Melty Blood ReACT 2.004
FAQ v.2.035: "Roman Cancel?!"

Written by kalciane ( kaidese@yahoo.com ), started 6/1/04



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             //   ___| | |_ _   _    / __ | ___   ___   __| |
            /     / _  | __| | | |  /__// |/ _  / _  / _` |
           / //   __/ | |_| |_| | / /   | (_) | (_) | (_| |
           /    /___|_|__|__, |______/_|___/ ___/ __,_|
                         /__ |___//_   / __Y__   
                        / /// _ //_\ / /    / //
                       / _    __/  _  Y /___ / /
                       / _/____/ _|____/ /


           Through the Looking-Glass, Fairy Tale Transparently

==============================================================================


The most current version of this document will always be found at:
 - http://kalciane.tnim.org/stuff/mb-react-faq.txt

Replays made by myself and other players will be referred to occasionally to
demonstrate a technique or combo. These can be found at:
 - http://kalciane.tnim.org/react-replays

This FAQ is currently only supposed to be posted at:

 - GameFAQs.com
 - Neoseeker.com.
 - DLH.net

This FAQ is copyright kalciane 2004. You are free to use it as long as
permission is granted. None of the contents here may be used or sold for
profit.


=================
Table of Contents
=================


I. Version History: List of changes made to this document.

II. To Do List: List of things left to do.

III. What is this FAQ for? A brief introduction.

IV. Format: The various modes available for play.

V. Gameplay Changes from the Original Melty Blood: Specifically covers
   differences, and assumes you already know Melty Blood.

VI. Characters: Movelists.

     - Akiha Tohno
     - Akiha Tohno (Reversed)
     - Aoko Aozaki
     - Arcueid Brunestud
     - Ciel
     - Executioner Ciel
     - G-Akiha
     - Hisui
     - Hisui & Kohaku
     - Kohaku
     - Mech-Hisui
     - Miyako Arima
     - Neco-Arc
     - Nrvnqsr Chaos
     - Ren
     - Satsuki Yumizuka
     - Shiki Nanaya
     - Shiki Tohno
     - Sion Eltnam Atlasia
     - Sion Eltnam Atlasia (Vampire)
     - Walachia
     - Warcueid
     - White Ren

VII. Engine: Discussion of the "universal infinite" theory in Melty Blood
      and how it's different for ReACT.

     - Universal Infinite
     - ReACT Changes
     - Wall and OTG Rules
     - Wallslam
     - New Universal Infinite

VIII. Current Known Secrets and Glitches: Pretty self-explanatory.

IX. Credits: People who have helped.


==================
I. Version History
==================

2.035

 - Yay for discovering things I never would've figured out without the
   Japanese.
  - Arcueid can interrupt her 623+C with low-shield before the finishing
    swipe comes out.


2.030

 - Updating FAQ for version 2.004.
  - Shiki Tohno's infinite has been removed (you can flip out after the
    214+B).
  - Warcueid's infinite is still there, though.
  - You now have a variety of breakfall options in the air: whereas previously
    you could only do a neutral breakfall, now you can pick back, forward, or
    neutral by holding the appropriate direction while pushing any button.
    This is basically Street Fighter Alpha 3's breakfall system; in fact, the
    entire juggling system is now greatly reminiscent of Alpha 3, but with
    added OTG and wallslams.
   - Problem with this addition is that Satsuki's crossunder mixup game is now
     completely nerfed.
  - Ren's Shield Bunker no longer drains circuit.
  - Added some Nanaya and Warcueid errata.


2.020

 - Updating FAQ for version 2.003, props to VManofMana from SRK.com's forums
   and linalys from Beast's Lair.
  - Minor changes to Hisui & Kohaku, Miyako, and Warcueid's manual entries.
  - According to rough Japanese online translators, this was mostly a bug and
    stability fix.
  - Hisui & Kohaku's Maid Beatdown deals a teeny bit more damage. (Woo.)
  - The Shikis were NOT toned down.
  - Walachia's Night on the Blood Liar glitch is fixed.
  - Ren has an intro pose now.
  - Arcueid can now chain 2+B, C. Major step up to help her game, IMO.
  - Miyako's air throw can not grab ground opponents, and cannot be comboed
    after. But it deals a little more.
  - The Akihas' EX Flame Tongue is back to 100% circuit usage. EX Flame Pits
    now will always drain Blood Heat.
  - Warcueid walks a bit faster.
  - Added some major errata to White Ren; she's not been revised since the
    original, so she can still OTG throw, combo after throw, and such.
  - Added some errata for the Sions' throws.
  - Added infinite info. Shiki Tohno and Warcueid have one.
  - Added Sion errata.
 - Reordered G-Akiha after Executioner Ciel instead of before. Dur, I R smrt.
 - Added in some character OTG info, after experimenting with Reversed Akiha;
   this is all in her section, since she's the only one who can OTG combo in
   such a way.
 - The Akihas' throws are no longer variable against Sion. They still are
   against Miyako, though, and now Nrvnqsr's suspectible to them too.


2.015

 - Updating FAQ for version 2.002, mostly thanks to Anon Spectre:
  - Ren and Satsuki's throws are now breakfallable.
  - Ren's 5+C's last hit can be buffered, it hits 5 times instead of 4, and it
    will completely wiff OTG.
  - Arcueid's throw infinite has been removed.
  - Arcueid's A Uppercut can now only hit 5 times max.
  - Arcueid's 4+B can now be charged.
  - Akiha (Reversed)'s Activation now wallslams.
  - 300% EX moves no longer have variable circuit drains (with two
    exceptions).
  - Satsuki and Nanaya's 300% EX moves are now unblockable.
  - Miyako's A Dynamite Punch has been sped up.
  - Arcueid, Warcueid, and Shiki Tohno' 5+C charge move is unblockable. With
    Shiki, it can be blocked if at just the right distance.
  - Hisui and Shiki Tohno's Last Arc drains all circuit.
  - Automatically reloading Sion's gun is slower than manually doing it.
  - Walachia's EX Kyasutto deals more hits and slightly less damage up close.
  - Minor errata for the Shikis.


2.010

 - Removed Strategy section. If people want to send stuff in that's fine, but
   there's too much out there right now for me to want to compile it by
   myself. The Shoryuken.com forums have a few ReACT threads, as do the
   GameFAQs boards.
 - Added Giant Attack Mode.
 - Removed Personal Opinions.
 - Added stuff about dash characters, and Eyes of Direct Death blockability.
 - This will probably be the last update for a while.


2.001

 - Just some editing for now, after the massive 14-hour rewrite-a-thon.
 - Some minor cleanup for Ciel, Hisui & Kohaku, Mech-Hisui, Miyako, Nrvnqsr,
   Ren, Sion (Vampire), Walachia, Warcueid.
 - Changed the spelling to "Neco-Arc". It looks cuter.
 - I like "Ren" better, so it stays.
 - Saw a Japanese combo video, adding some errata...
  - Arcueid's Shiki-specific Last Arc.
  - Ciel's full damage info for her Last Arc.
  - Juggle potential of Shiki Tohno, Akiha (Reversed), and Nrvnqsr's Last Arc.
  - Range of Shiki Nanaya's Last Arc.


2.000

 - Okay, so I lied. Here, a rewrite with integrated errata, separate move
   descriptions, and damage totals. Still no real movenames, though. The
   hiddens do not have a full rewrite simply because they don't have full
   movesets
 - Added some info on damage scaling for jumping/crouching characters.
 - Shield Bunkers can be done from blockstun, but eat circuit.
 - Added info on critical hits.
 - Added percentage gains for blocked and landed basic hits.


1.555

 - Added in a whole new whack of errata thanks to Anon Spectre.
  - Characters whose Last Arc requires full circuit instead of getting it
    free.
  - Wallslam/juggle info for Heat/Blood Heat activation.
  - Throws which increase circuit.
  - New Shield Counter/Bunker circuit percentage gain.
  - New Shield Counter/Bunker information.
  - Errata for Akiha, Akiha (Reversed), Aoko, Arcueid, Ciel, Mech-Hisui, Ren,
    Shiki Nanaya, Satsuki, Shiki Tohno, Sion, Sion (Vampire), and Walachia.
  - Changed some antiquated terms for: low airdashing (goshuJINsama), and some
    characters' 300% EX moves.
 - Removed the bit about MBRUnlocker.exe not working; new version's been made.
 - Changed copyright notice. Apparently some people thought I was trying to
   start something, which is not the case. I simply do not want to be involved
   in their activities.


1.150

 - Updated the FAQ for ReACT 2.001. Changes include:
  - Hisui & Warakia's improved Blood Heat Arc Drive
  - Miyako and both Akiha's improved Last Arc.
  - Attack data info in Training mode.
  - The game seems more stable now, and doesn't cause massive memory issues if
    you play it for a prolonged time.
  - The 300% shield/circuit glitch is fixed. (I knew it was a glitch!)
  - The floating character glitch seems fixed as well.
  - Ren can no longer OTG throw, except against Ren.
 - Corrected the command for Arcueid's Uppercut, and added in her infinite
   A Uppercut (J-ReACT BBS). Corrected command for Dash Swipe (tkhm).
 - Corrected romanization of "Satsuki Yumizuka". (Desturel)
 - Major change to the Strats section. Almost all of the infinites and 100%
   combos in the game have been rendered impossible. Arcueid still has her
   (limited) infinite.
 - There is now a "three wallslams maximum" rule.
 - Damage scaled more severely in 2.001. 50-60% combos now will only deal
   40-45%.
 - Airdashes toned down. They're slower, and double midair C attacks are
   harder to pull off (but still possible with characters that have short
   jumps, like Ren).


1.140

 - Added some personal opinions.
 - Added some general info on chargeable specials. Only Kohaku and Ciel seem
   to have them; anyone else know of any more?
 - More strats for Akiha, Reversed Akiha (yukinose), Hisui & Kohaku, Miyako
   (linalys), Ren (J-boards), and Satsuki (VManofMana, yukinose).
 - Added errata on Akiha/Akiha (Reversed)'s Fire Pit thanks to alextansc.
 - Added errata on Nrvnqsr's Crows, Ren's 5+C blockability, Warcueid's jump.
 - Important: added an update from Watanabe Productions about the bugs in
   ReACT. See below in To Do List.
 - Added errata on Akiha's throw against Miyako, revised the bugs/secrets
   section to account for MBRUnlocker.exe.


1.135

 - Adding more strategies...
 - Added everyone's Shield Counters.
 - Updated life ratings. Simple version: Ren/White Ren and Warcueid all take
   110%, Akiha (Reversed) takes 120%.
 - Updated info on 300% circuit without automatic Heat thanks to linalys.
 - Added some Walachia info thanks to Mellow RG.
 - Added some tactics seen in Japanese MB replays, specifically for Ren's
   corner infinite and Last Arc.


1.130

 - Added more glitches, errata, and combos thanks to alextansc and linalys.
 - Kohaku and Nrvnqsr's character gravity verified (they can be OTG thrown by
   Ren).
 - Bit more info on the Universal Infinite and New Universal Infinite. At this
   time the New Universal Infinite seems to only work on Nrvnqsr and Walachia.
 - Reworked wall/OTG rules section.
 - Removed Flow.
 - Replaced all instances of "7 jump cancel" with "9 jump cancel", I'm an
   idiot...
 - Added in errata about normal/command moves that chip.
 - Tweaked the Gameplay Changes section.
 - More formatting. It's not as ugly as it was before! Really!
 - Added in temporary movelists for the hiddens.
 - Added in G-Akiha's placeholder movelist.


1.120

 - Added all known infinites at this point, done by Kamo.
 - Removed the Rankings section. It doesn't matter anymore.
 - Added a new section to Engine, the New Universal Infinite.
 - More errata, specifically about character gravity.


1.110

 - Added some further errata thanks to alextansc, Anon Spectre, and SS7MH from
   the GameFAQs boards and linalys and tjm from Beast's Lair:
 - Added new info for just about everyone.
 - Brief descriptions of the hiddens' moves.
 - Added a Strategy section.
 - Added errata here and there.
 - Added Wallslam properties in Engine.
 - Added Shield Bunker info.
 - Added 300% EX meter drain info.
 - Redid the formatting a bit.
 - Updated the status of the hiddens' potential to be unlocked (short version:
   right now, they can't be).


1.050

 - Movelist mostly done, pending some error checks. All the 4/8 matches are
   done.


1.040

 - Movelist almost done. Am finishing up the predetermined matches, added a
   bit of information about Counters.


1.030

 - Added info on charge moves, and launchers.


1.020

 - More info added... everyone's Last Arcs (except for the hiddens) and engine
   analysis.


1.010

 - Added some sections and more information.


1.000

 - Started the FAQ.


==============
II. To Do List
==============


 - Redo everyone's damage totals.

 - Find more errata. There's always something more.

 - Add in meter gain for everyone's moves? Blech, what a pain...

 - Add info on characters' Heat activations and the hitboxes?

 - Build a section about each character's shielding area?

 - Try to break the game again.


==========================
III. What is this FAQ for?
==========================


This FAQ is a work in progress for details and analysis on the game, Melty
Blood ReACT, which is a sequel to the very popular doujinshi fighting game
Melty Blood. This FAQ will cover moves for the characters, analysis, and
strategies. It is not a story or continuity FAQ; I am not a translator and I
don't want to pretend I am one, although anyone who can help me in that regard
is definitely welcome to do so. Revolve Translations is working on an English
patch to the game, I believe.

A couple of things before you start: the notation I will be using is as
follows:

7  8  9
4  5  6    A   B   C   D
1  2  3

where the numbers represent joystick directions if the player was facing
right (1P), A is light, B is medium, C is heavy, and D is shield.

The FAQ will assume that you are at least familiar with the basics, if not
the advanced strategies and engine comprehension, of Melty Blood. If not, it's
not a problem, but I'm not going to explain all of it. Peter Tsai has written
an excellent FAQ for Melty Blood that covers the basics. This FAQ will also
assume you have a working copy of the game. It isn't going to explain
every small detail like damage totals and move descriptions and such, just the
things you can't simply pull up from the game itself. There will be a focus on
actual gameplay elements.


==========
IV. Format
==========


The game has several modes of play.

- Story Mode: This is from the original Melty Blood, nothing new here.

- Arcade Mode: This is the new feature. Each character has their own path,
  but the story is generally the same. A mirror-Ren has caused illusions of
  last summer's villains to reappear. Walachia/Tatari is suspected, so you go
  out to find out what's going on. (This differs slightly from character to
  character.)

- Versus Mode: Just a normal, non-plot mode for pure fighting. You can play
  someone else, the AI, or watch replays of matches.

- Giant Attack: A hidden mode. Hold Shield when you select Arcade. In this
  mode you will fight a single round against G-Akiha and be timed as to how
  fast you can beat her.


=================================================
V. Gameplay Changes from the Original Melty Blood
=================================================


Engine
------

 - Arcade Mode consists of 10 battles. You will only get to battle 10 if you
   beat everyone without continuing. Every character faces a predetermined
   battle at 4 and 8, and everyone faces White Ren for 9 and Aoko for 10. All
   of the predetermined battles and the two bosses have permanently filled
   magic circuits.

 - The game moves about 10-25% faster (estimate). While this does make the
   action a bit more exciting, it also invalidates some of the meticulous
   gameplay aspects the original had by making them impractical.

 - Recovery time has been tweaked so the original Melty Blood's "universal
   infinite" concept no longer applies (see Engine). Many characters do not
   have very practical or effective launchers, and air combos are highly
   restricted. The new brands of launchers seem to be:

    - a double move, such as Akiha's 5+B, B
    - a natural move, such as Kohaku's 5+C
    - or an OTG juggle such as Arcueid's 2+C -> 5+B/C or Ren's 2+B -> 5+B. OTG
      juggles require jump cancelling and *lots* of precision and speed.


Meters
------

 - When you lose life, you have a reddish portion of your bar that shows up.
   This is energy that can be regenerated by entering Heat or Blood Heat. Being
   hit will drain your normal, yellow life and a bit of your red, regenerative
   potential life.

 - The vitality bar has been removed, so all dashes, shields, and dodges are
   now free. This was a major step up in my opinion. The increased speed makes
   shielding that much more difficult, though.

 - Guard crushing seems to be removed.

 - There are critical hits are in the game. Once in a while your character
   will deal more than normal on a move, about 101-125%. This seems to be
   determined totally at random, and the screen will flicker red very quickly
   when it happens. The easiest way to land criticals is to land a move that
   has a high hit count, to increase probability.

 - Magic circuit no longer charges automatically when you're idle, but also
   charges about 1.5x faster now. You cannot gain circuit when you are
   performing a throw, an EX move, or being thrown. Some characters have
   exceptions.

 - Here's a list of meter increases for the game:

   - Blocked A: slightly less than 5.8%
   - Blocked B: slightly greater than 7.2%
   - Blocked C: slightly greater than 14.4%
   - A: 6.8%
   - B: 8.5%
   - C: 17%

   - Throw: None (with exceptions)
   - Special Moves: Depends on move
   - EX Move: None

   - Blocked Shield Bunker: slightly greater than 14.4%
   - Blocked Shield Counter: ???
   - Shield: 20%
   - Shield Bunker: 17%
   - Shield Counter: 20% + attack afterwards (with exceptions)

 - An attack that is shielded will not yield circuit. You do not gain circuit
   if you shield while in Heat or Blood Heat.


Heat/Blood Heat
---------------

 - One of the new systems in ReACT is the Blood Heat system. This replaces the
   previous, simpler system of "three levels in a single super bar". Instead
   of storing 300% circuit, you will automatically go into Heat mode. You can
   also manually enter Heat mode if you tap 222+D with at least 100% circuit.

 - While in Heat, your character's circuit will deplete gradually, and your
   character will have a bluish aura. You will regenerate red life slowly as
   long as you are not blocking, being hit, or getting up.

 - You can do a normal EX move for about 25% circuit. Heat mode is also the
   only time you can do a 300% EX move. All 300% EX moves empty the circuit
   automatically back to 150%, except for Shiki Tohno and Satsuki. If you let
   the meter run out by itself, it will end up at 150% unless you manually
   invoked Heat, which will drain it to 0%. Manually invoking Heat will
   shorten the duration depending on how much circuit you had when you did it.

 - If you tap 222+D while in automatic Heat (that is, at 300% circuit), you
   will enter Blood Heat. While in Blood Heat, your character's circuit will
   deplete gradually, and your character will have a white or fiery aura. You
   will regenerate life *very* quickly as long as you are not blocking, being
   hit, or getting up.

 - In Blood Heat, you can execute the Arc Drive version of your character's
   300% EX move, which is the more powerful version of it. This will instantly
   empty your circuit back down to 0% regardless of what the normal version
   drains. You can still execute 100% EX moves as in normal Heat with the same
   25% circuit cost.

 - The Blood Heat circuit will drain to 0% after you run out of meter or
   execute your Arc Drive move. The available time is determined by how much
   Heat meter you had when you executed the 222+D.

 - Invoking Heat or Blood Heat will make your character flash for a moment.
   This flash can hit the enemy, but won't kill them. It has absolute priority
   and will either wallslam or juggle if it hits (some characters have
   exceptions), and is unblockable.


Movement
--------

 - You can now super jump by holding a downwards direction before an upwards
   one.

 - You can now airdash and doublejump freely, i.e. airdash, then doublejump.

 - Airdashes vary from character to character. Some have faster ones.
   Airdashing from a ground dash will make you do a quick, long airdash.

 - Wallslamming is much more prevalent, but has some properties associated
   with it. (See Engine)

 - Crouching characters take about 7% more damage. Jumping characters take
   about 9% less damage.


Commands
--------

 - You can super cancel special moves into super moves unless otherwise
   mentioned.

 - Shielding in midair no longer slows your descent. There is also a slight
   bit of recovery afterwards.

 - Not all characters have the same area of affect when shielding.

 - All characters have a Shield Bunker, which is done by shielding with 214+D.
   This will shield and retaliate with a move. You can buffer into Shield
   Bunkers, but not from them. Shield Bunkers don't chip. Shield Bunkers can
   be done while in blockstun, but will deplete 50% circuit. If you use this
   manuever when you don't have 50% circuit, anything you normally would do to
   build circuit will deplete it instead until you start over at 0%.

 - All characters have a Shield Counter, which is done by doing 236+D after a
   successful shield. Depending on what kind of shield it was, the Shield
   Counter will have different effects. Shield Counters have an EX move flash
   but cost 0% circuit. Crouching Shield Counters are always of the "dash" or
   "switch sides" variety, and can be cancelled early by doing a move or
   pressing a direction. A Shield Counter that is simply an EX move will not
   increase meter like usual.

 - Charge moves are no longer done by "holding (X) button, then the direction,
   then releasing (X) button"; instead, you just hold the button, which is
   what would've made sense the first time. Some characters can charge their
   special moves or even EX moves.

 - All characters have a Last Arc, which is triggered when shielding while in
   Blood Heat. Some characters need to shield when in midair, some while
   standing, some while crouching. This will prompt an automatic retaliatory
   move. Some characters' Last Arcs will drain circuit, others won't.

 - New to ReACT is the Counter. A Counter is when you hit an enemy with an
   attack that obviously stops theirs from coming out. When this happens, the
   enemy will not be reeled back as normal but will actually be juggled up
   into the air, where you can combo them. They also cannot breakfall this
   juggle, and hitstun will be lengthened slightly. Counters deal less damage
   than normal as a result of this, by about 4% less.


==============
VI. Characters
==============


Here's a quick introduction to the format these movelists are in. Note: All
damage formula are calcuated upon a standing character with 100% life rating
upon damage level 3.

------------------------------------------------------------------------------
Character Name
------------------------------------------------------------------------------

- Match 4: who their first midboss is
- Match 8: who their second midboss is
- Activation: How their Heat/Blood Heat activation hits the enemy


Charge Moves
------------

5+C: Description of charge move, and properties. (# hits, avg. damage)

6+B: Description of charge move, and properties. (# hits, avg. damage)


Command Moves
-------------

6+C: Description of command move, and properties. (# hits, avg. damage)


Shield Bunker
-------------

Description of Shield Bunker and properties. (# hits, avg. damage)


Move 1: commands [EX]
---------------------

A: Description of the A version and any special properties. (# hits, avg.
   damage)

B: Description of the B version and any special properties. (# hits, avg.
   damage)

EX: Description of the A version and any special properties. (# hits, avg.
    damage)


Move 2: commands [EX, air only]
-------------------------------

Errata about move.

A: Description of the A version and any special properties. (# hits, avg.
   damage)

B: Description of the B version and any special properties. (# hits, avg.
   damage)

A (air): Description of the midair A version and any special properties.
         (# hits, avg. damage)

B (air): Description of the midair B version and any special properties.
         (# hits, avg. damage)

EX: Description of the A version and any special properties. (# hits, avg.
    damage)


Super Move 1: commands [Heat, Blood Heat]
-----------------------------------------

Errata about move.

Heat: Description of the Heat version, and any special properties. (# hits,
      avg. damage total)

Blood Heat: Description of the Blood Heat version, and any special
            properties. (# hits, avg. damage)


Last Arc
--------

Description of Last Arc and activation conditions. (# hits, avg. damage)


Shield Counters
---------------

Air: Description of air Shield Counter, and special properties. (# hits, avg.
     damage).

Ground: Description of ground Shield Counter, and special properties. (# hits,
        avg. damage)

Crouch: Description of crouch Shield Counter, and special properties. (crouch
        Shield Counters don't attack)



Errata
------

- Descriptions of the character's quirks and their moves and other stuff.


-------------------------------------------------------------------------------
Akiha Tohno
-------------------------------------------------------------------------------

- Match 4: Shiki Nanaya
- Match 8: Ciel
- Activation: Wallslam


Charge Moves
------------

5+B: Delayed version of her 5+B. (3 hits, 1699 damage)


Command Moves
-------------

2+C (air): Akiha flips and stomps her heel down. This no longer wallslams, but
           will interrupt her jump trajectory. (1 hit, 720 damage)

4+C: Akiha lashes out with a backhand blow. (2 hits, 973 damage)

6+C: Akiha does a cossack kick. This comes out much quicker now, and will
     wallslam if it hits an airborne enemy. (1 hit, 540 damage)

2+B x 3: Akiha does two low swipes, then comes from above with a third. The
         last hit won't combo, but is an overhead and will juggle them
         upwards. (2+1 hits, 798+450 damage)

5+B, B: A mid blow, then an upwards swipe. Launchs. (2 hits, 1020 damage)


Shield Bunker
-------------

A low, sliding swipe that will sweep. (1 hit, 1125 damage)


Flame Tongue: 236+A/B [EX, air]
-------------------------------

Cannot be super cancelled.

A: Akiha cuts loose with a ribbon of flame. This comes out fast and goes
   downwards, can be used in a combo. (3 hits, 958 damage)

B: This version goes upwards and has a fair bit of startup, so it won't
   combo. It deals a little bit more damage, though. (3 hits, 1045 damage)

EX: Sends out both high and low flame ribbons. Note: damage for this move
    varies due to the large number of hits invoking a high chance of
    criticals. As of version 2.003, this move will net 20.4% circuit if it
    hits. (27 hits, 3130 damage)

A & B (air): The flame tongues seem to always arc downwards, and only hits
             once. (1 hit, 360 damage)

EX: (air): This one has a bit of wider range, and kind of starts above Akiha.
           This version will net up to 66.4% circuit back.
           (8 hits, 2562 damage)


Flame Pit: 22+A/B [EX, air]
---------------------------

Cannot be super cancelled. If an enemy stands within the fire pit, they will
gradually lose life. If they are in Heat or Blood Heat, the moment they step
in the pit they will be drained to 25% circuit. This move will eventually
disappear after about 30 seconds real-time.

A: Akiha makes a pit of fire right in front of her. Tap the command again to
   ignite it. (3 hits, 742 damage)

B: Akiha makes a pit of fire right under the opponent, wherever they're
   standing. This has a tiny bit more startup than A. (3 hits, 742 damage)

EX: The fire pit will be created right in front of her. The EX version drains
    life twice as fast, and will still drain Heat and Blood Heat. The ignition
    field is slightly wider. (6 hits, 1391 damage)

A & B (air): Akiha will make the pit directly under her no matter which you
             use. You cannot ignite a pit in mid-air. (3 hits, 742 damage)


Flame Column: 214+A/B [EX]
--------------------------

Cannot be super cancelled. Both A and B versions reach the same distance.

A: Akiha ignites a flame column right in front of her. This has lag at the end.
   (1 hit, 540 damage)

B: Akiha ignites a flame column right in front of her. This has startup, but
   no end lag so you can combo after it. (1 hit, 450 damage)

EX: Akiha ignites a bigger column right under the enemy, wherever they are.
    Has a bit of startup. You can combo after it. (8 hits, 2262 damage)


Reverse Uppercut: 421+A/B [EX]
------------------------------

Cannot be super cancelled. If blocked, Akiha will land next to the opponent,
but if not, she will bounce away from the last hit.

A: Akiha turns around, swipes up, then down. (2 hits, 1181 damage)

B: Akiha dashes up to you first, then does the swipe part. (4 hits, 1813
   damage)

EX: Almost the same as her B version, but the EX places Akiha in the air for
    a followup air combo. (4 hits, 993 damage)


Origami: 41236+C [Heat, Blood Heat]
-----------------------------------

Heat: Far away, this unleashes a gout of flame from one hand. This version
      will wallslam. Close, she'll grab them and burn them in a column of
      flame. This version will leave them in the air. (Far: 13 hits, 3476
      damage; Close: 31 hits, 4263 damage)

Blood Heat: Same as the Heat version, but the screen goes ablaze and thus can
            hit for some piddling damage. You can OTG combo after the close
            version. (Very Far: 1 hit, 450 damage; Far: 13 hits, 3476 damage;
            Close: 47 hits, 5224 damage)


Last Arc
--------

Done on the ground. Akiha will pull flame ribbons from the air down at you.
You can combo after this. (26 hits, 4334 damage)


Shield Counters
---------------

Air: Her midair 2+C command move, which will juggle up instead of knockdown.
     (1 hit, 662 damage)

Ground: Sends a bunch of flame tongues your way, high and low, while walking
        forward. (21 hits, 2557 damage)

Crouch: Dashes and switches sides.


Errata
------

 - 5+C will wallslam if it hits an enemy in midair.
 - Against Miyako and Sion only, Akiha's throw will be the same as her
   original (variable number of hits and thus variable damage). Against
   everyone else, it will always hit seven times.


------------------------------------------------------------------------------
Akiha Tohno (Reversed)
------------------------------------------------------------------------------

- Match 4: Satsuki Yumizuka
- Match 8: Shiki Nanaya
- Activation: Wallslam


Charge Moves
------------

5+B: Delayed version of her 5+B. (4 hits, 1588 damage)


Command Moves
-------------

4+C: Backhanded swipe. (2 hits, 973 damage)

6+C: Her cossack kick. Akiha (Reversed) gets the slow version. This wallslams.
     (1 hit, 540 damage)

2+B x 3: Two low swipes, and a third overhead swipe that juggles upwards. Hers
         will combo, unlike Akiha's. (7 hits, 2224 damage)

5+B, B: Her launcher. The first hit has super armor. (2 hits, 1020 damage)


Shield Bunker
-------------

A low, sliding swipe that sweeps. (1 hit, 900 damage)


Flame Tongue: 236+A/B [EX, air]
-------------------------------

Cannot be super cancelled.

A: Akiha (Reversed) cuts loose with a ribbon of flame. This comes out fast and
   goes downwards, can be used in a combo. (3 hits, 1045 damage)

B: Akiha (Reversed)'s version has no startup, and goes upwards. (3 hits, 1045
   damage)

EX: Sends out both high and low flame ribbons. As of version 2.003 it only
    requires 100% circuit, and you gain 20.4% if it hits. (27 hits, 3150
    damage)

A & B (air): The flame tongues seem to always arc downwards, and only hits
             once. (1 hit, 360 damage)

EX: (air): This one has a bit of wider range, and kind of starts above her.
           Nets up to 66.4% circuit back. (8 hits, 2562 damage)


Flame Creeper: 214+A/B [EX]
---------------------------

Can be super cancelled.

A: Akiha (Reversed) creates a column of fire which moves forward. (3 hits,
   1045 damage)

B: Comes out a bit slower but hits more. (5 hits, 1686 damage)

EX: The EX version will keep going across the screen, so try to do it when
    you're cornered, and follow them. Damage and hits are variable. (2-33
    hits, 372-3044 damage)


Flame Pit: 22+A/B [EX, air]
---------------------------

Cannot be super cancelled. If an enemy stands within the fire pit, they will
gradually lose life. If they are in Heat or Blood Heat, the moment they step
in the pit they will be drained to 25% Heat. This move will eventually
disappear after about 30 seconds real-time.

A: Akiha makes a pit of fire right in front of her. Tap the command again to
   ignite it. (3 hits, 742 damage)

B: Akiha makes a pit of fire right under the opponent, wherever they're
   standing. This has a tiny bit more startup than A. (3 hits, 742 damage)

EX: The fire pit will be created right in front of her. The EX version drains
    life twice as fast, and will still drain Heat and Blood Heat. The ignition
    field is slightly wider. (6 hits, 1391 damage)

A & B (air): Akiha will make the pit directly under her no matter which you
             use. You cannot ignite a pit in mid-air. (3 hits, 742 damage)


Reverse Uppercut: 421+A/B [EX]
------------------------------

Cannot be super cancelled. If blocked, Akiha (Reversed) will land next to the
opponent, but if not, she will bounce away from the last hit.

A: Akiha (Reversed) turns around, swipes up, then down. (2 hits, 1181 damage)

B: Akiha (Reversed) dashes up to you first, then does the swipe part. (4 hits,
   1813 damage)

EX: Almost the same as her B version, but the EX places Akiha (Reversed) in
    the air for a followup air combo. (4 hits, 993 damage)


Origami: 41236+C [Heat, Blood Heat]
-----------------------------------

Heat: Far away, this unleashes a gout of flame from one hand. This version
      will wallslam. Close, she'll grab them and burn them in a column of
      flame. This version will leave them in the air. (Far: 13 hits, 3476
      damage; Close: 31 hits, 4328 damage)

Blood Heat: Same as the Heat version, but the screen goes ablaze. You can OTG
            combo after the close version. (Far: 16 hits, 4185 damage; Close:
            46 hits, 5224 damage)


Last Arc
--------

Done on the ground. Akiha fires off a huge blast of crimson energy in the
enemy's face. This has some startup, and she can be hit out of it, but you
can combo afterwards. (18 hits, 3834 damage)


Shield Counters
---------------

Air: EX Flame Tongue. (8 hits, 2562 damage)

Ground: EX Reverse Uppercut. (4 hits, 993 damage)

Crouch: Dashes and switches sides.


Errata
------

 - Akiha (Reversed) takes the most damage of any character in the game, about
   121%.
 - She moves *much* faster than normal Akiha.
 - She can airdash twice.
 - She will no longer drain life from an enemy if she's standing close to
   them.
 - Her C throw will drain life, though. It always hits the same number of
   times now (7 hits), except against Miyako and Nrvnqsr (10 hits) who can
   also breakfall it.
 - Her midair 5+B is normal Akiha's midair 5+C.
 - Her midair 5+C is normal Akiha's midair 2+C and will knockdown.
 - 5+C will wallslam if it hits an enemy in midair.
 - She no longer seems to have the winpose where she turns around.
 - Akiha (Reversed) is the only character in the game who can relaunch after
   her knockdown midair 5+C, due to her speed. There are some interesting
   properties associated with this, though; not every character can be OTGed
   in the same fashion. Part of this is due to the specific character weights
   (Satsuki is the quickest, Ren next, then Miyako, and lastly, the Shikis,
   who fall the slowest). Another part seems to be either unintentional or a
   glitch: Akiha (Reversed)'s OTG is her 2+B, which will land all three hits
   on everyone *except* Arcueid, Miyako, Ren, Satsuki, Shiki Nanaya, Shiki
   Tohno, and Warcueid. For most of those characters, their individual gravity
   may explain why they cannot be OTGed properly, even though they hit the
   ground and are then picked up *off* of it, instead of being hit before they
   touch the ground. There seems to be no rhyme or reason why Arcueid is
   impervious to being OTGed, aside from the fact that her standing animation
   is a few frames longer than other characters'. The key to tell if you can
   successfully OTG relaunch is to notice how many hits her 2+B lands; on any
   character that it will not work on, it'll only lands 2 hits instead of 3.


------------------------------------------------------------------------------
Aoko Aozaki
------------------------------------------------------------------------------

- Match 4:
- Match 8:
- Activation: Wallslam


Charge Moves
------------


Command Moves
-------------


Shield Bunker
-------------


Blue Fireball: Outwards Arc: 214+A
----------------------------------

Sends out 12 fireballs that arc outwards and at the enemy.


Gold Fireball: Ceiling Shoot: 214+B
-----------------------------------

Sends out a single fireball that sprays downwards and reflects off the walls
and floor.


Blue Fireball: Explosion Array: 214+C
-------------------------------------

Sends out a blue shot that explodes outwards and reflects off the walls.


Gold Fireball: Straight: 236+A
------------------------------

Sends out four clustered shots.


Gold Fireball: Ricochet: 236+B
------------------------------

Sends out eight shots which arc downwards, then forwards off the screen, then
back the other direction.


Gold Fireball: Spread: 236+C
----------------------------

Sends out eight shots straight from her hand that bounce off the walls.


Magical Gunner Miss Blue: 41236+C [Heat, Blood Heat]
----------------------------------------------------

Heat: "Sphere!" One arm beam. "Break!" The other arm. If the enemy is within
      the first sphere she unleashes, this move will be unblockable. (13 hits,
      5342 damage)

Blood Heat:  "Sphere! Break! Slider!" The Arc Drive version adds in a kick at
             the end which sends out shockwaves. Still unblockable up close.
             (18 hits, 6732 damage)


Last Arc
--------


Shield Counters
---------------

Air:

Ground:

Crouch:


Errata
------

 - As of version 2.003, Aoko has no crouch, and no jumping attacks. Trying to
   do a jumping attack will make her do a ground attack and shift her standing
   plane up. Trying to crouch will make her sprite freeze.
 - 5+B will wallslam.
 - If you play her in Story Mode you will have one match before you
   automatically win (with no ending).


------------------------------------------------------------------------------
Arcueid Brunestud
------------------------------------------------------------------------------

- Match 4: Ciel
- Match 8: Executioner Ciel
- Activation: Wallslam


Charge Moves
------------

5+B: Slower version of 5+B, overhead move. (2 hits, 1330 damage)

5+C: A slow version of her 5+C. This is unblockable. (1 hit, 1350 damage)

4+B: Slower version of her 4+B, which launches. This move can hit crouchers,
     but deals no extra damage. (1 hit, 810 damage)


Command Moves
-------------

2+B (air): A diving swipe. Knocks down. (1 hit, 765 damage)

2+C (air): A spinning tackle. Arcueid will pop up slightly in the air before
           this hits. Knocks down. (2 hits, 1137 damage)

3+B: An uppercut that launches, but you don't seem to be able to combo after
     it. (1 hit, 900 damage)

4+B: A flying knee attack that launches. This counts as one of her jumps. It
     will hit crouching characters (except for the really tiny ones). (1 hit,
     810 damage)


Shield Bunker
-------------

Downwards swipe, looks like her 214+B Rekka-Ken finisher but isn't. (1 hit,
900 damage)


Rekka-Ken: 236+A/B x 2 -> 236+A/B or 214+B [EX]
-----------------------------------------------

Can be super cancelled if you're not using the 214+B finisher. You can switch
between the A and B versions for any of the hits except the 214+B finisher.

A: Arcueid does a series of three swipes, and the last one ends according to
   which version you use. 236+A/B will make her do a low swipe that trips.
   214+B will make her do a short-range, overhead blow that won't combo. (3
   hits, 1560 damage)

B: Carries her a bit farther. (3 hits, 1912 damage)

EX: Multi-hitting version with short range, like the A version. The last swipe
    will wallslam. (12 hits, 3281 damage)


Uppercut: 22+A/B, 66+A/B [EX, air]
----------------------------------

Can be super cancelled.

A: Arcueid does an upward swipe, then a forward one. This can be ended with
   another 22+A for a total of five hits. This move has an invincible frame.
   (5 hits, 2703 damage)

B: Goes a bit higher and more forward. This one can't be comboed infinitely.
   This move has an invincible frame. (5 hits, 2904 damage)

EX: Arcueid does two uppercut rotations. There isn't a finisher for this one,
    however, if you do 66+C while using A or B uppercut, she'll do an EX
    finisher that wallslams instead of doing her normal midair Uppercut. (7
    hits, 3653 damage)


Dash Swipe: 623+A/B, 6+A/B [EX]
-------------------------------

Cannot be super cancelled.

A: Arcueid slides forward and swipes down, then up. Wallslams. (2 hits, 1837
   damage)

B: A bit more startup, but goes forward more. Wallslams. Has a bit more leeway
   to enter the second command. (4 hits, 2551 damage)

EX: Does both parts as one command, you can skip the 6+A/B part. Wallslams.
    You can interrupt the second part of the move by doing 2+D. (8 hits, 2861
    damage)


Dash Elbow: 214+A/B [EX]
------------------------

Can be super cancelled.

A: Arcueid leaps forward with her elbow. Hits once and juggles up. (1 hit, 720
   damage)

B: There's a bit of startup that makes it uncomboable. Hits twice, and doesn't
   juggle up. Super cancellable on the 2nd hit only. (2 hits, 1771 damage)

EX: Her old "se-no" combo from original MB, but as only one command now. You
    can't interrupt this move anymore. (4 hits, 2957 damage)


Teleport: 66 when blocking
--------------------------

Arcueid does her A teleport. This no longer works as a separate move, as
Warcueid has that.


Melty Blood: 41236+C [Heat, Blood Heat]
---------------------------------------

Heat: Arcueid summons chains from the ground which can hit anywhere on the
      screen. Standing farther away increases activation very slightly. (11
      hits, 3324 damage)

Blood Heat: Adds in the blood-claw part at the end. The claws won't hit if
            you're at the very edge of the screen, and will wallslam if they
            hit. (19 hits, 5534 damage)


Last Arc
--------

Done in the air. Blasts the enemy with a white column of energy while she
hovers in the air as Princess Arcueid. Against the Shikis, she will fill the
screen with golden beams of energy instead. (Normal: 7 hits, 4136 damage;
Shikis, 18 hits, 3752 damage)


Shield Counters
---------------

Air: Midair 2+B command move. (1 hit, 765 damage)

Ground: EX Uppercut. (7 hits, 3653 damage)

Crouch: Teleports and switches sides.


Errata
------

 - She no longer has her midair 22 mini-jump, Shiki Nanaya has that.
 - Her throw still has two variations: wallslam (if you do nothing), and
   groundslam (if you hold 2 while she's grabbing them). Groundslam no longer
   plants them on the ground, they will bounce upwards and you can air combo
   afterwards if you're quick (generally very difficult).
 - Her dash will flip sides when she reaches the opponent.
 - Her 5+C will wallslam if it hits the enemy in midair. Press it again and
   Arc will chase them.
 - Arcueid doesn't seem to have her anti-Cross Counter move (shield Ciel's
   5+A x 3) anymore.
 - Her 5+B will slam down if it hits an airborne opponent.
 - You cannot combo after her air throw anymore as of version 2.002.


------------------------------------------------------------------------------
Ciel
------------------------------------------------------------------------------

- Match 4: Akiha Tohno (Reversed)
- Match 8: Arcueid Brunestud
- Shield Counters: Air, does her EX midair Hiero. Ground, does her EX Flip
  Kick. Crouch, dashes forward.
- Activation: Wallslams


Charge Moves
------------

4+B: High overhead kick. You can add 236+B after this for a wallslam flip
     kick, but it doesn't count as a combo for some reason. 236+B won't come
     out unless the first hit lands. (1+1 hit, 810+723 damage)

5+C: Slow version of her 5+C. (1 hit, 1620 damage)


Command Moves
-------------

2+C (air): A sword dive. This will come down at an angle and cut her jump
           trajectory short. Will chip. (1 hit, 900 damage)

4+B: High overhead kick. This version isn't actually an overhead. You can add
     236+B afterwards for a wallslam flip kick, but it doesn't count as a
     combo. 236+B won't come out unless the first hit lands. (1+1 hit,
     583+723 damage)

4+C: An upwards slice with a knife. (2 hits, 1063 damage)

2+B, B: A hop kick after a crouching punch. This will only come out after the
        punch hits twice. Ciel is considered to be in the air for the duration
        of the kick, which will juggle up. (3 hits, 1560 damage)

2+C, C: A sweep kick, then an upward kick. Launches. You can do this move even
        if you don't land the first blow. You can buffer the second blow if
        it's blocked, as long as Ciel is still on the ground. (2 hits, 1292
        damage)

A x 3: A one-two-three punch combo. Last hit wallslams. The Cross Counter
       won't come out unless you hit with it. (3 hits, 1291 damage)

5+C, C: Stabs with one sword, then spins and throws another with purple
        energy. Second hit cannot be buffered and knocks down. (2 hits, 1591
        damage)


Shield Bunker
-------------

A long-ranged right hook that comes out very quickly for a Shield Bunker and
juggles up. (1 hit, 1080 damage)


Swords: 214+A/B, 4+A/B, 4+A/B/C [EX, air]
-----------------------------------------

Cannot be super cancelled. If you hold the button down while doing this move,
Ciel's swords will be on fire and will juggle upwards instead of comboing
fully.

This is a multiple-choice move. Here's the path.


A/B: A single sword at midlevel. Both of these do the same thing.

                            [ leads into ]

4+A/B: The second move MUST be the same button as whatever you used for the
       first move. A will throw two swords higher up, B will throw two that are
       slightly spaced wider apart.

                            [ leads into ]

4+A/B/C: You can pick any one of these for the finisher. A is the only one
         that will lead into a full combo, with three tightly-clustered
         swords. B and C will throw four swords, widely-spaced.

4+B/C: If you used the B version to start, you can do one more addition where
       Ciel tosses a sword from a hop. The first two segments will combo, but
       neither of the last two will.

214+A/B, 4+A/B, 4+A will all deal 6 hits and 2013 damage. The first half of
the B-string deals 1306 damage, the second half deals 1713 plus one extra
non-comboable hit for 315.

EX: Ciel flips back and throws a mighty load of swords. Tweaked from the
    original this is now so slow it cannot be comboed from anything. (29 hits,
    3299 damage)

214+A/B, 4+A/B, 4+A/B (air): Ciel throws a sword, then another, then four. You
                             can only use the same button to finish this move.
                             You cannot hold the button down to set the swords
                             on fire. The last salvo won't combo. (2+4 hits,
                             885+1611 damage)

EX (air): Ciel throws sword, sword, sword, then a bunch of swords. If not
          spaced right not all the hits will land, but this will combo and
          juggle up. (18 hits, 4150 damage)


Hiero: 236+A/B [EX, air]
------------------------

Cannot be super cancelled.

This is a multiple-choice move. Here's the path.

A/B: Ciel will fly towards her corner and...

(nothing): ... dismount and do nothing. You can hit 4 or 6 to control her
           descent.

A/B/C: ... dive towards the enemy. The angle depends on where she mounted the
       wall and which button you pressed. Ciel has no recovery from this move
       and can combo afterwards. (3 hits, 1045 damage)

214+A/B/C x 2: ... cling to the wall and throw one sword down at a sharp
               angle. The second command will make her bounce off the wall,
               throwing a second sword at a less-steep angle. Button doesn't
               seem to affect anything. (405 damage each)

wait, then 214+A/B/C: ... throw down three swords in a V shape. This only
                      works if you do the move after she dismounts from the
                      wall.

EX: Ciel does a bunch of rapid runpasts that juggles up. Can be comboed into
    itself. The farther away she is from the wall the more hits it deals.
    (6-19 hits, 1143-2864 damage)

A (air): Ciel will dive down and not hit. Is a fakeout move.

B (air): Same as her walldive move, but doable in the air and will juggle the
         enemy up. (3 hits, 1045 damage)

EX (air): Dives down, juggles the enemy up, and recovers instantly so you can
          combo afterwards. (3 hits, 1306 damage)


Flip Kick: 22+A/B [EX, air]
---------------------------

Can be super cancelled.

A: Flip kick. Anti-air, but predictable. Only super cancellable on the ground.
  (1 hit, 900 damage)

B: Goes a bit higher, and hits more. Super cancellable on ground or air. (3
   hits, 1846 damage)

EX: Does two cycles. (6 hits, 2835 damage)

A (air): Air flip kick. Good for ending combos. (1 hit, 900 damage)

B (air): Hits more. Can only be super cancelled on the first hit. (2 hits,
         1361 damage)

EX (air): Does three cycles (9 hits, 3105 damage)


Bladesinger: 623+A/B [EX]
-------------------------

Can be super cancelled.

A: Ciel lines three of her Black Keys up and slides at you. (1 hit, 1080
   damage)

B: Same, but with startup and juggles up. (1 hit, 1080 damage)

EX: Cannot be comboed into, but you can charge this move up to three "sparks".
    Each subsequent spark will add damage, and if it's fully charged it's
    unblockable and Ciel will run past them. Juggles enemy up. (First: 3 hits,
    2429 damage; Second: 3 hits, 3138 damage; Third: 4 hits, 4744 damage)


Seventh Holy Scripture: 41236+C [Heat, Blood Heat]
--------------------------------------------------

Ciel will have hyper armor as she runs, and as she puts her robes back on;
she'll take normal damage but won't be knocked out of her animations.

Heat: Ciel pulls out her gun and runs at you, then fires the horn outwards.
      This is much slower and shorter-ranged than before. (10 hits, 4834
      damage)

Blood Heat: Ciel runs at you, then lifts her gun up and fires up into the
            air... with you on it. (19 hits, 5576 damage)


Last Arc
--------

Done in the air. Throws down some flaming swords. I've yet to land all the
hits in a full combo with this myself, but I've seen it done. (19 hits, 3998
damage)


Shield Counters
---------------

Air: Midair EX Hiero. This Hiero may look the same, but enemies can breakfall
     it quicker than the normal EX Hiero. (3 hits, 1045 damage)

Ground: EX Flip Kick. (6 hits, 2975 damage)

Crouch: Dashes and does *not* switch sides. Ciel is quite possibly the only
        character in the game who does not.


Errata
------

 - Her grounddash is very low and will go under most projectiles. She also has
   a few shielding frames on it.
 - Ciel falls slightly quicker than average; not enough to make most OTG
   tricks whiff, though.


------------------------------------------------------------------------------
Executioner Ciel
------------------------------------------------------------------------------

- Match 4:
- Match 8:
- Activation:


Charge Moves
------------


Command Moves
-------------


Shield Bunker
-------------


Seventh Holy Scripture - Blast: A or C
--------------------------------------

Cannot be super cancelled.

A/C: Ciel fires a shot from her gun. Wallslams. (1 hit, 1800 damage)


Seventh Holy Scripture - Run: B
-------------------------------

Cannot be super cancelled.

B: Ciel does the Arc Drive version of her 300% EX. If blocked, she has very
little recovery. (19 hits, 5697 damage)


Last Arc
--------


Shield Counters
---------------

Air:

Ground:

Crouch:


Errata
------

 - Executioner Ciel has permanent hyper armor (cannot be hit out of her moves)
   and the Seventh Holy Scripture out at all times.
 - As of version 2.003, Executioner Ciel has only two moves, cannot jump or
   crouch.
 - As of version 2.003, if you try to shield, Ciel will strike a winpose and
   the match will end in a draw.
 - Executioner Ciel's dashes are slower than her normal version's.


------------------------------------------------------------------------------
G-Akiha
------------------------------------------------------------------------------

- Match 4:
- Match 8:
- Activation:


Charge Moves
------------


Command Moves
-------------


Shield Bunker
-------------


Last Arc
--------


Shield Counters
---------------

Air:

Ground:

Crouch:


Errata
------

 - As of version 2.001, trying to play G-Akiha will crash the game and erase
   all your saved data. She can only be an opponent.


------------------------------------------------------------------------------
Hisui
------------------------------------------------------------------------------

- Match 4: Miyako Arima
- Match 8: Neco-Arc
- Activation: Wallslam


Charge Moves
------------

5+C (air): Charged table to the face. This move has quite a large number of
           shield frames. (1 hit, 1080 damage)

5+C: Not really a charge move, but Hisui will run forward and chair you. (3
     hits, 1558 damage)


Command Moves
-------------

4+B: Hisui breaks out a waterpot. If the stream touches the enemy's feet,
     they'll be swept and will lose 20% circuit. They will gain 3.8% as they
     get up. (1 hit, 90 damage)

5+B, B (air): Upwards book slam, then a downwards one which knocks down. You
              can't buffer the second hit. (2 hits, 975 damage)

6+B: Upwards ladle whack. Launches. (1 hit, 720 damage)

6+C, C: Upwards frying pan whack, then downwards for a knock down. Neither hit
        can be buffered, but both will chip. (2 hits, 1656 damage)


Shield Bunker
-------------

Hisui will appear to do nothing. If she's hit, she'll shove a vase in the
enemy's face for a wallslam. (1 hit, 900 damage)


Furniture-Fu: 22+A/B/C
----------------------

Cannot be super cancelled.

A: Hisui will lay down a tarp with a lunch on it in front of her. If the enemy
   walks over it, it'll blow up and juggle them up. The lunch will disappear in
   about 5 seconds real-time. You can only lay down two lunches at any given
   time. This move hits low/is unblockable. (1 hit, 900 damage)

B: Exploding lunch goes halfway across the screen. Also disappears after 5
   seconds. You can only lay down two lunches at any given time. This move
   hits low/is unblockable. (1 hit, 900 damage)

C: Hisui lays down a chair. The chair will not damage anyone, but will prevent
   the enemy from walking normally; all of their forward motion will be about
   halved. You can only lay down four chairs maximum at any given time.


Ladle-Fu: 236+A/B [EX, air]
---------------------------

Cannot be super cancelled.

A: Hisui jabs a bunch of times with a ladle, then uppercuts with a spatula for
   a wallslam. The spatula won't combo. (6 hits, 1593 damage)

B: More ladle jabbing, and the spatula will launch instead of wallslam. (9
   hits, 2227 damage)

EX: The spatula will combo for this one, and launch. (17 hits, 3023 damage)

A (air): The air versions just have the ladle. (8 hits, 1597 damage)

B (air): A bit of startup on this one. (12 hits, 2274 damage)

EX (air): You never thought a ladle would kick this much butt, did you? (17
          hits, 2843 damage)


Featherduster-Fu: 623+A/B [EX]
------------------------------

Cannot be super cancelled.

A: Hisui dusts the area in front of her. (2 hits, 1151 damage)

B: Hisui dusts the area above her. This can hit both standing and airborne
   enemies if they're relatively big. Ren, Miyako, and Neco-Arc won't be hit.
   (2 hits, 1361 damage)

EX: This can hit up to four times, but there's a lot of pushback. Only works
    well in corners or between Chairs. (4 hits, 3884 damage)


Random Stuff-Fu: 214+A/B [EX]
-----------------------------

Cannot be super cancelled.

A: Hisui throws books, vases, pots, lamps, hangers, baking pans... it's all
   randomized. Everything is the same (i.e. goes across the screen) except for
   the book, which falls open 90% across the screen; the vase, which falls
   short at 85% of the screen or so; and the pot, which falls short at 90%.
   She will throw one object for this move. (Vase or pot is 1 hit, 900 damage;
   lamp is 1 hit, 810 damage; book is 1 hit, 450 damage; baking pan is 1 hit,
   630 damage; hanger is 1 hit, at 720 damage.)

B: A bit more startup, but she throws two things. The damage depends on what
   she throws, which is randomized once more. (2 hits, 1065-1700 damage)

EX: Three things! The Tohnos must have lots of junk. Damage is still
    randomized since the three items can be any one from the above list. (3
    hits, 1838-2273 damage)


Hisui Hadouken: 41236+C [Heat, Blood Heat]
------------------------------------------

Heat: Hisui winds up and throws a fireball. You can charge this now according
      to the number of "swoop" sounds you hear. One to four swoops is the
      first level, four to six swoops is the second, and seven to nine is the
      third. After nine swoops, the fireball will automatically release. The
      third level wallslams if all the hits connect. (First: 3 hits, 2614
      damage; Second: 5 hits, 4160 damage; Third: 8 hits, 5038 damage)

Blood Heat: Bigger fireball that can't but comes out instantly and wallslams.
            All the hits will only connect if you're not exactly next to them
            and not in the corner. (1-8 hits, 720-5038 damage)


Last Arc
--------

This will drain her circuit to 0%. Done on the ground. Hits you with her
spiral typographical error attack. This will reverse your controls, I believe.
(1 hit, 388 damage)


Shield Counters
---------------

Air: A knee dive. I've yet to land this as a non-Counter. (1 hit, 496 damage
     scaled)

Ground: A version of Ladle-Fu for a wallslam. (6 hits, 1593 damage)

Crouch: Dashes and switches sides, then bows. The bow is cancellable by doing
        anything.


Errata
------

 - Hisui's headbutt throw will sometimes make her fall on her butt. In this
   event, Hisui will recover very slightly before the opponent does.


------------------------------------------------------------------------------
Hisui & Kohaku
------------------------------------------------------------------------------

- Match 4: Akiha Tohno
- Match 8: Neco-Arc
- Activation: See the respective sisters' activations.

Note: All of the sisters' moves are the same, and won't be relisted here.
      Check errata for some minor changes.

Charge Moves
------------

See the respective sisters' charge moves.


Command Moves
-------------

See the respective sisters' command moves.


Shield Bunker
-------------

See the respective sisters' Shield Bunkers. Note that you can only Shield
Bunker with them when they are not in Heat or Blood Heat, otherwise they
will do the Switch Super.


Tag Out: 22+D
-------------

Cannot be super cancelled.

Switches from Hisui to Kohaku or vice versa. It won't work unless you hear
the clap. If they're surrounding the enemy, it can be rather confusing as they
switch.


Assist: 214+A/B/C
-----------------

Cannot be super cancelled.

This calls in the non-active sister for an assist move. You get no meter from
any of these moves.

Kohaku will do...

 A: ... the spinny tree. (8 hits, 1792 damage)
 B: ... the missile drop. (3 hits, 1569 damage)
 C: ... a jumping broom to the face. (2 hits, 1417 damage)

Hisui will do...

 A: ... a running shove to the face. (1 hit, 450 damage)
 B: ... a chair to the head. (2 hits, 1771 damage)
 C: ... a jumping table to the face. (1 hit, 900 damage)


Maid Beatdown: 214214+C [Heat]
------------------------------

There does not seem to be a separate Blood Heat version of this move.

Heat: Hisui and Kohaku do a bunch of attacks at the same time for 15 hits
      total. Note that if the other sister is not "ready" (i.e. not in a
      neutral stance) they won't do their part of the move. You can cancel
      this move early by doing anything else. The last hit will juggle up.
      (15 hits, 5453 damage)


Switch Super: 214+D [Heat]
--------------------------

Heat: This will make the inactive sister do her 300% EX move. Kohaku will do
      her Kungfu Kohaku, Hisui will do her Hisui Hadouken. Note that being in
      Blood Heat will not make them do their Arc Drive versions. Hisui will
      charge her fireball if you hold the button down, but you don't get the
      "swoop" sound effects to tell you how far along it's charged. All damage
      values are the same as for the regular Heat versions of the moves.


Last Arc
--------

See the respective sisters' Last Arcs.


Shield Counters
---------------

See the respective sisters' Shield Counters.


Errata
------

 - You don't get Kohaku's missiles or Hisui's Random Stuff, they're preempted
   by the Assist move. You can still do Kohaku's missiles in the air, though.


------------------------------------------------------------------------------
Kohaku
------------------------------------------------------------------------------

- Match 4: Akiha Tohno (Reversed)
- Match 8: Neco-Arc
- Activation: Juggles up


Charge Moves
------------

5+C (air): Delayed version of her midair broom whack. (1 hit, 1620 damage)

2+C: Delayed version of her broom... sweep. (Sorry, had to say it.) (1 hit,
     1620 damage)


Command Moves
-------------

5+C: It's not a command move, but I figured it should be noteworthy as her
     launcher. (5 hits, 1818 damage)


Shield Bunker
-------------

Kohaku turns around for a sword swipe which parries, then does the swipe. (1
hit, 1350 damage)


Swordswipe: 236+A/B, A [EX]
---------------------------

Can be super cancelled.

A: Kohaku slices a hidden sword from her broom. Recovery is massively improved
   but it's not foolproof. You can cancel this move into any other special
   move or her A finisher, which will juggle the enemy up. You can charge this
   move by holding A down, which will automatically sweep the opponent. (1
   hit, 900 damage; 2 hits, 1597 damage with finisher; 1 hit, 1350 damage
   charged)

B: Kohaku slices upwards. Okay for anti-air if you can anticipate. Hitting
   with this will knock the opponent down. You can only cancel this into her
   finisher. You can charge this too, which will wallslam. (1 hit, 900 damage;
   2 hits, 1541 damage with finisher; 1 hit, 1620 damage charged)

EX: Kohaku slices out. If blocked, nothing happens. If it lands, she does a
    dramatic pose. (1 hit, 2520 damage)


Kohaku Missile: 214+A/B [EX, air]
---------------------------------

Cannot be super cancelled.

A: Flies on a broom 75% across the screen. Pressing A/B will make her drop a
   missile. Kohaku can no longer attack after dropping a missile. (3 hits,
   1569 damage)

B: Same, but she flies farther, about 85%. (3 hits, 1569 damage)

EX: Kohaku drops a few missiles in slow succession. For best results use when
    1.5 character widths apart from the enemy. (10 hits, 3345 damage)

A (air): Kohaku flies 25% forward and drops a missile automatically. (3 hits,
         1569 damage)

B (air): Flies a bit farther, but otherwise the same. (3 hits, 1569 damage)

EX (air): Kohaku drops a bunch of missiles close together. For best results
          use when right above enemy. (12 hits, 4012 damage)


Potted Plant: 22+A/B [EX]
-------------------------

Cannot be super cancelled. You can only have one plant out at any given point
in time.

A: A pine which drills up at an angle. This hits all the way as it goes
   upwards, and positioning will determine how many hits it lands. For best
   results use about 3 character widths apart from enemy. (8 hits, 1690
   damage)

B: A tree that spins around. (8 hits, 1792 damage)

EX: A rabid, punching cactus. The last hit wallslams. The act of throwing the
    pot out can hit, but won't combo. Once in a while you'll get Johnny the
    firebreathing venus fly trap, who won't combo because he spits fireballs
    that juggle up. Johnny spits eight fireballs. (18 hits, 3104 damage)


Kung Fu Kohaku: 41236+C [Heat, Blood Heat]
------------------------------------------

Will drain her circuit to 0%.

Heat: Kohaku dons a cheongsam and dashes forward to inflict pain. All the hits
      are unblockable, and the last hit wallslams. The part where she drops
      her broom can no longer hit. (3 hits, 4125 damage)

Blood Heat: Some more punches and kicks thrown in for good measure. Also
            wallslams. The part where she drops her broom can no longer hit.
            (11 hits, 5792 damage)


Crackbaby Kohaku: 1632132+C [EX only, Heat, Blood Heat]
-------------------------------------------------------

This move can be done with only 100% circuit. Kohaku will pull out her
medicine box, and the screen will freeze until she says "himitsu no..." After
that, time resumes, and she injects herself and freaks out for a second. If
she is hit or thrown at any point before she freaks out, the move will not
work. Otherwise, Kohaku will gain a full-length Blood Heat circuit and hyper
armor (cannot be hit out of moves by anything).


Last Arc
--------

Done on the ground. Kohaku retaliates with a sword swipe as a background of a
weird lizard and some kanji fly around. (1 hit, 2430 damage)


Shield Counters
---------------

Air: Does her Kohaku Missile but only drops 2. (6 hits, 2367 damage)

Ground: Does A Swordswipe which sweeps. (1 hit, 1458 damage)

Crouch: Rolls to the other side.


Errata
------

 - Jumping C will automatically knock the opponent to the ground.
 - She doesn't seem to do the monologue anymore if you crouch for a minute or
   two, but she still laughs and does the cat thing.
 - On an off note, I was under the impression no one besides Geese Howard had
   that god-awful command motion, but apparently Watanabe hates us.


------------------------------------------------------------------------------
Mech-Hisui
------------------------------------------------------------------------------

- Match 4: Neco-Arc
- Match 8: Neco-Arc
- Activation: Wallslam


Charge Moves
------------

5+C (air): Delayed mallet to the head. (1 hit, 1170 damage)

5+C: Delayed chainsaw swipe. This move will chip. (4 hits, 2432 damage)

2+C: Delayed lightsaber sweep. (1 hit, 2070 damage)


Command Moves
-------------

6+C: A giant sledgehammer blow. Launches. (1 hit, 540 damage)

2+C (air): A flamethrower. Mech-Hisui will maintain her jump trajectory for
           this move. This move will chip. (8 hits, 2191 damage)

4+B: Wrist napalm. This move lasts a deceptively long time and chips. For best
     results standing one character width apart. (16 hits, 1902 damage)


Shield Bunker
-------------

Getter Lyger's Drill Arm attack! If you land all 8 hits of this you will gain
27.2% circuit. (8 hits, 1597 damage)


Wrist Missle: 214+A/B [EX]
--------------------------

Cannot be super cancelled.

A: She opens up her wrists, fires a missile. Will juggle up. (1 hit, 675 damage)

B: Fires two missiles which fly a bit faster. Will set on fire *and* juggle
   up. (2 hits, 1275 damage)

EX: Lifts her dress and... unloads a dynamite keg from under it. (1 hit, 2160
    damage)


Electroshock: 623+A/B [EX]
--------------------------

Cannot be super cancelled.

A: Makes lightning come from her fingers. Think Brocken from World Heroes.
   This move does not chip. (4 hits, 1289 damage)

B: Has a bit of startup, and hits more. Also does not chip. (17 hits, 1713
   damage)

EX: This version knocks down. (19 hits, 3032 damage)


Eye Beam: 236+A/B [EX]
----------------------

Cannot be super cancelled.

A: Eye beam. Won't hit ducking enemies unless you're fighting Nrvnqsr. Covers
  the whole screen instantly. (1 hit, 900 damage)

B: ... eye beam, with startup. Won't hit ducking enemies either. Unless you're
   fighting Nrvnqsr. (1 hit, 1620 damage)

EX: Guess what this is. *Can* hit ducking enemies... unless you're fighting
    Ren or Neco-Arc. For best results use point-blank. (5 hits, 2914 damage)


Barrier: 22+A/B [EX]
--------------------

Cannot be super cancelled.

A: Mech-Hisui raises a spherical forcefield around herself. Good for anti-air.
   Juggles up. (1 hit, 900 damage)

B: This one is much slower but hits more, and juggle upwards. (7 hits, 1701
   damage)

EX: This one has no recovery at the end, so you can combo after it. Easier to
    do in the corner, though. (11 hits, 2773 damage)


Railgun: 214+A/B [EX, air-only]
-------------------------------

Cannot be super cancelled.

A: Mech-Hisui pulls out a crossbow-like gun and fires three shots. She'll
   recoil a bit back up into the air afterwards. (3 hits, 1569 damage)

B: Fires five shots, and will recoil back and up. Most characters are too
   short to be hit by all five, with Nrvnqsr and Walachia being exceptions.
   (4 hits, 2058 damage; 5 hits, 2530 damage)

EX: Fires eight shots. If any of these miss, they will arc around and try to
    hit the enemy once more, but obviously won't combo. For best results,
    Tiger Knee the motion (2147+C) 1.5 character widths apart. Or you can fire
    a couple of these off in Heat mode and rapidly annoy your opponent. (8
    hits, 3794 damage)


Lasso: 421+A/B [EX]
-------------------

A: Mech-Hisui whips a chain at the enemy's ankle and throws them up in the
   air. This move won't connect unless the very tip hits. (1 hit, 900 damage)

B: Same move, but it will wallslam and you can combo afterwards. (1 hit, 1080
   damage)

EX: This version will place them next to you on the other side, electrocuted
    and open to be comboed. (1 hit, 900 damage)


Mech-Hisui Parade: 41236+C [Heat, Blood Heat]
---------------------------------------------

Heat: Lots of Hisuis come out and run you over. The density of the Mech-Hisui
      mob varies, so sometimes not all the hits will land because the first
      few will juggle them up. (13 hits, 4079 damage)

Blood Heat: They *fly* in and ram you. This attack is pretty much unavoidable,
            but it doesn't consistently hit the same. (25 hits, 5611 damage)


Last Arc
--------

Done in the air. Mech-Hisui takes off on a jet plane and rams past the enemy a
few times. "Saturday Night Forever"? (4 hits, 5716 damage)


Shield Counters
---------------

Air: Does A Railgun with three shots. Because of the angle of the move, it
     won't connect most of the time. (3 hits, 1569 damage)

Ground: Fires eight pairs of missiles. Too bad this has startup. The missiles
        hit to set on fire, so not all of it will combo. (6 hits, 1412 damage)

Crouch: Dashes and switches sides.

Errata
------

 - Her airdash, both forwards and back, will carry her upwards, and lasts
   almost twice as long as anyone else's.
 - Mech-Hisui dashes instead of running. You can cancel into her backdash, but
   you cannot cancel from her grounddash.
 - Mech-Hisui's standing throw will give her circuit.
 - Mech-Hisui's dash cannot be stopped early by pressing 4 or 6, but you can
   attack or jump to stop it.
 - Once in a while, Takashi Takeuchi (Tsukihime's character designer) will
   show up besides Mech-Hisui in her intro and winposes.


------------------------------------------------------------------------------
Miyako Arima
------------------------------------------------------------------------------

- Match 4: Shiki Nanaya
- Match 8: Neco-Arc
- Activation: Juggle up

Charge Moves
------------

None?


Command Moves
-------------

6+C: Upwards punch. It won't combo from anything and has pathetic range. Skip
     it. Miyako has better ways of getting people in the air. This attack will
     chip. (1 hit, 900 damage)

6+B: A forward-moving elbow. Extremely useful as it combos easily and moves
     her forward into punching range. Deals less damage than 5+B, though. This
     move chips. (1 hit, 495 damage)


Shield Bunker
-------------

Her 6+C, but it moves her forward a bit more. If you're going to use that
move, use this instead. (1 hit, 900 damage)


Elbow Smash: 236+A/B, 236+A/B [EX]
----------------------------------

Can be super cancelled on either hit. You can do either A or B for either step
of the move, and it will exhibit the appropriate properties described below.
The followup to this move will wallslam if it hits an airborne enemy.

A: Miyako dashes, elbows them in the face. Doing it again will make her do a
   shoulder check. The range on this is very limited. The recovery on the
   first hit is bad, but good on the followup. Note that the followup will not
   come out unless you land the first blow. (1 hit, 630 damage; 2 hits, 1035
   damage)

B: Miyako dashes slower, but goes farther. This won't combo from any of her
   normals. However, if Miyako is within one character width of her enemy, she
   will come at them from behind. The followup will also have the same crossup
   property all the time. Note that you must adjust your directions
   accordingly to the side she's facing. (1 hit, 1080 damage; 2 hits, 1603
   damage)

EX: Miyako rockets across 70% of the screen. If the enemy is within 3.5
    character widths of her, she will switch sides before attacking. This
    attack wallslams and is unblockable in the air. (1 hit, 1620 damage)


Doublekick: 623+A/B [EX, air]
-----------------------------

Can be super cancelled.

A: Miyako kicks one leg, then the other and juggles up. This is no longer
   unblockable in the air. Only super cancellable on the second hit. (2 hits,
   1091 damage)

B: Goes a bit higher, and hits more if done close. Not unblockable in air. (3
   hits, 1570 damage)

EX: Stuns more, so you can jump afterwards to air combo. This works best in
    the corner. (3 hits, 2648 damage)

A (air): The midair A versions is quite weak. Skip it. Only super cancellable
         on the second hit. (2 hits, 841 damage)

B (air): I haven't figured out a reason not to use this yet. Only super
         cancellable on the second hit. (2 hits, 1251 damage)

EX (air): Will wallslam. (2 hits, 2102 damage)


Dynamite Punch: 214+A/B [EX]
----------------------------

Cannot be super cancelled.

A: Miyako hops forward, goes "DOKKAN!", and does a straight punch. Has super
   armor during the dash. If it hits on the ground, it'll juggle up. On an
   airborne enemy, it'll wallslam. (1 hit, 720 damage)

B: Miyako hops forward *very* slightly more and has some startup before
   DOKKANing. This also has super armor, but won't combo from any of her
   normals. Will also juggle up on the ground, wallslam if it hits an airborne
   enemy. (1 hit, 900 damage)

EX: This has exactly the range and speed of her A Dynamite Punch, but will
    always wallslam. (1 hit, 1980 damage)


Stomp: 22+A/B [EX]
------------------

Cannot be super cancelled.

A: Miyako stomps. Hits low. Can OTG combo up to 3 times. (1 hit, 720 damage)

B: A bit slower, this version has more range and juggles up for an air combo.
   (1 hit, 630 damage)

EX: With startup, but this one hits anywhere on the screen as long as they're
    on the ground. You can combo after this one, too. (1 hit, 1620 damage)


Big-assed Stomp: 41236+C [Heat, Blood Heat]
-------------------------------------------

Heat: A stomp with ki and yelling. No longer 150% circuit for 80% damage,
      thank god. The range has been slightly decreased too, and recovery is a
      bit long if you don't land it. This is air unblockable still, but
      remember that airborne characters take less damage. (1 hit, 3420 damage)

Blood Heat: A bigger aura burst on this one, and still air unblockable. Still
            bad recovery. (1 hit, 4320 damage)


Last Arc
--------

Done on the ground. Hops forward and does a Dynamite Punch for a wallslam. (1
hit, 2880 damage)


Shield Counters
---------------

Air: Midair EX Doublekick. I've yet to land this as a non-Counter. Will
     wallslam. (2 hits, 2030 damage scaled)

Ground: A wallslamming version of her 5+C shouldercheck. (1 hit, 900 damage)

Crouch: Dashes and switches sides.


Errata
------

 - Miyako dashes instead of running. You can't cancel either from or to either
   dash, though.
 - Her 5+C chips.
 - Her throw no longer wallslams, but sets them up for a combo at close
   proximity. More useful, IMO, but will damage scale greatly. This move will
   not KO.
 - 5+C will wallslam if it hits a midair enemy.
 - Miyako falls quicker than usual and some OTG tricks won't work on her.
 - Miyako cannot cancel her ground dash except through jumping.


------------------------------------------------------------------------------
Neco-Arc
------------------------------------------------------------------------------

- Match 4:
- Match 8:
- Launcher: 5+B
- 300% EX will drain some meter and leave her at 150%
- Activation:


Charge Moves
------------


Command Moves
-------------

6+C: Flamethrower breath. Will juggle up, so it won't land all possible hits.
     This move will not chip. (2-4 hits, 1531-2904 damage)


Shield Bunker
-------------


Eye Beam: 236+A/B [EX]
----------------------

Cannot be super cancelled.

A: Hey, guess what this is. Covers the full screen in a straight line. Has
   some slight startup. Use close for best results. (8 hits, 2382 damage)

B: "BIIIIIMU". Goes up at about 60 degrees, and has startup. (7 hits, 2124
   damage)

EX: Goes up at 45 degrees, lasts a deceptively long time. (26 hits, 4449
    damage)


Rocket Arc: 214+A/B/C [air only]
--------------------------------

Cannot be super cancelled.

A: Neco-Arc flies forward head-first in a straight line. This carries her
   halfway across the screen. (8 hits, 1920 damage)

B: Same move, but she goes 99% across the screen (won't hit someone in the
   corner). (10 hits, 2701 damage)

C: Same move, same distance, same damage. (10 hits, 2701 damage)


Megaton Punch: 22+C
-------------------

Cannot be super cancelled.

Grabs them and punches them off the screen. You will learn to hate this move.
On the good side, all the damage it deals can be regenerated. (1 hit, 1999
damage)


Teleport: 214+A/B/C
-------------------

Cannot be super cancelled.

Neco-Arc disappears and reappears behind the enemy in a cloud of dust.


Neco-Arc Storm: 41236+A/B/C [Heat, Blood Heat]
----------------------------------------------

As of version 2.003 the only difference between the Heat and Blood Heat
versions of these moves is the B version.

A: Neco-Arc calls out a few dozen other Neco-Arcs from a well, and they go
   flying up into the air. Fills the whole screen and can juggle you to death.
   (??? hits, ??? damage)

B: Neco-Arc forgoes the well and just calls them out from the ground to go
   flying up. In Blood Heat, this is just the A version of the move again.
   (??? hits, ??? damage)

C: Neco-Arc pretends she's Master Asia or Ko-En-Shaku and spins forward in a
   tornado before bouncing off the ground. I've never gotten this to hit more
   than twice. (2 hits, 618 damage)


Call the Damn Sun: 63214+C
--------------------------

Same as the Blood Heat version of Warcueid's move, it's unblockable once it
lands. As of version 2.001 this move requires 0% circuit. (1 hit, 3600 damage)


Last Arc
--------


Shield Counters
---------------

Air:

Ground:

Crouch:


Errata
------

 - Neco-Arc is about as big as crouching Ren, all the time. It's not that she's
   got a tough AI, she's just impossible to hit.
 - As of version 2.003 Neco-Arc does not have an airdash or double-jump. She
   also cannot buffer her normal moves.
 - She can crouch-walk forward *and* backward.
 - Neco-Arc can forward ground dash forever.


------------------------------------------------------------------------------
Nrvnqsr Chaos
------------------------------------------------------------------------------

- Match 4: Ciel
- Match 8: Arcueid Brunestud
- Activation: Wallslam


Charge Moves
------------

2+C: Delayed 2+C. The charged version will launch. (1 hit, 1080 damage)


Command Moves
-------------

4+C: A giant mantis leg sweeps up. Will launch, but you can't follow up for a
     combo. This move will chip. (2 hits, 1243 damage)


Shield Bunker
-------------

A delayed 5+B. For best results use close, but it has quite a far reach.
Landing all five hits of his Shield Bunker will net you 27.2% circuit. (5
hits, 1332 damage)


Crow: 236+A/B [EX]
------------------

Cannot be super cancelled. There is no limit to how many crows you can have on
the screen.

A: Nrvnqsr lifts an arm and shoots out a bird straight and fast. Everyone
   except the Shikis and Nrvnqsr can duck under this. (1 hit, 720 damage).

B: This version has the crow fly up first and wait about 3 seconds before
   striking. It will shoot down at a shallow angle and reach 90% across the
   screen. (1 hit, 720 damage)

EX: This has no delay anymore. Nrvnqsr lets loose with a few dozen crows which
    strike in front of him up to halfway across the screen. Note: damage for
    this move is slightly inaccurate because the sheer number of hits always
    guarantees at least one critical hit. (52 hits, 2778 damage)


Hellsnake Thing: 214+A/B [EX]
-----------------------------

Cannot be super cancelled. If the snakes crawl off-screen, nothing will
happen. You can only have one snake on the screen at any time.

A: Nrvnqsr lifts his other arm, drops a snake. The snake will continue to
   writhe across the screen if you hold A down, and it'll turn into a
   hellmouth when you let it go. The hellmouth will nibble the enemy downwards
   and dump them onto the ground from the top of the screen. You can hit them
   as they are sinking down, but not as they get dropped from the top of the
   screen. (7 hits, 1539 damage)

B: The snake will always turn into a hellmouth a character width away from
   Nrvnqsr. It'll only hit once but juggle up for an air combo. (1 hit, 900
   damage)

EX: He'll drop a snake, and it'll hellmouth under wherever the enemy is and
    juggle up for a combo afterwards. (1 hit, 2520 damage)


Deer: 421+A/B [EX]
------------------

Cannot be super cancelled. You can only have one deer on the screen at any
time.

A: Nrvnqsr releases a deer from... somewhere. It will find the opponent and
   ram them. Very irritating. Juggles up for an air combo, but you have to be
   quick. (1 hit, 720 damage)

B: The deer will try to ram twice. It won't combo, but it'll still do
   everything else. (1 hit, 720 damage)

EX: Guess what this does! Yes, the deer will try to ram three times. (1 hit,
    1350 damage)


Arm Swipe: 63214+C [Heat]
-------------------------

Some creepy thing comes out from Nrvnqsr's chest and swipes a limb downwards.
It's fast and covers half the screen. Will wallslam. There is no Blood Heat
version of this move. (3 hits, 2476 damage)


Big Freaking Beast Transformation: 41236+C [Heat, Blood Heat]
-------------------------------------------------------------

Heat: Nrvnqsr turns into a monster and rams the enemy. Hits once and is air
      unblockable, plus it goes all the way across the screen. Comes out
      instantly, too, and wallslams. (1 hit, 3150 damage)

Blood Heat: Turns into the monster, does *two* runpasts. He will steamroll
            from his current spot to the edge, then back to his original spot.
            The first hit juggles up, the second wallslams. It is air
            unblockable, but the second hit can be blocked normally now. (2
            hits, 5028 damage)


Last Arc
--------

Done on the ground. Nrvnsqr's chest opens up and he unleashes a cone of raw
chaos at the opponent. You can combo after this. (15 hits, 3836 damage)


Shield Counters
---------------

Air: Knockdown version of midair 5+B. I've yet to land this as a non-Counter.
     (2 hits, 1140 damage scaled)

Ground: 5+C. (4 hits, 1518 damage)

Crouch: Dashes and switches sides.


Errata
------

 - Nrvnqsr cannot jump from a grounddash. He can also no longer control how
   far his dash goes.
 - You can cancel into his grounddash, but not from it.
 - Midair 5+C wallslams.
 - Both of Nrvnqsr's throws, ground and air, give him circuit.
 - Nrvnqsr has problems throwing shorter characters away from the corners.
   He'll whiff the away attempt but will have no problems throwing her into
   the corners.
 - Some of his normals chip: 5+A, midair 5+A, 5+B, midair 5+B.
 - You cannot buffer his 5+C.
 - You cannot cancel his crouch Shield Counter.


------------------------------------------------------------------------------
Ren
------------------------------------------------------------------------------

- Match 4: Ciel
- Match 8: Shiki Nanaya
- Activation: Wallslam


Charge Moves
------------

None?


Command Moves
-------------

2+C (air): Ren surrounds herself with her glowy ball things. You cannot do
           anything after this attack: buffer, doublejump, airdash. (4 hits,
           1260 damage)

2+C: Ren crouches, turns into a cat, then pounces in human-form outwards. She
     returns to her original position after the attack. This move is not
     bufferable. This isn't anything special by itself, but... (1 hit, 810
     damage)

3+C: Ren crouches, turns into a cat, then pounces in human-form outwards. She
     moves forward after the attack. This move *is* bufferable. (1 hit, 810
     damage)


Shield Bunker
-------------

An upwards swipe with her glowy ball thing. This will launch, but you can't
follow up with an air combo. You get 20.4% circuit if this lands. (1 hit, 900
damage)


Ice Blade: 236+A/B [EX, air]
----------------------------

Can be super cancelled, except for the ground B version.

A: Ren fires off a blade of ice down towards the ground. This doesn't hit low,
   though. The blade will persist even if Ren is hit, and juggle the enemy up
   into the air (no followup, though). (1 hit, 720 damage)

B: Ren fires off an upwards ice blade. The blade persists, and juggles the
   enemy up into the air (no followup). (1 hit, 720 damage)

EX: Ren twirls and twirls and twirls and makes a deadly bouquet of ice blades
    from her back. This move is incredibly fast but has no invincible frames,
    and not all the blades will persist if she trades hits. It's unblockable
    in the air, and you can't breakfall until you hit the ground. (8 hits,
    2965 damage)

A (air): This version goes forward, and she'll hover in air for a sec. Blade
         will persist, and juggles up but the enemy can't be hit afterwards.
         (1 hit, 720 damage)

B (air): Goes up, hovers in air, blade persists, juggles up, can't combo
         afterwards. (1 hit, 720 damage)

EX (air): Fires off a bunch of midair A Ice Blades. These start a bit beneath
          her, so it's hard to land in an air combo. (7 hits, 3174 damage)


Spin Dash: 623+A/B, A/B [EX]
----------------------------

Only super cancellable on A version's circle kick.

A: Ren twirls forward and does a circle kick. If you press A before the circle
   kick she will spin again, then do the kick (you can't interrupt a 2nd
   time). If you press B before the circle kick she will stop. A second spin
   will not combo with the first. (4 hits, 1191 damage)

B: Ren twirls forward a bit higher and farther. This version won't combo from
   her normals. You can do the same finishers as with the A version. If not,
   she will do a circle kick that wallslams. (4 hits, 1893 damage)

EX: Ren twirls forward and does a wallslamming circle kick. This one can't be
    interrupted. (9 hits, 3338 damage)


Cat: 214+A/B/C
--------------

Cannot be super cancelled. There can only be two cats on the screen at a time.

A/B: Deposits a cat which walks across the screen. The cat's color determines
     what it does.

      - White: Will push the enemy back, but deal no damage.
      - Grey: Seems to do nothing.
      - Black: Knocks down. (1 hit, 90 damage)
      - Tabby: Juggles up for an air combo, moves fast across the entire
               screen. (1 hit, 90 damage)

C: Releases a Neco-Arc which flies forward onto the ground, then rockets up
   into the air; it'll hit once when released and once as it flies up. The
   second hit will juggle up for an air combo. Note that this means the
   Neco-Arc will be a valid hitbox until it leaves the screen or touches the
   enemy. The two hits can't combo. (1+1 hits, 199+765 damage)


Raging Demon: 41236+C [Heat/Blood Heat]
---------------------------------------

Heat: Ren fires off an orb of energy that hits 3-23 times depending on how far
      away she is, and where the enemy is in respect to the screen edge. For
      best results, do while enemy is in the middle of the screen with Ren
      about 3 widths away, and run after them as they get hit. (3-23 hits,
      652-3326 damage)

Blood Heat: When in Blood Heat, the orb will hit only once, the screen will go
            dark, and Ren will do... something to the enemy in Raging Demon
            fashion. She may show up in a nightie or swimsuit before beating
            down. You can glitch this move by trading hits with the orb. If
            you succeed, you can hit the enemy freely as the beatdown goes on,
            though you won't be able to see anything. (16 hits, 5266 damage)


Last Arc
--------

Done in the air. Drops a cake on the enemy, then a bunch of forks and knives.
You can combo after this move. (10 hits, 3439 damage)


Shield Counters
---------------

Air: Drops a giant cake on the enemy. You can't combo after this. (1 hit, 1407
     damage)

Ground: Turns herself into a huge mallet with a ribbon and smacks the enemy.
        Juggles up, but you can't hit them afterwards. (1 hit, 1999 damage)

Crouch: Dashes and switches sides.


Errata
------

 - Her 5+C is now bufferable on the last hit only, out of five total hits. It
   will no longer juggle OTG at all.
 - Ren takes slightly more damage than normal, about 110%.
 - Ren falls quicker than normal and thus won't be hit by some OTG moves.
 - Ren will turn into a cat if she crouches, and can move forward while
   crouching. This reduces her size greatly to about Neco-Arc size, if not
   smaller.
 - Ren's jump is shorter and quicker than the rest of the characters.


------------------------------------------------------------------------------
Satsuki Yumizuka
------------------------------------------------------------------------------

- Match 4: Sion Eltnam Atlasia
- Match 8: Ciel
- Activation: Wallslam


Charge Moves
------------

5+C: A charged ground pound which will juggle up for an air combo. (1 hit,
     1260 damage)

5+C (air): A charged punch which will bounce them up for an air combo. (1 hit,
           1890 damage)

2+C: A charged sweeping attack. (2 hits, 1728 damage)


Command Moves
-------------

None?


Shield Bunker
-------------

A delayed Punch to the Face. (1 hit, 900 damage)


Punch to the Face: 214+A/B [EX]
-------------------------------

Can be super cancelled.

A: A wild swing to the face. This move will leave her open if she's too close
   on the ground, regardless of if she hits or not. (1 hit, 900 damage)

B: Satsuki winds up first before swinging. The windup has a bit of super
   armor. This move won't deal full damage if you're point-blank. (1 hit, 900
   damage; 2 hits, 2033 damage)

EX: Winds up first, and then SWINGS. This comes out instantly and wallslams.
    (1 hit, 2520 damage)


Grab: 236+A/B [EX]
------------------

Cannot be super cancelled.

A: Satsuki grabs, then throws the enemy in the other direction. (1 hit, 1569
   damage)

B: Same as above, but pushes them down to the ground so they bounce straight
   back up. It seems possible to juggle afterwards with an air combo, but I
   haven't managed it yet. (1 hit, 697 damage)

EX: A little longer-range version of the B version, and you can't breakfall
    it. Definitely combo after this one. (1 hit, 2092 damage)


Air Grab: 623+A/B [EX]
----------------------

Cannot be super cancelled.

A: Satsuki grabs, then throws the enemy in the other direction. (1 hit, 1569
   damage)

B: Same as above, but pushes them down to the ground so they bounce straight
   back up. It seems possible to juggle afterwards with an air combo, but I
   haven't managed it yet. (1 hit, 697 damage)

EX: A little longer-range version of the B version, and you can't breakfall
    it. Definitely combo after this one. (1 hit, 2092 damage)


Ground Pound: 22+A/B [EX]
-------------------------

Only A can be super cancelled.

A: Punches the ground (only one fist) and causes a shockwave. Juggles up, but
   too much recovery to combo afterwards. This move has an invincible frame.
   (1 hit, 900 damage)

B: Punches the ground with one fist, then the other. Knocks down. This move
   has an invincible frame. (2 hits, 1591 damage)

EX: Punches the ground a whole lot, and the last hit wallslams. This move also
    has slightly wider reach. (7 hits, 3070 damage)


Satsuki Goes Insane: 41236+C [Heat, Blood Heat]
-----------------------------------------------

This move is unblockable.

Heat: Dashes forward, stabs you with her hands. Reaches just under half the
      screen. It doesn't look comboable, but it is -- just not easily. (1
      hit, 2970 damage)

Blood Heat: Dashes forward, stabs you with her hands, and then flails away
            screaming "BAKA!" ("Jerk!") and wallslamming you with a punch. If
            you're fighting the Shikis she'll scream "USOTSUKI!" ("Liar!)"
            instead and hit more times (but deal less damage, go figure). (23
            hits, 5179 damage; against Shikis, 37 hits, 5134 damage)


Last Arc
--------

This will drain her circuit to 0%. Done on the ground. Satsuki activates her
Reality Marble and opens up the Depletion Garden, where autumn leaves kick the
enemy's ass. (20 hits, 3442 damage)


Shield Counters
---------------

Air: Midair 5+C that knocks down. I've yet to land a non-Counter version of
     this. (1 hit, 1490 damage scaled)

Ground: A Punch to the Face that wallslams. (1 hit, 972 damage)

Crouch: Dashes and switches sides.


Errata
------

 - Satsuki falls faster than the other characters. Lots of OTG/Invalid combo
   tricks won't work on her.
 - Satsuki cannot jump from a ground dash. She has a few shielding frames on
   it.
 - You can cancel into her grounddash, but not from it.
 - Satsuki has no air throw.
 - Jumping C will knockdown.
 - Her jumping moves seem to be restricted (i.e. cannot combo them, double-
   jump or airdash after them).


------------------------------------------------------------------------------
Shiki Nanaya
------------------------------------------------------------------------------

- Match 4: Akiha Tohno (Reversed)
- Match 8: Nrvnqsr Chaos
- Activation: Juggles up


Charge Moves
------------

5+C: Delayed stab that's unblockable and juggles up, but can't be followed up
     for a combo. This is move is not unblockable. (1 hit, 2160 damage)


Command Moves
-------------

5+B, B: His launcher. The second hit can be charged, and if not it combos from
        the first. The second hit is not bufferable if it doesn't connect. (2
        hits, 1501 damage; 1+1 hits, 630+1530 damage)


Shield Bunker
-------------

2nd hit of his 5+B, B. Launches, but you can't followup afterwards. (1 hit,
1080 damage)


Overhead Flip: 214+A
--------------------

Cannot be super cancelled.

The old overhead flip that set up most of Shiki's combos in the original MB.
You can't combo after it anymore, and it's only one knockdown hit. Still
very fast. Nanaya has an effective range of 60% of the screen with this move.
If the enemy's not within range of that, he won't do anything and will
reappear at the 60% mark on the screen. (1 hit, 1080 damage)


Horizontal Dash: 214+B
----------------------

Cannot be super cancelled.

The runpast. Nanaya has an effective range of 60% with this move. If the
enemy's not within that range, he won't do anything and will simply reappear.
This move wallslams if Nanaya is more than 1.5 character widths away from his
enemy. If he's within that range, he'll switch sides and juggle the enemy up
in the air. (Wallslam: 1 hit, 810 damage; Runpast: 1 hit, 1440 damage)


Trick Throw: 214+C
------------------

Cannot be super cancelled.

The fakeout. Nanaya disappears, then reappears in front of the enemy and
throws them to the other side. This move has an effective range of 50% and is
unblockable. (2 hits, 871 damage)


Stabby Happy: 236+A/B [EX]
--------------------------

Cannot be super cancelled.

A: Used to belong to Shiki. Lots and lots of knife slashes. Works better when
   up close. You can move Nanaya back and forth with 4 and 6 while he's doing
   it. (6 hits, 1240 damage)

B: More stabbiness. This move doesn't build as much circuit as you think it
   may. You can move Nanaya back and forth while he's doing it with 4 and 6.
   (12 hits, 1962 damage)

EX: Yet more stabbiness! You can move him back and forth with 4 and 6. (18
    hits, 3321 damage)


Anti-Air Kick: 623+A/B [EX]
---------------------------

Can be super cancelled only on the first hit, when he's still on the ground.

A: Kicks upwards, and that's it. (1 hit, 1350 damage)

B: Kicks higher, and deals more damage and hits if close. (3 hits, 2206
   damage)

EX: Will juggle up and leave them open for a hit, but I've only managed to
    connect another EX Anti-Air Kick afterwards. (6 hits, 3158 damage)


Ground Drop: 22 [air only]
--------------------------

Nanaya drops quickly to the ground. Good for fakeouts and relaunch combos.


Eyes of Direct Death: 41236+C [Heat, Blood Heat]
------------------------------------------------

Almost all of the damage inflicted by the Eyes of Direct Death cannot be
regenerated. This move is unblockable.

Heat: Nanaya's Eyes deal more than Shiki's, but lack the nifty shattering
      glass effect. You can actually connect with Nanaya's Eyes OTG, but it
      deals significantly less damage. (1 hit, 3780 damage)

Blood Heat: Nanaya's a simple man. This move is the same thing but with an
            extra slash mark. You can OTG this but it cripples the damage.
            (2 hits, 5364 damage)


Last Arc
--------

Done on the ground. Nanaya flips on top of the opponent, then comes down with
his knife in a burst of crimson. This move can hit the enemy anywhere on the
screen as long as they're on the ground. (1 hit, 4140 damage)


Shield Counters
---------------

Air: Midair 5+C that bounces the opponent up for an air combo. I've yet to
     land a non-Counter version of this. (1 hit, 662 damage)

Ground: EX Stabby Happy. This is like Tohno's version which has a lot of
        pushback so not all the hits will connect. (20 hits, 3193 damage)

Crouch: Dashes and switches sides.


Errata
------

 - You can cancel both from his grounddash and into it.
 - His grounddash has a few shielding frames.
 - Nanaya moves a bit faster than Shiki Tohno.
 - Nanaya's 2+B is a sliding stab that chips.
 - His midair 5+C is a downwards stab.
 - His 5+C is a jab.
 - His 2+C is a slidekick that trips.
 - Nanaya falls slower than any other character in the game except for Shiki
   Tohno.
 - Nanaya's throw gives him circuit. His air throw no longer wallslams.


------------------------------------------------------------------------------
Shiki Tohno
------------------------------------------------------------------------------

- Match 4: Nrvnqsr Chaos
- Match 8: Warcueid
- Activation: Wallslam


Charge Moves
------------

5+C: Delayed stab that juggles upwards (but can't be followed up).
     Unblockable unless you hit them with the very tip of the knife. (1 hit,
     1980 damage)

5+C (air): A delayed jump kick which juggles upwards for an air combo. (1 hit,
           720 damage)


Command Moves
-------------

5+B, B: Swings his knife upwards. The second hit will combo now and launches.
        It cannot be buffered unless it hits. (2 hits, 1501 damage)


Shield Bunker
-------------

The second hit of his 5+B, B. Launches, but you can't followup with a combo.
(1 hit, 1080 damage)


Dash Cut: 236+A/B [EX]
----------------------

Can be super cancelled.

A: Shiki slides forward and uppercuts with his knife. (1 hit, 1260 damage)

B: A bit slower to come out, but hits 3 times and goes farther. Can only be
   super cancelled on last hit. (3 hits, 1560 damage)

EX: Does the B version, then a downwards swipe as a wallslam finisher. (4
    hits, 2716 damage)


Slide: 214+A/B [EX]
-------------------

Can be super cancelled.

A: Shiki slides in a low kick that trips. You can OTG combo from this. (1 hit,
   900 damage).

B: Comes out a bit slower and goes farther. You can OTG combo from this. (1
   hit, 900 damage)

EX: A slide, and then a wallslam finisher. (2 hits, 1701 damage)


Anti-Air Kick: 623+A/B [EX]
---------------------------

Can be super cancelled only on the first hit, when he's still on the ground.
The air kick finisher won't come out unless the first part lands.

A: Just what it sounds like, with an air kick to finish it at the end. You can
   OTG combo from this. (2 hits, 1721 damage)

B: Goes a bit higher. You can OTG combo from this. (2 hits, 2151 damage)

EX: Have to be close to get full damage. You can OTG combo from this. (3 hits,
    3793 damage)


Eyes of Direct Death: 41236+C [Heat, Blood Heat]
------------------------------------------------

Almost all of the damage dealt by this move cannot be regenerated. This move
cannot be airblocked.

Heat: Now with a nifty shattering glass effect. If this move is blocked,
      nothing happens and Shiki is invincible for the duration. If unblocked,
      he'll zip past them and cut. You can land this move OTG but it won't
      deal any damage. (1 hit, 2880 damage)

Blood Heat: Same basic thing, but more hits. You can OTG this too, for a
            whopping 0 damage. (17 hits, 5171 damage)


Last Arc
--------

This move will drain his circuit to 0%. Done on the ground. Shiki does a
miniature Eyes of Direct Death, saying he'll show them the meaning of killing
things! This juggles up for a combo. (1 hit, 1620 damage)


Shield Counters
---------------

Air: Midair 5+C that bounces the opponent up for an air combo. I've yet to
     land a non-Counter version of this. (1 hit, 662 damage)

Ground: Nanaya's EX Stabby Happy. The pushback is too great for all the hits
        to land. (20 hits, 3116 damage)

Crouch: Dashes and switches sides.


Errata
------

 - Shiki falls slower than any other character in the game except for Shiki
   Nanaya.
 - You can cancel both from his grounddash and into it.
 - His grounddash has a few shielding frames.
 - His ground Shield Counter is the only way you can get his Stabby Happy
   move.
 - Shiki's throw gives him circuit. His air throw no longer wallslams.
 - Shiki has a corner infinite: 2+C, 5+C, B Dash Cut, repeat with OTG 2+C.
   Oddly enough, this doesn't seem to work on Arcueid, Sion, Sion (Vampire),
   Walachia, or Warcueid. Maybe vampires don't like infinites?


------------------------------------------------------------------------------
Sion Eltnam Atlasia
------------------------------------------------------------------------------

- Match 4: Satsuki Yumizuka
- Match 8: Shiki Tohno
- Activation: Wallslam


Charge Moves
------------

5+C: Delayed high kick that wallslams. (2 hits, 1951 damage)

5+C (air): Delayed cycle kick, it juggles the enemy higher up into the air and
           is not air blockable. (1 hit, 828 damage)


Command Moves
-------------

3+B: Launcher. Doesn't have the range it did from the original game. (1 hit,
     630 damage)

6+B: Overhead swinging kick. It's just an overhead if you press the button,
     but you can charge this attack, which will bounce the enemy up into the
     air for an air combo. (Normal: 1 hit, 630 damage; Charged: 1 hit, 1530
     damage)

6+C, 4+C: An overhead whip swing, then a tug back to trip. Both hits are
          bufferable, and the second hit chips. (2 hits, 1510 damage)


Shield Bunker
-------------

Incredibly slow version of her 6+C which juggles up but can't be followed with
a combo. (1 hit, 900 damage)


Anti-Air Whip: 623+A/B [EX]
---------------------------

Cannot be super cancelled.

A: Sion twirls and brings her whip with her. Has some invincible frames. (2
   hits, 1541 damage)

B: Goes a bit higher. Has some invincible frames. (7 hits, 2202 damage)

EX: Goes the highest. Has some invincible frames. (8 hits, 3120 damage)


Gun: 236+A/B/C
--------------

Cannot be super cancelled. Sion starts each match with 13 bullets loaded. If
she runs out, she will automatically do Reload.

A: Sion fires at the ground once... (1 hit, 360 damage)

B: ... three times... (3 hits, 1045 damage)

C: ... five times. All the moves have about 40% reach. (5 hits, 1686 damage)


Reload: 22+D
------------

Cannot be super cancelled. Reloading manually is quicker than having her do it
automatically when she runs out. Reloading when you have 13 does nothing.

Restores her supply to 13 bullets. Not as slow as before, but still a bit
slow.


Leg Throw: 214+A/B [EX, air only]
---------------------------------

Cannot be super cancelled. This move will not chip.

A: Sion dives down and tries to catch them in a slam. This is almost
   point-blank, and is blockable. (1 hit, 1046 damage)

B: This goes down a bit farther but has startup, and deals less. (2 hits, 610
   damage)

EX: Goes down as far as her B version, but without the startup, and does five
    slams in a row. You can hold 4 or 6 to control the way she slams. Sion
    will end up standing in the direction she's slamming. (6 hits, 2852
    damage)


Whip Catch: 214+A/B [EX]
------------------------

Cannot be super cancelled.

A: Sion tries to catch the enemy's ankle with her whip. If it lands it'll
   juggle them into the air, but you cannot follow up with a combo. This move
   can hit OTG. (1 hit, 662 damage)

B: Sion tries to do the same, but this move will set them in front of her,
   open for a combo. This move can NOT hit OTG. (1 hit, 720 damage)

EX: Sion does an extended version of her B Whip Catch. It can hit OTG and will
    set them up for a combo. (4 hits, 1713 damage)


Slide Kick: 421+A/B [EX]
------------------------

Can be super cancelled.

A: Sion ducks forward. It's a fakeout move.

B: Sion ducks forward, then does a high kick that juggles up and can be
   followed by any move she has: specials, EX moves, normals, air combos. Very
   useful. (2 hits, 1411 damage)

EX: Sion goes airborne with her kick, and you can follow it with an air combo.
    This counts as one of her jumps. (4 hits, 2226 damage)


Black Barrel Replica: 41236+C [EX]
----------------------------------

Heat: Sion flicks a bullet up and then fires her gun off into the air. This
      can actually hit ground opponents now, but to get the full damage you
      still need to hit them in the air. Note that the bullet flick can hit,
      and if it does so the rest won't connect on the ground. In the air it's
      not a problem. You can mash to get more damage if they're hit in the
      air. (Ground: 10 hits, 4497 damage; Air: 15 hits, 6565 damage)

Blood Heat: Sion will run forward first, do her 3+B, then do the Black Barrel
            Replica. She will only run 95% across the screen; if you're all
            the way across from each other she won't reach. If the 3+B is
            stuffed the rest of the move doesn't happen. Mash for more hits.
            (16 hits, 7376 damage)


Last Arc
--------

Done in a crouch. Tethers herself down with her whip, then fires off a shot
from the Black Barrel Replica in your face for a wallslam. (10 hits, 4243
damage)


Shield Counters
---------------

Air: Midair charged 5+C, juggles further up into the air. (1 hit, 828 damage)

Ground: EX Anti-Air Whip. (8 hits, 3177 damage)

Crouch: Rolls and switches sides.


Errata
------

 - Sion has a B throw and a C throw. The B throw only deals 450 compared to C
   throw's 900, but you can combo after the B throw if you're in a corner.
 - Her standing C throw will increase circuit. It cannot be breakfalled.
 - Sion's 2+C has autoshield until the whip comes out, and afterwards has
   super armor until she's facing backwards.


------------------------------------------------------------------------------
Sion Eltnam Atlasia (Vampire)
------------------------------------------------------------------------------

- Match 4: Ciel
- Match 8: Shiki Tohno
- Activation: Juggle up


Charge Moves
------------

5+C (air): Delayed cycle kick, it juggles the enemy higher up into the air.
           (1 hit, 828 damage)


Command Moves
-------------

3+B: Launcher. Doesn't have the range it did from the original game. (1 hit,
     630 damage)

6+B: Overhead swinging kick. Sion (Vampire) cannot charge this attack. (1 hit,
     630 damage)

6+C, 4+C: An overhead whip swing, then a tug back to trip. Both hits are
          bufferable, and the second hit chips. (2 hits, 1510 damage)


Shield Bunker
-------------

Incredibly slow version of her 6+C which juggles up but can't be followed with
a combo. (1 hit, 900 damage)


Katto Forward: 236+A/B [EX]
---------------------------

A: Walachia's forward blades. Hitting with this leaves you open for a bit if
   the enemy's on the ground. The blades will persist even if Sion (Vampire)
   is hit. (1 hit, 1080 damage)

B: Stronger version. This one is safe to hit with, and the blades will
   persist. (3 hits, 1830 damage)

EX: "Katto, katto, katto, katto!" Nothing really special, it deals more
    damage. (3 hits, 2614 damage)


Katto Upper: 623+A/B [EX]
-------------------------

A: Walachia's upward blades. Juggles the enemy up in the air, but you don't
   have enough time to follow. The blades persist even if Sion (Vampire) is
   hit. (1 hit, 1350 damage)

B: Stronger version. This can be comboed after if you're timing is good. The
   blades persist. (3 hits, 1982 damage)

EX: "Katto, katto, katto, katto!" You cannot breakfall this until you hit the
    floor. Air combos ahoy. (5 hits, 3139 damage)


Kyasutto: 22+A/B/C
------------------

A: Sion (Vampire) coils her whip and calls out the nightmare of Arcueid to do
   a wide horizontal uppercut. Works best when one character width away. You
   can air combo afterwards. (4 hits, 1344 damage)

B: Sion (Vampire) calls out Satsuki with her B Punch in the Face. You can air
   combo afterwards. (1 hit, 900 damage)

C: Sion (Vampire) calls out Akiha to walk and do a 6+C command kick for a
   wallslam. (1 hit, 1350 damage)


Whip Catch: 214+A/B [EX]
------------------------

Cannot be super cancelled.

A: Sion tries to catch the enemy's ankle with her whip. If it lands it'll
   juggle them into the air, but you cannot follow up with a combo. This move
   can hit OTG. (1 hit, 662 damage)

B: Sion tries to do the same, but this move will set them in front of her,
   open for a combo. This move can NOT hit OTG. (1 hit, 720 damage)

EX: Sion does an extended version of her B Whip Catch. It can hit OTG and will
    set them up for a combo. (4 hits, 1713 damage)


Leg Throw: 214+A/B [EX, air only]
---------------------------------

Cannot be super cancelled. This move will not chip.

A: Sion dives down and tries to catch them in a slam. This is almost
   point-blank, and is blockable. (1 hit, 1046 damage)

B: This goes down a bit farther but has startup, and deals less. (1 hit, 1350
   damage)

EX: Goes down as far as her B version, but without the startup, and does five
    slams in a row. You can hold 4 or 6 to control the way she slams. Sion
    will end up standing in the direction she's slamming. (6 hits, 3158
    damage)


Vampire Bite: 41236+C [Heat, Blood Heat]
----------------------------------------

Heat: An all-or-nothing move, Sion grabs you and takes a big bite. It deals
      about 31.5% average, and will heal her lifebar that much (not just the
      red part, but the whole thing). It's also unblockable. (1 hit, 3150
      damage)

Blood Heat: This move deals about 43.2% and reaches about two character widths
            It's unblockable too and heals as well. Sion (Vampire) gets the
            Night on the Blood Liar smiley, cool. (1 hit, 4320 damage)


Last Arc
--------

Done on the ground. Her whip snakes out and her friend Reez Baife impales you
with her Pile Bunker polearm for a wallslam. (8 hits, 5276 damage)


Shield Counters
---------------

Air: Midair charged 5+C, juggles further up into the air. (1 hit, 828 damage)

Ground: A series of katto's that juggles up. You can follow up with an air
        combo. (7 hits, 2416 damage)

Crouch: Rolls and switches sides.


Errata
------

 - Sion (Vampire)'s 5+C is a three-hit downwards punch which is still
   bufferable, but only on the last hit and only for special moves.
 - Her 2+C is an arm sweep instead of the whip which comes out faster than
   normal Sion's.
 - Sion (Vampire) also has two throws, B and C. B deals 450, and C deals 900.
   Her B throw can be comboed outside of the corner with ease, unlike normal
   Sion.
 - Her standing C throw will increase circuit. It *can* be breakfalled, unlike
   Sion's.
 - Her Heat Activation will not hit Satsuki, Sion, or Warcueid. It will also
   completely whiff Ren.


------------------------------------------------------------------------------
Walachia
------------------------------------------------------------------------------

- Match 4: Ciel
- Match 8: Arcueid
- Activation: Wallslam


Charge Moves
------------

None?


Command Moves
-------------

6+C: Launcher. Will not combo from any of his moves anymore except 2+C. (1
     hit, 1170 damage)

2+C (air): A slightly delayed knockdown version of midair 5+C. Walachia will
           float up a bit before doing this. (1 hit, 828 damage)


Shield Bunker
-------------

A delayed 6+C. Look, it even deals the same damage. (1 hit, 1170 damage)


Katto Forward: 236+A/B [EX]
---------------------------

Can be super cancelled after any of the three hits.

A: You remember these, don't you? The blades aren't as long anymore. (3 hits,
   1306 damage)

B: Has a bit of startup, but reaches longer. (3 hits, 1830 damage)

EX: Goes halfway across the screen and wallslams. (6 hits, 2879 damage)


Katto Upper: 623+A/B [EX]
-------------------------

Cannot be super cancelled.

A: The anti-air Katto. This one juggles up but is too slow to allow for
   juggling. (1 hit, 1350 damage)

B: This one is better. It reaches halfway up to the ceiling. (3 hits, 1982
   damage)

EX: "Break!" Maybe Walachia took a cue from Aoko. Juggles up, *and* Walachia
    recovers before it ends, so you can air combo to your heart's desire. (5
    hits, 3139 damage)


Kyasutto: 214+A/B/C
-------------------

Cannot be super cancelled.

A: Walachia summons a nightmare Akiha (Reversed) to do her Reverse Uppercut.
   This bounces the enemy up for an air combo followup. (1 hit, 720 damage)

B: He summons Nanaya to do his Runpast. The Runpast will always be an actual
   Runpast, and will only juggle the enemy up slightly to be comboed
   afterwards. (1 hit, 1080 damage)

C: Summons Nrvnqsr to do his Arm Swipe that somehow only hits once. This won't
   hit point-blank, and Walachia can combo afterwards. (1 hit, 1440 damage)


EX Kyasutto: 63214+C [EX only]
------------------------------

Cannot be super cancelled.

Walachia summons Warcueid to throw her B Blood Circles. This move can only be
done with at least 100% circuit. If you do it up close, the act of summoning
Warcueid will hit them as well for 2 extra hits. (2+2 hits, 354+2953 damage)


Spinny Cape Deal: 421+A/B [EX]
------------------------------

Cannot be super cancelled.

A: Used to be his teleport, now he spins at the enemy and flies off-screen, to
   reappears right in front afterwards. Way to leave yourself open, Walachia.
   Hits depend on positioning somewhat. (5 hits, 1381 damage)

B: Same thing, but hits more. (7 hits, 1858 damage)

EX: It's bigger, but he still stops in front of his opponent. Dork. (6 hits,
    3233 damage)


Tornado: 22+A/B [EX]
--------------------

Cannot be super cancelled.

A: Makes a tornado come up from the floor right next to him. You can combo
   after this. (6 hits, 1156 damage)

B: Tornado appears halfway across the screen. You can combo after this too,
   but spacing is a bit harder. (6 hits, 1156 damage)

EX: The tornado starts next to him and moves forward. Hits are determined by
    time spent in it. Fifteen is about the most you can get without
    interfering, but you can combo while this move happens (preferably
    knocking them back down into it). (15 hits, 2427 damage)


Night on the Blood Liar: 41236+C [Heat, Blood Heat]
---------------------------------------------------

Heat: The move we've all come to know and love. The tornado will find the
      enemy anywhere on the screen, but is air blockable. After that, you get
      the creepy smiley face, which no longer deals 28000+ damage by itself.
      You can still tack on a hit before the smiley face. (12 hits, 4491
      damage)

Blood Heat: Even better, Walachia summons all of his Kyasutto nightmares to
            beat on you while you're in the tornado. Walachia remains occupied
            for the duration of this move, so you can't do anything fancy. (28
            hits, 5285 damage)


Last Arcs
---------

Walachia is the only character who has two Last Arcs.

1) Done in a crouch. Walachia disappears, and rends the screen with a few claw
   marks, reappearing on the other side. (6 hits, 2704 damage)

2) Done on the ground. Walachia does the Cape Spinny Deal three times, getting
   huger each pass, and then does his bloody smiley face thing. Lasts a really
   long time. (36 hits, 4170 damage)


Shield Counters
---------------

Air: Knockdown version of midair 5+C. I've yet to land a non-Counter version
     of this. (1 hit, 828 damage scaled)

Ground: Sends forth a Katto Forward, which then rends the screen with more
        blades from the air. Has a bit of startup. (7 hits, 2416 damage)

Crouch: Dashes and switches sides.


Errata
------

 - You can't OTG with his throw anymore.


------------------------------------------------------------------------------
Warcueid
------------------------------------------------------------------------------

- Match 4: Ciel
- Match 8: Walachia
- Activation: Juggle


Charge Moves
------------

5+C: Delayed version of 5+C that wallslams. (1 hit, 1800 damage)

5+B: Charged overhead. Only the second hit is bufferable. (2 hits, 1063
     damage)


Command Moves
-------------

2+C (air): Like Arcueid's spinny flaily deal, but this hits 7 times and
           knocks down. (7 hits, 1907 damage)


Shield Bunker
-------------

Downwards swipe that juggles up. It's the first hit of Arcueid's 623+A/B. (1
hit, 1080 damage)


Blood Uppercut: 236+A/B [EX]
----------------------------

Can be super cancelled.

A: Warcueid lifts her arm and a crimson aura rips up. This version is fast and
   will persist even if she gets hit. Juggles up in the air, but I haven't
   been able to combo after it. (1 hit, 1080 damage)

B: A fair bit of startup, but it goes farther forward. Juggles up in the air,
   but again I have not been able to combo after it. This version persists as
   well. (8 hits, 1785 damage)

EX: Warcueid leaps forward and does a flying uppercut. (5 hits, 2546 damage)


Blood Circle: 214+A/B [EX, air]
-------------------------------

Can be super cancelled from everything but the ground A version.

A: Hey, remember Krizalid's wind cutters? Big, obnoxious, taking up half the
   screen. This won't go past the 50% point of the screen, and is fast enough
   to use in combos. (1 hit, 900 damage)

B: This one doesn't combo very well, but it sticks out just past halfway on
   the screen. Has a fair bit of startup, though. (2 hits, 1771 damage)

EX: These reach to the 55% point, and reach just above half of the screen
    height. They come out fast too, easy to combo with. (10 hits, 3029 damage)

A (air): Leaps back and throws a single ring. This won't touch the ground, but
         will hit standing enemies. (1 hit, 900 damage)

B (air): This one hits the ground. I haven't found a reason not to use this
         over the midair A version. (1 hit, 900 damage)

EX (air): Throws a single ring. It actually goes as far as the B one, but
          Warcueid pops up into the air slightly before doing it so it's
          slightly easier. (1 hit, 2070 damage)


Teleport: 623+A/B [EX]
----------------------

Cannot be super cancelled.

A: Warcueid teleports a short distance, about two characters widths. This can
   pass through opponents.

B: Warcueid teleports to halfscreen. Will pass through opponents.

EX: This version is an actual attack: grab and throw into wallslam. Can be
    blocked, with very little recovery. Warcueid will go halfway across the
    screen. (1 hit, 1202 damage)


Call the Damn Sun*: 41236+C [Heat, Blood Heat]
----------------------------------------------

This move is unblockable and hits anywhere on the screen.

Heat: Warcueid rears back... poses... calls the damn sun down... pauses in her
      pose... and then can move. Then it takes another three seconds for the
      super to actually hit. If she's touched in any way -- blocked or not --
      at any point in this process, which takes about six or seven seconds,
      the super will fizzle completely. She's invincible in her pose, but has
      a good three seconds to not even be allowed to block. And guess how much
      damage it deals? (1 hit, 1800 damage)

Blood Heat: For this version, all the startup comes first. After three seconds
            of flexing, Warcueid calls down the sun and then it will hit,
            guaranteed. It juggles up, but you don't seem to be able to hit
            after it. (1 hit, 3870 damage)

* Yes, I know the move is named "Utsuwari no Tsuki".


Last Arc
--------

Done on the ground. Warcueid shoots chains up from the ground and then flings
the enemy away with a burst of energy. (22 hits, 3698 damage)


Shield Counters
---------------

Air: Midair EX Blood Circle. (1 hit, 2070 damage)

Ground: EX Blood Uppercut. (5 hits, 2546 damage)

Crouch: Teleports and switches sides.


Errata
------

 - Warcueid takes slightly more damage that usual, about 110%.
 - She no longer has super armor on all of her moves. However, 2+C and midair
   5+B have it.
 - Her dash does not flip sides like Arcueid's.
 - Her 2+B trips, but 2+C does not.
 - Her midair 5+C is an uppercut that will juggle up. You can't cancel this
   move into anything.
 - She has the highest jump in the game.
 - Her throw will simply toss the enemy aside instead of wall or
   groundslamming.
 - Her Heat/Blood Heat activation will not hit Ren or Miyako.
 - Warcueid has an infinite: after an air throw, OTG with midair 5+B and
   re-airthrow, just like Arcueid's old infinite.


------------------------------------------------------------------------------
White Ren
------------------------------------------------------------------------------

- Match 4:
- Match 8:
- Activation:


Charge Moves
------------

None?


Command Moves
-------------

None?


Shield Bunker
-------------

A small uppercut with her offhand. Not the same as Ren's. White Ren doesn't
have the 50% circuit penalty for using it. (1 hit, 900 damage)


Ice Blade: 236+A/B [EX, air]
----------------------------

Pretty much the same as Ren's, but has a prettier dissipating effect. The air
EX version hits 32 times for 7560 damage as of version 2.003. White Ren's EX
Ice Blade have the property of not manifesting consistently; sometimes there
will be more blades going up, sometimes more going forward, sometimes more
towards the front or back.


Spin Dash: 623+A/B [EX]
-----------------------

Same as Ren's.


Cat: 214+A/B
------------

Same as Ren's. White Ren can't drop Neco-Arc.


Mirror Maze: 41236+C [Heat, Blood Heat]
---------------------------------------

White Ren creates a bunch of mirrors on the field. In 2 seconds, you're hit
with a full-screen attack. If you hit White Ren before her Mirror Maze attack
actually attacks, it will cancel the move. If you are counterhit out of the
animation, you will be free to move, but you don't seem to be able to keep
hitting them like with normal Ren. You can, however, combo after the Mirror
Maze. As of version 2.003, White Ren will always do the Arc Drive version
even if you're not in Blood Heat. (17 hits, 5211 damage)


Last Arc
--------


Shield Counters
---------------

Air:

Ground:

Crouch:


Errata
------

 - White Ren is based off of Ren from the older versions, so the following is
   still in effect:

  - You cannot breakfall White Ren's throw on the ground, but you can in the
    air. You can also hit after it.
  - She has no missed throw animation, so her OTG throw is still possible.
  - You cannot buffer her 5+C. It's also unblockable in the air.
  - She cannot superjump.

 - White Ren takes slightly more damage than normal, about 110%.
 - She falls quicker than normal and thus won't be hit by some OTG moves.
 - Her jump is shorter and quicker than the rest of the characters.
 - She will turn into a cat if she crouches, and can move forward while
   crouching. This reduces her size greatly to about Neco-Arc size, if not
   smaller.
 - She does not have Ren's 3+C.
 - She does not have an air throw.
 - Her EX Ice Blade is slightly slower to come out than Ren's.


===========
VII. Engine
===========


Universal Infinite
------------------

The original Melty Blood had the concept of a "universal infinite"; that is,
a set of commands that any character can execute (with some slight variation
for some) and have a workable infinite. The basic concept went like this:

(launcher) -> 6 jump -> midair 5+C -> airdash -> midair 5+C -> land -> (repeat
from 6 jump) -> ...

This formula worked for Akiha, Akiha (Reversed), Arcueid, Miyako, Sion,
Walachia, and Warcueid without variation. The rest of the characters, except
for Ciel, could all do the infinite with some variation: Shiki substitued the
first C for a B instead, as his jumping 2-hit B pushed the opponent upwards.
The other characters simply repeated the formula from the launcher instead of
the jump (Kohaku was one example). The only character who lacked a universal
infinite was Ciel, since her launcher was also a sweep, and due to OTG rules
in the Melty Blood engine she could not do more than one repetition. More on
the OTG rules later.


ReACT Changes
-------------

ReACT changes this by greatly shortening the time a character has to wait
before he or she can breakfall or flip in midair. Previously, one had to wait
until the sound of the punch was nearly over before breakfalling; now, it
happens instantly, as soon as the character's attack animation is finished.
This obviously prevents the universal infinite concept from working, which
eliminate 80% of the infinites found in the game.

Other infinites relied on the vitality meter, as one could not breakfall when
stunned. Since the vitality meter is also gone, this no longer applies. This
kills off about another 15% of infinites.

Infinites in this game are instead based on the ground now instead of the air,
and are explained in the "New Universal Infinite" subsection.


Wall and OTG Rules
------------------

Wall and OTG rules govern how a character falls and is allowed to be comboed
while falling or in a corner. These differ from the original MB and ReACT, so
I'll discuss the original first to put things in some perspective.

A character has several "states" that are possible at any given time:
standing, crouching, in air, or OTG.

A character can be continuously hit if they are in either of the first two
states, as long as they are not hit with a move that induces either the third
or fourth state. Any given hit also carries a certain amount of pushback so
that continuous comboing requires forward motion. Any given hit also carries a
certain amount of hitstun so that an enemy cannot block until they recover;
harder attacks stun more, obviously.

In Melty Blood and ReaACT, there are only a few ways to move forward: tapping
6 (walk forward), tapping 9 (jump forward), tapping 66 (ground dash), tapping
96 (low airdash), tapping 66 in midair (airdash), or executing a move that
makes the character move forward.

In the original Melty Blood, characters recovered quicker on the ground than
in the air, so the air was naturally the easiest way to create a long combo.
By setting your own character up in a series of well-timed attacks, jumps, and
airdashes, you could land before the enemy and continue the attacks. Jumping
and airdashing provided the forward momentum, and the hitstun from heavy
attacks ensured that an enemy could not recover in time to breakfall.

To offset this, wall rules were implemented to limit the number of times a
character could be juggled once they hit the edge of the screen. At this time
I'm not able to test the exact theory out but a character was allowed one more
hit before they would become wholly invincible, letting all attacks pass
through them so that they fell unscathed to the ground. This way, while the
Universal Infinite was still effective, it required adjustments to switch
sides with the enemy once they reached the wall, or so that they never touched
the wall at all.

Of course, this brought in a new set of rules that governed what you could do
to a character that hit the ground, so that you could not simply keep hitting
them once they fell. A character who has fallen to the ground is considered to
be in the OTG state: they are still able to be hit, but only once more. Their
hitblocks are greatly reduced. Also, a character who is hit from an OTG state
will have the following properties:

 - The damage they take is greatly reduced.
 - They can only be launched half as high as if they were in a standing or
   crouching state. This means that you cannot do a relaunch combo from an
   OTG (supposedly possible in the preliminary versions of Melty Blood).
 - The wait time required before a breakfall is allowed is shortened.

These three properties essentially made OTG combos unviable for infinite
purposes... except for one bit of errata: throwing reset the OTG count, so if
a character was thrown, they can still be hit once more, which opened the door
to midair throw infinites such as Miyako's. Of course, the throw had to be
unbreakfall-able, otherwise they could just breakfall once they hit the
ground.

To wit: in the original Melty Blood, characters who had unbreakfallable
air throws or ones that wallslammed (Miyako and Ciel, respectively) could
infinite from them. Other characters exploited the long delay in midair
breakfalls to do relaunch combos employing airdashes and well-timed
doublejumps. Those who reached the wall employed a variation in the infinite
to switch sides to prevent losing their combo due to wall rules.

ReACT makes a couple of changes in these rules... first, the "quickened
recovery" enabled from an OTG relaunch is the permanent new recovery speed for
ReACT. Second, the wall rules simply do not apply; you can infinitely juggle
an opponent against the corner if they let you. (This usually doesn't happen
because it's very easy to breakfall now.) Third, OTG state now allows for
*two* hits instead of one. Because it's so easy to breakfall, there's really
no easily exploitable OTG combos, but it's something to note: characters like
Ren and Miyako in particular can abuse this due to their fast sweep-type
moves.


Wallslam
--------

One interesting new feature to ReACT is how the wallslam's property has been
changed. In previous Melty Blood, certain moves would knock the opponent down
at an angle to the ground. If they were near enough to the edge that they
touched the wall, they would bounce off of it first, giving them a bit more
airtime. In ReACT, the angled knockdown property has been separated from the
wallslam. Wallslamming is specifically a move that sends the opponent flying
in a horizontal line to the wall, where they will bounce off to the ground.
The opponent cannot breakfall until they touch the ground.

One of the properties of a wallslam is that a single-hit wallslam will allow
for a juggle afterwards, but a wallslam caused as part of a combo will allow
the opponent to recover faster than normal. A replay of this can be seen at
http://kalciane.tnim.org/react-replays, under "Miyako-wallslam.RPD".

While wallslams introduce a hitstun element to a move that would normally not
allow for a combo afterwards, there are limitations. After three consecutive
wallslams, an enemy will simply fall through whatever comes next and will not
be hit at all. A replay of this principle can be seen at
http://kalciane.tnim.org/react-replays, "3-wallslam-rule.RPD".


New Universal Infinite
----------------------

ReACT's current known infinites employ a similar "basic formula" tactic that
is adjusted specifically for various character moves. Currently, the majority
of infinites follow this pattern:

5+B -> 6/9 jump cancel -> midair 5+C -> airdash -> midair 5+B -> midair 5+C ->
land -> ...

The first key here is the jump cancel, which is immediately cancelled into a
midair attack. Some characters will have an easier time of this if their
attack is long-ranged. The second key is the airdash, which interrupts the
jump arc preemptively to launch another attack. Done properly, the trajectory
of the airdash will allow you to hit the attacks you need to and land in time
to connect the looped first blow from the stun of the last one. Note the
pattern of alternating strong/fierce/strong/fierce attacks.

Almost every character has a variation of this, with the primary exception
being Satsuki due to her poor air game. This allows for 0% circuit,
full-screen, ground-based infinite combos. The only catch to this is that the
timing on these moves is extremely tight; you must jump cancel and immediately
do the midair move, and immediately into the airdash. There is absolutely no
room for error or else the hitstun will not last long enough, or you will soar
right over the enemy's head. In this respect, the New Universal Infinite is a
bit more difficult to execute than the original, which required virtually no
sense of skill once you understood the basic concept.

At this time, the New Universal Infinite is a relic of 2.000. Version 2.003
renders this principle impossible to use, and any infinite previously based
off of this theory will not work.

Further updates as the game unfolds itself.


========================================
VIII. Current Known Secrets and Glitches
========================================


- If you let the game sit, you'll get a prologue announcing the story of how
  White and Black Ren caused the city to sleep during a snowy summer. If you
  let it sit more, the original opening will try to play but will only give
  you a black screen. This seems to just affect random installs, though.

- There are three extra backgrounds, all variations upon the grassy field
  where Aoko first met Shiki. The first is the field at night-time, which
  seems to be for "the bad characters" (Walachia, Nero, Vampire Sion, Reversed
  Akiha, and... uh, Mech-Hisui). The second is the snow-covered field at
  night-time, where you fight White Ren. The third is the field during
  daytime, where you fight Aoko Aozaki.

- There are six new characters: Ren, Satsuki Yumizuka (spelled "Yumiduka" in
  the game), White Ren, Aoko Aozaki, Neco-Arc, and Executioner Ciel. Ren,
  Satsuki, Aoko, and Neco-Arc are actual new characters. White Ren is just Ren
  with some different effects on her moves. Executioner Ciel is Ciel with
  robes off and gun permanently out. Neco-Arc is... a joke =P. G-Akiha is
  still there, too.

- The only unlockable things are the backgrounds, which can be unlocked by
  either beating the game in Arcade Mode, or beating Story Mode. I had
  already beaten Story Mode by the time I got ReACT, so I didn't know the
  latter was possible until I was informed of this.

- There is an unlocker file going around the Internet that allows you to play
  as the hiddens. I'm sure you can find it. If you play one of the hacked
  hiddens against the same one, the second side of the screen will be mostly
  blank since there's only one color for them.

- The game will not install properly if the original Melty Blood has not been
  patched with the Nero patch (http://www2s.biglobe.ne.jp/~k_wata/mb.htm). To
  do a correct install, do Melty Blood first, patch with the Nero add-on, then
  install ReACT, then add on the 2.003 patch.


===========
IX. Credits
===========


People who did about half of the actual work in strats and errata, whom I
stole from. (No, seriously, I asked permission. =P)


alextansc, Anon Spectre, SS7MH, linalys, Mellow RG, and goshuJINsama from the
GameFAQs Melty Blood board.

linalys, tjm, and VManofMana from Beast's Lair
 - http://nrvnqsr.proboards20.com/index.cgi?board=general

Evospace for having the best English Tsukihime page on the Internet.
 - http://www.geocities.com/max3075/top.htm

Shoryuken.com's forums, the place to go for actual strats.
 - http://www.shoryuken.com/forums

Kamone for discovering the first batch of infinites for everyone for Sion
(Vampire).

MA2 for discovering even more interesting ways to break Ren. At least I can
rest happy knowing Ciel's not the end-all be-all of top tier. =P

No thanks to me for discovering the infinite for Sion (Vampire). =P

Ugly ASCII title art by Glazius Falconar.

Tsukihime, Melty Blood and Melty Blood Re.ACT is copyright Watanabe
Productions/French Bread and Type Moon.

This FAQ is copyright kalciane 2004. You are free to use it as long as you ask
for permission first. None of the contents in this FAQ may be used or sold for
profit.