FAQ/Movelist for Melty Blood (PC Windows 9x/NT/XP) Version 0.8 by Peter Tsai === COPYRIGHT AND LEGAL STUFF ================================================= Unpublished work Copyright 2004 Peter Tsai This document is for private and personal use only - it cannot be reproduced in part or whole in any way without my consent. In other words, please do not put this FAQ on your website or magazine without asking me first. More importantly, do not try to pass this FAQ off as your own - not only is plagiarism a crime, it is just downright despicable. This FAQ is written exclusively for GameFAQs.com; Currently I have no intention of allowing it to appear anywhere else. "Melty Blood" is (c) WATANABE PRODUCTION/FRENCH BREAD, "Tsukihime" and related characters are (c) TYPE-MOON. All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. === UPDATES =================================================================== 2003-10-20: Version 0.1 written. There are still a lot of things that need to be done (e.g. combos, notes, etc.). I'll work on them after my exams are over. 2003-11-02: Updated to version 0.2. Corrected some of the special move names. Added a few combos. 2003-11-03: Updated to version 0.3. Corrected some more mistakes. Added a miscellaneous section. 2003-11-09: Updated to version 0.4. Added "Bugs and Glitches" to the miscellaneous section. Refined the moves notation to take into account all possible actions in a combo. 2003-11-28: Updated to version 0.5. Added and corrected some combos. Added a couple of entries into the "Bugs and Glitches" section. 2003-12-17: Updated to version 0.6. Fixed another typo. Added some more combos. Indicated which moves can be used as OTG. 2004-06-03: Updated to version 0.7. Corrected some of the terms used in the game system. Started a new separate section for Melty Blood ReACT. I'm still in the process of collecting information, so there's very little here at the moment. 2004-06-07: Updated to version 0.8. Listed currently known move names and commands for ReACT. This may be my last update as there is already another FAQ written by kalciane that covers ReACT in more detail. 2004-07-10: Added some more moves for ReACT which I had overlooked before. === TABLE OF CONTENTS ========================================================= 1. INTRODUCTION - About This FAQ - Notation 2. MELTY BLOOD 2A. GAMEPLAY - The Basics - Controls - Health Bar - Vital Source - Magic Circuit - Movements - Dash and Run - Jumping and Landing - Double Jump - Air Dash and Low Air Dash - Attacks - High, Mid, and Low Attacks - Ground and Air Throws - Blowback Edge - Launcher - Special and EX Moves - Arc Drives - Defensive Manoeuvres - Guarding - Evasion - Shield - Simultaneous Impact - Attack-to-Movement Cancel - Quick Standing - Combo System - Chain Combos - Sweep Juggling - OTG - Air Combos - Damage Modifiers 2B. CHARACTER MOVES/INFO - Sion Eltnam Atlasia - Sion Eltnam Atlasia (Vampire) - Arcueid Brunestud - Arcueid ("Warcueid") Brunestud (Tatari) - Ciel - Akiha Tohno - Akiha Tohno (Kurenaisekisyu) - Akiha Tohno (Giant) - Hisui - Mech-Hisui - Kohaku - Hisui & Kohaku - Shiki Tohno - Shiki Nanaya - Miyako Arima - Warakia - Nrvnqsr (Nero) Chaos 3. MELTY BLOOD REACT 3A. GAMEPLAY CHANGES/ADDITIONS - The Basics - Health Bar and Vital Source - Magic Circuit - Heat and Blood Heat - Movements - Dash and Run - Jumping and Landing - High Jump - Attacks - Ground and Air Throws - Launch, Strike and Knockdown Effects - Blowback Edge - Special and EX Moves - Defensive Manoeuvres - Guarding - Shield Counter - Shield Bunker - Last Arc - Attack-to-Movement Cancel - Air Recovery - Quick Standing - Combo System - Chain Combos - Air Combos 3B. CHARACTER MOVES/INFO - Sion Eltnam Atlasia - Vampire Sion - Arcueid Brunestud - Warcueid - Ciel - Akiha Tohno - Kurenaisekisyu Akiha - Hisui - Mech-Hisui - Kohaku - Hisui & Kohaku - Shiki Tohno - Shiki Nanaya - Miyako Arima - Warakia/Tatari - Nrvnqsr (Nero) Chaos - Satsuki Yumiduka - Len 4. MISCELLANEOUS - Bugs and Glitches 5. CREDITS === 1. INTRODUCTION =========================================================== [About This FAQ] Melty Blood is a very well made game, but the online manual that is included in the installation leaves a lot to be desired. This FAQ was written to elaborate on the details that are glossed over in the manual (e.g. a complete move list for all the characters), and to provide some additional gameplay-related information which the reader may find useful. This FAQ is split into two major halves. The first half covers the original first release edition of Melty Blood (version 1.100) and the second half covers the expansion edition (also known as Melty Blood ReACT). [Notation] Since arrows are impossible to display in a plain text file, I have used numbers on the keypad to represent the eight gamepad/joystick directions (a standard convention used by many other fighting games). All the moves listed in this FAQ assume that your character is facing right (as in the opposite of left). Up Up-Back 7 8 9 Up-Forward \ | / \ | / \ | / \ | / \|/ Back 4 ---- 5 ---- 6 Forward /|\ / | \ / | \ / | \ / | \ Down-Back 1 2 3 Down-Forward Down A = Weak Attack B = Medium Attack C = Strong Attack D = Shield + = "push together with" / = "or" >> = "will cancel and combo into" > = "will cancel but not combo into" (#H)>> = Cancel after a specific number of hits, e.g. 2+B (1H)>> C means cancel from the first hit of crouching medium attack into standing strong attack 66>> = Dash cancel 44>> = Backstep cancel 8^ = Jump cancel (going straight up) 7^ = Jump cancel (going back) 9^ = Jump cancel (going forward) 96^ = Low air dash cancel v = Land on the ground [] = Moves enclosed in square brackets are performed in the air R[] = Rising aerial attack (attack button pressed before highest point of jump is reached) F[] = Falling aerial attack (attack button pressed after highest point of jump has been reached) Throw = Throw the opponent (4+C or 6+C at close distance) (OTG) = OTG attack === 2. MELTY BLOOD ============================================================ The information in the following two sections (2A and 2B) apply only to Melty Blood version 1.100. === 2A. GAMEPLAY ============================================================== [The Basics] --== Controls ==-- The controls are simple enough to learn that even players new to fighting games should be able to get the hang of them without any trouble. The direction pad moves your character around (obviously). Up is jump, down is crouch. The A button is your character's normal weak attack. Fast and easy to chain, but low damage. In menus and the character selection screen it is the confirm button. The B button is your character's normal medium attack. Average speed, average damage. In menus and the character selection selection screen it is the cancel button. The C button is your character's normal strong attack. High damage, but slow speed. In the character selection screen it is the random select button. The D button is your character's shield defense. Details on shielding later. In the character selection screen it is the costume color change button. In story mode it can be used to skip through text which has already been read before. The Pause button pauses the game, but not in versus mode. In story mode it opens the save and exit window. Pushing the F1 key on the keyboard at any moment in the game brings you back to the main menu. Pushing the Esc key on the keyboard at any moment in the game exits the program back to Windows instantly. --== Health Bar ==-- Both you and your opponent start each round with 10000 points of health, which are represented by large yellow bars at the top of the screen. A character is knocked out (KO'd) and loses the round when their health points drop below zero points. In Melty Blood you cannot get KO'd from chip damage, so even if you have no health points left you can still guard special/EX moves. --== Vital Source ==-- The blue bars below the characters' names are the Vital Source gauges. Vital Source is used for the following actions: * shielding, * evading, * dashing, * air dashing, * and Blowback Edge. When characters receive unguarded damage, their Vital Source will drop significantly. When a character's Vital Source decrease to zero, they will become "dazed". They can still attack and defend, but until the bar refills itself to maximum level they won't be able to air recover or quick stand. --== Magic Circuit ==-- The small percentage bars at the bottom of the screen are the characters' Magic Circuit gauges. The gauge gradually increases by approximately 0.1% per second, but you can build it up faster by attacking. The maximum level you can reach is 300.0%. Magic Circuit is used for executing EX moves, which consume a specific percentage from the bar (usually 100.0%). If your current percentage is below the required amount for the EX move, you won't be able to execute it. [Movements] --== Dash and Run ==-- On the ground, tap forward twice to dash. Compared to normal movement, dashing covers more distance in the same period of time. Also, it is possible to cancel into an attack, but only within certain frames of the dash animation. If you reach the very end of your dash animation without doing anything, there will be a brief recovery delay during which you cannot take any action at all (not even guard or shield). Certain characters can cover even more distance by running. To run, hold down forward during your dash. To backstep, tap back twice. Backstepping is very useful for dodging retaliation attacks (there is a short period of invincibility), but not so effective when your character is trapped in the corner. --== Jumping and Landing ==-- Just one important point to be careful about jumping and landing. Like the end of a dash animation, when landing from a jump (i.e. when your feet touch the ground), there will be a brief recovery delay during which you are unable to take any action at all (not even guard or shield). When jumping, try to avoid landing right behind your opponent, otherwise you would be open to an anti-air attack. --== Double Jump ==-- All characters can perform a second jump in the air by pressing up (or up-back or up-forward) during their first jump. You can also cancel into the double jump from an aerial attack (i.e. jump-in with strong attack, then jump immediately before your feet touch the ground). --== Air Dash and Low Air Dash ==-- Tap forward/back twice in the air to air dash/backdash. You can only air dash once in the air (i.e. until you land on the ground, you cannot air dash again). To low air dash from the ground, tap up-forward then forward quickly. Low air dashing is generally used in advanced combos and air throw infinites, so if you really want to be an expert at this game you'd better learn how to use it. [Attacks] --== High, Mid, and Low Attacks ==-- High attacks (most standing attacks) can be guarded standing or crouching. Mid attacks (also called overhead attacks) must be guarded standing. Low attacks (such as sweeps) must be guarded crouching. --== Ground and Air Throws ==-- To throw an opponent (on the ground or in the air), get right next to them and push forward (or back) and strong attack (you can also use medium attack on the ground if your character is Sion). Generally a thrown opponent cannot quick stand, so in most cases you can follow up with an OTG attack. --== Blowback Edge ==-- For most characters, certain normal attacks can be charged up into more powerful versions, at significant cost to Vital Source. This is usually done by briefly holding the attack button and then pushing down (as in the opposite of up) on the direction pad. All blowback edges have chipping damage if guarded. Also, most blowbacks have super armor effect, which means your character will carry through the attack animation even if the opponent hits you. --== Launcher ==-- A launcher is a ground attack that is used to knock the opponent straight up, which you can then follow up with an air combo. All characters possess at least one launcher attack, with varying degrees of difficulty in chaining them. --== Special and EX Moves ==-- Special moves are executed the same way as other fighting games (i.e. inputing certain directions on the pad and then pressing the attack button). Note that you can also execute a special move by holding down the attack button first, inputing the command, and then letting go of the button. EX moves are powered-up versions of special moves, and they can only be used if you have enough percentage in your Magic Circuit. --== Arc Drives ==-- An Arc Drive is an extremely damaging EX move which consumes 300% of the Magic Circuit gauge (with the exception of Miyako's, which only uses 150%). [Defensive Manoeuvres] --== Guarding ==-- On the ground or in the air, hold back to guard a high or mid attack. On the ground, hold down-back to guard a low attack. Note that there are certain moves that cannot be guarded on the ground (e.g. third hit of Kohaku's 41236+C) or in the air (e.g. second hit of Miyako's 623+A/B/C). To defend against them, use shield (or simultaneous impact if your timing is really good). Another thing to note is that if you guard too much your character will begin to flash in red ("guard crushed"). During this state the next unguarded damage you receive will almost be doubled (i.e. 300% EX attacks will instantly KO your character). --== Evasion ==-- When on the ground, high and mid attacks can be evaded by tapping back (not down-back) right before the moment of impact. It is possible to cancel the evasion animation into any attack. Similarly, low attacks can be evaded by tapping straight down (not down-back or down-forward) right before the moment of impact. Your character will do a small jump which you can then cancel into any aerial attack (or air dash). --== Shield ==-- Like evasion, you can cancel out an opponent's attack by tapping the shield button right before the moment of impact. But unlike evasion, you can shield against multiple hits by tapping the button successively at the right moment. You can also shield during guarding, but once you start shielding, you cannot go back to guarding. --== Simultaneous Impact ==-- When two attacks (regardless of strength) come in contact at the exact same moment, they will cancel each other out. This is very similar to shielding, except no Vital Source is consumed. However, the attacks you can follow up with are limited, since the hits that were involved in the simultaneous impact count as part of your character's chain combo. For example, if you performed a simultaneous impact with a standing strong attack, you cannot use it in your counterattack. The best counterattack to use after simultaneous impact would be an EX move. --== Attack-to-Movement Cancel ==-- On the ground, it is possible to cancel most normal attacks into a backstep or shield. (You can also cancel into jump or low air dash, but not after guarded hits.) This is useful if the opponent guards your chain combo, you can backstep immediately after the last guarded hit to avoid their retaliation. --== Air Recovery ==-- When you are knocked into the air or against the wall, you can recover by tapping any button. Recovery is only possible when you are falling towards the ground, not while you are going upwards. For example, you cannot air recover immediately from an opponent's launcher attack since your character is still going upwards. --== Quick Standing ==-- When knocked down to the ground, you can get up quickly by tapping forward or back twice. However, there are some moves which you cannot quick stand from, such as air throws and certain anti-air attacks. [Combo System] --== Chain Combos ==-- The chain combo system in Melty Blood is extremely loose compared to other fighting games. Basically you can chain any of the six normal ground (i.e. standing and crouching) attacks in any order regardless of strength, so as well as going from weak to strong attack, you can also go the other way round from strong to weak. You can also make counterintuitive chains such as standing strong to crouching medium to standing medium to crouching strong. A chain combo can be ended with a command move (like a launcher) or a special/EX attack. Theoretically, there are 720 ways to chain the six hits (excluding repeated weak attacks and command attacks like launchers). However, due to factors like speed and range of the attacks, not all 720 chains are feasible. For example, it is possible to go from strong attack straight to weak attack, but in many cases the recoil from the strong attack will push the opponent too far away for the weak attack to connect. --== Sweep Juggling ==-- After you sweep an opponent with a crouching strong attack, before their body reaches the ground you can air juggle them with a chain combo (the crouching strong attack counts as the first hit of the chain, so you can't use it in your juggle). Damage inflicted will be less than normal, since technically the opponent is in the air (see the Damage Modifiers section below). For some characters, sweep juggling is the only way you can combo their launcher from the ground. --== OTG ==-- When an opponent is knocked down from an attack that they cannot quick stand from (e.g. most throws and anti-air attacks), you can hit them while they are still lying on the ground. This is called an Off the Ground (OTG) attack. An OTG attack picks the opponent off the ground (hence the name) which you can then juggle with a chain combo (again, as with the rule for chaining, the attack used for the OTG cannot be used in the juggle). Unlike sweep juggles, it is not possible to launch an opponent from OTG. If you do try to use a launcher, it will not knock them up. --== Air Combos ==-- The combo system in the air is the same as on the ground, except for a couple of additional elements: * You can double jump and/or air dash cancel during your chain combo and start a new chain combo. * You can air throw your opponent during the chain combo. --== Damage Modifiers ==-- For each hit inflicted in a combo attack, the following calculation is used to determine the damage. {100% - [7% x (Current Number of Hit - 1)]} x Base damage For example, the total damage for a two-hit combo from standing weak (180 damage) to standing medium (450) would be calculated as follows: standing weak, 1st hit standing medium, 2nd hit {100% - [7% x (1 - 1)]} x 180 + {100% - [7% x (2 - 1)]} x 450 = 180 + 419 (rounded) = 599 damage What if we went the other way round, going from standing medium to standing weak? Then the calculation would be as follows: standing medium, 1st hit standing weak, 2nd hit {100% - [7% x (1 - 1)]} x 450 + {100% - [7% x (2 - 1)]} x 180 = 450 + 167 (rounded) = 617 damage If it isn't obvious to you already, this tells us that (1) combos are more damaging if we land the stronger attacks in the beginning, and (2) weak attacks should be used sparingly in a combo as they drastically reduce the damage of succeeding hits. There are other factors that affect how much damage you inflict on an opponent: * If the opponent is guarding, damage is decreased to 12.5% of normal value. * If the opponent is lying down on the ground (OTG), damage is decreased to 45% of normal value. * If the opponent has not made possible air recovery or quick standing (invalid hits), damage is decreased to 80% of normal value. * If the opponent is in the air, damage is decreased to 85% of normal value. * If the opponent is crouching, damage is increased to 115% of normal value. * If the opponent is flashing red from guarding too much (guard crushed), damage is increased to 160% of normal value. === 2B. CHARACTER MOVES/INFO ================================================== =============================================================================== Sion Eltnam Atlasia =============================================================================== ----------== Normal Moves ==--------------------------------------------------- A (1 hit, 180 damage, OTG: No) B (1 hit, 450 damage, OTG: No) C (1 hit, 900 damage, OTG: No) 2+A (1 hit, 180 damage, OTG: Yes) 2+B (1 hit, 450 damage, OTG: Yes) 2+C (1 hit, 900 damage, OTG: Yes) R[A] (2 hits, 95 damage, OTG: No) F[A] (1 hit, 180 damage, OTG: Yes) [B] (1 hit, 450 damage, OTG: No) [C] (1 hit, 900 damage, OTG, No) ----------== Throws ==--------------------------------------------------------- B Throw (1 hit, 500 damage) After the throw, Sion can juggle the opponent in the air with her standing strong attack (which can then be cancelled into launcher/special/EX). C Throw (1 hit, 765 damage) [Throw] (1 hit, 600 damage) ----------== Command Moves ==-------------------------------------------------- 6+B (2 hits, 1260 damage, OTG: 2nd hit) Mid attack. Can be chained into other attacks. 3+B (1 hit, 630 damage, OTG: Yes) Launcher. Fast and deceptively long range. 6+C >> 4+C (3 hits*, 1525 damage, OTG: 1st hit) Last hit is a low attack. Has chipping effect if guarded. ----------== Blowback Edges ==------------------------------------------------- [C+2] (1 hit, 900 damage, OTG: No) Cannot be air guarded. Knocks opponents straight up. ----------== Special Moves ==-------------------------------------------------- Etherite Air 623+A (3 hits, 1310 damage, OTG: Yes) Anti-air. Invincible during the first few frames of animation. Possible to OTG afterwards, if opponent does not make recovery. 623+B (4 hits, 1885 damage, OTG: Yes) Goes higher than weak version, but recovery delay is longer. ------------------------------------------------------------------------------- Etherite Ground 214+A (1 hit, 612 damage, OTG: Yes) Knocks opponent down (air recoverable). Can also target jumping opponents, but will miss crouching opponents if they are too close. 214+B (1 hit, 720 damage, OTG: Yes) Can be used as an OTG attack. Snares the opponent and draws them towards Sion. Can be followed up with any attack. ------------------------------------------------------------------------------- Warning Shots (Ikaku Shageki) 236+A/B/C (maximum 6 hits, 360 damage per shot, OTG: Yes) Strength of attack determines the distance of the shots. Tap the same button for more hits. Sion will stop shooting after six shots, or when the opponent is out of range. ------------------------------------------------------------------------------- Reload 22+D Sion's pistol holds 13 bullets at a time. After 13 shots have been fired, she will automatically go into her reloading animation. This leaves her vulnerable to an attack, so it's best to manually reload the pistol at an appropriate time. ------------------------------------------------------------------------------- Slide Air 2147+A (1 hit, 600 damage, OTG: No) [214+A] (1 hit, 600 damage, OTG: No) A command air throw which can also hit opponents on the ground. 2147+B (2 hits, 630 damage, OTG: Yes) [214+B] (2 hits, 630 damage, OTG: Yes) Can be used to OTG an opponent after a normal air throw. ----------== EX Moves ==------------------------------------------------------- EX Etherite Air 623+C (5 hits, approximately 2700 damage, OTG: Yes, MC: 100%) Does more damage than normal Etherite Air. Other than that, there's nothing special about it. ------------------------------------------------------------------------------- EX Etherite Ground 214+C (4 hits, 1622 damage, OTG: Yes, MC: 100%) Stuns opponent for a longer period of time than 214+B. ------------------------------------------------------------------------------- EX Slide Air 2147+C (6 hits, 2250 damage, OTG: Yes, MC: 100%) [214+C] (6 hits, 2250 damage, OTG: Yes, MC: 100%) Has higher priority over anti-air attacks. The directions of the throws can be controlled by holding left or right on the direction pad. ----------== Arc Drive ==------------------------------------------------------ Black Barrel (Replica) 41236+C (10+ hits, approximately 5000 damage, OTG: No, MC: 300%) Tap button repeatedly for more hits. Very short range on the ground, and it cannot hit crouching opponents. It is best to launch the opponent first before executing this move. Poor recovery delay if guarded, but has temporary invincibility during the recovery animation. ----------== Combos ==--------------------------------------------------------- B Throw >> C >> 3+B 8^ R[C] 8^ R[C] 66>> [Throw] >> F[A] >> [Throw] >> F[A] >> [Throw] v 214+B (OTG) >> C >> 623+B (11 hits, approximately 7500 damage, MC: 0%) A simple combo that doesn't use any EX moves. It is possible to chain a couple more F[A] >> [Throw], if your timing is really good. ----------== Notes ==---------------------------------------------------------- =============================================================================== Sion Eltnam Atlasia (Vampire) =============================================================================== ----------== Normal Moves ==--------------------------------------------------- A (1 hit, 180 damage, OTG: No) B (1 hit, 540 damage, OTG: No) Longer range than normal Sion's, but slower startup speed. C (1 hit, 900 damage, OTG: No) Shorter range than normal Sion's. 2+A (1 hit, 180 damage, OTG: Yes) Shorter range than normal Sion's. 2+B (1 hit, 450 damage, OTG: Yes) Shorter range than normal Sion's. 2+C (1 hit, 1080 damage, OTG: Yes) Shorter range than normal Sion's. R[A] (2 hits, 95 damage, OTG: No) F[A] (1 hit, 180 damage, OTG: Yes) [B] (1 hit, 450 damage, OTG: No) Shorter range than normal Sion's. [C] (1 hit, 900 damage, OTG: No) Longer range than normal Sion's. ----------== Throws ==--------------------------------------------------------- B Throw (1 hit, 500 damage) C Throw (1 hit, 765 damage) [Throw] (1 hit, 600 damage) ----------== Command Moves ==-------------------------------------------------- 6+B (2 hits, 1260 damage, OTG: 2nd hit) 3+B (1 hit, 630 damage, OTG: Yes) Shorter range than normal Sion's. 6+C >> 4+C (3 hits*, 1525 damage, OTG: 1st hit) Slower startup than normal Sion's. ----------== Blowback Edges ==------------------------------------------------- [C+2] (1 hit, 900 damage, OTG: No) ----------== Special Moves ==-------------------------------------------------- Etherite Air 623+A (3 hits, 1310 damage, OTG: Yes) 623+B (4 hits, 1885 damage, OTG: Yes) ------------------------------------------------------------------------------- Etherite Ground 214+A (1 hit, 612 damage, OTG: Yes) 214+B (1 hit, 720 damage, OTG: Yes) ------------------------------------------------------------------------------- Warning Shots (Ikaku Shageki) 236+A/B/C (maximum 6 hits, 450 damage per shot, OTG: Yes) ------------------------------------------------------------------------------- Reload 22+D Has longer recovery delay than normal Sion's. ------------------------------------------------------------------------------- Slide Air 2147+A (1 hit, 600 damage, OTG: No) [214+A] (1 hit, 600 damage, OTG: No) 2147+B (2 hits, 630 damage, OTG: Yes) [214+B] (2 hits, 630 damage, OTG: Yes) ----------== EX Moves ==------------------------------------------------------- EX Etherite Air 623+C (5 hits, approximately 2700 damage, OTG: Yes, MC: 100%) ------------------------------------------------------------------------------- EX Etherite Ground 214+C (4 hits, 1622 damage, OTG: Yes, MC: 100%) ------------------------------------------------------------------------------- EX Slide Air 2147+C (6 hits, 2250 damage, OTG: Yes, MC: 100%) [214+C] (6 hits, 2250 damage, OTG: Yes, MC: 100%) ----------== Arc Drive ==------------------------------------------------------ Black Barrel (Replica) 41236+C (10+ hits, approximately 5000 damage, OTG: No, MC: 300%) ----------== Combos ==--------------------------------------------------------- ----------== Notes ==---------------------------------------------------------- * Vampire Sion's general movements are slightly slower than normal Sion's. =============================================================================== Arcueid Brunestud =============================================================================== ----------== Normal Moves ==--------------------------------------------------- A (1 hit, 180 damage, OTG: No) B (2 hits, 720 damage, OTG: 2nd hit) C (1 hit, 900 damage, OTG: No) 2+A (1 hit, 180 damage, OTG: Yes) 2+B (1 hit, 450 damage, OTG: Yes) 2+C (1 hit, 900 damage, OTG: Yes) [A] (1 hit, 270 damage, OTG: Yes) R[B] (2 hits, 900 damage, OTG: Yes) F[B] (1 hit, 360 damage, OTG: Yes) [C] (1 hit, 630 damage, OTG: Yes) ----------== Throws ==--------------------------------------------------------- Throw (1 hit, 900 damage) Arcueid can slam the opponent to the ground by holding down on the direction pad during the first frames of the throw animation. [Throw] (1 hit, 900 damage) ----------== Command Moves ==-------------------------------------------------- 2+A >> 2+A (2 hits, 405 damage, OTG: Yes) This chain can be repeated three times in succession. B > B (2 hits, 720 damage, OTG: 2nd hit) > (1 hit, 630 damage, OTG: Yes) Second attack is the launcher. C >> C (2 hits, 1350 damage, OTG: No) Second attack is a leaping mid attack. [22] A very small jump. Can be done after a double jump. Not possible to air dash afterwards, though. [2+C] (2 hits, 1080 damage, OTG: No) Has chipping effect and cannot be air guarded. ----------== Blowback Edges ==------------------------------------------------- B+2 > B+2 (2 hits, 1080 damage, OTG: 2nd hit) > (1 hit, 945 damage, OTG: Yes) Both attacks are mid attacks and have super armor at the start of their animations. ----------== Special Moves ==-------------------------------------------------- "Jama yo!" (Alt Schule) "Hora!" (Zu Erst) >> "Soko!" (Zwei Mare) >> "Owari!" (Zu Letzt) 236+A >> 236+A >> 236+A (5 hits, 1989 damage, OTG: 5th hit) 236+B >> 236+B >> 236+A (5 hits, 2440 damage, OTG: 5th hit) The third attack "Owari!" is a low attack. 236+A >> 236+A > 236+B (4 hits, 1398 damage, OTG: No) > (1 hit, 810 damage, OTG: Yes) 236+B >> 236+B > 236+B (4 hits, 1840 damage, OTG: No) > (1 hit, 810 damage, OTG: Yes) The third attack "Owari!" is a mid attack. ------------------------------------------------------------------------------- "Urusai!" (Alt Nagel) "Tobe!" (Ein Heiss) >> "Kiero!" (Zwei Kalt) >> "Oshimai!" (Drei Reize) 22+A >> [66+A] >> [88+A] (4 hits, 2758 damage, OTG: No) Anti-air combination attack. 22+B >> [66+B] >> [88+B] (6 hits, 2812 damage, OTG: Yes) Does more hits than the weak version. The first attack "Tobe!" can be cancelled into any special or EX move (only the first hit can be cancelled). The opponent cannot air recover or quick stand from the third attack "Oshimai!", so it is possible to follow up with an OTG attack afterwards. ------------------------------------------------------------------------------- "Osoi!" (Weiss Katze) 421+A/B/C Arcueid teleports away from the opponent. The button pressed determines how far she travels. 623+A/B/C Arcueid teleports towards the opponent. She can cancel into her normal standing throw or any special/EX move when she reappears. ------------------------------------------------------------------------------- Cross Counter Shield all three hits of Ciel's A >> A >> A combo (1 hit, 0 damage) An easter egg referring to a humorous event from "Kagetsu Tohya" (after Arcueid stole Ciel's lunch, the two of them engaged in an intense fist fight which resulted in both sides knocking each other out). ----------== EX Moves ==------------------------------------------------------- "Chotto honki dasu wa yo!" (Schneiden Ende) 236+C >> 236+A/B/C (10+ hits, approximately 2700 damage, OTG: Last hit, MC: 100%) For the last attack, 236+A is a low attack, 236+B is a mid attack, 236+C is a low attack that will also knock the opponent back. ------------------------------------------------------------------------------- "Kore de owari yo!" (Sterben Ende) 22+C (6 hits, 2224 damage, OTG: Yes, MC: 100%) Can be cancelled into any special or EX move (only the first hit can be cancelled). (After "Tobe!") [66+C] (1 hit, 1012 damage, OTG: No, MC: 100%) Knocks opponent back. (After "Kiero!") [88+C] (1 hit, 928 damage, OTG: No, MC: 100%) The opponent cannot air recover or quick stand from this attack, so it is possible to follow up with an OTG attack afterwards. ------------------------------------------------------------------------------- "Se~no!" (Schweissen) >> "Mada mada!" (Durstig) >> "Omatase!" (Schnell Egel) >> "Ochiroh!" (Grun Dich) 666+C >> 88+C >> [C] >> [22+C] (4 hits, 2937 damage, OTG: No, MC: 100%) The opponent cannot air recover from the second hit "Mada mada!" or the third hit "Omatase!", so it is possible to juggle from either of them. ----------== Arc Drive ==------------------------------------------------------ Marble Phantasm (Kuusoh Gugenka) Blut Die Schwester >> Gnaden Sturz 41236+C >> (No action) (9 hits, approximately 3300 damage, OTG: Yes, MC: 290% for Blut Die Schwester and any remaining percentage for Gnaden Sturz) Not very damaging, but it is possible to follow up with an OTG attack afterwards. Has temporary invincibility during the recovery animation. The startup speed of Blut Die Schwester depends on the distance of the opponent (i.e. faster if they are standing closer to Arcueid). Blut Die Schwester >> Melty Blood 41236+C >> 222+C (16 hits, approximately 7000 damage, OTG: Yes, MC: 300%) If you are having trouble getting Melty Blood to come out, just keep tapping down and strong attack during the 8th (last) hit of Blut Die Schwester. ----------== Combos ==--------------------------------------------------------- B >> C >> 666+C >> 88+C 9^ R[C] 66>> [Throw] >> F[C] (OTG) 66>> [Throw] v 2+A (OTG) >> 2+A >> 2+A >> C >> 236+B >> 236+B >> 236+A (20 hits, approximately 6200 damage, MC: 100%) This does more damage than the usual "Se~no!" combination. 2+C >> 2+A >> B >> B 8^ R[C] 8^ R[C] 66>> [Throw] >> F[C] (OTG) 66>> [Throw] (>> F[C] (OTG) 66>> [Throw] >> ...) v 41236+C (OTG) >> 222+C (30+ hits, over 10000 damage, MC: 100%) Arcueid's air throw infinite. The Marble Phantasm at the end is just for finishing the opponent off with style. ----------== Notes ==---------------------------------------------------------- * Arcueid's ground dash can go past the opponent. This can be used to dodge most attacks. =============================================================================== Arcueid ("Warcueid") Brunestud (Tatari) =============================================================================== ----------== Normal Moves ==--------------------------------------------------- A (1 hit, 180 damage, OTG: No) B (2 hits, 720 damage, OTG: 2nd hit) C (1 hit, 900 damage, OTG: No) 2+A (1 hit, 180 damage, OTG: Yes) 2+B (1 hit, 450 damage, OTG: Yes) 2+C (1 hit, 900 damage, OTG: Yes) [A] (1 hit, 270 damage, OTG: Yes) R[B] (2 hit, 900 damage, OTG: Yes) F[B] (1 hit, 360 damage, OTG: Yes) [C] (1 hit, 630 damage, OTG: Yes) ----------== Throws ==--------------------------------------------------------- Throw (1 hit, 900 damage) [Throw] (1 hit, 900 damage) ----------== Command Moves ==-------------------------------------------------- 2+A >> 2+A (2 hits, 405 damage, OTG: Yes) B > B (2 hit, 720 damage, OTG: 2nd hit) > (1 hit, 630 damage, OTG: Yes) C >> C (2 hits, 1350 damage, OTG: No) [2+C] (2 hits, 1080 damage, OTG: No) ----------== Blowback Edges ==------------------------------------------------- B+2 > B+2 (2 hits, 1080 damage, OTG: 2nd hit) > (1 hit, 945 damage, OTG: Yes) ----------== Special Moves ==-------------------------------------------------- "Jama yo!" (Alt Schule) "Hora!" (Zu Erst) >> "Soko!" (Zwei Mare) >> "Owari!" (Zu Letzt) 236+A >> 236+A >> 236+A (5 hits, 1989 damage, OTG: 5th hit) 236+B >> 236+B >> 236+A (5 hits, 2440 damage, OTG: 5th hit) 236+A >> 236+A > 236+B (4 hits, 1398 damage, OTG: No) > (1 hit, 810 damage, OTG: Yes) 236+B >> 236+B > 236+B (4 hits, 1840 damage, OTG: No) > (1 hit, 810 damage, OTG: Yes) ------------------------------------------------------------------------------- "Urusai!" (Alt Nagel) "Tobe!" (Ein Heiss) >> "Kiero!" (Zwei Kalt) >> "Oshimai!" (Drei Reize) 22+A >> [66+A] >> [88+A] (4 hits, 2758 damage, OTG: No) 22+B >> [66+B] >> [88+B] (6 hits, 2812 damage, OTG: Yes) ------------------------------------------------------------------------------- "Osoi!" (Weiss Katze) 421+A/B/C 623+A/B/C ----------== EX Moves ==------------------------------------------------------- "Koroshite ageru!" (Schneiden Ende) 236+C >> 236+A/B/C (10+ hits, approximately 2700 damage, OTG: Last hit, MC: 100%) ------------------------------------------------------------------------------- "Kore de owari yo!" (Sterben Ende) 22+C (6 hits, 2224 damage, OTG: Yes, MC: 100%) (After "Tobe!") [66+C] (1 hit, 1012 damage, OTG: No, MC: 100%) (After "Kiero!") [88+C] (1 hit, 928 damage, OTG: No, MC: 100%) ------------------------------------------------------------------------------- "Se~no!" (Schweissen) >> "Mada mada!" (Durstig) >> "Omatase!" (Schnell Egel) >> "Ochiroh!" (Grun Dich) 666+C >> 88+C >> [C] >> [22+C] (4 hits, 2937 damage, OTG: No, MC: 100%) ----------== Arc Drive ==------------------------------------------------------ Itsuwari no Tsuki 41236+C (1 hit, 4499 damage, OTG: Yes, MC: 290%) An unguardable attack that can hit the opponent anywhere on the screen. It will also reduce their Vital Source to zero. The major drawback to this move is that it takes so long to activate, and nothing will happen if Warcueid gets hit. ----------== Combos ==--------------------------------------------------------- B > B 8^ R[C] >> F[C] v B+2 >> B 8^ R[C] 9^ [Throw] >> F[C] (OTG) 66>> [Throw] v 2+A (OTG) >> 2+A >> 2+A >> C >> 236+B >> 236+B >> 236+A (20 hits, approximately 6000 damage, MC: 0%) Because of Warcueid's super armor, she has a better chance of successfully landing this combo (which relies on connecting her launcher) than normal Arcueid. ----------== Notes ==---------------------------------------------------------- * Warcueid has super armor at the start of all her attacks. * She doesn't take damage very well (she receives 10% more damage than usual). =============================================================================== Ciel =============================================================================== ----------== Normal Moves ==--------------------------------------------------- A (1 hit, 180 damage, OTG: No) B (1 hit, 450 damage, OTG: Yes) Low attack. (Close) C (2 hits, 1046 damage, OTG: Yes) (Far) C (1 hit, 900 damage, OTG: No) 2+A (1 hit, 90 damage, OTG: Yes) 2+B (2 hits, 779 damage, OTG: No) 2+C (1 hit, 900 damage, OTG: Yes) [A] (1 hit, 180 damage, OTG: No) [B] (1 hit, 450 damage, OTG: No) [C] (1 hit, 900 damage, OTG: Yes) ----------== Throws ==--------------------------------------------------------- Throw (1 hit, 1000 damage) [Throw] (1 hit, 900 damage) Ciel's air throw can also grab opponents on the ground. ----------== Command Moves ==-------------------------------------------------- A >> A >> A (3 hits, 1218 damage, OTG: No) A one-two combination that knocks the enemy to the other side of the screen. Has chipping effect. Will only activate at the right distance (if standing too close to the opponent, just keep pushing weak attack). B >> B (3 hits, 1261 damage, OTG: 1st hit) Though it looks like it, the second attack is not an overhead, unfortunately. (Far) C >> C (Hold) (3 hits, 1233 damage, OTG: No) The second attack knocks the opponent back as well as setting them on fire. 2+B > 2+B (2 hits, 779 damage, OTG: No) > (1 hit, 540 damage, OTG: No) The second attack can be cancelled into any aerial move. 2+C >> 2+C (2 hits, 1091 damage, OTG: Yes) Second hit is the launcher. Since this counts as a sweep juggle, Ciel's air combos are not very damaging compared to other characters. [2+C] >> D (1 hit, 900 damage, OTG: Yes) Has chipping effect. Can be cancelled into shield (faster recovery delay from attack). ----------== Blowback Edges ==------------------------------------------------- B > B+2 >> 4+B (1 hit, 450 damage, OTG: Yes) > (3 hits, 1706 damage, OTG: No) Second attack is the Blowback Edge. It doesn't combo from the first hit, but is an overhead. The third attack knocks the opponent back as well as taking off a large chunk of their Vital Source. ----------== Special Moves ==-------------------------------------------------- Black Keys (Kokken Nage) Zero >> Deux 214+A/B >> 236+A/B (3 hits, 1261 damage, OTG: No) Zero >> Trois >> Quatre 214+A/B >> 214+A/B >> 214+A/B (Hold) (6 hits, 1852 damage, OTG: No) Depending on which attack button is held, the third attack Quatre will either set the opponent on fire (weak attack) or knock them back (medium attack). Zero >> Trois > Sept (>> Trois > Sept >> Trois > ...) 214+A/B >> 214+A/B > 236+A/B (>> 214+A/B > 236+A/B >> 214+A/B > ...) (3 hits, 1261 damage, OTG: No) > (4 hits, 1622 damage, OTG: No) The second and third attack, Trois and Sept, can be chained in a loop indefinitely. Zero >> Trois > Neuf 214+A/B >> 214+A/B > 421+A/B (3 hits, 1261 damage, OTG: No) > (1 hit, 450 damage, OTG: No) The third attack Neuf is a mid attack. ------------------------------------------------------------------------------- Kuuchuu Kokken Nage Zero >> Quatre > Sept 2147+A/B >> [214+A/B] > [214+A/B] (2 hits, 870 damage, OTG: Yes) > (4 hits, 1444 damage, OTG: No) [214+A/B] >> [214+A/B] > [214+A/B] (2 hits, 870 damage, OTG: Yes) > (4 hits, 1444 damage, OTG: No) Very hard to connect in an air combo. The second and third attack, Quatre and Sept, do not combo against opponents on the ground. ------------------------------------------------------------------------------- Hiero 236+A/B > [A/B] (3 hits, 1006 damage, OTG: Yes) Ciel jumps back and rebounds off her side of the screen. You can control the direction where she falls by holding left or right, or rebound off to the other side of the screen by tapping air dash. Pushing the same attack button again makes her do a fast dive attack which has no recovery delay even if guarded. ------------------------------------------------------------------------------- Angel Hiero 236+A/B > [Throw] To throw, push the attack button (the same one used for the 236 command) only when Ciel is falling within throwing range of the opponent, otherwise she will end up doing the dive attack. ----------== EX Moves ==------------------------------------------------------- Kokken Daishuusetsu 214+C (24 hits, approximately 2600 damage, OTG: No, MC: 100%) It is possible to cancel into normal Kokken Nage during the first few hits of this EX attack, but there's no point in doing so. ------------------------------------------------------------------------------- Kokken Maisoh 2147+C > Kuuchuu Kokken Nage (18 hits, approximately 2600 damage, OTG: Yes, MC: 100%) [214+C] > Kuuchuu Kokken Nage (18 hits, approximately 2600 damage, OTG: Yes, MC: 100%) Easier to connect in an air combo than normal Kuuchuu Kokken Nage. ------------------------------------------------------------------------------- Seventh Heaven 236+C (7 hits, approximately 2000 damage, OTG: Yes, MC: 100%) Though fast, Ciel does not have invincibility during the startup animation (i.e. she can get hit out of doing this move). ----------== Arc Drive ==------------------------------------------------------ Seventh Scriptures (Dainana Seiten) 41236 + C (10 hits, approximately 7200 damage, OTG: Yes, MC: 300%) Ciel has super armor throughout the entire animation of this attack, up to the point where she puts her robe back on. ----------== Combos ==--------------------------------------------------------- 2+C >> 2+C 8^ R[B] >> R[C] 7^ R[C] >> R[B] 66>> F[C] >> [214+B] >> [214+B] >> [214+B] (13 hits, approximately 2700 damage, MC: 0%) Ciel's standard air combo. ----------== Notes ==---------------------------------------------------------- * Ciel has a very low ground dash. It can go past most projectiles and high attacks. =============================================================================== Akiha Tohno =============================================================================== ----------== Normal Moves ==---------------------------------------------------
A                            (1 hit, 180 damage, OTG: No)

B                            (1 hit, 540 damage, OTG: Yes)

(Close) C                    (2 hits, 1391 damage, OTG: No)

(Far) C                      (1 hit, 990 damage, OTG: Yes)

2+A                          (1 hit, 90 damage, OTG: Yes)

2+B                          (1 hit, 360 damage, OTG: Yes)

2+C                          (1 hit, 900 damage, OTG: Yes)

[A]                          (1 hit, 180 damage, OTG: Yes)

[B]                          (1 hit, 540 damage, OTG: Yes)

[C]                          (1 hit, 900 damage, OTG: No)


----------== Throws ==---------------------------------------------------------
	
Throw                        (random number of hits, random damage)

[Throw]                      (1 hit, 900 damage)


----------== Command Moves ==--------------------------------------------------
	
B > B
	(1 hit, 540 damage, OTG: Yes) > (1 hit, 540 damage, OTG: No)

			Second attack is the launcher.

2+B >> 2+B > 2+B
	(2 hits, 695 damage, OTG: Yes) > (1 hit, 540 damage, OTG: No)

			Third attack is a mid attack that knocks the opponent
			down. For some reason (maybe a bug), the second
			attack cannot hit Arcueid, Warcueid, or Warakia when
			they are standing.

6+C
	(1 hit, 720 damage, OTG: No)

			Mid attack. Possible to combo from it.

[2+C]
	(1 hit, 990 damage, OTG: Yes)

			Knocks opponent down. Can be used as a mid attack if
			done immediately after jumping from the ground.


----------== Blowback Edges ==-------------------------------------------------
	
B+2
	(5 hits, 1134 damage, OTG: Yes)

			Mid attack which also has super armor. Still difficult
			to chain the launcher from it, though.


----------== Special Moves ==--------------------------------------------------
	
Tori wo Otosu

236+A/B
	(3 hits, 1006 damage, OTG: Yes)

			The startup delay for this attack is quite slow, it
			doesn't combo from anything (besides OTG).

2369+A/B
	(1 hit, 360 damage, OTG: Yes)

[236+A/B]
	(1 hit, 360 damage, OTG: Yes)

			The air version of this attack can be used in an air
			combo, though it only does one hit.

-------------------------------------------------------------------------------

Kemono wo Kogasu

(Set) > (Activate)

214+A/B > 214+A/B/C
	(3 hits, 680 damage, OTG: Yes)

			The first command sets up the area for the firewall,
			the second command activates it. The command for 
			setting can be done in the air, and the location of
			the firewall depends on which button is pressed:
			where Akiha is standing (weak attack) or where the
			opponent is standing (medium attack).

-------------------------------------------------------------------------------

Tsuki wo Ugatsu

22+A/B
	(1 hit, 540 damage, OTG: Yes)

			Attack button used determines where the fire pillar
			will appear: in front of Akiha (weak attack) or halfway
			across the screen (medium attack).

-------------------------------------------------------------------------------

Kakuyaku Momiji

421+A
	(2 hits, 1400 damage, OTG: No)

421+B
	(3 hits, 1695 damage, OTG: No)

			Anti-air attack. Doesn't have invincible startup,
			and it won't hit some crouching opponents.


----------== EX Moves ==-------------------------------------------------------

Kokuu Mau Tori wo Otosu

236+C
	(27 hits, approximately 1600 damage, OTG: Yes, MC: 120%)

2369+C
	(8 hits, approximately 2200 damage, OTG: Yes, MC: 120%)

[236+C]
	(8 hits, approximately 2200 damage, OTG: Yes, MC: 120%)

			Faster startup than normal Tori wo Otosu, can be used
			in a ground combo.

-------------------------------------------------------------------------------

EX Kemono wo Kogasu

214+C > 214+A/B/C
	(6 hits, 1171 damage, OTG: Yes, MC: 100%)

			Has wider range and more hits than normal Kemono wo
			Kogasu. The firewall is set where Akiha is standing.

-------------------------------------------------------------------------------

EX Tsuki wo Ugatsu

22+C
	(8 hits, 2833 damage, OTG: Yes, MC: 100%)

			The fire pillar appears right where the opponent is
			standing.

-------------------------------------------------------------------------------

EX Kakuyaku Momiji

421+C
	(2 hits, 2081 damage, OTG: No, MC: 100%)

			Does more damage than normal Kakuyaku Momiji. Other
			than that, there's nothing special about it.


----------== Arc Drive ==------------------------------------------------------

Sekisyu Origami

41236+C
	(for close version, 30+ hits, over 5000 damage, OTG: Yes, MC: 300%)
	(for far version, 12 hits, approximately 4200 damage, OTG: No,
	 MC: 300%)

			For the close-range grab version, tap the attack
			button repeatedly for more hits. It can also be
			used as a very effective OTG attack.


----------== Combos ==---------------------------------------------------------

2+C >> 2+B >> B >> B 8^ R[A] >> [Throw] v 66>> 41236+C (OTG)
	(50+ hits, approximately 8500 damage, MC: 300%)

			Just about any combo that involves OTGing with Sekisyu
			Origami is sure to inflict massive damage.


----------== Notes ==----------------------------------------------------------

* Akiha's ground dash and backstep do not consume her Vital Source.
* Her pre-fight opening animation is different when fighting against Kohaku.


===============================================================================
Akiha Tohno (Kurenaisekisyu)
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
A                            (1 hit, 180 damage, OTG: No)

B                            (1 hit, 630 damage, OTG: Yes)

(Close) C                    (2 hits, 1391 damage, OTG: No)

(Far) C                      (1 hit, 1035 damage, OTG: Yes)

			Slower startup speed than normal Akiha's.

2+A                          (1 hit, 90 damage, OTG: Yes)

2+B                          (1 hit, 360 damage, OTG: Yes)

2+C                          (1 hit, 990 damage, OTG: Yes)

[A]                          (1 hit, 180 damage, OTG: Yes)

[B]                          (1 hit, 540 damage, OTG: Yes)

[C]                          (1 hit, 900 damage, OTG: No)


----------== Throws ==---------------------------------------------------------
	
Throw                        (random number of hits, random damage)

[Throw]                      (1 hit, 900 damage)


----------== Command Moves ==--------------------------------------------------

B > B
	(1 hit, 630 damage, OTG: Yes) > (1 hit, 540 damage, OTG: No)

2+B >> 2+B > 2+B
	(2 hits, 695 damage, OTG: Yes) > (1 hit, 540 damage, OTG: No)

6+C
	(1 hit, 720 damage, OTG: No)

[2+C]
	(1 hit, 990 damage, OTG: Yes)


----------== Blowback Edges ==-------------------------------------------------

B+2
	(5 hits, 1134 damage, OTG: Yes)


----------== Special Moves ==--------------------------------------------------

Tori wo Otosu

236+A/B
	(3 hits, 1006 damage, OTG: Yes)

2369+A/B
	(1 hit, 360 damage, OTG: Yes)

[236+A/B]
	(1 hit, 360 damage, OTG: Yes)

-------------------------------------------------------------------------------

Kemono wo Kogasu

214+A/B > 214+A/B/C
	(3 hits, 680 damage, OTG: Yes)

-------------------------------------------------------------------------------

Tsuki wo Ugatsu

22+A/B
	(1 hit, 540 damage, OTG: Yes)

-------------------------------------------------------------------------------

Kakuyaku Momiji

421+A
	(2 hits, 1400 damage, OTG: No)

421+B
	(3 hits, 1695 damage, OTG: No)


----------== EX Moves ==-------------------------------------------------------

Kokuu Mau Tori wo Otosu

236+C
	(27 hits, approximately 1600 damage, OTG: Yes, MC: 120%)

2369+C
	(8 hits, approximately 2200 damage, OTG: Yes, MC: 120%)

[236+C]
	(8 hits, approximately 2200 damage, OTG: Yes, MC: 120%)

-------------------------------------------------------------------------------

EX Kemono wo Kogasu

214+C > 214+A/B/C
	(6 hits, 1171 damage, OTG: Yes, MC: 100%)

-------------------------------------------------------------------------------

EX Tsuki wo Ugatsu

22+C
	(20+ hits, approximately 1800 damage, OTG: Yes, MC: 100%)

			Different to normal Akiha's. Multiple fire pillars
			appear around the opponent's general location.

-------------------------------------------------------------------------------

EX Kakuyaku Momiji

421+C
	(2 hits, 2081 damage, OTG: No, MC: 100%)


----------== Arc Drive ==------------------------------------------------------

Sekisyu Origami

41236+C
	(for close version, 30+ hits, over 5000 damage, OTG: Yes, MC: 300%)
	(for far version, 12 hits, approximately 4200 damage, OTG: No,
	 MC: 300%)

			The close-range grab version has extremely fast startup
			compared to normal Akiha's.


----------== Combos ==---------------------------------------------------------




----------== Notes ==----------------------------------------------------------

* Honki Akiha's movements are slightly faster than normal Akiha's.
* Her ground dash and backstep do not consume her Vital Source.
* When she is standing within throwing range of the opponent, their health bar
  will gradually decrease (not possible to KO though) and their Vital Source
  gauge will not refill itself.


===============================================================================
Akiha Tohno (Giant)
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
A                            (3 hits, 2432 damage, OTG: Yes)

			Has chipping effect. A shockwave attack that goes
			halfway across the screen. Knocks the opponent down.

B                            (1 hit, 1800 damage, OTG: Yes)

			Has chipping effect. Just a punch. Won't hit opponents
			in the air.

C                            (70 hits, 2763 damage, OTG: Yes)

			Has chipping effect. The dreaded drill attack. Not a
			lot of damage considering the amount of hits it does.

D                            (2 hits, 1623 damage, OTG: Yes)

			Has chipping effect. Eye beam shockwaves. Covers a
			wider area than her weak attack, but the opponent can
			easily jump over them.


----------== Throws ==---------------------------------------------------------

(None. Well, the opponent can't throw her either.)


----------== Command Moves ==--------------------------------------------------

(None.)


----------== Blowback Edges ==-------------------------------------------------

(None.)


----------== Special Moves ==--------------------------------------------------

(None. Her normal moves are powerful enough as they are.)


----------== EX Moves ==-------------------------------------------------------

(None. Her Magic Circuit gauge is unused.)


----------== Arc Drive ==------------------------------------------------------

(None.)


----------== Combos ==---------------------------------------------------------

(Aside from OTGing off her shockwave attacks, she doesn't really have any
combos.)


----------== Notes ==----------------------------------------------------------

* Giant Akiha cannot guard, shield, jump, crouch, dash, or backstep (but you
  probably know that already...).
* She has super armor at the start of all her moves, and since she doesn't
  need to air recover or quick stand, the Vital Source gauge is meaningless
  to her.
* The game will crash if the opponent tries to launch her, so if you're playing
  against a friend, you'd better warn them beforehand.


===============================================================================
Hisui
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                            (1 hit, 90 damage, OTG: No)

B                            (1 hit, 450 damage, OTG: No)

C                            (2 hits, 1489 damage, OTG: 2nd hit)

2+A                          (1 hit, 90 damage, OTG: Yes)

2+B                          (1 hit, 450 damage, OTG: Yes)

2+C                          (1 hit, 810 damage, OTG: Yes)

[A]                          (1 hit, 180 damage, OTG: No)

[B]                          (1 hit, 450 damage, OTG: No)

[C]                          (1 hit, 900 damage, OTG: Yes)


----------== Throws ==---------------------------------------------------------
	
Throw                        (1 hit, 1000 damage)

			A headbutt attack which sometimes knocks Hisui down as
			well.

[Throw]                      (1 hit, 900 damage)


----------== Command Moves ==--------------------------------------------------

6+C
	(1 hit, 450 damage, OTG: No)

			Launcher. Has chipping effect. Extremely good as an
			anti-air attack.

[2+C]
	(1 hit, 450 damage, OTG: No)

			Cross-chop attack. As Hisui drops down at an angle,
			this move is not easy to connect in an air combo.


----------== Blowback Edges ==-------------------------------------------------

C+2
	(2 hits, 2642 damage, OTG: 2nd hit)

			Mid attack which also has super armor.

(While crouching) C+8
	(1 hit, 1215 damage, OTG: Yes)

			Different to her usual sweep, the charged version
			knocks the opponent into the air.

[C+2]
	(1 hit, 1350 damage, OTG: Yes)

			Knocks the opponent down. Will usually trade hits
			with most anti-air attacks.


----------== Special Moves ==--------------------------------------------------

Hokori wo Torimasu

623+A/B
	(1 hit, 360 damage, OTG: No)

			A cloud of dust which can only hit the opponent once
			before dispersing. The direction where the cloud
			travels depends on which button is used: forwards
			(weak attack) or upwards at a 45 degree angle (medium
			attack).


----------== EX Moves ==-------------------------------------------------------

EX Hokori wo Torimasu

623+C
	(5 hits, 1024 damage, OTG: Yes, MC: 150%)

			Bigger cloud of dust, can be used to juggle opponents.

-------------------------------------------------------------------------------

Sennoh Tantei

3412361+C
	(1 hit, 360 damage, OTG: Yes, MC: 200%)

			Unguardable attack that can hit the opponent anywhere
			on the screen. As long as the spiral is in effect,
			all of the opponent's directions are reversed (up
			is down, left is right, and vice versa). Obviously
			this move is useless against the CPU.


----------== Arc Drive ==------------------------------------------------------

Ankoku Hisui Ken

41236+C
	(1 hit, 4500 damage, OTG: Yes, MC: 300%)

			The "super fireball" move in this game. Hold down the
			strong attack button to delay the fireball (no increase
			in damage though).


----------== Combos ==---------------------------------------------------------

B >> C (1H)>> 6+C 8^ R[C] >> [D] >> F[C] v C >> 6+C 8^ R[C] 8^ R[C] >> [D]
   66>> [Throw]
	(10 hits, approximately 5300 damage, MC: 0%)

			The shield cancelling allows her to stay in the air
			longer and it also shortens the recovery delay of her
			jumping strong attack.


----------== Notes ==----------------------------------------------------------




===============================================================================
Mech-Hisui
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
A                            (1 hit, 90 damage, OTG: No)

B                            (1 hit, 450 damage, OTG: No)

C                            (4 hits, 1783 damage, OTG: Yes)

2+A                          (1 hit, 119 damage, OTG: Yes)

2+B                          (1 hit, 495 damage, OTG: Yes)

2+C                          (1 hit, 869 damage, OTG: Yes)

[A]                          (1 hit, 209 damage, OTG: No)

[B]                          (1 hit, 509 damage, OTG: No)

[C]                          (1 hit, 1170 damage, OTG: No)


----------== Throws ==---------------------------------------------------------
	
Throw                        (8 hits, 1990 damage)

			OTG is not possible after this throw.


----------== Command Moves ==--------------------------------------------------

6+B
	(16 hits, 1340 damage, OTG: No)

			Flamethrower attack. Has chipping effect.

6+C
	(1 hit, 540 damage, OTG: No)

			Launcher. Stronger than normal Hisui's.

[2+C]
	(8 hits, 1804 damage, OTG: Yes)

			Aerial flamethrower attack. Has chipping effect.


----------== Blowback Edges ==-------------------------------------------------

(None.)


----------== Special Moves ==--------------------------------------------------

Beam

236+A/B
	(1 hit, 540 damage, OTG: No)

			A very fast "optic blast". Cannot hit some crouching
			opponents (e.g. Miyako).

-------------------------------------------------------------------------------

Missile

214+A
	(1 hit, 675 damage, OTG: No)

214+B
	(2 hits, 1214 damage, OTG: No)

			Cannot hit crouching opponents if they are too close
			to Mech-Hisui.


----------== EX Moves ==-------------------------------------------------------

EX Beam

236+C
	(5 hits, 2215 damage, OTG: No, MC: 100%)

			Unlike the normal version, the EX version will hit
			crouching opponents.

-------------------------------------------------------------------------------

EX Missile

214+C
	(16 hits*, approximately 2400 damage, OTG: No, MC: 100%)
	
			Unfortunately not all of the missiles will hit since
			the opponent can air recover out of them.


----------== Arc Drive ==------------------------------------------------------

Mech-Hisui Daikohshin

41236+C
	(20+ hits*, over 5000 damage, OTG: Yes, MC: 300%)

			Startup delay is too slow to be used in a combo, and
			not all of the hits will connect. However, if this
			move is guarded, the opponent is guaranteed to be
			guard crushed.


----------== Combos ==---------------------------------------------------------




----------== Notes ==----------------------------------------------------------

* Mech-Hisui's ground dash and backstep do not consume her Vital Source.
* She doesn't have an air throw.
* She cannot evade attacks.
* Her air dash goes at an upwards angle. If you hold forward during the dash,
  she will glide right across to the top of the screen.
* If Mech-Hisui is defeated by Shiki, Akiha or Kohaku, she will call out their
  name...


===============================================================================
Kohaku
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
A                            (1 hit, 180 damage, OTG: No)

B                            (1 hit, 450 damage, OTG: No)

C                            (2 hits, 1489 damage, OTG: No)

			Second hit is the launcher. Has very good priority over
			other attacks.

2+A                          (1 hit, 90 damage, OTG: Yes)

2+B                          (2 hits, 870 damage, OTG: Yes)

2+C                          (1 hit, 900 damage, OTG: Yes)

[A]                          (2 hits, 95 damage, OTG: No)

[B]                          (1 hit, 450 damage, OTG: No)

[C]                          (1 hit, 1080 damage, OTG: Yes)


----------== Throws ==---------------------------------------------------------
	
Throw                        (1 hit, 1000 damage)

[Throw]                      (1 hit, 900 damage)


----------== Command Moves ==--------------------------------------------------

(None.)


----------== Blowback Edges ==-------------------------------------------------

(None.)


----------== Special Moves ==--------------------------------------------------

Battoh - Himitsu no Wazamono

236+A >> A
	(2 hits, 1623 damage, OTG: 1st hit)

			Fast startup and can be used in a combo, but recovery
			delay is poor, since she takes such a long time
			sheathing her blade.

236+B >> B
	(2 hits, 1879 damage, OTG: 1st hit)

			Does more damage than weak version, but startup is too
			slow to be used in a combo.

236+A >> D
	(1 hit, 900 damage, OTG: Yes)

			It is possible to cancel the weak version of Battoh
			into her shield. This will bypass her sheathing
			animation (and the delay that comes with it).

-------------------------------------------------------------------------------

Magical Amber Missile

623+A/B
	(3 hits, 1517 damage, OTG: Yes)

			This move has no recovery delay (i.e. after dropping
			the missile/Molotov she can attack in the air
			immediately).

[623+A/B]
	(3 hits, 1517 damage, OTG: Yes)

			Very easy to abuse (i.e. you can keep dropping missiles
			in the air without fear of major retaliation).

-------------------------------------------------------------------------------

Konnan Sodatete Mimashita

22+A
	(9 hits, 2000 damage, OTG: Yes)

			Kohaku drops a pot plant in front of her, which then
			turns into a drill and flies into the air at a sharp
			angle. There's a slight delay in dropping the pot
			plant, so this move is best done while the opponent
			is down.

22+B
	(8 hits, 1626 damage, OTG: Yes)

			Kohaku drops a larger plant in front of her, which then
			does a spinning attack.


----------== EX Moves ==-------------------------------------------------------

EX Battoh - Himitsu no Wazamono

236+C >> A
	(2 hits, 1840 damage, OTG: Yes, MC: 100%)

			Faster recovery delay than normal version. The timing
			for chaining the second hit is very strict, it has to
			be done within the first two frames of the startup
			animation. At first it doesn't look like this move does
			anything, but if you wait for two seconds...

-------------------------------------------------------------------------------

EX Magical Amber Missile

623+C
	(30+ hits, approximately 3900 damage, OTG: Yes, MC: 100%)

[623+C]
	(30+ hits, approximately 3900 damage, OTG: Yes, MC: 100%)

			Kohaku drops countless number of missiles in the air.
			Doing this move twice can guard crush an opponent.

-------------------------------------------------------------------------------

EX Konnan Sodatete Mimashita

22+C
	(for cactus, 6 hits*, approximately 2700 damage, OTG: No, MC: 100%)
	(for "Johnny", 8 hits*, approximately 4000 damage, OTG: Yes, MC: 100%) 

			Kohaku drops a boxing cactus in front of her.
			Occassionally she will let out "Johnny", a
			fire-breathing flower.

-------------------------------------------------------------------------------

Okusuri desu

623421+C
	(250% MC)

			Kohaku gains super armor for a short period of time.
			She will still take the same amount of damage as usual,
			but her moves cannot get disrupted, not even by EX
			moves.


----------== Arc Drive ==------------------------------------------------------

Kaidakohjin Kohaku Kyaku

41236+C
	(3 hits, 8103 damage, OTG: 1st hit, MC: 300%)

			Third hit is unguardable. This would be a very good
			move to use if it wasn't for the slow startup.


----------== Combos ==---------------------------------------------------------

B >> C 8^ R[B] >> R[C] 9^ R[B] >> R[C] >> [623+A] >> F[C] v 236+A >> A
	(13 hits, approximately 4700 damage, MC: 0%)

			Kohaku's air combo will totally take out the opponent's
			Vital Source.

Throw > 22+B (guarded) > 41236+C
	(1 hit, approximately 6000 damage, MC: 300%)

			The spinning tree should stall the opponent long enough
			for Kohaku to activate her Kaidakohjin Kyaku (which is
			unguardable on the last hit).


----------== Notes ==----------------------------------------------------------

* When Kohaku evades, she will roll behind the opponent.
* Try crouching for about one minute (without doing anything) and see
  what happens...


===============================================================================
Hisui & Kohaku
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
(See Hisui and Kohaku's individual sections above.)


----------== Throws ==---------------------------------------------------------
	
(See Hisui and Kohaku's individual sections above.)


----------== Command Moves ==--------------------------------------------------

(See Hisui and Kohaku's individual sections above.)


----------== Blowback Edges ==-------------------------------------------------

(See Hisui and Kohaku's individual sections above.)


----------== Special Moves ==--------------------------------------------------

(See Hisui and Kohaku's individual sections above. As a team, they have a few
extra moves which are listed below.)

-------------------------------------------------------------------------------

Touch Koutai

22+D

			Switches the currently active character to the other
			sister. There is no invincibility during the switch
			though, if the opponent attacks them the switch will
			fail.

-------------------------------------------------------------------------------

Shimai no Kizuna (Kihon-hen)

(Hisui) 214+A
	(Equivalent to Kohaku's 22+B)

(Hisui) 214+B
	(Equivalent to Kohaku's 623+B)

(Hisui) 214+C
	(Equivalent to Kohaku's [C])

-------------------------------------------------------------------------------

Shimai no Kizuna (Kazagumo-hen)

(Kohaku) 214+A
	(Equivalent to Hisui's B)

(Kohaku) 214+B
	(Equivalent to Hisui's C)

(Kohaku) 214+C
	(Equivalent to Hisui's [C])


----------== EX Moves ==-------------------------------------------------------

(See Hisui and Kohaku's individual sections above.)


----------== Arc Drive ==------------------------------------------------------

Ankoku Hisui Ken

(Kohaku) 214+D
	(1 hit, 4500 damage, OTG: Yes, MC: 300%)

			Hold down strong attack button to delay releasing the
			fireball.

-------------------------------------------------------------------------------

Kaidakohjin Kohaku Kyaku

(Hisui) 214+D
	(3 hits, 8103 damage, OTG: 1st hit, MC: 300%)


----------== Combos ==---------------------------------------------------------




----------== Notes ==----------------------------------------------------------

* Keep in mind that both characters are sharing one health bar. If one
  sister is attacked (regardless of whether she is the active character or not)
  the other sister will, in effect, receive the same amount of damage as well.


===============================================================================
Shiki Tohno
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
A                            (1 hit, 180 damage, OTG: Yes)

			Low attack.

B                            (1 hit, 540 damage, OTG: Yes)

C                            (1 hit, 1350 damage, OTG: Yes)

2+A                          (1 hit, 180 damage, OTG: No)

2+B                          (2 hits, 1046 damage, OTG: 2nd hit)

2+C                          (1 hit, 1080 damage, OTG: Yes)

[A]                          (1 hit, 270 damage, OTG: No)

[B]                          (2 hits, 1046 damage, OTG: Yes)

[C]                          (1 hit, 1170 damage, OTG: Yes)


----------== Throws ==---------------------------------------------------------
	
Throw                        (3 hits, 1480 damage)

			OTG is not possible after this throw.

[Throw]                      (1 hit, 699 damage)


----------== Command Moves ==--------------------------------------------------

44 >> 44

			Shiki can perform a backflip (which has temporary
			invincibility) from his backstep at no cost to his
			Vital Source.

B > B
	(1 hit, 540 damage, OTG: Yes) > (1 hit, 900 damage, OTG: Yes)

			Second attack is the launcher. It doesn't combo from
			the first attack no matter how quickly you press it.


----------== Blowback Edges ==-------------------------------------------------

3+B > 1+B
	(1 hit, 450 damage, OTG: Yes) > (1 hit, 900 damage, OTG: Yes)

			First attack is a low slide kick, second attack is
			a charged version of his launcher (which has super
			armor).


----------== Special Moves ==--------------------------------------------------

Sensa - Hassen

214+A
	(1 hit, 810 damage, OTG: Yes)

			Shiki does a disappearing act and reappears in the
			air, slashing downwards. The slash is a mid attack
			and it has no recovery delay (i.e. he can perform
			any aerial attack before landing on the ground).

-------------------------------------------------------------------------------

Sensa - Nanaya

214+B
	(1 hit, 810 damage, OTG: Yes)

			Shiki disappears in an instant and does a
			dash-and-slash. The slash is a low attack.

-------------------------------------------------------------------------------

Sensa - Hitokaze

214+C
	(3 hits, 1480 damage, OTG: No)

			Shiki disappears and throws the opponent the moment
			he appears. Similar to Arcueid's "Osoi!", except
			Shiki's has homing ability (he will appear right next
			to the opponent regardless of distance).

-------------------------------------------------------------------------------

Sensa - Hattenshoh

236+A
	(17 hits, 1349 damage, OTG: Yes)
	
			Multislash attack. It is possible to move forwards or
			backwards during the attack.

236+B
	(17 hits, 1702 damage, OTG: Yes)

			The startup speed of the medium version is too slow for
			it to be used in a combo.

-------------------------------------------------------------------------------

Sensoh - Rikuto

623+A
	(1 hit, 1350 damage, OTG: Yes)

			Anti-air kick. Invincible during the first few frames
			of animation. Doesn't have a lot of reach on the
			ground.

623+B
	(3 hits, 1871 damage, OTG: Yes)

			The medium version goes higher that weak version, but
			it has longer recovery delay.


----------== EX Moves ==-------------------------------------------------------

EX Sensa - Hattenshoh

236+C
	(46 hits, approximately 2100 damage, OTG: Yes, MC: 100%)

			The startup animation does not have invincibility, but
			its speed is faster than both weak and medium versions.

-------------------------------------------------------------------------------

EX Sensoh - Rikuto

623+C
	(6 hits, 2574 damage, OTG: Yes, MC: 100%)

			Does more damage than normal Rikuto. Other than that,
			there's nothing special about it.


----------== Arc Drive ==------------------------------------------------------

Juunana Bunkatsu

41236+C
	(17 hits, approximately 7700 damage, OTG: Yes, MC: 300%)

			Time slows down as Shiki leaps forward and dismembers
			the opponent into seventeen pieces (when you think
			about it, since he slashes seventeen times it should
			be eighteen pieces). Looks cool, but unfortunately it
			is guardable/avoidable. It will completely miss if
			opponent is standing too close.


----------== Combos ==---------------------------------------------------------

2+C >> 2+B (1H)>> B >> B 8^ R[B] (1H)>> R[C] 8^ R[B] (1H)>> R[C] 66>> [Throw]
   v 214+B (OTG)
	(10 hits, approximately 3400 damage, MC: 0%)

			Shiki's standard air combo.

2+B (1H)>> C >> 41236+C
	(19 hits*, approximately 9000 damage, MC: 300%)

			Will instantly KO the opponent if you're lucky.
			Despite what the combo counter tells you, Juunana
			Bunkatsu does combo from standing strong attack,
			but only at very close range.


----------== Notes ==----------------------------------------------------------

* Shiki's ground dash and backstep do not consume his Vital Source.


===============================================================================
Shiki Nanaya
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
A                            (1 hit, 180 damage, OTG: Yes)

B                            (1 hit, 450 damage, OTG: Yes)

C                            (1 hit, 1350 damage, OTG: Yes)

			Nanaya's standing strong attack's startup is slower
			than Shiki's.

2+A                          (1 hit, 180 damage, OTG: No)

2+B                          (2 hits*, 1080 damage, OTG: 2nd hit)

			Unlike Shiki, the two hits of Nanaya's crouching
			medium attack do not combo.

2+C                          (1 hit, 1080 damage, OTG: Yes)

			Nanaya's sweep is slower than Shiki's.

[A]                          (1 hit, 270 damage, OTG: No)

[B]                          (2 hits, 1046 damage, OTG: Yes)

[C]                          (1 hit, 1170 damage, OTG: Yes)

			Nanaya's jumping strong attack's startup is slower
			than Shiki's.


----------== Throws ==---------------------------------------------------------
	
Throw                        (3 hits, 1480 damage)

[Throw]                      (1 hit, 699 damage)


----------== Command Moves ==--------------------------------------------------

44 >> 44

B > B
	(1 hit, 540 damage, OTG: Yes) > (1 hit, 900 damage, OTG: Yes)

			Nanaya's launcher has super armor startup.


----------== Blowback Edges ==-------------------------------------------------

3+B > 1+B
	(1 hit, 450 damage, OTG: Yes) > (1 hit, 900 damage, OTG: Yes)

			Nanaya's slide kick is faster and has more reach than
			Shiki's.


----------== Special Moves ==--------------------------------------------------

Sensa - Hassen

214+A
	(1 hit, 810 damage, OTG: Yes)

			Different to Shiki's version, Nanaya's Hassen will
			always appear behind the opponent.

-------------------------------------------------------------------------------

Sensa - Nanaya

214+B
	(1 hit, 810 damage, OTG: Yes)

-------------------------------------------------------------------------------

Sensa - Hitokaze

214+C
	(3 hits, 1480 damage, OTG: No)

-------------------------------------------------------------------------------

Sensa - Hattenshoh

236+A
	(17 hits, 1349 damage, OTG: Yes)

236+B
	(17 hits, 1702 damage, OTG: Yes)

			Has faster startup speed than Shiki's, but shorter
			range.

-------------------------------------------------------------------------------

Sensoh - Rikuto

623+A
	(1 hit, 1350 damage, OTG: Yes)

623+B
	(3 hits, 1871 damage, OTG: Yes)

			Faster startup than Shiki's.


----------== EX Moves ==-------------------------------------------------------

EX Sensa - Hattenshoh

236+C
	(46 hits, approximately 2100 damage, OTG: Yes, MC: 100%)

-------------------------------------------------------------------------------

EX Sensoh - Rikuto

623+C
	(6 hits, 2894 damage, OTG: Yes, MC: 100%)


----------== Arc Drive ==------------------------------------------------------

Juunana Bunkatsu

41236+C
	(17 hits, approximately 7700 damage, OTG: Yes, MC: 300%)


----------== Combos ==---------------------------------------------------------




----------== Notes ==----------------------------------------------------------

* Nanaya's ground dash and backstep do not consume his Vital Source.
* His general speed and dash distance are slightly better than Shiki's.


===============================================================================
Miyako Arima
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
A                            (1 hit, 180 damage, OTG: No)

B                            (1 hit, 450 damage, OTG: No)

C                            (1 hit, 900 damage, OTG: Yes)

			Has chipping effect.

2+A                          (1 hit, 180 damage, OTG: Yes)

2+B                          (1 hit, 900 damage, OTG: Yes)

2+C                          (1 hit, 900 damage, OTG: Yes)

[A]                          (1 hit, 8 damage, OTG: No)

			The weakest attack in the game. Don't bother including
			this in her air combo.

[B]                          (1 hit, 270 damage, OTG: No)

[C]                          (1 hit, 810 damage, OTG: Yes)


----------== Throws ==---------------------------------------------------------
	
Throw                        (1 hit, 999 damage)

[Throw]                      (1 hit, 540 damage)

			Miyako's air throw can also grab opponents on the
			ground.


----------== Command Moves ==--------------------------------------------------

6+B
	(1 hit, 495 damage, OTG: No)

			Miyako slides forward and does her standing medium
			attack. Has chipping effect. Possible to chain combo
			from this move.

6+C
	(1 hit, 900 damage, OTG: Yes)

			Launcher. Very fast startup and has chipping effect.


----------== Blowback Edges ==-------------------------------------------------

(None.)


----------== Special Moves ==--------------------------------------------------

Chohshinchuu

236+A
	(1 hit, 810 damage, OTG: No)

			Fast elbow strike. Doesn't knock the opponent down
			though. The weak version can be used in a combo.

236+B
	(1 hit, 1080 damage, OTG: No)

			Longer range than the weak version, but it can easily
			miss the opponent.

-------------------------------------------------------------------------------

Renkantai

623+A
	(2 hits, 1022 damage, OTG: Yes)

623+B
	(2 hits, 1093 damage, OTG: Yes)

			Second hit cannot be air guarded. Can be used to hit
			opponents who have just air recovered.

-------------------------------------------------------------------------------

Shinkyaku

22+A
	(1 hit, 450 damage, OTG: Yes)

			Ground stomp. Maximum range is halfway across the
			screen. Won't hit opponents in the air.

22+B
	(1 hit, 630 damage, OTG: Yes)

			Slower startup than weak version, but the attack range
			is longer.


----------== EX Moves ==-------------------------------------------------------

EX Chohshinchuu

236+C
	(1 hit, 810 damage, OTG: No, MC: 100%)

			Not a very useful EX move. Though it has a longer range
			than medium version, the damage inflicted is the same
			as the weak version.

-------------------------------------------------------------------------------

EX Renkantai

623+C
	(2 hits, 1348 damage, OTG: Yes, MC: 100%)

			The opponent cannot air recover or quick stand from
			this move, so it is possible to follow up with an
			OTG attack.

-------------------------------------------------------------------------------

EX Shinkyaku

22+C
	(1 hit, 1350 damage, OTG: Yes, MC: 100%)

			Will hit the opponent anywhere on the ground.


----------== Arc Drive ==------------------------------------------------------

Senshippo

463214+C
	(1 hit, 3150 damage, OTG: No, MC: 300%)

			Has super armor throughout the entire animation. Her
			punch can be delayed by holding down the strong attack
			button (no increase in damage though). For a 300% EX
			move it doesn't inflict a lot of damage.

-------------------------------------------------------------------------------

Kyuukyoku Ohgi

41236+C
	(1 hit, 7200 damage, OTG: Yes, MC: 150%)

			Insane damage for a move that only consumes 150% of
			her Magic Circuit gauge. The attack looks like
			Shinkyaku, except that it's a low attack and cannot
			be air guarded.


----------== Combos ==---------------------------------------------------------




----------== Notes ==----------------------------------------------------------

* Miyako's ground backstep does not consume her Vital Source.
* On rare occasions, during Miyako's pre-fight opening animation, Satsuki
  Yumiduka (one of Shiki's former classmates from "Tsukihime") will make a very
  brief guest appearance (before getting knocked out of the way by Miyako).


===============================================================================
Warakia
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
A                            (1 hit, 180 damage, OTG: No)

B                            (2 hits, 1010 damage, OTG: Yes)

C                            (3 hits, 1274 damage, OTG: No)

2+A                          (1 hit, 180 damage, OTG: Yes)

2+B                          (2 hits, 695 damage, OTG: Yes)

2+C                          (2 hits, 1153 damage, OTG: Yes)

[A]                          (1 hit, 270 damage, OTG: No)

[B]                          (1 hit, 540 damage, OTG: No)

[C]                          (1 hit, 1080 damage, OTG: Yes)


----------== Throws ==---------------------------------------------------------
	
Throw                        (1 hit, 600 damage)

			After Warakia grabs the opponent, they will fall from
			the top of the screen. You can then either juggle
			(before they reach the ground) or OTG them.

[Throw]                      (1 hit, 765 damage)


----------== Command Moves ==--------------------------------------------------

6+C
	(1 hit, 1170 damage, OTG: Yes)

			Launcher. High priority and exceptionally long reach.


----------== Blowback Edges ==-------------------------------------------------

(None.)


----------== Special Moves ==--------------------------------------------------

Bad News (Lie)

236+A/B
	(3 hits, 1517 damage, OTG: Yes)

			The weak version has fast startup but bad recovery
			delay. On the other hand, the medium version has
			slower startup but better recovery delay.

-------------------------------------------------------------------------------

Replicant Coordinator (Id)

214+A/B/C

			Warakia summons a shadowy figure to attack the
			opponent. The figure will carry out its attack even
			when Warakia himself is attacked. The attack button
			pressed determines the location where the figure will
			appear. The figure that appears is randomly selected
			between Nanaya, Akiha, Warcueid and Nero.

	(for Nanaya, 2 hits, 1751 damage, OTG: Yes)
	
			Nanaya does his 3+B > 1+B chain, except that in this
			version the launcher actually combos from the slide
			kick.
	
	(for Akiha, 1 hit, 1080 damage, OTG: Yes)

			Akiha does her 6+C kick. The difference to the actual
			version is that this one knocks the opponent to the
			other side of the screen.

	(for Warcueid, 3 hits*, 1890 damage, OTG: Yes)
	
			Warcueid does her weak version of "Jama yo!", except
			in this version the chaining attacks don't combo. 

	(for Nero, 1 hit, 1800 damage, OTG: Yes)

			Nero does his Busoh 666 - Kaihoh attack, except this
			version only does one hit and fewer damage.

-------------------------------------------------------------------------------

Creature Channel (das Es)

421+A/B/C

			Teleportation move. You can determine the location
			where he appears by holding down the attack button
			while moving forwards or backwards.


----------== EX Moves ==-------------------------------------------------------

EX Bad News

236+C
	(6 hits, 2666 damage, OTG: Yes, MC: 100%)

			Superior to the normal version in both startup speed
			and recovery delay.


----------== Arc Drive ==------------------------------------------------------

Night ON THE BLOOD LIAR (Kyogen no Oh)

41236+C
	(17 hits, 6908 damage, OTG: Yes, MC: 300%)

			Don't let the mediocre damage fool you, Night ON THE
			BLOOD LIAR is quite possibly the most evil attack in
			the game. When you use it as an OTG attack, the
			opponent can air recover out of the tornado (and they
			usually do). But on the moment that they recover, the
			final attack (the engulfing darkness) will inflict
			25500(!) damage upon them. Obviously it's an instant
			KO if they don't guard, and even if they do they'll
			have to take about 3200 chip damage.


----------== Combos ==---------------------------------------------------------

C >> 6+C 8^ R[C] >> F[C] v 8^ R[C] >> F[C] 9^ R[C] 66>> [Throw]
	(10 hits, approximately 5800 damage, MC: 0%)

			The reason he can chain so many jumping strong attacks
			is because its reach is very long.


----------== Notes ==----------------------------------------------------------

* Warakia's ground dash and backstep do not consume his Vital Source.
* If you do a jump cancel during his air dash, he will attack from a bizarre
  angle. A bug, perhaps?


===============================================================================
Nrvnqsr (Nero) Chaos
===============================================================================

----------== Normal Moves ==---------------------------------------------------
	
A                            (1 hit, 270 damage, OTG: No)

			Has chipping effect.

B                            (2 hits, 827 damage, OTG: Yes)

			Ridiculously long range. Second hit has chipping
			effect.

C                            (2 hits, 1850 damage, OTG: No)

			Both hits have chipping effect. The second hit cannot
			be cancelled into any move, though.

2+A                          (3 hits, 186 damage, OTG: No)

2+B                          (2 hits, 1046 damage, OTG: Yes)

2+C                          (1 hit, 1080 damage, OTG: Yes)

			Launcher. Has chipping effect.

[A]                          (1 hit, 180 damage, OTG: No)

[B]                          (2 hits, 1190 damage, OTG: Yes)

			Both hits have chipping effect. The second hit draws
			the opponent closer to Nero.

[C]                          (4 hits, 1850 damage, OTG: No)


----------== Throws ==---------------------------------------------------------
	
Throw                        (8+ hits, approximately 1400 damage)

[Throw]                      (1 hit, 1147 damage)


----------== Command Moves ==--------------------------------------------------

66

			Instead of dashing, Nero teleports. He is completely
			invincible between the moment he vanishes and
			reappears. The distance he travels depends on how long
			you hold forward during teleportation.

6+C
	(2 hits, 1151 damage, OTG: Yes)

			Looks like a launcher, but it cannot cancel into
			anything.


----------== Blowback Edges ==-------------------------------------------------

(During the first frames of 2+C) 2+C
	(1 hit, 1440 damage, OTG: Yes)

			Charged version of Nero's launcher. It is also a mid
			attack.

[C+2]
	(1 hit, 1499 damage, OTG: No)

			Knocks opponent to the other side of the screen.


----------== Special Moves ==--------------------------------------------------

Busoh 666 - Hohshutsu (Karasu)

236+A
	(1 hit, 900 damage, OTG: No)

			Very fast projectile attack. Can be used to disrupt
			the opponent's actions.

236+B
	(1 hit, 900 damage, OTG: Yes)

			Nero releases a crow which hovers in the air for about
			two seconds before performing a dive attack. It will
			carry out its attack even when Nero himself is
			attacked.

-------------------------------------------------------------------------------

Busoh 666 - Hohshutsu (Shika)

421+A
	(2 hits*, 1080 damage per hit, OTG: Yes)

421+B
	(3 hits*, 1080 damage per hit, OTG: Yes)

			Nero releases a deer which rams its antlers into the
			opponent for a specific number of times before walking
			away from the screen. For some strange reason, its
			attacks don't have chipping effect.

-------------------------------------------------------------------------------

Busoh 666 - Ryuushutsu

214+A (Hold then release) >> 2+A
	(7 hits, 2990 damage, OTG: Yes)

214+B (Hold then release) >> 2+B
	(8 hits, 3596 damage, OTG: Yes)

214+C (Hold then release) >> 2+C
	(9 hits, 2743 damage, OTG: Yes)

			The speed of the snake depends on which attack button
			is used.


----------== EX Moves ==-------------------------------------------------------

EX Busoh 666 - Hohshutsu (Karasu)

236+C
	(10+ hits, over 2200 damage, OTG: Yes, MC: 100%)

			Nero releases sixteen crows into the air. He can
			release	as many number of times as he wants (three if
			his Magic Circuit is at 300%).

-------------------------------------------------------------------------------

EX Busoh 666 - Hohshutsu (Shika)

421+C
	(6 hits*, 1080 damage per hit, OTG: Yes, MC: 100%)

			Same as normal version, except that it does more hits.

-------------------------------------------------------------------------------

Busoh 666 - Kaihoh

214214+C
	(4 hits, 3098 damage, OTG: Yes, MC: 100%)
	
			This attack has a very wide range, it can hit opponents
			halfway across the screen.


----------== Arc Drive ==------------------------------------------------------

Busoh 999

41236+C
	(2 hits, 8235 damage, OTG: Yes, MC: 300%)

			The second hit is unguardable. If you're fighting
			against Nero and he does this move on you, guard the
			first hit and then quickly backstep through the second
			hit (or just teleport if you're using Arcueid, Warakia
			or Nero).


----------== Combos ==---------------------------------------------------------

(During the first frames of 2+C) 2+C 8^ R[C+2] v 41236+C
	(4 hits, 12631 damage, MC: 300%)

			Nero's killer combo. Though only four hits, it will
			instantly KO any opponent.


----------== Notes ==----------------------------------------------------------

* Nero's teleportation and backstep do not consume his Vital Source.




















=== 3. MELTY BLOOD REACT ======================================================

The information in the following two sections (3A and 3B) apply only to
Melty Blood version 2.004 (also known as ReACT).


=== 3A. GAMEPLAY CHANGES/ADDITIONS ============================================

	[The Basics]

--== Health Bar and Vital Source ==--

Both health and vital source are now merged to one bar. The yellow area
represents your character's health, while the red area represents vital
source. In ReACT, vital source will only drop when certain attacks are
received/blocked. Also, unlike the first Melty Blood, it will not regenerate
over time.


--== Magic Circuit ==--

The MC gauge no longer regenerates itself, now you actually have to
deliver/receive/shield damage to gain percentages. Once the gauge goes over
300.0%, your character will enter Heat mode.


--== Heat and Blood Heat ==--

During Heat mode:
* the MC gauge gradually drops,
* your character's health will replenish to your current level of vital
  source,
* EX moves cost less percentage to use,
* an Arc Drive can be used.
Once your gauge runs empty, Heat mode ends and your MC gauge will be
reset to 150.0%.

When your MC gauge is over 100.0%, Heat mode can be manually activated
with the command 222+D. However, the effective duration of this is much
shorter than automatic activation.

When you use the same 222+D command during automatically activated Heat,
your character will enter Blood Heat mode. Health replenishes at a
much faster rate, the Last Arc can be used, and your character's Arc
Drive is powered up. Once Blood Heat ends (when gauge becomes empty or
Arc Drive is used), your MC gauge will drop all the way down to 0.0%.


	[Movements]

--== Dash and Run ==--

It is now easier to attack from a dash, that's all I have to say here.


--== Jumping and Landing ==--

The recovery delay from landing has been reduced, so it is now easier
to start a ground combo from a jump-in attack.


--== High Jump ==--

Tap 1/2/3 and then 9 to perform a large jump across the screen. Can be
cancelled from a normal/command attack.


	[Attacks]

--== Ground and Air Throws ==--

You can no longer OTG from most throws/air throws.


--== Launch, Strike and Knockdown Effects ==--

There are many moves which carry the addition effect that, when striking the
opponent, will knock them off from their current position.

There are three kinds of effects:
1) Launch effect: Knock the opponent off the ground and up into the air,
2) Strike effect: Knock the opponent straight across the screen,
3) Knockdown effect: Drop the opponent towards the ground. 

Sometimes the activation of the effect depends on the position of the opponent.
For example, Arcueid's standing strong attack has strike effect, but only on
the condition that the opponent is not on the ground.


--== Blowback Edge ==--

The command for Blowback Edges has been simplified, now you only have to hold
down the attack button to charge. Certain specials move can also be used as
Blowback Edges.


--== Special and EX Moves ==--

A special move can now be cancelled into an EX move, even if the special move
does not come in contact with the opponent. However, not all moves can be
EX cancelled.


	[Defensive Manoeuvres]

--== Guarding ==--

Nothing much to mention here, just that now many normal ground attacks
cannot be guarded against in the air. (To encourage the use of shielding,
I guess.)


--== Evasion ==--

Sorry, it's been removed from this game.


--== Shield Counter ==--

Quickly input 236+D after a successfully shielded attack. The type of counter
move your character uses depends on whether the shield was performed standing,
crouching, or in the air. Unlike other fighting games with similar counter
moves, Shield Counters do not consume any gauge.


--== Shield Bunker ==--

A Shield Bunker is performed with the command 214+D. Your character will shield
and then make a counterattack. This can also be used while your character is
guarding, for a small cost of the MC gauge.


--== Last Arc ==--

Extremely powerful version of Shield Counter. While your character is in
Blood Heat, simply shield the opponent's attack and it will automatically
be triggered. The conditions for activation depend on the character you're
using and whether the shield was performed standing, crouching, or in the air.


--== Attack-to-Movement Cancel ==--

Same as before, except that you can cancel your attack into high jump, even
if your hits are guarded.


--== Quick Standing ==--

This time you have to enter the 44 or 66 command BEFORE you touch the ground,
otherwise you won't get up.


	[Combo System]

--== Chain Combos ==--

Chain combos are a little more restrictive this time, as certain normal attacks
can no longer buffer to any other attack.


--== Air Combos ==--

As with chain combos, restrictions have also been made on air combos; for
certain characters some of the normal air attacks now have strike or
knockdown effect, thus reducing the chance of any follow-up attacks.


=== 3B. CHARACTER MOVES/INFO ==================================================

===============================================================================
Sion Eltnam Atlasia
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B

C                                      Cannot be guarded in the air.
                                       Has Blowback Edge version.
                                       Blowback has strike effect.

2+A

2+B 

2+C                                    Cannot chain to any other normal attack.

[A]

[B]

[C]                                    Has Blowback Edge version.
                                       Blowback has launch effect.

(Near opponent) 4/6+B                  Throw.

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

6+B                                    Mid attack. Can be chained into other
                                       attacks. Has Blowback Edge version.
                                       Blowback has launch effect.

3+B                                    Has launch effect.

6+C >> 4+C                             Both hits are high attacks.

214+D                                  Shield Bunker.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.

[2+B]                                  Dive kick attack.


----------== Special Moves ==--------------------------------------------------

Etherite Air

623+A/B

-------------------------------------------------------------------------------

Etherite Ground

214+A/B

-------------------------------------------------------------------------------

Warning Shots (Ikaku Shageki)

236+A/B/C

-------------------------------------------------------------------------------

Reload

22+D

-------------------------------------------------------------------------------

Cutting Sink

421+A/B

-------------------------------------------------------------------------------

Slide Air

2147+A/B
[214+A/B]

-------------------------------------------------------------------------------

(?) Evasive Roll

(While guarding) 66


----------== EX Moves ==-------------------------------------------------------

EX Etherite Air

623+C

-------------------------------------------------------------------------------

EX Etherite Ground

214+C

-------------------------------------------------------------------------------

EX Cutting Sink

421+C

-------------------------------------------------------------------------------

EX Slide Air

2147+C
[214+C]


----------== Shield Counters ==------------------------------------------------

Standing: EX Etherite Air
Crouching: Evasive Roll
Air: Blowback version of jumping strong attack


----------== Arc Drive ==------------------------------------------------------

Black Barrel (Replica)

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Horizontal Black Barrel

During Blood Heat, crouching shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Vampire Sion
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B

C                                      Cannot be guarded in the air.
                                       Cannot chain to any other normal attack.

2+A

2+B

2+C

[A]

[B]

[C]                                    Has Blowback Edge version.
                                       Blowback has launch effect.

(Near opponent) 4/6+B                  Throw.

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw. Can follow-up with [A].


----------== Command Moves ==--------------------------------------------------

6+B                                    Mid attack. Cannot chain to any normal
                                       attack.

3+B                                    Has launch effect.

6+C >> 4+C                             Both hits are high attacks.

214+D                                  Shield Bunker.

222+D                                  Activate Heat/Blood Heat.
                                       Has launch effect.


----------== Special Moves ==--------------------------------------------------

Terror News (Lie)

236+A/B

-------------------------------------------------------------------------------

Terror News (Malice)

623+A/B

-------------------------------------------------------------------------------

Replicant Coordinator (Osiris)

22+A/B/C

-------------------------------------------------------------------------------

Etherite Ground

214+A/B

-------------------------------------------------------------------------------

Slide Air

2147+A/B
[214+A/B]


----------== EX Moves ==-------------------------------------------------------

EX Terror News (Lie)

236+C

-------------------------------------------------------------------------------

EX Terror News (Malice)

623+C

-------------------------------------------------------------------------------

EX Etherite Ground

214+C

-------------------------------------------------------------------------------

EX Slide Air

2147+C
[214+C]


----------== Shield Counters ==------------------------------------------------

Standing: EX Terror News special version
Crouching: Run behind opponent
Air: Blowback version of jumping strong attack


----------== Arc Drive ==------------------------------------------------------

Cruel Blood

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Reez Code - Sacrilege

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Arcueid Brunestud
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Has Blowback Edge version.
                                       Blowback is a mid attack.

C                                      Cannot be guarded in the air.
                                       Strike effect against opponents in the
                                       air. (Push C again to automatically
                                       cancel into high jump.)
                                       Cannot chain to any other normal attack.
                                       Has Blowback Edge version.
                                       Blowback is unguardable.

2+A                                    Cannot be guarded in the air.

2+B

2+C                                    Cannot be guarded in the air.

[A]

R[B]

F[B]

[C]

(Near opponent) 4/6+C                  Throw. Push down to slam opponent into
                                       the ground.

(Near opponent) [4/6+C]                Air throw. Can follow-up with one normal
                                       aerial attack.


----------== Command Moves ==--------------------------------------------------

4+B                                    Mid attack.
                                       Has launch effect.

3+B                                    Has launch effect.
                                       Cannot be buffered into any moves.

214+D                                  Shield Bunker.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.

[2+B]                                  Dive claw attack. Can be EX cancelled.

[2+C]                                  Second hit has knockdown effect against
                                       opponents in the air.


----------== Special Moves ==--------------------------------------------------

"Jama yo!" (Alt Schule)

236+A/B >> 236+A/B >> 236+A/B
236+A/B >> 236+A/B >> 214+B

-------------------------------------------------------------------------------

"Urusai!" (Alt Nagel)

22+A >> [66+A] >> [22+B] >> [66+B]
22+B >> 66+B
[22+A/B] >> [66+A/B]

-------------------------------------------------------------------------------

"Nani yatteru no.......!"

623+A/B >> 6+A/B

-------------------------------------------------------------------------------

"Se~no!" (Schweissen)

214+A/B

-------------------------------------------------------------------------------

"Osoi!" (Weiss Katze)

(While guarding) 66


----------== EX Moves ==-------------------------------------------------------

"Chotto honki dasu wa yo!" (Schneiden Ende)

236+C

-------------------------------------------------------------------------------

"Kore de owari yo!" (Sterben Ende)

22+C
22+A/B >> [66+C]

-------------------------------------------------------------------------------

(?) "Atamauchi da!"

623+C

-------------------------------------------------------------------------------

Schweissen >> Durstig >> Schnell Egel >> Grun Dich

214+C


----------== Shield Counters ==------------------------------------------------

Standing: EX Alt Nagel
Crouching: Weiss Katze
Air: 2-hit version of jumping 2+B


----------== Arc Drive ==------------------------------------------------------

Marble Phantasm (Kuusoh Gugenka)

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Crimson Moon

During Blood Heat, air shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Warcueid
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Has Blowback Edge version.
                                       Blowback is a mid attack.

C                                      Cannot be guarded in the air.
                                       Has Blowback Edge version.
                                       Blowback is unguardable.

2+A                                    Cannot be guarded in the air.

2+B

2+C                                    Cannot be guarded in the air.
                                       Does not knock opponent down.

[A]

[B]

[C]                                    Cannot chain to any other attack.

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw. Can follow-up with one normal
                                       aerial attack.


----------== Command Moves ==--------------------------------------------------

214+D                                  Shield Bunker.
                                       Has launch effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has launch effect.

[2+C]                                  Last hit has knockdown effect.


----------== Special Moves ==--------------------------------------------------

Alt Nagel

236+A/B

-------------------------------------------------------------------------------

Alt Schule

214+A/B
2147+A/B
[214+A/B]

-------------------------------------------------------------------------------

Weiss Katze

623+A/B


----------== EX Moves ==-------------------------------------------------------

Sterben Ende

236+C

-------------------------------------------------------------------------------

Schneiden Ende

214+C
2147+C
[214+C]

-------------------------------------------------------------------------------

(?) EX Weiss Katze

623+C


----------== Shield Counters ==------------------------------------------------

Standing: EX Alt Nagel
Crouching: Weiss Katze
Air: EX Alt Schule


----------== Arc Drive ==------------------------------------------------------

Gnaden Sturz

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Blut Die Schwester

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Ciel
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.
                                       Push repeatedly at close range for
                                       punch combo which has strike effect.

B                                      Cannot be guarded in the air.

C                                      Push C again to throw a Black Key.
                                       Has Blowback Edge version.
                                       Blowback cannot be guarded in the air.

2+A

2+B                                    Push 2+B again to launch the opponent.

2+C                                    Cannot be guarded in the air.
                                       Push 2+C again to launch the opponent.

[A]

[B]

[C]

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

4+B >> 236+B                           Cannot be guarded in the air.
                                       First attack has Blowback Edge version.
                                       Blowback is a mid attack.

4+C                                    Cannot be guarded in the air.

214+D                                  Shield Bunker.
                                       Has launch effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.

[2+C]                                  Dive attack. Can be cancelled into
                                       special or EX move.


----------== Special Moves ==--------------------------------------------------

Black Keys

214+A >> 4+A >> 4+A
214+A >> 4+A > 4+B >> 4+B
214+B >> 4+B >> 4+A
214+B >> 4+B > 4+B >> 4+B
2147+A/B >> 4+A/B >> 4+A/B
[214+A/B] >> [4+A/B] >> [4+A/B]

-------------------------------------------------------------------------------

Hiero

236+A/B > [A/B]
236+A/B > [214+A/B] > [214+A/B]
236+A/B > (After rebounding from wall) [214+A/B]
[236+A/B]

-------------------------------------------------------------------------------

Ciel Somersault

22+A/B
[22+A/B]

-------------------------------------------------------------------------------

Bladesinker

623+A/B


----------== EX Moves ==-------------------------------------------------------

Grande Finale

214+C

-------------------------------------------------------------------------------

Enterrement

2147+C
[214+C]

-------------------------------------------------------------------------------

Seventh Heaven

236+C

-------------------------------------------------------------------------------

(?) EX Hiero

[236+C]

-------------------------------------------------------------------------------

(?) EX Ciel Somersault

22+C
[22+C]

-------------------------------------------------------------------------------

(?) EX Bladesinker

623+C


----------== Shield Counters ==------------------------------------------------

Standing: EX Ciel Somersault
Crouching: Dash towards opponent
Air: Hiero


----------== Arc Drive ==------------------------------------------------------

Seventh Scriptures (Dainana Seiten)

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Jouka no Honoo

During Blood Heat, air shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Akiha Tohno
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Has Blowback Edge version.
                                       Blowback does more hits.
                                       Push B again to launch the opponent.

C                                      Cannot be guarded in the air.

2+A                                    Cannot be guarded in the air.

2+B                                    Push 2+B again twice to perform another
                                       low attack, then a leaping mid attack
                                       which has launch effect.

2+C                                    Cannot be guarded in the air.

[A]

[B]

[C]

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

4+C

6+C                                    Strike effect against opponents in the
                                       air.

214+D                                  Shield Bunker.
                                       Low attack with knockdown effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.

[2+C]                                  Knockdown effect against opponents
                                       in the air.


----------== Special Moves ==--------------------------------------------------

Tori wo Otosu

236+A/B
2369+A/B
[236+A/B]

-------------------------------------------------------------------------------

Kemono wo Kogasu

22+A/B > 22+A/B
[22+A/B] > 22+A/B

-------------------------------------------------------------------------------

Tsuki wo Ugatsu

214+A/B

-------------------------------------------------------------------------------

Kakuyaku Momiji

421+A/B


----------== EX Moves ==-------------------------------------------------------

EX Tori wo Otosu

236+C
2369+C
[236+C]

-------------------------------------------------------------------------------

EX Kemono wo Kogasu

22+C > 22+A/B/C
[22+C] > 22+A/B/C

-------------------------------------------------------------------------------

EX Tsuki wo Ugatsu

214+C

-------------------------------------------------------------------------------

EX Kakuyaku Momiji

421+C


----------== Shield Counters ==------------------------------------------------

Standing: EX Tori wo Otosu while moving forwards
Crouching: Dash behind opponent
Air: Jumping 2+C with launch effect


----------== Arc Drive ==------------------------------------------------------

Sekisyu Origami

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Kokuu Mau Tori wo Otosu

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Kurenaisekisyu Akiha
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Super armor startup.
                                       Has Blowback Edge version.
                                       Blowback does more hits.
                                       Push B again to launch the opponent.

C                                      Cannot be guarded in the air.
                                       Strike effect against opponents in the
                                       air.

2+A                                    Cannot be guarded in the air.

2+B                                    Push 2+B again twice to perform another
                                       low attack, then a leaping mid attack
                                       which has launch effect.

2+C                                    Cannot be guarded in the air.

[A]

[B]

[C]                                    Knockdown effect against opponents
                                       in the air.

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

4+C

6+C                                    Mid attack with strike effect.

214+D                                  Shield Bunker.
                                       Low attack with knockdown effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.


----------== Special Moves ==--------------------------------------------------

Tori wo Otosu

236+A/B
2369+A/B
[236+A/B]

-------------------------------------------------------------------------------

Kemono wo Kogasu

22+A/B > 22+A/B
[22+A/B] > 22+A/B

-------------------------------------------------------------------------------

Tsuki wo Ugatsu

214+A/B

-------------------------------------------------------------------------------

Kakuyaku Momiji

421+A/B


----------== EX Moves ==-------------------------------------------------------

EX Tori wo Otosu

236+C
2369+C
[236+C]

-------------------------------------------------------------------------------

EX Kemono wo Kogasu

22+C > 22+A/B/C
[22+C] > 22+A/B/C

-------------------------------------------------------------------------------

EX Tsuki wo Ugatsu

214+C

-------------------------------------------------------------------------------

EX Kakuyaku Momiji

421+C


----------== Shield Counters ==------------------------------------------------

Standing: EX Kakuyaku Momiji
Crouching: Dash behind opponent
Air: EX Tori wo Otosu


----------== Arc Drive ==------------------------------------------------------

Sekisyu Origami

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) "Tamashii sae... nokosanai!"

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Hisui
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Cannot be guarded in the air.

C                                      Hold C to charge forwards.

2+A                                    Cannot be guarded in the air.

2+B                                    Cannot be guarded in the air.

2+C                                    

[A]

[B]                                    Push B again for a second attack which
                                       has knockdown effect against opponents
                                       in the air.

[C]                                    Has Blowback Edge version.
                                       Blowback has knockdown effect against
                                       opponents in the air.

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

4+B                                    Unguardable, but very small damage and
                                       opponent must be in the right spot for
                                       it to hit. A successful hit reduces the
                                       opponent's gauge by 20.0%

6+B                                    Launcher.

6+C >> 6+C                             Both hits cannot be guarded in the air.
                                       Second hit has knockdown effect.

214+D                                  Shield Bunker.
                                       A counterattack with strike effect.
                                       Will only activate when opponent
                                       attempts a high or mid attack on her.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.

[2+C]                                  Diving cross-chop attack.


----------== Special Moves ==--------------------------------------------------

"Shitsurei shimasu"

623+A/B

-------------------------------------------------------------------------------

"Otama wa ganjyou desu"

236+A/B
2369+A/B
[236+A/B]

-------------------------------------------------------------------------------

"Abunai desu yo"

214+A/B

-------------------------------------------------------------------------------

"Ganbarimashita"

22+A/B/C


----------== EX Moves ==-------------------------------------------------------

(?) EX "Shitsurei shimasu"

623+C

-------------------------------------------------------------------------------

(?) EX "Otama wa ganjyou desu"

236+C
2369+C
[236+C]

-------------------------------------------------------------------------------

(?) EX "Abunai desu yo"

214+C


----------== Shield Counters ==------------------------------------------------

Standing: "Otama wa ganjyou desu" weak version
Crouching: Appear behind opponent
Air: Jumping 2+C


----------== Arc Drive ==------------------------------------------------------

Ankoku Hisui Ken

41236+C


----------== Last Arc ==-------------------------------------------------------

Sennoh Tantei

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Mech-Hisui
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Cannot be guarded in the air.

C                                      Has Blowback Edge version.
                                       Blowback does more hits.

2+A                                    Cannot be guarded in the air.

2+B                                    Cannot be guarded in the air.

2+C                                    Has Blowback Edge version.

[A]

[B]

[C]                                    Has Blowback Edge version.

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

4+B                                    Ground flamethrower attack.

6+C                                    Launcher.

214+D                                  Shield Bunker.
                                       Drill attack with launch effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.

[2+C]                                  Aerial flamethrower attack.


----------== Special Moves ==--------------------------------------------------

Laser

236+A/B

-------------------------------------------------------------------------------

Missile

214+A/B

-------------------------------------------------------------------------------

Kohakuryoku Barrier

22+A/B

-------------------------------------------------------------------------------

Denji Net Wire - Type High

623+A/B

-------------------------------------------------------------------------------

(?) Retractable Arm Throw

421+A/B

-------------------------------------------------------------------------------

(?) Crossbow

2147+A/B
[214+A/B]


----------== EX Moves ==-------------------------------------------------------

EX Laser

236+C

-------------------------------------------------------------------------------

EX Missile

214+C

-------------------------------------------------------------------------------

EX Kohakuryoku Barrier

22+C

-------------------------------------------------------------------------------

EX Denji Net Wire - Type High

623+C

-------------------------------------------------------------------------------

(?) EX Retractable Arm Throw

421+C

-------------------------------------------------------------------------------

(?) EX Crossbow

2147+C
[214+C]


----------== Shield Counters ==------------------------------------------------

Standing: EX Missile old version
Crouching: Dash behind opponent
Air: Crossbow


----------== Arc Drive ==------------------------------------------------------

L.S.O (Choujin Shimai Doumei)

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Rocket

During Blood Heat, air shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Kohaku
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Cannot be guarded in the air.

C                                      First hit cannot be guarded in the air.

2+A                                    Cannot be guarded in the air.

2+B

2+C                                    Has Blowback Edge version.

[A]

[B]

[C]                                    Knockdown effect.
                                       Has Blowback Edge version.

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

214+D                                  Shield Bunker.
                                       Knockdown version of Battoh.

222+D                                  Activate Heat/Blood Heat.
                                       Has launch effect.


----------== Special Moves ==--------------------------------------------------

Battoh - Himitsu no Wazamono

236+A >> A
236+B >> C

-------------------------------------------------------------------------------

Magical Amber Missile

214+A/B > [A/B]
2147+A/B
[214+A/B]

-------------------------------------------------------------------------------

Konnan Sodatete Mimashita

22+A/B


----------== EX Moves ==-------------------------------------------------------

EX Battoh - Himitsu no Wazamono

236+C

-------------------------------------------------------------------------------

EX Magical Amber Missile

214+C
2147+C
[214+C]

-------------------------------------------------------------------------------

EX Konnan Sodatete Mimashita

22+C

-------------------------------------------------------------------------------

"Hey Johnny, Come On!"

2222+C

-------------------------------------------------------------------------------

Okusuri desu

1632143+C


----------== Shield Counters ==------------------------------------------------

Standing: Blowback weak version of Battoh
Crouching: Roll behind opponent
Air: Magical Amber Missile


----------== Arc Drive ==------------------------------------------------------

China Kohaku / Kaidakohjin Kohaku Kyaku

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Kohaku-ryuu Majojutsu Ohgi

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Hisui & Kohaku
===============================================================================

----------== Special Moves ==--------------------------------------------------

Yuushimai no Kizuna (Tanjyo-hen)

22+D

-------------------------------------------------------------------------------

Shimai no Kizuna (Kihon-hen)

(Hisui) 214+A
	(Equivalent to Kohaku's 22+B)

(Hisui) 214+B
	(Equivalent to Kohaku's [214+B])

(Hisui) 214+C
	(Equivalent to Kohaku's [C])

-------------------------------------------------------------------------------

Shimai no Kizuna (Kazagumo-hen)

(Kohaku) 214+A
	(Equivalent to Hisui's B)

(Kohaku) 214+B
	(Equivalent to Hisui's C)

(Kohaku) 214+C
	(Equivalent to Hisui's [C])


----------== Arc Drive ==------------------------------------------------------

Ankoku Hisui Ken

(Kohaku) 214+D

-------------------------------------------------------------------------------

China Kohaku / Kaidakohjin Kohaku Kyaku

(Hisui) 214+D

-------------------------------------------------------------------------------

Shimai no Kizuna (Gekijyou-hen)

214214+C


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Shiki Tohno
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Cannot be guarded in the air.
                                       Press B again for his launcher.
                                       The launcher also has a Blowback
                                       Edge version.

C                                      Cannot be guarded in the air.
                                       Has Blowback Edge version.
                                       Blowback is unguardable.

2+A                                    Cannot be guarded in the air.

2+B

2+C

[A]

[B]

[C]                                    Has Blowback Edge version.
                                       Blowback has launch effect.

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

22 >> 22                               Invincible backflip.

214+D                                  Shield Bunker.
                                       Launch effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.


----------== Special Moves ==--------------------------------------------------

Kirifuda sono Ichi

236+A/B

-------------------------------------------------------------------------------

Kirifuda sono Ni

214+A/B

-------------------------------------------------------------------------------

Jibun demo yoku wakaranai Keri

623+A/B


----------== EX Moves ==-------------------------------------------------------

EX Kirifuda sono Ichi

236+C

-------------------------------------------------------------------------------

EX Kirifuda sono Ni

214+C

-------------------------------------------------------------------------------

EX Jibun demo yoku wakaranai Keri

623+C


----------== Shield Counters ==------------------------------------------------

Standing: EX Hattenshoh
Crouching: Step behind opponent
Air: Jumping strong attack with launch effect


----------== Arc Drive ==------------------------------------------------------

Chokushi no Magan

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) "Kore ga mono wo korosu tte iu koto da!"

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Shiki Nanaya
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Cannot be guarded in the air.
                                       Press B again for his launcher.
                                       The launcher also has a Blowback
                                       Edge version.

C                                      Cannot be guarded in the air.
                                       Has Blowback Edge version.
                                       Blowback is unguardable.

2+A                                    Cannot be guarded in the air.

2+B                                    Cannot be guarded in the air.

2+C                                    Slide kick.

[A]

[B]

[C]

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

22 >> 22                               Invincible backflip.

214+D                                  Shield Bunker.
                                       Launch effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has launch effect.

[22]                                   Quick fall to the ground.


----------== Special Moves ==--------------------------------------------------

Sensa - Hassen

214+A

-------------------------------------------------------------------------------

Sensa - Nanaya

214+B

-------------------------------------------------------------------------------

Sensa - Hitokaze

214+C

-------------------------------------------------------------------------------

Sensa - Hattenshoh

236+A/B

-------------------------------------------------------------------------------

Sensoh - Rikuto

623+A/B


----------== EX Moves ==-------------------------------------------------------

EX Sensa - Hattenshoh

236+C

-------------------------------------------------------------------------------

EX Sensoh - Rikuto

623+C


----------== Shield Counters ==------------------------------------------------

Standing: EX Hattenshoh
Crouching: Step behind opponent
Air: Jumping strong attack with launch effect


----------== Arc Drive ==------------------------------------------------------

Sensa - Meigokusamon

41236+C


----------== Last Arc ==-------------------------------------------------------

Kyokushi Nanaya

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Miyako Arima
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Cannot be guarded in the air.

C                                      Cannot be guarded in the air.
                                       Strike effect against opponents in the
                                       air.

2+A

2+B                                    Cannot be guarded in the air.

2+C

[A]

[B]

[C]

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw. Also works on
                                       grounded opponents.


----------== Command Moves ==--------------------------------------------------

6+B

6+C                                    Launcher.

214+D                                  Shield Bunker.
                                       Launch effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has launch effect.


----------== Special Moves ==--------------------------------------------------

Shinkyaku

22+A/B

-------------------------------------------------------------------------------

Senshippo

214+A/B

-------------------------------------------------------------------------------

Renkantai

623+A/B
[623+A/B]

-------------------------------------------------------------------------------

Chohshinchuu

236+A/B >> 6+A/B


----------== EX Moves ==-------------------------------------------------------

EX Shinkyaku

22+C

-------------------------------------------------------------------------------

EX Senshippo

214+C

-------------------------------------------------------------------------------

EX Renkantai

623+C
[623+C]

-------------------------------------------------------------------------------

EX Chohshinchuu

236+C


----------== Shield Counters ==------------------------------------------------

Standing: Standing strong attack with strike effect
Crouching: Step behind opponent
Air: EX Renkantai


----------== Arc Drive ==------------------------------------------------------

Kyuukyoku Ohgi

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Kaishin no Ichigeki

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Warakia/Tatari
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Cannot be guarded in the air.

C                                      Cannot be guarded in the air.

2+A

2+B                                    Cannot be guarded in the air.

2+C                                    

[A]

[B]

[C]

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

6+C                                    Launcher.

214+D                                  Shield Bunker.
                                       Launch effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.
[2+C]                                  Knockdown effect against opponents in
                                       the air.


----------== Special Moves ==--------------------------------------------------

Bad News (Lie)

236+A/B

-------------------------------------------------------------------------------

Bad News (Malice)

623+A/B

-------------------------------------------------------------------------------

Replicant Coordinator (Id)

214+A/B/C

-------------------------------------------------------------------------------

Fumble Code (Apoptosis)

22+A/B

-------------------------------------------------------------------------------

Creature Channel (das Es)

421+A/B


----------== EX Moves ==-------------------------------------------------------

EX Bad News (Lie)

236+C

-------------------------------------------------------------------------------

EX Bad News (Malice)

623+C

-------------------------------------------------------------------------------

EX Fumble Code (Apoptosis)

22+C
2222+C

-------------------------------------------------------------------------------

EX Creature Channel (das Es)

421+C


----------== Shield Counters ==------------------------------------------------

Standing: EX Bad News special version
Crouching: Dash behind opponent
Air: Jumping strong attack with knockdown effect


----------== Arc Drive ==------------------------------------------------------

EX Replicant Coordinator (Id)

63214+C

-------------------------------------------------------------------------------

Night ON THE BLOOD LIAR

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Great Creature Channel

During Blood Heat, standing shield the opponent's attack

-------------------------------------------------------------------------------

(?) Worst News

During Blood Heat, crouching shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Nrvnqsr (Nero) Chaos
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B

C                                      Cannot be guarded in the air.
                                       Cannot chain to any other normal attack.

2+A                                    Cannot be guarded in the air.

2+B                                    Cannot be guarded in the air.

2+C                                    Cannot be guarded in the air.
                                       Has Blowback Edge version.
                                       Blowback has launch effect.

[A]

[B]

[C]                                    Last hit has knockback effect against
                                       opponents in the air.

(Near opponent) 4/6+C                  Throw.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

66                                     Teleport.

4+C                                    Cannot chain to any other move.

214+D                                  Shield Bunker.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.


----------== Special Moves ==--------------------------------------------------

Konton Kaihou - Juukakushu

421+A/B

-------------------------------------------------------------------------------

Konton Kaihou - Kokuyokushu

236+A/B

-------------------------------------------------------------------------------

Konton Kaihou - Hachuushu

214+A/B


----------== EX Moves ==-------------------------------------------------------

EX Konton Kaihou - Juukakushu

421+C

-------------------------------------------------------------------------------

EX Konton Kaihou - Kokuyokushu

236+C

-------------------------------------------------------------------------------

EX Konton Kaihou - Hachuushu

214+C

-------------------------------------------------------------------------------

Busoh 666 - Kaihoh

63214+C


----------== Shield Counters ==------------------------------------------------

Standing: Standing strong attack
Crouching: Teleport behind opponent
Air: Jumping medium attack with launch effect


----------== Arc Drive ==------------------------------------------------------

Busoh 999

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Konton Kaihou - Zenshu

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Satsuki Yumiduka
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      Cannot be guarded in the air.

B                                      Cannot be guarded in the air.

C                                      Has Blowback Edge version.
                                       Blowback has launch effect.

2+A                                    Cannot be guarded in the air.

2+B

2+C                                    Has Blowback Edge version.

[A]                                    Cannot chain to any other normal attack.

[B]                                    Cannot chain to any other normal attack.

[C]                                    Cannot chain to any other normal attack.
                                       Knockdown effect.
                                       Has Blowback Edge version.
                                       Blowback has launch effect.

(Near opponent) 4/6+C                  Throw.


----------== Command Moves ==--------------------------------------------------

214+D                                  Shield Bunker.
                                       Weak version of "Ikkuyo~!".

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.


----------== Special Moves ==--------------------------------------------------

Mihatenu yume wo tsukamu Sacchin Arm

236+A/B

-------------------------------------------------------------------------------

Todokanai yume wo ou Sacchin Arm

623+A/B

-------------------------------------------------------------------------------

"Jama shinaide.......!"

22+A/B

-------------------------------------------------------------------------------

"Ikkuyo~!"

214+A/B


----------== EX Moves ==-------------------------------------------------------

EX Mihatenu yume wo tsukamu Sacchin Arm

236+C

-------------------------------------------------------------------------------

EX Todokanai yume wo ou Sacchin Arm

623+C

-------------------------------------------------------------------------------

EX "Jama shinaide.......!"

22+C

-------------------------------------------------------------------------------

EX "Ikkuyo~!"

214+C


----------== Shield Counters ==------------------------------------------------

Standing: "Ikkuyo~!" with strike effect
Crouching: Dash behind opponent
Air: Jumping strong attack with launch effect


----------== Arc Drive ==------------------------------------------------------

"Okottan dakara......!"

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Koyuu Kekkai - Kokatsu Teien

During Blood Heat, standing shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------




===============================================================================
Len
===============================================================================

----------== Normal Moves ==---------------------------------------------------

A                                      

B                                      Cannot be guarded in the air.

C                                      Cannot be guarded in the air.

2+A

2+B                                    Cannot be guarded in the air.
                                       Has knockdown effect.

2+C                                    Cannot be guarded in the air.
                                       Cannot chain to any other move.

[A]

[B]

[C]

(Near opponent) 4/6+C                  Throw. Possible to OTG afterwards.

(Near opponent) [4/6+C]                Air throw.


----------== Command Moves ==--------------------------------------------------

3 (Hold)                               Cat form.

3+C                                    Looks identical to her 2+C, except she
                                       lunges forward with her actual
                                       body. Can be cancelled into special or
                                       EX move.

214+D                                  Shield Bunker.
                                       Launch effect.

222+D                                  Activate Heat/Blood Heat.
                                       Has strike effect.

[2+C]


----------== Special Moves ==--------------------------------------------------

Fleur Freeze

236+A/B
2369+A/B
[236+A/B]

-------------------------------------------------------------------------------

London Rondo

623+A/B >> A/B

-------------------------------------------------------------------------------

Glass Grass Teatime

214+A/B

-------------------------------------------------------------------------------

Nekotsuu Rocket

214+C


----------== EX Moves ==-------------------------------------------------------

EX Fleur Freeze

236+C
2369+C
[236+C]

-------------------------------------------------------------------------------

EX London Rondo

623+C


----------== Shield Counters ==------------------------------------------------

Standing: Hammer with launch effect
Crouching: Run behind opponent
Air: Strawberry Pie with knockdown effect


----------== Arc Drive ==------------------------------------------------------

Utakata

41236+C


----------== Last Arc ==-------------------------------------------------------

(?) Strawberry Pie

During Blood Heat, air shield the opponent's attack


----------== Combos ==---------------------------------------------------------



----------== Notes ==----------------------------------------------------------






















=== 4. MISCELLANEOUS ==========================================================

	[Bugs and Glitches]

--== Floating Opponent ==--

(For version 1.100 only)
Using Kohaku, perform the following combo on any opponent:

	236+C > 2+C >> B 8^ [Throw]

If your timing is good, EX Battoh will activate at the same time as the air
throw. This will leave your opponent floating in the air. To bring them back to
the ground, just hit them with any knockdown move.


--== Floating Shiki ==--

(For version 1.100 only)
This glitch is done using Hisui & Kohaku and it only works on Shiki or Nanaya.
As Hisui, stand right next to Shiki and then press 22+D to switch to Kohaku.
Immediately after the switch, press 214+A to command Hisui to attack Shiki from
behind. The attack will leave Shiki frozen in his falling animation, never
touching the ground. To get him back to normal, just hit him.




















=== 5. CREDITS ================================================================

The move names and commands were obtained from the following sources:
Melty Blood Online Manual (included with the game)
My Pace! (http://web.ffn.ne.jp/~mypace/)
Aprico (http://www3.tokai.or.jp/aprico/)
Daikumachi Research Institute (http://qohmovie.net/d-ken/)
Puchi Luna (http://sakura.if.tv/)

The hits and damage values were calculated by myself. If there are any errors
please let me know.

I do not have an email account at the moment, so if you have anything you
would like to contribute to this FAQ, just post something on the Melty Blood
message board at GameFAQs.com.