if i made a mistake i aint perfect.

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https://1drv.ms/x/s!AqONia7_SgrUgmG3c6b6Ip0LzQEj?e=ZBYPCo
This should work let me know if it doesnt.

Yeah, this is an amazing post :+1:

I’ll test and add some weapons in the comments below, I have a Str/Faith character and a Str/Dex character.

Also, your link works!

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That covers a huge chunk of what i am missing.

Well this is certainly a splendid post. I don’t think anyone’s truly done a deep dive like this.

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All 3 are Str/Dex

Type: 2h polearm
Name: Regal Cleft
Standing: S,S,S
Charge: Y,Y,Y (but scuffed, the little blink/sound is still missing)
Sprinting: L,L (the first is a lunge but it slams into the ground, so combo of LC,LC maybe?)
Charge: N,N
Rolling: Light Load = Sprinting so L,L Normal/Heavy Load = S,S
Charge: N,N

Type: 2h curve sword
Name: Divine Scimitar
Standing: S,SS,SS,S
Charge: Y,Y,Y,Y
Sprinting: L
Charge: N
Rolling: S (Normal/Heavy Load: After you roll you hit and then can do a 4 hit chain similar to standing immediately, so it kinda makes it a 5 hit chain) Light = sprinting attack
Charge: N

Type: 2h polearm
Name: Serrated Cutter
Standing: LS,LS,LC (each attack is a lunge, but the first 2 are slashes and the last is a chop)
Charge: N,N,N
Sprinting: LC
Charge: N
Rolling: Light = Sprinting, Normal/Heavy = S,S and then you can extend it into the standing chain.
Charge: N,N

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Ill add these in tonight thank you greatly!
Disclaimer: im gonna add these in different color as a notifier that i have not verified moveset personally. I want to ensure my table is consistent. Some can interpreted differently maybe its a slash maybe its a chop some are kind of hybrid. As you can tell theres alot of grey area haha.

Any attacks that are usually a single chain hit such as (running poke) can usually be followed up with the standard combo. I will clarify this, thanks. Also makes it hard to interperet where the “dash combo” ends cause it will folow up with the standard chain. Even more comlpex when the combo is actuay different…

Did load effect combo? I see a difference saying light load and heavy load… thats gonna be a second table if so…oh man haha.

Was the formula for crafting fairly sime and easy to understand i see you made the chains just fine (grey areas are hard to inderperate without video)

Only for dodging/rolling.

Light Load = Dash, so I think the system thinks we are doing a sprint attack.
Normal/Heavy Load = Roll, so the system uses a quicker normal attack.

This is what I found after testing 3 different weapons.

I stare a lot of time at excel screen so I’m fine with this :joy:

Also there is a youtuber that has almost every weapon with various attack animations. Just not as in depth as you have here.

Edit: spelling

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Thats a good clarifacation on the light load dash=sprint i didnt take that into account and might drastically change my table… time to recheck… thank you for clarifying thats a huge find (even more depth! I eat this shit up haha. Love it)

I dont think they know theres roll combos involved. Will also add that thanks. I like tables not videos as a quick reference but fully acknowledge that videos are a truer representation just not as quick to glance through and theory craft.

I like what you are doing more.

Easier to compare weapons and such.

So keep up the good work :+1:

I’ll add some Str/Faith weapons tomorrow.

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@RomoloHero thank you for the additions they are added. Ill pm you for the other additions to avoid bloat of comment section.

Notes for moving forward:
●After every sprint/roll combo not ending in (x?) They will default back to normal standing chain. Otherwise its go till your out of stamina for x?.
this is more seemless on certain combos such as a wooden shortsword where dash is a poke, but if you keep pressing it will look like P,C,LC,P.
Others there is a clear animation stop.
●Claymore variation no longer relevent after ea patch 1. I am unsure if this was or is a bug that this weapon no longer has variation. I will remove this to avoid confusion. Did a batch test on 10 new claymores no variation now. If this changes or you find one let me know.
●I found a new way to test hits, i stand against the house wall and the sparks show and give audible sounds that yes this is a hit. The staffs were hard to to tell if just twirling or smacking. They be sparking, im assuming its a smack. My house walls agree that its dealing damage lol.
●light load dashing is confirmed to match with sprinting movesets not rolling. The only exception i found was Sherpin this one was different so its possible. (Litterally one of the last things i checked)
●At this point i think its safe to assume that you cannot dash into a charge. You can charge on combo pieces after the first hit but this definatly sticks out so keep that in mind. (I got my eye on you dash charge…)

Im adding some tune ups to the document for easier reading going forward. And corrected some minor disprencies from original after going through all an additional time to test load.

i will edit original post to reflect this as well, and update pictures for quick reference. Thanks for reading! And possible help?

I think the game need more Start Weapons. Maybe the solution is a Blacksmith sells alot of low level Weapons to test the “Basic” feeling of the weapons like reach, Guard Break etc. …

My first Spear was Crucible level 20+
By this time you have found your main Weapon Stats and alot of Weapons are Garbage.

Thats another “problem”. The Weapon Stats are forcing you to use a Weapon the whole game. In Souls Game its more a matter of scaling but most of the Weapons can be equipped easy with low Stat investment.

I think its better to change the Weapon Stats that the stats on the Weapon maybe more a scaling cap. A weapon with 42 Strength scales with Strength up to 42 Strength and doens tneed 42 Str to equip.

The first minutes on the Island you find many Weapons with 11 Stats and now you are “forced” to invest 1 Point in mabye dead end to test the Weapons.

I agree with you on having fillmore carry one in each weapon type at the start of the game this greatly effects build choices early on. Most “classes” of weapons are represented but any form of polearm is missing. possibly, add bo staff? I also agree that every “starter” weapon should just be flat tens to truly let people test what they want without punishment. And having the no stat requirement implemented later doesnt allow true testing in the early phases of the game when you are trying to discover your prefered playstyle. If giant claymore can be 10 str why cant every other stat be 10 right?
They are adressing the stat requirement issue though.
I personally enjoy that all weapons are similar in stats (with rng) and not better than the others you have to take into account movesets and pre set runes and possible add ons. Otherwise you would always run ultima and never touch iron sword. Whole point of the weapons feeling different is that every weapon can be its own build and be built around. Think like a trading card game, sure this card might not be as good as this one at first but in the right deck (build) this one actually becomes amazing!

Knite_137 would you consider an edit, Until we get a wiki or stat resets, to list Stat requirements for the weapons to help new players

@DrkStoner
This is not my spreadsheet i attached the link to but its a great resource. I was only focusing on the combos since others have aready made the other lists, this is the one i consider to be the best and has multiple sortable tabs and overall very well done i use this for finding the equip requirements.
Hope this helps. You can orginize each row by A-Z so if you want dex weapons you can orginize that row and then scroll down, its also color coded for each type. My goal is to eventualy have my list like this where it is color coded and sortable as well.

https://www.google.com/url?sa=t&source=web&rct=j&opi=89978449&url=https://www.reddit.com/r/NoRestForTheWicked/comments/1ccyui0/nrftw_itemization_spreadsheet/&ved=2ahUKEwi7-v_nk4aGAxXKDEQIHWu8BZkQjjh6BAghEAE&usg=AOvVaw3uVTKTn03QrE1pz5ruL-a2