Difference between revisions of "Taunts"
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Certain taunts are known as "kill taunts" or "attacks taunts", as they deal 400 [[damage]] or more and have the potential to kill any opponent in a single hit (with the exception of [[Armageddon]] and [[Execution]], which can only deal a maximum of 400 damage and thus are not powerful enough to kill a [[Heavy]] with maximum [[overheal]]; and with the exception of [[Fencing]], which hits an enemy three times before killing them). | Certain taunts are known as "kill taunts" or "attacks taunts", as they deal 400 [[damage]] or more and have the potential to kill any opponent in a single hit (with the exception of [[Armageddon]] and [[Execution]], which can only deal a maximum of 400 damage and thus are not powerful enough to kill a [[Heavy]] with maximum [[overheal]]; and with the exception of [[Fencing]], which hits an enemy three times before killing them). | ||
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== Ability taunts == | == Ability taunts == |
Revision as of 21:23, 13 April 2021
“ | What are taunts? They're character-specific animations you can trigger in-game to either announce that you've just shot someone or would like to be shot yourself.
— TF2 Blog describing the taunts culture
|
” |
Each class has its own series of taunts. These can be performed using default key: G, which brings up a small menu offering a selection of special taunts, and can be pressed again to perform the stock taunt for their weapon (if it has one), for the Windows, Mac and SteamOS/Linux, Right Bumper for the Sixense/Razer Hydra Motion Control, for the Xbox 360 and for the PS3. If the player does not have any taunts equipped in their taunts loadout, pressing the taunt key will directly perform the stock taunt for that weapon, if possible. While some weapons possess their own unique animation and dialog line(s), others are shared between similar weapons. Several lines of dialog are chosen at semi-random during a taunt, with one line being chosen at random and every following line pertaining to a specific order. Taunts are generally used for gloating purposes after killing an opponent, to celebrate a victory, provoke living opponents, or simply for comedic effect, and for the most part have no direct effect on gameplay. However, certain taunts have effects such as healing the player and his teammates, stunning, damaging, and usually killing opponents. Taunts that kill enemy players are known as "Attack taunts" or "Kill taunts". Several achievements also require the use of taunts. Although taunts can be used during humiliation and Stalemate, related achievements are not awarded. Caution should be exercised when performing a taunt; while a player performs a taunt, they are left vulnerable and the view shifts from first to third-person, leaving the player unable to act until the taunt is concluded.
Taunting cannot be performed underwater or while airborne. The effects of knockback will instantly cancel any taunt. All taunts, including Kill taunts, can be successfully performed while stunned.
A minority of weapons, such as the Engineer's PDAs, Jarate, and Sapper, all lack taunts. The Heavy's food and Scout's drinks function as both a consumable and taunt when activated, moving the player into a third-person view. While the Heavy's consumable taunts activate upon pressing the taunt key, the Scout's consumables only activate upon pressing the primary fire key. All weapons that have been released in "Community" updates do not have unique taunts, instead using a pre-existing taunt or nothing at all.
On servers with the variable tf_allow_taunt_switch
set to 1, it is possible to switch weapons after pressing the key to taunt, but before the taunt animation actually plays. This results in a character performing the taunt for the weapon being used before pressing the taunt key, but holding the new weapon. This behavior was originally a glitch that was unintentionally "fixed" in the Mann-Conomy Update, and later made into a server side option at community request. Setting this variable to 2 results in the ability to switch weapons at any time during the taunt. With the variable set to 0, any attempt to switch weapons will result in the player instantaneously switching back to the weapon used for the taunt. The default value for this variable is 0
.
Contents
Taunts by class
- Scout taunts
- Soldier taunts
- Pyro taunts
- Demoman taunts
- Heavy taunts
- Engineer taunts
- Medic taunts
- Sniper taunts
- Spy taunts
Kill taunts
Certain taunts are known as "kill taunts" or "attacks taunts", as they deal 400 damage or more and have the potential to kill any opponent in a single hit (with the exception of Armageddon and Execution, which can only deal a maximum of 400 damage and thus are not powerful enough to kill a Heavy with maximum overheal; and with the exception of Fencing, which hits an enemy three times before killing them).
Class | Taunt | Kill icon | Weapon | Damage | Duration | Details |
---|---|---|---|---|---|---|
Grand Slam |
Sandman Atomizer |
500 (Instant kill) 425 with the Atomizer |
5.0 seconds | Sends the enemy ragdoll flying | ||
Grenade |
Equalizer Escape Plan |
500 (Instant kill) | 3.7 seconds | 1.8m blast radius Can kill multiple enemies Kills player upon completion Destroys buildings | ||
(Lumbricus Lid) | ||||||
Hadouken |
Shotgun Flare Gun Detonator Reserve Shooter Manmelter Panic Attack Gas Passer Hot Hand |
500 (Instant kill) | 3.7 seconds | Kills with fire effect Can kill multiple enemies Slightly slower than High Noon Destroys buildings | ||
Armageddon |
Rainblower | 400 on initial or closest target (damage is halved for every enemy hit after initial or closest target) 28 (afterburn) |
5.2 seconds | Deals heavy damage with fire effect within 1.8m radius Applies afterburn Can kill multiple enemies Damage reduced by half for every enemy hit after the initial target | ||
(Afterburn) | ||||||
Execution |
Scorch Shot | 420 (Close range) 20 (Medium to long range) 60 (Afterburn) |
3.3 seconds | Deals heavy damage with fire effect at point blank or close range Acts like a normal Scorch Shot flare at longer ranges or on miss Consumes ammo Can be aimed | ||
Gas Blast |
Thermal Thruster | 500 (Instant kill) | 6.6 seconds | Kills with fire effect Slowest kill taunt | ||
Barbarian Swing |
Eyelander Horseless Headless Horsemann's Headtaker Claidheamh Mòr Half-Zatoichi Persian Persuader Nessie's Nine Iron |
500 (Instant kill) | 5.0 seconds | Adds a head to the killer's head count when wielding the Eyelander, Nessie's Nine Iron, or the Horseless Headless Horsemann's Headtaker Counts as an honourable kill with the Half-Zatoichi and allows the user to sheath the weapon without taking damage | ||
High Noon |
Fists Saxxy Apoco-Fists Holiday Punch |
500 (Instant kill) | 4.3 seconds | Has medium range Can be aimed Fastest kill taunt | ||
Guitar Smash |
Frontier Justice | 500 (Instant kill) | 4.2 seconds | Smashes the victim's head in, causing their neck to disappear | ||
Arm Blender |
Gunslinger | 1 per hit (Stun, 14 fast hits) 500 (Instant kill) |
4.5 seconds | Initial hit stuns Gibs the opponent if they were killed by the final blow, ragdolls if killed by the spinning | ||
Uberslice |
Ubersaw | 1 (Swing, stun effect) 500 (Instant kill) |
4.3 seconds | Initial stab has stun effect (1 damage, adds 25% to ÜberCharge meter), followed by the killing Ubersaw removal (adds 75% to ÜberCharge meter, 100% in whole) | ||
Arrow Stab |
Huntsman Fortified Compound |
None (Stab, stun effect) 500 (Instant kill) |
3.3 seconds | Arrow stab with stun effect, followed by the killing arrow removal Moving target may keep moving after stab for 0.1 seconds, allowing time to get out of the arrow removal radius Stun lasts longer than time it takes to complete taunt, making it possible to skew again if target dodges removal | ||
Fencing |
Knife Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Black Rose Prinny Machete Golden Frying Pan |
50 (Swings) 500 (Instant kill) |
5.2 seconds | Two swings dealing 25 damage each, then a finishing thrust which deals 500 damage Can affect multiple opponents Destroys buildings |
Ability taunts
These taunts grant the user and/or their teammates special abilities.
Class | Taunt Effects | Weapons | Duration | Details |
---|---|---|---|---|
Drinking |
Bonk! Atomic Punch Crit-a-Cola |
1.2 seconds | The Scout takes a short, refreshing drink from his soda can, activating the effects of either drink Bonk! Atomic Punch: Grants the user invulnerability for 8 seconds, after which they will receive slowdown based on damage absorbed. The user is forced into a third-person perspective and cannot attack or switch weapons for the duration of the effect (but may still taunt) Crit-a-Cola: Grants the user 8 seconds of guaranteed mini-crits. Any attacks received during this time will cause the user to be marked for death for 5 seconds after the effect expires (does not stack) | |
Mmmph |
Phlogistinator | 2 seconds | The Pyro lifts the Phlogistinator into the air, enabling a primary weapon crit-boost for 10 seconds Grants invulnerability and knockback immunity for the duration of the taunt, which can also protect the user from a Telefrag Only usable once the Phlogistinator's Mmmph bar is full after dealing 300 fire damage with any weapon | |
Nomming |
Sandvich Robo-Sandvich Buffalo Steak Sandvich Dalokohs Bar Fishcake Second Banana |
4.3 seconds | The Heavy takes a large, noisy nom from his lunchbox item Sandvich: Gradually restores all health over the duration of the taunt (75 health each second, does not overheal), and will not trigger cooldown if health is already full Buffalo Steak Sandvich: Grants a unique 15 second buff; restricts the user to their melee weapon, and grants 35% increased movement speed along with a mini-crit boost at the cost of taking an additional 25% damage. Always forced into cooldown upon use Dalokohs Bar and Fishcake: Grants the user an extra 50 health for 30 seconds and will heal 100 health (25 health each second). Always forced into cooldown upon use Second Banana: Gradually restores 200 health over the duration of the taunt (50 health each second, does not overheal), and will not trigger cooldown if health is already full | |
Eureka Effect Taunt |
Eureka Effect | 2 seconds | The Engineer raises his Eureka Effect to the heavens, causing lightning to strike him Teleports the player to his own Teleporter exit (regardless of whether it is active) or back to spawn | |
Oktoberfest |
Kritzkrieg | 4 seconds | The Medic takes a whiff of his own medicine, healing 11 health | |
Medicating Melody |
Amputator | 4 seconds | The Medic plays a soothing melody, healing all nearby teammates within the taunt's radius Builds low amounts of Übercharge with enough healing |
Special taunts
These are separate taunts that can be equipped in 8 different slots. Pressing G will bring up the taunt menu, allowing them to perform the taunt of their choice.
Class | Taunt | Duration | Details |
---|---|---|---|
Battin' a Thousand |
5 seconds | The Scout does a "Kung Fu" flourish, spinning his melee weapon around and saying a voice line while phasing effects similar to those made by ingesting Bonk! Atomic Punch surround him. He then throws it in the air, and flips it on his right hand while yawning. | |
Boston Boarder |
As long as the taunt is held | The Scout takes out a skateboard and rides it while continuously moving forward. He sometimes does the shaka sign and looks around before kicking the ground again to keep moving. The player can steer left or right during the taunt. Pressing primary fire (default key: MOUSE1) makes the Scout do a kickflip, while pressing alt-fire (default key: MOUSE2) makes him perform a backside 360. When the player ends the taunt, the Scout will get off the skateboard and put it away. | |
Boston Breakdance |
4 seconds | The Scout does a spinning breakdance on his head while music from the Boston Boom-Bringer plays. At the end, the Scout hops briskly onto his feet and shrugs. | |
Bunnyhopper |
As long as the taunt is held | The Scout will take out a pogo stick and start bouncing with it. Pressing primary fire (default key: MOUSE1) will cause the Scout to do a back flip, while pressing alt-fire (default key: MOUSE2) will cause the Scout to jump in the air and spin the pogo stick. When the player ends the taunt, the Scout will dismount from the pogo stick and throw it forward. The Scout can freely move during the taunt, albeit slower than usual. | |
Carlton |
The Scout does the Carlton Dance, swinging his arms and swaying his hips from left to right while saying a voiceline. | ||
Deep Fried Desire |
4 seconds | The Scout takes out a bucket of fried chicken, selects a piece, says a quote while taking a bite, and then throws both the chicken and bucket away, similar to the Training Scene seen in Expiration Date. | |
Runner's Rhythm |
As long as the taunt is held | The Scout will take out a pair of bongo drums, sit on the floor, and start to play a beat. When the player cancels the taunt, the Scout will stand up as they disappear. | |
Scooty Scoot |
The Scout will jump while doing a spin with a tiny scooter, land on it, and drive it. Pressing primary fire (default key: MOUSE1) makes the Scout perform a wheelie. When the player ends the taunt, the Scout will jump off the scooter and toss it back between his legs. The Scout continuously moves forward during the taunt and the player can turn left or right. | ||
Spin-to-Win |
The Scout takes out a sign reading "THIS WAY!" and proceeds to spin it, occasionally spinning it around himself. Pressing primary fire (default key: MOUSE1) makes the Scout point the sign to his right and tell his teammates to go left, while pressing alt-fire (default key: MOUSE2) points the sign to his left while saying to go right. Ending the taunt will cause the Scout to throw the sign to the ground. | ||
Trackman's Touchdown |
5 seconds | The Scout grabs a football, does a forward summersault, and throws it against the ground. He will then do a victory dance and finish by pointing to himself with his thumbs. | |
Fresh Brewed Victory |
5 seconds | The Soldier pulls out a mug and puts a foot on a bag of coffee beans. He then says a quote, gestures, and takes a victorious swig from his mug before sighing, satisfied. | |
Fubar Fanfare |
The Soldier will pull out a trombone and play four low notes of failure (D, D♭, C, B). The trombone's balancer is depicted with the Team Fortress logo. | ||
Panzer Pants |
As long as the taunt is held | The Soldier will stand at attention, then a small tank pops from the ground below him (similar to a M4 Sherman Tank), which he gets in and drives, head and shoulders peeking out. Pressing primary fire (default key: MOUSE1) will make him fire a shot, which is a purely cosmetic effect. When the player ends the taunt, the tank explodes and the Soldier jumps off with a backflip. The Soldier continuously moves forward during the taunt and the player can turn left or right. | |
Rocket Jockey |
The Soldier jumps onto and rides a rocket that launches from behind him while doing a cowboy gesture, which he occasionally repeats. He will continuously move forward while riding the rocket. Ending the taunt has the Soldier jump off the rocket as it flies away. | ||
Soldier's Requiem |
4 seconds | The Soldier places down a gravestone while getting down on his knee, says a quote, and salutes while the gravestone falls down and disappears. | |
Balloonibouncer |
As long as the taunt is held | The Pyro will bring out and ride a spring-mounted Balloonicorn with some voice lines of amusement. When the player ends the taunt, the Pyro hops off and the Balloonicorn disappears. | |
Headcase |
5 seconds | The Pyro pulls out a serving platter with a lid, which they take off and drop in a vigorous manner to reveal a decapitated head of a Heavy. The Pyro then proceeds to smell test and follow up with a Classic "chef kiss" movement; meanwhile, the head slides off the platter, and falls to the floor. | |
Party Trick |
7 seconds | The Pyro takes out a long balloon, ties it into a Balloonicorn in a way similar to a clown, sets it ablaze with a lighter, and then claps and laughs as the Balloonicorn does some aerial flips while burning. With Pyrovision equipped, the Balloonicorn flies around trailing rainbows instead. | |
Pool Party |
As long as the taunt is held | The Pyro will inflate a small team-colored kiddie pool containing a yellow rubber ducky. The Pyro then pours a container of gasoline into the pool, sits down in the pool's center, and pushes the rubber ducky back and forth. The taunt continues until canceled by the player, in which case the Pyro will exit the pool and destroy it in a puff of smoke by dropping a cigarette lighter into the center, or upon being hit by an enemy. | |
Scorcher's Solo |
A small toy piano appears in front of the Pyro, who sits on the ground and plays it. When the taunt ends, the Pyro stops and stands back up while the toy piano disappears into the ground. | ||
Skating Scorcher |
Ice skates materialize on the Pyro's feet. The Pyro will then perform a twirl and begin continuously skating forward. The player can move left and right during the taunt, as well as perform pirouettes by pressing primary and alt fire (default keys: MOUSE1 and MOUSE2 respectively). When the player ends the taunt, the Pyro will hop with a spin, land on a pose, and the ice skates will vanish. When starting and ending the taunt, the Pyro emits the same sound and particle effects as the Noise Maker - Winter Holiday. | ||
Bad Pipes |
12 seconds | The Demoman takes out a pair of Bagpipes and proceeds to dance and play them extremely poorly. He then puts the bagpipes away while applauding his own skill with a quote. | |
Oblooterated |
4 seconds | The Demoman takes out a crate of lime-flavored beer bottles, holds one of them up, and cheers wildly (progressively getting softer with each cheer), exactly as shown in Expiration Date. | |
Pooped Deck |
As long as the taunt is held | The Demoman falls backwards into a folding chair that appears behind him, takes out and uncorks a flask with his teeth, and drinks from it while intermittently spouting drunken gibberish. Pressing primary fire (default key: MOUSE1) makes the Demoman burp, while pressing alt-fire (default key: MOUSE2) makes him lean back on the chair before jolting back up. When the player ends the taunt, the Demoman throws the flask to the ground and gets up as the chair disappears. | |
Scotsmann's Stagger |
The Demoman walks with an unsteady gait with a bottle of beer in a paper bag in his hand. He will occasionally drink from the bottle, trip, and compose himself while uttering drunk gibberish. The player will keep moving forward even if no buttons are pressed, and can turn to the left or right. Taunting again or jumping will end the taunt. | ||
Spent Well Spirits |
10 seconds | The Demoman bites the top off of a grenade, pours a bottle of cider and some of the grenade's gunpowder into his mouth, and breathes out the mixture over a lighter, which creates a small mushroom cloud inches in front of the Demoman's face; he will celebrate the results by closing his hand into a fist and saying a line. | |
Boiling Point |
As long as the taunt is held | A table full with an assortment of food will appear in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again will end the taunt, causing the Heavy to flip the table, which flings a steak from the Joule sous-vide cooker on the table straight into his mouth. | |
Proletariat Posedown |
7 seconds | The Heavy will perform 4 different flexing poses and shout each time he flexes his muscles. | |
Russian Arms Race |
As long as the taunt is held | The Heavy will start doing one armed push-ups. | |
Soviet Strongarm |
The Heavy will pull out two large dumbbells and begin doing a 'cross body hammer curl' exercise. After a certain time has passed the Heavy will re-adjust his shoulders and begin again. When the player ends the taunt, the Heavy will stretch out his arms and drop the dumbbells on the ground. | ||
Table Tantrum |
A table full with an assortment of food will appear in front of the Heavy while he rubs his hands and stares at the spread gleefully. Taunting again will end the taunt, causing the Heavy to flip the table, which flings a steak from a pot on the table straight into his mouth. | ||
Bucking Bronco |
As long as the taunt is held | The Engineer summons a mechanical bull, which he will mount and ride wildly while hanging on for dear life. | |
Dueling Banjo |
A haystack will appear behind the Engineer while he pulls out a banjo; he will then sit down and begin playing. Pressing alt-fire (default key: MOUSE2) will increase the tempo at which the Engineer plays, and smoke will being rising from his hands. Pressing primary fire (default key: MOUSE1 will return the taunt to its original tempo. When the player ends the taunt, the Engineer will place the banjo next to the haystack and get up after which the props will disappear behind him. | ||
Jumping Jack |
The Engineer will pull a jackhammer out of his tool pocket and ride around on it as if it was a pogo stick. When ending the taunt, the Engineer will jump off it and put it back in his tool pocket. While riding, the jackhammer will make a loud noise and create a smoke trail. The Engineer can freely move during the taunt, albeit slower than usual. | ||
Rancho Relaxo |
The Engineer drops his toolbox (similarly to constructing a building), which unfolds into a reclining lawn chair, complete with a parasol and bottles of beer. He lies back in the chair and drinks from one of the bottles, occasionally burping as well as saying some quotes. Taunting again or jumping will fold up the chair (to the Engineer's surprise) and end the taunt. | ||
Texas Truckin' |
A miniature farm truck appears from the ground, which the Engineer steps onto and begins to drive, giving an occasional salute while looking around. When the player ends the taunt, the Engineer hops off as the truck goes back into the ground. | ||
Meet the Medic |
5 seconds | The Medic strikes a pose and glows as doves fly around him while a heavenly choir sings and "opera" music plays in the background (similarly to several instances in the Meet The Medic short). | |
Results Are In |
The Medic takes out an X-ray chart showing the Heavy's skeleton with a bomb stuck in his ribs. He will examine it, laugh, and give his prognosis, then crumple it up and toss it away. | ||
Surgeon's Squeezebox |
As long as the taunt is held | The Medic will bring out an accordion and begin to play while dancing in place laughing and cheering. | |
Time Out Therapy |
The Medic takes out a mug and a clipboard as a medical reclining chair appears from the ground. He sits on the chair, pulls a lever to adjust it, and proceeds to read the paper on the clipboard, occasionally chuckling and taking sips from the mug. When the player ends the taunt, the Medic gets up, letting the clipboard and mug fall on the ground, while the chair goes back into the ground. | ||
Didgeridrongo |
As long as the taunt is held | The Sniper pulls out a didgeridoo with a spin, then sits down and plays it. When the player ends the taunt, he will stand up and put the didgeridoo away. | |
I See You |
3 seconds | The Sniper brings two fingers to his eyes, then points ahead in an intimidating manner while saying a quote. | |
Killer Solo |
The Sniper pulls out a saxophone and plays several tunes from Seduce Me! while pumping his hips. | ||
Most Wanted |
4 seconds | The Sniper pulls out a notepad and marker, crosses a name off, and laughs before putting the notepad away. | |
Box Trot |
As long as the taunt is held | The Spy will hide inside a cardboard box. The player can freely crawl around while hidden. When the player ends the taunt, the Spy will stand up and throw the box away. | |
Buy A Life |
5 seconds | The Spy takes a stack of dollar bills with Saxton Hale's face on them, counts a few, tosses out an insult, and makes it "rain money" in front of him. | |
Disco Fever |
8 seconds | The Spy will execute a series of disco moves while groovy music plays, saying some voice lines along the way. | |
Luxury Lounge |
As long as the taunt is held | A chair will appear behind the Spy. He will proceed to sit on it before pulling out a white glass and a book in each separate hand. When the player ends the taunt, the Spy will casually throw the glass and book away before getting up from the chair, which falls back and disappears. | |
Burstchester |
Variable | A bread monster will pop out of the mercenary's chest, then shortly retract back inside. Each class has a different reaction to the creature's appearance. | |
Conga |
As long as the taunt is held | The mercenary will start dancing conga while slowly walking forward. Other players will be able to join in by taunting near a dancing player. The player cannot stop walking forward, but can turn with the keys used to strafe left and right. Taunting again or jumping will end the taunt. | |
Director's Vision |
5 seconds | The mercenary will put their hands and arms out in front of them to form a square with their fingers, as if trying to visualize the scene in front of them in a picture or a screen, similarly to the "Meet the Director" comic. The Pyro has two variations for this taunt. | |
Fist Bump |
As long as the taunt is held | The mercenary holds a fist out and waits indefinitely for a player to taunt in front of them. They will then proceed to punch each other's fists in an energetic fist bump. Taunting again or jumping before another player accepts will end the taunt. | |
Flippin' Awesome |
The mercenary crouches and waits indefinitely for a player to taunt in front of them. The initiator will then help the receiver perform a backflip. Taunting again or jumping before another player accepts will end the taunt. The Heavy tosses others with a single finger, while all other classes use both hands; he will also fail the backflip, landing on the back of his head instead. | ||
High Five! |
The mercenary holds one hand up and waits for another player to taunt in front of them. They will high five (as the name suggest) and express each other's enthusiasm to slap hands. Taunting again or jumping before another player accepts will end the taunt. The Pyro has two ending animations for this taunt. | ||
Kazotsky Kick |
The mercenary performs their interpretation of a Russian dance. Other players will be able to join in by taunting near a dancing player. The player can move around slowly while dancing, or stay in place. Taunting again or jumping will end the taunt. | ||
Mannrobics |
The mercenary will start with a variety of arm lunges and flairs, before starting a looping aerobics dance. Other players will be able to join in by taunting near a dancing player. The player can move around slowly while dancing, or stay in place. Pressing primary or alt-fire (default keys: MOUSE1 and MOUSE2 respectively) causes the mercenary to perform some dance actions, each class having different animations (alt-fire) or a shared animation (primary fire). Taunting again or jumping will end the taunt. | ||
Rock, Paper, Scissors |
The mercenary puts forth a challenge to a game of rock, paper, scissors. When another player taunts in front of the initiator, the two will then play against each other, with a random outcome. If the players are on opposing teams, the loser explodes. Taunting again or jumping before another player accepts will end the taunt. | ||
Schadenfreude |
Variable | The mercenary laughs at the demise and utter failure of their opponent(s). | |
Second Rate Sorcery |
The mercenary will take out a cheap 99¢ staff and attempt to cast a magic spell. The staff will fail at casting anything but green sparks; the mercenary will break, throw, or put the staff away. | ||
Shred Alert |
4 seconds | The mercenary summons an electric guitar and plays a wicked rock solo on it as fireworks and lights spout from behind them. The final note causes a lightning strike and an accompanying wave of sound. | |
Skullcracker |
As long as the taunt is held | The mercenary will tap their head or helmet while waiting for another player to taunt in front of them, at which point the two will bash their heads together. Taunting again or jumping before another player accepts will end the taunt. | |
Square Dance |
The mercenary will invite people to dance with them. If another player taunts in front of them, the two will perform a square dance while folk music is played. Taunting again or jumping before another player accepts will end the taunt. | ||
Victory Lap |
The mercenary player will jump into a bumper car similar to the ones seen at the Carnival of Carnage. The player can move around slowly while driving. Pressing primary fire (default key: MOUSE1) will cause the mercenary to honk the horn of the bumper car. Taunting again or jumping will end the taunt. | ||
Yeti Punch |
Variable | A wooden cutout with moving arms of a yeti will appear roaring in front of the mercenary, which they will then destroy (or, in the Scout's case, attempt to), each class with a different technique. The cutout always explodes, regardless of how the mercenary hits it. | |
Yeti Smash |
5 seconds | The mercenary will turn into a yeti. They will roar while beating their chest, and then slam the ground with their fist, turning back the moment their hand makes contact with the floor. Each class reacts to the transformation differently. Along with the transformation there is also a snowflake particle effect very similar to the one played when activating a Noise Maker - Winter Holiday. | |
Zoomin' Broom |
As long as the taunt is held | The player summons a broom and rides it around like a witch. Taunting again makes the mercenary hop off the broom. |
Thriller taunt
During Halloween events, or if the server has Halloween Mode turned on, all classes can do the Thriller taunt, which references a dance move from the hit song "Thriller" by Michael Jackson. The taunt has a 60% random chance upon hitting the taunt button (even for weapons that do not possess a taunt, such as the Jarate and the Sapper). This taunt will not activate if a player taunts with an item that possesses a special taunt.
Notes
- All classes perform this taunt slightly differently; as an example, the Sniper will lift his feet up, the Demoman will look straight forward without moving his head, and the Pyro will stretch their fingers to two sides.
Related achievements
General Achievements
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Scout
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Soldier
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Pyro
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Demoman
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Heavy
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Engineer
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Medic
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Sniper
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Spy
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Replay achievements
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Update history
- Fixed taunt exploit.
April 29, 2008 Patch (Gold Rush Update)
- [Undocumented] Added sounds to the Medic's melee taunt if he is using the Ubersaw.
June 19, 2008 Patch (Pyro Update)
- Hadouken taunt now kills people it hits.
- Fixed broken Medi Gun taunt.
August 19, 2008 Patch (A Heavy Update)
- [Undocumented] The Heavy's Showdown becomes a taunt attack.
- [Undocumented] Added a taunt used by the Killing Gloves of Boxing.
- Demoman's bottle taunt has received a 'burp' sound.
February 24, 2009 Patch (Scout Update)
- [Undocumented] Added Home Run taunt for the Sandman.
- Fixed the BONK!! particles appearing in the air when the bat's taunt kill is used on a target.
May 21, 2009 Patch (Sniper vs. Spy Update)
- Demomen can now detonate their stickies while taunting.
- Added a taunt for the Kritzkrieg, which also heals for 10 points.
- [Undocumented] The Spy's Fencing becomes a taunt attack.
- [Undocumented] Added Skewer taunt for the Huntsman.
- [Undocumented] Added "Spycrab" taunt to the Disguise Kit
- Fixed Dead Ringer damage reduction exploit involving Spy taunting.
- Fixed the Hadouken killing Scouts that had used Bonk! Atomic Punch when contacted.
- Eating a Sandvich using the taunt method now heals a Heavy to full health.
- Fixed being able to eat your Sandvich (via taunt) and drop it in the same frame.
October 29, 2009 Patch (Haunted Halloween Special)
- [Undocumented] Added Thriller taunt for all classes.
- Fixed the Heavy's fists being hidden while taunting.
December 17, 2009 Patch (WAR! Update)
- [Undocumented] Added taunts used by the Direct Hit, Equalizer and Eyelander.
- [Undocumented] Replaced the Soldier's Shotgun taunt with a 21 Gun Salute taunt. The previous taunt was given to the Buff Banner.
- [Undocumented] Added unused "Hi-five" taunts for the Soldier and Demoman.
- [Undocumented] Added unused "Bottle showoff" taunt for the Demoman.
- Fixed a server crash caused by the Demoman's taunt kill.
- Added Medic Ubersaw kill taunt.
July 8, 2010 Patch (Engineer Update)
- [Undocumented] Added taunts used by the Frontier Justice and Gunslinger.
- [Undocumented] Added unused "Hi-five" and "Guitar playing" taunts for the Engineer.
- Fixed the Lumbricus Lid not playing the correct sound during the Equalizer taunt.
September 30, 2010 Patch (Mann-Conomy Update)
- [Undocumented] Fixed taunt glitch involving switching weapons quickly.
- [Undocumented] Added unused "Hi-five" taunts for the Scout, Pyro, Heavy, Engineer, Medic, Sniper, and Spy.
- [Undocumented] Updated the "Hi-five" taunts of the Soldier and Demoman.
- [Undocumented] Removed the Engineer's "Hi-five" and "guitar playing" taunts from the game files.
- Added the original Ubersaw taunt to the Vita-Saw.
- Fixed an exploit causing the Amputator to heal teammates non-stop with the Medicating Melody taunt.
- Fixed the Soldier/Demoman taunts not working correctly when the Half-Zatoichi is the active weapon.
April 14, 2011 Patch (Hatless Update)
- [Undocumented] The Spinal Tap taunt now fills the ÜberCharge meter completely.
May 5, 2011 Patch (Replay Update)
- Added taunt: Director's Vision.
- [Undocumented] Added voice responses to the Kamikaze, Skewer, Oktoberfest, and Spinal Tap taunts.
- [Undocumented] Added the Engineer's "Hi-five" taunt back into the game files.
- [Undocumented] Added an unused "show" taunt for the Heavy.
- Added community contributed response rules to various taunts.
- [Undocumented] Added the Decapitation taunt to the Horseless Headless Horsemann's Headtaker and Claidheamh Mòr.
- [Undocumented] Removed the Demoman's taunt from the Pain Train.
- [Undocumented] Added unused laughing taunt for the Soldier, Demoman, Heavy, Medic, and Sniper.
June 23, 2011 Patch (Über Update)
- Added taunts: Meet the Medic and Schadenfreude.
- [Undocumented] Added laughing taunts to the Scout, Pyro, Engineer, and Spy.
- [Undocumented] Added the Home Run taunt for the Atomizer.
- [Undocumented] Added the Cocksure taunt, used by the Cow Mangler 5000.
- [Undocumented] Added an unused "show" taunt for the Soldier.
- [Undocumented] The Soldier is no longer able to taunt while the Cow Mangler 5000 is charging.
- Fixed supply closets regenerating players while they are taunting.
October 13, 2011 Patch (Manniversary Update & Sale)
- Added taunt: High Five!.
- Added "tf_allow_taunt_switch". Set to 0 for disallowed (default behavior), 1 for old bug behavior, or 2 to allow weapon switching any time during the taunt.
- Taunting with the Righteous Bison, Battalion's Backup, or the Saxxy now play the Buff Banner taunt
- Taunting with the Pain Train or the Saxxy as Demoman now plays the same taunt as the Grenade Launcher.
- Taunting with the Saxxy as Medic plays the Medi Gun taunt.
- Added a taunt for the Ullapool Caber ("Bottle showoff" taunt).
- Fixed high five taunts applying the wielded weapon's taunt effect.
- Added a taunt for the Tin Soldier set.
- Added a taunt for the FrankenHeavy set.
- Fixed a problem that would allow Pyro 'Mmmph' to activate in the air without taunting with the Phlogistinator.
- Fixed an exploit with The Eureka Effect's taunt where the effects could activate without taunting in high-lag situations.
- Fixed an exploit with the Phlogistinator where the effects could activate without taunting in high-lag situations.
June 27, 2012 Patch (Pyromania Update)
- Added the Armageddon taunt used by the Rainblower.
- Added the Execution taunt used by the Scorch Shot.
- Fixed an exploit where the Scorch Shot could fire its short range kill pellet at the very beginning of the taunt.
- Fixed the Armageddon taunt attacking players through walls.
- Fixed the Escape Plan not using the same taunt as the Equalizer.
December 20, 2012 Patch (Mecha Update)
- Added map stamp effect after a player taunts on a map they have donated towards.
- Fixed being able to cross into enemy spawn rooms using the high-five taunt.
- Added taunt: Shred Alert.
- Updated some of the animations for the Shred Alert taunt.
- Fixed a client crash when attempting to fire the flamethrower while coming out of a taunt.
- Fixed the Phlogistinator’s Mmmmph particle effect getting stuck on after performing a taunt.
- Fixed taunts with a special purpose being overridden by the Halloween taunt.
- The Beggar's Bazooka has been updated to use the same taunt as the Direct Hit.
- Fixed an exploit where players could move around while using a taunt to attack enemies
- Fixed an exploit related to the Rocket Jumper and the Soldier's grenade taunt
- Fixed Taunt Kills Strange scores not incrementing properly for the Strange Scorch Shot
- Fixed the Meet the Medic taunt not releasing doves during the taunt
- Updated the Short Circuit to use the Engineer's melee taunt
- Updated the Scotsman's Skullcutter to use the Demoman's secondary taunt[1]
- [Undocumented] Added unused "dosido" taunt animations for the Heavy and the Spy.
- [Undocumented] Added unused "buy a life" taunt animations for the Spy.
- Fixed taunts not previewing in the character loadout screen after being equipped.
- Fixed the High-Five! taunt not hiding the Engineer's weapon.
- [Undocumented] Added localization strings for a currently unused taunt slot and in-game taunt HUD.
- [Undocumented] Updated the backpack icons for the Director's Vision, Meet the Medic, Schadenfreude, High Five! and Shred Alert taunts.
- [Undocumented] Added a prompt above players in the High Five! taunt pose.
- [Undocumented] Taunts that were push-to-hold are now toggles. Pressing the action key once will let the player hold their pose until the action key is pressed again
- [Undocumented] Moved the Director's Vision from the Action slot to the Taunt slot.
- [Undocumented] Added console commands
tf_taunt_move_forward_speed
,tf_allow_sliding_taunt
,eureka_teleport
andtaunt_by_name
. - [Undocumented] Fixed a bug that let players move while taunting.
- Fixed not being able to equip the Director's Vision taunt in the Action slot.
June 18, 2014 Patch (Love & War Update)
- Added 15 taunts - Battin' A Thousand, Deep Fried Desire, Fresh Brewed Victory, Party Trick, Spent Well Spirits, Oblooterated, Rancho Relaxo, Results Are In, I See You, Buy A Life, Conga, Square Dance, Skullcracker, Flippin' Awesome, Rock, Paper, Scissors.
- Fixed the Director's Vision taunt not playing both variations for the Pyro.
- Updated the prioritization method used when choosing which partner taunt to join such that players under the crosshair will have the highest priority.
- Fixed being able to taunt with enemies between spawn room doors.
- Fixed a bug where players that are taunting would not use the correct animation.
- Updated the Conga taunt to play sounds on the client instead of the server.
- Updated the target ID to be hidden while taunting.
December 8, 2014 Patch (End of the Line Update)
- Added Pyro Taunt - Pool Party.
- Fixed some taunt sound effects that were clipping the character lines.
- Added 3 taunts: The Boston Breakdance, The Killer Solo and Most Wanted.
- Fixed self-made taunts not displaying the community-sparkle particle effect.
July 2, 2015 Patch (Gun Mettle Update)
- Added group taunt: the Kazotsky Kick.
- Added community taunts: the Proletariat Posedown and the Box Trot.
- Fixed the box used in the Box Trot taunt sometimes being the wrong color.
- Fixed an exploit related to taunting and then dying on the final control point of Payload maps.
- Fixed an issue with the Box Trot taunt when window focus changed.
- Fixed an exploit related to instantly completing a Payload map while taunting and picking up dropped weapons.
- Fixed Sentry Guns shooting over the head of Spies using the Box Trot taunt.
- Fixed players being able to carry the jack while taunting (fixes an exploit with The Eureka Effect).
- Fixed being able to cancel enemy taunts by hitting them with the ball.
October 6, 2015 Patch (Invasion Community Update)
- [Undocumented] Added community taunt: the Burstchester.
October 28, 2015 Patch (Scream Fortress 2015)
- Added two new community-made taunts to the Mann Co Store - Soldier's Requiem and Zoomin' Broom.
December 17, 2015 Patch (Tough Break Update)
- Added group taunt: the Mannrobics.
- Added community taunts: the Bad Pipes and the Bucking Bronco.
- Fixed some of the partner taunts not properly hiding the weapons.
July 7, 2016 Patch (Meet Your Match Update)
- Added taunt: the Carlton.
- Added community taunts: the Balloonibouncer, Disco Fever and the Fubar Fanfare.
- Fixed being able to repeatedly activate taunts before the current one had ended while underwater.
October 21, 2016 Patch (Scream Fortress 2016)
- Added two taunts to the Mann Co. Store.
- Taunt: The Victory Lap.
- Taunt: Second Rate Sorcery (community-created).
- Added a taunt Unusualifier.
- A new tool that will Unusualify the specified taunt with the Unusual effect listed in the tool's description.
- Can be found as a random bonus item when opening a Creepy Crawly Case.
- Fixed taunts not restoring the proper weapon when the taunts are finished.
December 21, 2016 Patch (Smissmas 2016)
- Added 3 taunts to the Mann Co. Store
- The Scotsmann's Stagger (community-contributed)
- The Didgeridrongo (community-contributed)
- The Table Tantrum (Valve)
- Fixed incorrect particle position for Unusual taunt effects when using the Rancho Relaxo
- [Undocumented] Added the Boiling Point.
October 20, 2017 Patch #1 (Jungle Inferno Update)
- Added 5 community taunts: The Dueling Banjo, the Jumping Jack, the Soviet Strongarm, the Russian Arms Race, and the Headcase.
- Added 2 official taunts: Yeti Punch and Yeti Smash.
- Added the Gas Blast taunt used by the Thermal Thruster.
October 24, 2017 Patch #2
- Fixed not being able to use the Thermal Thruster after taunting with it.
- Fixed a server crash related to taunting.
December 21, 2017 Patch (Smissmas 2017)
- Added 6 new community-contributed taunts to the Mann Co. Store
- Taunt: The Skating Scorcher
- Taunt: The Bunnyhopper
- Taunt: Runner's Rhythm
- Taunt: Luxury Lounge
- Taunt: Surgeon's Squeezebox
- Taunt: The Trackman's Touchdown
October 19, 2018 Patch (Scream Fortress 2018)
- Added two new official taunts to the Mann Co. Store
- Taunt: Panzer Pants
- Taunt: The Scooty Scoot
December 3, 2020 Patch (Smissmas 2020)
- Added 8 new community-contributed taunts to the Mann Co. Store
Bugs
- Some kill taunts are affected by random damage spread and have a chance of not dealing 450+ damage, meaning an overhealed Heavy has a possibility of surviving a Kill taunt.
- Most kill taunts are also reduced in damage by the Fists of Steel, allowing an overhealed Heavy, or one using the Dalokoh's Bar and having full health, to survive. Only Dischord, Decapitation and Fencing aren't reduced.
- Occasionally, a player may reload their active weapon while taunting, in cases where the weapon automatically reloads (such as if auto-reload is enabled or if the weapon's clip is empty).
- If the server variable
tf_allow_taunt_switch
is set to 1 or 2, the effects of lunchbox items are not applied to the player if they are activated by taunting, as the game automatically switches the player's weapons during the consumption animation instead of after the animation has completed. However, the item is considered "consumed" and the player must wait for it to recharge before using it again.- Using primary fire to consume such an item does not cause this to occur.
- It is sometimes possible to perform a kill taunt while the player's model is facing the opposite direction. This can be done by quickly turning before performing a taunt; the player's model will be facing one direction, while the kill taunt's effects occur in a different direction.
- If a taunt is done and the taunter is killed while performing it, the sounds and effects that are made may continue to play even if the player is dead.
- If a player without the Conga taunt plays the taunt via another player into a wall, the player without the taunt will continue to taunt until they are killed.
- If a Sniper using the Huntsman taunts while stunned by another Huntsman, they can still use their taunt kill to defend themselves.
- Occasionally, when a player taunts, the weapon that they are currently using appears in their character's hands.
- Using The Carlton taunt for Scout during round startup will cause the voice lines for the taunt to play indefinitely even after death, or switching off of a different class and then back to Scout. The only way to stop this is to leave the game, or stay playing as a different class for the rest of the match.
- Some taunts may not align with their hitboxes. This can be easily seen with on the Balloonibouncer taunt.
Unused content
- There are two models for taunts in the game files that have no associated class or animation. One is red coffee mug with a "V for Victory" symbol on it, along with coffee inside the mug. The other is a serving platter with a skull inside of it, along with a towel under the bottom of the platter, suggesting it was to go over an arm.
- VTF filename strings for several taunt props were located within the
texture_preload_list.txt
file when it was originally added to the game in Scream Fortress 2015:materials/models/player/items/taunts/loot_crate/mannco_crate.vtf
materials/models/workshop/player/items/spy/taunt__au_revoir/
- Wasn't added, backpack icon made an appearance almost 2 years later in the Jungle Inferno Update leaks.materials/models/workshop/player/items/spy/taunt_hoodoo_hex/
- Wasn't added, backpack icon made an appearance almost 2 years later in the Jungle Inferno Update leaks.materials/models/workshop/player/items/spy/taunt_sant/
- Wasn't added, backpack icon made an appearance almost 2 years later in the Jungle Inferno Update leaks.- This taunt (Bad Pipes) was added officially in the Tough Break Update.materials/models/workshop/player/items/demo/true_scotsmans_call/
- This taunt (Bucking Bronco) was added officially in the Tough Break Update.materials/models/workshop/player/items/engineer/bucking_bronco/
- This taunt (Balloonibouncer) was added officially in the Meet Your Match Update.materials/models/workshop/player/items/pyro/taunt_spring_rider/
- This taunt (Scooty Scoot) was added officially in the Scream Fortress 2018 update.materials/models/player/items/taunts/scooter/
- The Jungle Inferno Update added backpack icons for 6 Spy taunts that all went unused. Of these, Au Revoir, Hoodoo Hex, and Santé made reappearances after previously being found in the Scream Fortress 2015 texture preload leak.
- The Smissmas 2020 update added an animation sequence,
taunt_taunt_pyrosnowman
, for the Cold Combustion taunt.
Trivia
- If a player enables
tf_allow_taunt_switch 2
on a server, then taunts with any Pyro weapon and switches to the Rainblower while taunting, the Pyro will have a bubble wand in his hand instead of the Rainblower itself. This is due to the Pyro holding a bubble wand during the Armageddon taunt, which is usually only visible in Pyroland.
Gallery
The unused serving platter model, similar to the Headcase.
Unused animation sequence for the Cold Combustion taunt.
References
- ↑ Uses the Grenade Launcher taunt, which is mechanically the Demoman's secondary weapon despite its placement in his primary slot.
See also
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