Melty Blood ReACT General FAQ ------------------------------------------------------------------------------ _ _ ___ _ _ // ___| | |_ _ _ / __ | ___ ___ __| | / / _ | __| | | | /__// |/ _ / _ / _` | / // __/ | |_| |_| | / / | (_) | (_) | (_| | / /___|_|__|__, |______/_|___/ ___/ __,_| /__ |___//_ / __Y__ / /// _ //_\ / / / // / _ __/ _ Y /___ / / / _/____/ _|____/ / Through the Looking-Glass, Fairy Tale Transparently ------------------------------------------------------------------------------ Melty Blood ReACT General FAQ Game version: 2.009a FAQ version: 3.000 written by kalciane, started 6/1/04 "New threads. New attitude. The new Kensou's coming at you!" The most current version of this document will always be found at: * http://kalciane.tnim.org/stuff/react-faq-new.txt The latest patch for the game can be found at: * http://www2s.biglobe.ne.jp/~k_wata/react.htm Discussion of this and other doujinshi fighters can be found at: * http://kalciane.tnim.org/mb This FAQ is currently only supposed to be posted at GameFAQs.com. This FAQ is copyright kalciane 2005. You are free to use it as long as permission is granted. None of the contents here may be used or sold for profit or enlarging your ego on the Internet. ------------------------------------------------------------------------------ Table of Contents ------------------------------------------------------------------------------ I. Latest Revision * A documentation of the last revision to this FAQ, translated changelog from the last patch, and so forth. All changes previous to version 3.000 are deprecated and are here only for archival purposes. II. Engine * Movement - Covers basic maneuvers, directional jump, wallslam, groundslam, corner differences, teching, character gravity, and character wakeup. * Attacks - Covers chaining, throws, charged moves, clashing, counterhits, and critical hits. * Shielding - Covers shielding, shield bunkers, shield counters, and Last Arcs. * Meters - Covers red life, yellow life, circuit gain, damage scaling, proration, and life ratings. * Heat/Blood Heat - Covers heat, life regeneration, blood heat, and heat burst. * Advanced Techniques - Covers chain resetting, tech punish, guard break, whiff cancelling, heat burst, and IAD chaining. III. Movelists * Damage, proration, properties, and other stuff about characters' normals, specials, EX, Arc Drives, Last Arcs, Shield Counters, Shield Bunkers, and any other miscellaneous things. IV. Move Names * Translated (real) names of the moves. V. Glossary * A definition of the slang and terms used in this FAQ and general fighting game fandom. VI. Credits * People who have helped in the creation and maintenance of this FAQ. ------------------------------------------------------------------------------ I. Latest Revision ------------------------------------------------------------------------------ ----------------- 3.000 - 6/18/2005 ----------------- * Added a bit of errata about Kohaku's EX Sword. The next revision of this FAQ will cover the final patch for this game. ----------------- 3.000 - 4/19/2005 ----------------- * Minor corrections, added Whiff Chaining to Advanced Techniques courtesy of Veteru. ---------------- 3.000 - 2/2/2005 ---------------- * FAQ has a much more streamlined look now. Also added in detailed information about everyone's everything; removed the hiddens for the time being. Still don't have any translated movelists, though. If anyone sees something wrong please correct me at kaidese@yahoo.com, or post a message on my forum at http://kalciane.tnim.org/mb. This FAQ could not have been written without linalys' assistance. Thank you for all your help. Thanks go out to Security Bulletin #17 and EvoSpace from Beast's Lair in help with the translated move names. Note: All changes listed below previous to version 3.000 are deprecated and are here strictly for archival purposes. Things To Do: - Verify Sions, Warc, and Wala's damages, techability, airblockability - Combo Damage Scaling - Life-Dependent Damage Scaling - Air blockability of ground shield counters - Which moves can't be shielded - Movelist Translations: Shikis' 22, Ren's 421, Satsuki's 63214 ----- 2.060 ----- * Updated FAQ for version 2.009a. General * OTGs were toned down quite a bit. A lot of moves that used to "pick characters up" off the ground after a knockdown don't do so anymore, such as Shiki's 2C->236B and Ren's 2B->2B->5B. * Heat and Blood Heat activation doesn't allow you to combo afterwards. This is actually an old change, but I forgot to mention it till now. * This will be the last update for a while. My interest in this game is waning drastically because of these patches, which are coming out more and more sporadically. ----- 2.055 ----- * Updated FAQ for version 2.008. Also added in defense equations introduced in 2.007; I hadn't put them in previously because I didn't like 2.007. The info is in the Meters section under Gameplay Changes; many thanks to linalys for the help. Note that things such as specific OTG properties of a character's move and damage proration will not be included right now. I've decided that I will rewrite the FAQ to be much more comprehensive once Watanabe finalizes the game, instead of working every three weeks on it. General * Fixed a bug where a character always had Max Circuit-level defense applied. * Fixed a bug with drawing shadows. * Fixed a bug with a character's cut-in during replays. * Fixed a bug that glitched the 2nd page of replays. * General bugfixes. * It sounds like some random sound effects were inserted, and there's a few more animation frames here and there. System * Fixed timing for shields. * Fixed error with jumping after immediately landing. (?) * "Compensation Value" defense gauge was added in Training mode to show the proration of damage. Ren * You can charge A and B Ice Blades: A will inflict massive hitstun and keep them standing; B will send both high and low out at the same time. * Added 421 moves; they're teleports. A will make Ren reappear as a cat and move halfway across the screen; B is a fakeout jump; C is a fakeout run that only moves her slightly forward. Walachia * Changed 421 moves; they're teleports. A will move Walachia halfway across the screen, but never behind his enemy; B will move Walachia behind his enemy; C will move Walachia halfway across the screen. * 421 can now be done in the air, where it will actually deal damage. Recovery is MUCH improved now. Arcueid * 236A/B now moves her forward a LOT. 236C remains the same, though. Warcueid * Air C is now cancellable normally. * 236 attacks go forward; A a bit, B a lot. Ciel * Bladesinger (623A/B/C) is altered. It now charges a LOT faster, and all versions inflict enough stun to combo from. You can charge it up to two "sparks", resulting in three varying levels of damage. The first level will juggle the enemy up, the second will leave them on the ground, and the third will make Ciel switch sides. (First: 3 hits, 2429 damage; Second: 3 hits, 3138 damage; Third: 3 hits, 4744 damage, unblockable) * You can super cancel the 2nd and 3rd hits of her EX Flip Kick with any other EX or Arc Drive move if it hits or is blocked. Sion * 214A now knocks down. * No OTG is possible after 6C -> 4C. * B throw changed; it tosses them much farther away now. Sion (Vampire) * 214A now knocks down. * No OTG is possible after 6C -> 4C. * No OTG is possible after Bite (41236C). * EX Katto Upper (623C) has more startup and deals less damage. * B throw changed; it tosses them much farther away now. Shiki Tohno * Damage prorations adjusted. * A Anti-Air Kick's second hit won't land on some shorter characters at point blank. * Lag time after an airdash was increased. * Lag time after EX Slide and EX Dash Cut was reduced. Shiki Nanaya * Changed damage proration on C. * Eyes of Direct Death hit judgement fixed. * If you hit with Anti-Air Kick, you can cancel into his 22 dive. Hisui & Kohaku * You can now command the non-active sister while they're walking. * Maid Beatdown changed; it's an all-or-nothing super now, but with updated animation. You can't juggle after it anymore. It deals less damage, and you can't cancel it prematurely. * 214D changed to 63214C, so you regain Shield Bunkers with the duo. * You cannot charge Hisui Hadouken if Kohaku is on point. Kohaku * Some bugfix with her Kungfu Kohaku, but I'm not sure exactly what. Hisui * Lag time after an airdash was increased. * You can't gain circuit off of her air EX Ladle-Fu anymore. However, Hisui does float up in the air now, making it much easier to hit people with it. I haven't gotten over 14 hits with it. Normal versions of the move no longer have the strike at the end. Mech-Hisui * You cannot airdash before a round. (You seem to be able to in training, though.) * Lag time after an airdash was increased. * Reduced damage on 2B. * Increased lag and animation on 22B. * The rocket in her airdash can hit for damage now. This was around 2.007, but I was too apathetic to update it then. Satsuki * 63214C changed into 632146C. The move is now tweaked so that while there's a bit of startup before the super flash, it's a guaranteed bite if they're in range afterwards. Miyako * Ground throw moves them further away, out of combo range. * 5C moves her farther forward. You can now only cancel this move into specials. * 6B juggles upwards now instead of leaving them on the ground, and prorates damage. * You can breakfall her 623C earlier now. ----- 2.050 ----- * Updated FAQ for version 2.007. A full rewrite for this FAQ is in order soon; I pruned some old, outdated bits in it about the infinites and engine, and simplified some explanations. * There's a blurb about how defensive power was increased depending on your life bar and character. Each character has a slightly different damage index now, it'll be added later. * Minor blurb about corrected the color of Arcueid's tail. (?) * Some graphical bugfixes. * Bugfix about saving Vs. replays. * The game will return to the Vs. screen once a replay finishes. * Pressing a button during a replay will fast-forward it. A is 1.5x, B is 2x, C is 4x, D is 8x, barring the limitations of your computer. * Minor bugfixes all around. * System: - Bugfix with input response after a ground block. * Akiha: - You cannot ground breakfall her Reverse Uppercut (421A/B). * Akiha (Reversed): - You cannot ground breakfall her Reverse Uppercut (421A/B). - Air EX Flame Tongue lasts shorter. - You can low block her air 5A. - EX Flame Creeper doesn't last the full screen anymore. * Arcueid: - 22A/B now goes forward a lot more, has a smaller hit box, and the A and EX versions deals slightly less damage. You can also now airblock the 66 followups. - Hit box and recovery on air 22A/B decreased and increased respectively. (Side note: added the air 22A/B/EX section, no idea how I forgot about it) - Air 2B changed majorly. Arcueid no longer drops down, and it deals less damage. - 4B hits twice, and once hits low, so it's more viable as a launcher. You cannot cancel this move if it's blocked. Note that the charge version still only hits once and deals less and is blockable. - You cannot combo after her groundslam throw (hold 2 during throw). * Ciel: - 2B moves her forward more. - Corrected a glitch that made her stand when trying to low block a shield bunker. - EX Swords deals slightly more damage. * Hisui: - Throws more crap for EX Random Stuff-Fu. - A new effect on her Hisui Hadouken to show how much it's charged. * Kohaku: - Her throws range seems to be decreased. - Fixed unblockable glitch for her 2B's 2nd hit. - 236A -> 236B tweaked to toss them back farther, and recovery was lowered. - Kung-fu Kohaku will fly over a downed opponent instead of pushing against them. - You can now backdash cancel her 5C. - There's a bit more startup for her Blood Heat Kung-fu Kohaku. - 22A comes out faster. * Mech-Hisui: - 623A/B/EX tweaked a bit; looks like there's a bit more animation, but I could just be seeing things. It's apparently easier to hit with now, and the A version deals more while the EX deals less. - Air EX Railgun tweaked so all the bits home in after a pause. Deals less damage. - A and B missiles tweaked. A goes up a bit, B shoots two. - Electroshock is now super cancellable. B version deals slightly less. * Miyako: - You cannot hit with anything after her 236C hits. - Her forward dash was tweaked, but I'm not sure how. (?) * Nrvnqsr: - 5C is now EX cancellable and juggles up when it hits. - You can do things now during his air backdash. - His backdash goes back farther. - His ground throw hits more and tosses them back farther. You don't get circuit from it anymore. - Arc Drive (Beast super) is now unblockable, deal the same damage, but do not wallslam. * Ren: - Ground and air ice blades are no longer persistent. - EX Ice slowed down by a few frames. - Improved shield bunker hit box and speed. - First hit of 5C hits "higher", and first two hits are cancellable. - 623A sped up, less recovery and startup. - Air 2C deals a bit more damage. * Satsuki: - Added a new move, 64321C. It's sorta like a small version of V. Sion's Bite super, deals a bit, heals a bit. - Last Arc recovery is better; she can combo after it. * Shiki Nanaya: - Eyes of Direct Death is now blockable. - He has a new teleport move with 22A/B/C. A makes him go halfway across the screen and through characters, B is a fakeout, C is a feint. * Shiki Tohno: - His Last Arc is now completely invincible, and deals a bit more damage. - Eyes of Direct Death is now unblockable, and you can hit with it OTG. - He has a new teleport move with 22A/B/EX. A makes him go halfway across the screen and through characters, B is a fakeout, C is an unblockable teleport throw similar to Warcueid's. * Sion: - You can now air breakfall her 6B throw. - You cannot combo after her air throw anymore. - You can guard 214A crouching, but not 214B. * Sion (Vampire): - Arc Drive (Bite super) recovers less life now. - You cannot combo after her B throw anymore. - You cannot combo after her air throw anymore. * Walachia: - His sprite is smaller when crouching, leaving him less open. - Kattos slowed down a bit. - You cannot breakfall his Spinny Cape Deal anymore, and he'll recover first. * Warcueid: - Super armor was removed from her 2C. - You can now airblock air 2C and C. - Smaller hitbox and slightly larger recovery on 236A/B/EX. - Lowered invincibility on 214C. - Added command attack 3C. It's a delayed, blockable, but more powerful 2C that moves her forward. You can only cancel this move if it's unblocked. ----- 2.045 ----- * Updated FAQ for version 2.006. NOT just a Ciel bugfix, there's tweaks for everyone else: * Akiha: - Apparently she could not induce counterhits. This was corrected. * Ciel: - Corrected the Seventh Holy Scripture bug in 2.005. * Kohaku: - You can no longer do her Crackbaby Kohaku super if she is in Blood Heat that is induced by doing a Crackbaby super. However, you can still do this super if you activate Blood Heat normally. Basically, you can't infinitely loop it anymore. * Shiki Nanaya: - 236A is now actually super cancellable into all of his EX moves. * Sion (Vampire): - 236 and 623 have larger blades and a slightly larger hitbox. - 623B comes out a bit faster. * Walachia: - Fixed a glitch for after Walachia finishes blocking. - There's been a tweak for his 623C, but I haven't figured out what it is yet. Possibly something involving recovery time or juggle time. - There's also tweaks for his non-EX Tornadoes, EX Katto Upper, and all of his Katto Forwards involving damage, but I'm not sure what it is yet. * Warcueid: - Super armor time was increased on air 5B and 2C. ----- 2.040 ----- * Updated FAQ for version 2.005; these are my rough translations of the changelog included with the .exe. Preliminary versions, of course; further playtesting will mean the unknowns get more filled out. * System: - You can't land a Counter off a throw anymore. - Characters no longer float as long when counterhit in the air. (Not sure about this one...) - Manual Heat and Blood Heat circuit length is now based on how full the bar was when you did it; it doesn't fill all the way and drain instantly if you activate with only a little circuit. * Akiha: - It is confirmed that Miyako and Nrvnqsr are supposed to have special throw properties. * Akiha (Reversed): - It is confirmed that Miyako and Nrvnqsr are supposed to have special throw properties. - The second hit of her 2+B hits low. This means she can now double OTG relaunch the entire cast reliably; however, the third hit will not land OTG. * Arcueid: - Can no longer has her Shield cancel off 623C. - You cannot do her guard cancel dash if you do not have at least 50% circuit, and doing the move will drain 50% circuit. * Ciel: - You cannot do her guard cancel dash if you do not have at least 50% circuit, and doing the move will drain 50% circuit. - You cannot airthrow a crouching opponent anymore. - The bug where she could not do directional ground breakfall was fixed. - A new bug was introduced: pressing C will make Ciel do her Seventh Holy Scripture automatically if you are in Heat or Blood Heat. * Hisui & Kohaku: - A glitch with not hitting the ground after a vertical jump was fixed. * Mech-Hisui: - A glitch with not hitting the ground after a vertical jump was fixed. * Miyako: - Some minor bugfix with displaying an error message. * Ren: - Minor bugfix with inability to shield. * Shiki Nanaya: - You cannot ground breakfall his air throw. - His airdash is tweaked so he doesn't recover to attack as fast. - 236A is super cancellable, but not into 236C. * Shiki Tohno: - You cannot ground breakfall his air throw. * Sion: - Air 214B now deals 1 hit only and more damage. - 421B is slower to come out. (I think.) - You cannot do her guard cancel dash if you do not have at least 50% circuit, and doing the move will drain 50% circuit. Although the changelog says this, I was able to do it fine. - A glitch with not hitting the ground after a vertical jump was fixed. * Sion (Vampire): - A glitch with not hitting the ground after a vertical jump was fixed. * Warcueid: - Cannot do anything after her air throw now. - 5C and air 5B hitboxes are larger. * Next thing to do: add getup times for characters. ----- 2.035 ----- * Yay for discovering things I never would've figured out without the Japanese. - Arcueid can interrupt her 623C with low-shield before the finishing swipe comes out. * Minor note about corner differences. * Minor errata on Shiki Tohno's EX Slide. ----- 2.030 ----- * Updating FAQ for version 2.004. * Shiki Tohno's infinite has been removed (you can flip out after the 214B). * Warcueid's infinite is still there, though. * You now have a variety of breakfall options in the air: whereas previously you could only do a neutral breakfall, now you can pick back, forward, or neutral by holding the appropriate direction while pushing any button. This is basically Street Fighter Alpha 3's breakfall system; in fact, the entire juggling system is now greatly reminiscent of Alpha 3, but with added OTG and wallslams. * Problem with this addition is that Satsuki's crossunder mixup game is now completely nerfed. * Ren's Shield Bunker no longer drains circuit. * Added some Nanaya and Warcueid errata. ----- 2.020 ----- * Updating FAQ for version 2.003, props to VManofMana from SRK.com's forums and linalys from Beast's Lair. * Minor changes to Hisui & Kohaku, Miyako, and Warcueid's manual entries. * According to rough Japanese online translators, this was mostly a bug and stability fix. * Hisui & Kohaku's Maid Beatdown deals a teeny bit more damage. (Woo.) * The Shikis were NOT toned down. * Walachia's Night on the Blood Liar glitch is fixed. * Ren has an intro pose now. * Arcueid can now chain 2B, C. Major step up to help her game, IMO. * Miyako's air throw can not grab ground opponents, and cannot be comboed after. But it deals a little more. * The Akihas' EX Flame Tongue is back to 100% circuit usage. EX Flame Pits now will always drain Blood Heat. * Warcueid walks a bit faster. * Added some major errata to White Ren; she's not been revised since the original, so she can still OTG throw, combo after throw, and such. * Added some errata for the Sions' throws. * Added infinite info. Shiki Tohno and Warcueid have one. * Added Sion errata. * Reordered G-Akiha after Executioner Ciel instead of before. Dur, I R smrt. * Added in some character OTG info, after experimenting with Reversed Akiha; this is all in her section, since she's the only one who can OTG combo in such a way. * The Akihas' throws are no longer variable against Sion. They still are against Miyako, though, and now Nrvnqsr's suspectible to them too. ----- 2.015 ----- * Updating FAQ for version 2.002, mostly thanks to Anon Spectre: * Ren and Satsuki's throws are now breakfallable. * Ren's 5C's last hit can be buffered, it hits 5 times instead of 4, and it will completely wiff OTG. * Arcueid's throw infinite has been removed. * Arcueid's A Uppercut can now only hit 5 times max. * Arcueid's 4B can now be charged. * Akiha (Reversed)'s Activation now wallslams. * 300% EX moves no longer have variable circuit drains (with two exceptions). * Satsuki and Nanaya's 300% EX moves are now unblockable. * Miyako's A Dynamite Punch has been sped up. * Arcueid, Warcueid, and Shiki Tohno' 5C charge move is unblockable. With Shiki, it can be blocked if at just the right distance. * Hisui and Shiki Tohno's Last Arc drains all circuit. * Automatically reloading Sion's gun is slower than manually doing it. * Walachia's EX Kyasutto deals more hits and slightly less damage up close. * Minor errata for the Shikis. ----- 2.010 ----- * Removed Strategy section. If people want to send stuff in that's fine, but there's too much out there right now for me to want to compile it by myself. The Shoryuken.com forums have a few ReACT threads, as do the GameFAQs boards. * Added Giant Attack Mode. * Removed Personal Opinions. * Added stuff about dash characters, and Eyes of Direct Death blockability. * This will probably be the last update for a while. ----- 2.001 ----- * Just some editing for now, after the massive 14-hour rewrite-a-thon. * Some minor cleanup for Ciel, Hisui & Kohaku, Mech-Hisui, Miyako, Nrvnqsr, Ren, Sion (Vampire), Walachia, Warcueid. * Changed the spelling to "Neco-Arc". It looks cuter. * I like "Ren" better, so it stays. * Saw a Japanese combo video, adding some errata... * Arcueid's Shiki-specific Last Arc. * Ciel's full damage info for her Last Arc. * Juggle potential of Shiki Tohno, Akiha (Reversed), and Nrvnqsr's Last Arc. * Range of Shiki Nanaya's Last Arc. ----- 2.000 ----- * Okay, so I lied. Here, a rewrite with integrated errata, separate move descriptions, and damage totals. Still no real movenames, though. The hiddens do not have a full rewrite simply because they don't have full movesets * Added some info on damage scaling for jumping/crouching characters. * Shield Bunkers can be done from blockstun, but eat circuit. * Added info on critical hits. * Added percentage gains for blocked and landed basic hits. ----- 1.555 ----- * Added in a whole new whack of errata thanks to Anon Spectre. * Characters whose Last Arc requires full circuit instead of getting it free. * Wallslam/juggle info for Heat/Blood Heat activation. * Throws which increase circuit. * New Shield Counter/Bunker circuit percentage gain. * New Shield Counter/Bunker information. * Errata for Akiha, Akiha (Reversed), Aoko, Arcueid, Ciel, Mech-Hisui, Ren, Shiki Nanaya, Satsuki, Shiki Tohno, Sion, Sion (Vampire), and Walachia. * Changed some antiquated terms for: low airdashing (goshuJINsama), and some characters' 300% EX moves. * Removed the bit about MBRUnlocker.exe not working; new version's been made. * Changed copyright notice. Apparently some people thought I was trying to start something, which is not the case. I simply do not want to be involved in their activities. ----- 1.150 ----- * Updated the FAQ for ReACT 2.001. Changes include: * Hisui & Warakia's improved Blood Heat Arc Drive * Miyako and both Akiha's improved Last Arc. * Attack data info in Training mode. * The game seems more stable now, and doesn't cause massive memory issues if you play it for a prolonged time. * The 300% shield/circuit glitch is fixed. (I knew it was a glitch!) * The floating character glitch seems fixed as well. * Ren can no longer OTG throw, except against Ren. * Corrected the command for Arcueid's Uppercut, and added in her infinite A Uppercut (J-ReACT BBS). Corrected command for Dash Swipe (tkhm). * Corrected romanization of "Satsuki Yumizuka". (Desturel) * Major change to the Strats section. Almost all of the infinites and 100% combos in the game have been rendered impossible. Arcueid still has her (limited) infinite. * There is now a "three wallslams maximum" rule. * Damage scaled more severely in 2.001. 50-60% combos now will only deal 40-45%. * Airdashes toned down. They're slower, and double midair C attacks are harder to pull off (but still possible with characters that have short jumps, like Ren). ----- 1.140 ----- * Added some personal opinions. * Added some general info on chargeable specials. Only Kohaku and Ciel seem to have them; anyone else know of any more? * More strats for Akiha, Reversed Akiha (yukinose), Hisui & Kohaku, Miyako (linalys), Ren (J-boards), and Satsuki (VManofMana, yukinose). * Added errata on Akiha/Akiha (Reversed)'s Fire Pit thanks to alextansc. * Added errata on Nrvnqsr's Crows, Ren's 5+C blockability, Warcueid's jump. * Important: added an update from Watanabe Productions about the bugs in ReACT. See below in To Do List. * Added errata on Akiha's throw against Miyako, revised the bugs/secrets section to account for MBRUnlocker.exe. ----- 1.135 ----- * Adding more strategies... * Added everyone's Shield Counters. * Updated life ratings. Simple version: Ren/White Ren and Warcueid all take 110%, Akiha (Reversed) takes 120%. * Updated info on 300% circuit without automatic Heat thanks to linalys. * Added some Walachia info thanks to Mellow RG. * Added some tactics seen in Japanese MB replays, specifically for Ren's corner infinite and Last Arc. ----- 1.130 ----- * Added more glitches, errata, and combos thanks to alextansc and linalys. * Kohaku and Nrvnqsr's character gravity verified (they can be OTG thrown by Ren). * Bit more info on the Universal Infinite and New Universal Infinite. At this time the New Universal Infinite seems to only work on Nrvnqsr and Walachia. * Reworked wall/OTG rules section. * Removed Flow. * Replaced all instances of "7 jump cancel" with "9 jump cancel", I'm an idiot... * Added in errata about normal/command moves that chip. * Tweaked the Gameplay Changes section. * More formatting. It's not as ugly as it was before! Really! * Added in temporary movelists for the hiddens. * Added in G-Akiha's placeholder movelist. ----- 1.120 ----- * Added all known infinites at this point, done by Kamo. * Removed the Rankings section. It doesn't matter anymore. * Added a new section to Engine, the New Universal Infinite. * More errata, specifically about character gravity. ----- 1.110 ----- * Added some further errata thanks to alextansc, Anon Spectre, and SS7MH from the GameFAQs boards and linalys and tjm from Beast's Lair: * Added new info for just about everyone. * Brief descriptions of the hiddens' moves. * Added a Strategy section. * Added errata here and there. * Added Wallslam properties in Engine. * Added Shield Bunker info. * Added 300% EX meter drain info. * Redid the formatting a bit. * Updated the status of the hiddens' potential to be unlocked (short version: right now, they can't be). ----- 1.050 ----- * Movelist mostly done, pending some error checks. All the 4/8 matches are done. ----- 1.040 ----- * Movelist almost done. Am finishing up the predetermined matches, added a bit of information about Counters. ----- 1.030 ----- * Added info on charge moves, and launchers. ----- 1.020 ----- * More info added... everyone's Last Arcs (except for the hiddens) and engine analysis. ----- 1.010 ----- * Added some sections and more information. ----- 1.000 ----- * Started the FAQ. ------------------------------------------------------------------------------ II. Engine ------------------------------------------------------------------------------ Melty Blood ReACT is the sequel to the very popular Melty Blood, a fan-made fighting game for the Windows platform. The story is deep and involved, but will not be covered here. Instead, this FAQ will focus on gameplay elements in what has to be one of the better doujinshi fighting games in existence. A couple of things before you start: the notation I will be using is as follows: 7 8 9 4 5 6 A B C D 1 2 3 where the numbers represent joystick directions if the player was facing right (1P), A is light, B is medium, C is heavy, and D is shield. Melty Blood ReACT only has three types of attacks and a shield button, which serves as a multi-purpose parry and counter button. The game has several modes of play: * Story Mode: This is from the original Melty Blood, nothing new here. You play Shiki Tohno and go through a series of pathsplits to get to various storylines. * Arcade Mode: This is the new feature. Each character has their own path, but the story is generally the same. You fight randomized enemies for every battle except for the fourth, eighth, and last two fights. All of the enemies in the preset fights have permanently filled circuits. * Versus Mode: Just a normal, non-plot mode for pure fighting. You can play someone else, the AI, or watch replays of matches. * Giant Attack: A hidden mode. Hold Shield when you select Arcade. In this mode you will fight a single round against G-Akiha and be timed as to how fast you can beat her. -------- Movement -------- * All characters have the following mobility options: (commands are assuming you are 1P) - Walk Towards: Hold 6 - Walk Away: Hold 4 - Dash/Run Towards: Tap 66 - Dash Away: Tap 44 - Crouch: Hold 1, 2, or 3 - Jump Up: Tap 8 - Jump Towards: Tap 9 - Jump Away: Tap 7 - Super Jump: Tap 2, then 7 or 9 - Double Jump: Tap 7, 8, or 9 after jumping - Airdash Towards: Tap 66 in air - Airdash Away: Tap 44 in air - Instant Air Dash Towards: Tap 96 - Instant Air Dash Away: Tap 74 - Directional Jump: Hold 4 or 6 after 8 - Tech (Air): Press any button after hitstun ends - Tech (Ground): Tap 44, 88, or 66 just before touching to the ground * You can airdash and doublejump freely, i.e. airdash, then doublejump in no given order. Runs, dashes, and airdashes vary from character to character. Airdashing from a ground dash will make you do a quick, long airdash. * Most characters can control the direction of their neutral jump by holding 4 or 6 after pressing 8. The only ones that cannot are Ren, Mech-Hisui, and Satsuki. * Certain moves will cause recoil against the ground ("groundslam") or wall ("wallslam"). There are limits to the number of times you can ground or wallslam someone: after touching either the ground or wall twice, the character being hit will become invincible and no further attacks will hit them. Wall and groundslams in the same combo add to the same total. Some moves and attack strings can bypass this rule, however. * The corners are not equal. It is possible to cross up and switch sides on the right corner with moves that do not cross up in the left corner. (This, interestingly enough, is the exact opposite of the same corner phenomenon in certain Capcom games, notably Street Fighter Alpha 3 and the Capcom vs. SNK series.) * To prevent infinites and unescapable loops, characters can flip out and recover both on the ground and in the air (referred from hereon as "teching"). To tech, simply press any button after the hitstun from an attack has ended. You can also hold 4 or 6 to tech back or forwards. Teching will grant you invincibility for the duration of your flip. (As of 2.009a, there are still four or five infinites in the game.) * Certain characters fall faster than others, making some OTG combos and such not work. Here's an approximate chart: - Very Fast: Satsuki - Fast: Ciel, Miyako, Ren - Normal: Akiha, Akiha (Reversed), Arcueid, Hisui, Kohaku, Mech-Hisui, Nrvnqsr, Sion, Sion (Vampire), Walachia, Warcueid - Slow: Shiki Nanaya, Shiki Tohno * Characters also have variable wakeup rates from the ground. Some rough estimates: - Very Fast: Akiha, Akiha (Reversed), Miyako, Ren, Satsuki - Fast: Sion, V. Sion - Normal: Ciel, Nrvnqsr, Walachia - Slow: Arcueid, Shiki Nanaya, Shiki Tohno, Warcueid - Very Slow: Hisui, Mech Hisui ------- Attacks ------- * The basis of most attacks in Melty Blood ReACT is chaining. With few exceptions, you can chain any normal attack into almost any other maneuver in the game. This includes another normal attack not the same as the previous one (except for A attacks), backdashes, jumps, special moves, EX moves, and Arc Drives. Exceptions will be specified in the movelist. * Most normals are both special and super cancellable, and most special moves are super cancellable. (For sake of convenience, "supers" refer to both EX moves and Arc Drives in this case.) These will be specified in the character movelists. Note that any super cancel will automatically prorate on top of any prorations that already exist. Every subsequent super cancel in a combo will further prorate damage by approximately 73%. * To throw someone, press 4 or 6 and either B or C (most characters do not have a B throw). Throws cannot be escaped, but you can tech most of them afterwards. * Certain normals, specials, and EX moves can be "charged" to increase and change their affects: simply hold the button down and watch for the telltale flash. * When normals, specials, EX moves, or Arc Drives hit another move at the same time, they will "clash" with a white spark. A clash will basically render both attacks ineffective, but both parties will continue with their move unless either one or the other is hit out of it. * A counterhit is when you hit an enemy with an attack that stops theirs from coming out. When this happens, the hit will gain extra hitstun, allowing for combos not normally possible. If a counter happens in the air, the enemy will not fall back as normal but will be juggled up into the air where you can combo them further. They also cannot tech this juggle. * There are critical hits are in the game. Once in a while your character will deal more than normal on a move, about 101-125%. This seems to be determined totally at random, and the screen will flicker red very quickly when it happens. The easiest way to land criticals is to land a move that has a high hit count, to increase probability. * One thing to remember is that you cannot die from chip damage. --------- Shielding --------- * Shielding is the equivalent of the game's "parry", a maneuver where you attempt to deflect an incoming attack. To do it, press the D button while jumping, standing, or crouching. If you time it right, you can nullify the enemy's attack and counterattack with any move, EX move, Arc Drive, or even shield-only moves (specified below). To prevent shield abuse, there is a fair bit of recovery afterwards. Also, not all characters have the same area of affect when shielding. * All characters have a Shield Bunker, which is done by pressing 214D. You can even do this while blocking. Your character will spark with a shield frame, then do an attack at a cost of 50% circuit if it lands (you will be drained to 0% if you don't have 50% available). You can do Shield Bunkers by themselves, but they will only work properly (i.e. allow you to air combo afterwards) if you do shield an attack with the initial frames. When they don't catch an attack, Shield Bunkers cannot always be cancelled into other moves or jumps/dashes. Most Shield Bunkers do not cause chip damage. * All characters have a Shield Counter, which is done by doing 236D after a successful shield. Depending on what kind of shield it was, the Shield Counter will have different effects. Shield Counters have an EX move flash but do not cost circuit. Crouching Shield Counters are always of the "dash" or "switch sides" variety, and can be cancelled early by doing a move or pressing a direction. A Shield Counter that is simply an EX move will not increase meter like the EX move would. * All characters have a Last Arc, which is triggered when shielding while in Blood Heat. Some characters need to shield when in midair, some while standing, some while crouching. This will prompt an automatic retaliatory move which deals significant damage at no circuit cost. ------ Meters ------ * When you lose life, you have a reddish portion of your bar that shows up. This is energy that can be regenerated by entering Heat or Blood Heat. Being hit will drain your normal, yellow life and a bit of your red, regenerative potential life. * You cannot gain circuit when you are idle, not hitting the enemy, performing a throw, an EX move, or being thrown. Some characters, however, can gain circuit from a throw or EX move. * Here's a list of meter increases for the game: - Blocked A: slightly less than 5.8% - Blocked B: slightly greater than 7.2% - Blocked C: slightly greater than 14.4% - A: 6.8% - B: 8.5% - C: 17% - Throws, Specials, and EX Moves accumulate circuit on their own properties - Arc Drives accumulate NO circuit - Blocked Shield Bunker: slightly greater than 14.4% - Blocked Shield Counter: Depends on the counter - Shield: 20% - Shield Bunker: 17% (with exceptions) - Shield Counter: 20% + attack afterwards (with exceptions) * A shielded attack will not yield circuit. You also do not gain circuit if you shield while in Heat or Blood Heat. Also, attacks done in combos do not net the same amount of circuit as it would by itself. * When you do a combo, damage proration takes effect. Any combo that involves a move that has proration will have its total damage scaled after that hit by the percentage specified. This percentage can only go down, not up. For example, if Akiha does a combo with 2A, her damage immediately is scaled by 75%. Following it up with a 2C will lower it to 68%, and any subsequent hit will be at 68% of its normal damage value. * Combo damage scaling goes as follows: - 1st hit: 100% - 2nd hit: 98.8% - 3rd hit: 97.3% (more) * There are two kinds of damage proration in the game in addition to normal combo scaling: fixed and scaled proration. Most characters have fixed proration for their moves, where any further damage is scaled down to a certain percentage. Some moves, like Ciel's j.C and Shiki's 5C, are scaled proration which will prorate the current percentage down even further. For example, if you're at 100% damage, doing Shiki's 5C will scale damage down to 75%. Doing 5C when you're at 75% damage will scale things down to about 56% (this is on top of normal combo damage scaling as well, where more hits means gradually less damage). * Super cancelling works off of scaled proration. It will automatically prorate damage to 65%, and by 73% of its current value if it's below 65%. It will keep doing this for every subsequent super cancel in the same combo. * Every character has a distinct life rating which scales the amount of damage that they take. - 85% Damage: Hisui, Mech-Hisui - 90% Damage: Akiha, Arcueid, Ciel, Kohaku, Nrvnqsr, Sion, Shiki Tohno - 100% Damage: Miyako, Satsuki, Shiki Nanaya, Sion (Vampire), Warcueid - 110% Damage: Akiha (Reversed), Ren, Walachia * Crouching characters take about 7% more damage. Jumping characters take about 9% less damage. * In addition to all this, there is additional damage scaling according to how much life one has remaining. (more) --------------- Heat/Blood Heat --------------- * The Blood Heat system replaces the previous, simpler system of "three levels in a single super bar". Instead of storing 300% circuit, you will automatically go into Heat mode once you hit 300%. You can also manually enter Heat mode if you tap 222D with at least 100% circuit. * While in Heat, your character's circuit will deplete gradually, and your character will have a bluish aura. You will regenerate red life slowly as long as you are not blocking, being thrown or hit, or getting up. Your Heat circuit will not deplete if you are being thrown or touching the ground. * You can do a normal EX move for about 25% circuit. Heat mode is also the only time you can do an Arc Drive, which will empty your circuit back to 150% if you entered Heat automatically. Letting the bar run out by itself will also leave the circuit at 150%. If you manually entered Heat mode, you will end up at 0% if it runs out or if you do an Arc Drive. Manually invoking Heat will shorten the duration depending on how much circuit you had when you did it. * If you tap 222D while in automatic Heat, you will enter Blood Heat. While in Blood Heat, your character's circuit will deplete gradually, and your character will have a white or fiery aura. You will regenerate life *very* quickly as long as you are not blocking, being thrown or hit, or getting up. Your Heat circuit will not deplete if you are being thrown or touching the ground. * In Blood Heat, you can execute a more powerful version of your character's Arc Drive. This will instantly empty your circuit back down to 0%. You can still execute normal EX moves with a 25% circuit cost. Once the Blood Heat circuit drains, you will be left at 0% circuit. The available time is determined by how full the bar was when you executed the 222D. * Invoking Heat or Blood Heat will make your character flash for a moment. This flash can hit the enemy, but won't kill them. It has absolute priority and will either wallslam or juggle if it hits (some characters have exceptions), and is unblockable. However, you cannot combo them off the wallslam. ------------------- Advanced Techniques ------------------- * Chain Resetting Chain resetting involves using a whiff cancel during a combo to allow you to use more than one of the same normal within. The easiest example of this would be to use Akiha and do 2C 5C 2A (whiffed) 2C 5C in the corner. Normally you are not allowed to do 2C 5C again since it's still one combo, but chain resetting with the 2A permits this. * Whiff Chaining Whiff chaining is similar to chain resetting, but instead of resetting your normal count, it is maintained as a single combo. Whiff chaining is done by executing a heavy normal, then whiff cancelling with a 5A or 2A, and doing another middle or heavy normal as one continuous combo. Executed properly, you will not be able to use the first normal afterwards. Whiff chaining currently has no practical value. * Tech Punishing In certain situations, it's more advantageous to take the extra damage from a certain move than it is to tech out. A good example of this is against Ren, near halfway across the screen after she finishes a combo with an airthrow. Ren can do an air EX Ice immediately after the airthrow, and at a certain range it will catch any enemy fully if they tech out of it on the ground. In this situation it's better to simply not tech and take the extra damage, which will be scaled down since it's part of the same combo, even though the combo itself will come up as "invalid". * Guard Break A guard break involves placing your enemy in blockstun in the air, then using a move that cannot be air blocked. The most practical example of this is to do Nrvnqsr's EX Crows when an enemy jumps in at you, forcing them to take the move or block it. Most of the time they will block. Once they are, do his 2C and they will be unable to defend. * Whiff Cancelling Whiff cancelling utilizes the speed of A attacks to stop the recovery of an otherwise-slow normal move. For example, Arcueid's 2C is extremely slow to recover, leading her to be punished if it's blocked. However, if you have not previously used 2A or 5A in your chain, you can press either and she will quickly do her A attack and be completely safe afterwards. * Heat Burst Heat burst is the simple technique of shifting momentum in a match by using 222D's unblockable property and Heat mode's life healing to go into a defensive strategy. Most characters' Heat bursts wallslam, which gives you room to get out of the corner and wait while your lifebar heals. * IAD Chaining Since you can cancel most normals into directional commands such as backdash and jump, you can also do what's known as an "instant air dash", or "IAD" for short. IAD chaining is merely the act of extending a combo by cancelling one of its normals into an IAD and attacking from the air before landing to continue. Note that you can only jump cancel exactly once during a combo, and this rule cannot be reset unless you jump cancel a natural launcher. ------------------------------------------------------------------------------ III. Movelists ------------------------------------------------------------------------------ Notes * Damage is calculated upon a 90% character without any damage proration, since the majority of the characters are within the 90% bracket. Exceptions to this are air throws, which cannot be done on the ground and thus will reflect reduced damage from being in the air, and air shield counters, which are a pain in the rear to find the ground values for. * Unless otherwise specified, all moves can be super cancelled; all normals can be chain, jump, dash, special, EX, and Arc Drive cancelled; all crouching normals must be blocked low; all jumping normals must be blocked high; all grounded normals cannot be airblocked; all specials deal chip damage; all air specials can be blocked low; and all moves can be teched in the air or on the ground, wherever appropriate. ----------- Akiha Tohno ----------- "Shibaraku atama wo hiyashinasai!" Damage Ranking: 90% Match 4: Shiki Nanaya Match 8: Ciel Heat Activation: Wallslam Normals ------- * Standing - A: A quick swipe. (1 hit, 270 damage, 75% prorate) - B: A downwards swipe. This is the first hit of her 2-hit launcher. This will knock crouching enemies down, and can be airblocked. (1 hit, 585 damage) - C: A high kick. This will wallslam if it hits an airborne enemy. (1 hit, 1080 damage, 90% prorate) * Crouching - A: A quick jab. (1 hit, 315 damage, 75% prorate) - B: A straight punch, the first hit of her command move. (1 hit, 450 damage) - C: A long-ranged sweep, good for starting combos. You cannot tech this move at all. (1 hit, 900 damage, 68% prorate) * Jumping - A: An angled down kick. This move can be blocked low. (1 hit, 270 damage, 72% prorate) - B: A two-hit downwards swipe. (2 hits, 883 damage, 2nd hit 90% prorate) - C: A full-body horizontal kick. (1 hit, 900 damage, 90% prorate) * Charged - 5B: Delayed version of her 5B. This move can be airblocked. (3 hits, 1699 damage) * Command - 2B x 3: Akiha does two low swipes, then comes from above with a third. The last hit won't combo, but is an overhead and will juggle them upwards. You cannot cancel the last hit. The first hit is mid, the second is low, and the third is high. The second and third hits of this move can be airblocked. (2+1 hits, 798+450 damage) - 5B x 2: A mid blow, then an upwards swipe. Launches up for a juggle. This move can be airblocked. (2 hits, 1020 damage, 2nd hit 90% prorate) - 2C (air): Akiha flips and stomps her heel down. This will groundslam an airborne enemy and end her jump trajectory. You cannot cancel this move at all. (1 hit, 720 damage, 80% prorate) - 4C: Akiha lashes out with a backhand blow. This move can be airblocked. (2 hits, 973 damage) - 6C: Akiha does a cossack kick. This will wallslam if it hits an airborne enemy. (1 hit, 540 damage, 80% prorate) Specials -------- * Flame Tongue: 236A/B/C. This move cannot be super cancelled. - A: Akiha cuts loose with a ribbon of flame. This comes out fast and goes downwards, can be used in a combo. (3 hits, 958 damage) - B: This version goes upwards and has a fair bit of startup, so it won't combo. It deals a little bit more damage, though. (3 hits, 1045 damage) - EX: Sends out both high and low flame ribbons. Note: damage for this move varies due to the large number of hits invoking a high chance of criticals. This move will net 20.4% circuit if it hits. (27 hits, 3130 damage) - A (air): The flame tongues seem to always arc downwards, and only hits once. This version will maintain Akiha's trajectory. (1 hit, 360 damage) - B (air): The flame tongues seem to always arc downwards, and only hits once. This version will make Akiha move back if she's jumping towards the enemy. (1 hit, 360 damage) - EX (air): This one has a bit of wider range, and kind of starts above Akiha. This version will net up to 66.4% circuit back. (8 hits, 2562 damage) * Flame Pit: 22A/B/C. This move cannot be super cancelled. Any enemy that stands within the pit will gradually lose life. If an enemy has Heat meter when they move in the pit, it will instantly drain their Heat to 25%. The pit will disappear after about 30 seconds real-time. Note that if you do the B Pit right next to your enemy, nothing will come out. - A: Akiha makes a pit of fire right in front of her. Tap the command again to ignite it. (3 hits, 742 damage) - B: Akiha makes a pit of fire right under the enemy, wherever they're standing. This has a tiny bit more startup than A. (3 hits, 742 damage) - EX: The fire pit will be created right in front of her. The EX version drains life twice as fast, and will still drain Heat and Blood Heat. The ignition field is much wider also. (6 hits, 1391 damage) - A (air): Akiha will make the pit directly under her no matter which you use. You cannot ignite a pit in mid-air. (3 hits, 742 damage) - B (air): Akiha will make the pit directly under her no matter which you use. You cannot ignite a pit in mid-air. (3 hits, 742 damage) - EX (air): The fire pit will be created right in front of her. The EX version drains life twice as fast, and will still drain Heat and Blood Heat. The ignition field is much wider also. (6 hits, 1391 damage) * Flame Column: 214A/B/C. This move cannot be super cancelled. Both the A and B versions appear the same distance forward. - A: Akiha ignites a flame column right in front of her. This has lag at the end. (1 hit, 540 damage) - B: Akiha ignites a flame column right in front of her. This has startup, but no end lag so you can combo after it. (1 hit, 450 damage) - EX: Akiha ignites a bigger column right under the enemy, wherever they are. Has a bit of startup. You can combo after it. (8 hits, 2262 damage) * Reverse Uppercut: 421A/B/C. This move cannot be super cancelled. You cannot ground tech the A or B versions. - A: Akiha turns around, swipes up, then down. (2 hits, 1181 damage) - B: Akiha dashes up to you first, then does the swipe part. (4 hits, 1813 damage) - EX: Almost the same as her B version, but the EX places Akiha in the air for a followup air combo. (4 hits, 993 damage) Supers ------ * Origami: 41236C during Heat or Blood Heat. - Heat: Far away, this unleashes a gout of flame from one hand. This version will wallslam. Close, she'll grab them and burn them in a column of flame. This version will leave them in the air. You cannot tech this move at all. Close version is unblockable. (Far: 13 hits, 3476 damage; Close: 31 hits, 4239 damage) - Blood Heat: Same as the Heat version, but the screen goes ablaze and thus can hit for some piddling damage. You can OTG combo after the close version. You cannot tech this move at all. Close version is unblockable. (Very Far: 3 hits, 1237 damage; Far: 13 hits, 4185 damage; Close: 47 hits, 5232 damage) Shielding --------- * Shield Bunker: A low, sliding swipe that will sweeps. This move must be blocked low, and you cannot tech this move at all. You can cancel this into anything. (1 hit, 900 damage, 75% prorate) * Shield Counter - Air: Her midair 2C command move, which will groundslam. (1 hit, 662 damage) - Ground: Sends a bunch of flame tongues your way, high and low, while walking forward. (21 hits, 2557 damage) - Crouch: Dashes and switches sides. * Last Arc: Done on the ground. Akiha will pull flame ribbons from the air down at you. You can combo after this. (26 hits, 3844 damage, 80% prorate) Throws ------ C: Akiha grabs the enemy by the face and channels fire into them. Against Miyako and Nrvnqsr only, Akiha's throw will have a variable number of hits and damage accordingly. Against everyone else, it will always hit seven times. You cannot tech this throw at all. (7 hits, 1260 damage) C (air): Akiha slams the enemy face-first with her legs. You cannot tech this throw at all. (2 hits, 871 damage) ---------------------- Akiha Tohno (Reversed) ---------------------- "Sukoshi wa korita deshou?" Damage Ranking: 110% Match 4: Satsuki Yumizuka Match 8: Shiki Nanaya Heat Activation: Wallslam Note: AkaAkiha cannot backdash cancel any of her normals. She can also airdash twice. Normals ------- * Standing - A: A quick swipe. (1 hit, 270 damage, 75% prorate) - B: A downwards swipe. This is the first hit of her 2-hit launcher. This will knock crouching enemies down. The entire move has super armor, and can be airblocked. (1 hit, 585 damage) - C: A high kick. This will wallslam if it hits an airborne enemy. (1 hit, 1080 damage, 90% prorate) * Crouching - A: A quick jab. (1 hit, 315 damage, 75% prorate) - B: A straight punch that hits multiple times, the first hit of her command move. (3 hit, 1045 damage) - C: A long-ranged sweep, good for starting combos. You cannot tech this move at all. (1 hit, 900 damage, 68% prorate) * Jumping - A: An angled down kick. This move can be blocked low. (1 hit, 270 damage, 72% prorate) - B: A high kick that serves as normal Akiha's C. (1 hit, 630 damage, 90% prorate) - C: Akiha's 2C command attack, but AkaAkiha won't lose her air trajectory. This will knock airborne enemies down. You cannot tech this move at all. (1 hit, 900 damage) * Charged - 5B: Delayed version of her 5B. This move can be airblocked. (4 hits, 1588 damage) * Command - 2B x 3: AkaAkiha does two low swipes, then comes from above with a third. The last hit is an overhead and will juggle them upwards. You cannot cancel the last hit. The first hit is mid, the second low, and the third is high. This move can be airblocked. (8 hits, 2163 damage, 8th hit 55% prorate) - 5B x 2: A mid blow, then an upwards swipe. Launches up for a juggle. This move can be airblocked. (2 hits, 1020 damage, 2nd hit 90% prorate) - 4C: AkaAkiha lashes out with a backhand blow. This move can be airblocked. (2 hits, 973 damage) - 6C: AkaAkiha does a cossack kick. This will always wallslam an enemy. You can forward dash cancel this move. (1 hit, 540 damage) Specials -------- * Flame Tongue: 236A/B/C. This move cannot be super cancelled. - A: AkaAkiha cuts loose with a ribbon of flame. This comes out fast and goes downwards, can be used in a combo. (3 hits, 1045 damage) - B: This version goes upwards. AkaAkiha's version has none of Akiha's startup at all. (3 hits, 1045 damage) - EX: Sends out both high and low flame ribbons. Note: damage for this move varies due to the large number of hits invoking a high chance of criticals. This move will net 20.4% circuit if it hits. (27 hits, 3133 damage) - A (air): The flame tongues seem to always arc downwards, and only hits once. This version will maintain AkaAkiha's trajectory. (1 hit, 360 damage) - B (air): The flame tongues seem to always arc downwards, and only hits once. This version will make AkaAkiha move back if she's jumping towards the enemy. (1 hit, 360 damage) - EX (air): This one has a bit of wider range, and kind of starts above AkaAkiha. This version will net up to 66.4% circuit back. (8 hits, 2562 damage) * Flame Pit: 22A/B/C. This move cannot be super cancelled. Any enemy that stands within the pit will gradually lose life. If an enemy has Heat meter when they move in the pit, it will instantly drain their Heat to 25%. The pit will disappear after about 30 seconds real-time. Note that if you do the B Pit right next to your enemy, nothing will come out. - A: AkaAkiha makes a pit of fire right in front of her. Tap the command again to ignite it. (3 hits, 742 damage) - B: AkaAkiha makes a pit of fire right under the enemy, wherever they're standing. This has a tiny bit more startup than A. (3 hits, 742 damage) - EX: The fire pit will be created right in front of her. The EX version drains life twice as fast, and will still drain Heat and Blood Heat. The ignition field is much wider also. (6 hits, 1391 damage) - A (air): AkaAkiha will make the pit directly under her no matter which you use. You cannot ignite a pit in mid-air. (3 hits, 742 damage) - B (air): AkaAkiha will make the pit directly under her no matter which you use. You cannot ignite a pit in mid-air. (3 hits, 742 damage) - EX (air): The fire pit will be created right in front of her. The EX version drains life twice as fast, and will still drain Heat and Blood Heat. The ignition field is much wider also. (6 hits, 1391 damage) * Flame Creeper: 214A/B/C. - A: AkaAkiha ignites a series of flame columns right in front of her. (3 hits, 1045 damage) - B: AkaAkiha ignites more flame columns. (5 hit, 1686 damage) - EX: AkaAkiha ignites a column that crawls 90% across the screen. (15 hits, 2931 damage) * Reverse Uppercut: 421A/B/C. This move cannot be super cancelled. You cannot ground tech the A or B versions. - A: AkaAkiha turns around, swipes up, then down. (2 hits, 1181 damage) - B: Akiha dashes up to you first, then does the swipe part. (4 hits, 1813 damage) - EX: Almost the same as her B version, but the EX places AkaAkiha in the air for a followup air combo. (4 hits, 993 damage) Supers ------ * Origami: 41236C during Heat or Blood Heat. - Heat: Far away, this unleashes a gout of flame from one hand. This version will wallslam. Close, she'll grab them and burn them in a column of flame. This version will leave them in the air. You cannot tech this move at all. Close version is unblockable. (Far: 13 hits, 3476 damage; Close: 31 hits, 4239 damage) - Blood Heat: Same as the Heat version, but the screen goes ablaze and thus can hit for some piddling damage. You can OTG combo after the close version. You cannot tech this move at all. Close version is unblockable. (Very Far: 3 hits, 1237 damage; Far: 13 hits, 4185 damage; Close: 47 hits, 5232 damage) Shielding --------- * Shield Bunker: A low, sliding swipe that will sweeps. This move must be blocked low, and you cannot tech this move at all. You can cancel this into anything. (1 hit, 700 damage, 70% prorate) * Shield Counter - Air: Her air EX Flame Ribbon. (8 hits, 2142 damage) - Ground: Her EX Reverse Uppercut. (4 hits, 1095 damage) - Crouch: Dashes and switches sides. * Last Arc: Done on the ground. AkaAkiha will unleash a massive gout of flame at the enemy. You can combo after this. (18 hits, 3769 damage) Throws ------ C: AkaAkiha grabs the enemy by the face and channels fire into them. Against Miyako and Nrvnqsr only, her throw will always hit ten times. Against everyone else, it will always hit seven times. You cannot tech this throw at all. This throw will drain life from her enemy and recover a bit of both AkaAkiha's red and yellow life. (7 hits, 1260 damage; 10 hits, 1235 damage) C (air): AkaAkiha slams the enemy face-first with her legs. You cannot tech this throw at all. (2 hits, 871 damage) ----------------- Arcueid Brunestud ----------------- "Mou owari? Tsumanai!" Damage Ranking: 90% Match 4: Ciel Match 8: Executioner Ciel Heat Activation: Wallslam Note: Arcueid's dash will switch sides with an enemy once she gets close. Normals ------- * Standing - A: An outwards slap. (1 hit, 360 damage, 75% prorate) - B: A downwards slap. This move will knock airborne enemies down, and can be airblocked. (1 hit, 630 damage, 70% prorate) - C: A far-reaching punch. This can be ducked low if it's used alone, and will wallslam an airborne enemy. If you press C again after hitting an airborne enemy, Arcueid will do a special superjump to chase after them. This move also cannot be jump or backdash cancelled. (1 hit, 900 damage) * Crouching - A: A quick jab. (1 hit, 360 damage, 72% prorate) - B: A low kick, somewhat slow to recover. (1 hit, 450 damage) - C: A curved swipe at the legs. You cannot tech this move at all. (1 hit, 900 damage, 70% prorate) * Jumping - A: An angled down jab. This move can be blocked low. (1 hit, 270 damage) - B: A two-hit swipe with both arms. You cannot hit a grounded enemy with the first hit, but both will land on in the air. (2 hits, 887 damage) - C: An upwards kick. (1 hit, 900 damage) * Charged - 4B: Slower version of her 4B launcher. Only hits once, with less severe damage scaling. This move must be blocked high. (1 hit, 810 damage, 75% prorate) - 5B: Delayed version of her standing B which must be blocked high. This will not knock the enemy down, and can be airblocked. (2 hits, 1330 damage) - 5C: Very slow version of her standing C. Unblockable. This move cannot be jump or backdash cancelled. (1 hit, 1800 damage) * Command - 2B (air): A diving swipe that knocks down, with noticeable lag at the end. This move cannot be cancelled by itself, but you can cancel the ending lag into EX moves or Arc Drive. Note that this move counts as a special move so super cancelling will cause 65% proration. (1 hit, 675 damage) - 3B: An uppercut that launches. You cannot cancel this move at all. (1 hit, 900 damage) - 4B: A flying knee attack that launches. This counts as one of her jumps. It will hit crouching characters (except for the really tiny ones). The second hit of this move cannot be airblocked. You cannot cancel this move at all if it is blocked. (2 hits, 1036 damage, 2nd hit 65% prorate) - 2C (air): Arcueid pops up slightly in the air before doing a spinning tackle with both arms. This move cannot be cancelled at all. The first hit will chip or knock down an airborne enemy, and the second hit will knock a crouching enemy down. (2 hits, 1286 damage) Specials -------- * Rekka Ken: 236A/B/C x 3. The 214B finisher cannot be super cancelled, and you are allowed to switch between the A and B versions for the 2nd hit. You cannot tech the A or B versions of this move at all. - A: Arcueid does a swipe, then another, and third. The last one hits low. Doing all three hits will move her halfway across the screen. (3 hits, 1560 damage) - B: This version goes a lot farther, about 75% across the screen. (3 hits, 1912 damage) - 214B: You can use this for the last hit instead of a third 236A/B. It's a bit short-ranged but hits high instead of low. (1 hit, 720 damage) - EX: Each swipe hits for more damage, and the last swipe wallslams and hits low. (12 hits, 3281 damage) * Uppercut: 22A/B/C, 66A/B/C, 22A/C. A multi-stage uppercut move. You can super cancel into the EX finisher by using C instead of A or B during any part of the move. Only the A version has the third part. You can only do the followups if the first hit connects. The EX finisher will wallslam and be untechable until they touch the ground if they're close to the ground. - A: Arcueid swipes up, forward, then up. There's a small window of invincibility at the startup of this move that makes it unblockable in the air. (5 hits, 2647 damage, 3rd hit 50% prorate) - B: More hits tacked on to the same move. Invincibility window is slightly wider. (5 hits, 2904 damage, 5th hit 50% prorate) - EX: Arcueid does two rotations of the uppercut. (7 hits, 3486 damage) - A (air): Same as the ground move, but you lose the ability to follow up with 66A/B. You can still use 66C, though. (2 hits, 1361 damage) - B (air): Same as the ground move, but you can follow up with 66B. (5 hits, 2829 damage, 5th hit 50% prorate) - EX (air): The air version doesn't hit as much as the ground version. (5 hits, 3276 damage) * Dash Elbow: 214A/B/C. You cannot super cancel the first hit of the B version. - A: Arcueid hops forward elbow-first, knocking the enemy up in the air. (1 hit, 720 damage) - B: Arcueid does the hop, then a punch to the face that leaves them grounded. However, this move will not combo from any of her normals. (2 hits, 1771 damage) - EX: Arcueid does her old se~no combo where she bounces the enemy around like a pinball. Depending on your spacing, you might whiff a hit, which will automatically end the combo. (4 hits, 2957 damage) * Dash Swipe: 623A/B/C, 6A/B. This move cannot be super cancelled. - A: Arcueid lunges forward and claws down for a hit. The followup must be done very quickly, and wallslams. (2 hits, 1837 damage, 90% prorate) - B: A bit more startup, but it's possible to juggle if you don't do the followup. (4 hits, 2551 damage, 90% prorate) - EX: The followup is done automatically for you. (8 hits, 2781 damage) * Teleport: 66 after blockstun ends. Deals no damage. Arcueid teleports forward a short distance. This move cannot be done without at least 50% circuit, and will drain 50% circuit upon use. Supers ------ * Melty Blood: 41236C during Heat or Blood Heat. This move will never cause a critical hit. - Heat: Arcueid summons forth masses of chains which grind the enemy to pulp. This move hits anywhere on the screen and even in the air, but will completely stall out in certain circumstances: dashes, super armor, and techs. If it whiffs, Arcueid will be left standing for a very long time, but will be mostly invincible until she lowers her arm. (11 hits, 3324 damage) - Blood Heat: Same as the Heat version, but with an automatic finisher at the end. Note that if you're too far away, the finisher won't land. (19 hits, 5580 damage) Shielding --------- * Shield Bunker: Downwards swipe, looks like her 214B Rekka-Ken finisher but isn't. You cannot cancel this move at all. This move can be airblocked. (1 hit, 900 damage, 90% prorate) * Shield Counter - Air: Midair 2B command move. (2 hits, 1384 damage) - Ground: EX Uppercut. (8 hits, 3908 damage) - Crouch: Dashes and switches sides. * Last Arc: Done in the air. Blasts the enemy with a white column of energy while she hovers in the air as Princess Arcueid. Against the Shikis, she will fill the screen with golden beams of energy instead. (Normal: 7 hits, 4136 damage; Shikis, 18 hits, 3783 damage) Throws ------ C: There's two variations to this throw. Holding nothing will make Arcueid toss the enemy to the wall for a wallslam. Holding down will make them bounce off the ground into the air. (Wall: 1 hit, 900 damage; Ground: 1 hit, 1080 damage) C (air): Arcueid slams the enemy to the ground face-first. (2 hits, 871 damage) ---- Ciel ---- "Seven! Kore de saigo desu!" Damage Ranking: 90% Match 4: Akiha Tohno (Reversed) Match 8: Arcueid Brunestud Heat Activation: Wallslam Note: Ciel's dash is as low as her crouch, and has quite a number of shield frames. Normals ------- * Standing - A: A quick punch to the face. Note that this differs from the first hit of her 5A x 3 command move. (1 hit, 270 damage) - B: A kick to the shins. This move must be blocked low. (1 hit, 450 damage, 90% prorate) - C: A lunging stab with a sword, with horrible recovery. First part of her command move. (1 hit, 720 damage) * Crouching - A: A quick nudge with her foot. (1 hit, 270 damage, 72% prorate) - B: A two-hit uppercut. This move will advance her forward, and the second hit can be crouched under by most characters. This move can be airblocked. (2 hits, 970 damage) - C: A sweeping doublekick, the first part of her launcher. You cannot tech this move at all. (1 hit, 900 damage, 70% prorate) * Jumping - A: An elbow blow. This can be blocked low. (1 hit, 270 damage, 70% prorate) - B: A long-ranged straight kick with huge crossup boxes. (1 hit, 450 damage) - C: A kick angled downwards. (1 hit, 900 damage, 90% scaled prorate) * Charged - 4B, 236B: A delayed version of her 4B overhead axe kick. When charged, this move must be blocked high. You can also do the followup kick for a non-combo only if the first hit lands, and you cannot cancel the first hit into anything but 236B. (1 hit, 810+720 damage) - 5C x 2: A delayed version of her 5C, and the same followup. (2 hits, 2491 damage) * Command - A x 3: A one-two-three punch combination that wallslams. This move will not come out unless you are at least half a width away from the enemy. (3 hits, 1213 damage, 1st hit 75% prorate) - 2B x 2: An uppercut, then a hopping spinkick that launches the enemy up. The last kick can only be special or EX Move cancelled, and will not come out unless the second hit lands. This move can be airblocked. (3 hits, 1560 damage) - 2C x 2: A sweep, then a high launching kick. The second kick can be airblocked. (2 hits, 1292 damage, 1st hit 70% prorate) - 2C (air): A fast dive with one sword. This move can only be special or EX Move cancelled. It will deal chip damage. This move can be blocked low. (1 hit, 900 damage) - 4B, 236B: A high axe kick that comes down from above; the normal version can be blocked high. The followup kick will wallslam, but won't register as a combo. You cannot do the followup unless the first kick lands, and you cannot cancel the first hit into anything but 236B. (1 hit, 540+720 damage) - 4C: An upwards slash with her knife. (2 hits, 1063 damage) - 5C x 2: A lunging sword stab, then a secondary attack where Ciel throws another sword at the enemy for a juggle. You cannot tech this move until you touch the ground. The second hit will not come out unless the first one lands and cannot be cancelled at all, but it will deal chip damage. (2 hits, 1591 damage) Specials -------- * Swords: 214A/B/C, 4A/B, 4A/B, 4B. This move is a multi-path attack and cannot be super cancelled. You can hold down the button to set the swords ablaze, which will make any sword that hits juggle up and be untechable until the enemy touches the ground. - 214A/B, 4A/B, 4A: Ciel throws one sword, then two, then three. Note that using B for the second barrage spaces the swords farther apart but makes no difference in damage. (6 hits, 2013 damage) - 214A/B, 4A/B, 4B, 4B: Ciel throws one sword, then two, winds up and throws four, and then leaps up and throws a final one from above with a kick. The last two parts of this will not combo with anything else. You can super cancel the last hit. (3+4+1 hits, 1306+1713+315 damage) - EX: Ciel throws a mighty bunch of swords. (29 hits, 3255 damage) - 214A/B, 4A/B, 4A/B (air): Ciel throws one sword, then two, then four. You can combo them all only if you're quick. This move deals more damage if you're closer. (6 hits, 2389-2454 damage) - EX (air): A mighty whack of swords! The last barrage nets up to 68% circuit gain. You can attack after Ciel finishes this move. (18 hits, 4150 damage) * Hiero: 236A/B/C, 214A/B x 2. This move has several variations depending on how long you wait after Ciel flies off the wall. You can control Ciel's descent by holding 4 or 6 after she dismounts. Landing with the dive attack will cancel its recovery. - A: Ciel leaps towards her wall and clings for a second, then flies off for a quick diving attack. (3 hits, 1045 damage) - B: Same attack, but Ciel will always go towards the upper corner instead of the closest. (3 hits, 1045 damage) - 214A/B x 2 (clinging to wall): Ciel will throw one sword down at a steep angle, then another at a wider angle. It is very difficult to get both hits to land at the same time. (2 hits, 797 damage) - 214A/B (after leaving wall): Ciel will throw three swords down in a fan formation. (3 hits, 1176 damage) - EX: Ciel does a series of rapid runpasts that juggles the enemy up. You cannot tech this move until you touch the ground. (19 hits, 2807 damage) * Dive: 236A/B/C (air). This move cannot be super cancelled. - A: Ciel dives down and does nothing. This move is a fakeout. - B: Ciel dives down for three hits that juggle up. The recovery is enough that she cannot combo after this move. (3 hits, 1045 damage) - EX: Same move as the B version, but Ciel recovers faster, allowing combos afterwards. (3 hits, 1306 damage) * Bladesinger: 623A/B/C. You can hold down C to charge the EX version. Range also affects what the EX version does. - A: Ciel slides at you with three swords in hand for a downwards slash. (2 hits, 885 damage) - B: A bit more startup, but the attack goes much farther. This will juggle the enemy up. (3 hits, 1237 damage) - EX: Ciel takes aim before sliding forward for an attack. Charging is determined by the number of sparks that occur before she attacks, up to a maximum of two. After two sparks flash, the move is unblockable. If you do the unblockable version within three widths, Ciel will run through the enemy as she does the attack. All versions juggle up. (0 sparks: 3 hits, 2429 damage; 1 spark: 3 hits, 3138 damage; 2 sparks, close: 4662 damage; 2 sparks, far: 3220 damage) * Flip Kick: 22A/B/C. You can super cancel the 2nd or 3rd hit of the EX version as well. - A: Ciel does a somersault kick. (1 hit, 900 damage) - B: Ciel does a higher, stronger somersault kick. (3 hits, 1846 damage) - EX: Two rotations of the somersault kick. (6 hits, 2835 damage) - A (air): Somersault kick in the air. (1 hit, 900 damage) - B (air): Stronger somersault kick in the air. (2 hits, 1361 damage) - EX (air): Three rotations of the somersault kick. (9 hits, 2939 damage) * Teleport: 66 after blockstun ends. Deals no damage. Ciel dashes forward a short distance. This move cannot be done without at least 50% circuit, and will drain 50% circuit upon use. Supers ------ * Seventh Holy Scripture: 41236C during Heat or Blood Heat. Ciel has hyper armor for the entire length of this move until she puts her robes back on. - Heat: Ciel runs forward with her weapon, firing the spike outwards to finish. This will wallslam an enemy. The last hit won't come out unless the previous one touches the enemy, and must be blocked high. (10 hits, 4641 damage) - Blood Heat: Ciel will run forward, then impale the enemy on her gun and fire blasts upwards into the sky. (19 hits, 5434 damage) Shielding --------- * Shield Bunker: A long-ranged right hook that comes out very quickly. This will juggle a grounded enemy up and wallslam an airborne enemy. You cannot cancel this move at all. (1 hit, 1080 damage) * Shield Counter - Air: Her B Dive. (3 hits, 1126 damage) - Ground: EX Flip Kick. (6 hits, 2975 damage) - Crouch: Dashes and does *not* switch sides. * Last Arc: Done in the air. Ciel throws down a bunch of flaming swords. Note that the flames can also hit and will deal upwards of 11000 if they do. (19 hits, 3741 damage) Throws ------ C: Grabs the enemy and throws them down to the ground. You cannot tech this move at all. (1 hit, 900 damage) C (air): Grabs the enemy and tosses them over her head with a somersault. You cannot tech this move at all. (1 hit, 1080 damage) ----- Hisui ----- "Saturday Night Fever!" Damage Ranking: 85% Match 4: Miyako Arima Match 8: Neco-Arc Heat Activation: Wallslam Normals ------- * Standing - A: A light jab to the face. (1 hit, 270 damage, 78% prorate) - B: An attack that looks like Hisui's trying to shove them away. (1 hit, 630 damage) - C: Hisui pulls out a chair and slams the enemy with it. This can be airblocked. (2 hits, 1237 damage) * Crouching - A: A quick jab attack. Noteworthy for being the only 2A in the game that doesn't prorate. This move can be blocked high. (1 hit, 270 damage) - B: A two-handed push. (1 hit, 540 damage) - C: Hisui pulls out a rag and bucket and swings her arm out. You cannot tech this move at all. (1 hit, 1080 damage, 60% prorate) * Jumping - A: A downwards-angled jab. This move can be blocked low. (1 hit, 270 damage, 78% prorate) - B: An upwards-angled book attack. (1 hit, 450 damage) - C: Hisui pulls out a table and smashes it in the enemy's face. (1 hit, 900 damage) * Charged - 5C (air): Delayed version of her jumping 5C with a huge number of shield frames. (1 hit, 1080 damage, 95% prorate) * Command - 2C (air): Hisui dives down with her arms crossed. This move cannot be cancelled at all, and can be blocked low. (1 hit, 540 damage) - 4B: Hisui breaks out a waterpot. If the stream touches the enemy's feet, they'll be swept and will lose 20% circuit; if in Heat Mode, they will be drained to 10% of the circuit automatically. They will gain 3.8% as they get up. You cannot tech or cancel this move at all. (1 hit, 90 damage) - 5B x 2 (air): Upwards book slam, then a downwards one which knocks down. The second hit cannot be cancelled at all, will groundslam airborne enemies, and can be blocked low. (2 hits, 1060 damage) - 5C (hold): The same move as her 5C, but holding it will make Hisui run forward and inflict more hits. (3 hits, 1558 damage) - 6B: Upwards whack with her ladle, which launches the enemy. You cannot tech this move until you touch the ground. (1 hit, 720 damage) - 6C x 2: Upwards frying pan whack, then downwards for a knock down. Neither hit can be cancelled into anything, but both will inflict chip damage. The second hit of this move must be blocked high. (2 hits, 1656 damage) Specials -------- * Bento and Chair: 22A/B/C. This move cannot be super cancelled. Both bento attacks (A and B) are unblockable. You can only have two bentos on the screen at any given time, but there is no limit to the number of chairs you can have out. - A: Hisui lays down a tarp with a bento box lunch in it. If the enemy steps on it, the box will explode and juggle them up. (1 hit, 900 damage) - B: Same attack, but the bento slides just past halfway across the screen. (1 hit, 900 damage) - C: Hisui lays down a chair. This attack will deal no damage, but it will restrict the mobility of an enemy who touches it. * Featherduster: 623A/B/C. The cloud that the C version emits will last 3 seconds or 4 hits, whichever lasts longer. - A: Hisui dusts forwards. (2 hits, 1151 damage) - B: Hisui dusts upwards. This will juggle the enemy up. (2 hits, 1361 damage) - EX: Hisui uses the duster to shoot a dust cloud that goes halfway across the screen. (4 hits, 3339 damage, 60% scaled prorate) * Junku: 214A/B/C. The things Hisui throws are always randomized, and each item has a different damage and proration value to them. Each item also has a variable trajectory. This move cannot be super cancelled. - A: Hisui throws one thing. (damage variable) - B: Hisui throws two things. (damage variable) - EX: Hisui throws three things. (damage variable) - Clipboard: 1 hit, 630 damage - Brown Vase: 1 hit, 900 damage, 80% prorate - Lamp: 1 hit, 810 damage, 90% prorate - Clothes Hanger: 1 hit, 720 damage - China Vase: 1 hit, 900 damage, 80% prorate - Book: 1 hit, 450 damage * Ladle: 236A/B/C. This move can only be super cancelled in the air. - A: Hisui jabs rapidly with her ladle. (6 hits, 1593 damage) - B: Hisui keeps on jabbing more often. (9 hits, 1765 damage) - EX: Hisui jabs a lot, then finishes it with a spatula attack that wallslams. You cannot tech this move until you touch the ground. (17 hits, 3001 damage) - A (air): Hisui comes down at an angle and jabs with the ladle. (8 hits, 1597 damage) - B (air): More jabs with the ladle. (12 hits, 2227 damage) - EX (air): The EX version will juggle the enemy up as she hits them. All the hits may not land against some enemies. (14 hits, 2801 damage) Supers ------ * Hisuidoken: 41236C during Heat or Blood Heat. - Heat: Hisui swirls her arms and charges up a massive fireball. You can hold down C to charge this move according to either the size of the energy aura or the number of "swoop" sounds you hear. Nine is the maximum, and the damage and effects depend on the level the move is charged to. After nine swoops the move will automatically be released. The last version will wallslam. (1-3: 3 hits, 2614 damage; 4-6: 5 hits, 4074 damage; 7-9: 8 hits, 4910 damage, 8th hit 65% prorate) - Blood Heat: This version is the fully-charged Heat version and cannot be charged. (8 hits, 4910 damage, 8th hit 65% prorate) Shielding --------- * Shield Bunker: Hisui does... absolutely nothing except shield spark. If she is struck during that time, she will counter by shoving a vase in the enemy's face for a wallslam. Obviously, this move cannot be cancelled into anything. The landed version cannot be cancelled either. (1 hit, 972 damage) * Shield Counter - Air: Her 2C attack. This will knock enemies down to the ground. (1 hit, 496 damage) - Ground: A short version of her EX Ladle. There's two parts, and the wallslamming attack at the end won't combo. (6+1 hits, 1593+540 damage) - Crouch: Dashes and switches sides, then bows. The bow is cancellable into anything. * Last Arc: Done on the ground. Hisui will do her famous "anata wo hannin desu" line. While the attack itself deals little damage, it will reverse your controls for about ten seconds. (1 hit, 388 damage) Throws ------ C: A headbutt. Sometimes Hisui will fall down after she does this; this is totally random. If she does so, her recovery from the throw will be increased. (1 hit, 900 damage) C (air): Hisui grabs the enemy by the head and slams them down into the ground. You cannot tech this move until you touch the ground. (1 hit, 900 damage) -------------- Hisui & Kohaku -------------- "Nee-san, yoroshiku." "Haaai~! Hisui-chan koutai!" Damage Ranking: See respective sister Match 4: Akiha Tohno Match 8: Neco-Arc Heat Activation: See respective sister Note: Hisui and Kohaku have all the exact same moves as the individial sisters, which will not be listed here. Only moves unique to the duo will be described. Also note that when using an Assist or while tagging, the other sister can be knocked down, but you will not take extra damage if that happens. The duo cannot do their normal 214 moves, but Kohaku can still use her air Bombs. Normals ------- * See respective sister Specials -------- * Tag: 22D. Switches between sisters. Requires no circuit, but the switch won't happen until they touch hands. This move cannot be super cancelled. * Hisui Assist: 214A/B/C with Kohaku active. This move cannot be super cancelled at all. You gain no circuit from this move. - A: A running shove that wallslams. (1 hit, 540 damage) - B: A running chair smash. (2 hits, 1417 damage) - C: A quick jumping C attack. (1 hit, 900 damage) * Kohaku Assist: 214A/B/C with Hisui active. This move cannot be super cancelled at all. You gain no circuit from this move. - A: B Plant, the spinny tree. (8 hits, 1792 damage) - B: A air Bomb. (3 hits, 1569 damage, 3rd hit 80% prorate) - C: Jumping 5C attack. (2 hits, 1417 damage) Supers ------ * Maid Beatdown: 214214C during Heat or Blood Heat. This move has no Blood Heat counterpart. The active sister will do a single hit, and if it connects, they will both go into an automated team attack super. (23 hits, 3612 damage) * Switch Super: 63214C during Heat or Blood Heat. This move has no Blood Heat counterpart. The inactive sister will do her Arc Drive for its normal effects. Note that using this move will not end Heat or Blood Heat. (Kohaku: 3 hits, 3932 damage; Hisui: 3 hits, 2614 damage) Shielding --------- * Shield Bunker: See respective sister. * Shield Counter: See respective sister. * Last Arc: See respective sister. Throws ------ See respective sister. ------ Kohaku ------ "Sunao na kokoro no shouri desu!" Damage Ranking: 90% Match 4: Akiha Tohno (Reversed) Match 8: Neco-Arc Heat Activation: Juggles up Note: Kohaku will do some funny stuff if you let her crouch for about one minute. Normals ------- * Standing - A: A quick jab. (1 hit, 315 damage, 78% prorate) - B: A fairly long-ranged swipe with her broom. (1 hit, 540 damage) - C: A twirling broom attack which will launch the enemy. The last four hits of this move can be airblocked. (5 hits, 1818 damage) * Crouching - A: A low jab to the shins. (1 hit, 270 damage, 78% prorate) - B: A two-hit attack with her broom. This move can be airblocked. (2 hits, 885 damage) - C: A long-ranged broom sweep with huge recovery. This can be blocked high. You cannot tech this move at all. (1 hit, 990 damage, 55% prorate) * Jumping - A: A two-hit jab with the handle of her broom. (2 hits, 460 damage, 73% prorate) - B: An upwards broom swipe. (1 hit, 450 damage) - C: An overhead broom swing that will knock down an airborne enemy. You cannot tech this move until you touch the ground. (1 hit, 1080 damage) * Charged - 2C: A delayed version of her 2C. This move can be blocked high. (1 hit, 1620 damage) - 5C (air): A delayed version of her air 5C. This move will knock down an airborne enemy. You cannot tech this move until you touch the ground. (1 hit, 1620 damage) * Command - None Specials -------- * Sword: 236A/B/C. You can cancel the A version into any special, EX Move, or Arc Drive if it lands. - A: A quick slash with a concealed sword in her broom. (1 hit, 900 damage) - B: An upwards slash with the sword. Much wider attack area than the A Sword, and will juggle the enemy into the air. (1 hit, 1080 damage) - EX: Kohaku slashes once, and if she hits the real strike will come a second later. You cannot tech this move at all. This move can be EX or Arc Drive cancelled if whiffed or blocked. (1 hit, 2520 damage) - A (charged): Delayed version of her A Sword. This move must be blocked low. You cannot tech this move until you touch the ground. (1 hit, 1350 damage) - B (charged): Delayed version of her B Sword, which will wallslam. (1 hit, 1620 damage) * Bomb: 214A/B/C. For the ground version, Kohaku is completely invincible shortly after she takes to air right until she hops off her broom. This does not apply to the air version. This move cannot be super cancelled at all. - A: Kohaku flies halfway across the screen. Press A, B, or C to make her drop a bomb, which will juggle the enemy into the air. (3 hits, 1569 damage, 3rd hit 80% prorate) - B: Kohaku flies 90% across the screen. Press A, B, or C to make her drop the bomb. Juggles the enemy into the air. (3 hits, 1569 damage, 3rd hit 80% prorate) - EX: Kohaku will drop four bombs in succession, slowly. Damage tends to be a bit random depending on which bombs hit. (9 hits, 2945 damage, any hit 75% prorate) - A (air): Kohaku flies just short of halfway across the screen and drops the bomb automatically. (3 hits, 1569 damage, 3rd hit 80% prorate) - B (air): Kohaku flies just past halfway across the screen and drops the bomb automatically. (3 hits, 1569 damage, 3rd hit 80% prorate) - EX (air): Kohaku will fling the bombs all at once. (12 hits, 3737 damage, any hit 75% prorate) * Plant: 22A/B/C or 222C. You can only have one plant out at any given time. This move cannot be super cancelled at all. - A: A spinny tree that goes up at an angle, juggling the enemy in the air. (5 hits, 1260 damage) - B: A tree that whips its limbs around. (8 hits, 1792 damage) - EX: A cactus which will punch the enemy a lot, and then finish up with a wallslamming punch. The toss itself will hit as well. (1+18 hits, 900+3078 damage, 1st hit 85% prorate) - EX (Johnny): Done with 222C. Kohaku tosses out a firebreathing Venus flytrap which will spit fireballs at the enemy and track which side they are on. Each fireball deals the same amount of damage and will juggle the enemy up, resulting in a move that will never fully combo. Note that Johnny requires 150% circuit. (8 fireballs, 720 damage each, any hit 80% prorate) * Drug-On Install: 1632143C. There is no "normal" version of this move, and it requires 100% circuit. Kohaku will shoot herself up with some medicine and gain a full Blood Heat circuit and hyper armor. She will not be able to complete this move if she's hit before the screen goes black or before she injects herself. After the duration is over, Kohaku will have hyper armor for about another 10 seconds. Your will always be drained to 0% after this move ends. Supers ------ * Mr. Chin: 41236C during Heat or Blood Heat. The rest of this move will only come out if the initial hit lands, and all of it is unblockable. - Heat: Kohaku flies forward in a cheongsam, does two punches, then a wallslamming circle kick. (3 hits, 3932 damage) - Blood Heat: Same move, but Kohaku throws in a few extra punches and kicks here and there. (11 hits, 5572 damage) Shielding --------- * Shield Bunker: Kohaku turns around for a sword swipe which parries, then does the swipe. This move can only be EX and Arc Drive cancelled, and counts as a special move so super cancelling will cause 65% proration. Note that this is one of the few bunkers that does not launch. If the bunker lands properly you cannot tech this move at all. This move can be airblocked and must be blocked low. (1 hit, 1350 damage) * Shield Counter - Air: Drops two Kohaku bombs. (5 hits, 2566 damage, any hit 75% prorate) - Ground: Does a version of the A Sword which will sweep. (1 hit, 1350 damage) - Crouch: Rolls and switches sides. * Last Arc: Done on the ground. Kohaku retaliates with a sword swipe as a background of a weird lizard and some kanji fly around. This move is unblockable. (1 hit, 3420 damage) Throws ------ C: Kohaku injects the enemy with a needle. You cannot tech this move at all. (1 hit, 900 damage) C (air): Kohaku drops a weight on the enemy's head. You cannot tech this move at all. (1 hit, 900 damage) ---------- Mech-Hisui ---------- "BIIIMU." Damage Ranking: 85% Match 4: Neco-Arc Match 8: Neco-Arc Heat Activation: Wallslam Note: Mech-Hisui's airdash has a jet backpack (a Scrander, for all you Mazinger fans) that can hit the enemy for 180 damage, 50% prorate. Once in a while, Takashi Takeuchi (Tsukihime's character designer) will show up besides Mech-Hisui in her intro and winposes. Also, Mech Hisui's dash cannot be cancelled by pressing 4 or 6, but you can cancel it with any attack or a backdash. Normals ------- * Standing - A: A quick slap to the face. (1 hit, 270 damage, 78% prorate) - B: Similar to Hisui's shove attack, but with an extendo-hand. (1 hit, 630 damage) - C: An overhead swipe with a chainsaw. It will deal chip damage, and can be airblocked. (4 hits, 1450 damage) * Crouching - A: A quick jab to the shins. This move can be blocked high. (1 hit, 270 damage, 78% prorate) - B: An extendo-hand version of Hisui's double-handed shove attack. (2 hits, 885 damage) - C: Mech Hisui pulls out a lightsaber and swipes. You cannot tech this move at all. (1 hit, 1080 damage, 65% prorate) * Jumping - A: A multi-hitting extendo-jab. (5 hits, 814 damage, 80% prorate) - B: An upwards swipe with a large paper fan. (1 hit, 509 damage) - C: A smash with a large sledgehammer. (1 hit, 990 damage) * Charged - 2C: Delayed version of her 2C. Hits pretty hard for being relatively fast. You cannot tech this move at all. (1 hit, 2070 damage, 65% prorate) - 5C: Delayed version of her 5C. It will deal chip damage. (4 hits, 2432 damage) - 5C (air): Delayed version of her j.5C. This move will knock down an airborne enemy. (1 hit, 1440 damage) * Command - 2C (air): An obnoxiously long-ranged flamethrower attack. It will deal chip damage. (8 hits, 2126 damage) - 4B: A wrist flamethrower. Note that this attack persists until all the flames are gone. It will deal chip damage. (16 hits, 1872 damage, any hit 60% prorate) - 6C: A sledgehammer launcher that has deceptively good range. It will deal chip damage. (1 hit, 540 damage) Specials -------- * Missile: 214A/B/C. This move cannot be super cancelled. - A: Mech Hisui opens fire with a single missle that juggles up if it hits. The missile will arc upwards. (1 hit, 675 damage) - B: Opens fire with two missiles, one straight and one downwards. This will juggle up if it hits. (2 hits, 1275 damage) - EX: Mech Hisui bows and unloads a huge missile from beneath her skirt. The missile starts low and will arc slightly upwards, juggling up if it hits. (1 hit, 2700 damage) * Electricity: 623A/B/C. This move deals no chip damage, and can only be super cancelled on the last hit. - A: Hisui unleashes electricity from her fingertips. It juggles up if it lands. (4 hits, 1289 damage) - B: More electricity, more startup. (15 hits, 1575 damage) - EX: Lots of electricity but starts up fairly quickly. This version will also knock down. You cannot tech this move at all. (19 hits, 3009 damage) * Beam: 236A/B/C. This move cannot be super cancelled. The B and EX beams are persistent and will come out even if Mech Hisui is hit. - A: Eye beam! Most characters can crouch under this. (1 hit, 900 damage) - B: A bit more startup, but hits harder. (1 hit, 1620 damage) - EX: This version juggles up if it lands, and is harder to crouch under. (3 hits, 1854 damage, any hit 90% prorate) * Barrier: 22A/B/C. This move cannot be super cancelled. - A: A quick forcefield surrounds Mech Hisui for an anti-air attack. Juggles up if it hits. (1 hit, 900 damage) - B: More startup and way more hits. This move's recovery is absolutely terrible, and it knocks the enemy down to the ground. (7 hits, 1701 damage) - EX: Starts up fast and recovers fast enough for you to combo afterwards. (11 hits, 2762 damage) * Railgun: 214A/B/C. This move cannot be super cancelled. - A (air): Mech Hisui pulls out a crossbow-like weapon and fires three bullets at a downwards angle. (3 hits, 1569 damage) - B (air): Same move, but five bullets. (5 hits, 2530 damage) - EX (air): Mech Hisui fires six bullets which circle around for a second before homing in on the enemy. (6 hits, 1989 damage) * Lasso: 421A/B/C. This move cannot be super cancelled. This move will only connect if you are at a specific range approximately 1-2.5 widths away from the enemy. - A: Mech Hisui whips the lasso out and throws the enemy up into the air. (1 hit, 1220 damage) - B: Mech Hisui whips the lasso out for a wallslam. This move is unblockable. (1 hit, 1080 damage) - EX: Mech Hisui whips the lasso out and sets them down right next to herself. Good for long combos. (1 hit, 740 damage) Supers ------ * Saturday Night Forever: 41236C during Heat or Blood Heat. - Heat: A bunch of Mech-Hisuis storm through in a cavalcade. This move hits inconsistently in the air because of the juggles. You can combo after it. (13 hits, 3867 damage, any hit 90% prorate) - Blood Heat: Even more Mech-Hisuis storm in, including a bunch of flying ones. This move is pretty much unavoidable. For best results use at a distance while enemy is grounded. (28 hits, 5573 damage, any hit 90% prorate) Shielding --------- * Shield Bunker: Mech Hisui does Getta Lyger's drill arm attack. This move can only be EX and Arc Drive cancelled, and counts as a special move so super cancelling will cause 65% proration. If all hits of this move land, you will gain 27.2% circuit back. You can airblock this move. (8 hits, 1597 damage) * Shield Counter - Air: A Railgun. Usually all 3 hits won't connect due to the angle. (3 hits, 1569 damage) - Ground: Mech Hisui unleashes a whole bunch of missles. They won't all combo, but they'll do a good job of getting the enemy away. (6 hits, 3410 damage) - Crouch: Dashes and switches sides. * Last Arc: Done in the air. Mech Hisui transforms into a jet (Waverider, for you Zeta Gundam fans) and rams the enemy a couple times. Damage seems to vary slightly by 100-200 points. (4 hits, 5085 damage) Throws ------ C: Mech Hisui grabs the enemy and shocks them with electricity. You get 20.4% circuit from this move, and cannot tech it at all. (7 hits, 1710 damage) C (air): Mech Hisui grabs the enemy by the head and slams them down to the ground. (1 hit, 900 damage) ------------ Miyako Arima ------------ "Kono yarou!!" Damage Ranking: 100% Match 4: Shiki Nanaya Match 8: Neco-Arc Heat Activation: Juggles up Note: Miyako cannot cancel her dash into anything except a jump or a backdash. However, she can kara cancel her backdash into her forward dash, allowing her to repeatedly forward dash by tapping 4466 extremely quickly. Normals ------- * Standing - A: A quick jab to the face. This is only notable because it's the only 5A in the game that doesn't prorate. (1 hit, 270 damage) - B: An elbow to the face. This move advances her forward. (1 hit, 630 damage, 92% prorate) - C: A shoulder check. This move advances her forward a lot, but it can only be cancelled into specials. It will deal chip damage. (1 hit, 900 damage, 88% prorate) * Crouching - A: A punch to the shins. (1 hit, 270 damage, 78% prorate) - B: An upwards punch to the gut. This move advances her forward, and can be blocked high. (1 hit, 900 damage) - C: A quick but short-ranged sweep. You cannot tech this move at all. (1 hit, 900 damage, 50% prorate) * Jumping - A: A downwards-angled punch. Pretty horrible range. This move can be blocked low. (1 hit, 270 damage, 78% prorate) - B: A wide palm blow that has a very wide crossup hit box. (1 hit, 630 damage) - C: A two-handed downwards thrust with both hands. (1 hit, 900 damage, 85% prorate) * Charged - None * Command - 6B: A lunging version of her 5B. This will juggle the enemy up, and can be airblocked. (1 hit, 495 damage, 75% scaled prorate) - 6C: A slow upwards punch. This move can be comboed only from 6B and 2C, and can be airblocked. It will deal chip damage. (1 hit, 900 damage) Specials -------- * Elbow Smash: 236A/B/C, 6A/B. You can super cancel either hit of this move, but the second hit will not come out unless the first hit lands. You can also switch between either version for the second hit. If Miyako switches sides with the enemy when she does either hit of the B version, you will have to switch your command to accomodate. - A: Miyako will do a lunging elbow attack, then a shoulder check. (2 hits, 1065 damage) - B: There's a bit more startup to this version, but if Miyako is within 1.5 character widths, she will switch sides with the enemy before attacking. Note that this will not happen in the corner. Both hits have the ability to switch sides. (2 hits, 1603 damage) - EX: Miyako will do a very fast, long-ranged elbow attack that goes 80% across the screen. If she's within 4 widths of her enemy, she will switch sides with them before attacking. This move will wallslam, and cannot be airblocked. You cannot combo after it, however. (1 hit, 1620 damage, 90% prorate) * Renkantai: 623A/B/C. This move can only be super cancelled on the last hit. - A: Miyako does a quick kick with one leg, then the other. (2 hits, 1091 damage) - B: This version hits three times if she's close for damage. (3 hits, 1570 damage) - EX: Miyako does three kicks, and the last one will launch them way up into the air. Can't combo after it, though. (3 hits, 2473 damage, 3rd hit 60% prorate) - A (air): Pretty much a weaker version of the ground version. (2 hits, 841 damage) - B (air): Same as her ground version, but without the first hit. (2 hits, 1251 damage) - EX (air): This version will wallslam instead of juggle up. (2 hits, 2102 damage) * DOKKAN: 214A/B/C. This move cannot be super cancelled. - A: A lunging punch that explodes with raw kung-fu spiciness. If it hits them in the air, it will wallslam. Miyako has a bit of super armor when she's winding up. (1 hit, 720 damage) - B: More startup, but also more super armor. (1 hit, 900 damage) - EX: The EX version will wallslam by default. (1 hit, 1980 damage, 65% prorate) * Stomp: 22A/B/C. This move cannot be super cancelled. The B version hits low. - A: Miyako stomps her foot on the ground for a knockdown. The range is just under two widths. (1 hit, 720 damage) - B: Miyako rears up and stomps for a juggle up. The range is about three widths. You cannot tech this move until you touch the ground. (1 hit, 630 damage) - EX: DOKKAN! A full-screen ranged stomp with some startup. (1 hit, 1620 damage, 80% prorate) Supers ------ * Big-Ass Stomp: 41236C during Heat or Blood Heat. - Heat: Miyako stomps down hard enough to cause an eruption of ki around her. This move is unblockable in the air, but has very bad recovery. You can hit with the aura, but only the "center" of it. (1 hit, 3420 damage) - Blood Heat: The Blood Heat version is bigger and hits harder, but has just as bad recovery. The fringe of the aura will hit for this version. (1 hit, 4320 damage) Shielding --------- * Shield Bunker: Her 6C move with a shield frame attached. A large number of shield frames, actually. You can cancel this move into anything. It will deal chip damage, and can be airblocked. (1 hit, 900 damage) * Shield Counter - Air: Just her air EX Renkantai. (2 hits, 2030 damage) - Ground: A wallslamming version of her 5C. (1 hit, 900 damage) - Crouch: Dashes and switches sides. * Last Arc: Done on the ground. Miyako screams a lot, hops forward and DOKKANS her enemy for a wallslam. This move is unblockable. (1 hit, 2880 damage) Throws ------ C: Miyako grabs the enemy and shoves them to one side. This move deals very little damage by itself, but you can combo from it with 5C or 2C. (1 hit, 450 damage, 65% prorate) C (air): Miyako grabs the enemy by the head and leapfrogs over them. You cannot tech this until you touch the ground. (1 hit, 1170 damage) ------------- Nrvnqsr Chaos ------------- "Muahahaha... aaaaahahahahaha!" Damage Ranking: 90% Match 4: Ciel Match 8: Arcueid Brunestud Heat Activation: Wallslam Note: Nrvnqsr's front dash is a teleport with fixed distance and no startup or recovery. You cannot jump from his dash, obviously. Normals ------- * Standing - A: A quick shove of his arm with a spiky bit coming from it. It will deal chip damage. (1 hit, 270 damage, 78% prorate) - B: A ridiculously long-ranged move with a wolf lunging from his chest. It will deal chip damage, but only against grounded enemies. This move can be airblocked. (6 hits, 1556 damage) - C: A pair of alligator jaws snaps from Nrvnqsr's torso. This move can only be EX or Arc Drive cancelled. (4 hits, 1518 damage) * Crouching - A: Nrvnqsr shoves a bunch of snakes at you. (3 hits, 446 damage, 78% prorate) - B: A long centipede tail snakes around to strike. This move can be blocked high. The first hit will knock your enemy down. (4 hits, 962 damage, 1st hit 65% prorate) - C: A massive jaw of something strikes upwards. This move can be blocked high. (1 hit, 900 damage) * Jumping - A: Nrvnqsr sticks a clawed bat wing downwards. This move can be blocked low. (1 hit, 315 damage, 78% prorate) - B: A whipping attack with something's tail. The second hit of this move can be blocked low. It will deal chip damage. (2 hits, 790 damage) - C: A massive cluster of mouths and fangs aimed horizontally. The fourth hit will wallslam an airborne enemy. (4 hits, 1779 damage) * Charged - 2C: A delayed version of his 2C. This move will juggle them up for a combo. (1 hit, 1440 damage, 90% prorate) * Command - 4C: A huge mantis leg claws up, covering half the screen. You cannot cancel this move at all. It will deal chip damage. This move can be airblocked. (2 hits, 1243 damage) Specials -------- * Crow: 236A/B/C. This move cannot be super cancelled. - A: Nrvnqsr fires a crow like a bullet. Quick, fast, and persists even if he gets hit. (1 hit, 720 damage) - B: The crow flies up, and doesn't come down for two seconds. If it its, it will juggle the enemy up. (1 hit, 720 damage) - EX: Lots and lots of crows. This comes out extremely quickly, about 2-3 frames. Because of the number of hits, it's difficult to tell exactly how much damage it really does. Each crow deals exactly 200 points of damage; scale this down accordingly. (50 hits, 2766 damage) * Snake: 214A/B/C. This move cannot be super cancelled. You cannot have more than one snake on the screen at once. - A: A slow-moving snake. Hold A to control when it bites. When it does bite, it will turn into a huge maw and suck the enemy down through the ground and spit them back out from the top of the screen. You cannot tech this move until you touch the ground. (6 hits, 1221 damage) - B: A faster-moving snake. This will bite automatically when it's below the enemy for a hit that juggles up. You cannot tech this move until you touch the ground. (1 hit, 900 damage, 87% prorate) - EX: A snake that turns into a huge maw. It will track the enemy's position and attack for a hit that juggles up. You cannot tech this move until you touch the ground. (1 hit, 2250 damage, 75% prorate) * Deer: 421A/B/C. This move cannot be super cancelled. You cannot have more than one deer on the screen at once; this means you have to wait until it trots off-screen before you can use it again. - A: Nrvnqsr releases a deer from his body. The deer will trot towards the enemy for about 1.5 seconds before attacking, whether it's in range or not. (Far: 1 hit, 1080 damage; Close: 1 hit, 720 damage) - B: Same deer, but two attacks. There seems to be no range modifier on this one. The hits will only combo off an air counterhit. (1+1 hits, 720+720 damage) - EX: Same deer, three attacks. More damage on this one, though. (1+1+1 hits, 1350+1350+1350 damage) * Arm Swipe: 63214C. There is no "normal" version of this move, and it requires 100% circuit. Nrvnqsr opens his trenchcoat and a clawed monster swipes down. The third hit will wallslam. (3 hits, 2476 damage) Supers ------ * Beast: 41236C during Heat or Blood Heat. - Heat: Nrvnqsr sheds his appearance and turns into a huge frothing hellbeast, then charges forward for an unblockable hit. There's a fair bit of startup to this. You cannot tech this move at all. (1 hit, 3150 damage) - Blood Heat: Same move, but two hits. Nrvnqsr will charge forward across the screen, then back to his current position (the second hit may whiff depending on your positioning). Both hits are unblockable. You cannot tech this move at all. (2 hits, 4898 damage) Shielding --------- * Shield Bunker: His 5B. You will gain 27.2% circuit if you land all 5 hits of this move. You cannot cancel this move at all. It will deal chip damage, but only against a grounded enemy. This move can be airblocked. (5 hits, 1332 damage) * Shield Counter - Air: His jumping B attack. (2 hits, 726 damage) - Ground: His 5C attack. (4 hits, 1518 damage) - Crouch: Dashes and switches sides. You cannot jump cancel this move. * Last Arc: Done on the ground. Nrvnsqr's chest opens up and he unleashes a cone of raw chaos at the opponent. You can combo after this. (15 hits, 3836 damage) Throws ------ C: Nrvnqsr grabs the enemy by the neck and shoves a bunch of crows in their face. (9 hits, 1414 damage) C (air): Nrvnqsr grabs them with one arm, which bulges with muscle, and punches them into the ground. You cannot tech this throw at all. (1 hit, 1076 damage) --- Ren --- "............." Damage Ranking: 110% Match 4: Ciel Match 8: Shiki Nanaya Heat Activation: Wallslam Note: Ren cannot backdash cancel any of her normals. When Ren crouches, she turns into a cat. She is very small in this form, and can pad forward by holding down 3. She also cannot control the direction of her neutral jump. Normals ------- * Standing - A: A tiny fingerpoke with her ball. This move can be airblocked. (2 hits, 552 damage, 78% prorate) - B: A relatively long-ranged outwards swipe with her ball. (3 hits, 1126 damage) - C: A double spin with her ball. This move is only cancellable on the first, second, and fifth hits. (5 hits, 1427 damage, 75% prorate) * Crouching - A: A quick swipe with her paw. This move can be blocked high and can be airblocked. (1 hit, 270 damage, 76% prorate) - B: A kick that knocks the enemy down. This move will advance her forward. You cannot tech this move at all. (1 hit, 585 damage, 65% prorate) - C: Ren sends an illusion of herself to pounce forward for a low hit. This move cannot be cancelled, but once it's begun her illusion will persist and always trade hits at minimum. This move can be blocked high. (1 hit, 810 damage) * Jumping - A: A horizontal poke that comes out very quickly. This move can be blocked low. (1 hit, 315 damage, 78% prorate) - B: A turn kick with minor startup. This move has some pretty big crossup hitboxes. (1 hit, 630 damage) - C: A somersaulting smash with her ball. This move has decent priority and a huge crossup hitbox, but can be blocked low. (1 hit, 1080 damage) * Charged - None * Command - 2C (air): Ren surrounds herself with streams of light. This move has huge crossup hitboxes, but you cannot cancel it into anything else. It hits in two bursts with a slight pause in between. This move can be blocked high. (4 hits, 1371 damage) - 3C: This is the same as her 2C pouncing sweeping, but Ren will move forward with her illusion after it's done. It's also cancellable, but only into specials, EX moves, and Arc Drives. This move can be blocked high. (1 hit, 810 damage, 78% prorate) Specials -------- * Ice Blade: 236A/B/C. You cannot super cancel the ground B and charged B versions of this move. - A: Ren fires off a blade of ice down towards the ground. This doesn't hit low, however. The blade will knock the enemy up into the air (no followup). (1 hit, 720 damage) - B: Ren fires off an upwards ice blade. The blade will juggle the enemy up into the air (no followup). (1 hit, 720 damage) - EX: Ren twirls and twirls and twirls and makes a deadly bouquet of ice blades from her back. This move is has no invincible frames and is very slow to start up, but it's unblockable in the air, and you can't tech it until you hit the ground. (8 hits, 2965 damage, 8th hit 40% prorate) - A (air): This version goes forward, and she'll hover in air for a sec. It will juggle the enemy up but you can't hit them afterwards. (1 hit, 720 damage) - B (air): This version goes upwards, and she'll hover in air for a sec. It will juggle the enemy up but you can't hit them afterwards. (1 hit, 720 damage) - EX (air): Fires off a bunch of midair A Ice Blades with fairly quick startup. These blades appear a bit beneath her, so it's hard to land in an air combo. (7 hits, 3174 damage) - A (charged): This comes out very slowly, but inflicts enough stun to let you do almost anything afterwards, and it keeps the enemy grounded. (1 hit, 1350 damage) - B (charged): Not as slow as charged A Ice Blade, and it sends both A and B versions out. They'll both hit only if close. (2 hits, 1361 damage) * Spin: 623A/B/C. This move can only be super cancelled with the A version on the last hit. - A: Ren twirls forward and does a circle kick. If you press A before the circle kick she will spin again, then do the kick (you can't interrupt a 2nd time). If you press B before the circle kick she will stop. A second spin will not combo with the first. (4 hits, 1191 damage) - B: Ren twirls forward a bit higher and farther, but with a bit more startup. You can do the same finishers as with the A version. If not, she will do a circle kick that wallslams. (4 hits, 1893 damage) - EX: Ren twirls forward and does a wallslamming circle kick. This one can't be interrupted. (9 hits, 3338 damage) * Cat: 214A/B/C. This move cannot be super cancelled. You can have only two of any cat on the screen at any given time. - A/B: Deposits a cat which walks across the screen. The cat's color determines what it does: - White: Will push the enemy back, but deal no damage. - Grey: Seems to do nothing. - Black: Knocks down. (1 hit, 90 damage) - Tabby: Juggles up for an air combo, moves fast across the entire screen. (1 hit, 90 damage) - C: Releases a Neco-Arc which flies forward onto the ground, then rockets up into the air; it'll hit once when released and once as it flies up. The second hit will juggle the enemy up for a hit that cannot be airteched, unless it hit you mid-air. Note that the Neco-Arc will be a valid hitbox until it leaves the screen or touches the enemy. The two hits don't combo, but the first hit must be blocked high. (1+1 hits, 199+765 damage) * Teleport: 421A/B/C. This move cannot be super cancelled. It also doesn't deal any damage. - A: Ren ducks, and reappears in halfway across the screen in cat form. Very slow. - B: Ren jumps... and fades away, not moving an inch. Rather quick recovery. - C: Ren runs forward... and fades away, moving only a bit forward. Pretty bad recovery. Supers ------ * Superball: 41236C during Heat or Blood Heat. - Heat: Ren fires off an orb of energy that hits 3-23 times depending on how far away she is, and where the enemy is in respect to the screen edge. For best results, do while enemy is in the middle of the screen with Ren about 3 widths away, and run after them as they get hit. (3-26 hits, 652-3473 damage) - Blood Heat: When in Blood Heat, the orb will hit only once, the screen will go dark, and Ren will do... something to the enemy in Raging Demon fashion. She may show up in a nightie or swimsuit before beating down. You can glitch this move by hitting her out of her animation as the ball hits, thus allowing Ren to do whatever she wants as the super happens. (16 hits, 5154 damage) Shielding --------- * Shield Bunker: An upwards swipe with her glowy ball thing. This will launch, but you can't follow up with an air combo. You get 20.4% circuit if this lands. You cannot tech it until you touch the ground, and you cannot cancel this move at all. (1 hit, 900 damage) * Shield Counter - Air: Drops a giant cake on the enemy. You can combo after this. (1 hit, 1407 damage) - Ground: Turns herself into a huge mallet with a ribbon and smacks the enemy. Juggles up, but you can't hit them afterwards. This move is unblockable. (1 hit, 1999 damage) - Crouch: Dashes and switches sides. * Last Arc: Done in the air. Drops a cake on the enemy, then a bunch of forks and knives. You can combo after this move. This move is unblockable. (10 hits, 3439 damage) Throws ------ C: Ren grabs them by the face and tosses them in the opposite direction. (1 hit, 1080 damage) C (air): Ren does the same thing but in the air. Note that at the right height, Ren will touch down to the ground first and can attack while they're still in the air, as you cannot tech this throw until you hit the ground. (1 hit, 871 damage) ---------------- Satsuki Yumizuka ---------------- "BAKA!" Damage Ranking: 100% Match 4: Sion Eltnam Atlasia Match 8: Ciel Heat Activation: Wallslam Note: Satsuki has a few auto-shield frames in her frontal dash, but cannot cancel it into anything at all. She also cannot do more than one action in the air, and has no air throw. Normals ------- * Standing - A: Your standard jab to the face. (1 hit, 315 damage, 76% prorate) - B: A swiping attack that advances her forward quite a bit. (1 hit, 630 damage) - C: A double-fisted slam to the ground. (1 hit, 900 damage, 80% prorate) * Crouching - A: Your standard crouching jab. (1 hit, 270 damage, 75% prorate) - B: An angry fist to the shins! (1 hit, 540 damage) - C: A two-hit double arm swipe. You cannot tech this move at all. (2 hits, 1373 damage, 2nd hit 55% prorate) * Jumping - A: Your standard jumping jab. (1 hit, 450 damage, 73% prorate) - B: A downwards two-handed attack with decent crossup boxes. (1 hit, 945 damage) - C: A powerful downwards punch. This will groundslam airborne enemies. (1 hit, 1260 damage) * Charged - 2C: A delayed version of her 2C. (3 hits, 2132 damage, 2nd and 3rd hits 55% prorate) - 5C: A delayed version of her 5C which launches. You cannot tech this move until you touch the ground. (1 hit, 1260 damage, 50% prorate) - 5C (air): A delayed version of her j.5C which groundslams. You cannot tech this move at all. (1 hit, 1890 damage, 50% prorate) * Command - None Specials -------- * Punch: 214A/B/C. This move cannot be airblocked. - A: A quick lunging punch with one fist. This move starts up fast but can lag badly if she's not spaced properly. (1 hit, 900 damage) - B: Satsuki winds up before swinging her arm in a powerful punch. This move must be blocked high. You cannot tech this move until you touch the ground. (2 hits, 2033 damage) - EX: A quick, wallslamming punch. Used to be much godlier. (1 hit, 2160 damage, 45% scaled prorate) * Pound: 22A/B/C. Only the A version can be super cancelled. This move cannot be airblocked. - A: An anti-air pound to the ground that juggles up. (1 hit, 900 damage) - B: Two pounds to the ground. You cannot tech this move until you touch the ground. (2 hits, 1591 damage) - EX: Satsuki gets majorly angry and pounds a lot of times. The last hit will wallslam. (7 hits, 3070 damage) * Grab: 236A/B/C. This move cannot be super cancelled, and deals no chip damage. This move will not hit airborne enemies. - A: Satsuki grabs and tosses the enemy to the other side of her. (1 hit, 1569 damage) - B: Satsuki grabs and slams the enemy down to the ground for a groundslam. You can link an EX Air Grab after this. (1 hit, 697 damage) - EX: Same as the B version, but you cannot tech it at all. (1 hit, 2092 damage) * Air Grab: 623A/B/C. This move cannot be super cancelled, and will not hit grounded enemies. It also cannot be airblocked. - A: Same as the A Grab. (1 hit, 1569 damage) - B: Same as the B Grab. (1 hit, 697 damage) - EX: This looks just like the B Grab, but its range is obscene, approximately half the screen. It won't hit enemies right above her, but will pretty much vacuum in anything else. (1 hit, 2092 damage) * Bite: 63214C. There is no "normal" version of this move, and it requires 100% circuit. Satsuki reaches out to bite the enemy, and if she succeeds she will gain a small amount of life back. This move is unblockable. (1 hit, 1800 damage) Supers ------ * Satsuki Flails: 41236C during Heat or Blood Heat. This move is unblockable. - Heat: Satsuki charges forward and stabs her arm into the enemy's gut. (1 hit, 2970 damage) - Blood Heat: Satsuki charges forward much faster and longer, stabs her arm into the enemy's gut, then proceeds to flail wildly at them, finishing the attack with a wallslamming punch. Against Shiki or Nanaya, she'll do a slightly different version with more hits. (Shiki and Nanaya: 37 hits, 5134 damage; everyone else: 23 hits, 5030 damage) Shielding --------- * Shield Bunker: A Punch. This move can only be EX and Arc Drive cancelled, and counts as a special move so super cancelling will cause 65% proration. If it connects properly, the punch will wallslam. This move cannot be airblocked. (1 hit, 900 damage) * Shield Counter - Air: A groundslamming version of her j.C. You cannot tech this move at all. (1 hit, 1749 damage) - Ground: A wallslamming version of her A Punch. (1 hit, 900 damage) - Crouch: Dashes and switches sides. * Last Arc: Done on the ground. Satsuki unleashes the power of her Depletion Garden Reality Marble, letting autumn leaves kick the enemy's ass. You can combo after this move. (20 hits, 3442 damage) Throws ------ C: Satsuki throws the enemy away to the other side. (1 hit, 900 damage) ------------ Shiki Nanaya ------------ "Kyokushi... Nanaya." Damage Ranking: 100% Match 4: Akiha Tohno (Reversed) Match 8: Nrvnqsr Chaos Heat Activation: Juggles up Note: Nanaya has a few auto-shield frames in his frontal dash. Also, you can tap the backdash command twice and he will do a backflip after the dash. Normals ------- * Standing - A: A long-ranged face jab. (1 hit, 306 damage, 70% prorate) - B: An elbow smash, the first part of his launcher. This move will advance him forward. You cannot cancel into his 2B from this move. (1 hit, 630 damage) - C: A lunging stab with bad recovery but good range. (1 hit, 1350 damage, 80% prorate) * Crouching - A: A quick jab. This move can be blocked high. (1 hit, 270 damage, 68% prorate) - B: A lunging stab. This move can be blocked high and will advance him forward. It will deal chip damage. (1 hit, 270 damage, 68% prorate) - C: A sliding sweep that's Shiki's 214 move. You cannot tech this move at all. (1 hit, 900 damage, 60% prorate) * Jumping - A: A straight-forward chop. This move can be blocked low. (1 hit, 270 damage, 78% prorate) - B: A two-hit knife swipe. (2 hits, 1063 damage) - C: A quick and painful downwards stab. This move can be blocked low. (1 hit, 1260 damage, 80% prorate) * Charged - 5B 5B: The second hit of his launcher can be charged so that it cannot be teched until the enemy hits the ground. (1+1 hits, 630+1530 damage, 2nd hit 75% prorate) - 5C: Delayed version of his standing C, but it's blockable in the air and on the ground. This will juggle the enemy up. (1 hit, 2160 damage) * Command - 5B 5B: A two-hit launcher where he uppercuts with his knife hand. (2 hits, 1501 damage, 2nd hit 63% prorate) Specials -------- * Slashy: 236A/B/C. Only the last hit of this move can be super cancelled. You can control the direction he's moving in by holding 4 or 6. - A: Nanaya slashes multiple times with his knife arm. (6 hits, 1240 damage) - B: More slashes, and more recovery. (12 hits, 1962 damage) - EX: Even more slashes! (18 hits, 3277 damage) * Slicey: 214A/B/C. This move cannot be super cancelled. - A: Nanaya leans forward, then teleports and does a flipping slice. This move hits high. (1 hit, 1080 damage) - B: Nanaya dashes forward with an arcing slash. This will wallslam if he's more than 2 widths apart. Within that, he will go through them and end up on the other side, blocked or not; a hit will juggle up. (Far: 1 hit, 810 damage; Close: 1 hit, 1440 damage) - C: Nanaya will lean forward, then teleport and go for a throw. (2 hits, 1307 damage) * Uppercut Kick: 623A/B/C. This move can only be super cancelled on the first hit. You can also cancel the second or third hits into his 22 Drop. - A: Nanaya does an upkick. There's a small invincibility window at the startup of this move that makes it unblockable in the air. (2 hits, 1831 damage) - B: Nanaya goes up higher. (3 hits, 2206 damage) - EX: Multi-hitting version that can't be teched until the enemy touches the ground. (6 hits, 3140 damage) * Teleport: 22A/B/C. This move cannot be super cancelled. - A: Nanaya crouches, then teleports halfway across the screen. - B: Nanaya crouches, then fakes a teleport without moving. - C: Nanaya crouches, then does... nothing. Useful! * Drop (air): 22 while jumping. This move cannot be super cancelled. - Nanaya drops straight down in the air, landing before his enemy can. Good for mixups. Supers ------ * Eyes of Direct Death: 41236C during Heat or Blood Heat. This move will erase all of your enemy's red life in normal mode, and leave a very small amount. - Heat: Nanaya leaps at the enemy with knife exposed. If a character is within his jump arc at any time, he will slash; this part can be avoided if you dash the instant he does so. The leap can also be shielded. It will also not hit if they're right next to him when he starts. (1 hit, 3780 damage) - Blood Heat: More damage than the Heat version, and it's also unblockable. (2 hits, 5226 damage) Shielding --------- * Shield Bunker: Pretty much the same move as his charged B launcher. You can cancel this move into anything. (1 hit, 1080 damage) * Shield Counter - Air: Just his jump 5C that groundslams. I'm not sure if it groundslams only on counterhit or what. (1 hit, 1749 damage, 80% prorate) - Ground: EX Slashy. Slow to come out, and the pushback prevents all the hits from landing. (25 hits, 3431 damage) - Crouch: Dashes and switches sides. * Last Arc: Done on the ground. Nanaya teleports forward, throwing his knife at the enemy, then alights atop their head and twists, ending back on the ground where he began afterwards. There is a small bit of startup between the flash and when he teleports, but the actual move is unblockable. (1 hit, 4140 damage) Throws ------ C: Just a basic throw where he slams them to the ground. You gain 4.2% circuit from landing one. (2 hits, 1321 damage) C (air): A slam down to the ground. You can 5.9% circuit off of this move, and cannot tech it at all. (2 hits, 1080 damage) ----------- Shiki Tohno ----------- "... korosu." Damage Ranking: 90% Match 4: Nrvnqsr Chaos Match 8: Warcueid Heat Activation: Wallslam Note: Shiki has a few auto-shield frames in his frontal dash. Also, you can tap the backdash command twice and he will do a backflip after the dash. Normals ------- * Standing - A: A low shin kick. (1 hit, 324 damage, 70% prorate) - B: An elbow smash, the first part of his launcher. This move will advance him forward. You cannot cancel into his 2B from this move. (1 hit, 630 damage, 78% prorate) - C: A lunging stab with bad recovery but good range. (1 hit, 1350 damage, 75% of current prorate) * Crouching - A: A quick jab. This move can be blocked high. (1 hit, 270 damage, 68% prorate) - B: A two-hit slash. The first hit of this will knock crouching enemies down, hits low, and can be airblocked. The second hit can be blocked high. (2 hits, 1074 damage, 85% prorate) - C: A slow, circular sweep with one leg. You cannot tech this move at all. (1 hit, 1080 damage, 55% prorate) * Jumping - A: A straight-forward chop. This move can be blocked low. (1 hit, 270 damage, 78% prorate) - B: A two-hit knife swipe. (2 hits, 963 damage, 1st hit 81% prorate, 2nd hit 79% prorate) - C: A slow but long-ranged downwards kick. (1 hit, 1080 damage, 75% prorate) * Charged - 5B 5B: The second hit of his launcher can be charged so that it cannot be teched until the enemy hits the ground. (1+1 hits, 630+1530 damage, 2nd hit 75% prorate) - 5C: Delayed version of his standing C, unblockable. This will juggle the enemy up. (1 hit, 1980 damage, 75% prorate) - 5C (air): Very slow version of his air C, which will groundslam the enemy. This move cannot be airdash cancelled. (1 hit, 720 damage, 90% prorate) * Command - 5B 5B: A two-hit launcher where he uppercuts with his knife hand. The second hit can be airblocked. (2 hits, 1309 damage, 1st hit 78% prorate, 2nd hit 63% prorate) Specials -------- * Dash Cut: 236A/B/C. Only the 3rd hit of the B version can be super cancelled. - A: Shiki slides forward and does a slashing move. (1 hit, 1260 damage) - B: Shiki slides a bit farther, and the slash hits multiple times. (3 hits, 1560 damage) - EX: Same move, but with a finishing slice at the end that wallslams. (4 hits, 2716 damage) * Slide: 214A/B/C. Nothing terribly special about this move. - A: Shiki slides forward for a low kick. (1 hit, 900 damage) - B: This version has more startup, but goes farther. (1 hit, 900 damage) - EX: After the slide, Shiki will do his A Dash Cut for a wallslam. Also, the slash itself can be cancelled into anything. (1 hit, 1701 damage, 2nd hit 70% prorate) * Uppercut Kick: 623A/B/C. This move can only be super cancelled on the first hit. - A: Shiki does an upkick, then his jump C that knocks down. There's a small invincibility window at the startup of this move that makes it unblockable in the air. You cannot tech this move at all. The second hit will whiff against most grounded characters that aren't tall enough. (2 hits, 1721 damage, 2nd hit 90% prorate) - B: Shiki goes up higher. This version will hit most of the characters the A version won't, but it knocks them much higher up, making it more to connect with moves if you super cancel it. (2 hits, 2151 damage, 2nd hit 90% prorate) - EX: A three-hit version that hits pretty hard for an EX move. (3 hits, 3793 damage, 3rd hit 90% prorate) * Teleport: 22A/B/C. This move cannot be super cancelled. - A: Shiki crouches, then teleports halfway across the screen. - B: Shiki crouches, then fakes a teleport without moving. - EX: Shiki crouches, then does a teleport and throw. Note that since this is actually a real throw and not a "hit" throw, it will whiff if they are in hitstun. Supers ------ * Eyes of Direct Death: 41236C during Heat or Blood Heat. This move will erase all of your enemy's red life in normal mode, and leave a very small amount in Blood Heat. Both versions are unblockable. - Heat: Shiki leaps at the enemy with knife exposed. If a character is within his jump arc at any time, they will be hit; however, this move can be shielded. It will also not hit if they're right next to him when he starts. (1 hit, 2880 damage) - Blood Heat: Same as the Heat version, but hits more times. (17 hits, 5028 damage) Shielding --------- * Shield Bunker: Pretty much the same move as his charged B launcher. You can cancel this move into anything. (1 hit, 1080 damage) * Shield Counter - Air: Just his jump 5C that groundslams. I'm not sure if it groundslams only on counterhit or what. (1 hit, 777 damage) - Ground: Nanaya's EX slashy. Slow to come out, and the pushback prevents all the hits from landing. (22 hits, 3280 damage) - Crouch: Dashes and switches sides. * Last Arc: Done on the ground. Shiki does a miniature Eyes of Direct Death, saying he'll show them the meaning of killing things. This juggles up for a combo, and is completely invincible but does not come out instantly. It is, however, unblockable. (1 hit, 1749 damage) Throws ------ C: Just a basic throw where he slams them to the ground. You gain 8.5% circuit from landing one. (2 hits, 1321 damage) C (air): A slam down to the ground. You can 11.9% circuit off of this move, and cannot tech it at all. (2 hits, 1046 damage) ------------------- Sion Eltnam Atlasia ------------------- "Sentou saikai shimasu!" Damage Ranking: 90% Match 4: Satsuki Yumizuka Match 8: Shiki Tohno Heat Activation: Wallslam Normals ------- * Standing - A: Your standard, everyday jab attack. (1 hit, 315 damage) - B: Sion rams her knee forwards. This attack can be airblocked, and will knock down crouching enemies. (1 hit, 450 damage) - C: Sion does a high roundhouse kick to the face. (1 hit, 900 damage) * Crouching - A: A kick to the ankles that hits extremely low. (1 hit, 315 damage, 75% prorate) - B: A lunging punch that also hits pretty low. This attack will knock down crouching enemies. (1 hit, 450 damage) - C: Sion pulls out her whip and spins around, snaking it at the enemy's legs. Incredibly slow, but this attack has super armor while Sion's still facing forward before spin. You cannot tech this move at all. (1 hit, 1080 damage) * Jumping - A: A low-angled kick. This move can be blocked low. (1 hit, 315 damage, 78% prorate) - B: A two-armed downwards attack. (1 hit, 630 damage) - C: A somersaulting kick with both legs. (1 hit, 900 damage) * Charged - 5C: Delayed high kick that wallslams. If this attack lands, the enemy cannot be hit any further. (2 hits, 1951 damage) - 5C (air): Delayed cycle kick. This attack will juggle the enemy higher up into the air. (1 hit, 828 damage) * Command - 3B: A two-fist uppercut that launches. Doesn't have the range it did from the original game. (1 hit, 630 damage, 75% prorate) - 6B: Overhead swinging kick. It's just an overhead if you press the button, but you can charge this attack, which will groundslam the enemy up into the air for a combo. (Normal: 1 hit, 630 damage; Charged: 1 hit, 1530 damage) - 6C, 4C: A whip swing downwards, then a sharp tug backwards. Both hits can be special, EX, or Arc Drive cancelled, and the second hit will chip. You cannot OTG after this move at all. (2 hits, 1510 damage) - 2B (air): Dive kick. This move can be blocked low. (1 hit, 720 damage) Specials -------- * Uppercut Whip: 623A/B/C. This move can only be super cancelled on the first two hits. - A: Sion twirls and brings her whip with her. This move has some invincible frames at startup, making it air unblockable. (2 hits, 1541 damage) - B: Goes a bit higher. This move also has invincible frames. (7 hits, 2202 damage) - EX: Goes the highest. This move also has invincible frames. (8 hits, 3091 damage) * Leg Grab: 214A/B/C. This move cannot be super cancelled. - A (air): Sion dives down and tries to catch them in a slam. This is almost point-blank. (1 hit, 1046 damage) - B (air): This goes down a bit farther but has startup. You must block this move high. (1 hit, 1350 damage) - EX (air): Goes down as far as her B version, but without the startup. Sion does five slams in a row. You can hold 4 or 6 to control the way she slams, and she will end up standing in the direction she's slamming. This move must be blocked high. (6 hits, 2852 damage) * Whip Catch: 214A/B/C. Only the B version of this move can be super cancelled. This move will not deal chip. - A: Sion tries to catch the enemy's ankle with her whip. If it lands it'll knock down. (1 hit, 828 damage) - B: Sion tries to do the same, but this move will set them in front of her, leaving them open for a combo. This move will not hit OTG. (1 hit, 720 damage) - EX: Sion does an extended version of her B Whip Catch. It can hit OTG and will set them up for a combo. All four hits are special, EX, or Arc Drive cancellable. (4 hits, 1713 damage, 4th hit 75% scaled prorate) * Slide Kick: 421A/B/C. This move cannot be airblocked. - A: Sion ducks forward. It's a fakeout move. - B: Sion ducks forward, then does a high kick that juggles up and can be cancelled by anything. You cannot tech this move until you touch the ground. (2 hits, 1411 damage, 2nd hit 65% prorate) - EX: Sion goes airborne with her kick, and you can follow it with an air combo. This counts as one of her jumps. The 3rd and 4th hit can be cancelled into anything. (4 hits, 2226 damage, 3rd & 4th hit 65% prorate) * Gun: 236A/B/C. This move cannot be super cancelled. - A: Sion fires at the ground once... (1 hit, 360 damage) - B: ... three times... (3 hits, 1045 damage) - C: ... five times. All the moves have about 40% screen reach. (5 hits, 1686 damage) * Reload: 22D. Cannot be super cancelled. Reloading manually is quicker than having her do it automatically when she runs out. Reloading when you have 13 bullets does nothing. This move restores her supply to 13 bullets. * Teleport: 66 after blockstun ends. Deals no damage. Sion teleports forward a short distance. Supers ------ * Black Barrel: 41236C during Heat or Blood Heat. This move can be airblocked. - Heat: Sion flicks a bullet up and then fires her gun off into the air. This can actually hit grounded opponents now, but to get the full damage you still need to hit them in the air. Note that the bullet flick can hit, and if it does so the rest won't connect on the ground. You can mash to get more damage. (Ground: 10 hits, 4497 damage; Air: 15 hits, 6565 damage) - Blood Heat: Sion will run forward first, do her 3B, then do the Black Barrel Replica. She will only run 95% across the screen; if you're all the way across from each other she won't reach. If the 3B is beaten, the rest of the move doesn't happen. Mash for more damage. (16 hits, 7376 damage) Shielding --------- * Shield Bunker: Incredibly slow version of her 6C which juggles up. This move can only be special, EX, or Arc Drive cancelled. (1 hit, 900 damage) * Shield Counter - Air: Midair charged 5C, juggles further up into the air. (1 hit, 828 damage) - Ground: EX Anti-Air Whip. (8 hits, 3091 damage) - Crouch: Rolls and switches sides. * Last Arc: Done in a crouch. Tethers herself down with her whip, then fires off a shot from the Black Barrel Replica in your face for a wallslam. (10 hits, 4243 damage) Throws ------ B: Sion tosses the enemy into the air away from herself. (1 hit, 450 damage) C: Sion climbs up and steps on the enemy's face. This move cannot be teched at all. (1 hit, 900 damage) C (air): Sion throws the enemy down to the ground. You cannot tech this move at all. (1 hit, 810 damage) ----------------------------- Sion Eltnam Atlasia (Vampire) ----------------------------- "... nikui..." Damage Ranking: 100% Match 4: Ciel Match 8: Shiki Tohno Heat Activation: Juggles up Normals ------- * Standing - A: A jab. What else is there to say? (1 hit, 315 damage, 78% prorate) - B: A short-ranged knee attack. This move will knock down crouching enemies. (1 hit, 450 damage) - C: A lunging downwards punch. The third hit can be special, EX, or Arc Drive cancelled. (3 hits, 1467 damage) * Crouching - A: A low, low kick. (1 hit, 315 damage, 75% prorate) - B: A low, lunging punch attack. This move will knock down crouching enemies. (1 hit, 450 damage) - C: A sweeping arm blow. You cannot tech this move at all. (1 hit, 1080 damage, 55% prorate) * Jumping - A: A downwards-angled kick. This move can be blocked low. (1 hit, 315 damage, 78% prorate) - B: A two-armed downwards attack. (1 hit, 630 damage) - C: A somersaulting kick with both legs. (1 hit, 900 damage) * Charged - 5C (air): Delayed cycle kick. This move juggles the enemy higher up into the air. (1 hit, 828 damage) * Command - 3B: A two-fisted uppercut that launches. (1 hit, 630 damage) - 6B: Overhead swinging kick. You cannot charge this attack. (1 hit, 630 damage) - 6C, 4C: An overhead whip swing, then a sharp tug backwards. Both hits can be special, EX, or Arc Drive cancelled, and the second hit will chip. You cannot OTG from this move at all. (2 hits, 1510 damage) Specials -------- * Katto Forward: 236A/B/C. Only the B version of this move can be super cancelled. - A: Walachia's forward blades. Hitting with this leaves you open for a bit if the enemy's on the ground. The blades will persist even if Sion is hit. (1 hit, 1080 damage) - B: Stronger version. This one is safe to hit with, and the blades will persist. (3 hits, 1830 damage) - EX: "Katto, katto, katto, katto!" Nothing really special, it deals more damage. (3 hits, 2614 damage) * Katto Up: 623A/B/C. This move cannot be super cancelled or airblocked. - A: Walachia's upward blades. Juggles the enemy up in the air, but you don't have enough time to combo afterwards. The blades persist even if Sion is hit. (1 hit, 1350 damage) - B: Stronger version. This can be comboed after if you're timing is good. The blades will persist. (2 hits, 1361 damage) - EX: "Katto, katto, katto, katto!" You cannot breakfall this until you touch the ground. This version comes out slightly slower than the other two. (5 hits, 2369 damage) * Summon: 22A/B/C. This move cannot be super cancelled. - A: Sion coils her whip and calls out the nightmare of Arcueid to do a wide horizontal uppercut. You can air combo afterwards. This move can be airblocked. (4 hits, 1344 damage) - B: Sion (Vampire) calls out Satsuki with her B Punch in the Face. You can air combo afterwards. (1 hit, 900 damage) - C: Sion (Vampire) calls out Akiha to walk and do a 6C command kick for a wallslam. (1 hit, 1350 damage) * Whip Catch: 214A/B/C. This move deals no chip damage. - A: Sion tries to catch the enemy's ankle with her whip. If it lands it'll knock them to the ground. This move can hit OTG. (1 hit, 828 damage) - B: Sion tries to do the same, but this move will set the enemy in front of her, open for a combo. This move cannot hit OTG. (1 hit, 720 damage) - EX: Sion does an extended version of her B Whip Catch. It can hit OTG and will set them up for a combo. All four hits are special, EX, or Arc Drive cancellable. (4 hits, 1713 damage, 4th hit 75% scaled prorate) * Leg Grab: 214A/B/C. This move cannot be super cancelled. - A (air): Sion dives down and tries to catch them in a slam. This is almost point-blank. (1 hit, 1046 damage) - B (air): This goes down a bit farther but has startup, and deals less. This move must be blocked high. (1 hit, 1350 damage) - EX (air): Goes down as far as her B version, but without the startup, and does five slams in a row. You can hold 4 or 6 to control the way she slams. Sion will end up facing in the direction she's slamming. This move must be blocked high. (6 hits, 3126 damage) Supers ------ * Bite: 41236C during Heat or Blood Heat. - Heat: An all-or-nothing move, Sion grabs you and takes a big bite. It deals about 31.5% average, and will heal her lifebar a bit (not just the red part, but the whole thing). It's also unblockable and doesn't seem affected by crouch damage scaling. (1 hit, 3150 damage) - Blood Heat: This move deals about 43.2% and reaches about two character widths. It is also unblockable and heals as well. (1 hit, 4320 damage) Shielding --------- * Shield Bunker: Incredibly slow version of her 6C which juggles up. This move can be special, EX, or Arc Drive cancelled. (1 hit, 900 damage) * Shield Counter - Air: Midair charged 5C, juggles further up into the air. (1 hit, 828 damage) - Ground: A series of katto's that juggles up. You can follow up with an air combo. (7 hits, 2416 damage) - Crouch: Dashes and switches sides. * Last Arc: Done on the ground. Her whip snakes out and her friend Reez Baife impales you with her Pile Bunker polearm for a wallslam. (8 hits, 5276 damage) Throws ------ B: Sion grabs the enemy and throws them to one side. (1 hit, 630 damage) C: Sion climbs on the enemy's face and stomps them with her boot. (1 hit, 828 damage) C (air): Sion grabs the enemy and throws them to the ground. You cannot tech this move at all. (1 hit, 810 damage) -------- Walachia -------- "Narase, narase, narase, narase, narase!!" Damage Ranking: 110% Match 4: Ciel Match 8: Arcueid Brunestud Heat Activation: Wallslam Normals ------- * Standing - A: A simple jab with his claw-like fingers. (1 hit, 270 damage, 78% prorate) - B: A sideways blow with his cape. (2 hits, 1022 damage) - C: A spinning horizontal attack with his cape. (3 hits, 1312 damage) * Crouching - A: A quick jab with his claw-like fingers. (1 hit, 270 damage, 76% prorate) - B: A weird-looking overhead cape blow. This move can be blocked high. (3 hits, 1132 damage) - C: A multiple-hit cape sweep attack. This move can be airblocked, and only the first hit cannot be teched at all. (2 hits, 1088 damage, 1st hit 58% prorate, 2nd hit 55% prorate) * Jumping - A: A quick jab attack with claw-like fingers. Imagine that. (1 hit, 270 damage, 76% prorate) - B: A horizontal twirling cape attack similar to his standing C. (2 hits, 888 damage) - C: A downwards-angled cape attack. (3 hits, 1045 damage) * Charged - None * Command - 2C (air): Looks exactly like his jumping C, but with a bit more startup. This attack must be blocked high, and will knock airborne enemies down to the ground. (1 hit, 900 damage) - 6C: A lunging uppercut with his cape. Walachia will lean back a bit when doing this move, causing him to avoid certain attacks. (1 hit, 1170 damage, 85% prorate) Specials -------- * Katto Forward: 236A/B/C. Nothing too special here. - A: Walachia sends three blades of darkness forward at the enemy from his hand.(3 hits, 1306 damage) - B: Same blades, but they're slightly larger and has a bit more startup. (3 hits, 1830 damage) - EX: The blades are much larger, covering almost half the screen. This attack will wallslam the enemy if it lands. (6 hits, 2879 damage) * Katto Up: 623A/B/C. This move cannot be super cancelled or airblocked. - A: An anti-air Katto that goes upwards. (1 hit, 1350 damage) - B: Same move, but with some startup. (3 hits, 1982 damage) - EX: Similar to the B version but with quicker startup. This move cannot be teched until you touch the ground. (6 hits, 2195 damage, each hit 80% scaled prorate) * Summon: 214A/B/C. This move cannot be super cancelled. - A: Walachia summons a nightmare of Aka Akiha to do her Reverse Uppercut. This move must be blocked high. (1 hit, 720 damage) - B: Walachia summons a nightmare of Shiki Nanaya to do his B Slicey. (1 hit, 1080 damage) - C: Walachia summons a nightmare of Nrvnqsr Chaos to do his Arm Swipe. This move cannot be airblocked. (1 hit, 1440 damage) * Spinny Cape: 421A/B/C. This move cannot be super cancelled. - A (air): Walachia folds into his cape and turns into a bladed spinny... thing that cuts his enemies up, appearing back on the ground once he's finished. (4 hits, 1102 damage) - B (air): Same move, more hits. (13 hits, 2475 damage) - EX (air): Sort of the same move, but the benefit to this one is that it cannot be teched at all. (8 hits, 4043 damage) * Teleport: 421A/B/C. This move cannot be super cancelled, and deals no damage. - A: Walachia vanishes in a twirl of his cape, reappearing in front of the enemy. - B: Same move, but he appears behind the enemy. - C: Same move, but he goes 75% across the screen. All three versions have some exit recovery. * Tornado: 22A/B/C. This move cannot be super cancelled. You can hold the A or B button to change the tornado's positioning. You can also tap 2222C to do a variation on the EX Tornado. - A: Walachia throws up a tornado 25% across the screen... (6 hits, 1156 damage) - B: ... 75% across the screen... (6 hits, 1156 damage) - A (held): ... 50% across the screen... (6 hits, 1156 damage) - B (held): ... 100% across the screen. All four versions are the same move located in different places. (6 hits, 1156 damage) - EX: Walachia summons a larger tornado which casually advances across the screen. (12 hits, 2056 damage) - EX (2222C): This version advances a bit faster, partially due to the fact that it "warps" its way forward instead of simply moving along. (12 hits, 2062 damage) Supers ------ * Night on the Blood LIAR: 41236C during Heat or Blood Heat. - Heat: Walachia creates a tornado of dark power underneath the enemy, which juggles them up higher and higher. A bloodied smiley face will kick their ass at the end. (12 hits, 4469 damage) - Blood Heat: Along with the tornado, Walachia will summon all of his nightmares to join in the beatdown. The smiley face at the end remains the same. (28 hits, 5113 damage) * Summon Warcueid: 63214C. Walachia summons a shadow Warcueid to throw two blood rings at the enemy. (4+2 hits, 685 damage + 2953 damage, 85% scaled prorate each ring) Shielding --------- * Shield Bunker: His 6C attack. This move can be cancelled into anything. (1 hit, 1170 damage, 85% prorate) * Shield Counter - Air: His jumping 2C. This will knock standing opponents to the ground. (1 hit, 900 damage) - Ground: Only comes out if first katto hits (7 hits, 2416 damage) - Crouch: Dashes and switches sides. * Last Arc: - Done in a crouch. Walachia disappears, and rends the screen with a few claw marks, reappearing on the other side. (7 hits, 2704 damage) - Done on the ground. Walachia does the Cape Spinny Deal three times, getting huger each pass, and then does his bloody smiley face thing. Lasts a really long time. (34 hits, 4152 damage) Throws ------ C: Walachia envelopes the enemy within his cape and flings them off-screen. You cannot tech this move at all. (1 hit, 900 damage) C (air): Walachia snags the enemy and punches them to the ground. (1 hit, 828 damage) -------- Warcueid -------- "Utsuwari no tsuki yo!" Damage Ranking: 100% Match 4: Ciel Match 8: Walachia Heat Activation: Juggles up Normals ------- * Standing - A: Warcueid throws a careless jab at the enemy's face. (1 hit, 315 damage, 75% prorate) - B: Warcueid swipes downwards towards the ground with one arm. This move can be airblocked. (1 hit, 630 damage) - C: A straight punch with one arm, slightly faster than Arcueid's version. (1 hit, 900 damage) * Crouching - A: A rather normal jab to the shins. This move can be blocked high. (1 hit, 252 damage) - B: A low sliding kick. This will knock the enemy down to the ground. (1 hit, 630 damage, 75% prorate) - C: A lunging hook with one arm. This will not knock the enemy down to the ground. (1 hit, 990 damage) * Jumping - A: A downwards-angled jab. (1 hit, 360 damage, 75% prorate) - B: A two-hit swipe with both arms. (2 hits, 977 damage) - C: An upwards claw swipe with one arm. This move can be blocked low. (1 hit, 900 damage) * Charged - 5B: A delayed version of her 5B. This move has two charge levels, with different effects; the first level deals one more hit, while the second level must be blocked high, knocks down crouching enemies, and wallslams airborne ones. (Slightly charged: 2 hits, 885 damage; fully charged: 2 hits, 1063 damage) - 5C: A delayed version of her 5C. It's unblockable and has super armor as she starts reaching out until a little after her arm is fully extended. (1 hit, 1800 damage) * Command - 2A x 2: This is just her normal 2A x 2 sequence, but take note that the 2nd 2A hits low. (2 hits, 469 damage, 78% prorate) - 2C (air): Warcueid pops upwards slightly and does a two-arm spinning attack. The seventh hit will knock an enemy to the ground, and cannot be teched at all. This move will also pick up a grounded opponent. (7 hits, 1907 damage) - 3C: An advancing version of her 2C, with a lot of super armor frames (and is also extremely slow). (1 hit, 1692 damage, 55% prorate) Specials -------- * Uppercut: 236A/B/C. This move cannot be airblocked. - A: Warcueid flings an arm up and unleashes a crimson wave of energy. (2 hits, 1766 damage) - B: Same move, but with more startup and extra hits and damage. (8 hits, 1785 damage) - EX: Warcueid lunges forward a bit and ends up in the air after doing the uppercut. (8 hits, 3643 damage) * Ring: 214A/B/C. - A: Warcueid throws out a ring of crimson energy that's almost as large as she is. (1 hit, 900 damage) - B: A bit more startup, but Warcueid throws two rings instead. (2 hits, 1771 damage) - EX: Warcueid throws out two rings which hit multiple times. (10 hits, 3009 damage, 5% prorate each hit) - A (air): Warcueid will throw a ring in the air, and continue with her air trajectory. This ring dissipates over time. (1 hit, 900 damage) - B (air): Same move, but Warcueid bounces backwards after throwing the ring. Also, this ring does not dissipate. (1 hit, 900 damage) - EX (air): Warcueid throws a single ring that will knock up grounded enemies and knock down airborne ones. She maintains her trajectory throughout the move. (1 hit, 2610 damage) * Teleport: 623A/B/C. This move cannot be super cancelled. - A: Warcueid teleports a short distance forward. This move has a slight bit of exit recovery, and deals no damage. - B: Warcueid teleports a longer distance forward. This move has a slight bit of exit recovery, and deals no damage. - EX: Warcueid teleports forward and attempts to catch the enemy by the neck. If she hits, she will throw them to the other side for a wallslam. (1 hit, 1202 damage) Supers ------ * Call the Damn Sun*: 41236C during Heat or Blood Heat. This move is unblockable. - Heat: Warcueid rears back and utters an incantation, bringing a mighty force of energy down upon the battlefield. This move takes about three seconds to come out, but once it does it's unblockable and allows you to combo afterwards. (1 hit, 1800 damage, 65% prorate) - Blood Heat: In this version, Warcueid rears up and the summoning process happens during the super freeze, meaning that the move comes out in less than a second. (1 hit, 3870 damage) * I know it's not actually the sun. Shielding --------- * Shield Bunker: An overhead swipe with one arm, trailing with crimson energy; the same as Arcueid's bunker. This move cannot be cancelled at all, and can be airblocked. (1 hit, 1080 damage) * Shield Counter - Air: EX Ring. (1 hit, 2610 damage) - Ground: EX Uppercut. (8 hits, 3643 damage) - Crouch: Dashes and switches sides. * Last Arc: Done on the ground. Warcueid shoots chains up from the ground, grinding the enemy amongst them, then flings them away with a burst of energy. (22 hits, 4979 damage) Throws ------ C: Warcueid tosses the enemy casually to one side. (1 hit, 1080 damage) C (air): Warcueid grabs the enemy by the face and slams them down into the ground. This move cannot be teched at all. (1 hit, 871 damage) ------------------------------------------------------------------------------ IV. Move Names ------------------------------------------------------------------------------ Akiha Tohno * 236A - Shooting Down the Bird * 236B - Shooting Down the Dancing Bird * 236C - Shooting Down the Dancing Bird in the Sky * 22A/B - Burning the Beast * 22C - Burning the Raging Beast * 214A/B - Piercing the Moon * 214C - Piercing the Young Moon * 421A/B/C - Blazing Rendition: Red Leaves * 41236C - Crimson Lord: Imprisoning Hair * Last Arc: Crimson Lord: Infernal Fire Akiha Tohno (Reversed) * 236A - Shooting Down the Bird * 236B - Shooting Down the Dancing Bird * 236C - Shooting Down the Dancing Bird in the Sky * 22A/B - Burning the Beast * 22C - Burning the Raging Beast * 214A/B - Piercing the Moon * 214C - Piercing the Young Moon * 421A/B/C - Blazing Rendition: Red Leaves * 41236C - Crimson Lord: Imprisoning Hair * Last Arc: Crimson Lord: Infernal Fire Arcueid Brunestud * 236A/B/C - Move! * 22A/B/C - Quiet! * 623A/B/C - What Are You Doing...! * 214A/B/C - One, Two! * 41236C - Marble Phantasm * 41236C (BH) - Melty Blood * Last Arc - Let's Have Some Fun? * Last Arc (Shikis) - 18 Dissection Ciel * 214A/B - Throwing Black Key * 214C - Black Key: Ultima * 236A/B - Highlow * 236C - The Seventh Heaven * 22A/B/C - Ciel Somer (Serious) * 623A/B/C - Blade Sinker * 41236C - The Seventh Scripture * 41236C (BH) - The Seventh Scripture: Forgiving the Original Sin * Last Arc - Cremation Ritual Hisui * 623A/B/C - Excuse Me * 236A/B/C - This Ladle is Durable * 214A/B/C - Watch Out! * 22A/B/C - I Have Tried My Best * 41236C - Dark Hisui Fist * 41236C (BH) - True Dark Hisui Fist * Last Arc - Fake Reality Marble: Rolling Hisui World Hisui & Kohaku * 22D - Sisterhood ~Beginning~ * 214A/B/C (Kohaku) - Sisterhood ~Storm and Cloud~ * 214A/B/C (Hisui) - Sisterhood ~Basic~ * 214214C - Sisterhood, the Motion Picture Kohaku * 236A/B/C - Draw: Hidden Sword * 214A/B/C - Magical Amber Missile * 22A/B/C - I've Been Growing These Kinds of Things * 1632143C - Drug-On Install * 41236C - China Kohaku: Kohaku's Kick That Cracks Open Treacherous Ligaments * 41236C (BH) - China Kohaku: Kohaku's Kick That Cracks Open Diffusing Ligaments * Last Arc - Kohaku Style Sword Drawing Technique Mystery: New Year Asteroid Mech-Hisui * 236A/B/C - (Execution) Laser * 214A/B - Hallucination Missile * 214C - Hallucination Missile: Nightmare * 22A/B/C - Kohaku-Powered Barrier * 623A/B/C - Electric Net Wire: Type High * 421A/B/C - Electric Net Wire: Type C * 214A/B/C (air) - Heat Seeker: King Fisher * 41236C - L:S:O (Supersisters' Alliance) * Last Arc - Saturday Night Forever Miyako Arima * Not done yet! Ha ha. Nrvnqsr Chaos * 421A/B/C - Release Chaos: Horned Beast * 236A/B/C - Release Chaos: Black Wing * 214A/B - Release Chaos: Reptile * 214C - Unload Chaos: Leviathan * 63214C - Release Chaos: Unreal * 41236C - The 999th Beast * Last Arc - The Number of the Beast Ren * 236A/B/C - Fleur: Freeze * 623A/B/C - London Rondo * 214A/B - Glass Glass Tea Time * 214C - Tin-Cat Rocket * 421A/B/C - ??? * 41236C - Water Bubble * 41236C (BH) - Water Bubble Dream * Last Arc - Creampuff Dream REM Satsuki Yumizuka * 236A/B/C - Sacchin's Arm Grasping the Endless Dream * 623A/B/C - Sacchin's Arm Reaching the Untouchable Dream * 22A/B/C - Don't Stop Me! * 214A/B/C - Here I Go! * 63214C - ??? * 41236C - I'm Mad...! * Last Arc - Reality Marble: Depletion Garden Shiki Nanaya * 214A - Flashing Sheath: Eight Millenia * 214B - Flashing Sheath: Seven Night * 214C - Flashing Sheath: One Wind * 236A/B/C - Flashing Sheath: Eightfold Slash * 22A/B/C - ??? * 623A/B/C - Flashing Dash: Six Hare * 41236C - Flashing Sheath: Sand Gate of Hell Maze * Last Arc - Ultimate Death: Nanaya Shiki Tohno * 236A/B/C - Wildcard the First * 214A/B/C - Wildcard the Second * 623A/B/C - Kick That Confuses Me * 22A/B/C - ??? * 41236C - The Eyes of Death Beholder * 41236C (BH) - 17 Dissection * Last Arc - The Eyes of Death Beholder: Fatal Draw Sion Eltnam Atlasia * 214A/B/C - Etherite (Grand) * 236A/B/C - Warning Shots * 623A/B/C - Etherite: Air * 421A/B/C - Cutting Synch * 214A/B/C (air) - Slide: Air * 22D - Reload * 41236C - Black Barrel Replica * Last Arc - Black Barrel Replica: Obelisk Sion Eltnam Atlasia (Vampire) * 236A/B/C - Terror News (Lie) * 623A/B/C - Terror News (Malice) * 214A/B/C - Etherite (Grand) * 22A/B/C - Replicant Conductor (Osiris) * 214A/B/C (air) - Slide: Air * 41236C - Cruel: Blood * Last Arc: Blood Bible: Heart Breaker Warcueid * 236A/B/C - Alt Nagel * 214A/B/C - Alt Schule * 623A/B - Weiss Katze * 623C - Karst Jager * 41236C - Blud: Die: Schwester * Last Arc - Gnadenstoss Walachia * 236A/B/C - Terror News (Lie) * 623A/B/C - Terror News (Malice) * 214A/B/C - Replicant Coordinator (Id) * 22A/B/C - Fumble Code (Apotheosis) * 421A/B - Creature Channel (S) * 412C - Creature Channel (Gestalt) * 41236C - Night on the Blood Liar (Anzanati) * Last Arc (both) - Night Roller on the Blood Dealer ------------------------------------------------------------------------------ V. Glossary ------------------------------------------------------------------------------ Activation - Entering Heat or Blood Heat mode by pressing 222D. Air Combo - A combo that ends up in the air. Arc Drive - A move that costs 300% circuit, which can only be done in Heat or Blood Heat. Autoshield - A property of a move in which certain frames will shield any incoming attacks without manual effort. Bait - A strategy that causes your enemy to do a certain move which you anticipate and punish. BDC - Backdash cancel. To cancel the recovery of a normal into a backdash. Blockstun - The state in which your character is blocking and has limited options available. BnB - Bread and Butter. A character's "default", most optimal and safe combo. Chains - Doing one normal move after another in rapid succession. Chain Resetting - Using whiff cancelling to continue a combo using the same normal multiple times when normally unable to. Charged Moves - Moves performed by holding the button down, making it more powerful in some form. Chip - Damage sustained from blocking certain moves, usually a very small sliver. Circuit - The gauge which determines entering Heat or Blood Heat, doing shield bunkers, and EX moves. Circuit builds when you attack or are attacked. Clash - When two moves strike each other at the same time. A spark will fly out and the attacks will both be nullified. Combo - A string of attacks that is unescapable once it's started. Command Move - A normal attack that requires another input besides a button to be performed. Counterhit - Attacking the enemy and interrupting their move, causing extended hitstun and the inability to tech. Crossup - A move that is ambiguous in the direction it must be blocked. Dash * Backdash - Tapping away twice to cause your character to retreat a certain distance quickly. * Dash - Tapping towards twice to make your character cross a distance in a short amount of time. * Run - The alternative to the dash, where you can control the distance your character traverses by holding towards down. Doublejump - A second jump after the first. EX Move - A powered-up version of a special move performed with the C button, typically requiring at least 100% circuit. Frame - A very specific moment in time of an attack, or a very small length of time (the game moves at sixty frames per second). Groundslam - A move that forces the enemy down to the ground, where they bounce back up into the air. Guard Break - Hitting an enemy with an unblockable attack while they are blocking, opening them up for attack. Heat * Blood Heat - A state where your circuit has reached 300% and you press 222D. You can do EX moves at reduced cost, regenerate life rapidly, do the Blood Heat version of your Arc Drive, and your Last Arc. * Heat - A state where your circuit has reached 300% or you have manually activated by pressing 222D with at least 100% circuit. You can do EX moves at reduced cost, regenerate life, and can do an Arc Drive. * Heat Burst - Utilizing the spark from activation to throw the enemy away and regain your positioning. Hitstun - The state in which your character is reeling from an attack and cannot retaliate. Hyper Armor - The ability to not be able to ever be knocked out from your attacks. Only Kohaku, G-Akiha, Ciel, and Executioner Ciel have this ability. IAD * Air Dash - Dashing while in the air by tapping towards twice in midair. * Air Backdash - Backdashing while in the air by tapping away twice in midair. * Instant Air Backdash - Doing a very low air backdash by tapping up-back and back. * Instant Air Dash - Doing a very low air dash by tapping up-towards and towards. * IAD Chaining - Extending a combo by doing an IAD in the middle of it. Infinite - A series of attacks that can be repeated forever until the enemy loses. Invalid Combo - A combo that was done, but could have been escaped by teching. Juggle - Hitting the enemy in a way that places them in the air for further attacks. Last Arc - A special, high-damage attack done by shielding under certain situations while in Blood Heat. Launcher * CH Launcher - A move that does not normally launch, but does so upon a counterhit. * Launch - An attack that sends an enemy up into the air for an air combo. * Natural Launcher - A move that will launch an enemy up by itself, without needing other attacks. * OTG Launcher - A sequence of moves that will pick an enemy up into the air for a combo. * Special Launcher - A special move that juggles the enemy up into the air and can be comboed from in certain situations. Life * Red Life - Life that can be regenerated when in Heat or Blood Heat and is considered inactive until then. * Yellow Life - Life that cannot be regenerated and is your "main" lifebar. Links - Two attacks that combo into each other, but are not chained or cancelled in any way. Loop - A sequence of attacks that can be repeated finitely for large damage. Normal - Any move that is done simply by pushing an attack button. OTG - A move that can strike an enemy when they're on the ground. Overhead - An attack that's slow to come out and hits high, meant to throw off the rhythm of a defensive player. Rushdown - A very aggressive style based around continuous attacks. Shield * Shield - A defensive maneuver meant to intercept and nullify an enemy attack. * Shield Bunker - A defensive maneuver meant to be done while in blockstun (but doesn't have to be), used to interrupt an enemy's offense. * Shield Counter - A special retaliatory attack after a successful shield which requires no circuit. * Shield Frame - Frames during which a move will automatically shield any incoming attacks. Special Move - A move executed by a combination of directions and button presses, more powerful than normals. Super Armor - The ability to have a brief moment in which counter-attacks will not knock you out of your move. Super Cancel - Cancelling a special move into an EX move or Arc Drive. Tech * Air tech - Flipping out after hitstun ends in the air, done by pressing any button. * Ground tech - Flipping back, up, or forwards from the ground after hitstun ends from a knockdown attack, done by pressing back, up, or forward twice. * Tech Punishing - Utilizing a move that strikes as an opponent is recovering from a tech to let them take more damage than if they had not teched. Turtling - Extremely defensive playstyle characterized by lots of blocking. Trap - A setup which is very difficult to escape for the enemy. Unblockable - A move that cannot be blocked, but may possibly be shielded or avoided. Wallslam - A move that forces the enemy into the wall, where they bounce back up into the air. Whiff Cancelling - Cancelling the recovery of a laggy normal by chaining into an A attack. ------------------------------------------------------------------------------ VI. Credits ------------------------------------------------------------------------------ People who did about half of the actual work in strats and errata, whom I stole from. (No, seriously, I asked permission. =P) alextansc, Anon Spectre, SS7MH, Mellow RG, and goshuJINsama from the GameFAQs Melty Blood board. tjm and Security Bulletin #17 from Beast's Lair - http://nrvnqsr.proboards20.com/index.cgi?board=general EvoSpace for having the best English Tsukihime page on the Internet. - http://www.geocities.com/max3075/top.htm Shoryuken.com's forums, the place to go for actual strats. Much thanks in particular to linalys, VManofMana, Sp00ky, Master Chibi, Zaelar, and Mad Tea Party. TEAM ETERNAL ROMANCIA! - http://www.shoryuken.com/forums Kamone for discovering the first batch of infinites in 2.000 a week after it was out. Ugly ASCII title art by Glazius Falconar. Tsukihime, Melty Blood and Melty Blood Re.ACT is copyright Watanabe Productions/French Bread and Type Moon. This FAQ is copyright kalciane 2005. You are free to use it as long as you ask for permission first. None of the contents in this FAQ may be used or sold for profit.