BlazBlue Central Fiction
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THIS MOD ALLOW YOU CAN PLAY UNLIMITED CHARACTERS.

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DOWNLOAD THE FILE ----->OPEN----> COPY EVERYTHING INSIDE THE FILE  TO C:\Program Files (x86)\Steam\steamapps\common\BlazBlue Centralfiction\data\Char (REPLACE ALL OF THEM) 

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Ragna---------------------------------------------------



Oiuchi - Not Over Yet

Anti_air - Inferno Divider

Shot - Dead Spike

Assault - Hell's Fang

MidAssault - Gauntlet Hades

AirAssault - Nightmare Edge

JumpAssault - Blood Scythe

UltimateAssault - Carnage Scissors

BloodWeaponFinish - Devoured By Darkness

AstralHeat - Black Onslaught

BurstDD - Seed of Tartarus



Shot2nd/3rd - Unlimited 236D -> 236D -> 236D (Powered up Dead Spike)

UltimateExtend - Unlimited 236236A (Powered up Hell's Fang)

UltimateBBCP - Unlimited 236236C (Powered up Inferno Divider)



Life - 15000

MatchInit - Drastic increase in speed and can jump and air dash twice per jump. Combo rate set to 70. Jump startup reduced to 2.

OnFrameStep - Has black and purple afterimages with particle effects.

Various - Lifesteal modifier improved.

1st Soul Eater hit = No change

2nd hit = 10% more

3rd = 20% more

4th = 30% more

5th = 40% more

5th = 50% more

6th = 55% more

7th = 60% more

8th = 65% more

9th = 70% more

10th = 75% more

11th = 80% more

12th = 85% more

13th = 90% more

14th = 95% more

All subsequent hits = 100% more

Various - Has a black and purple aura and automatcally generates Heat. Effects of Overdrive are constantly active. Overdrive makes the damage

and lifesteal even stronger.

CmnActOverdriveBegin - If Overdrive is activated at below 37.5% life left, the activation triggers an intense static and the Blood Kain gauge

appears and drains over ten seconds. During this, Ragna's attacks do 50% more damage on top of the already powered up statuses along with

granting very rapid Heat gain.

Various - Other than Drive attacks, all attacks that use Ragna's sword steal 100 life per hit and do chip damage. Drive attacks do 20% more

damage and steal 200 life during Overdrive, while special moves have varying amounts of greater damage and life stolen.

NmlAtk2C - Leaves opponents unable to recover for slightly longer and can Fatal Counter.

NmlAtkAIR5A - Can cancel into itself even if the attack misses. Has a P1 of 90.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkAir5D - Has a P1 of 90. Has even more time before the opponent can recover during Overdrive.

NmlAtk6D - Has a P1 of 90.

NmlAtkGuardCrush - Crush Trigger steals 200 life.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Ragna does part of his sword twirling intro. If 4 is held, he does part of his

crouching to standing intro. If 2 is held, he does his idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss. Missing a throw has an alternate voice line.

ShortDash - Dash cancels move farther.

Shot/Shot_2nd/3rd/4th - Dead Spike uses the original animation (large and without moving forward) and has additional attacks, done with 236D up

to three times, with the second causing a wallbounce and stealing 150 life and the third causing a strong knock down, stealing 200 life and able

to cancel into 236236A. Now there is an additional 214D input after the second or third, which uses the second hit from Seed of Tartarus to

cause a wallstick or a Guard Crush while stealing 150 life. All are larger and more damaging during Overdrive; The 1st hits three times while

stealing 100 life per hit, the 2nd steals 200 life, the 3rd steals 300 life and knocks opponents down closer to Ragna and 4th hits six times and

stealing 50 life per hit.

ChargeShot - The current version of Dead Spike, done with 41236D. Holding the button charges the attack, which makes it larger, cover more

distance and hit five times while stealing 100 life per hit. Both are larger and hit three more times each during Overdrive (with the latter

stealing 75 life per hit.)

AntiAirC/D - The D version of Inferno Divider can Fatal Counter and steals 100 life per hit. Both versions can cancel into Blood Scythe instead

of continuing to 236C.

AntiAir2nd - 623 -> 236C can jump cancel on hit/guard.

AntiAir3rdTate - 623 -> 236C -> 214D has a P2 of 90 and can cancel into Belial Edge or Nightmare Edge on hit/guard. Steals 200 life during

Overdrive.

AntiAir3rdYoko - 623 -> 236C -> 236C can cancel into Gauntlet Hades or Blood Scythe on hit/guard.

Assault/Assault2nd - Hell's Fang can now be delayed/charged by holding the button; charging for longer does increased damage, with a full charge

moving considerably faster and able to force a counter hit and cause a Guard Crush. The additional attack can also cancel into Dead Spike or

Devoured by Darkness on hit only, and steals 400 life during Overdrive.

MidAssault - Gauntlet Hades can hit up to three times (although the additional hits are above Ragna.) The additional attack can jump cancel,

along with stealing 200 life during Overdrive.

OldAirAssault - Belial Edge is usable again as air 236C. It now hits more often, steals 10 life per hit, launches opponents lightly upward and

steals 100 life on the last hit, which can cancel into Carnage Scissors or Devoured By Darkness on hit/guard.

AirAssault - Nightmare Edge hits more often and steals 10 life per hit. The additional attack steals 400 life during Overdrive.

JumpAssault/AirJumpAssault - Blood Scythe has altered movement properties, with a lower and faster leap with a faster attack and a P1 of 90.

Both the aerial and grounded versions steal 300 life, but steal 450 life and do 50% more damage during Overdrive.

JumpAssault2/SlowAirJumpAssault2 - Versions of Blood Scythe with their original speed and trajectory done with 412D, but with the grounded

version doing 1800 damage.

UltimateAssault - Carnage Scissors steals 100 life on the first attack, can Fatal Counter, has a P1 of 85 and has a massive slash effect

that has a hitbox that does further damage, can Guard Crush, steals 100 life, knocks the opponent down close to Ragna if the attack is

canceled and does more damage on the second portion. The Overdrive version steals an additional 100 life.

BloodWeaponFinish - Devoured By Darkness now has a P1 of 150, doing considerably more damage if not comboed into. The normal version steals

1000 life, while the Overdrive version steals 2000 life.

Oiuchi/OiuchiExe - Not Over Yet does more damage and propels opponents much farther forward and slightly upward.

AstralHeat - Black Onslaught moves farther forward if C is held. The entire attack also steals considerably more life (not that it matters.)

BurstDD - Seed of Tartarus steals life (100 for the initial attack, 150 for the last attack, 50 per hit for the Active Flow version.)



UltimateExtend - Ragna does a version of Hell's Fang that hits multiple times with 236236A, goes quite far and ends with the last hit of

Devoured By Darkness. It now steals 750 life.

UltimateBBCP - Ragna does the first hit of Black Onslaught with 236236C, with hitting continuing with a massive Inferno Divider that

goes to the very top of the screen and hits many times. The execution resembles Akihiko's Cyclone Uppercut, but the attack itself resembles

Sol's Dragon Install powered Volcanic Viper. It now steals 450 life on the first hit and second hits, then 150 life on every hit after, stealing

3000 life in total. (100 Heat)

CmdActEntry() - For any non-character specific intro, Ragna has a small chance to do his boss intro instead.



Jin---------------------------------------------------



Shot/AirShot - Hishouken

Shot_D/AirShot_D - Hishougeki

Shot_D2/AirShot_D2 - Hishousetsu

RushAssault - Sekkajin

Assault - Musou Senshouzan

Assault_D - Musou Toushougeki

AirAssault - Hizansen

AirAssault_D - Hizangeki

AntiAir_B - Fubuki

AntiAir_C - Rehhyou

AntiAir_D - Hirensou

UltimateSlashShot - Touga Hyojin

UltimateAir/AntiAirShot - Hiyoku Getsumei

UltimateAtemi - Kokuujin: Yukikaze

astral - Rengoku Hyouya

BurstDD - Kokuujin Ougi: Gekka Hyourou



UltimateBBCP - Unlimited 214214D (Hiyoku Getsumei X5)



Life - 16500

MatchInit - General increase in speed. Combo rate increased to 70.

Various - Any attack that can freeze (even those that could but didn't have it) now have a glow similar to Jin's Drive and special attacks.

Various- All attacks can freeze for as long as they normally can in Overdrive, while normal attacks can freeze for 40 frames and Drive attacks

can freeze 5 times per combo (although the reduced knockback for normal attacks isn't present unless Overdrive is active;) activating Overdrive

sets the freeze amount to 5 for normal attacks and 7 for Drive attacks.

MatchInit2 - Does 10% more damage with everything.

OnFrameStep - Is constantly generating Heat.

NmlAtk5D - Can freeze five times per combo and for 36 frames each, has a P2 of 92, can Fatal Counter and can cancel into 2D, dash cancels,

Crush Trigger, Musou Tousshugeki, Hirensou, Hishougeki, Hishousetsu, Touga Hyojin, Hiyoku Getsumei, Yukikaze and Rengoku Hyouya on hit/guard.

Now, holding the button delays the attack to have it hit twice at close range with no hitstop.

NmlAtk2C - Can Fatal Counter.

NmlAtk3C - Is now affected by the CheckOverDriveNormal subroutine instead of OverDrivePowerupSkill.

NmlAtk2D - 2D has a P1 of 92 can freeze for 55 frames. If D is held, the attack is slowed down and creates three blades of ice of steadily

decreasing damage that move towards Jin and can freeze up to nine times in a combo and can cancel into 6D, but have no hitstop whatsoever.

NmlAtkAIR5A - Has a P1 of 90.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR2C - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkAIR5D - Air 5D now has a P1 of 90, activates slightly faster, can freeze five times per combo for 60 frames, propels the opponent higher

up and does not stop Jin's aerial momentum unless D is held.

NmlAtk6A - 6A can now cancel into either grounded throw.

NmlAtk6B - 6B moves farther forward and floorbounces the opponent.

NmlAtk6C - 6C has a more vertical launch trajectory, can cancel into 6B as well as 6D and 2D and has a P1 of 90.

NmlAtk6D - 6D has a P2 of 92 and freezes the opponent for 60 frames. Holding D summons three ice sheets that move away from Jin that propels the

opponent at a lower and stronger horizontal angle, but with no hitstop whatsoever.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Jin does a pose with an icy glow. If 4 is held, he does a menacing posture with

his sword partially drawn. If 2 is held, he does his idle animation, with the possibility of it being a wordless taunt.

NmlAtkDeadAngle - Counter Assault has a very negligible freeze effect (freezes once per combo for 19 frames, the same amount of time if an

opponent was hit normally.)

NmlAtkThrow - Throws have a P2 of 60 and end faster if they miss. Grounded throws can freeze five times per combo for 70 frames each, while

aerial throws can freeze five times per combo for 65 frames. Missing a throw has an alternate voice line.

ShortDash - Dash cancels move farther.

Shot/Shot_B/Shot_C - New versions of Hishouken are usable. Behaviors vary across versions.

A - Shoots a slower moving ice sword.

B - Shoots a fast moving ice sword similar to the original.

C - Shoots two swords of different speed after a considerable delay.

Shot_D2 - Hishougeki is usable again as 41236D. It can be dash canceled or canceled into Touga Hyojin and hits five times, with holding the

D button shooting off a slower version that has considerably more hitstun.

Shot_D - Hishousetsu now larger, has an attack level of 4, does 800 damage per hit, freezes for 40 frames, lasts twice as long on its own and

slowly moves forward and slightly upward.

Air_Shot/Air_Shot_B/Air_Shot_C - New versions of aerial Hishouken are usable. Behaviors vary across versions.

A - Shoots at a sharp angle downward.

B - Shoots at a shallow angle downward.

C - Shoots forward, but without affecting Jin's momentum much.

Air_Shot_D2 - Aerial Hishougeki fire three large projectiles in a spread formation that hit three times each.

AirShot_D - Aerial Hishousetsu behaves like the grounded version, but slowly moves downward instead.

RushAssault_A/B/C/D - New versions of Sekkajin are usable. None behave exactly like the original and have very different following attacks. Can

be used even with the opponent outside of range.

A - Hits four times without freezing unless the opponent was already frozen. Follows with Rehhyou to send the enemy upward.

B - Hits six times without freezing unless the opponent was already frozen. Follows with the second hit of Hirensou to send the enemy forward.

C - Hits eight times and can freeze five times in a combo for 50 frames. Follows with a slash like normal, albeit propelling the opponent higher

up. This is also affected by Overdrive, which will cause it to hit 5 times for more damage.

D - Hits 12 times and can freeze five times in a combo for 50 frames, with the last hit capable of freezing ten times in a combo for 50 frames.

Follows with the Overdrive version of the slash with an altered animation that crumples the opponent and leaves Jin considerably less open if

the attack misses. This is also affected by Overdrive, which will cause it to hit 11 times for more damage.

Assault_A/B/C/D - New versions of Musou Senshouzan are usable. All do increased damage, have a P2 of 95 and end with Jin dismounting off the

board with considerably less momentum and being able to act faster after as a result.

A - Moves farther and hits low.

B - Moves farther while higher up into the air and hits high.

C - Moves across most of the screen while hitting low. The additional attack hits high.

D - Musou Toushougeki moves across the entirety of the screen with the attack hitting low. The additional attack hits high and propels for much

more force without freezing.

AirAssault_A/B/C/D - New versions of Hizansen are usable. All have a P1 of 90 and a P2 of 99.

A - A quick slash from the first slash of Hizangeki that propels opponents upward and away. Can freeze 10 times per combo for 55 frames.

B - A quick slash that hits high and knocks down like the original. Can freeze 10 times per combo for 55 frames.

C - Two slashes similar to the original Hizangeki, although the floorbounce afterward can be recovered from immediately. The first slash can

freeze 10 times per combo for 60 frames, while the second unfreezes.

D - Hizangeki does more damage and causes a very powerful floorbounce on the second hit.

AntiAir_A/B/C/D - New versions of Fubuki are usable, while Rehhyou and Hirensou are improved.

A - A faster Fubuki similar to the original that freezes up to 10 times per combo for 60 frames.

B - A slower Fubuki that is slightly stronger and causes a longer period before the opponent can recover and freezes up to 10 times per combo

for 70 frames.

C - Rehhyou has a longer period before the opponent can recover and propels opponents higher upward (even higher still on a counter hit.)

D - Hirensou can Fatal Counter on any hit and has much stronger force on the second hit. Now fully charging the second hit will cause it to

force the counter.

UltimateShot - Touga Hyojin has the projectile move faster, have a P2 of 80 and fires two in succession. The Overdrive version shoots faster and

larger ice waves.

UltimateAir/AntiAirShot - Hiyoku Getsumei hits twice as many times for more damage. The Overdrive version also freezes 60 times per combo for

60 frames on the last hit. If D is held when the projectile hits on the Overdrive version, Jin follows with a modified Kokuujin: Yukikaze for

even further damage.

UltimateAtemi - Kokuujin: Yukikaze activates on its own even if not triggered properly and does more damage overall, although the

self-activation will not make Jin invincible during the attack. The final hit has an additional aesthetic slash when the opponent is

unfrozen. The Overdrive version has a slight graphical difference on the additional slashes before.

astral - Rengoku Hyouya is completely unguardable; the only way to avoid it is to be airborne.



UltimateBBCP - A modified Hiyoku Getsumei done with 214214D that shoots five arrows in a spread formation that hit 45 times each, hit the full

number of times even if the attack is guarded and keeps enemies frozen after the attack concludes (100 times per combo for 90 frames.) Is

extremely damaging if all five arrows connect and has equally devastating chip damage. If used in the air, the arrows hit high. (100 Heat)



Noel---------------------------------------------------



con236D - Bloom Trigger

con214D - Assault Through

con28D - Spring Raid

OIUCHI_A1/B1 - Flash Suppressor

AirSpecial - Revolver Blast

SpecialThrow - Muzzle Flitter

Special236A/B - Optic Barrel

ShortAssault - Chamber Shot

UltimateShot - Zero-Gun: Fenrir

UltimateAirShot - Bullet Storm/Zero-Gun: Thor

AstralHeat - Valkyrie Veil

BurstDD - Zero-Gun: Sleipnir



SpecialShot - Unlimited 214C (Zero-Gun: Fenrir)

SpecialAirShot - Unlimited air 214C (Bullet Storm)

AirBazooka - Unlimited air 214A (Zero-Gun: Thor)

UltimateExtend - Unlimited 632146C (Hokuto Ujoudanjinken)

UltimateBBCP - Unlimited 222D (Powered up Flash Suppressor)



Life - 16000

MatchInit - General increase in ground speed. May jump or dash twice per jump. Combo rate is increased to 80.

Various - All abilities are act as if Overdrive is active.

Various - Now, any attack that uses the guns to physically hit the opponent causes a slash effect. Overdrive causes all affected attacks to do

25% more damage.

Various - Now, any gunshot-based close range attack now lights the opponent on fire and does 10% chip damage. Overdrive causes all affected

attacks to do 50% more damage.

Various - Now, any long ranged gunshot or explosion (Optic Barrel, Zero-Gun: Thor, assorted parts of Zero-Gun: Sleipnir and Valkyrie Veil)

lights the opponent on fire.

NmlAtkAIR5A - Has a P1 of 90.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkAIR2C - Has a P1 of 90 and hits high.

NmlAtk6C - The first hit can be jump canceled on hit. Now, the second hit can Fatal Counter and be charged by holding the button; charging until

thescreen shakes causes the attack to be completely air unguardable, propel the opponent farther and cause a wallstick, while holding until it

fires on its own will force the counter.

NmlAtk3C - Slides farther forward.

NmlAtkAIR2B - An older version of air 2C that strongly knocks down the opponent without affecting Noel's momentum.

NmlAtk4D - Now launches grounded opponents, can Fatal Counter and has invincibility start immediately.

NmlAtk3D - The old 6D attack (a low sweeping kick) is now usable as 3D.

NmlAtk1D - The old 2D attack (a slow, wide sweeping shot while jumping) is now usable as 1D. It can now cancel into Revolver Blast or

Bullet Storm/Zero-Gun: Thor on hit.

NmlAtkAir5D - Staggers grounded opponents and floorbounces airborne opponents.

NmlAtkAir4D - The old air 4D attack (a leap forward followed by a shot backward upon landing) is now usable again. It can Fatal

Counter and will cause a weak floorbounce/strong knockdown on opponents.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Noel does her reloading animation. If 4 is held while pressing the button, she

does her match victory pose. If 2 is held while pressing the button, she does her idle animation, with the possibility of it being a wordless

taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Various - Drive attacks may chain up to eight times. During Overdrive, Drive attacks may chain into the same attack.

con236D - Bloom Trigger hits seven times during Overdrive.

con28D - A three part Spring Raid is usable as 412D; pressing D after the first continues into a second and into a third, with each sending the

opponent successively higher. The third can cancel directly into 214A.

OIUCHI_A1/B1 - Flash Suppressor can be used without the opponent being knocked down and hits low.

SABAKI_A/B - Unused skills where Noel sways forward a short distance (implicitly meant to be some form of dodge?) They are now used with 623A

and 623B and are incorporated into Noel's Drive inputs as moves to start an attack chain with, but cannot be used during the chain. 623A is a

medium distance sway with some invincibility against head, body and projectile attacks, while 623B is a sway that starts slower and moves

considerably farther with the ability to move through the opponent. The former can chain into other Drive attacks sooner then the latter.

ShortDash - Dash canceling moves farther.

AirSpecial/AirSpecialTsuika - Revolver Blast sends opponents higher and can be jump canceled on hit/guard. The additional 2C causes a

floorslide, can be done later in Revolver Blast and has 120% bonus proration. Now, the additional attack can be acted out of, ends sooner and

propels Noel with less gravity.

SpecialThrow - Muzzle Flitter jumps farther and can cancel into aerial attacks (all normal attacks along with Drive attacks and Revolver

Blast) immediately after the active portion misses. The actual attack has a P2 of 100. Now, the leap has air 5C, air 2B and 2C work faster.

Special236A/B - Optic Barrel now launches grounded enemies upward and fires two shots for both versions (A fires an additional

shot at close range, while B fires an additional shot at medium range.) Both can cancel into Chamber Shot.

ShotA/BSecond/Third - Additional shots of Optic Barrel done by pressing A or B after the first shot. They can be done up to twice

and can be dash canceled after each, but cannot cancel into Chamber Shot.

ShortAssault - Chamber Shot has a version done with 623C that is slightly slower, but hits multiple times for more damage with the last shot

sending the opponent clear across the screen (possibly causing a wallstick) and sending Noel backwards.

UltimateShot - If Zero-Gun: Fenrir hits at close range, the additional shot fires three times for considerably more damage. If the close

attack doesn't hit for the Overdrive version, the volley of shots do more damage. The damage for the additional volley of bullets before the

Overdrive version was slightly reduced to compensate for the greatly increased damage of the final portion.

UltimateAirShot - After Bullet Storm concludes, Zero-Gun: Thor fires four weaker rockets before the actual payload for more damage. Overdrive

missiles do more damage.

AstralHeat - Valkyrie Veil does increased damage, along with igniting the opponent on every shot.

AstralHeat2 - Even if the old costume isn't used, that version of Valkyrie Veil that can now be used, with hitting leading into the animation

of the new version.

AstralHeatOld - If the old costume is being used, the shots themselves do fire and slashing damage.

BurstDD - The Active Flow version of Zero-Gun: Sleipnir had a small animation issue fixed with Zero-Gun: Fenrir portion.



SpecialShot - The first portion of Zero-Gun: Fenrir as a standalone attack used with 214C. Fires 15 shots with the last blasting the

opponent away (and causing a wallstick if done close enough to a wall.)

SpecialAirShot - Bullet Storm as a standalone attack used with air 214C. Fires 10 shots that floorbounce opponents without affecting aerial

momentum. It is now done with 236C.

AirBazooka - Zero-Gun: Thor as a standalone attack used with air 214A. Has a 30% chance to fire an Overdrive missile for more damage.

UltimateExtend - Noel poses, then warps forward with 632146C. Hitting the opponent results in a massive explosion a few seconds

after with a very distinct noise. A reference to Toki's Hokuto Ujoudanjinken. The explosion now does fire and slashing damage.

UltimateBBCP - Noel starts a very rapidly fired version of Flash Suppressor with 222D. Hitting the opponent hits over 51 times before Noel

finishes with an attack that varies if the opponent was airborne or not; grounded opponentss are hit with Muzzle Flitter followed by

Zero-Gun: Thor, while aerial opponents are shot high upward before being hit by the additional portion of Zero-Gun: Fenrir. The latter is more

damaging, while both of the end portions do their full damage regardless of proration. (100 Heat)



Rachel---------------------------------------------------



Shot_A/B/C - Tiny Lobelia

ShotFlog - George the 13th

ShotBird - Impish Gypsophila

IvyBlossom - Ivy Blossom

CallWindRateUpGhost - Beezle Lotus

CallWindSuctionGhost - Barrel Lotus

LightningMini - Sword Iris

LightningLand/AirB - Baden Baden Lily

UltimateStorm - Tempest Dahlia

AstralHeat - Clownish Calendula

BurstDD - Gerbera Lute



LightningMiniBoss - Unlmited 22C (Random lightning)

LightningExtend - Unlmited 632146A (Teleport lightning)

UltimateStorm_EX - Unlimited 641236B (Ice Storm)



Life - 16000

MatchInit - Walking and dashing speed increased (somewhat.) Combo rate increased to 70.

OnFrameStep - Has red afterimages and is constantly generating Heat. The wind gauge is constantly charging at a rate faster than in Overdrive

when grounded, charges at Overdrive speed when in the air and close to the ground and charges slowly when high in the air. Overdrive causes the

gauge to charge faster in the air (but not by much if too high.)

Matchinit2 - Does 10% more damage with everything.

NmlAtk5C - Has a P1 of 100 and an attack level of 4.

Atk5C_2nd - Has a P2 of 94.

NmlAtk3C - Hits more often and does more damage on the first hit, but does reduced damage on the subsequent hits.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkAIR2C - Can cancel into grounded attacks on hit upon landing, has a P1 of 90 on the first hit, has less force on hit on low speed, can

Fatal Counter at medium speed and has 120% bonus proration and hits high at maximum speed.

NmlAtk6A - Has a P2 of 80.

NmlAtk4B - Can hit twice.

NmlAtk6C - Hits three times as often with less damage per hit.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Rachel does what resembles a Sword Iris that harmlessly produces wind and rose

petals. If 4 is held while pressing the button, she can alternate between which of the standard taunts are done. If 2 is held while pressing the

button, she does her idle animation, with a possibility of both Nago and Rachel yawning.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Shot_A/B/C - Tiny Lobelia has an attack level of 4 and fires three shots in rapid succession, with different patterns for each button (with the

general pattern of two spaced close with one farther away.)

Ground A - Ground A + Air B + Air C

Ground B - Ground C + Air A + Ground B

Ground C - A unique trajectory where the shots are fired at a high diagonal angle with high velocity. All three shots follow this, but land in

different positions after bouncing.

Air A - Ground C + Air A + Ground B

Air B - Ground A + Air C + Air B

Air C - Air C + Air B + Ground A

ShotFlog - George the 13th has summoning the frog have a hitbox around Rachel's upper body. The frog has yellow afterimages, an attack level of

4, a P2 of 92, hits eight times with longer delays in between hits and is invincible, disappearing only upon Rachel being hit.

(Compared to before, the frog could not be removed at all once it was out, but attacked slower.)

ShotBird - Impish Gypsophila is usable again with 412B. The pumpkin has yellow afterimages, is invincible and lasts until Rachel is hit or it

disappears on its own. Now, it is larger.

IvyBlossom - Ivy Blossom has the bats no longer disappear based on time; they will last until they drain enough life from the opponet or until

Rachel is hit. The bats are also larger and drain up to 750 life. A small positioning issue on one of the bats in the rarest pattern was fixed.



Assault - An unused move where Nago wraps around Rachel as a ball and gains a damaging hitbox. He can then be blown by the wind to be propelled

around with the option to stop after with a separate input, but this offers no protection against being hit. This is now usable as 421C, with a

C input stopping the attack early. It also hits multiple times, has a P2 of 85 and makes a *boing* noise when bouncing off of the floor.

LightningMiniBoss - A version of Sword Iris that calls down lighting without the need for rods placed. Randomly alternates between summoning

four bolts that go forward from Rachel's position, four bolts that go towards Rachel from far away and striking Rachel's position, followed by

the opponent's. Has a 3 second cooldown between uses.

CallWindRateUpGhost - Beezle Lotus is now usable again as 22A. (Vertical effects of wind are strengthened.)

CallWindSuctionGhost - Barrel Lotus is now used with 22B. (5D causes wind to propel Rachel toward the opponent with considerable force.)

LightningLand/AirB - Baden Baden Lily now has a guardpoint that stops everything from the very beginning of the attack. The main attack and the

additional lightning from placed rods do more damage.

UltimateStorm - If used with a full wind gauge, Tempest Dahlia blows in considerably more objects for more damage.

AstralHeat - Clownish Calendula is completely unguardable.



LightningExtend - Rachel twirls and warps to the wall behind her with 632146A. A few seconds after, a large bolt of lighting appears at the

opponent's position and hits multiple times. Holding 6 warps to the wall in front instead.

UltimateStorm_EX - Rachel floats upwards and backwards with 632146D while sending out many bat ghosts from Tempest Dahlia fall from the top of

the screen. They disappear on contact with the enemy, but if they miss, they can be blown back on to the screen to try and hit again and bounce

erratically when not being blown around. Not very damaging, but very difficult to avoid. The execution resembles Storm's Ice Storm. (100 Heat)



Taokaka---------------------------------------------------



Mid_Jump - Cat Jump

Shot_A/B/C - Kitty Litter Special

WallAssault_DBack/Front - Trick Edge

TriangleJumpLeft/Right - Sticky Kitty

Rush_A - Cat Spirit One!

Rush_B - Cat Spirit Two!

Rush_C - Cat Spirit Three!

Rush_Plus - Cat Spirit Encore!

LandChainSaw - Slashy Slashy

UltimateAssault - Cat Person's Secret Art: Hexa-Edge

UltimateCatch - I'mma Beat The Crap Outta You!

UltimateAirRush - Aerial Dancing Edge!!

AstralHeat - Attack Meow Pow!

BurstDD - Kaka Tribe's Hospityality!



Airkick - Unlimited air 214B (Cat Spirit Two!)

UltimateExtend - Unlimited 236236A (Chibikaka w/bomb)

UltimateChibikaka - Unlimited 214214B (Chibikaka mob)

UltimateChibikaka2 - Unlimited 214214A (Circus Bear)

UltimateShot - Unlimited 214214A (j0�0j0�0j0�0j0k0L0g0�0K0j0�)

UlitmateWeaponX - Unlimited 632146D (Self-explanitory)



Life - 14500

MatchInit - Jumps higher. May jump and air dash three times per jump. Combo rate increased to 85.

Various - 5C, 2C, 6C and air 5C can be charged to force a Fatal Counter and Guard Crush, which also cause Taokaka to glow red.

NmlAtk5A - Can jump cancel on hit or guard.

NmlAtk5B - Can jump cancel on hit or guard and ends faster.

NmlAtk5C - Starts faster.

NmlAtk2C - Starts faster.

NmlAtk3C - Can cancel into Cat Spirit One!, Cat Spirit Three!, Kitty Litter Special, Cat Person's Secret Art: Hexa-Edge or

I'mma Beat The Crap Outta You! on hit/guard after the second attack.

NmlAtkAIR5A - Can cancel into itself even if it misses.

NmlAtk6A - Launches grounded opponents.

NmlAtkAIR5A - Has a P1 of 90.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR6B - Two claw slashes downward in succession done with 6B.

NmlAtkAIR5C - Is now straight claw strike. The original air attack is used as air 6C and has a P1 of 90.

NmlAtk6B - Moves farther.

Various - Drive attacks have a P1 of 90.

NmlAtk1D - A version of 4D that leaps back before jumping.

NmlAtkAIR1D - A version of air 4D that flies forward upon landing.

NmlAtk3D - A version of air 2D that propels aerial opponent upwards.

NmlAtk9D - A version of air 8D that propels the opponent at a higher angle upward.

NmlAtk236D/623D/AIR236D - Versions of Drive attacks that start extremely slowly and can't be followed with anything, but move extremely fast

and inflict 4000 damage on hit (with harsh scaling if comboed into.) During Overdrive, they are unaffected by the damage reduction and don't

use afterimages.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Taokaka does a dance. If 4 is held, she does a mocking butt smack. If 2 is held,

she does her standing idle animation, with a possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

CWalk - Crawling moves as fast as walking.

Shot_A/B/C - Kitty Litter Special is greatly improved; Chibikakas are considerably larger and do much more damage, bowling balls hit up to 10

times (if charged, they hit continuously until they leave the screen) and everything else is thrown in sets of three. It now has an input of

214A/B/C.

Mid_Jump - Cat Jump starts faster.

Rush_C - Cat Spirit Three! has an attack level of 4.

Rush_B - Cat Spirit Two! does more damage for the first four hits and has more time before the opponent can recover, while the last hit has

much stronger horizontal knockback, an attack level of 4, has 20% minimum damage and causes a wallbounce.

LandChainSaw - Slashy Slashy has an attack level of 3.

Rush_A - Cat Spirit One! does more damage.

Rush_Plus - Cat Spirit Encore! can Fatal Counter and heals Taokaka if she liked the 'food' and gives Heat if she disliked it.

UltimateAssault - Cat Person's Secret Art: Hexa-Edge has reduced damage per hit, but slashes twice as many times before the final hit, while the

last hit can cause a Guard Crush. The Overdrive version goes farther than the normal version instead of shorter, with the additional hits

carrying the opponent all the way to the opposite corner.

UltimateCatch - I'mma Beat The Crap Outta You! does considerably more hits and damage. Input is now 236236C.

UltimateAirRush - Aerial Dancing Edge!! has a P2 of 92. If D is held during the initial attack, Taokaka moves three times as far horizontally.



AstralHeat - Attack Meow Pow! can be feinted and aimed; the attack won't actually start unless D is being held when Taokaka hits a wall, while

holding 6, 4 or 2 changes the direction in which Taokaka leaps in for the main attack. Taokaka moves faster on the original trajectory by

default, while 4 aims closer to the wall, 2 aims slightly farther away and 6 propels Taokaka at a high speed at a high angle.



AirKick - The original Calamity Trigger version of Cat Spirit Two! with downward attacks instead of forward attacks done with air 214B.

UltimateExtend - With 236236A, a Chibikaka runs after the opponent while carrying a bomb that explodes after 10 seconds. The Chibikaka will

continuously follow the opponent until the detonation, while the explosion is unguardable. Only one bomb-carrying Chibikaka can be onscreen at a

time. Now, a depleting gauge shows the approximate time of detonation.

UltimateChibikaka - With 214214B, 17 Chibikakas run across the screen from one wall to the next, with the last sending the opponent airborne.

UltimateChibikaka2 - With 214214C, Chibikaka on a massive bowling ball runs across the screen, inflicting high damage upon hitting the opponent

while completely unguardable. A reference to Teddie's Circus Bear.

UltimateShot - Taokaka tosses a myriad of junk from Kitty Litter Special with 214214A, tossing everything but the bowling ball in four throws,

ending with the Chibikaka.

UlitmateWeaponX - Taokaka slashes forward a fair distance while invincible with 632146D, with hitting the opponent having her do several

crossing slashes from across the stage ending in the opponent being sent flying horizontally. Resembles Sabretooth's Weapon X Rush. It now

shakes the screen for each pass. (100 Heat)



Tager---------------------------------------------------



Shot - Spark Bolt (forward)

AntiAirShot - Spark Bolt (upward)

AirAssault - Crimson Punisher

Stock - Voltic Charge

RollingAttack/RollingAttack2nd - Sledgehammer

RollingAttackA/B2nd - Sledgehammer additional attack

StockAttack - Voltic Charge additional attack

CommandThrow/B - Gigantic Tager Driver

CommandThrowB2 - Wedge Catapult

CommandThrowB2_Tuika - Impact Driver

CommandThrowC - Air Driver

Oiuchi - Gadget Finger

MTH - Magna Tech Wheel

MTH2nd - Terra Break

GETB - Genesic Emerald Tager Buster

AstralHeat - King of Tager

BurstDD - Charge Lightning



AntiAirShot2 - Unlimited 412D (High angle Spark Bolt)

UltimateExtend - Unlimited 632146D (Terra Break)

UltimateAntiAir - Unlimited 236236D (Powered up Atomic Collider)

UltimateODDD - Unlimited 2363214A (Body press)



Life - 18000

MatchInit - Considerable decrease in walking speed, but may now run, double jump and air dash.

OnFrameStep - The electricity gauge now can store three charges for Spark Bolt and charges twice as fast normally. Other effects of Overdrive

are constantly active. If Overdrive is active, Tager's walking speed returns to normal.

CmdStateFRun - For running, Tager starts running slowly, but builds speed quickly and gains a guardpoint against head, body and projectile

attribute attacks partway in. The guardpoint will fail if it takes more than 2500 damage.

NmlAtk5A - Has a P2 of 85 and is slightly faster.

NmlAtk5B - Has a P1 of 85 and a P2 of 89.

NmlAtk5C - Has a P2 of 92 and can jump cancel on hit/guard.

NmlAtk5D - Hits with much stronger force and causes a wallbounce. Holding D charges the attack, with a full charge hitting even harder while

able to Fatal Counter and cause a Guard Crush. The guardpoint lasts through the charging portion.

NmlAtk4D - Wallbounces aerial opponents and strongly knocks down after and has an attack level 4. Holding D will feint the attack, but continues

to attract the opponent. The guardpoint briefly lasts through the feint.

NmlAtk2A - Has a P2 of 85.

NmlAtk2B - Has a P2 of 89.

NmlAtk2C - Can Fatal Counter and jump cancel on hit/guard.

NmlAtk2D - Has a P1 of 100, hits with much stronger vertical knockback and moves farther. Holding D charges the attack, with a full charge

hitting even harder while able to Fatal Counter and cause a Guard Crush. The guardpoint lasts through the charging portion.

NmlAtk3C - Has a P1 of 90 and causes a strong knockdown (but only if combos involving it did not have a strong knockdown beforehand.)

NmlATKAir5A - Can jump cancel on hit/guard, cancel into air 2C and has a P1 of 95.

NmlAtkAir5B - Can jump cancel on hit/guard, has a P1 of 90, a P2 of 89 and is faster overall.

NmlAtkAir5C - Can jump cancel on hit/guard and has a P1 of 90.

NmlAir2C - Can Fatal Counter and has a P1 of 90. Now, it builds speed faster.

NmlAtkAIR5D - Hits with much stronger force and can wallbounce opponents close to the wall. Holding D charges the attack, with a full charge

being capable of causing a Fatal Counter and a Guard Crush in addition to causing a proper wallbounce against aerial opponents. The guardpoint

lasts through the charging portion.

NmlAtk6A - Has a P1 of 90, a P2 of 89 and the armor was changed to a guardpoint that lets no damage through.

NmlAtk6B - Can jump cancel.

NmlAtk6C - Has a P1 of 85 and a P2 of 92.

NmlAtk4B - An old version of 6B which is slower, hits high and floorbounces aerial opponents.

NmlAtkThrow/NmlAtkBackThrow/NmlAtkAirThrow - Throws have a P2 of 60 and end faster if they miss. Now, they can cancel off of any

non-unique/Drive normal attack and do 2250 damage each.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Tager will do his flexing victory pose. If 4 is held while pressing the button,

he will do his phone answering victory pose. If 2 is held while pressing the button, he does his steam venting idle animation.

AntiAirShot2 - A version of Spark Bolt done with 412D that shoots at a higher angle than 623D.

AirAssault - Crimson Punisher has a P1 of 90, while the second attack sends Tager higher before the impact, leaves the opponent unable to

recover for longer and makes a more noticeable noise and spreads debris upon landing, while the landing portion does more damage and has a

minimum damage of 50%. Now. holding 7 (doing the input as 632147A) during the initial attack moves Tager higher.

RollingAttack/RollingAttack2nd - The A version of Sledgehammer now causes aerial opponents to flip out while propelling farther, while the B

version has an attack level of 4 and moves twice as far (with the charged version going across the entire width of the screen.) The additional

attack has a P1 of 90, a P2 of 85 and floorbounces opponents. Now, there is an additional attack done with 236B that is slower, but does more

damage and causes a Guard Crush while causing a stronger floorbounce that causes the opponent to recover in the air.

StockAttack - The additional attack after Voltic Charge can Fatal Counter and causes a powerful floorbounce.

CommandThrow - Gigantic Tager Buster starts slightly faster, has the invincibility start slightly sooner, has greater attraction, does more

damage and more closely resembles the older A version (with a shorter jump.) The jump also has motion lines from Impact Driver when Tager leaps

after the opponent.

CommandThrowB - A new C version of Gigantic Tager Buster based on the old B version, with very weak attraction and no ability to extend the

hitbox, but doing even more damage. It also propels enemies far away from Tager afterward. The jump also has motion lines from Impact Driver

when Tager leaps after the opponent.

CommandThrowB2 - Wedge Catapult has a much stronger attraction effect that can suck in opponents from just short of a full screen's width.

CommandThrowC - Air Driver now has a P2 of 80. The jump also has motion lines from Impact Driver when Tager leaps after the opponent.

AntiAir - If 6 or 4 is held during the attacking portion of Atomic Collider, the opponent is propelled away from Tager with stronger force,

which also causes a strong knockdown.

Oiuchi - Gadget Finger can be used outside of its original requirement of the opponent being knocked down (Oiuchi2.) If so, it can hit standing

opponents, but can be guarded in any way exept low. The hit afterward propels opponents toward Tager and can now jump

cancel immediately after the opponent is let go.

MTH/MTH2nd - Magna Tech Wheel now has a P2 of 92 and hits high on the last hit, while Terra Break requires no additional Heat to use. The

Overdrive version has stronger attraction. Now, Magna Tech Wheel spins longer for more damage, while the normal moves twice as far if the B

button is held, while the Overdrive version moves four times as far like this.

GETB - Genesic Emerald Tager Buster can now done with 236236C, does (even) more damage, has stronger attraction (stronger still during

Overdrive) and starts on frame 0.

BurstDD - Charge Lightning now magnetizes enemies for the maximum amount.

AstralHeat - King of Tager is now done with 6321478D. It also has no startup, while the throw itself is slightly faster.



UltimateExtend - A version of Terra Break done on its own with 632146D. Is air unguardable, magnetizes on hit and attracts magnetized opponents

before the punch. It now magnetizes enemies for the maximum amount.

UltimateAntiAir - A powered up Atomic Collider done with 236236C that slams 12 times before the last hit sends the opponent flying while

Tager flexes. Is invincible to head and body-attribute attacks before the attack hits, but if it misses, Tager will pound his fist in dejection,

leaving him open. It is now done with 214214C, while the very end has a few things Tager can say (along with being wordless.)

UltimateODDD - With 2363214A, Tager does a massive leap straight off the screen, then falls with a massive body press from above a short

distance in front of him. This attack is completely unguardable, does extreme damage and if it misses, has a secondary hitbox that hits the

entire floor and propels opponents upward. Holding the button does even more damage and delays the fall, during which the location Tager falls

from can be changed horizontally. It now causes a massive visual impact similar to the last hit of Genesic Emerald Tager Buster. (100 Heat)



Litchi---------------------------------------------------



Assault - Sangenkyaku: Haku

Assault2 - Sangenkyaku: Chuun

Assault3 - Sangenkyaku: Hatsu

DashAssault - Kanchan

JumpToRod_Ride - Reach: Tankimachi

JumpToRod_Kick - Reach: Hikkake

JumpToRod_Jump - Reach: Okkake

RideAttack/B/C - Ippatsu

RideAttackD - Chankan

RocketLandF/B - Kote Gaeshi

TonNanShaPeiAntiAir/AntiLand - Ton Nan Sha Pei

AntiAir - Tsubame Gaeshi

KantsuA/B/C/D - Ikki Tsuukan

RenchanB/C - Renchan

UltimateNingyouU/D - Kokushimusou

UltimateRush - Chinroutou

UltimateBakuhatsu - Ryuuisou

AstralHeat - Chuu Ren Poutou

BurstDD - Beni Kujaku



BossStep - Unlimited 214A (Warp)

DashAssault - Unlimited 214C (Bakushuu)

DashAssault_EX - Unlimited 214A -> A (Mawarikomi)

DashAssault_EX2 - Unlimited 214A -> B (Hamonkyaku)

DashAssault_EX3 - Unlimited 214A -> C (Hyappo Shinshou)

DashAssault_EX4 - Unlimited 214A -> D (Senri Shinshou)

Asanagi - Unlimited 22A (Asanagi no Kokyuu)

UltimateExtend - Unlimited 236236A (Geki Saishinshou)

UltimateBakuhatsu_EX - Unlimited 236236C (Ryuuisou beam)



Life - 16000

MatchInit - Combo rate increased to 70.

Various - Litchi now has a number stock listed above the Heat gauge. Hitting with 6A, 6B, 6C, 3C air 5C (all with the staff if the count is less

than 9) increments the number by 1, while 22A increments it by 3. This is automaacally used in certain special moves to make them stronger.

AssaultChain - Chaining Sangenkyaku: Haku, Sangenkyaku: Chuun, or Sangenkyaku: Hatsu results in 10% more damage for the second move and 50% more

damage for the third. (100% more in certain circumstances?)

NmlAtk5A - Ends faster.

NmlAtkAir5A - Has a P1 of 90, ends slightly faster and can be canceled into itself if it misses.



With staff:

NmlAtk5B - Can cancel into a warp on hit/guard.

NmlAtk5C - Can cancel into a warp on hit/guard.

NmlAtk2A - Ends slightly faster.

NmlAtk2B - Does slightly more damage.

NmlAtk2C - Has increased pushback and can cancel into a warp on hit/guard.

NmlAtk3C - Has increased pushback and a P1 of 95, can jump cancel on hit, causes a strong knockdown and generates a number stock on hit.

NmlAtk6A - Has increased pushback, can Fatal Counter, starts slightly faster and generates a number stock on hit.

NmlAtk6B - Has increased pushback and generates a number stock on hit.

NmlAtk4B - Propels opponents higher with more time before being able to recover, moves slightly forward and generates a number stock on hit.

NmlAtk6C - Has increased pushback and propels upward only on the last hit, which can also be jump canceled and generates a number stock on hit.

NmlAtkAir5B - Has a P2 of 90.

NmlAtkAir5C - Has increased pushback, causes a very strong wallbounce and generates a number stock on hit.

NmlAtk4D - Does increased damage.

NmlAtk6D - Has a P1 of 100.

NmlAtk1D - Litchi raises her staff to her front, stopping head, body and projectile-attribute attacks with a guardpoint for a brief moment.

Generates a number stock on attack deflection.

NmlAtkAir5D - The staff has a P2 of 90, while Litchi can also cancel into a forward air dash.

NmlAtk2D - Has a P2 of 90 and causes a floorbounce against aerial opponents.



Without staff:

Atk5C_NoRod - Can Fatal Counter.

Atk6A_NoRod - Does more damage.

Atk4B_NoRod - Propels opponents higher and moves slightly forward. It can now jump cancel on hit or guard and launches grounded enemies.

Atk6C_NoRod - The second hit propels opponents much more strongly downward.

AtkAIR5B_NoRod - Has a P2 of 90.

AtkAIR5C_NoRod - Has a P2 of 90.

Atk5D/2D_NoRod - Staff launches have a P1 of 90 and a P2 of 94. The vertical version has slightly longer time before the opponent can recover.



NmlAtkExcite - If 6 is held while pressing the button to taunt, Litchi strikes a fighting pose as a large ying-yang appears. If 4 is held, she

does the old animation of Daisharin, gaining eight number stocks if done to completion. If 2 is held, she does her idle animation, with a

possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Assault - Sangenkyaku: Haku is radically different; instead of a low sweep, it is a flying kick resembling Jam's Ryujin. This no longer hits

low, but now does more damage, ignites the opponent, is usable in the air, covers more range and has a P1 and P2 of 90 while propelling the

opponent away. With a number stock, one is consumed to give the attack white afterimages, along with increased damage and the ability to cause a

wallstick.

Assault2 - Sangenkyaku: Chuun behaves more like Jam's Gekirin, moving on a higher trajectory, igniting the opponent, doing more damage and

having a P1 and P2 of 90. With a number stock, one is consumed to give the attack white afterimages, along with increased damage and the ability

to cause a floorbounce.

Assault3 - Sangenkyaku: Hatsu behaves more like Jam's Kenroukyaku, going on a higher trajectory while hitting multiple times and being

unguardable in the air without the barrier if done from the ground. With a number stock, one is consumed to give the attack white afterimages,

along with increased damage and more time before the opponent can recover.

DashAssault - Kanchan is radically different; in addition to the input becoming 214A, it now behaves akin to Jam's Bakushuu, being a dash that

moves far forward without attack, with pressing different buttons resulting in different skills. (It can also cancel into Sangenkyaku: Haku,

Sangenkyaku: Chuun, or Sangenkyaku: Hatsu.)

A (DashAssault_EX) - A sway that has a brief moment of invincibility and the ability to go through enemies resembling Jam's Mawarikomi.

B (DashAssault_EX2) - A flaming low kick resembling the original behavior of Sangenkyaku: Haku, but staggering the opponent in a manner

resembling Jam's Hamonkyaku.

C (DashAssault_EX3) - The attacking portion of Kanchan done in a manner resembling Jam's Hyappo Shinshou, hitting once and propelling the

opponent with considerable force.

D (DashAssault_EX4) - The charged portion of Kanchan done in a manner resembling Jam's Senri Shinshou, hitting once after attempting to move

behind the opponent and propelling the opponent with considerable force. The dash itself is invincible to head and body-attribute attacks and

is able to cancel into the A or B versions of the above along with Sangenkyaku: Haku, Sangenkyaku: Chuun, or Sangenkyaku: Hatsu.

RideAttack/B/C - Ippatsu for the B and C version are affected in a similar manner to Sangenkyaku: Chuun and Sangenkyaku: Hatsu.

RideAttackD - Chankan has a P2 of 94 and has longer time before the opponent can recover.

TonNanShaPeiAntiAir/AntiLand - Ton Nan Sha Pei does increased damage, while the vertical orientation has a P2 of 90.

AntiAir - Tsubame Gaeshi does more damage, has a P1 of 90 and is unguardable in the air until it starts falling back down.

KantsuA/B/C/D - When Ikki Tsuukan hits, holding 6 leads to an additional attack for each version; the A and B versions knock down the opponent

close to Litchi, while the C version knocks the opponent in to the air toward Litchi. The attacks themselves are affected by number stocks, with

having at least one consuming one to considerably strengthen the attack and ignite the opponent; the A version knocks the opponent extremely far

and into the air while able to wallbounce, the B version starts faster, moves farther and is able to wallbounce and the C version knocks the

opponent into the air with high hitstun.

RenchanB/C - Renchan has the B version launch even grounded enemies upward, while the C version hits multiple times.

UltimateNingyouU/D - Both versions of Kokushimusou have a P1 and P2 of 80; the vertical version spins for longer for more damage, while the

horizontal version punches twice as many times for more damage.

UltimateRush - Chinroutou will use number stocks for each hit past the first to increase the damage of each successive hit by 10% in a

compounding manner (the normal versions do 14 hits and the Overdrive version does 35.) Having enough number stocks for the last hit to be

affected gives a 25% damage boost and produce a sunburst.

UltimateBakuhatsu - Ryuuisou now causes three explosions at different locations. The Overdrive version creates a single large explosion that

tracks the opponent's vertical position while doing more damage.

AstralHeat - The non-staff riding version Chuu Ren Poutou now done as 222D, can be done outside of Overdrive and can also be done while holding

the staff. The attack itself also ignites the opponent.



BossShortDashRod/BossStep - A teleporting dash that has Litchi move a fixed distance forward and through opponents. With the staff, it is done

by holding 8 during 5B, 5C, or hitting, while the latter is done without the staff with 214A. The former is now done like a dash cancel.

Asanagi - With 22A while not holding the staff, Litchi poses while glowing and gains three number stocks. Resembles Jam's Asanagi no Kokyuu.

UltimateExtend - Litchi delivers a two hit uppercut with a Ryuuisou graphic with 236236A; a near identical rendition of Jam's Geki Saishinshou.

UltimateBakuhatsu_EX - Litchi fires a massive horizontal Ryuuisou as a beam with 236236C that hits 24 times. Is now done with 214214C.

(100 Heat)



Arakune---------------------------------------------------



Mesai - Equals 0

FaintLand/AirA/B/C - If P then Q

FaintAttack - Negating "P"

TriangleJumpLeft/Right - 66/44 near a wall

CurseShotLand/AirD - Zero Vector/a plus/minus b

Air_Assault - y. two-dash

SpecialShotLand/Air_A/B/C - Permutation n, r

UltimateAntiAirShot - f inverse

UltimateAirShot - f of g

WarmSummon_Ultimate - f equals

AstralHeat - n to Infinity

BurstDD - n factoria



UltimateExtend - Unlimited 632146C (Dark Sentinel)

UltimateBird - Unlimited Air 236236C (Executor)

UltimateComopong - Unlimited 236236A (Bag of bugs)

UltimateODDD - Unlimited 214214D (Powered up 5D)



Life - 15500

MatchInit - Jumping has less gravity. May air dash three times per jump. Combo rate increased to 80.

CmdActFDash - Forward dash is different; Arakune now properly runs instead of warping. Dash cancels are unaffected.

CmnActBDash - Backward dash will now only move backward if 4 is held; it will otherwise be an invincible forward dash.

Various - Drive attacks fill 100% of the curse gauge on hit, with hitting a guarding opponent filling half. Now, Overdrive will completely fill

the gauge regardless of how the Drive attacks hit.

NmlAtk5B - Now hits up to 8 times (although doing less damage on hits past the third.)

NmlAtk5C - Has a P1 of 90, a P2 of 82 and can Fatal Counter.

NmlAtk5D - Now has a P2 of 80.

NmlAtk2C - Can cause a wallstick on the last hit.

NmlAtk3C - Now, Arakune will warp to the opponent even from full screen distance.

NmlAtkAIR5A - Can cancel into itself if it misses and has a P1 of 90.

NmlAtkAIR5B - Can jump cancel on hit/guard, hits many more times, and hits high on every hit.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkAIR5D - Hits low.

NmlAtkAIR6A/6B/6C - Can cancel into Air 2A/2B/2C on hit/guard.

NmlAtkAIR2A/2B/2C - Now, holding the button used when Arakune starts descending falls faster.

NmlAtk6A - Is slightly faster and can cancel into 5B.

NmlAtk6B - Can Fatal Counter.

NmlAtk6C - Does more damage and has a P2 of 85.

Con2C - The third attack after 6C hits four times for more damage.

NmlAtk6D - The bug hits high and has a P2 of 80.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Arakune does his mask adjusting victory pose. If 4 is held, he does his

cartilage-claw victory pose. If 2 is held, he does his idle animation, with a possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Various - Curse bugs generally do less damage, but have improved P2 and are summoned in groups of three.

WarmA - A bugs have an attack level of 4, a P1 of 75 and a P2 of 90 and do 1/3 less damage.

WarmB - B bugs have a P2 of 85 and do 1/3 less damage.

WarmC - C bugs have a P2 of 95 and cause more hitstun. Holding 4 or 6 cause the bugs to appear going right-to-left or left-to-right.

WarmD - D bugs have a P2 of 95 and do 40% less damage.

FaintLand/AirA/B/C - If P then Q now has versions done with 412A/B/C that resemble the behaviors pre-Central Fiction, all of which can activate

Negating "P". All versions also have vocal quotes and sound effects from the original techniques used that may further throw off opponents,

while air 214C can accelerate like the original by holding C.

Ground A - Jumps forward, then warps a distance behind where Arakune started.

Ground B - Sends a duplicate Arakune that jumps forward while Arakune stays where he is. Negating "P" triggers where Arakune reappears.

Ground C - Warps forward as if dashing normally, then warps back to where Arakune started. Negating "P" triggers where Arakune warped first.

Air A - Jumps forward, then warps a distance behind where Arakune started.

Air B - Does what looks like an air 2D, then warps to where the attack would have occurred.

Air C - Does an air dash forward, then warps to the ground directly below.

Air_Assault - y. two-dash can be done from the ground and has a different version if the button is tapped, which launches Arakune forward at

high velocity (slightly downward if done in the air) with a P2 of 98 and hits once for high damage and bounces Arakune upward and away if it

hits; the spinning portion afterward can hit multiple times while falling. The normal version is identical other contiuously attacking while

Arakune falls.

CurseShotLand/AirD - Zero Vector curses the opponent on contact. a plus/minus b is larger, lasts longer and makes curse bugs completely

unguardable.

SpecialShotLand/Air_A/B/C - Permutation n, r is affected similar to Drive attacks, has a P1 of 100 and drops three spiders at once in a wider

area.

UltimateAntiAirShot - f inverse now moves three times as fast if directions are held, while the beam has a P2 of 99 and is unguardable in the

air.

UltimateAirShot - f of g hits low and curses immediately on any hit, but fills at a normal rate if guarded. The Overdrive version will usually

hit enough while guarded to fill the curse gauge anyway.

WarmSummon_Ultimate - f equals hits up to 16 times normally and is completely unguardable if a plus/minus b is attached.

AstralHeat - n to Infinity is now done with an old input: 632146D.

AstralHeatOld - The old version of n to Infinity which has Arakune move in one of four patterns across the screen done with the original

64641236D input. It is now completely unguardable, leads into the new version's animation on hit and can be manually controlled instead of

choosing the trajectories randomly; not holding any button has Arakune do two horizontal passes, holding A doing two bounces going forward,

holding B drops from above three times and holding C does three bounces from different walls.



UltimateExtend - Arakune grows in size with 632146C before using a greatly powered up 2C to run forward and over an opponent, hitting up to 32

times. Is completely invincible until the attack ends. Resembles Zato-1/Eddie's Dark Sentinel.

UltimateBird - Arakune does an attack resembling air 6C with greatly increased velocity with air 236236C, flying forward and warping upon

hitting the wall as if a wall teleport was used. Opponents hit are launched upward. Resembles Zato-1/Eddie's Executor. It is now done with

632146C.

UltimateComopong - Arakune spits out a writing bag of bugs with 236236A that stays where it landed for several seconds until it disappears,

Arakune is hit, or the opponent hits it. For the latter, 17 ticks burst out that try to follow after Arakune for a few seconds, with them

inflicting unguardable damage if they hit the opponent (and disappearing if Arakune is hit.) Now, the ticks are instantly fatal to any

opponent that they hit.

UltimateODDD - Arakune does a 5D with 214214D, with it hitting summoning a considerably larger swarm from f of g while he taunts the opponent.

Does low damage, but leaves the opponent open to be hit by other bug summons while having a P2 of 101. It now curses the opponent on hit and

does slightly more damage. (100 Heat)



Bang---------------------------------------------------



WarpA/B/C - Hijutsu: Bangu Shunkan Idou no Jutsu

WarpD - Hijutsu: Bangu Funjin Bakuha no Jutsu

Strike - Bangu Soushouda: Kongou Geki

Strike_Air - Bangu Soushouda: Tengou Geki

SPThrow - Shinkuu Reppuu Bangu Otoshi

SPThrow_Air - Shouten Funsai Bangu Otoshi: Kai

Musasabi - Rekkuu Musasabi no Jutsu

Shot_A/B/C/D/AD/BC/CD - Bangu-Ryu Shuriken-Jutsu

Stuck_A/B/C/D - Kugi Secchi

UltimateThrow - Shishigami Ninpou Chou Ougi: Bangu Kassatsu Daifunka

UltimateShot - Bangu Rankajin

UltimateAntiAir - Shishigami Ninpou Bakuretsu Ougi: Bangu Ashura Musouken

UltimateSPThrow - Shishigami Ninpou Geki Ougi: Geki Bangu Shippuuken

AstralHeat - Shishigami Ninpou Nekketsu Saishuu Ougi: Kyuukyoku Bangu

BurstDD - Shishigami Ninpou Kyoku Ougi: Bangu Ryouran Zekka



FaintA/B/C/D - Unlimited 22X (Tsuyoshishiki Ten'i)

Strike2/3/4 - Unlimited 236C -> 236C -> 236B (Resshou/Rokusai/Senshuu)

Meisai - Unlimited 623A (Tsuyoshishiki Meisai)

UltimateExtend - Unlimited 632146C (Zanseirouga)

UltimateODDD - Unlimited 236236D (Ragnarok)



Life - 16500

MatchInit - Combo rate increased to 80. May jump twice in the air.

Various - Starts with 20 nails instead of 12. Effects of Overdrive (barring Fuurinkazan itself and improvements by icons) are constantly active.

SLOT_31 - Activating Overdrive restocks Bang's nails. Normal Overdrive gives 4 nails, while the animation from having low life

completely refills all nails.

NmlAtk5A - Can cancel into itself (twice) or 2A on hit.

NmlAtk5B - Ends faster.

NmlAtk5C - Vocal timing slightly changed.

NmlAtk2A - Ends slightly faster.

NmlAtk3C - Knocks opponents lower into the air and has a P1 of 95. Now slides much farther.

NmlAtkAIR5A/AIR5Aex01/AIR5Aex02 - Has a P1 of 90 and can cancel into the additional punches sooner and even if the attacks miss.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkAIR4B - Does more damage.

NmlAtkAIR2C - Has a P1 of 90.

NmlAtk6B - Does more damage and has a P2 of 80. Now moves farther.

NmlAtk6B - Has a P1 of 100 and a P2 of 90.

Various - Drive attacks now have 50% increased damage with the corresponding icon and 100% increased damage and Fatal Counter ability

with all four icons.

NmlAtk5D - Has longer time after the opponent hits the wall before recovering. Now starts and ends sooner.

NmlAtk2D - Now starts and ends sooner.

NmlAtkAIR5D - Hits high. Now starts and ends sooner.

NmlAtk6D - Now ends sooner and the guardpoint lasts slightly longer.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Bang does his usual round victory pose, which refills 2 nails. If 4 is held, he

does his heroic speech intro, which refills 1 nail at the beginning and has an explosion effect if allowed to complete without interruption. If

2 is held, he does his idle animation, with a possibility of it being a wordless taunt. The normal taunt restocks 7 nails over the animation.



NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Strike - Kongou Geki has a P1 of 80, travels much farther forward, can Fatal Counter and hits for much more horizontal force.

Strike_Air - Tengou Geki travels much farther forward and can Fatal Counter.

SPThrow - Shinkuu Reppuu Bangu Otoshi will now have Bang run forward if the opponent is not close to him and attempt the throw when he reaches

the opponent or after a second. Bang is invincible to head, body and projectile-attribute attacks when he starts running (which ends upon the

throw being attempted.) The attack itself has a P2 of 90 after the second hit. The entire attack now has black afterimages.

SPAirThrow - Shouten Funsai Bangu Otoshi: Kai does more damage and has Bang fly forward if the opponent is not in range and attempt the throw

after long enough or upon reaching the opponent. Bang is invincible to head and projectile-attribute attacks when he starts moving (which ends

upon the throw being attempted.) The attack itself has a P2 of 85 after the second hit, does considerably more damage and has no reduced P2

after the final hit. The entire attack now has black afterimages.

Musasabi - Rekkuu Musasabi no Jutsu now has greater influence over Bang's movement when directions are held (except upward.)

WarpD/bnef_411_atk - Bangu Funjin Bakuha no Jutsu has 115% bonus proration.

Shot_AD/BD/CD - Three way nail shots may now be done as 41236A/B/C to fire. They are also thrown as fast as their single shot counterparts and

can be acted after throwing (barring the C version.)

Stuck_A/B/C/D - Kugi Secchi now places two floating nails from two versions simultaneously, now for only one nail.

A - A and B.

B - C and D.

C - A and C.

D - B and D.

Having the button held when the nails appear uses the current patterns, while not holding places them in the original patterns.

UltimateThrow - Bangu Kassatsu Daifunka now travels slightly faster and farther, does considerably more damage, has the invincibility at the

beginning turn into a guardpoint that stops head, body and projectile attribute attacks for the movement after and ignites opponents on the last

hit. The Overdrive version moves extremely fast and has similar guardpoint behaviors to air 5D (including being affected by the guardpoint

improving icon.)

UltimateShot - Bangu Rankajin throws two umbrellas if the B button is held. The nail rain projectiles have a P2 of 97 each.

UltimateShot2 - An adaptation of the original Distortion Drive version of the above (Shishigami Ninpou Zetsu Ougi: Bangu Rankajin) with 236236B

that continuously rains while draining nails. It is now considerably larger, does not disappear if the umbrella is hit and drops nails at a

considerably faster rate and disappears on its own after 12 nails are used (as Bang can now regenerate nails,) although the nail rain does less

damage per hit. The Overdrive version drains nails slower to rain for longer.

UltimateAntiAir - Bangu Ashura Musouken starts faster and has a P2 of 60 after the final attack. The final attack also increments the hit

counter by 2.

UltimateSPThrow - Bangu Shipuuken now does more damage and can be used in the air (UltimateAirSPThrow). The Overdrive version will attempt the

throw twice as fast after the warp, while the very last hit ignites the opponent.

AstralHeat - Kyuukyoku Bangu now has a 46D input. An effect timing was slightly altered to flow better, while the last hit ignites the opponent.



FaintA/B/C/D - Teleportation moves similar to Chipp Zanuff's Tsuyoshishiki Ten'i done with 22X inputs.

A - Warps a medium distance forward.

B - Warps a far distance forward.

C - Warps to the air in front of the opponent.

D - Warps to the air behind the opponent.

Strike2/3/4 - Attacks similar to Chipp Zanuff's Resshou/Rokusai/Senshuu series, with a fiery straight thrust with 236C, a fiery low kick with

236C again and a high kick with 236B after either of the above. The thrust and low kick can Fatal Counter. The low kick now propels the opponent

into the air so as to be able to combo into the high kick.

Meisai - Bang becomes translucent and harder to see with 623A, similar to Chipp Zanuff's Tsuyoshishiki Meisai. The effect lasts 10 seconds and

ends immediately when Bang is hit or attempts a Distortion Drive/Exceed Accel, but can stack for more translucency.

UltimateExtend - A series of attacks with Bangu Shippuken graphics done in the style of Chipp Zanuff's Zanseirouga. Starts rather slowly, but

does high damage and covers a large portion of the screen in range.

UltimateODDD - Bang does what would resemble Strider Hiryu's Ragnarok in execution with 632146D, doing a dash forward before launching the

opponents into the air for four-way cross attacks ending in the Overdrive finish for Bangu Shippuken. The initial attack is a non-comboable

command throw. Now, the last hit will give all four icons for Fuurinkazan and ignite the opponent. If all icons are already present, the attack

does considerably more damage. (100 Heat)



Carl---------------------------------------------------



Rolling_A/B - Vivace

Air_MultiHit - Allegretto

RemoteThrow - Cantabile

NirvanaAtk236D - Con Fuoco

NirvanaAtk22D - La Campanella

NirvanaAtkSpecialShot - Volante

NirvanaAtk623D - Con Brio

NirvanaAtk46D - Con Tenerezza

NirvanaAtk214D - Con Anima

UltimateHaguruma - Laetabilis Cantata

NirvanaRush - Rhapsody of Memories

NirvanaStrike - Fermata

UltimateLock - Arpeggio of Oblivion

AstralHeat - Deus Ex Machina

BurstDD - Symphonia of Lamentation



Rolling_A2/B2 - Unlimited 214A/B (Backward Vivace)

NirvanaAssault - Unlimited 2363214(D) (Deus Ex Machina)



Life - 10000

MatchInit - Overall walking and dashing speed along with jumping height reduced to abysmal levels. Combo rate increased to 70.

Various - The Automaton gauge now charges 2.5 times faster, while Ada moves as fast as she does during Overdrive, attacks much faster and

recuperates much faster if incapacitated. Now, activating Overdrive has the gauge charging sooner, makes Ada walk even faster, makes Carl move

as fast as he does normally, and causes guardpoints to stop strikes of all levels in addition to projectiles.

OnFrameStep - Carl and Ada have separate afterimages.

NmlAtk5A - Is slightly faster.

NmlAtk5C - Can jump cancel on hit or guard. Can now dash cancel on hit/guard.

NmlAtk2A - Is slightly faster, has a P2 of 85 and hits low.

NmlAtk2C - Propels enemies higher with more time before being able to recover and can Fatal Counter. Can now dash cancel on hit/guard.

NmlAtk3C - Moves much farther forward, does more damage, has a P1 of 95 and propels enemies higher.

NmlAtkAIR5A - Is slightly faster and has a P1 of 90.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkAIR2C - Has a P1 of 90 an cancel into 3C on hit.

NmlAtkAIR3C - A version of air 2C done with 3C which continuously hits on the way down without bouncing.

NmlAtk6A - Always launches enemies.

NmlAtk6B - Is faster and moves farther.

NmlAtk4C - Carl's old, chargeable version of 6C is now usable as 4C, with a partial charge having 110% bonus proration and a full charge being

completely unguardable. Can now dash cancel on hit/guard.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Carl does his bowing intro; if against Relius, Carl does a menacing glare

instead. If 4 is held, he does his finger snap victory pose. If 2 is held, he does his idle animation, with a possibility of it being a wordless

taunt.

Rolling_A - The A version of Vivace moves half as far as usual outside of Overdrive.

Rolling_B - The B version of Vivace moves farther over a longer period. During Overdrive, holding B ends the movement sooner.

Rolling_A/B - Versions of Vivace that move backwards done with 214A/B.

Air_MultiHit - Allegretto does slightly more damage on the additional hits.

Air_MultiHit2 - A version of Allegretto done with air 236C that moves forward and strikes many more times while sending Carl backward on the

last hit with the ability to cause a wallbounce.

RemoteThrow2 - A version of Cantabile done with 412C that moves slower, travels much farther forward and can be recalled by pressing C again.

Various - Now, every skill with Ada has an alternate result if C is held while D is released.

6(D) - Starts considerably faster. Holding C does six rapid punches from Rhapsody of Memories, which costs a large portion of the gauge, but

does reasonable damage very quickly.

2(D) - Starts considerably faster and repeatedly propels the opponent up and down during the attack. Holding C does her old 2D, an overhead

smash that hits high and causes a powerful floorbounce.

3(D) - Has a P1 of 90, a P2 of 95, and hits up to 12 times while hitting low on all the hits, starting faster and moving farther. Holding C

has Ada feint the attack, although this will disable the guardpoint partway through.

4(D) - Hits four times with a P1 of 85, along with hitting opponents with considerably more force toward Ada on the last hit. Carl may say the

associated voice clip for Con Tenerezza instead of the usual call for Ada. Holding C does her old 4D, a double swing that propels the opponent

high upward and is unguardable in the air on the second hit.

8(D) - Starts extremely fast and uses less of the gauge upfront, but costs slightly more for continued use. Holding C does three horizontal

swings from Rhapsody of Memories with the third causing a wallbounce, which is very damaging but also uses a large portion of the gauge.

NirvanaAtk236D - Con Fuoco starts faster. Holding C hits has the attack hit up to 17 times with damage reduced for each hit and move at a slower

and more gradual speed.

NirvanaAtk22D - La Campanella is much faster overall and warps Ada to Carl's front unless C is held.

NirvanaAtkSpecialShot - Volante shoots much faster. Holding C shoots a faster moving, less damaging shot with a P2 of 90 that costs less of the

gauge.

NirvanaAtk623D - Con Brio starts faster and can hit twice at close range. Holding C does a slower version that uses more of the gauge and

hits once while causing considerable hitstun and little knockback.

NirvanaAtk214D - Con Anima has Ada move faster and farther, while the throw has a P2 of 80. Holding C skips Ada walking and attempts the throw

faster than normal, with the opponent being hit with a powerful floorbounce instead of being knocked down.

UltimateHaguruma - Laetabilis Cantata is larger and causes increased chip damage. The Overdrive version is even larger.

NirvanaRush - Rhapsody of Memories has a P2 of 95 and throws considerably more punches while moving faster. The normal version hits 17 times at

accelerating speed, while the Overdrive version hits 28 times at full speed from the start with steadily increasing attack level. Holding C has

Ada walk forward and start the punches only when the opponent is in range or after a certain distance is crossed.

NirvanaStrike - Fermata can now Fatal Counter, does more damage and launches higher. The Overdrive version is completely unguardable in the air

and launches the opponent past the top of the screen. Holding C has Ada walk forward and start the attack only when the opponent is in range or

after a certain distance is crossed.

UltimateLock - Arpeggio of Oblivion is now usable outside of Overdrive. The new Overdrive version moves farther and hits seven times for more

damage. Holding C has the attack start from Ada's position after a sway backward instead of from behind Carl.

OrderNirvanaBomb - The old version of Deus Ex Machina (involving a massive unguardable explosion after a countdown) is now usable by holding C

during the Astral Heat input. Now, the countdown is always at the fastest rate and does not permanently disable Ada for the rest of the round

after.



NirvanaAssault - With 2363214(D), Ada warps to Carl's front and causes a massive explosion that hits many times for extremely high damage, which

also disables her immediately after. Can be used in the air, on the ground, or by pressing D the instant Carl is hit for damage on the ground.

Now, holding C has the explosion happen at Ada's position, but using the Distortion Drive while taking damage immediately depletes Carl's

Barrier gauge. (100 Heat)



Hakumen---------------------------------------------------



Assault - Guren

Assault2 - Renka

Assault3 - Zantetsu

Assault4 - Kishuu

Assault4_2nd - Enma

Assault5 - Yanagi

AirAssault - Tsubaki

AirAssault2 - Hotaru

AirAssault3 - Agito

UltimateAssault - Kokuujin: Shippuu

UltimateGrip - Kokuujin: Yukikaze

UltimateMode - Kokuujin Ougi: Mugen

AstralGrip - Kokuujin Ougi: Akumetsu

BurstDD - Kokuujin Kinji: Tengai



Assault4_3rd - Unlimited 236 -> Just frame A (Electric Wind God Fist)

Assault4_4th - Unlimited 236 -> B (Low slash)

Assault4_5th - Unlimited 236 -> C (Stomp)

UltimateExtend - Unlimited 632146B (Renka -> Hotaru -> Air 5B -> 6B)

UltimateJayoku - Unlimited 236236A (Jayoku Houtenjin)

UltimateODDD - Unlimited 632146D (Shipuu X4)



Life - 17000

MatchInit - General increase in walking and airdash speed.

OnFrameStep - Automatic Heat generation is X4 faster normally (on the ground and not taking damage) and twice as fast in almost all other cases,

including during Overdrive. Other effects of Overdrive are constantly active.

Various - Kishuu and derivatives require no Magatama to use. All other special moves require only 1 Magatama to use.

NmlAtk5A - Does more damage and has marginally longer time until the opponent can recover.

NmlAtk5C - Does more damage.

NmlAtk2C - Does more damage.

NmlAtkAIR5A - Does more damage and has a P1 of 90.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR2C - Has a P1 of 90.

NmlAtkAIR2A/2B - The pre-Centralfiction version of air 2A (which propels Hakumen and the opponent upward on hit) is usable as air 2B. Both have

a P1 of 90.

NmlAtkAIR5C - Does more damage and has a P1 of 90.

NmlAtk6A - Has invincibility against head-attribute attacks.

NmlAtk6B - Has a P1 of 90 and invincibility against foot-attribute attacks.

NmlAtk6C - Now does more damage if charged.

NmlAtk4B/4C - The Centralfiction 4C is now 4B, while the old chargeable and feintable version is usable. Now, the latter can Fatal Counter at a

full charge.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Hakumen does a brief gesture with his sword pointed forward. If 4 is held, he

does a protracted pose resembling Kokuujin Ougi: Mugen that lasts several seconds. If 2 is held, he does his idle animation, with a possibility

of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Atk5D/2D/6D/AIR5DGrip - The counter portions of Drive attacks are completely unguardable, gives a Magatama upon the counter being triggered

instead of upon hitting the opponent and can trigger against projectiles.

ShotDelete - Fuumajin is larger, lasts twice as long, has an attack level of 5 and causes considerable hitstun and floating knockback.

Assault - Guren travels twice as far if done during Kokuujin Ougi: Mugen.

Assault2 - Renka knocks enemies slightly higher on the first kick if done during Kokuujin Ougi: Mugen. Now the second kick can Fatal Counter if

done during Kokuujin Ougi: Mugen.

OldAssault2 - An older version of Renka with the second kick being a horizontal wallbounce is usable as 214B, with similar effects during

Kokuujin Ougi: Mugen.

Assault4 - Kishuu uses no Magatama and has been changed entirely. Simply inputting 623 now propels Hakumen forward with invincibility against

head and body attribute attacks, with different buttons inputted after doing different attacks at most points in the movement. It can also

cancel back into itself and moves farther during Kokuujin Ougi: Mugen. Very much a reference to the Mishima family's 5236 technique.

Assault4_2nd - Enma can be used on its own after a grounded Drive triggers the counter attack; if done in this manner, it has a P2 of 82 and can

Fatal Counter.

Assault4_3rd - If A is pressed within 1 frame of inputting the 623 command, a much faster version Enma is used that moves far forward with blue

afterimages that propels the opponent extremely high. Very much a reference to the Mishima family's Electric Wind God Fist. It now has a more

distinct sound effect upon hitting the enemy.

Assault4_4th - The second part of Zantetsu used as an individual attack by pressing B during Kishuu. Hits low.

Assault4_5th - A version of 6B that hits once by pressing C during Kishuu. Hits high and can cancel into Kokuujin: Yukikaze or

Kokuujin Ougi: Akumetsu.

AirAssault2 - Hotaru can Fatal Counter, has a P1 of 90 and a P2 of 92. Now, it won't rise high into the air unless the input is done as

2147B.

AirAssault3 - Agito can Fatal Counter. It also causes a floorbounce on hit with more time until the opponent can recover if done during

Kokuujin Ougi: Mugen.

Assault5 - Yanagi now moves farther during Kokuujin Ougi: Mugen, is unguardable if the guardpoint was hit and attempts the counter attack

immediately if the opponent is close enough.

UltimateAssault - Kokuujin: Shippuu starts faster and has a minimum damage of 35%, while the projectile moves faster (faster still during

Overdrive) and has a P2 of 80. The attack itself can be charged for longer; a partial charge now does 4000 damage and can Fatal Counter, while

charging beyond maximum level will do 10000 damage and force the counter. The Overdrive version can be charged for even longer; a partial

charge does 5000 damage, the original maximum level does 10000 damage, charging beyond that causes the screen to shake, and letting the attack

charge until it activates on its own will cause it to instantly defeat the opponent with 25000 damage if it hits. If either version is

charged to the point where a white circle appears around Hakumen's feet, the projectile will be larger and hit multiple times for more damage;

the normal version hits three times with considerable hitstun and vertical knockback, while the Overdrive version hits five times with similarly

large hitstun and also causes a floorbounce after the wallbounce.

UltimateGrip - Kokuujin: Yukikaze has a P2 of 60 on both versions, is generally much more damaging overall and will activate even if the

counter isn't triggered. The version to cancel out of a Drive attack can be used with 236D instead.

UltimateMode - Kokuujin Ougi: Mugen starts faster, lasts three times as long, improves various non-sword based skills, and increases Hakumen's

damage by 25% for the duration.

AstralGrip - Kokuujin Ougi: Akumetsu has no limit on what it can't counter and (even if it can't be seen on the screen) hits 99 times for 99999

damage.

BurstDD - Kokuujin Kinji: Tengai has kick effects similar to Renka.



Various - Hakumen now has several chain normal attacks done with several button inputs in sequence.

5A -> 5A -> 5B - A normal 5A, then a 5A that propels Hakumen forward with a P1 of 90 and a P2 of 95 (NmlAtk5A_2nd), then a slow kick that hits

low and has a P2 of 95 (NmlAtk5A_3rd_Gedan).

5A -> 5A -> 5C - A normal 5A, then a 5A that propels Hakumen forward, then a fast palm thrust that hits high and causes a wallbounce

close to a wall and has a P2 of 95 (AN_NmlAtk5B_2nd).

2B -> 5B -> 5B - A normal 2B, then a 5B with an attack level of 4, then a kick that propels enemies upward and away from Hakumen

(AN_NmlAtk5B_2nd).

5C -> 4C -> 46C - A normal 5C, then a 4C, then a modified Yukikaze that can Fatal Counter and sends enemies upward (AN_NmlAtk46C).

6A -> 6C -> 5B -> 5C -> 3C - A string of unique and normal attacks that can't be canceled into like this otherwise. The 5B has lessened

pushback, the 5C is done faster and does not force crouching he last attack has a distinct sound effect upon hit.

UltimateGrip3 - For 5D, 2D, 6D and now Yanagi, holding C when the counter is triggered will use a modified Yukikaze that travels across much of

the screen immediatelyand can Fatal Counter, but has a P2 of 40.

UltimateGrip4 - For air 5D, holding C when an attack hits will use a modified Tsubaki.

UltimateExtend - With 632146B, Hakumen does a version of Renka that hits six times, a rising Hotaru that hits 10 times, a descending air 5B,

then a 6B stomp upon landing. All of the attacks will be done in sequence regardless of if the enemy if hit or not. Now, all of the attacks

involved have larger strike effects.

UltimateJayoku - Hakumen does his own version of Hazama's Jayoku Houtenjin with 236236B, albeit one that lacks the ability to Fatal Counter and

starting slightly. Now, the effects produced mimics the attack more.

UltimateODDD - With 632146D, Hakumen does a slow charge, then does Shipuu, 6C, the first hit of Zantetsu, then 2C, all shooting Shipuu

projectiles that hit 10 times each. Holding D during the last hit follows with a slightly weaker Kokuujin: Yukikaze for further damage. The

first part costs 50 Heat, but requires 100 Heat to use, while the second part costs a further 50 Heat. Now, if the requirements for an

Astral Heat are met during the attack, using it will now cause Hakumen to follow with Kokuujin: Yukikaze immediately; if this hits, the

Astral Heat activates without even needing to counter anything. The first three slashes at close range also don't finish the opponent until the

last.



Nu---------------------------------------------------



LargeShot - Spike Chaser

GedanShot - Sickle Storm

ChudanShot - Crescent Saber

TimelagShot - Luminous Slave

BackAssault/BackAssault_Air - Supra Rage

SlowFieldA/B/C - Gravity Seed

UltimateMultiSword - Legacy Edge

UltimateLargeSword - Calamity Sword

AstralHeat - Sword of Destruction

BurstDD - True Impreza



ModeChange - 22A (Phase Shift)

AssaultA - 236A (Act Parser Zwei)

AssaultB - 236B (Act Parser Zwei: Blade)

AssaultC - 236C (Act Parser Zwei: Cavalier)

UltimateExtend - Unlimited 236236B (Powered up Act Parser)

UltimateMultiSword_slow - Unlimited 236236C (Delayed Legacy Edge)

UltimateODDD - Unlimited 2363214D (Mass impalement)



Life - 15000

MatchInit - General increase in speed. Can airdash twice. Combo rate increased to 70.

OnFrameStep - Is constantly generating Heat.

Various - Effects of Overdrive are always active and improved; special moves also fire more projectiles. Has properties of Chronophantasma-era

Dia and Luna forms combined and strengthened while having a large halo. Grounded Drive attacks can chain through four attacks.

NmlAtk5B - Is slightly faster.

NmlAtk5C/Funnel5C_Atk - Can cancel into 4B, has slightly increased time before the opponent can recover and can Fatal Counter.

NmlAtk2A - Can cancel into 4B.

NmlAtk2C - Has slightly longer time before the opponent can recover and starts faster.

NmlAtkAIR5A - Can cancel into itself even if it misses and has a P1 of 90.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAir5C - Has a P1 of 90 and can cancel back into air 5A or an air throw.

NmlAtkAIR2C - Has a P1 of 90 and can cancel back into air 5B.

NmlAtk6A - Has more time before the opponent can recover.

NmlAtk4B - What would become Lambda's 6B is now usable as 4B. It is slower and doesn't go forward, but hits twice, hits high on the second hit

and propels opponents far upward.

NmlAtk6C - Has a P1 of 90 and longer time before the opponent can recover.

Various - All Drive attacks can now jump cancel on guard in addition to on hit. Drive swords have a P1 of 90 and do slightly more hitstun. 5D,

air 5D, air 2D and air 6D have considerably more range. Activating Overdrive shoots a third sword with an attack level of 5 and larger size per

volley.

NmlAtk5D - Can cancel into Sword of Destruction and is slightly faster.

NmlAtk6D - Is slightly faster.

NmlAtk4D_2nd - Can cancel into 4B on hit and is slightly faster.

NmlAtk2D - Can cancel into 6C or 4B on hit.

NmlAtkAIR5D - Is noticeably faster.

NmlAtkAIR5D_2nd - Is slightly faster.

NmlAtkAIR2D - Is noticeably faster.

NmlAtkAIR6D - Is slightly faster.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Nu does her round victory pose. If 4 is held, she turns her back to the

opponent. If 2 is held, she does an alternate pose with what would be her idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss and have longer time before the opponent can recover.

SpecialDashF/B - If 63214 is used as the input, the grounded version of Act Parser moves backward along the floor.

LargeShot - Spike Chaser is now usable again with 22D, while the C version has larger waves overall. Now a new version done by pressing B during

the charging portion can be done to fire a slower moving wave that does low damage, but has high hitstun. Pressing A feints without firing

anything.

GedanShot - Sickle Storm shoots the normal version, the C version and the Luna mode version (which hits multiple times very close to Nu's

position) simultaneously, tapping C shoots two D version projectiles (with one moving slower than the other) and holding D shoots a very large

shot that starts slow, but lasts a long time and hits up to 10 times.

ChudanShot - Crescent Saber fires a second blade at a higher angle than the first normally, fires two blades for the C version that are spaced

farther away and holding D fires four slightly weaker blades that cover a wide frontal area with a blind spot.

TimeLagShot - Luminous Slave now shoots three projectiles.

BackAssault - Supra Rage now has a P1 of 90, does more damage on the additional hits, has longer time before the opponent can recover and can

cancel into Act Parser on hit. The grounded version is invincible sooner and can Fatal Counter.

BackAssaultEX - A modified version of Lambda's Duo Cultus with 412C that does two flips totaling nine hits.

SlowField_A/B/C - Gravity Seed has a hitbox on Nu's hands. This causes a strong floorbounce against aerial opponents, forces crouching against

grounded opponents and can Fatal Counter.

UltimateMultiSword - Legacy Edge starts slightly faster and now creates a second portal at half screen's distance away from Nu. The Overdrive

version places the first portal within the blindspot.

UltimateLargeSword - Calamity Sword always does the Overdrive version's summoning of four swords and does considerably more damage overall

(although the normal version will still appear farther from Nu initially and summons are generally slower.) The Overdrive version ends as fast

as the normal versions, is even more damaging and causes screen shaking on each hit.

AstralHeat - Sword of Destruction is completely unguardable.

BurstDD - The initial projectile fired during True Impreza travels fast enough to go full screen.



ModeChange - Phase Shift is usable again with 22A and now charges some of the gravity gauge and gives a small amount of Heat on use. It can

cancel out of Spike Chaser or Sickle Storm on hit only.

AssaultA - Act Parser Zwei is usable again as 236A. It is a slow dash forward that leads into a command throw that uses Calamity Sword for a

large floorbounce. It can cancel into any other Act Parser attack or Supra Rage after the throw hits.

AssaultB - Act Parser Zwei: Blade is usable again as 236B. It causes a spinning stun instead of knocking down. It can cancel into any other

Act Parser attack or Supra Rage after the throw hits.

AssaultC - Act Parser Zwei: Cavalier is usable again as 236C. It hits high and can Fatal Counter.

AssaultRm - Lambda's own Act Parser Tri is usable with 623A, albeit with gently propelling opponents upward. It may cancel into any other

Act Parser Zwei attack, Act Parser itself and Supra Rage, but unlike Lambda, can not cancel if the attack fails to hit anything.

AssaultRm2 - Lambda's own Act Parser Tri: Spada usable is usable with 623B. It may cancel into Act Parser only on hit/guard and does not hit

high, but propels the opponent higher, propels Nu upward on hit/guard and can be acted shortly after in the air.

BackShot - Lambda's own Exiga Nail done with air 236D, although very different; it can only be done in the air, has no invincibility, doesn't

send Nu as far back upward and the projectile moves only half as fast, but can be canceled into Act Parser once enough time passes and Nu starts

falling and fires two in succession. It has three versions like Nu's other D special moves; the normal version behaves similar to the original,

tapping C does a feint version that does not fire a projectile and can be canceled into Act Parser quickly and holding D propels Nu upward and

forward, fires after a noticeable delay and does not stop aerial momentum afterward.

UltimateMultiSword_slow - A version of Legacy Edge that fires after a considerable delay that lasts as long as with Overdrive with 236236C.

UltimateExtend - With 236236B, Nu vanishes, warps to the opponent's position from anywhere on the screen, launches the opponent upward and

delivers an air throw from extremely high up.

UltimateODDD - Nu fires a massive sword projectile that flies across the entire width of the screen with 2363214D. Hit opponents are run through

for seven hits, then bombarded by 31 swords from all angles before finishing with Calamity Sword. Does high, if slightly variable damage, and

misses at close range. (100 Heat)

UltimateSeekerSword - A much stronger version of Lambda's Overdrive Calamity Sword done with 632146C, which does 4000 damage, is extremely

massive, hits high, can Fatal Counter and tracks the opponent's position. (100 Heat)



Lambda---------------------------------------------------



LargeShot - Spike Chaser

GedanShot - Sickle Storm

ChudanShot - Crescent Saber

SlowFieldA/B/C - Gravity Seed

AssaultA - Act Parser Zwei

AssaultB - Act Parser Tri

AssaultB_A - Act Parser Tri: Spada

AssaultB_B - Act Parser Tri: Blade

AssaultC - Act Parser Tri: Cavalier

BackShot - Exgia Nail

UltimateMultiSword - Legacy Edge

UltimateLargeSword - Calamity Sword

AstralHeat - Sword of Destruction

BurstDD - Duo Cultus



UnlimitedLargeShot - Unlimited 22X (Weaver's Art: Sword)

UnlimitedUltimateAssault - Unlimited 236236C (Weaver's Art: Beast)

UnlimitedUltimateShot - Unlimited 214214C (Weaver's Art: Breaking Wheel)



Life - 15000

MatchInit - General increase in speed. May air dash twice. Combo rate increased to 70.

Various - Effects of Overdrive are always active. Now, activating Overdrive improves properties further.

C_CancelInput - 5C and 2C can cancel into special moves/Distortion Drives.

OnFrameStep - automaacally generates Heat. Gravity Seed charges twice as fast (X3 as fast in Overdrive.)

Axeinitnormal/special - Lambda is now under the effect of a similar system to Labrys' axe color. Using/hitting with 'close range' attacks

(generally normal attacks that use her wing blades or all Act Parser Tri attacks,) attacks involving them gain increased damage, attack level,

and at higher levels, chip damage and Fatal Counter ability, with being hit or not attacking with such attacks reducing the effects. A second

gauge above Heat indicates this, with levels of increasing strength having it colored grey (60% damage), blue (80% damage), green (normal),

yellow (110% damage + 5% chip damage), and finally red (120% damage + 10-15% chip damage + Fatal Counter ability.) The gauge starts every round

at the blue level.

NmlAtk5A - Can cancel into 4B.

NmlAtk5C - Can Fatal Counter. Is affected by color.

NmlAtk2C - Is affected by color.

NmlAtk3C - Is affected by color.

NmlAtkAIR5A - Can cancel into itself if it misses.

NmlAtkAIR5C - Is affected by color.

NmlAtkAIR2C - Is affected by color.

NmlAtk4B - Nu's 5B modified into a slower attack that does more damage, propels Lambda forward and can cancel into 5B.

NmlAtk6C - Is affected by color.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Lambda does her back-to-the-screen intro pose. If 4 is held, she does a flip as

if doing Supra Rage and does her round victory pose. If 2 is held, she does an alternate pose with what would be her idle animation, with the

possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and now end faster if they miss.

Various - All Drive attacks can now jump cancel on guard in addition to on hit. Drive swords have a P1 of 90, while the secondary swords fired

are as large as their primary counterparts. Activating Overdrive fires secondary swords that do half damage, but with considerably delayed

timings, causes swords to do chip damage, causes 4D to seek within the blindspot and allows for jump canceling the initial swords on hit/guard.



LargeShot - Spike Chaser activates faster, always travels full screen and propels enemies toward Lambda. The Overdrive version fires a secondary

wave after a delay.

GedanShot - Activating Overdrive fires a second projectile aimed toward the opponent after a delay.

ChudanShot - Crescent Saber is always the large version. Activating Overdrive fires a second slash slightly farther away and higher.

Various - For every Act Parser Zwei/Tri attack, activating Overdrive allows for canceling other attacks in the series with increased

freedom. They may cancel also cancel into 22A/B/C on hit without Overdrive.

AssaultA - Act Parser Zwei can now cancel as soon as the warp starts and is invincible to projectiles for the brief portion Lambda is invisible.

During Overdrive, it can also cancel into 6A, 6B and 6C.

AssaultB - Act Parser Tri now moves much father, is invincible to projectiles for the brief portion Lambda is invisible and is affected by color.

During Overdrive, it may cancel into Act Parser Tri: Cavalier.

AssaultB_A - Act Parser Tri: Spada now propels the opponent higher on hit and is affected by color. During Overdrive, it can jump cancel on

hit/guard.

AssaultB_B - Act Parser Tri: Blade now has considerably more forward momentum, moves farther after the attack itself and is affected by color.

During Overdrive, it may cancel into anything Act Parser Zwei can cancel into, including Act Parser Zwei and excluding itself.

AssaultC - Act Parser Tri: Cavalier has a guardpoint against any attack that isn't a projectile or throw during the portion Lambda is visible

and attacking. The brief warping portion is invincible to projectiles. Is affected by color and causes a Guard Crush when red. During Overdrive,

the Guard Crush lasts slightly longer.

AssaultB_C - If done with 6C, Act Parser Tri: Cavalier lacks the guardpoint, the Guard Crush and attacks slower, but moves farther and attempts

to pass through the opponent if sufficiently close and hit from behind. During Overdrive, it may cancel into Act Parser Tri: Spada, 623C and

Exgia Nail.

BackShot - Exgia Nail now has the projectile forcefully ground aerial opponents hit. With Overdrive active, a second projectile is shot at a

shallower angle for more range.

UltimateMultiSword - Legacy Edge starts slightly faster, shoots larger swords and creates a second portal aimed backwards at half screen's

distance away from Lambda. The Overdrive version places the first portal behind Lambda.

UltimateLargeSword - Calamity Sword functions similar to Nu's version by summoning four swords for each version. The normal version has the

swords spaced out shorter, while the Overdrive version behaves as expected.

AstralHeat - Sword of Destruction is completely unguardable.



LargeShotNy - An exaggerated version of Nu's Spike Chaser done with 623D, which fires after a long delay, but travels extremely fast and propels

enemies slightly forward as well as upward. A guardpoint against body and projectile attribute attacks is active during the 'charging' portion.

The Overdrive version fires a secondary wave after a delay.

GedanShotNy - A version of Nu's Sickle Storm done with 412D that files forward at high speed from Lambda's position. Apart from being larger,

hit opponents are sent backwards at a low angle toward Lambda. Activating Overdrive fires a second projectile after a delay if not inturrupted.



ChudanShotNy - An exaggerated version of Nu's charged Crescent Saber done with 236D, which is extremely large and hits a far distance away, but

has a likewise very large blind spot. Properties are otherwise identical to Lambda's. Activating Overdrive fires a second slash slightly farther

away and lower.

BackAssault - A version of Nu's Supra Rage done with 623C. Compared to Nu's, the attack and invincibility starts slightly slower and cannot be

done in the air and Lambda leaps slightly lower and takes more time to recover after landing, but the invincibility is total instead of just

head-attribute, lasts until the hitbox recedes and the attack propels the opponent upward and behind Lambda on the last hit. Is affected by

color, can be canceled out of Act Parser skills and launches higher on the last hit during Overdrive.

UnlimitedLargeShot - A series of attacks done with 22A/B/C. Has a starting animation similar to Gravity Seed, but then, a spot on the floor is

marked, after which a single Spike Chaser projectile ruptures through, with hit opponents being run through with four more swords for high

hitstun. Is very similar to Labrys' Weaver's Art: Sword. Now, this uses half of the Gravity Seed gauge, but the animation is much faster.

UnlimitedUltimateAssault - An adaptation of Labrys' Weaver's Art: Beast done with 236236C, involving Lambda charging forward with a huge

horizontal Calamity Sword before doing a massive Supra Rage. Use will completely deplete the color gauge, but is considerably more damaging the

more it is filled. Now incorporates a stronger graphic if done at the highest level of color.

UnlimitedUltimateShot - An adaptation of Labrys' Weaver's Art: Breaking Wheel done with 214214C, where three stationary Sickle Storm projectiles

appear in front of Lambda while hitting multiple times. (100 Heat)

UnlimitedLargeSwords - An exaggerated version of Nu's Overdrive Calamity Sword done with 632146C that summons eight slightly weaker swords that

start far from Lambda and move toward her, taking enemies with them. This starts just short of full screen's distance away and has a P1 of 85

and a P2 of 92. (100 Heat)



Tsubaki---------------------------------------------------



LandTackleA-EX - Sanctus Aequum

SwordFuriage/EX - Sanctus Veritas

Furimawashi/EX - Sanctus Decus

Shot/EX - Lux Macto

AntiAirA-EX - Benedictus Rex

WingAttack/EX - Aequum Eleison

AirTackleA-EX - Lux Aeterna

IGUpThrow - Sanctus Aerolata

MidAssualt/EX - Agnus Dei

UltimateLock_C/D - Confutatis Maledictis

UltimateMode - Macto Maledictis

UltimateShot - Requiem Maledictis

AstralHeat - Requiem Aeternam

BurstDD - Macto Lux Kyrie



ActionCharge - Unlimited 5D (after special moves) (Self-explanatory)

LandTackle2nd-EX - Unlimited 236X -> 236X (Additional strike)

UltimateExtend - Unlimited 236236C (Winger)

UltimateODDD - Unlimited 632146D (Agneyastra)



Life - 16000

MatchInit - Increase in grounded movement speed. Combo rate increased to 70. Jump startup reduced to 2.

MatchInit2 - Now, during Macto Maledictis, all of Tsubaki's movement is increased considerably and can double jump and air dash twice.

OnFrameStep - Now Overdrive charges stocks faster.

NmlAtk5A - Ends slightly faster.

NmlAtk2A - Ends slightly faster.

NmlAtk2C_2 - Has a higher attack level and more time before the opponent can recover.

NmlAtk3C - Has a P1 of 95 and a P2 of 94.

NmlAtk5D/2D/AIR5D - Starts, ends and charges considerably faster overall.

NmlAtkAIR5A - Ends slightly faster, has a P1 of 90 and can cancel into itself even if it misses.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAir5B_2 - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90 and can lead into air 5CC slightly later.

NmlAtkAir5C_2 - Has a P1 of 90.

NmlAtk6C - Can jump cancel on hit/guard and can cancel into 6CC slightly later.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Tsubaki does a pose with a radiant glow. If 4 is held, she does part of one of

her victory poses. If 2 is held, she does an alternate pose with what would be her idle animation, with the possibility of it being a wordless

taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Various - All versions of special moves that are weaker/do less damage when canceled from other special moves are no longer the case.

All special moves can also cancel on guard as well as on hit.

LandTackleA - The A version of Sanctus Aequum has an attack level of 4, has a guardpoint against projectiles and pushes opponents on guard. It

now moves farther.

LandTackleB - The B version of Sanctus Aequum has a guardpoint against projectiles and pushes opponents on guard. It now moves even farther.

LandTackleC - The C version of Sanctus Aequum has a guardpoint against projectiles. Now, it moves even farther and if C is held while making

contact with the opponent, the attack does not pass through the opponent, propels the opponent forward and can directly cancel into appropriate

special moves on hit/guard.

LandTackleEX - The D version of Sanctus Aequum staggers grounded enemies and otherwise causes extreme horizontal knockback, does more damage

overall, has 120% bonus proration and can cause a wallbounce if done during Macto Maledictis and hitting Lux Macto and has a guardpoint against

projectiles while charging, with hitting Lux Macto having a P2 of 99. Now, the attack clears the width of the screen extremely quickly and if it

hits Lux Macto, hits up to 12 times.

SwordFuriage - The B version Sanctus Veritas now moves farther and automaacally turns to face the opponent if done after Sanctus Aequum.

SwordFuriageEX - The D version of Sanctus Veritas now moves farther and will attack as soon as the opponent is in range even if not canceled

into.

Furimawashi - Sanctus Decus is usable again as 46B/D. The B version does more damage, automaacally turns to face the opponent if done after

Sanctus Aequum or Sanctus Veritas, has a P2 of 84, propels enemies farther and can be charged longer to have a P2 of 87 and cause a Guard Crush.

FurimawashiEX - The D version of Sanctus Decus does more damage, has a P2 of 90, causes a wallbounce and can be charged for

up to a P2 of 94 and becoming completely unguardable at full charge. If done during Macto Maledictis and if at least partially charged, it also

has 120% bonus proration and causes a Guard Crush before becoming unguardable.

MidAssualt - Agnus Dei can Fatal Counter and hits twice on its own.

MidAssualtEX - The D version of Agnus Dei can Fatal Counter, is unguardable in the air and hits thrice on its own.

Shot/EX - Lux Macto now causes increased hitstun and chip damage on hit. The hitstun allows for possibly using Sanctus Aequum to hit the

projectile even after it has hit the opponent.

AntiAirA/B/C/EX - Benedictus Rex now has A and B versions that travel at low and medium heights respectably.

WingAttack - Aequum Eleison has a P2 of 89 on the first hit, knocks down opponents and starts slightly faster. The projectile

now causes increased hitstun and chip damage on hit.

WingAttackEX - The D version of Aequum Eleison has the projectile now cause increased hitstun and chip damage on hit. The hitstun allows for

possibly using Aequum Eleison to hit the projectile even after it has hit the opponent.

AirTackleA-EX - All versions of Lux Aeterna have a P2 of 90, automaacally turn to face the opponent at the beginning, have more time until the

opponent can recover, and will always do 1000 damage if canceled from Benedictus Rex or Aequum Eleison. The D version has a P2 of 92 and does

more damage. If it hits Aequum Eleison, it has a P2 of 99, does 10% more damage per hit and is has a guardpoint against projectiles. Now, if it

hits Aequum Eleison, the attack hits more often.

IGUpThrow - Sanctus Aerolata starts slightly faster and gives 5 stocks if allowed to complete.

UltimateLock_C/D - Confutatis Maledictis does more damage, especially with more stocks for the D version.

UltimateMode - Macto Maledictis lasts twice as long as Overdrive and four times as long as normal on its own. Now, Tsubaki has a much more

vibrant gold and white aura with afterimages during the powered up state, while activating Overdrive pauses the drain.

UltimateShot - Requiem Maledictis does ~1/3 less damage per hit, but shoots four times as many projectiles, while a second portion of

invincibility triggers for Tsubaki before the projectiles start moving.

AstralHeat - Requiem Aeternam moves fast enough to properly travel across the entire screen and does 27000 damage.



ActionCharge - By pressing 5D during/after most special moves, Tsubaki poses and gains one stock. Resembles the Action Charge

used by Order Sol.

Various - Now, due to the above, the original timings of skills that can be canceled by Drive activations on hit can be done using 2D.

LandTackle2nd-EX - An addional attack during Sanctus Aequum that follows with an attack similar to the end of the Overdrive

version of Confutatis Maledictis. The attack knocks the opponent very far away while the D version causes a wallbounce. Now there are

only C and D versions, as the A and B versions were identical to the C version.

UltimateExtend - Tsubaki dives down at an angle similar the C version of Lux Aeterna with air 236236C. Hitting the opponent then

summons many Sanctus Veritas blades from the ground that send the opponent upward. Resembles Millia's Winger. It now does more damage.

UltimateODDD - Tsubaki twirls into the air with 632146D, then swings with the attack portion of Confutatis Maledictis, which causes

balls of light from Aequum Eleison to rain down from above on the opponent's location. Uses all available stocks for a longer and more

intense bombardment per stock. A reference to Chie's Agneyastra. It now uses an unused D version of Aequum Eleison as a massive

projectile that hits multiple times for very high damage (lessened per hit, but still high) for the very last part of the five stock

version. (100 Heat)



Hazama---------------------------------------------------



Kamae - Jasetsu

SpecialAssault - Jagai

KamaeA - Ressenga

KamaeB - Gashoukyaku

KamaeC - Zaneiga

KamaeD - Kamae Chuudan

KamaeF/BDash - Jakatsu

SpecialShot - Jabaki

AntiAir - Jasou

AirAssault - Hirentotsu

AirAssault2 - Jameijin

SpThrow - Gasaishou

UltimateAssault - Jayoku Houtenjin

UltimateShot - Mizuchi Rekkazan

UltimateThrow - Orochi Burensou

AstralHeat - Senkon Meiraku

BurstDD - Meija Gekkouga



KamaeA2/Air_KamaeA2 - Unlimited 214A (Ressenga)

KamaeB2- Unlimited 214B (Gashoukyaku)

KamaeC2 - Unlimited 214C (Zaneiga)

AssultKick - Unlimited 623B (Jayoku Houtenjin)

UltimateExtend - Unlimited 236236A (Teleport strike from above)

Ultimate_BBCP - Unlimited 236236C (Teleport strike from behind)



Life - 16500

MatchInit - Considerable increase in speed. May jump and air dash twice. Combo rate increased to 70. Jump startup reduced to 2. Is no longer

possessed by Terumi.

UroborosInit - Drive chains now have a P1 of 85, always functions like Overdrive is active and have a 200% Heat gain multiplier. Hitting at

far range anyway does 50% more damage with a 300% Heat gain multiplier.

OnFrameStep - The life stealing effect of J�rmungandr is now constantly active. Ourboros stocks will now recharge at the maximum rate at all

times (i.e. will fully charge almost immediately while grounded regardless of whatever Hazama is doing.) automaacally generates Heat.

NmlAtk5B - Is now air unguardable.

NmlAtk5C - Can be jump canceled on guard as well as on hit.

NmlAtk2C - Is now air unguardable, launches grounded enemies and launches higher on a counterhit.

NmlAtk3C - Launches enemies lower on a counterhit.

NmlAtk6A - Is now air unguardable and causes a small floorbounce. Can cancel into 6B on hit.

NmlAtk6B - Now has a P1 of 95 and trips enemies upward on hit. Can cancel into 6C on hit.

NmlAtk6C - Flips back a shorter distance and floorbounces grounded enemies.

NmlAtkAir5A - Can now cancel into itself even if it misses and has a P1 of 90.

NmlAtkAir5B - Has a P1 of 90.

NmlAtkAir5C - Has an attack level of 3, increased damage and a P1 of 90 across all slashes, has altered knockback that sends enemies upward per

hit, can be jump canceled on any hit and the last can cancel into Hirentotsu or Jameijin.

NmlAtkAir2C - Can now cancel into Hirentotsu or Jameijin.

NmlAtkExcite - Taunting normally has a chance to have Hazama hold his hat while taunting and a chance to do the shrug victory pose. If 6 is held

while pressing the button to taunt, Hazama alternates between his bowing intro and a pose while facing the screen. If 4 is held while pressing

the button, Hazama alternates between his watch checking victory pose and his time up clapping pose. If 2 is held, he alternates between his

idle animation and his crouching and hat twiling victory pose, with the possibility of being wordless taunts.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Kamae - Jasetsu now has the additional attacks always charged and available even as the stance begins. Holding the pose generates Heat.

SpecialAssault - Jagai is now done with 236D, has a P2 of 85 and has the additional attacks usable immediately after the hitbox resides. If

allowed to start the stance, the attacks become charged immediately. Holding the pose generates Heat.

KamaeA - Ressenga now does more damage and has more P1 for the uncharged version and is now air unguardable. The charged version has an attack

level of 5 and jumps lower and considerably farther.

KamaeB - Gashoukyaku now has an attack level of 5, has more time before the opponent can recover and propels much higher and can Fatal Counter

for the charged version.

KamaeC - Zaneiga now has a P1 of 90. The charged version has a P2 of 94, does more damage and propels enemies higher.

KamaeD - Ending the stance is now twice as fast.

KamaeFDash - Forward Jakatsu travels farther, can warp through opponents and has a period of invisibility and invincibility that activates

partway through.

KamaeBDash - Backward Jakatsu has a period of invisibility and invincibility and does not end the stance unless D is held.

SpecialShot - Jabaki is now much larger, hits with much more force, knocks away grounded enemies, can cause a wallbounce and can cancel into

Drive attacks, but now has slightly longer ending lag if it hits (so as to avoid infinite combos in the corner by comboing into itself.)

AntiAir - Jasou is now completely air unguardable (cannot be stopped with the barrier,) has a P2 of 100 for the second hit and launches enemies

farther.

AirAssault - Hirentotsu is usable again as 236B. It hits high, propels much more strongly downward and can cancel into Jameijin on hit/guard.

AirAssault2 - Jameijin falls much faster, hits high and causes a minor floorbounce.

SpThrow - Gasaishou has longer time before the opponent can recover. Holding B staggers the opponent without doing damage instead of launching,

with holding 6 or 4 leading into other attacks; holding 6 moves into the second part of Mizuchi Rekkazan as an additional attack to launch the

opponent forward, while holding 4 moves into an abridged version of Meija Gekkouga that launches the opponent backward. Both of these do

considerably do more damage, but generally cannot be comboed after and cannot be Rapid Canceled.

UltimateAssault - Jayoku Houtenjin now has a longer period of invincibility that activates as soon as the attack begins, does more damage, has

a P1 of 70 and teleports to the opponent's position before attacking.

UltimateShot - Mizuchi Rekkazan hits low and can hit within the blindspot.

UltimateThrow - Orochi Burensou can be used without Jagai/Jasetsu used beforehand, moves farther forward on activation and hits 20 times for

more damage. The Overdrive version now moves even farther and hits 32 times, while stomping at an even faster rate for even more damage.

Missing the throw will result in Hazama giving a quick shrug (the recovery frames are no different.)

AstralHeat - Senkon Meiraku is now unguardable in the air and hits 88 times during the attack.



KamaeA2/B2/C2/AssultKick - Versions of Ressenga, Gashoukyaku and Zaneiga and Jayoku Houtenjin usable as 214A, 214B, 214C and 623C respectably

that are used as independent special moves. They are (generally) weaker than the normal versions, but now can be canceled into each other

along with Jasetsu and Jagai. Now, 214A and 214C can cancel into any of these moves other than into each other, while 623C cannot cancel into

anything, but launches high enough to be comboed after. 214A can be used in the air and can cancel into any of the attacks upon landing.

UltimateExtend - With 236236A, Hazama vanishes, then teleports from above the opponent's position with a falling Hirentotsu, then follows with

a Zaneiga that launches the oppnent airborne, then five repititions of Jasou that propels the opponent aroud him until the opponent falls to

the floor, at which he finishes with a 6B to the prone opponent before taunting. It now alternates between one of three taunts at the end, while

the attacks in between are slightly more vertical and keep the opponent closer to Hazama if Rapid Canceled.

Ultimate_BBCP - With 236236C, Hazama vanishes, then teleports behind the opponent with a Crush Trigger attack, with hitting immediately

following with a modified Mizuchi Rekkazan into Orochi Burensou before kicking the opponent away. Has a lot of time where the opponent is within

Hazama's field. (100 Heat)



CmdActEntry() - For any non-character specific intro, Hazama has a small chance to do his boss intro instead.



Mu---------------------------------------------------



SGBomb - Ame no Habakiri

SGShot - Ame no Totsuka

SGAssault - Kuni no Tokotachi

FunnelBarrier - Tsunugui

SwrodSwing2 - Furu no Tsurugi

DirectShot - Ama no Habaya

FlyingAssault - Ikutachi

UltimateAsssault - Omohikane

UltimateSGShot - Yata no Kagami

AstralHeat - Kamigoroshi no Tsurugi

BurstDD - Tsuchi Ikazuchi



BossSummonUpperSword - Unlimited 63214A (Furu no Tsurugi)

UltimateExplosion - Unlimited 632146A (Imperial Ray)

UltimateDirectShot - Unlimited 632146B (Stationary orbs)

UltimateExtendLock - Unlimited 34123646A (Necro's Anger)

UltimateBit - Unlimited 214214C (Orbiting orbs)



Life - 15000

MatchInit - General increase in speed. Can air dash twice. Combo rate increased to 80.

MatchInit2 - Does 10% more damage with everything.

OnMatchInit - automaacally generates Heat and has blue afterimages.

Various - All abilities act as if in Overdrive. If Overdrive is active, all idle Drive pods will fire a normal shot in the direction they are

currently aimed in every three seconds.

NmlAtk5B - Has an attack level of 3.

NmlAtk5C - Propels the opponent with less horizontal and more vertical force and has an attack level of 4.

NmlAtk2C - Always launches opponents and propels higher on a counterhit.

NmlAtkAIR5A - May cancel into itself if it misses and has a P1 of 90.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90 and slightly more time before the opponent can recover.

NmlAtkAIR2C - Has a P1 of 85 and can Fatal Counter.

NmlAtk6B - Has an attack level of 4, hits high on the first hit and can cancel into 6C from the first hit. It now hits three times, forces

crouching before the last hit and moves farther.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Mu does her round victory pose. If 4 is held, she does her wing fanning victory

pose. If 2 is held, she does an alternate pose with what would be her idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Various - If the D button is held instead of tapped, the Drive pods fly in set patterns while firing beams before becoming stationary.

Their general behaviors resemble Dizzy's mini-summons, while their properties mix those of Continuum Shift and Chronophantasma.

NmlAtk5D - Flies slightly upward and fires a beam forward, then flies slightly downward while firing another beam, then accelerates to high

speed before coming to a stop and firing a third beam. Depending on proximity to the opponent, the pod may shoot in the opposite direction.

NmlAtk2D - Appears a distance away from Mu, then starts moving toward the opponent while firing three beams, firing in the opposite direction if

needed.

NmlAtk6D - Flies a distance away before rapidly firing 12 beams in a sweeping pattern downward. Orientation is inverted vertically in the air

and inverted horizontally if the opponent is behind the pod when it starts firing. This now has no hitstun on the beams (so as to limit an

infinite combo.)

NmlAtk4D - Flies vertically, then aims at the opponent and quickly fires a charged beam. Resembles Dizzy's seeking spear projectiles.

SGBomb - Ame no Habakiri is usable again as 623D. The explosions caused now ignite enemies.

SGShot - Ame no Totsuka has the beam cause minor hitstun on contact with enemies. If D is held as the beam is fired, it now starts moving at a

slower initial speed before accelerating drastically.

FunnelBarrier - Tsunugui has the guardpoint start immediately upon activation. Now, if the guardpoint is triggered, the attack hits up to nine

times for considerably more damage and propels enemies away on the last hit with increased force.

SwrodSwing2 - Furu no Tsurugi has an input of 214C and an attack level of 5, hits for more vertical knockback, and can be charged for much

longer for more damage and effects; the first level (when the blades turn white) do more damage, the second level (when the screen shakes) is

the original maximum level and causes the attack to cover slightly more range and the highest level (after about a second of charging) is

unguardable, forces a Fatal Counter and blasts opponents clear across the screen.

DirectShot - Ama no Habaya is more damaging, hits five times and shoots a second projectile behind the first. The grounded version rises higher

before disappearing.

FlyingAssault - Ikutachi moves father forward, has a P2 of 84, launches higher and has a longer time before the opponent can recover and can

cancel directly into Drive attacks on hit/guard. Holding 6 or 4 upon hitting the opponent moves slightly more forward or backward than usual.

Now, the attack hits high, has an input of 214B, can be used in the air (where it travels slightly shorter and lower) and if the grounded

version is done while 6C is hitting the opponent, Mu leaps much farther forward.

UltimateAsssault - Omohikane is considerably more damaging. It now does more hitstun at the end; this still cannot be comboed after, but allows

for more time to set something up.

UltimateSGShot - Yata no Kagami now causes slightly more hitstun per beam and fires four beams at the opponent before the last regardless of

how many pods there were on screen. It can fire up to nine beams for the normal version and thirteen for the Overdrive version as a result.

AstralHeat - Kamigoroshi no Tsurugi is now completely unguardable and does 95000 damage. The speech during the attack is also the complete

version from Continuum Shift.



BossSummonUpperSword - An adaptation of Dizzy's vertical spike-based skills involving a sword coming out of the ground with 63214A. This can be

charged, with the uncharged version doing a single hit close to Mu, while the charged version appears at father range, hits three times and

propels the opponent higher. Both can cancel into Drive attacks. It can now be used as 214A.

UltimateExplosion - An adaptation of Dizzy's Imperial Ray done with 632146A, with a line of explosions going outward from Mu until it leaves

the side of the stage, hitting the opponent continuously as it goes.

UltimateDirectShot - With 632146B, four stationary Ama no Habaya orbs are summoned to four positions in a trapezoid shape across Mu's front.

The orbs last until six seconds pass, hit 10 times each, or until Mu is hit.

UltimateExtendLock - An adaptation of Dizzy's Necro's Anger involving four pods being summoned close to Mu and firing a bombardment of

shots at the enemy with 34123646A. The initial activation is unguardable, but cannot hit aerial opponents unless an opponent lands in the marked

zone. Now, this can also be done with an input of 236236A.

UltimateBit - With 214214C, four Ama no Habaya orbs surround and orbit around Mu and hit nearby opponents, lasting until they hit 12 times each,

10 seconds pass or Mu is hit. (100 Heat)



Makoto---------------------------------------------------



CreateEnergyBall - Comet Cannon

PunchShot - Break Shot

Blocking1st/2nd/3rd/AutoBlocking - Space Counter

Syouryu - Corona Upper

BunshinStepA/B/C - Asteroid Vision

DashStop - Break

Urmawari - Eclipse Turn

DashUpper - Lunatic Upper

DashStraight - Cosmic Ray

UpperBodyBlow - Lander Blow

UpperChudan - Mars Chopper

UpperGedan - Stargazer

Pile_Bunker - Shooting Star

UpperRush1/2/3 - Infinite Rush

PowerDunk - Meteor Dive

PowerDunk3 - Lightning Arrow

SiriusJolt - Sirius Jolt

ShinSyouryu1/2/3 - Particle Flare

BigPunch - Big Bang Smash

AstralHeat - Planet Crusher

BurstDD - Cygnus Combination



DashandRush - Former 41236B (Machinegun Blow)

DonguriThrow - Unlimited AC/Special taunt (Victory Rose)

StepIn - Former 41236C (Ducking)

StepInUpper - Former 41236C -> C (Ducking Upper)

StepInStraight - Former 41236C -> B (Ducking Straight)

CounterAttack - Former 41236B (Cross Counter)

BackStepAndBlow - Former 63214D (Short Swing Blow)

UltimateLowBlowRush - Former 236236B (Rolling Thunder)

UltimateAirSnipe - Former 214214B (Abare Tosanamikudaki)

UltimateExtend - Former 236236A (Seichusen Godanzuki)

Ultimate_BBCP - Unlimited 641236D (Cosmic Ray -> Lander Blow -> Infinite Rush -> Particle Flare)



Life - 16000

MatchInit - Combo rate increased to 70. Jump startup reduced to 2.

CmdStateFRun - Running gains a guardpoint against body and projectile attribute attacks partway in. The guardpoint will fail if it takes more

than 2500 damage.

NmlAtk5A - Ends faster.

NmlAtk5B - Can cancel into 6C.

NmlAtk2A - Ends faster.

NmlAtk2C - Hits low, can Fatal Counter, and propels enemies on a more vertical trajectory that can be jump canceled on hit/guard.

NmlAtk3C - Strongly knocks down opponents and ends faster.

NmlAtkAIR5A - Has a P1 of 90, ends faster and may cancel into itself if it misses.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkAIR2C - Has a P1 of 90.

NmlAtk6A - Now always launches opponents.

NmlAtk6C - Now moves farther.

Various - Drive attacks now have improved properties at all levels (generally being one level stronger and more damaging than they usually are)

and level G is even stronger and often moves across the entire screen in an instant. Level 3 and Level G Drive attacks also have a P2 of 89.

Overdrive activations now have blue afterimages, resembling a certain other Makoto's Tandenrenki: Seme no kata.

NmlAtk5D - Moves farther and does more damage at all levels.

NmlAtk2D - Moves farther, does more damage, launches higher and has more time before the opponent can recover at all levels. Level 3 and Level

G can now jump cancel on hit.

NmlAtkAIR5D - Moves farther and does more damage at all levels. While charging, holding different directions moves Makoto while floating. During

Overdrive, the charge can be held for longer to steer more.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Makoto takes a moment before doing a confident pose. If 4 is held, she does her

pointing intro. If 2 is held, she does one of her many idle animations with a chance of a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

AutoBlocking - Space Counter can trigger the counter punch even against a guarding opponent.

Blocking1st/2nd - Space Counter is usable with its original input of 46. Although the input is less practical and the timing is much harder,

the counter punch is now considerably stronger if done from this. The counter can also trigger against head attribute attacks and projectiles.



Blocking3rd - The attacking portion of Space Counter is now more damaging, stuns more across all levels and travels across most of the screen on

execution. The level G version also causes a substantial guard crush. If done from the original input of Space Counter, the attack forces a

Fatal Counter, has a P2 of 100, has 115 bonus proration and is completely unguardable at all levels.

CreateEnergyBall/PunchShot - Comet Cannon hits up to four times when stationary, causes minor hitstop and is twice as large. Both it and Break

Shot do more damage and knockback at higher levels of charge, along with the projectile traveling faster and farther. Level 3 has the projectile

cause a wallbounce and level G is extremely fast.

Syouryu - Corona Upper has a P1 of 80, has more horizontal speed for the grounded version, has an afterimage effect and can follow with

Meteor Dive regardless of if the move hits or not.

PowerDunk - Meteor Dive hits high and does more damage across all versions. Level 3 can floorbounce, while Level G causes a strong knockdown

afterward.

SiriusJolt - Sirius Jolt now does three times as much damage on a clean hit, can Fatal Counter, has a afterimage effect and causes a noticeable

noise upon impact. The secondary hitbox is only slightly more damaging.

BunshinStepA/B/C - Asteroid Vision moves faster and farther for the A version and jumps higher for the C version.

DashStop - Break now ends faster.

Urmawari - Eclipse Turn now ends faster.

DashUpper - Lunatic Upper is now usable on its own as 236C and can follow with any move after Infinite Rush on hit/guard, including a version of

Infinite Rush that can't cancel into anything but hits 13 times in total (UpperRush2).

DashStraight - Cosmic Ray is usable on its own as 41236D, moves farther, goes through the opponent on hit/guard and does more damage at all

levels. Level 3 and level G now have a P2 of 90.

Pile_Bunker - Shooting Star can now Fatal Counter, has longer time before the opponent can recover, and gains similar effects to Level G in

Overdrive, which includes moving farther on both parts and causing a wallbounce/wallstick.

UpperChudan - Mars Chopper is air unguardable, causes a floorbounce against aerial opponents, can cancel into Drive attacks on hit/guard and

causes enough hitstun to be comboed after even on a grounded hit.

UpperGedan - Stargazer moves slightly farther and propels enemies upward instead of knocking down.

UpperRush1 - Infinite Rush moves farther forward if C is pressed again and is more damaging.

UpperBodyBlow - Lander Blow is now usable on its own as 22D, moves farther and hits three times at all levels for more damage. The version used

on its own is slightly slower to start and charge, while the normal version ends faster at level 3 and level G.

PowerDunk3 - Lightning Arrow is now usable on its own as air 214D, hits high, is more damaging and falls faster at all levels. Level G

propels Makoto downward very quickly.

ShinSyouryu1/2/3 - Particle Flare is now much more damaging at all levels, has larger effects for the last hit and has 120% bonus proration for

each attack done at level 3 and level G.

BigPunch - Big Bang Smash has an additional hit where Makoto is punching (which does more damage overall if both punches connect) and now has

the massive punch more damaging, unguardable in the air and larger across all levels.

AstralHeat - Planet Crusher moves farther across all levels. The level 3 version moves across the width of the entire screen, while the level G

version is faster still.



Various - For striking attacks below, they can cancel into any Distortion Drive or Astral Heat on hit/guard.

DashandRush - Makoto dashes a very far distance forward with 41236A and rapidly jabs five times before doing a body blow that staggers the

oppoonent. Resembles Dudley's Machinegun Blow.

DonguriThrow - By pressing A and C simultaneously, Makoto tosses an acorn as Dudley would throw a rose. This is done considerably faster than

the taunt version, but the acorns only do 1 damage. Holding directions now throws acorns in different trajectories.

StepIn/StepInUpper/StepInUpper - Makoto steps a short distance forward while invincible to strike attacks with 41236B. Pressing B during this

has her step farther and deliver a straight punch, while C does a two-hit uppercut. Resembles Dudley's Ducking, Ducking Straight and

Ducking Upper.

CounterAttack - Makoto does what looks like a taunt with 63214B. If any strike hits her while she is posing, she will immediately retaliate

with the attacking portion of Space Counter, which stuns for a long time and can Fatal Counter. The execution resembles Dudley's Cross Counter.

TigerDragonRhino - Makoto does a version of Corona Upper with 63214C that is done very close to the ground, moves predominantly horizontally,

has very short invincibility, hits up to three times and launches the opponent on the last hit in such a way to be able to combo after.

Resembles Mizoguchi's Touryusai.

UltimateLowBlowRush - Makoto does a considerably slower and stronger Infinite Rush with blue afterimages with 236236B and 100 Heat. Rapidly

pressing after the second strike will proceed to attack continuously, up to 23 strikes in total. Resembles Dudley's Rolling Thunder.

UltimateAirSnipe - Makoto leaps upward and backward to the wall with air 214214B, then dives downward with blue afterimages in a manner

resembling her aerial throw. Hitting the opponent with this has her do a string of attacks upon landing, striking with Mars Chopper, then

Stargazer, then the last hit of Planet Crusher. Is nearly identical to a certain other Makoto's Abare Tosanamikudaki. It now can be aimed with

directional buttons when Makoto leaps off the wall, propels downward with a floorbounce on the first hit against aerial opponentss and does more

damage across all parts, along with being usable from the ground.

UltimateExtend - Makoto does a slow 6B with blue afterimages with 236236A. Hitting the opponent with this has her follow with three rapid hits

before following with an uppercut and a taunt afterward. Is nearly identical to a certain other Makoto's Seichusen Godanzuki.

Ultimate_BBCP - Makoto does a considerably faster and stronger Cosmic Ray with 641236D. If this hits, she follows with Lander Blow, then

Infinite Rush, then ends with the final part of Particle Flare. Now, all four parts of the attack are affected by timing, continue into the

following parts even if nothing is held and have extremely strict timings; the first three parts charge extremely quickly, while the last part

charges very slowly, but has the smallest level 3 timing of all of Makoto's attacks. The initial attack is completely invincible, but now does

not attack immediately upon reaching the opponent. Overdrive/level G has the expected result of making the entire attack even more damaging.

(100 Heat)



Valkenhayn---------------------------------------------------



Wolf_NmlAtkXD - Rasen Wolf

SP_cancelXD - Geschwind Wolf

Assault - Nacht Jager

LowAssault - Schwarz Jagd

LowAssault2nd - Weiss Jagd

MidAssault - Nacht Rosen

AirAssault - Mondlicht

BeastCannon_H/V/U - Konig Wolf

BeastCannonAIR_V2/3/4 - Eisen Wolf

Wolf_Drain - Himmel Wolf

UltimateAssault - Sturm Wolf

UltimateAirAssault/UltimateWolfAirAssault - Konig Flug

AstralHeat - Blut Vollmond

BurstDD - Sieg Nagel



LowAssault_Hasei - Unlimited 236A -> 2B (Additional Schwarz Jagd)

LowAssault2nd_Hasei - Unlimited 236A -> 6B (Additional Weiss Jagd)

BeastCannon_BossChain - Unlimited 236X/214X -> A/B (High speed attacks)

BossUtsusemi - Unlimited Hold D (Wolf recovery)

UltimateTobitsukiNage - Unlimited Air 22B (Wolf throw)

UltimateExtend - Unlimited Air 22A (Powered up Konig Wolf)

UltimateBBCP - Unlimited 236236D (Super wolf mode)



Life - 15500

MatchInit - Combo rate increased to 70 while human. Jump startup reduced to 2.

OnFrameStep - The wolf gauge starts every match empty and charges extremely slowly (with Overdrive having no effect,) but once it is filled,

it charges faster than Overdrive normally and charges at a slightly slower rate while Valkenhayn is airborne.

OnActionBeginPre - Considerable increase in speed as a wolf. Normal jumping height reduced considerably. May jump and air dash twice per jump.

Combo rate increased to 80.

CmnActStand - If allowed to stand still for about a second, the idle animation has Valkenhayn spinning his arms with a slight afterimage effect.

CmdActFDash - Moves farther.

CmdActBDash - Now moves lower and ends faster a wolf.

CmnActBWalk/BDash/AirBDash - Moving backwards or going airborne does not drain the wolf gauge.

Various - B normal attacks (excluding 6B,) C aerial normal attacks and throws now have timings for Geschwind Wolf.

NmlAtk5B - Is air unguardable.

NmlAtk2A - Ends slightly faster.

NmlAtk3C - Strongly knocks down.

NmlAtkAIR5A - Can cancel into itself on missing and has a P1 of 90.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR5C - Now resembles his old 6C attack, while the original attack is usable as air 2C.

NmlAtkAIR2C - Has an attack level of 4, forces grounded opponents into crouching and dives downward after a moment.

NmlAtk6A - Has a P1 of 90 and can now jump cancel on hit.

NmlAtk6B - Can Fatal Counter.

NmlAtk6C - Standing still after the attack now has Valkenhayn pose like for other C attacks.

NmlAtk4C - Valkenhayn's old high-hitting 6C is usable as 4C.

NmlAtk5D/NmlAtk2D - Transforming into a wolf has some head/projectile invincibility. Now this applies to 2D.

Wolf_NmlAtk5A - Hits low and ends faster.

Wolf_NmlAtk5B - Has an attack level of 3, a P1 of 90, hits the opponent toward Valkenhayn, hits twice, launches the opponent upward on the

second hit, can cancel into other wolf normal attacks (including itself) and is air unguardable.

Wolf_NmlAtk5C - Is air unguardable.

Wolf_NmlAtkAIR5A/2nd/3rd - Has a P1 of 90, can cancel into the next attack even if they miss and can cancel back into the first attack after the

third.

Wolf_NmlAtkAIR5B - Has a P1 of 90, an cancel into other normal attacks and can jump cancel.

Wolf_NmlAtkAIR5C - Has a P1 of 90 and can cancel into other normal attacks.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Valkenhayn does his kicking intro. If this is done against Relius, Terumi or

Susanoo, the taunt is wordless. If 4 is held, he turns around scowling. If either of these are done against Rachel or Celica, he bows

respectfully instead. If 2 is held, he a quick pose which ends in one of his idle animations for C attacks.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Assault - Nacht Jager is air unguardable, has no set P1, a P2 of 80, moves farther and hits up to three times.

LowAssault - Schwarz Jagd moves twice as far forward.

LowAssault2nd - Weiss Jagd moves twice as far forward and causes a wallstick if done close enough to the wall.

LowAssault_Hasei/LowAssault2nd_Hasei - Modified versions of Schwarz Jagd and Weiss Jagd done with 2B and 6B after hitting with Nacht Jager.

These versions cannot be canceled with Geschwind Wolf, but Weiss Jagd hits high while Schwarz Jagd hits low.

MidAssault - Nacht Rosen has a P2 of 90, can jump cancel on hit/guard, has head and body-attribute invincibility and now hits high.

AirAssault - Mondlicht has a longer time until the opponent can recover and has reduced landing lag. Now, it can be done from the ground,

propels Valkenhayn upward only if the input is done as 2147B (otherwise attacking where Valkenhayn is and slowly falling after) and is air

unguardable when done from the ground.

BeastCannon_H/V/U/BeastCannonAIR_V2/3/4/BeastCannon_BossChain - All versions of Konig Wolf and Eisen Wolf act as if Overdrive is active.

Pressing A or B while hitting the opponent has Valkenhayn do a very fast diagonal Konig Wolf that propels the opponent upward in a manner

resembling Konig Flug; this can continue up to four times and can cancel into 22A or 22B. This now requires a 5A/5B input.

Wolf_NmlAtkXD/SP_cancelXD - Every version of Geschwind Wolf and Rasen Wolf (except for those going straight up, diagonally downward and

backward, and straight down) have hitboxes and now act as if Overdrive is active drains the wolf gauge only half as quickly (except for 9D and

8D, which drain as fast as normal.)

Wolf_Drain - Himmel Wolf does more damage and completely fills the wolf gauge on the first attack.

UltimateAssault - Sturm Wolf has a P1 of 85, an attack level of 4 on the additional attacks, freezes the screen long enough for the

first attack to have little startup and will do the additional attacks regardless of if the initial one hit if D is held, but will not make

Valkenhayn invincible for the attacking portion if none of the additional attacks hit. Now, the last hit causes a distinct noise on hit and can

cause a Guard Crush, with the Overdrive version including the second-to-last hit.

UltimateAirAssault/UltimateWolfAirAssault - Konig Flug has a P2 of 85 and causes distinct hit noises on the rising portion. The Overdrive

version has more visual effects on each hit.

AstralHeat - Blut Vollmond goes on a higher and more frontal trajectory if C is held. The very last part of the attack also hits five more

times.



BossUtsusemi - Holding D while being hit will have Valkenhayn quickly flip away while human with red afterimages before turning into a wolf and

landing safely. This uses a portion of the wolf gauge, will not stop damage taken and only works on the ground and against non-throw/cinematic

attacks, but otherwise can be used at any time while in hitstun. This now drains a large portion of the wolf gauge on use.

UltimateTobitsukiNage - As a wolf, in the air and with 22B, Valkenhayn leaps forward with a guardable and comboable command throw that spins and

smashes the opponent into the ground on hit. Always does 2500 damage regardless of combo proration.

UltimateExtend - As a wolf, in the air and with 22A, Valkenhayn glows yellow does a massively powered up Konig Wolf forward that hits repeatedly

until he runs into the opposite wall.

UltimateBBCP - With 236236D, Valkenhayn turns into his wolf form (if not already) and howls, causing the wolf gauge to drain and start flashing

white while white particles appear around him. During this, Valkenhayn's wolf form cannot lose or gain any of the wolf gauge other than it

naturally draining and has a guardpoint that stops everything except unguardable attacks, while turning human will have the gauge turn yellow

and fill at a medium pace. However, once the wolf gauge drains, it fills at a pace similar to the beginning of the match until it fills

again, while taking any hitstun in either form will cause the gauge to drain immediately. (100 Heat)



Platinum---------------------------------------------------



Oiuchi - Falling Melody

Shabon_A/B/C - Dream Sally

Hopping/HoppingPlus_A/B/C/AirHopping - Air Persia

SurfingU/V/AirSlide - Mami Circular

CommandThrow - Dramatic Sammy

AirSlide - Swallow Moon

Atemi - Happy Magicka

HiWeapon/SommonMeteorSan - Miracle Jeanne

UltimateAssault - Cure Dot Typhoon

AstralHeat - Shining Layered Force

BurstDD - Angelic Blast



SommonMissileSan - Unlimited 632146B (Giant missile)

UltimateExtend - Unlimited 4123641236A (Tragedy During Maitenance)

Ultimate_BBCP - Unlimited 632146D (Tenraiha)



Life - 15500

MatchInit - Combo rate increased to 70.

CmdFAirDash - Forward air dashes now leave a trail of stars and sparkles in Platinum's wake.

NmlAtk2A - Ends slightly faster.

NmlAtk2C - Propels opponents higher upward.

NmlAtk3C - Starts slightly faster and strongly knocks down.

NmlAtkAIR5A/2nd/3rd - Has a P1 of 90 and can cancel into the next attacks even if they miss.

NmlAtkAIR5B - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkAIR2C - Has a P1 of 90 and now hits more often and the button can be held to continuously hit.

NmlAtk6A - Always launches enemies.

NmlAtk6B - Can now be delayed by holding the button for more damage; if held until the attack comes out automatically, Platinum moves farther

while the attack becomes completely unguardable, forces a Fatal Counter and sends the opponent flying with a *ding* noise with high hitstun and

a wallbounce/wallstick if close to the wall.

NmlAtk6C - Is air unguardable.

NmlAtk5D/AIR5D - Item randomness is completely gone; pressing D while holding directions now guarentees powered up versions of items.

5 (no direction) - Hammer

4 - Bat/Kanabo

1 - Frypan/Harisen

2 - Bombs

3 - Missiles

6 - Cat/Lion

8 - Box trap

7/9 - Boomerang

NmlAtk5D_Hanmmer - Grounded hammer does considerably more damage.

NmlAtk5D_Cat - Lion causes a small floorbounce.

NmlAtk5D_Harisen - Harisen has a P1 of 86 and a P2 of 94.

NmlAtk5D_Bat - Kanabo has a P1 of 75.

NmlAtk5D_Bomb - Bombs have a P1 of 85 and are bouncy, bouncing once off the floor if they don't hit the enemy.

NmlAtk5D_Missaile - Missiles inflict chip damage on the initial impact.

NmlAtk5D_Box - Trap boxes are larger and cannot be destroyed by hitting them.

NmlAtk5D_Boomerang - Boomerangs have increased hitstun.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Platinum takes a moment to throw out a Happy Magicka plush forward (which has

a P2 of 20 compared to normal.) If 4 is held, she spins in place several times before posing and summoning the rain of plushes from the Overdrive

version of Cure Dot Typhoon (which also has a P2 of 20.) If 2 is held while pressing the button, she does her idle animation, with the

possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Oiuchi - Falling Melody attacks three times in succession and ignores combo proration.

Shabon_A/B/C - Dream Sally now bursts into a fiery explosion upon popping for any reason, which also causes increased hitstun and damage.

Holding the button for the C version will fire a large unguardable (so long as not within close range) bubble with little bounce after a longer

delay.

Hopping/HoppingPlus_A/B/C/AirHopping - Air Persia now has a version done with 623B that moves at a shorter and higher trajectory (enough to hop

over a standing opponent on the floor to attack from behind.) The attacks can Fatal Counter.

SurfingU/V/AirSlide - The 236B version of Mami Circular now goes faster and farther, while the 236C version floorsides/wallbounces enemies

instead of knocking down. Both have red afterimage effects and do more damage.

CommandThrow - Dramatic Sammy can select items in a similar way to 5D upon the opponent being launched. It also launches the opponent high

enough to combo after, while the dash has an aesthetic trail of stars and sparkles.

AirSlide - Swallow Moon is now done with air 214C and moves twice as fast.

Atemi - Happy Magicka activates on its own after a short duration, is done with 2(hold)8A and has new B and C versions, with the B version

reappearing behind the opponent and the C version having Platinum reappear in the air behind the opponent.

HiWeapon/SommonMeteorSan - Because of always having powered up items on command, Miracle Jeanne now rains bombs from the sky across the stage in

a manner resembling Faust's meteors.

UltimateAssault - Cure Dot Typhoon hits considerably more often for more damage.

AstralHeat - Shining Layered Force is unguardable in the air and does 100 hits.



SommonMissileSan - With 632146B, a huge missile flies in from behind Platinum across the stage. Does low damage, but causes a wallbounce and a

Guard Crush while unaffected by combo proration. Resembles May's Great Yamada Attack.

UltimateExtend - With 4123641236A, Platinum poses, only to be blasted back by a chain of explosions from her staff that rise upward. Does low

damage, but is air unguardable and starts extremely quickly. Resembles Bridget's Tragedy During Maitenance.

Ultimate_BBCP - With 632146D, Platinum smashes down with a powered up hammer; regardless of if it hits or not, many bells rain down from above

the opponent in a random manner to inflict further damage. Randomly ends with (increasing rarity and damage,) a single large bell, raining bombs

and a giant missile. Now, the bell makes a *ding* upon hitting the opponent and causes the opponent to noticeable float in hitstun, the bombs

bounce upon hitting the floor and the missile is larger. (100 Heat)



Relius---------------------------------------------------



Strike - Id Lauger

Kaihi - Led Ley

Assault - Gad Leis

Act_IG_AddAttack01 - Id Haas

Act_IG_AddAttack02 - Id Naiads

Act_IG_AddAttack03 - Id Zain

Shot_A/B/C - Geara Lugia

Act_IG_SpAttack01 - Val Lanto

Act_IG_SpAttack02 - Val Lyra

Act_IG_SpAttack03 - Val Tus

Act_IG_SpAttack04 - Geara Nose

Act_IG_SpAttack05 - Geara Act

Act_IG_SpThrow - Geara Kaas

Act_IG_SpAirAttack01 - Bel Lafino

UltimateField - Req Vinum

Act_IG_UltimateRush - Duo Bios

Act_IG_UltimateAtk - Vol Tedo

AstralHeat - The Puppeteer's Altar

BurstDD - Zera Varius



UltimateExtend - Unlimited 2363214C (Dark Angel)

Act_IG_UltimateSlash - Unlimited 2141236D (Teleport slashes)

Act_IG_UltimateShot - Unlimited 2363214D (Red Hail + Dark Angel)



Life: 15000

MatchInit - General increase to speed. Combo rate increased to 70.

OnFrameStep - Is constantly regenerating Heat. Relius and Ignis have separate afterimages.

Various - Does 10% more damage with everything and has the effects of Overdrive always active. Ignis' gauge also

charges faster than that even with Overdrive normally, does not drain while idle and charges extremely quickly

if Ignis is incapacitated. During Overdrive, Ignis has guardpoints on her attacks that are the same attribute as the

one she is currently using (usually head or body) if it doesn't encompass all attributes and has reduced cost for

using special moves instead of increased, all costing 1/10 of the gauge.

NmlAtk2C - Can Fatal Counter.

NmlAtk3C - Can jump cancel on hit/guard and strongly knocks down.

NmlAtk6A - Has a P1 of 85.

NmlAtk6B - Can cancel into 5C and ends faster.

NmlAtk6C - Has a P2 of 82.

NmlAtkAIR5A - Has a P1 of 90, no pushback and now does half as much damage per hit and hits three times as frequently.

NmlAtkAIR5B - Has an attack level of 3 (with an attack level of 5 if the opponent is hit early in the attack,) has

a P1 of 90 and smashes opponents downward with a floorbounce.

NmlAtkAIR5C - Has an attack level of 4, a P1 of 90, propels enemies upward, hits twice, can jump cancel and

can cancel into air 5B on hit.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Relius flicks his cape. If 4 is held while pressing the button, he

crosses his arms. If 2 is held, he does his idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end sooner if they miss.

IGAct_Attack03 - 4D has a P1 of 90, no longer wallbounces and propels enemies much higher upward with longer time until recovery, but

has severe same move proration.

Strike - Id Lauger has longer time before the opponent can recover.

Assault - Gad Leis is considerably faster overall. Now, holding the B button slightly delays the second hit, but makes the second hit high and

hit three times.

Various - Now, all special moves involving Ignis are now usable from the air. As Bel Lafino is already air 214B, Val Lyra uses air 236B instead.

Act_IG_SpAttack01 - Val Lanto has an attack level of 4, hits up to six times (with damage per hit compensated) and blasts the enemy far

upward while causing a floorslide on landing. Relius recovers sooner on the ground.

Act_IG_SpAttack02 - If Val Lyra hits without being guarded, Ignis warps after the opponent and does a modified Geara Nose

that hits multiple times and sends enemies toward Relius. Relius recovers sooner on the ground. Now, the second part is only done if B is held.

Act_IG_SpAttack03 - Val Tus moves noticeably farther for the first attack.

Act_IG_SpAttack04 - Geara Nose activates much faster when Ignis isn't present, while the entire attack hits multiple times

(usually three if done close to the ground) on the way down. The aerial version with Ignis not present will have her attack

close to the ground.

Act_IG_SpAttack05 - Geara Act is usable again with 46D. It now has an unused Overdrive version that causes the projectile to

move farther and strongly knock grounded opponents down. This now only knocks opponentss down when the projectile starts returning.

Act_IG_SpThrow - Geara Kaas has a P2 of 80 and hits 17 times (damage compensated.) The Overdrive version moves noticeably

farther and hits 27 times for considerably more damage. Although this is a throw, the Overdrive version includes the

body-type attribute for the guardpoint.

Act_IG_SpAirAttack01 - Bel Lafino always appears directly on top of the opponent, hits more often for more damage and now slightly

floorbounces the opponent toward Relius on landing.

Act_IG_AddAttack01 - Id Haas hits three times and causes a long floorslide.

Act_IG_AddAttack02 - Id Naiads only hits twice (once on the first hit and once again upon landing,) but does more damage

overall and causes a very strong floorbounce.

Act_IG_AddAttack03 - Id Zain hits three times.

Shot_A/B/C - Geara Lugia is larger, has extreme hitstun and forces crouching.

Act_IG_UltimateAtk - Vol Tedo has a P1 of 85 and does more damage. The Overdrive version hits 3 times and moves farther.

Act_IG_UltimateRush - Duo Bios has a P1 of 90, moves farther and now can be started from the air and attacks considerably faster and more often

(hitting 19 times normally and 45 times during Overdrive) for considerably more damage.

UltimateField - Req Vinum has a P2 of 90, hits low on the initial hit, will trap the opponent even if the initial attack is guarded and

does increased chip damage.

AstralHeat - Now, holding D during The Puppeteer's Altar has Ignis appear behind the opponent's horizontal position.



UltimateExtend - With 2363214C, Relius snaps a finger, after which a massive projectile starts accelerating forward, hitting up to

28 times before leaving the screen. Resembles Venom's Dark Angel.

Act_IG_UltimateSlash - With 2141236D, Ignis warps directly to the opponent's horizontal and delivers 20 slashing attacks ending in

Val Lyra which launches enemies toward Relius.

Act_IG_UltimateShot - Ignis hovers a short distance off the floor with 2363214D and starts shooting off several projectiles

that bounce off the floor and sides of the stage, ending in the same projectile from 2363214C. Resembles Venom's Red Hail. This

now can be started in the air. (100 Heat)



Amane---------------------------------------------------



Kamae/GrounDrill_A/B/C - Ninpu Sengeki: "Hariken"

MultiStrike - Choujuu Rengeki: "Raibu"

AirMultiStrike - Tensou Rakugeki: "Gosei"

Ginga - Gangan Senpu: "Ginga"

Anti_Air - Juuken Dageki: "Gekiren"

FrontJump/BackJump - Choujin Kaihi "Zettou"

UltimateAssault - Kyouryu Tokkou: "Seijuu Rensoukyaku"

ImperialDrill - Kaizoku Senkou: "Goukai Rasen Renpa"

AstralHeat - Jakutoku Meika: "Gouhahouyou"

BurstDD - Hakan Gekisou: "Jakka Dengekitai"



ExDrill_A/B/C - Unlimited 22A/B/C (Invite Hell)

Ultimate_BBCP - Unlimited 236236C (Massive pinwheel)



Life - 15000

MatchInit - Increase in running speed. Combo rate set to 80. Jump startup reduced to 2.

DrillAttackData - Activating Overdrive now increases the chip damage done for Drive attacks to what they would be for

the next level; level 3 has a 120% chip damage rating (i.e. does more damage per hit when guarded.)

OnFrameStep - Has pink afterimages. Overdrive has double the rate of charge for the gauge. Level 3 has the gauge

generate at a slower rate during use.

Various - Now, during Overdrive, all normal attacks inflict chip damage. Special moves inflict more chip damage by default,

while Overdrive increases it even more.

NmlAtk5B - Hits five times and pushes enemies farther away.

NmlAtk5C - Is air unguardable.

NmlAtk5D - Does more damage per hit and crumples grounded enemies.

NmlAtk2D - Does more damage per hit.

NmlAtkAIR5A/AtkAIR5A2nd - Can cancel into the other if they miss and hits high.

NmlAtkAIR5B - Hits five times and hits high.

NmlAtkAIR5C/2C/4C - Hits high.

NmlAtkAIR5D - Does more damage per hit.

NmlAtkAIR6D - Does more damage per hit.

NmlAtk6A - Launches grounded enemies.

NmlAtk6D - Does more damage, but will not benefit from reduced gauge gain unless Overdrive is active. Does not

abide by the standard data on chip damage, but follows a similar behavior during Overdrive, with a maximum

chip damage level of 80%.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Amane holds his arms out. If 4 is held while pressing the button, he does his

fan victory pose. If 2 is held, he does his idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Kamae/GrounDrill_A/B/C - Ninpu Sengeki: "Hariken" has a guardpoint against head and body-attribute attacks as well as projectiles while

charging. The attack itself has the drill launch enemies toward Amane and is slightly larger, while the stomp will generally propel enemies into

the drill with more accuracy and now can be jump canceled on hit.

Anti_AirA/B/C - Juuken Dageki: "Gekiren" has three versions done with 623A/B/C - The A version appears close to Amane,

the B version is slightly behind the original's location and the C version is just short of full screen's distance away.

MultiStrikeB - The two versions of Rengeki: "Raibu" are usable. Using 236C has it hit behave as normal other than hitting three times as often

for more damage (with damage per hit compensated,) but if done as 412C, it only hits once, at the very end of the dance, but the damage is

considerably higher, causes a much farther launch that causes a wallbounce and Amane is completely invincible during the dance.

AirMultiStrike - Tensou Rakugeki: "Gosei" has an attack level of 4, a P1 of 90, hits more often while falling, moves slightly

forward on landing, sends opponents flying farther for the grounded hit and can skip the grounded hit by holding C.

Ginga - Gangan Senpu: "Ginga" now accelerates instead of decelerating and lasts longer, enough to cross the entire screen, and

propels opponents toward Amane.

FrontJump/BackJump - Choujin Kaihi "Zettou" has Amane pass through the opponent before the apex of the grounded versions and for the entirety

of the aerial versions. The aerial versions can be used three times before landing in any combination.

UltimateAssault - Kyouryu Tokkou: "Seijuu Rensoukyaku" does not cause the gauge to overheat, does more chip damage and now does slashing damage,

has the initial drill-kick hit multiple times (as if the attack was guarded) and trigger the final portion if the eight hit connects for more

damage.

ImperialDrill - Kaizoku Senkou: "Goukai Rasen Renpa" does not cause the gauge to overheat and now does slightly less damage per hit, but summons

twice as many drills. (Note that the original had the drills do more chip damage.)

AstralHeat - Jakutoku Meika: "Gouhahouyou" hits low.



ExDrill_A/B/C - Amane summons a drill with that hits up to five times at set locations based on the button used. Having more of the gauge makes

the drills much larger and do more damage per hit. Resembles Zato-1/Eddie's Invite Hell/Drill Special.

Ultimate_BBCP - Amane summons a massive pinwheel with 236236C that spins forward and up to 81 times. Locks opponents for much of its animation

and is hard to avoid from being large and slow-moving. (100 Heat)



Bullet---------------------------------------------------



DriveAddAttack - Wadcutter Engage

Shot - Flint Shooter

InterUpThrow - Cutting Sheer

InterrUpAddAttack - Explode Engage

AntiAirThrowLand/Air - Snap Hands Fist

AntiAirAddAttack - Flechette Engage

DashThrow - Miquelet Capture

DashAddAttack - Piercing Engage

CommandThrow - Cross Firewheel

CommandThrowAddAttack - Shot Shell Engage

CompulsionHeatUp - Afterburner

UltimateAssault - Rage Aggressor

UltimateThrow - Serpentine Assault

UltimateAddAttack - Frangible Engage

UltimateFinishAttack - Blackout

AstralHeat - Hard Kill Bringer

BurstDD - Execution Maneuver



UltimateAirAssault - Unlimited 236236A (Surf on opponent)

UltimateDashThrow - Unlimited 4123641236C (Wall smash)



Life - 16000

MatchInit - Increase to forward dashing velocity. Combo rate increased to 65. Jump startup reduced to 3.

DriveThrowInit - Drive attacks have no set P2.

DriveThrowPowerUpCheck - With a red lock-on, Drive attacks have an attack level of 5 and do more damage.

OnActionBeginPre/CmnActFDash - Air dashing and normal dash velocity are now affected by Heat Up.

OnFrameStep - Activating Overdrive now gives the maximum level of Heat Up on activation.

Various - 5C, 6A, 6C and 3C can cancel into Cutting Sheer, Snap Hands Fist, or Serpentine Assault before the hitboxes come out. Now, it can

also cancel into Cross Firewheel.

NmlAtk5A - Is slightly faster.

NmlAtk5C - Has an attack level of 4 and can be charged to delay the attack and do more damage along with chip damage.

BLEF_LockOnZone - The range for Drive attacks is considerably larger and expands faster if held.

Various - After locking on, Bullet moves toward the opponent much faster.

NmlAtk5D - Starts flying much faster and farther after locking on.

DriveAddAttack - Wadcutter Engage has longer time until the opponent can recover.

NmlAtk2A - Is slightly faster and can jump cancel on hit.

NmlAtk2C - The first hit has an attack level of 4 and the second hit propels the opponent slightly higher.

NmlAtk3C - Is invincible to head and body attribute attacks and has a P1 of 95.

NmlAtk2D/DriveAttackLow - The attack has a P2 of 90, leaps lower and farther, is faster and launches enemies higher upward.

NmlAtkAIR5A - Is slightly faster, can cancel into itself if it misses, and can cancel into air 2C on hit.

NmlAtkAIR5B - Can cancel into air 2C on hit.

NmlAtkAIR5C - Causes a floorbounce and has extreme downward force on a counterhit.

NmlAtkAIR2C - An unused diving kick done after a delay. Causes a floorbounce on impact.

NmlAtkAIR5D - Starts slightly faster.

NmlAtk6A - Causes a much more noticeable floorbounce on aerial enemies.

NmlAtk6B - Ends faster.

NmlAtk6D/DriveAttackMid - The attack has a P2 of 90, leaps lower and farther, is faster and launches enemies higher upward.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Bullet does her fire blast intro pose. If 4 is held, she does her stretching

intro pose. If 2 is held, she does her idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/NmlAtkBackThrow/NmlAtkAirThrow - Throws have a P2 of 60, end faster if they miss and now can cancel off of any non-unique/Drive

normal attack and do 2250 damage each.

ShortDash - Dash cancels are now affected by Heat Up and move farther for higher levels.

Various - All 'Engage' skills (excluding Frangible Engage and Blackout) are now all done by pressing D with no additional inputs needed.

Shot - Flint Shooter moves faster with higher levels of Heat Up. The charged version has a P1 of 100 and has longer time before the opponent

can recover.

BigShot - A version of Flint Shooter with altered properties done with 214A. It starts noticeably slower, but the uncharged version is larger,

more damaging, knocks opponents upward and speeds up after a moment (getting faster, larger and more damaging for higher levels of Heat Up.) The

charged version fires off several close range explosions of increasingly large size that launch the opponent (getting even larger for higher

levels of Heat Up.)

InterUpThrow - Cutting Sheer hits multiple times for more damage, ends faster if it misses, has a P1 of 85 on the first hit, a P2 of 80 and an

attack level of 5.

InterrUpAddAttack - Explode Engage always has an attack level of 5, a P2 of 84, and leaves opponents staggered behind to Bullet instead of

being wallbounced. The fully powered version has 110 bonus proration as well.

DashThrow - Miquelet Capture runs across the entire screen. The attack has a longer time before the opponent can recover and has an attack

level of 5. Bullet also runs faster with higher levels of Heat Up.

DashAddAttack - Piercing Engage always has an attack level of 5 and a P2 of 84 and the fully powered version always causes a longer wallstick

even outside of Overdrive.

AntiAirThrowLand/Air - Snap Hands Fist has the same P1 and P2 across the ground and air versions. The attack itself has an attack level of 5.

AntiAirAddAttack - Flechette Engage always has an attack level of 5 and a P2 of 84.

CommandThrow - Cross Firewheel has a P1 of 100, starts faster and can be used in the air (AirCommandThrow) (which causes a strong knockdown

before the third hit if Rapid Canceled.)

CommandThrowAddAttack - Shot Shell Engage has an attack level of 5, a P2 of 84 and is considerably more damaging.

CompulsionHeatUp - Afterburner gives the maximum level of Heat Up on immediate use. The guardpoint stops head and body-attribute attacks as well

as projectiles and the guardpoint starts sooner. Now, it can be held for longer and once the guardpoint is triggered, inputting 236A has Bullet

retaliate with a low-hitting, invincible fire blast (HeatUpAttack) with very similar properties to Tager's post-Voltic Charge attack. (Note that

the original data had total invincibility on the charging portion.)

UltimateAssault - Rage Aggressor has no set P1/P2, runs farther, is invincible until the initial attack and does more damage, while the

Overdrive runs even faster and hits considerably more times for even more damage. The end portion is now different; the Overdrive portion is

usable at the end of both versions if there is at least one level of Heat Up and D is held before the last hit, which inculdes a superflash and

expends the Heat Up for still more damage based on the level.

UltimateThrow/UltimateAddAttack/UltimateFinishAttack - Serpentine Assault has no set P1, starts sooner and can be done as input of 236236C. It,

Frangible Engage and Blackout do more damage overall.

AstralHeat - Hard Kill Bringer can be done after Drive attacks at the same timing as Wadcutter Engage at the maximum level of Heat Up and with

an input of 646D.

BurstDD - aesthetically, Execution Maneuver ignites opponents after the second hit instead of at the very last.



UltimateAirAssault - A diving kick done with air 236236A which leads into a similar attack to the first part of Serpentine Assault where the

opponent is surfed on until hitting the wall. Is more damaging if done farther from the wall, or hitting shortly after starting the attack with

the opponent at close range.

UltimateDashThrow - A dashing, unguardable, comboable throw attack that covers much of the screen done with 4123641236C, with hitting the

opponent carrying the victim to the wall before firing off several large flaming blasts. The general execution resembles Rugal's

Gigantic Pressure and similar attacks. It now does considerably more damage, moves faster and is done with 2141236C. (100 Heat)



Azrael---------------------------------------------------



AzCombo1/2/3 - Tiger Magnum/Cobra Strike/Leopard Launcher

DustAttack/HomingJump - Hornet Bunker/Hornet Chaser

VanishingAttack/BoostDash - Valiant Crash/Valiant Charger

Assault - Gustaf Buster

Shikyaku/Oiuchi - Sentinel Dump

ShotAtemi - Growler Field

Baigaeshi - Phalanx Cannon

Dunk - Panzer Strike

Hikou - Scud Punishment

SuperPunch - Black Hawk Stinger

AstralHeat - Patriot Apocalypse

BurstDD - Full Spartan



Bokosuka1st/2nd/Finish_C/Finish_D - Unlimited 214C (All-Out Attack)

UltimateMusoTensei - Unlimited 214214A - (Musou Tensei)



Life - 17000

Matchinit - Comborate increased to 90.

Various - Attacks are generally more 'fluid' and can combo better overall. Normal attacks can generally chain into any stronger normal attack

and may cancel on hit/guard as well as their normal timings.

Various - Drive attacks will always hit as if they hit their correct weak points and have a considerably lessened same move proration. Hitting a

weak point anyway results in more damage, considerably increased chip damage, an attack level of 5 and can cause a guard crush even if guarded

correctly.

Fdash/Bdash - Dashes can be jump canceled, much like how Slayer can.

Atk5B_2nd - Now forces grounded opponents into crouching and causes a small floorbounce against aerial opponents without a counterhit.

NmlAtk2C - Has a P2 of 82.

NmlAtkAIR2C - Now causes a small floorbounce.

NmlAtkAIR5D/2D - Causes considerably less horizontal knockback.

NmlAtk6C - Has an additional hitbox on the jump forward.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Azrael does his drinking intro. If 4 is held while pressing the button, he does

shakes his hand. If 2 is held, he does his idle animation, with the possibility of it being a wordless taunt. The normal taunt can now be used

as part of Valiant Charger.

NmlAtkGuardCrush - aesthetically, Crush Trigger has an altered graphic.

NmlAtkThrow/NmlAtkBackThrow/NmlAtkAirThrow - Throws have a P2 of 60 and end faster if they miss.

AzCombo1/2/3 - Tiger Magnum, Cobra Strike and Leopard Launcher now move farther forward per use (especially on Leopard Launcher.)

Leopard Launcher has a P2 of 80.

DustAttack/HomingJump - Hornet Bunker has a P2 of 82 (87 if charged beforehand.) Hitting a weakpoint results in more damage, can cause a

guard crush and can Fatal Counter without charging. Hornet Chaser is unaffected.

VanishingAttack/BoostDash - Valiant Crash has a P2 of 82 (87 if charged beforehand.) Hitting a weakpoint results in more damage, can cause a

guard crush and can Fatal Counter without charging. Valiant Charger is unaffected.

Assault - Gustaf Buster does more damage and moves farther forward.

Shikyaku/Oiuchi - The 214C version of Sentinel Dump has an input of 22B, starts and falls faster and is invincible until Azrael starts falling.

The 22C version simply starts faster. Both versions hit low.

ShotAtemi - Simply activating Growler Field gives one use for Phalanx Cannon; absorbing a projectile gives two uses.

Baigaeshi - If Phalanx Cannon is used immediately after Growler Field absorbs a projectile, the projectile fired will now be much larger,

faster, forces a Fatal Counter and will cause an extremely strong wallbounce/wallstick.

Dunk - Panzer Strike has a P1 of 80 from the first strike, hits high on the second strike and has a third attack when Azrael lands that hits

low. It also has more horizontal control during the descent (even allowing for moving slightly backward.)

Hikou - Scud Punishment can now Fatal Counter. If it hits with both weakpoints active, it will force the counterhit. The Overdrive version hits

ten times for considerably more damage and moves much farther forward.

SuperPunch - Black Hawk Stinger now causes a guard crush with substantial chip damage without weakpoints and does more even damage the more

weakpoints are present. The Overdrive version sounds vaguely like an explosion on impact and is more damaging still.

AstralHeat - Patriot Apocalypse is now unguardable in the air.



Bokosuka1st/2nd/Finish_C/Finish_D - Azrael does the 5BB attack while flashing white with 214C which hits high. If this hits, pressing A or B

afterward has him dash after the opponent with a Gustaf Buster leading into several fast attacks ending in a 6A. If C or D is pressed during

this, Azrael follows with a modified Hornet Bunker and Valiant Crash respectably. If A/B is pressed rythimically during the rapid attacks,

Azrael will do more hits (up to 17 times.) If the C or D attack is precisely done as the 16th hit, they will force a Fatal Counter. A

startlingly similar replica of the Persona 4 All-Out Attack.

Lariat - A new version of Leopard Launcher used on its own with 4(hold)1236C, with the addition of having slow startup, a hitbox across most of

the traveling portion, being completely unguardable, and with the ability to charge by holding the button; the charging portion gains a

guardpoint that stops everything except throws half a second in, does more damage once the screen starts shaking and, if held until the attack

activates on its own, gains a superflash as if it was a Distortion Drive, moves farther, does extreme damage that ignites the opponent and has a

guardpoint through the attack itself. Is reminiscent of Ralf's Galactica Phantom and Shen's charged Gekiken.

UltimateMusoTensei - Azrael radiates a massive aura with 214214A, then a 7 appears over the Heat gauge. With this active, pressing 6 at the

moment an attack would hit will cause Azrael to warp forward, possibly though the opponent to the other side, with each use deducting from the

number until it runs out. More or less identical to Kenshiro's/Raoh's Musou Tensei. Due to issues with code, it now activates the effect of

Scud Punishment from anywhere on screen while lasting longer and immediately applies both weakpoints, while the warp can be done as much

as possible within the time limit Scud Punishment is active (although with an 11 frame timing.) (100 Heat)



Izayoi---------------------------------------------------



Shot_A/D - Sonic Sabre

Iai_AntiAirA - Crusade Seraphim �

Iai_Slash - Crusade Seraphim �

Iai_Slash_Gedan - Crusade Seraphim �

Iai_AntiAirB - Aegis Blade

Iai_Slash_Next - Valkyrie Astraea

Iai_Slash_NextAir - Strike Fall

AirAssault - Noir Edge

Warp_A/B/C_D - Mirage Thruster

UltimateAssault - Justice Phorizer

SummonFunnel - Slaver Trans-Am

Astral - Judge of Destiny

BurstDD - Banshee Lancer



Iai_AntiAir_Next_Nama - Unlimited 22D (Strike Fall)

UltimateAirAssault - Unlimited 236236C (Winger)

UltimateIai - Unlimited 632146B (Assault)



Life - 16000

MatchInit - Increase in grounded movement speed outside of Gain Arts. Combo rate increased to 90 normally and 80 during Gain Arts.

MatchInit2 - Does 10% more damage with everything.

OnFrameStep - automaacally generates Heat. Overdrive generates Zero Weave stocks twice as fast.

Various - Pressing C during normal C attacks outside of Gain Arts will now use 2 Zero Weave stocks to immediately enter Gain Arts status and use

that respective attack slightly faster than normal. During Gain Arts, all grounded normal attacks can now dash cancel for 1 Zero Weave stock and

air normal attacks can dash cancel forward or backward for 1 Zero Weave stock; 6B can do both. (ShortHoverF/B)

NmlAtk3C - Can jump cancel on hit/guard.

NmlAtkAIR2B - The old pre-Central Fiction 5B is usable as air 2B.

Kakusei_NmlAtkAIR5C - Gain Arts air 5C has longer active frames.

NmlAtk6A - Is invincible to body, head and foot attribute attacks partway through.

NmlAtk6B - Moves farther and is unguardable in the air.

NmlAtk6C - Can cancel into special moves.

NmlAtkExcite - Taunting now staggers grounded opponents. If 6 is held while pressing the button to taunt, Izayoi does one of her match victory

poses. If 4 is held, she does her round victory pose. If 2 is held, she does one of her many idle animations with a chance of a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

SpDashF_Land/SpDashF_Air - Increase in forward dashing speed during Gain Arts.

Various - All abilities act as if in Overdrive.

Shot_A - The A version of Sonic Sabre has more hitstun and a P2 of 85.

Shot_D - The D version of Sonic Sabre has a P2 of 85.

Shot_EX - The original D version of Sonic Sabre (with a large sword that creates many on hit) is usable as 41236D.

Iai_AntiAirA - Crusade Seraphim � has a P2 of 90, hits three times if charged slightly for more damage and much more range and has much longer

time until the opponent can recover if held for more than a second. Now, it recovers much faster if feinted.

Iai_Slash - Crusade Seraphim � has longer time until the opponent can recover, hits three times if charged slightly for more damage and much

more range and causes a wallbounce if held for more than a second. Now, it recovers much faster if feinted.

Iai_Slash_Gedan - Crusade Seraphim � is considerably faster overall, hits three times if charged slightly for more damage and much more range,

and launches enemies toward Izayoi if held for more than a second. Now, recovers much faster if feinted.

Iai_AntiAirB - Aegis Blade has a P2 of 90, can cancel into any version of Mirage Thruster on hit/guard, has a guardpoint that stops

anything except projectiles and unguardable attacks while charging, lanches enemies higher, has head-attribute invincibility during

the attack itself, ends much faster, hits three times if charged slightly for more damage and much more range. Now, it , recovers faster if

feinted.

Iai_Slash_Next - Valkyrie Astraea has a P2 of 80, can cancel into any version of Mirage Thruster on hit/guard, and moves even faster.

Iai_Slash_NextAir - Strike Fall has stronger floorbounce force and does more damage.

Iai_SlashAirA/B/C - The air versions of Crusade Seraphim can cancel Noir Edge on hit/guard and can follow with an unused version of

Valkyrie Astraea on hit (Iai_Slash_NextAir).

AirAssault - Noir Edge is usable again as air 623C.

Warp_A/B/C/D - Mirage Thruster can lead into Valkyrie Astraea and starts/ends much faster. The A, B and C versions are also usable in

the air, which cause Izayoi to reappear on the ground. (Warp_A/B/C_air)

UltimateAssault - Justice Phorizer now hits multiple times normally for more damage and can Fatal Counter and wallbounce with increased hitstun

during Gain Arts. The Overdrive version has both of these properties.

SummonFunnel - Slaver Trans-Am uses a numbered stock instead of a draining gauge; it can be used 20 times before disappearing

without a time limit.

Astral - Judge of Destiny moves considerably faster and farther forward.



Iai_AntiAir_Next_Nama - A version of Strike Fall done with air 22D that dives straight downward from where Izayoi is. Uses 1 stock, hits high

and causes a strong knockdown.

UltimateExtend - Izayoi dives down at an angle with air 236236C. Hitting the opponent then summons many Sonic Sabre blades from the ground that

send the opponent upward. Resembles Millia's Winger. It now does more damage.

UltimateIai - With 632146B, Izayoi goes across the screen using Valkyrie Astraea, but if she hits the opponent, she proceeds to deliver

a very long combo incoperating many normal and Gain Arts attacks, Strike Fall, all three versions of Crusade Seraphim, Aegis Blade

and finishing with Justice Phorizer. With Gain Arts active, the D version of Mirage Thruster can be used past the first hit at any time. If

Slaver Trans-Am is active, the drones will also attack during this. It now does more damage. (100 Heat)



Kagura---------------------------------------------------



StandBy5DA - Ryuuhashou

StandBy5DB - Ryugekisou

StandBy5DC - Toryuu Renzan

StandBy2DA - Sairingeki

StandBy2DB - Ryuusenken

StandBy2DC - Garyuu Souha

StandBy6DA - Ryuugajin

StandBy6DB - Ryuueijin

StandBy6DC - Hiryuu Sengeki

ShotA/B - Ryuubakusen

AntiAir - Ryuujinshou

AirAssault - Ryuurenbu

UltimateShot - Ryuuha: Gokuenjin

UltimateStandby - Ryuuoh: Zangaoushou

AstralHeat - Kokuryuu Tenshouraijin

BurstDD- Kouryu: Genma Rettouzan



UltimateAntiAir - Unlimited 2(Hold)8 (Soumersault Strike)

UltimateChargeShot - Unlimited 4(Hold)646 (Sonic Hurricane)

UltimateBike - Unlimited 2142124C (Motorcycle)



Life: 16500

MatchInit - Considerable increase to speed. Jump startup reduced to 3.

Various - Effects of Overdrive are always active. Drive attacks have dark purple afterimages.

InitializeStandByChange - Along with any new moves listed below, moves that can cancel from a Drive attack on hit includes

Exceed Accel.

DiveDirectionSet - For aerial Drive activations, now there are more options for how Kagura falls to the ground before attacking; holding 9 now

causes Kagura to move farther than if 6 was held, while the backward directions have a similar effect. Holding 2 causes Kagura to fall much

faster, while 8 falls slower.

NmlAtk5C - Launches slightly higher, has longer time until the opponent can recover and can cancel into Drive stances even

if the attack misses.

NmlAtk2C - Can cancel into Drive stances even if the attack misses and is more lenient on how it can cancel into 5C (i.e.

can cancel on hit/guard.)

NmlAtk3C - Can jump cancel on hit/guard.

NmlAtk6A - Has longer time until the opponent can recover and can cancel into 6B.

NmlAtk6C - Can cancel into Drive stances even if the attack misses and has invincibility against head-attribute attacks

partway though.

NmlAtk5A - Can cancel into itself even if it misses.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60, end faster if they miss and can now cancel into Drive stances and dashes like 5C

normals upon the opponent being propelled away.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Kagura does a brief pose. If 4 is held while pressing the button, he

poses while his sword shines. If 2 is held, he does his idle animation, with the possibility of it being a wordless taunt.

Various - All Drive stance attacks special moves with purple effects now ignite the opponent during Overdrive. Most Drive stance attacks move

farther during Overdrive. Grounded forward dashes during Overdrive now cause Kagura to surf on his sword, which provides, head-attribute

invincibility.

StandBy5DA - Ryuuhashou has 110% bonus proration.

StandBy5DB - Ryuugekisou does much more damage on the second hit, has a P2 of 80 and can cancel into nearly any special move or

Distorion Drive after the first hit.

StandBy5DC - Toryuu Renzan can now jump cancel on the second hit.

StandBy2DA - Sairingeki does more damage and has longer time until the opponent can recover.

StandBy2DB - Ryuusenken hits low on both hits.

StandBy2DC - Garyuu Souha has a P2 of 90, starts slightly faster and smashes opponents downward into a floorbounce instead of

spinning out if the first hit connected beforehand.

StandBy6DA - Ryuugajin hits low, strikes slightly faster, hits with more downward force and has longer time until the opponent can recover.

During Overdrive, Kagura now vanishes as if doing Ryuueijin, but teleports to the opponent's front.

StandBy6DB - Ryuueijin hits low, can Fatal Counter and causes a small floorbounce. During Overdrive, Kagura now teleports to the opponent's

position.

StandBy6DC - Hiryuu Sengeki can cause a Guard Crush, has longer time until the opponent can recover and is air unguardable.

StandByFDash/StandByBDash - Dash cancels move slightly farther on their own and farther still during Overdrive.

Various - Any stance cancellation takes only half as long.

EasyShotA/B - Versions of Ryuubakusen that use 236A/B as an input. They start slightly slower, but end faster.

ShotA/B - The A version of Ryuubakusen fires three projectiles at once that don't knock down and drag the opponent closer to

Kagura on hit. The B version is massive and moves at a constant slow speed, but if the opponent gets too high up past a certain point, the

projectile slows down until the opponent falls lower, at which it will continue at its usual speed.

ShotC - A version of Ryuubakusen that shoots one of the secondary projectiles from the Overdrive version of Ryuuha: Gokuenjin.

Hits up to six times and fires after a delay similar to the B version.

AntiAirB/C - Both versions of Ryuujinshou hit more times, do more damage per hit and can be used in the air (which will cause the attack to

be able to be guarded in the air and be head-attribute.)

AirAssault - Ryuurenbu can be used on the ground.

UltimateShot - Ryuuha: Gokuenjin now shoots five waves of fire that can grow even larger. The Overdrive version shoots larger flames by default

which move at an extremely fast pace, while the additional volley is much larger.

UltimateStandby - Ryuuoh: Zangaoushou now hits considerably more times for both versions and do more damage.

AstralHeat - Kokuryuu Tenshouraijin is unguardable in the air.



UltimateAntiAir - Three Ryuujinshou attacks in succession done with 2(hold)8D, reminiscent of Guile and other charge characters having

a similar attack. As there seemed to be a version already in the main file that appeared to be weaker than the Unlimited version, it

was made into the normal version (which hits 11 times) while the Unlimited version is the Overdrive version (which hits 18 times at

alternating heights.)

GirlShot_A - Kagura poses like his taunt, but then suddenly, a girl from one of his intros falls from above a short distance in front

of him. This is an unused attack and hits high, along with causing a floorbounce. This is now usable as 2(hold)8A.

UltimateChargeShot - Kagura shoots a stationary ring projectile with 4(hold)6D that hits multiple times. Resembles Guile's Sonic Hurricane.

UltimateBike - Kagura leaps offscreen with 214214C, then returns riding on the motorcycle from one of his intros, hitting the opponent

repeatedly until reaching the corner, at which the opponent goes flying for a wallbounce and Kagura dismounts. Is completely unguardable, but is

fairly obvious to see coming. It now does more damage. (100 Heat)



Terumi---------------------------------------------------



Assault - Jagaku

CommandThrow - Gasenshou

MidAssault - Tsuishouga

Oiuchi - Garengeki

UltimateAssault - Jakyou Messenga

UltimateAntiAir - Gouga Soutenjin

UltimateRushLow/Mid - Orochi Burensen

UltimateAtemi - Ouja Zanrouga

UltimateLock - Jabaku Fuuenjin

UltimateShot_AntiLand/Air - Jarin Renshouga

AstralHeat - Kamigaeri: Orochi Zantou Reppuga

BurstDD - Jaraku Engokusen



UltimateDive - Unlimited air 42136D (V-Slasher Jakyou Messenga)

UltimateRanbu - Unlimited 214214C (Thousand Arrows)

UltimateShot - Unlimited 632146C (Mizuchi Rekkazan)



Life - 15500

Various - Drive attacks behave as if they are in Overdrive.

Various - Generally moving towards the opponent (walking/jumping/running/dashing) generates Heat.

Various - All Distortion Drives outside of Overdrive may be canceled into more Distortion Drives.

MatchInit - Drastic overall increase in speed, with the ability to jump and dash in the air twice. Combo rate increased

to 70 and Jump startup was reduced to 2.

OnFrameStep - Constantly generates Heat.

HeatGaugeBonus - Activating Overdrive causes all affected moves to steal slightly more Heat.

HeatGaugeMiniBonus - All normal attacks that use Terumi's knives now generate more heat with Force Eater effects while

also denying Heat gain for the opponent. Overdrive causes them to steal Heat as well.

HeatGaugeMicroBonus - Counter Assault (air) and Crush Trigger drain the opponent's Heat gauge without stealing.

NmlAtk5C - Has an attack level of 4. The first hit launches grounded enemies and the second hit hits high.

NmlAtk2C - Hits low.

NmlAtk5D - Hits twice during Overdrive.

NmlAtk2D - Creates a second snake chain if done during Overdrive.

NmlAtkAir5A - Can cancel into itself even if the attack whiffs.

NmlAtkAir5C - Is now faster in execution.

NmlAtkAir5D - Hits twice during Overdrive.

NmlAtkAir2D - Hits high, has a P2 of 92 and falls faster during Overdrive.

NmlAtk6B - Feinting the attack makes it end faster.

NmlAtk6C - Moves much faster and farther forward and can be jump canceled after the third slash.

NmlAtk6D - Can be jump canceled after the very last hit. If D is held, the attack will not go past the first hit (with this now able to cancel

into Disotrtion Drives.) Has 110% bonus proration on the last hit during Overdrive.

NmlAtk4D - Does increased damage, has a P1 of 100 and gains a P1 of 125 and can Fatal Counter during Overdrive (while having increased

hitstun and shaking the screen on hit.)

NmlAtkDeadAngle - Is now a horizontal kick aimed forward. The original Counter Assault is used if the opponent is airborne.

NmlAtkGuardCrush - Propels higher and launches grounded opponents.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

NmlAtkExcite - Taunting normally has a chance to have Terumi take off his hood and a chance to do his roud victory pose. If 6 is held

while pressing the button to taunt, Terumi alternates between twirling his knife in one of two different ways. If 4 is held while pressing

the button, Terumi alternates between complaining and leaning foward while taunting. If 2 is held, he alternates between his

idle animation and his crouching intro pose, with the possibility of being wordless taunts.

Assault - Jagaku moves much faster and farther. It will continue into the attack regardless of height unless D is held when the initial attack

hits.

CommandThrow - Gasenshou moves faster and farther and has a portion of complete invincibility until Terumi starts moving forward.

During Overdrive, it hits twice as many times, generating and stealing more Heat as a result with Ouja Zanrouga effects for the

final hit.

MidAssault - Tsuishouga behaves like a Drive attack in terms of Heat.

Oiuchi - Garengeki starts faster, has more hitstun, has more time for pressing (Terumi will stomp twice before the other version activates,)

stomps more (not pressing does three stomps, pressing enough does 12 stomps) and punts the opponent clear across the screen with a noise

that sounds vaguely like an explosion.

UltimateAssault - Jakyou Messenga is generally faster, travels across the full length of the screen, has full invincibility and has a P1 of 80.

The Overdrive version moves even faster. Input was simplified to 236C.

UltimateAntiAir - Gouga Soutenjin does three kicks for the normal version and five for the Overdrive version (invincibility still only lasts

until after the first,) with both sending Terumi much higher up and doing considerable damage. The grounded versions have P1 increased to 90.

UltimateRushLow/Mid - For all versions of Orochi Burensen except the normal A version, canceling into Distortion Drives triggers only after the

last stomp. It also has a unique property if the attack is guarded, described below.

UltimateRushLow - The A version of Orochi Burensen has a P1 of 95 and has damage compensated to be similar to the B version (slightly higher.)

Input was simiplified to 214A.

UltimateRushMid - The B version of Orochi Burensen has a P1 of 95 and stomps 15 times for more damage. Input was simiplified to 214B.

UltimateRushLow/Mid_OD - Has a P1 of 95 and stomps 58 times for more damage, which also lights the opponent on fire.

UltimateRushLow_plus/Mid_plus - Unused versions of Orochi Burensen that can be used only if the initial hit is guarded; if A or B is pressed

during this, Terumi attacks again with the version corresponding to that button, costing no Heat and repeatable up to twice or until the

attack hits. The attacks are still low/high.

UltimateAtemi - Ouja Zanrouga now does more damage, can trigger against low attacks and can catch any opponent in any state,

even airborne ones close to the ground, as long as the opponent is within the long, half screen ranged hitbox. The Overdrive version now

triggers against projectiles.

UltimateLock - Jabaku Fuuenjin travels slightly farther (more so in Overdrive,) and drains the opponent's Heat even for the normal version

(although draining less and not doing additional damage for drained Heat.) The Overdrive version drains more of the opponent's Heat (with 100

Heat draining all of it.)

UltimateShot_AntiLand/Air - Jarin Renshouga does considerably more damage.

AstralHeat - Kamigaeri: Orochi Zantou Reppuga now hits low and does exactly 86400 damage.



UltimateRanbu - Terumi does a modified 6D that hits many times with 214214C, with the second-to-last hit stunning the opponent for a long time.

Holding the button charges the last attack, doing more damage if done just before the opponent collapses. A reference to Mitsuru's

Thousand Arrows. The highest level of charge is now completely unguardable and forces a Fatal Counter.

UltimateDive - Terumi does a modified aerial Jakyou Messenga that has the second hit aimed diagonally upward, which launches the opponent high

into the air. Input is simplified to air 236D.

UltimateShot - With 632146C, Terumi does a modified take on Hazama's Mizuchi Rekkazan, with the end incoperating Jakyou Messenga and

Ouja Zanrouga for high damage. The initial tracking attack hits low. It now has a minimum damage rating of 50%. (100 Heat)



Kokonoe---------------------------------------------------



Shot_A/_B/_C - Armament No.4� "Flame Cage v1.43"

AssaultA/B - Armament No.2 "Broken Bunker Assault v2.21"

Freeze_Shot - Armament No.3 "Absolute Zero v4.32"

Lightning_Shot_A/_B - Armament No.5 "Banishing Rays v3.10"

Warp - Armament No.6 "Planar Haze v1.24"

SpinAssault - Armament No. 9 "Aerial Powerdrive: Solid Wheel v3.37"

UltimateShot_A - Armament No.4� "Pyro: Flaming Belobog v2.73"

UltimateBlackHole - Armament No.7 "Jamming Dark v1.65"

Freeze_Shot_Finish - Armament No.8 "Crime of Greed v1.00"

UltimateLaser - Armament No.00 "Dreadnought Destroyer"/Armament No.01 "Super Dreadnought Exterminator"

AstralHeat - Armament No.99 "Final Apocalypse" Ultimate Impact

BurstDD - Armament No. 11 "Full Metal Heavy Weapon v2.05"



rokepan - Unlimited 4(hold)6C (Rocket punch)

Gatling_shot - Unlimited 632146A (Gatling gun)

UltimateHomerun - Unlimited 236236B (Hasamite "Kabe")

UltimateAssaultShot - Unlimited 236236A (Barrel Replica)

UltimateAssault - Unlimited 632146C (Massive spike)

ODDD - Unlimited 6428D (Thunder Break)



Life - 15500

MatchInit - Increase in running and dashing speed. May jump and air dash twice per jump. Combo rate increased to 80. JumpStartup reduced to 2.

CmnActFDash - Forward dash may alternate with Kokonoe riding something else.

CmdAtcBDash - Backward dash moves farther.

Various - Effects of Overdrive are constantly active. Several attacks now gain new elemental properties during Overdrive.

Various - C normal attacks during Overdrive light the opponent on fire and have 110% bonus proration.

NmlAtk5C - Recovers faster and has more time until the opponent can recover.

NmlAtk2A - Hits low.

NmlAtkAir5A - Continuously attacks until Kokonoe lands, but can cancel into other actions partway through even if the attack misses. Does less

damage per hit, but attacks much faster and can cancel into aerial Drive activations.

NmlAtk6B - Forces crouching on the first hit.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end sooner if they miss. During Overdrive, they leave time bombs on the opponent

similar to 236A that do less damage, but have longer time until the opponent recovers with electrocution and have a P2 of 85.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Kokonoe does her phone call victory pose. If 4 is held, she does her round

victory pose (which also heals for a negligible amount.) If 2 is held, she does her idle animation, with a chance of a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Drive_Stop - 214D will immediately replenish one Graviton when the current one disappears.

Shot_A/_B/_C - Armament No.4� "Flame Cage v1.43" no longer leaves Kokonoe in a counterable state right after the projectile is launched and

there is no limit on how many projectiles can be on screen at once. For the grounded version, holding A, B or C will have her fire a another

projectile, up to twice. The projectiles themselves have an a P2 of 92 and an attack level of 3, with an attack level of 5 if repelled from a

Graviton. The A and B versions move on lower trajectories when fired. During Overdrive, the projectiles additionally poison on contact for

300 frames and do 80 damage per second.

AssaultA/B - Armament No.2 "Broken Bunker Assault v2.21" has the original B version usable with 236B. If Overdrive is active, the bomb explosion

can freeze enemies once per combo for 40 frames.

Freeze_Shot - Armament No.3 "Absolute Zero v4.32" will not continue to the gatling gun portion if C is held during the freezing portion, does

more chip damage, and will only use Armament No.8 "Crime of Greed v1.00" if C is held during the gatling gun portion. During Overdrive, the

freezing portion also poisons opponents for 300 frames and does 80 damage per second.

Lightning_Shot_A/_B - Armament No.5 "Banishing Rays v3.10" has the A version propel opponents upward and have an attack level of 4, while the B

version can wait for the opponent for a longer duration until disappearing and has an attack level of 4 and disappears after use sooner. Both

also do not disappear if Kokonoe is hit and there is no limit to how many traps can be on screen (although attempting to put more than one B

version will cause the move to recover much slower.) During Overdrive, the A version ignites opponents and has 105% bonus proration, while

the B version can freeze two times per combo on the last hit for 50 frames.

Warp - Armament No.6 "Planar Haze v1.24" is invincible sooner in the teleport.

SpinAssault - Armament No. 9 "Aerial Powerdrive: Solid Wheel v3.37" now has an input of 623B and does less damage per hit, but now spins much

faster and hits up to three times as much for generally more damage.

UltimateShot_A - Armament No.4� "Pyro: Flaming Belobog v2.73" has the projectile have a P2 of 95. The Overdrive version poisons opponents for

600 frames with 120 damage per second.

UltimateBlackHole - Armament No.7 "Jamming Dark v1.65" has a stronger gravitational pull and does damage when the opponent starts falling from

the top of the screen instead of upon landing.

Freeze_Shot_Finish - Armament No.8 "Crime of Greed v1.00" shoots three missiles for more damage.

UltimateLaser - Armament No.00 "Dreadnought Destroyer"/Armament No.01 "Super Dreadnought Exterminator" has a P2 of 98, is completely invincible

for the charging duration and has holding the button count for twice as much for charging the beam. The aerial versions fire for 50%

longer.

AstralHeat - Armament No.99 "Final Apocalypse" Ultimate Impact starts much faster and only needs a 360D input.



Gatling_shot - Kokonoe summons the gatling gun from Armament No.3 "Absolute Zero v4.32" with 632146A and fires off many more shots.

rokepan - Kokone fires off a rocket punch using Armament No.2 "Broken Bunker Assault v2.21" with 4(hold)6C that flies across the screen.

UltimateHomerun - Kokonoe uses the baseball bat from her Crush Trigger to take a swing, with hitting the opponent summoning two Gravitons in

between the opponent and bouncing the victim into each other for several hits. An unused Distortion Drive done with 236236B. If the Gravitons

don't hit for their full ammount, they will disappear on their own after 12 seconds. Resembles Mouri Motonari's Hasamite "Kabe".

UltimateAssaultShot - Kokonoe warps forward with 236236A before striking with the first portion of Armament No.2 "Broken Bunker Assault v2.21".

This hitting will result in the opponent being sent into the air before Kokonoe pulls out the weapon from Armament No.4� "Flame Cage v1.43" and

fires an electrical beam straight upward. Bears a passing resemblance to Sion's Barrel Replica.

UltimateAssault - Kokonoe charges forward with the massive weapon from her throws with 632146C, hitting forward multiple times before leaping

into the air and propelling the opponent high upward. Has a guardpoint that stops anything that isn't a projectile or unguardable attack and

will cause a guard crush on any hit.

ODDD - Kokonoe pushes a button with 6428A, after which lightning pillars shoot up from everywhere on screen for the next three seconds. Is

completely invincible through the entire duration. It now has a giant missile also fall from the center of the screen for more damage.

(100 Heat)



Celica---------------------------------------------------



SLOT_8 - Recovery Cap



Shot - Arc Grill�

Assault - Lance Quiche

AntiAir - Hache Rotir

MidAssault - Marteau Flan

AirAssault - Pic Confit

UltimateHeal - Armure Sorbet

UltimateShot - Sabre Anglaise

UltimateAssault - Casque Velout�

AstralHeat - Atout Rilettes

BurstDD - Pue Vapeur



SpecialHeal - Unlimited 214A (Dia)

UnlimitedField - Unlimited 236236A (Healing field)

UltimateLandAssault - Unlimited 632146D (Magnetic Shockwave?)

UnlimitedUltimateAssault - Unlimited 236236C (X.F.L.A.T.)



Life - 15000

MatchInit - Slight increase in forward airdash distance. Combo rate increased to 70.

Various - automaacally regenerates life while not in hitstun. Rate of healing and Recovery Cap generated during Overdrive doubled.

Various - Drive attacks now have the original finishing attacks for the third portion (5DDD, 6DDD, 2DDD) while the original finishing attack

that triggers healing is now done with 4DDD. (AN_NmlAtk4DDD) All portions can cancel into special moves, .

NmlAtk5C - Hits up to four times.

NmlAtk5D - Hits enemies toward Celica and has an attack level of 5, a P2 of 84 and a longer time until the opponent can recover.

AN_NmlAtk5DD - Has an attack level of 5, does more damage, has a P2 of 85 and has a longer time until the opponent can recover.

Opponents hit by the end portion are hit towards Celica instead of away.

AN_NmlAtk5DDD - A quick activation of Hache Rotir. Has a P2 of 84.

NmlAtk3C - Has a P1 of 90 and a P2 of 85.

NmlAtk2D - Has an attack level of 5, a P2 of 85, slightly longer time until the opponent can recover and propels opponents

downward on a counterhit.

AN_NmlAtk2DD - Has an attack level of 5, a P2 of 85 and slightly longer time until the opponent can recover.

AN_NmlAtk2DDD - A quick activation of Marteau Flan. Has a P2 of 84.

NmlAtkAIR5A - Can cancel into itself if it misses.

NmlAtkAIR5D - Has an attack level of 5 and no set P2.

NmlAtk6A - Has a P1 of 90 and moves much farther forward.

NmlAtk6C - Has a P2 of 85.

NmlAtk6D - Hits high, has an attack level of 5 and a P2 of 89.

AN_NmlAtk6DD - Has a P2 of 94 on the first hit and does more damage with an attack level of 5 on the second hit, with aerial enemies launched

higher vertically.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Celica does part of her jump-in intro. If 4 is held, she does her map intro. If

2 is held, she does her idle animation, with a chance of a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Assault - Lance Quiche does more damage on its own, has a P1 of 90 and a P2 of 82, has the damaging afterburners behind Minerva

and moves slightly farther. The powered up version moves much farther, has an attack level of 5 and has two instances of damaging

afterburners.

AntiAir - Hache Rotir has a P1 of 70 and is more damaging. The powered up version can be charged for much longer, with up to three levels of

increasing damage and height, with the highest forcing a Fatal Counter.

MidAssault - Marteau Flan does more damage, has a P1 of 90 and moves farther. The powered up version moves much farther.

Shot_A/B - Arc Grill� has two versions done with 236A and 236B. The 236A version is the original projectile now with the addition

of being larger and accelerating instead of decelerating. The B version instead fires an instantanious beam that causes a wallbounce.

AirAssault - Pic Confit has an attack level of 5 and causes a flaming explosion on impact with the floor as an additional attack. Holding

the button now falls at a faster pace.

UltimateHeal - Armure Sorbet heals more life upfront.

UltimateShot - Sabre Anglaise does more damage per hit.

UltimateAssault - Casque Velout� does more hits and considerably more damage. If it is guarded, it causes five hits that keep the opponent

in place.

AstralHeat - Atout Rilettes is completely unguardable.



SpecialHeal - With 214A, Celica turns to Minerva starts healing life directly, with nearby enemies being blasted backward and away. Has a brief

guardpoint active at the beginning and holding the button continues to heal for up to six seconds. Resembles Yukiko's Dia.

UnlimitedField - Celica marks a spot on the floor with 236236A that gradually heals over the course of a few seconds. It now heals wherever

Celica is on the screen at a slow rate while also generating Recovery Cap.

UltimateLandAssault - Celica and Minerva charge across the screen at high speed with 632146D, leaving electrical pillars that cause the

opponent to be propelled forward and eventually into a wallbounce. It now leaves twice as many pillars with fewer gaps between the pillars.

UnlimitedUltimateAssault - Minerva throws Celica off the screen like in 632146C, but then leaps up as well and preforms several

Lance Quiche attacks from several angles aimed at the opponent. Will aim at the opponent anywhere on screen, is hard to avoid and

does a surprising amount of chip damage. Resembles Twelve's X.F.L.A.T. in animation.



Nine---------------------------------------------------

Note: Due to there already being a proper Unlimited version, there will only be a few minor changes. The changes from the original character

abilities will still be noted before the modded changes.



AssaultLand/Air - Crimson Raider

AntiAir - Mauvette Roar

MidAssault_Atk - Navy Pressure

MagicConversion - Seamoss Gate

MagicReduction - Flax Nurture

UltimateShot - Flame Punisher

UltimateCharge - Cardinal Nova

UltimateLock - Azurite Inferno

AstralHeat - Colorless Void

BurstDD - Scarlet Vein



Assault_yokoLand/Air - Unlimited 432146C (Horizontal punch)



Life - 15500

MatchInit - Increase in walking speed. Combo rate increased to 70.

MatchInit2 - All damage inflicted increased by 10%.

OnFrameStep - Effects of Overdrive are always active. During Overdrive, a random spell will be placed into the Active slot whenever it is empty.



SpDash - Dashes generally warp farther, end faster and may be aimed up and down for the first dash in the air with 22 or 66 inputs. Grounded

forward dashes warp behind the opponent, while backward dashes warp to the wall behind Nine. All horizontal dashes may also be aimed diagonally by

holding 8 or 2 without having to warp a second time.

ChainRouteDash - Dashes may be canceled with attacks very quickly.

ChainRoute - All normal attack cancels include dash cancels.

Various/SLOT_52 - Effects of Flax Nurture on their associated moves are weaker (10% increase instead of 20%,) but are constantly active.

Nine will start every battle with the red attribute.

NmlAtk5A - Ends slightly faster.

NmlAtk5C - Ends slightly faster.

NmlAtk2A - Is faster overall.

NmlAtk2C - Ends slightly faster.

NmlAtk3C - Starts slightly slower and ends faster.

NmlAtk6A - Has a less active hitbox and ends slightly faster.

NmlAtk6B - Starts slightly slower and ends slightly faster.

NmlAtk6C - Has a less active hitbox and ends slightly faster.

Various - All spells have improved effects.

NmlAtkDrive_NNN/NmlAtk2D/NmlAtkAIR2D - 2D directly uses Everlasting Schorl regardless of what is actually in the Active slot and without

consuming the Spell.

Various - Spells of a single color have altered behavior; they will start as the weakest version, but pressing D will immediately cast the spell

of the next level, up to the level of the original spell. The two and three element spells all have a P2 of 100 and have slightly altered

properties.

Red - Causes slightly less upward knockback. Will track the opponent's position if it hit previously.

Green - Causes slightly less upward knockback.

Blue - Can freeze three times per combo.

NmlAtkDrive_BGN - Heliodor of Humility lasts longer and works against any non-throw attack. The skull itself cannot hit the opponent and

disappear prematurely.

NmlAtkDrive_BRN - Amethyst of Annihilation moves in a slight snaking motion without slowing down and actively seeks the opponent's position for

a time, even if the opponent moves behind the projectile.

NmlAtkDrive_GRN - Citrine of Change is slightly slower and the mirror can hit up to six times with electrical hitstun (resembling Urien's

Aegis Reflector.) Kicking the mirror causes high knockback to aerial opponents. The counter projectile has a longer time before the opponent can

recover.

NmlAtkDrive_RRR - Rubellite of Rage propels enemies lower, has a longer time before the enemy recovers, and has a P2 of 100.

NmlAtkDrive_GGG - Malacite of Malice has a P2 of 100 and has a longer time before the enemy can recover.

NmlAtkDrive_BBB - Tanzanite of Torment freezes for 51 frames and has a P2 of 100.

NmlAtkDrive_RRB - Kunzite of Keep Breaker is much larger, starts from higher up, falls faster and hits high on both hits.

NmlAtkDrive_RRG - Morganite of Malice is larger and moves four times with larger delays in between.

NmlAtkDrive_GGR - Uvarovite of Undoing shoots sooner, floats slightly lower for the grounded version and much higher for the aerial version and

fires one additional volley of shots.

NmlAtkDrive_GGB - Andradite of Accord shoots two orbs. Holding the button allows for full control over the movement of the orbs with great

speed, with one moving in a reversed motion. The explosion also happens faster and has a P2 of 94.

NmlAtkDrive_BBR - Taaffeite of Temptation activates faster and shoots three fairies at once that shoot from three different angles per volley.

The shots have a reduced P2 of 95.

NmlAtkDrive_BBG - Celestite of the Covenant is much larger and activates faster. It also has only one location it can be placed; at the exact

center of the screen.

NmlAtkDrive_BRG - Nephirite of Nullification has less time before the opponent can recover, but activates faster (450 frames/7.5 seconds instead

of 600 frames/10 seconds) and is completely unguardable.

NmlAtk2A - Ends slightly faster.

NmlAtk2C - Ends slightly faster.

NmlAtk3C - Starts slightly slower and ends slightly faster.

NmlAtk6A - Starts and ends slightly faster.

NmlAtk6B - Starts and ends slightly faster.

NmlAtk6C - Starts and ends slightly faster.

NmlAtkThrow/BackThrow/AirThrow - The last hit of all throws can be dash canceled along with being cancelable into Drive attacks.

Various - Special moves can no longer preemptively cancel into spells.

AssaultLand/Air - Crimson Raider moves much farther. If the opponent is airborne, the angle for the grounded and aerial versions is oriented

slightly higher. The grounded version propels the opponent higher, while the aerial version does more damage and has no landing lag.

AntiAir - Mauvette Roar is faster and larger overall while launching on a more horizontal trajectory that wallbounces with a slightly weaker

effect than on a counterhit.

MidAssault_Atk - Navy Pressure is slightly faster, is larger and tracks even within the blindspot.

MagicConversion - Seamoss Gate places a random spell in the Stock slot if there isn't one already.

MagicReduction - Although the effects of Flax Nurture and Overdrive are always active, using it anyway will switch to a random color without

consuming spells. The actual attack also launches on a more horizontal trajectory.

UltimateShot - Flame Punisher has slightly larger beams.

UltimateCharge - Cardinal Nova is coded differently, but is relatively identical other than propelling opponents slightly lower. The

Overdrive version has the additional explosions chase the opponent even if the initial attack misses.

UltimateLock - Azurite Inferno hits the entire floor for the initial attack.

BurstDD - Scarlet Vein ends faster if it misses.



Assault_yokoLand/Air - An attack done with 43216C that punches forward with a huge arm from Scarlet Vein, blasting enemies far back with

high hitstun and a floorslide. Can be used in the air, can Fatal Counter and causes a wallbounce on a counterhit.



Various/SLOT_52 - Effects of Flax Nurture are as strong as they are normally.

DriveAtk_BGR - Has a longer period before the opponent can recover.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Nine poses with arms akimbo. If 4 is held, she does part of her transformation

intro. If 2 is held, she does her idle animation, with a chance of a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Various - Special moves have their normal mode spell cancel timings.

MidAssault_Atk - Does more damage.

Assault_yokoLand/Air - Has additional fire effects.

AstralHeat - Colorless Void is completely unguardable.



Izanami---------------------------------------------------

Note: Due to there already being a proper Unlimited version, there will only be a few minor changes. The changes from the original character

abilities will still be noted before the modded changes.



Assault/AssaultLow - Tourai no Hoko

ShockWave - Gaihou no Geki

ShotLaser - Shizuku

ShotSaws - Araragi

SpecialShot - Tengai no Hi

DrainThrow - Jiai no Yuu

Barrier_On/Off - Mujuu no Tate/Mujuu no Gou

AirAssault - Renge no Kai

UltimateAssault - Hazen no Kui

UltimateTimeStopThrow - Kyomu no Koku

UltimateTimeStop - Jintou no Koku

AstralHeat - Tokoyo no Yami

BurstDD - Arc Drive



Warp_A/B/C/D - Unlimited 22X (Assorted teleports)



Life - 15500

MatchInit - General increase in speed and dashing velocity. Combo rate increased to 70.

MatchInit2 - All damage inflicted increased by 10%.

OnFrameStep - The barrier from Mujuu no Tate is constantly active and does not drain the Barrier gauge, but is less durable and can only resist

1-2 attacks before failing.

Func_Flying - All normal attacks done while floating hit high.

NmlAtk5B - Has longer time before the opponent can recover.

NmlAtk5C - Has an attack level of 4 and propels opponents higher.

NmlAtk2B - Has an attack level of 3 a P2 of 85 and is slightly faster.

NmlAtk2C - Propels opponents higher.

NmlAtk3C - Can cancel into 5D even on guard and propels opponents forward as well as upward.

NmlAtk6B - Can cancel into 5D even on guard.

Funnel5C/2C/6C/Air5C - Additional C attacks have a P2 of 100.

Various - All Drive attack projectiles except 6D will, upon hitting the edges of the screen, fire again in the opposite direction. 6D will

instead be aimed at the opponent.

Assault - Tourai no Hoko (236A version) moves farther, is invincible while warping and hits high if done while floating. Holding the

button will attempt to warp behind the opponent if within 3/4 of the screen before attacking.

AssaultLow - Tourai no Hoko (236B version) moves farther and is invincible while warping. Holding the button will attempt to warp

behind the opponent if within 3/4 of the screen before attacking.

ShockWave - Gaihou no Geki activates slower, but shoots a larger projectile that hits up to three times. Holding the button warps

forward after shooting in a manner resembling a dash cancel.

SpecialShot - Tengai no Hi immediately starts fully charged.

AirAssault - Holding the button during Renge no Kai will skip the attack and warp Izanami directly to the floor.

Barrier_On/Off - As Mujuu no Tate is constantly active, using Mujuu no Gou will cause the barrier to immediately reappear afterward.

Hitting with the attack will restore only half as much of the Barrier gauge.

DrainThrow - Jiai no Yuu will not cause the barrier to disappear and has Izanami warp forward before attempting to throw. Holding the

button will attempt to warp farther ahead and behind the opponent before throwing. The throw itself does twice as much damage and can be

jump canceled if done while floating.

ShotLaser - Shizuku shoots beams twice in succession.

ShotSaws - Araragi lasts longer and, by holding the D button, can be steered manually with great freedom with the directional buttons.

It will stay stationary otherwise and disappear after ten hits.

UltimateAssault - Hazen no Kui teleports directly behind the opponent before attacking and starts faster.

UltimateTimeStopThrow - Kyomu no Koku is starts slightly faster and has invincibility start sooner and last until right before the attack

starts.

UltimateTimeStop - Jintou no Koku activates in three seconds normally and in 1.5 seconds for the Overdrive version.

AstralHeat - Tokoyo no Yami will not cause the barrier to disappear.



Warp_A/B/C/D - A series of teleportation skills done with 22X that happen after a delay.

A - Warps a distance forward. Holding the button makes it start slower and briefly drop the barrier, but end faster.

B - Warps a distance backward. Holding the button makes it start slower and briefly drop the barrier, but end faster.

C - Vanishes and reappears falling from above and moving forward, with hitting opponents activating a version of Jiai no Yuu that does

more damage. Holding the button delays the teleport and will track opponents within 1/2 of a screen's range.

D - Stays in place without warping unless a non-throw attack hits Izanami, at which she will warp. If the attack was a strike, Izanami will

immediately warp behind the opponent while the opponent will be frozen in place in a manner similar to DIO's Kyofu no Henrin. Holding the

button after the attack activates will have Yasakani no Magatama surround the opponent and shoot beams in a manner resembling DIO's Punishment.

Holding the button after a projectile connects will activate Araragi.



Various - Any attack with 'dark' effects (including C normal attacks, throws, several special moves, Arc Drive and Hazen no Kui) destroys

part of the opponent's Barrier gauge per hit. This will not apply if the attacks in question are guarded, if Izanami or the opponent is in

the DANGER state, or when time is stopped.

OnFrameStep - During Overdrive, Mujuu no Tate sustains less Barrier damage.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Izanami does the pose upon resuming time. If 4 is held, she does the pose from

Mujuu no Tate. If 2 is held, she does an alternate pose with what would be her idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60.

ShockWave/BigShockWave - The faster normal version is usable as 236A, while the slower Unlimited version is usable as 41236A. The 236A

version can also be canceled into a warp forward.

DrainThrow/FarDrainThrow - The faster normal version is usable as 214C, while the slightly slower Unlimited version is usable with the

orginial input. The attack itself heals 1000 life and steals/destroys twice as much of the opponent's Barrier gauge.

Warp_C - Has a similar draining effect like 63214C.

UltimateTimeStopThrow - Stops time for 120 frames (two seconds) longer for all versions.

AstralHeat - Does exactly 44444 damage.

BurstDD - Arc Drive heals 1000 life and steals/destroys a massive portion of the opponent's Barrier gauge.



Hibiki---------------------------------------------------



Assault_C - Hizanshou

Assault_D - Hizanshou: Kai

BunshinAssault_A/B - Hiyokujin Ten/Chi

FrontJump/FrontJump_Air - Zanshoukyaku

Derive_A - Senba

Derive_B - Ressou

Derive_C - Misago Kudaki

Derive_D - Maga Uchi

AntiAir/AntiAir_Air - Souyokusen

AirAssault/Derive_AirAssault - Senshijin

UltimateAssault - Kuremikazuchi: "Nue"

UltimateAssault2 - Tsugaimai: "Oboro Ootori"

AstralHeat - Amatsugomori: "Nakigarasu"

BurstDD - Kisen: "Haraibina"



Life - 14000

MatchInit - Increased grounded speed. Combo rate increased to 90.

Various - Grounded B attacks can now chain into the secondary attack of any other B attack freely.

NmlAtkAIR5A - Has a P1 of 90 and can chain into itself even if it misses.

NmlAtkAIR5B/2nd - Has a P1 of 90.

NmlAtkAIR5C - Has a P1 of 90.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end sooner if they miss.

NmlAtkExcite - If 6 is held while pressing the button to taunt, he does his round victory pose. If 4 is held, he does his notebook entry pose.

If 2 is held, he does his idle animation, with a possibility of it being a wordless taunt.

Various - Drive attacks always behave if Overdrive is active. Special moves now produce a duplicate from where Hibiki started the attack and

have alternate versions done with an alternate inputs that send a duplicate to do the attack in a manner resembling Chizuru's special moves.

Assault_C - Hizanshou hits four times in total on hit for slightly more damage. It now leaves a duplicate where Hibiki launched the attack

from. Doing the attack as 236C sends a duplicate forward to attack in Hibiki's stead, which does not hit four times on hit, but instead can

cancel into 214C/D (which propels Hibiki with increased momentum,) Zanshoukyaku or Hiyokujin Ten/Chi (which activate faster) on hit/guard.

Assault_D - Hizanshou: Kai hits three times for more damage and can jump cancel on hit only. It now leaves a duplicate where Hibiki launched

the attack from. Doing the attack as 236D sends a duplicate forward to attack in Hibiki's stead, which does not hit three times on hit, but

instead can cancel into 214C/D (which propels Hibiki with increased momentum,) Zanshoukyaku or Hiyokujin Ten/Chi (which activate faster) on

hit/guard.

BunshinAssault_A/B - Hiyokujin Ten/Chi start faster as described above. Hiyokujin Utsuro now can change the location Hibiki reappears in if

6 or 4 is held based on the starting move; Hiyokujin Ten has Hibiki reappear further forward or backward based on his initial position, while

Hiyokujin Chi has Hibiki appear in front/behind the opponent.

FrontJump/FrontJump_Air - Zanshoukyaku now has a version done with 236A/B that has a lower and more forward trajectory. Both also send a fake

and intangable duplicate on the trajectory not used.

Derive_A - Senba is always used if used as 5A and throws five projectiles in a spread. Senshijin is always used if used as 2A and will have

Hibiki turn before falling if behind the opponent (i.e. autocorrects.)

Derive_B - If 6 or 4 is held while hitting with Ressou, Hibiki will be launched further in that direction. If 2 is held, Hibiki warps to the

floor without attacking.

Derive_C - Misago Kudaki has a slightly longer lasting active hitbox. If 2 is held, Hibiki warps to the floor behind the opponent before

attempting a grounded version, which does not hit against aerial opponents and has a lengthy recovery if it misses.

Derive_D - Maga Uchi can trigger against projectiles. If 2 is held when the counter is triggered, Hibiki instead does a modified version of

Kuremikazuchi: "Nue" that can Fatal Counter and knocks down the opponent next to Hibiki.

AntiAir/AntiAir_Air - Souyokusen hits eight times. It now leaves a duplicate where Hibiki launched the attack from. Doing the attack as 412C

sends a duplicate forward to attack in Hibiki's stead, which does not hit eight times, but ends faster overall and can cancel into 623C or

Zanshoukyaku on hit/guard.

AirAssault/Derive_AirAssault - Senshijin now has an additional attack if A is held while landing, with Hibiki doing a somersault kick that sends

the opponent upward and backward in a manner resembling Venom's Mad Struggle. It now leaves a duplicate where Hibiki launched the attack from.

Doing the attack as 214B send a duplicate downward in Hibiki's stead, which cannot follow with a kick, but can cancel into 214A (which results

in Hibiki falling faster and causing a small floorbounce) or Zanshoukyaku on hit/guard.

UltimateAssault - Kuremikazuchi: "Nue" starts faster and does more damage overall.

UltimateAssault2 - Tsugaimai: "Oboro Ootori" summons more duplicates during the attack, does considerably more hits (33 normally and 125 during

Overdrive) for more damage and the initial projectile travels fullscreen.

AstralHeat - Amatsugomori: "Nakigarasu" now causes a substantial guard crush.



UltimateAssaultThrow - With 2(hold)8D, Hibiki attempts a command throw while dashing slightly forward, but with no superflash preceding it.

Success has Hibiki throw the opponent upward before a duplicate does a second throw that slams the opponent into the floor as with the Overdrive

version of Kuremikazuchi: "Nue" with the addition of Hibiki being able to move before the opponent lands. Can be comboed into and out of and

even hits opponents in guardstun, but does not hit aerial opponents. The unconventional input for a command throw brings to mind Yatagrasu

Hanzo's Saiunricchu Mozuotoshi/Tenraigin Kuchinawaichigo. (100 Heat)



Naoto---------------------------------------------------



Assault/2nd/3dTate/3rdYoko - Banishing Fang/Banishing Fang: Roar/Banishing Fang: Bash/Banishing Fang: Raid

EdgeAssault - Slash Kaid

AntiAir_C/D - Inferno Crusader

Dodge - Swift Sway

DodgeThrow - Phantom Pain

UltimateAssault - Divine Smasher

UltimateEdgeAssault - Divine Reaper

AstralHeat - Edge of Eternity

BurstDD - Grim of Phantom



Life - 14500

MatchInit - Forward walking, running and air dash speed increased considerably. Backward walking and air dash speed reduced by half. Combo

rate increased to 70.

Drive_Func - Drive attacks act as if Overdrive is active.

OnActionBeginPre - Backward speed increased considerably if Overdrive is active. May jump and air dash twice while Overdrive is active.

CmnActBDash - Distance covered reduced considerably unless Overdrive is active, where it is then increased considerably.

CmnActAirFDash - Air dashes can activate Enhancer effects outside of Overdrive.

Various - When Overdrive is active, Naoto's Enhancer afterimages change from blue to black and red. All Drive attacks and those that involve

attacking with blood will heal Naoto on hit/guard.

NmlAtk5A - Can cancel into itself three times.

NmlAtk5A_2 - Can now be done on its own with 4A.

NmlAtk5C - Has more forward propulsion and can be dash canceled on hit.

NmlAtk2C - Always launches enemies, is air unguardable, can Fatal Counter and can be dash canceled on hit.

NmlAtkAIR5D - Now hits high and can be dash canceled like the grounded Drive attacks; doing so will launch Naoto with considerable velocity

straight forward.

NmlAtk6A - Moves farther forward and can be dash canceled on hit/guard.

NmlAtk6B - Moves much farther forward and can be dash canceled on hit/guard while Naoto is airborne.

NmlAtk6C - Now has different behaviors depending on if the button is tapped or held; the former is faster, has a lower trajectory, has a brief

moment of invincibility before the attack and hits high, while the latter uses the original trajectory, but is now air unguardable, can

Fatal Counter and floorbounces aerial opponents with considerable force.

Various - Drive attacks heal 100 life on hit/guard during Overdrive.

NmlAtkExcite - Taunting normally now does one of three stretches. If 6 is held while pressing the button to taunt, Naoto does his round victory

pose. If 4 is held, he adjusts his neck. If 2 is held, he does his idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

NmlAtkGuardCrush - Crush Trigger moves much farther forward.

ShortDash - Dash cancels move much farther and have afterimages similar to Enhancer.

ShortAirDash - Air 5D can do a unique air dash cancel with a similar timing to the other Drive attacks.

Various - Effects of Enhancer are active to varying amounts on applicable moves; dashing will add further properties.

Assault - Banishing Fang moves even farther forward if done while dashing. If Overdrive is also active, it has 110% bonus proration.

Assault_2nd - Banishing Fang: Roar has an attack level of 4 and can cancel into Crush Trigger if done while dashing.

Assault_3rdYoko - Banishing Fang: Bash has an attack level of 5, can wallbonce/wallstick and moves much farther if done while dashing.

Assault_3rdTate - Banishing Fang: Raid has an attack level of 5, has longer time until the opponent can recover and can jump cancel on a

guarding opponent if done while dashing.

EdgeAssault - Slash Kaid moves forward similar to the Enhancer version. If done while dashing, it has an attack level of 5, goes much farther,

does more damage and has 110 bonus proration, while the close range version propels grounded opponents forward along with Naoto to keep within

comboing distance. If Overdrive is also active, it also has a brief moment of invincibility before the attack and heals 100 life.

AntiAir_C/D - Both versions of Inferno Crusader hits as many times as they do during Enhancer, but now hit more times if done while dashing (3

times for the C version and 9 times for the D version.) If Overdrive is active, they can cancel into the aerial versions with the

same timing for the additional attack (which will also cause them to have their Enhancer versions activate.) The D versions heal 20 life per

hit.

AntiAir2nd - The additional kick after Inferno Crusader is now done with 214C and will cause a floorbounce if done after dashing (but not if

done after the consecutive version done during Overdrive.)

Dodge/DodgeAway - Swift Sway now has two versions; the version with the original input moves feints moving forward before moving backward for

the Enhancer version (which can also be dash canceled,) while a new version with 236A moves forward with the original Enhancer behavior with

moving while dashing dodging farther forward.

DodgeThrow - Phantom Pain has 110% bonus proration if done while dashing and now gets Enhancer afterimages. It also activates faster based on

proximity to the opponent rather than if done while dashing. During Overdrive, the attack itself has a P2 of 95.

UltimateAssault - Divine Smasher hits multiple times if done while dashing, with the air version now able to be done while air dashing as well.

The grounded version hits 8 times while dashing while the Overdrive version hits 16 times. The Overdrive versions heal 50 life per hit, with the

additional attack healing 75.

UltimateEdgeAssault - Divine Reaper does more damage for the actual hitting portion, while the Dead Spike lookalike does 10 hits. Naoto moves

noticeably farther forward if done while dashing. The Overdrive version inflicts very high damage and heals 250 life per hit after the first,

while the projectile heals 30 per hit.

AstralHeat - Edge of Eternity causes a substantial Guard Crush if done while dashing.

BurstDD - Grim of Phantom heals 100 (50X2) life normally and 450 (75X6) during Exceed Accel.



DandyDodge - With 214B, Naoto sways backward a fair distance before dashing forward at high speed. A straight reference to Slayer's Dandy Step,

complete with follow-up attacks when moving forward; pressing A does an almost instantaneous elbow smash that sends the opponent flying and

can wallbounce/wallstick like Pilebunker, pressing B does the attacking portion of Phantom Pain with a portion of invincibility like

Crosswise Heel, pressing C does a shoulder tackle that staggers the opponent like Under Pressure and pressing D does Banishing Fang: Roar in a

manner resembling It's Late, hitting high, knocking down the opponent and able to follow after pressing C. Doing this while dashing causes the

initial sway to end sooner and the dash to move farther, while the A attack has more time before the opponent can recover, the B and C attack

move with more horizontal momentum and the D attack has a stronger floorbounce.

UltimateEdgeAssault_2nd - Holding D when hitting with the main portion of Divine Reaper before the additional attack spends an additional 50

Heat to follow with the Overdrive portion of Divine Smasher, then the second portion of Exceed Accel, then the proper end portion of Divine

Reaper that hits considerably more times for much more damage while also healing Naoto for 2450 (75X8, 250, 50X32). The execution resembles

Unlimited Ragna's Dead Spike and additional attacks.



Es---------------------------------------------------



Chage - Type: Enchanter "Bors"

AntiAir - Type: Slasher "Griflet"

SpecialThrow - Type: Assaulter "Erec"

MidAssault - Type: Slasher "Gawain"

Assault - Type: Slasher "Mordred"

ShotA/B - Type: Shooter "Breunor"

AirStamp - Type: Assaulter "Tristan"

UltimateChage - Type: Enchanter "Percival"

UltimateShot - Type: Shooter "Palamedes"

UltimateAssault - Type: Slasher "Galahad"

AstralHeat - Type: Exterminator "Artorius"

BurstDD - Type: Braver "Lancelot"



Life - 13000

MatchInit - General increase in speed (especially forward run speed.) Combo rate increased to 70. Jump startup reduced to 2.

Various - Effects of Overdrive are constantly active. Type: Enchanter "Bors"/Type: Enchanter "Percival" have expanded effects, while the former

can store three stocks of the effect; with three stocks of the former or during the latter, Es gains a further speed increase, an increased

combo rate (normally 80) and an additional air jump/dash, while the power up can be expended on all special moves, Distortion Drives and

Astral Heat for varying effects.

Various - Jumping is punctuated by a small sigil appearing at Es' feet.

NmlAtk5C - While powered up, it has an attack level of 4 and counterhits do more 25% more damage and cause the opponent to spin out on the

ground and float in the air for considerably more time. With three stocks, it gains an attack level of 5.

NmlAtk2C - Launches grounded enemies upward outside of a counterhit. While powered up, it has an attack level of 4, is unguardable in the air

and counterhits do more 25% more damage and have increased stun time. With three stocks, it gains an attack level of 5.

NmlAtk3C - While powered up, it has an attack level of 4, propels Es forward slightly and counterhits do more 25% more damage and cause the

opponent to float slightly. With three stocks, it gains an attack level of 5.

NmlAtkair5C - While powered up, it has an attack level of 4 and counterhits do more 25% more damage and causes a floorbounce. With three stocks,

it gains an attack level of 5.

NmlAtk6C - While powered up, it has an attack level of 4 and counterhits do more 25% more damage and causes a much stronger wallbounce/wallstick

even against grounded opponents. With three stocks, it gains an attack level of 5.

NmlAtkDash6C - While powered up, it has an attack level of 4, can cause a guard crush, counterhits do more 25% more damage and causes a much

stronger wallbounce/wallstick. With three stocks, it gains an attack level of 5.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Es does what would be her crest holding victory pose. If 4 is held, she does her

round victory pose. If 2 is held, she does her idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and air throws end faster if they miss.

Monsho_AtkData - Drive attack and special move Crests have an attack level of 3 while powered up and have an attack level of 5, cause increased

hitstun on counterhits and can Fatal Counter with at least 2 stocks.

Various - Drive attacks have altered behavior if the D button is held before Es swings the sword; a single larger Crest is placed, but the Crest

will only activate upon letting go of the D button or after enough time passes, with great freedom as to when it can be activated.

ShotA/B/AirShotA/B - Type: Shooter "Breunor" now has a C version; this fires off a combined shot after a noticeable delay, but can

be used after the first or second input, with using after the first doing slightly more damage and using after the second doing a slightly

weaker Type: Shooter "Palamedes" wave. If a power up stock is available, one will be used to fire much faster, while also able to chain into a

successive C version shot (with three shots possible with three stocks.)

AntiAir - The grounded version of Type: Slasher "Griflet" is unguardable in the air and the first hit causes a floorbounce. If C is held for the

powered up version, Es will not continue into the additional attack and instead fall while able to act in the air, while a counter hit during

this gives extended hitstun across all hits.

SpecialThrow - Holding A before the attacking portion of Type: Assaulter "Erec" causes Es to skip the attack and enter a falling state that she

can act out of. The powered up version jumps half as high and travels three times as far while having the hitbox lasts much longer and able to

hit crouching opponents.

MidAssault - Type: Slasher "Gawain" has the powered up version produce more hitstun on the additional crest, causes increased time before the

opponent can recover on counterhits and move farther.

Assault - Holding the button for Type: Slasher "Mordred" will delay the attack slightly and attempt to pass through the opponent and hit from

behind if close enough. The powered up version causes increased time before the opponent can recover on counterhits.

Chage - Type: Enchanter "Bors", if used while at maximum stocks, will expend all three stocks and cause the animation to be much faster, akin

to a modified Rapid Cancel.

AirStamp - Type: Assaulter "Tristan" can loop the first two hits indefinitely until Es lands, but the hits after the third do not propel her as

high and eventually cause her to lose altitude. The third attack can be done anytime during this or on its own with air 2C. Stocks will only

apply to the final hit and only if at least the first is done, which causes Es to fall much faster, hits high and has increased time before the

opponent can recover on a counterhit.

UltimateShot - Type: Shooter "Palamedes" has the powered up version fire the other version of the projectile simultaneously with the first.

UltimateAssault - Type: Slasher "Galahad" has the powered up version move faster and farther, does slightly more damage, pushes the opponent

toward Es on the last hit and has a much longer time before the opponent can recover on a counterhit.

UltimateChage - Type: Enchanter "Percival" lasts twice as long and if done with three stocks, starts invincible and has a shorter recover.

During this, Es' combo rate becomes 90.

AstralHeat - Type: Exterminator "Artorius" if powered up has lengthened time during the superfreeze and starts faster as a result.



UltimateDive - Es vanishes with 222C, then reappears above the opponent's position before descending with the final portion of

Type: Braver "Lancelot" upon hitting the floor. Has a very long and predictable start-up and can be dodged, but is completely invincible until

the attack portion ends, is unguardable and very damaging. With 3 stocks, they are expended to make the superfreeze last longer and cause

extreme damage on a counterhit. (100 Heat)



Mai---------------------------------------------------



com1_2nd - 5A/B -> A

com1_3rd_ShotA/B - 5A/B -> A -> B/C

com1_3rd_3 - 5A/5B -> A -> A

com2_2nd/com3_kamae - 5A/B -> B

com3_1 - 5A/5B -> B (hold)/4B -> A/C

com3_2 - 5A/5B -> B (hold)/4B -> 8A/8C

com3_3 - 5A/5B -> B (hold)/4B -> 6A/6C

com4_2nd - 5A/5B/5C -> C

com4_3rd_1 - 5A/5B/5C -> C -> A

com4_3rd_2 - 5A/5B/5C -> C -> B

com4_3rd_3 - 5A/5B/5C -> C -> C

com5_2nd - 2A/2B -> 2C

Assault - Setsuna

Assault_A - Himeyuri

Assault_B - Himeyuri: Dou

Assault_C - Himeyuri: Tori

All of the above with EX - If done with 236X as an input.

Backflip - Gekka

Backflip_A - Suzuran

Backflip_B - Suzuran: Dou

Backflip_C - Suzuran: Tori

All of the above with EX - If done with 214X as an input.

UltimateJump - Dankuu Houraika

UltimateAssault - Rikka Ranousen

AstralHeat - Shurin: Hirensou Sakuya

BurstDD - Ouka Ranjin



Life - 14000

MatchInit - General increase in speed. Combo rate increased to 70. Jump startup reduced to 2.

MatchInit2 - Does 10% more damage with everything.

Various - Effects of Overdrive are constantly active. 5C can cancel backward into 5A/B -> A and 5A/B -> B. 5A/B -> A -> B/C shoots two shots

at alternating speeds and heights with upper shots being unguardable in the air. All 5A/B -> B stance attacks cancel back into the stance by

holding B.

NmlAtk2B - Strongly knocks down as with most characters' 3C attacks.

com2_2nd/com3_kamae - 5A/B -> B stance starts faster.

NmlAtk5D - 5D projectiles now fly much faster and can cause a Fatal Counter whenever they are unguardable.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Mai does her bowing intro. If 4 is held, she holds a fist out. If 2 is held, she

does her idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and end faster if they miss.

Assault_A/EX - Himeyuri has a P1 of 90 and a P2 of 82, with the multiple hits doing twice as much damage.

Assault_B/EX - Himeyuri: Dou has a P1 of 90 and a P2 of 84, with the multiple hits doing twice as much damage.

Assault_C/EX - Himeyuri: Tori has a P2 of 84, with the multiple hits doing twice as much damage.

Various - Himeyuri, Himeyuri: Dou and Himeyuri: Tori do considerably increased damage and can cause a Fatal Counter if the tip hits the opponent.

Backflip_Init - Suzuran, Suzuran: Dou and Suzuran: Tori hit high while descending and have the the property of counting multiple hits as part of

the same attack, reducing proration.

UltimateJump - Dankuu Houraika hits high and hits multiple times on the descending portion, doing much more damage the higher the opponent was

at this part.

UltimateAssault - Rikka Ranousen propels Mai forward across the screen and while invincible upon attacking, causes a Guard Crush a full charge

and causes a much stronger wallbounce that lands the opponent in front of Mai with a P1 of 70. The Overdrive version becomes unguardable at the

same level.

AstralHeat - Shurin: Hirensou Sakuya is completely unguardable in the air.



ReflectGuard - With at least 25 Heat, Mai does a very brief pose with 4D, which stops incoming strike attacks by staggering the opponent, but

removes 25 Heat if it doesn't stop anything. Pressing A, B or C after stopping an attack follows with an additional attack:

A - A strike that starts and recovers extremely quickly and staggers the opponent.

B - A slower overhead smash that causes a floorbounce on the opponent.

C - Uses 25 Heat for a moderate speed attack that removes 15 Heat from the opponent on hit. Has a long recovery, but can cancel into special

moves.

This be canceled into from any normal/special move that has Mai grounded after the attacking hitbox recedes or any time during Setsuna. A whole

reference to the Reflect Guard mechanic of Fate/Unlimited Codes.

LanceSpin - A brief repitition of attacks from Ouka Ranjin with 623C, with some starting invincibility and the very last hit able to jump cancel

on hit. Holding C, with at least 25 Heat, will expend 25 Heat start a second repition of attacks followed by an additional hit that removes

15 Heat from the opponent on hit and causes a small floorbounce. Resembles Cu Cullan's Red Branch Eihwaz.

UltimateLanceThrow2 - With air 236D, Mai does a modified Drive attack that moves nearly as fast as the charged version, but aimed directly at

the opponent's position and causing a stagger against a grounded opponent. Does somewhat low damage, but has a high minimum damage modifier.

Resembles Hawkeye's Gimlet.

UltimateLanceThrow - With 222C, Mai stabs diagonally upward, with hitting the opponent following with the above, albeit with considerably

increased damage. The initial hit is unguardable in the air. Resembles the Holy Grail Burst version of Cu Cullan's

Soaring Spear that Strikes with Death (Gae Bulg). (100 Heat)



Susanoo---------------------------------------------------



Assault - Nagisaku Kyousou

AntiAir - Yakifuku Rouen

Shot - Chirisogu Rekigan

MidAssault - Karitatsu Shuuga

LowAssault - Haimau Soukyaku

RushAssault - Oshiyaku Sanka

AssaultThrow - Tsukisasu Zesshou

LongAssault - Tachikiru Senjin

UltimateLongAssault - Tokihanatsu Masou no Kyoujin

UltimateRushAssault - Uchikuruu Kishin no Sengeki

UltimateCommand - Nakiugatsu Houraku no Ensa

AstralHeat - Kyouoh no Houkou: Orochi Messatsu

BurstDD - Chitagiru Rengeki



Life - 20000

MatchInit - General increase in walking and airdash speed. Maximum dashing speed and acceleration increased tremendously.

Various - Basic movement and landing from jumps shakes the screen slightly.

Various - All special moves are unlocked and fully upgraded from the beginning of the match and are even stronger.

Various - When Overdrive is active, nearly everything about Susanoo becomes much stronger.

Various - Every time a Drive attack hits (and not guarded,) Susanoo does 1% more damage with everything. There is no limit on how often this

can happen until the match ends. During Overdrive, the attack gain is doubled.

Various - If Susanoo's attack boost goes over 120%, he gains black afterimages and every move affected by Overdrive become permanently powered

up. If it goes over 150%, the afterimage grows to massive size, Susanoo starts glowing intensely and his Distortion Drives become completely

unguardable and force Fatal Counters while the guardpoints on normal attacks stop all attacks of all levels.

CmnActFDash - If Overdrive is active, running starts immediately.

CmnActBDash - If Overdrive is active, backward dash moves twice as far.

Various - Susanoo's B and C normal attacks including 6A, Drive attacks apart from 4D and Crush Trigger gain guardpoints during their attacking

portions that stop strike attacks of all levels while reducing damage taken by 50%.

NmlAtk5A - Can chain into itself three times.

NmlAtk5C - Can dash cancel on hit if Overdrive is active.

NmlAtk5D - Holding the button delays the attack, with delaying long enough causing it to become very damaging, completely unguardable, force

a Fatal Counter, move slightly forward, always wallbounce, and capable of being dash canceled. The charged version boosts attack by 2% on hit

and the guardpoint during Overdrive covers the charging portion here.

NmlAtk2B - Hits low.

NmlAtk2C - Always launches enemies and has increased time before the opponent can recover.

NmlAtk2D - Holding the button delays the attack, with delaying long enough causing it to become very damaging, completely unguardable,

force a Fatal Counter, move very far forward and propel enemies upward with the ability to jump cancel on hit. The charged version boosts attack

by 2% on hit and the guardpoint during Overdrive covers the charging portion here.

NmlAtkAIR5D - Has a longer than usual Guardpoint for the attacking portion during Overdrive.

NmlAtk6A - Causes much more hitstun. Can dash cancel after the shot hits (but not if guarded) during Overdrive.

NmlAtk6D - Hits twice on its own. Holding the button delays the attack, with delaying long enough causing it to become extremely damaging,

completely unguardable, force a Fatal Counter on the first hit, move very far forward and cause massive hitstun. The charged version boosts

attack by 2% per hit and the guardpoint during Overdrive covers the charging portion here.

NmlAtk4D - Gives 12.5% of the Heat gauge when it would unlock a skill and boosts attack upon completion. Holding the button delays the skill,

with delaying long enough gives 50% of the Heat gauge on completion and boosts attack by 4%. Heat gain is doubled during Overdrive.

NmlAtkExcite - If 6 is held while pressing the button to taunt, Susanoo does part of his soul-destroying victory pose. If 4 is held, he does his

round victory pose. If 2 is held, he does his idle animation, with the possibility of it being a wordless taunt.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60, end faster if they miss and force a Fatal Counter during Overdrive.

Assault - Nagisaku Kyousou hits four times before launching even if guarded. Having Overdrive active allows the last hit to jump cancel.

AntiAir - Yakifuku Rouen is larger and propels opponents extremely high on a counterhit. Causes a second, larger blast with Exceed Accel effects

during Overdrive.

Shot - Chirisogu Rekigan creates three blasts in rapid succession in ascending level, with the last blast being larger and causing longer

hitstun. The Overdrive version causes all of them to become larger and inflict significantly more chip damage before the Guard Crush.

MidAssault - Karitatsu Shuuga hits up to seven times on the ground and hits more often the air, while the explosion upon landing is larger. The

explosion is even larger and hits four times for more damage during Overdrive.

LowAssault - Haimau Soukyaku hits up to nine times before launching. During Overdrive, the last hit becomes air unguardable, hits high and

has more time until the opponent can recover.

RushAssault - Oshiyaku Sanka has an input of 236C, hits more often, can be sustained for longer, and doesn't push enemies as far back per hit.

Overdrive makes the move recover almost immediately.

AssaultThrow - Tsukisasu Zesshou moves far enough to cross the entire screen. Moves even faster during Overdrive.

LongAssault - Tachikiru Senjin hits twice during Overdrive.

UltimateLongAssault - Tokihanatsu Masou no Kyoujin hits six times during Overdrive. Can Fatal Counter during Overdrive and becomes

completely unguardable and forces the counter if Susanoo's attack boost goes over 150%.

UltimateRushAssault - Uchikuruu Kishin no Sengeki is stronger across all portions during Overdrive. Can Fatal Counter during Overdrive and

becomes completely unguardable and forces the counter if Susanoo's attack boost goes over 150%.

UltimateCommand - Nakiugatsu Houraku no Ensa starts much slower and costs 100 Heat, but if it activates, boosts Susanoo's attack by 50%.

AstralHeat - Kyouoh no Houkou: Orochi Messatsu can Fatal Counter during Overdrive and becomes completely unguardable and forces the counter if

Susanoo's attack boost goes over 150%.



UltimateBeam - The beam from the end of Uchikuruu Kishin no Sengeki usable on its own for 100 Heat with 2141236D. It fires after about half a

second and isn't invincible until the beam fires, but covers the entire screen in length immediately and is invincible while doing so. Hits 80

times in total with high chip damage.

Jubei---------------------------------------------------



Assault_A/B - Rekkouzan (normal)

HexaEdge_1-5/Blow/Upper - Rekkouzan (powered up)

Assault_Low/HexaEdge_Low - Ichi no Kata: Kageookami

Assault_Mid/HexaEdge_Mid - Ni no Kata: Onigitsune

Assault_Multi/HexaEdge_Multi - San no Kata: Ranjishi

Assault_ChageAttack/HexaEdge_Chage - Shi no Kata: Kurohyou

AirMoveFront/AirMoveBack/HexaEdge_FrontDash/HexaEdge_Backdash - Shitenjin

Shot/AirShot - Gishoukyuu

UltimateAssault - Senju: Gousetsura

UltimateAirAssault - Nioh: Kigantotsu

UltimateChage - Fudou: Sharenjin

AstralHeat - Ashura: Hourai Burenshou

BurstDD - Miroku: Renshunrou



Life - 15000

MatchInit - Considerable increase in dashing speed and air dash velocity. May jump or air dash twice per jump. Combo rate increased to 70.

Jump startup reduced to 2.

CmnActBDash - Moves twice as far back. Holding 6 propels Jubei much farther forward.

ShortDash/ShortBackDash - Jubei has always had these dash cancels, but unused. The forward dash can actually lead into a run, while the backward

dash variant always follows with dashing forward. They are now usable and move twice as far.

Various - All normal moves on the ground (except 6A, 6B and 2C) may be dash canceled forward or backward on hit. All special moves can be done

on the ground or in the air outside of cancelling from Rekkouzan. With Overdrive active, grounded normal attacks may be dash canceled at various

points even if they miss (with two-hit attacks gaining this after the first strike) while aerial attacks may cancel into Shitenjin if they miss.

2C can cancel into Shitenjin on hit normally and can be canceled if it misses during Overdrive into either Shitenjin or dashes upon actually

landing.

Various - Effects of the opponent being marked are vastly improved. Marks stay on the opponent for 10 seconds and cause any claw/sword-based

attack Jubei hits with to have 110% bonus proration and cause extensive chip damage (among other effects.) If Overdrive is also active,

Jubei's close range special moves gain the ability to cancel into dashes (ground) or Shitenjin (air) on hit/guard (although Ranjishi can only

cancel after the last attack.)

NmlAtkExcite - If 6 is held while pressing the button to taunt, Jubei does his sword drawing victory pose. If 4 is held, he does his sighing

intro. If either of these are done against Terumi or Susanoo is the opponent, he draws his sword menacingly while shaking the screen slightly

instead. If 2 is held, he does his idle animation, with the possibility of it being a wordless taunt.

NmlAtk6A/6B - 6A and 6B have the counter window start immediately as the move starts. 6A can counter head, body and projectile attribute

attacks, hits high and can Fatal Counter, while 6B can counter foot and projectile attribute attacks.

NmlAtk6C - If the opponent is marked, this has 125% bonus proration instead.

NmlAtk3C - Hits low on the first hit.

NmlAtkThrow/BackThrow/AirThrow - Throws have a P2 of 60 and ends faster if they miss. If the opponent is marked, throws do 300 more damage and

have a P2 of 75. If Fudou: Sharenjin is active, they will mark the opponent.

DriveInit - Grounded normal Drive attacks can jump cancel immediately after hitting the opponent on hit/guard if the opponent is marked.

NmlAtk5D/AIR5D/Air6D - All normal Drive attacks have Jubei invincible to projectile attribute attacks while moving and start faster.

Assault_A/B - Rekkouzan moves farther for each slash. An issue with the wrong voice clip being played for the 236236A version in the air was

fixed.

HexaEdge_1-5/Blow/Upper - Rekkouzan after powering up has even more forward speed overall compared to normal.

Shot/AirShot - Gishoukyuu bounces up to five times and has different behaviors based on if 8 or 2 is being held when Jubei fires the projectile.

Holding up shoots a projectile less affected by gravity (and bouncing only three times,) while holding down is the opposite.

AirMoveFront/Back - Shitenjin moves a farther distance in both directions in significantly less time.

Various - For the special moves below, if Fudou: Sharenjin is active, Overdrive must be active and the opponent must be marked to be able to

cancel into Rekkouzan. They can all cancel into Fudou: Sharenjin on hit/guard as well.

Various - The Rekkouzan variants of the moves below generally end faster than normal. Kurohyou lands sooner instead.

Assault_Low/HexaEdge_Low - Ichi no Kata: Kageookami will propel the opponent in a similar way to a counter hit if the opponent is marked. It

can also cancel into Rekkouzan, Onigitsune, Ranjishi or Kurohyou along with Gishoukyuu on hit/guard.

Assault_Mid/HexaEdge_Mid - Ni no Kata: Onigitsune causes higher hitstun against grounded opponents and propels aerial opponents down slower if

the opponent is marked. It can also cancel into Rekkouzan, Ranjishi, Kurohyou or Gishoukyuu on hit/guard.

Assault_Multi/HexaEdge_Multi - San no Kata: Ranjishi does less damage for the initial hits, but hits many more times by default (generally doing

more damage overall) and has the last hit launch closer to Jubei if the opponent is marked. It can also cancel into Rekkouzan, Gishoukyuu or

Kurohyou on hit/guard (possible even before the last hit actually comes out if it hit beforehand.)

Assault_ChageAttack/HexaEdge_Chage - Shi no Kata: Kurohyou now has an input of 623C (6C during Rekkouzan) and can be jump canceled if the

opponent is marked. It also has a guardpoint active against head, body and projectile attribute attacks during the charging portion (while

Jubei's swords are crossed.)

UltimateAssault - Senju: Gousetsura hits five times for the normal version and 27 times for the Overdrive version, doing considerably more

damage in both cases. The marked version also has an unused afterimage effect as Jubei teleports.

UltimateAirAssault - Nioh: Kigantotsu has slash effects through the entire attack and hits three times as much for more damage. The Overdrive

version hits nine times upon landing. The marked version also has an unused afterimage effect as Jubei teleports.

UltimateChage/UltimateChageEX - Fudou: Sharenjin can now be used even after it was used, which causes it to remove the status while possessing

a hitbox that blasts close enemies away from Jubei on activation (with additional unusued properties of starting faster and ending slower) which

has a P1 and P2 of 100. Hit opponents are marked. The Overdrive version of this does 0 damage and has 150% bonus proration, staggers the

opponent, can cause a Fatal Counter and will mark the opponent on activation regardless of if the opponent is hit or not.

AstralHeat - Ashura: Hourai Burenshou can now be used with an input of 236CD (a reference to Hokuto no Ken's instant kill techniques having a

similar aura to Jubei's when activated) and, if Fudou: Sharenjin is active and the opponent is marked, is completely unguardable.

BurstDD - Miroku: Renshunrou has 130 bonus proration if the opponent is marked.

Various - If Fudou: Sharenjin and Overdrive are active while the opponent is marked all at once, Jubei gains afterimages colored extremely

similar to him that may confuse opponents.



AntiAir - The rising strike portion of Rekkouzan used as a standalone move with 632146C. Hits three times, has some invincibility at the

beginning, knocks down the opponent and is unguardable in the air. reminiscent of Hanzo and Fuuma's Kouryuha/Enryuha.

WShot - A version of Gishoukyuu that is fired off slowly and shoots a larger and more damaging ball with alternate behavior; normally, the

projectile slowly falls to Jubei's front before picking up much more forward speed upon hitting the floor, only bouncing once before

disappearing. Holding 2 causes the projectile to float higher and take longer before landing, while holding 8 launches the projectile with much

more upward momentum and causes it to bounce backward toward Jubei upon hitting the floor. Anything that can cancel into the normal Gishoukyuu

can cancel into this. An arranged version based off of Hanzo and Fuuma's Double Rekkouzan/Double Reppuzan.

UltimateDive - With 214214D in the air, Jubei does what resembles a normal aerial Drive attack on the trajectory of 6D. When this hits, he

procees to do multiple teleporting attacks from many angles ending in a modified Senju: Gousetsura that causes a wallbounce. Has a very short

recovery if it misses and has increased minimum damage if it hits a marked opponent. The initial attack and execution resembles World Heroes

Hanzo's Iga Ninpou Ougi: Bontensenkoujin. (100 Heat)



Summary on effects:



Default - Grounded normal attacks may be dash canceled on hit/guard. Assorted special moves can be canceled on hit/guard into each other,

but there are rules in place for what can cancel into what; close range moves apart from Rekkouzan can cancel into and out of Rekkouzan (but

only without Fudou: Sharenjin active,) can only cancel into moves of a greater 'strength' otherwise (Kageookami -> Onigitsune -> Ranjishi ->

Kurohyou) and can only chain three times in a row.



Overdrive - Along with the usual effects, allows grounded normal attacks to be dash canceled if they miss and aerial normal attacks to cancel

into Shitenjin if they miss.

Mark - Along with the usual effects, causes claw and sword attacks to have bonus proration and high chip damage and cause close range special

moves to have altered properties better for comboing. Throws do more damage and have improved P2.

360A - Along with the usual effects, throws mark the opponent.



Mark + Overdrive - Allows for close range special moves to be canceled with dashes/Shitenjin on hit.

Mark + 360A - Astral Heat becomes unguardable.

360A + Overdrive - Allows for special moves with simplified inputs done from the powered up Rekkouzan to cancel into nearly any other special

move on hit/guard.



Mark + Overdrive + 360A - Allows for close range special moves to be canceled into the powered up Rekkouzan. Jubei gains afterimages.