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==================/ A Guide to HINOKAKERA fragment:Eclipse \=========[v1.03n]=
Table of Contents                 Code    guide by: nekich aka engerel
-------------------------------- ------   --------------------------------
0. Introduction ................... [OHAI]   primary game version: 3.01a
1. Interface ...................... [INTF]   latest version: 4.00-03a (Trial)
2. Combat System .................. [CMSY]   --------------------------------
- General Conventions ------------ [CSGC]   To jump to a specific section,
- Common Techniques List --------- [CSTL]   press Ctrl+F and input the code
- Movement ----------------------- [CSMV]   from the right column.
- Defence ------------------------ [CSDF]
- Escaping ----------------------- [CSES]   To view this document properly
- Offence ------------------------ [CSOF]   make sure your text processor
- Cancelling --------------------- [CSCN]   or browser uses monotype font,
- Brake Cancelling --------------- [CSBR]   like Courier New.
- Misc --------------------------- [CSMI]
- Assault / Technical ------------ [CSAT]   ================================
3. Movelists ...................... [MVLS]   v1.03n changelog
- Movelist Conventions ----------- [MVCV]   - ver.4 section updated with
- Raven -------------------------- [MVRA]     changes discovered in the
- Silvis Laws -------------------- [MVSI]     latest HK demo;
- Aya ---------------------------- [MVAY]   - further updated with some bits
- Camille Enfield ---------------- [MVCA]     from the now public Comiket
- Kasumi Seiga Freslight --------- [MVKS]     trial (v4.00-03a);
- Celes Alfort ------------------- [MVCE]
- Hardy Alfort ------------------- [MVHA]
- Clestis Farrell ---------------- [MVCL]
- Aronia Excel ------------------- [MVAR]
- Kakeru ------------------------- [MVKK]
- Malakh ------------------------- [MVMA]
- Ashley ------------------------- [MVAS]
- Aya/immortal ------------------- [MVAI]
4. Combat System + ................ [CMSP]
5. Game Files, Menus and Modes .... [GFMM]   ================================
6. Netplay ........................ [NTPL]
7. Unlockables .................... [UNLK]   Commercial distribution of this
8. Hinokakera v4.00-03a (Trial) ... [HKVF]   document is prohibited. Posting
- A list of changes -------------- [VFLC]   it elsewhere on the Internet for
- Netplay ------------------------ [VFNP]   public access is allowed as long
9. Trivia Bag ..................... [TRVB]   as this file and its contents
- Setting ------------------------ [TRST]   remain intact.
- Profiles ----------------------- [TRPF]
10. Versions and History ........... [VRHI]   This file was downloaded from
11. Links, Contact Info etc. ....... [KBAI]
0. INTRODUCTION ::::::::::::::::::::::::::::::::::::::::::::::::::::: [OHAI]
"Hinokakera the Fragments of Innocent Sinner" and its most recent complete
revision "fragment:Eclipse" is a long-running series of doujin 2.5D fighting
games, developed by Akaishi Ryuuka under the name "Reddish Region". While not
meant to compete with big titles of the genre and clearly taking a lot of
inspiration from their combat systems and characters' playstyles, it still
managed to gain enough underground popularity to keep updating up to this day.
Hinokakera's visual presentation doesn't earn it any prizes, and the
gameplay can be described as an odd mix of 3D and 2D elements, both old and
new, and as such the game is often overlooked by hardcore and casual gamers
This document is aimed at those enthusiasts, who want to understand how the
game works and how to play it, providing not only general information on
what's where and who can do what, but also thoroughly describing the game's
combat system and those little bits omitted in the official manual. The guide,
however, was not meant to be a top-level strategic and tactical analysis, and
as such, it contains only factual data.
As for the structure of the guide, the system is explained first. Next,
basic character movelists and subsystems unique to them are given, then
- information about game modes and, finally, miscellaneous info.
1. INTERFACE :::::::::::::::::::::::::::::::::::::::::::::::::::::::: [INTF]
Here are described the elements seen on screen during the match or a
training session. Character-specific HUD elements are covered within their
respective movelist sections.
###### Meters
# Health
. A standard health gauge at the top. When it empties, the character is
"downed" and his or her opponent scores one win point, taking a round.
. Health points per character are (researched by Chinese players):
Hardy ---------- 12589   Aya/immortal --- 11045
Camille -------- 12304   Clestis -------- 11038
Kakeru --------- 11666   Aya ------------ 10917
Raven ---------- 11475   Aronia --------- 10414
Silvis --------- 11261   Kasumi --------- 9965
Ashley --------- 11261   Malakh --------- 9952
Celes ---------- 11175
# Power
. The big bar at the bottom, used for offensive moves like EXs and supers.
. Full bar is worth 100 points. Can be maxed up to 150 through the "Power
Meter Push".
. Hitting the opponent fills the bar, whiffing an attack does not.
. No Power is given for getting hit by anything except an Interruptive Brake,
which does give a small amount of Power.
. Accumulated Power is carried between the rounds.
# Brake
. A small bar above the Power meter, spent on Shatters, Overdrives and all
sorts of Brake cancels.
. Characters start every match with 50 Brake. Default maximum is 100, but, as
character's health goes down, it increases, up to 120 points. This seems to
be a purely cosmetic effect though, since any Brake consuming action will
spend its intended amount + these extra points.
. Brake recovery is automatic. Much like Brake limit, recovery speed is also
tied to health points. Less health means faster recovery.
. In certain situation its accumulation halts and the bar turns grey - Brake
cannot be used in any way while in this state.
. Accumulation slows down slightly when attacking or being hit.
. After using the Interruptive brake, accumulation is delayed for
approximately 7 seconds.
. Brake meter is carried between the rounds as well.
###### Other
# Combo Info display
. Shows a number of hits in a combo, its overall damage, and, in per cent,
the damage correction for the last hit.
# Misc Info display
. Shows "counter", "critical" and other messages, as well as the type of
Brake cancel the player had just used.
# Overdrive Timer
. A timer bar spelling "OverDrive". Appears during Overdrive mode and shows
the time left until the said mode ends.
# FPS, Win Point, Reinforce display
. Like most other doujin games, Hinokakera has no round timer and its usual
place between health bars occupies a mostly useless Frames-Per-Second
. Below it is the row of dots on each side, indicating a number of rounds
required to take in order to score an overall victory.
. Reinforce display near the Brake meter merely shows reinforce mode the
player had selected.
2. COMBAT SYSTEM :::::::::::::::::::::::::::::::::::::::::::::::::::: [CMSY]
Parts of the combat system deemed essential by its developer (i.e. they
appear in the game's official manual) with additional descriptions and notes
where needed.
Also, due to some concerns regarding game's English, original terms "Guard
Crash" and "Etherial Force" are spelled as "Guard Crush" and "Ethereal Force"
within this guide.
7   8   9   Numerical notation used here represents the numpad on your
\ | /     keyboard. By default, the player is facing right, therefore
4 - 5 - 6   '6' becomes "forward", '4' - "back", '2' - "down" etc.
/ | \
1   2   3
c  - any crouching motion (1, 2 or 3)        / - or
j  - any jumping motion (7, 8 or 9)       B=## - requires '##' Brake
[x] - hold button(s) 'x'                   P=## - requires '##' Power
JG - Just Guard               IB - Interruptive Brake
SS - Shatter Skill            RB - Reactive Brake
EF - Ethereal Force (super)   OB - Offensive Brake
ODM - Overdrive Mode           AB - Assault Brake
ODF - Overdrive Force          UB - Unlimited Brake
FC - Force Cancel             GC - Guard Cancel (same as Counter Brake)
# Any Reinforce Mode
. crouch ------------------ [1],[2] or [3]
. walk -------------------- [6] or [4]
. dash -------------------- tap 66 or D6
. run --------------------- 6[6] or [D6]
. backdash ---------------- 44
. sidestep ---------------- D8/[D8] or D2/[D2]
. jump -------------------- 7, 8 or 9
. quick jump (hop) -------- tap 9 (except Malakh)
. dash jump (leap) -------- 9 when dashing or running (except Malakh)
. high jump --------------- 9 after landing a Launcher attack
. double jump ------------- 7/8/9 in air (during a launcher combo, after an
Offensive Brake, or while in Overdrive Mode)
. normal guard ------------ [4] or [1] (only when being attacked)
. mighty guard ------------ [D4] or [D1] (spends Power when active)
. just guard -------------- 4 or 1 a moment before the incoming attack hits
. throw escape ------------ 4C when caught in a normal ground throw
. forced wakeup ----------- D while downed
. wakeup roll ------------- 4D while downed and lying on your back
. air recovery ------------ D, 4D or 6D after being hit in the air
. ground recovery --------- D, 4D or 6D when hitting the ground
. interruptive brake ------ 6AD/4AD/6CD/4CD while sustaining a hit (B=100)
. throw ------------------- 4C (also in air) at point blank range
. overdrive mode ---------- 63214D (possible only once in a match)
. overdrive force --------- 236236C while in overdrive mode (B=100)
. reactive brake ---------- 4D the moment your attack is Just Guarded (B=20)
. offensive brake --------- 6D when attacking (B=80)
. unlimited brake --------- 6D or 4D during an Ethereal Force attack (P=50)
. force cancel ------------ automatic while in Overdrive Mode (P=15)
# Assault Mode Only
. shatter skill ----------- 63214B (B=40, 214214B for Aronia)
. offensive brake --------- (in addition to 6D) 4D when attacking (B=80)
. assault brake ----------- D upon landing a neutral, crouching, dash or
command normal (B=60)
# Technical Mode Only
. technical brake --------- 4D if the attack's whiffing or got blocked with
normal or mighty guard (B=40)
. counter brake ----------- motion of any attack while Just Guarding (B=60)
(commonly referred to as Guard Cancel)
# On the ground
. Every grounded character can be in either standing or crouching stance -
the latter allows him/her to deliver low hitting moves and block incoming
lows, unblockable while standing. In exchange, player is completely
vulnerable to overheads.
. To move, player can either walk or dash/backdash. While walking is more or
less the same for everyone, dashing may cover different distance with
different speed, depending on the character. However, every forward dash
shares the impossibility to block incoming attacks (unless enough time is
given to recover from the dashing animation and enter the blocking stance)
and the ability to cancel into a dash normal, special or any other attack.
. Vice versa, backdashing offers invincibility frames, that give the player
an opportunity to escape some attacks, but is not eligible for any kind of
. Optionally, some characters can run (which is technically a continious
dash). Properties are the same as those of the forward dash.
. Finally, one of the few that utilizes HK's 3D environment, is sidestepping.
With it, player can slide away from the attack's path unharmed. This
movement can be cancelled into a forward dash or any kind of attack. On the
other hand, the player is vulnerable during sidestepping and is unable to
block, plus, to counter sidestepping, some moves home on sliding characters
or cover a wider area.
# Jumping
. Normal jumping is available to all characters and has three standard
directions - up, forward and backwards. When jumping, there is a short
delay before the player is considered airborne - during it, he or she is
unable to block or attack.
. A forward jump variation, done while dashing or running, - leap (or dashing
jump) - travels farther, but the height and other properties remain the
. Same applies to hopping (or quick jump), another version of the forward
jump with less height. One can recognize hop by its shortened animation
(Raven won't perform his flip, for example) and its inability to jump over
. High jump is a universal (and usually optional) followup to Launcher
attacks, that quickly catches up with the knocked up opponent and allows
the player to start an air combo. This jump may fail if timed wrong -
when successful, background turns into a white stream of sorts.
. Airborne players have the ability to add another jump in these cases:
- launcher > high jump > attack > 2nd jump;
- aerial attack > Offensive brake > 2nd jump;
- at will (no attacking required) while in Overdrive Mode.
. A logical assumption would be that any character with a launcher is able to
perform a triple jump. Indeed it is possible:
- launcher > jump > attack > 2nd jump > attack > OB > 3rd jump > attack.
# General Information
. All guard types obey the rules of the guard levels (see below).
. There is no assisted blocking (as in "blocking the first hit of a
multi-hitting attack or a combo forces the character to keep guarding
without player's help until that attack ends). In Hinokakera guard must be
upheld manually.
# Guard Levels
. attack is
|-> unblockable
'-> blockable
|-> unconditioned: blockable in any stance, using any guard
|------> overhead: while airborne or standing - any guard
|                  while crouching - unblockable
|---> mid or high: airborne - only with mighty or just guard
|                  standing or crouching - any guard
|-----------> low: airborne - mighty or just guard
|                  standing - unblockable
|                  crouching - any guard
'-----> just only: any stance, just guard only
. Levels (dubbed here as "Guard levels") usually refer to different
"heights" attacks hit at. Most levels require a certain stance and guard
type to successfully defend from. One move can incorporate several hits,
each with a different attack level.
. First two "levels" are general ones - the attack's either 'unblockable' as
it is (throws and catches), or is a 'free-guard' and may be blocked in any
way desired without added conditions (these are usually projectiles).
. Two more are grounded levels. If these are to be guarded by an airborne
character using normal block, a "Critical Hit" will be inflicted. 'Mid'
level hits are close to free-guards, with the aforementioned property being
their only distinct feature (plus, mids may become 'high' level attacks, if
they pass over crouching characters). 'Low' hits additionally require the
opponent to crouch in order to block them.
. 'Overheads' are usually aerial attacks, and they cannot be guarded while
. Last one, 'just-only', is a type of attack, that can be blocked only with
Just Guard and nothing else (no stance conditions). All Shatters are J-O.
# Normal Guard and Guard Crush
. With every hit blocked, the defending character is pushed away from his or
her attacker. The stronger the hit is, the bigger this pushback will be.
. Most hits blocked this way, except normals, will force a small portion of
their damage through the defence - this is 'chip damage'. In HK, however,
it is impossible to suffer a chip death - one is able to keep guarding
forever with only one point of health left.
. With every hit blocked, an invisible guard meter depletes. When it empties,
player suffers a Guard Crush (the crushing hit itself won't do any damage)
and becomes temporarily immobilised, open to any attack. This process is
represented in-game with normal block's colour going down from blue to red.
Guard slowly refills while the character is not being attacked or instantly
resets to full after the Crush.
. When airborne, attempting to block mid and low attacks using normal guard
ends up with defender receiving a Critical hit.
. Hitting a guarding opponent gives less Power compared to a successful hit.
# Mighty Guard
. May be activated at any time. Gradually consumes Power while idle guarding,
takes bigger chunks when actually blocking hits.
. Has an increased pushback.
. Does not suffer from chip damage.
. Using Mighty Guard does not deplete the guard gauge, therefore Guard Crush
is impossible.
. In air, can block mid and low attacks.
. Hitting a mighty guarding opponent gives only a tiny amount of Power.
# Just Guard
. Is the most effective guard type, but requires strict timing.
. Has a drastically decreased blockstun and no pushback whatsoever, boosting
player's chances to punish the attacker. Zero pushback also allows the
player to retain his or her forward momentum when just guarding (for
example, just guarding while running forward, won't stop the character -
he or she will continue moving forward)
. Does not suffer from chip damage and does not deplete the guard meter.
. In air, can block mid and low attacks.
. Hitting a just guarding opponent gives no Power.
# Autoguard and Superarmour
. All of these are extra properties moves may possess.
. Autoguard (or Active Guard) is when some of the move's startup and/or
attack frames have the ability to automatically Normal Guard without
interrupting the attack's animation. AG won't block any kind of attack
thrown at it, but only a predefined type, usually falling to stronger hits.
It's also unclear whether the player can receive a critical hit or get
guard crushed during these autoguard frames, but the official manual states
it is easier to receive a guard crush while autoguarding.
. Superarmour (character will flash yellow when hit) is similar to autoguard,
but instead of blocking it will absorb incoming damage in its full, and
since absorption takes place in move's active frames, it will be counter
damage. Much like autoguard, superarmour will works against a set type of
weaker attacks (every character's 'C' normals have SA frames against 'A'
normals). Is ineffective against throws.
# Air and Ground Recovery
. After being hit into unconsciousness, the character does not automatically
recover as soon as the hitstun wears off - while he or she is still
airborne, player has an option to manually recover via Air or Ground
Recovery, also known as Tech, Ukemi or Posture Control (latter being its
in-game nickname).
. As with jumping, tech has three directions - neutral, forward and
. When recovering, character is rendered fully invincible for a number of
. Since the amount of hitstun the attacks deal varies, so does the untechable
time. Some attacks by default or in certain situations are completely
untechable. Others can be recovered from only after hitting the ground.
# Forced Wakeup and Wakeup Roll
. When lying on the ground, there are 3 possible wakeup solutions (without
attacking). First two have invincibility frames against throws.
. Wait until the character stands up by him/herself.
. Force him or her to stand up earlier by pressing 'D'.
. Finally, force to wakeup and "roll" away from the opponent at the same time
using the '4D' motion. The latter, however, is possible only if the
character is lying on his/her back. Also, the directional part of the input
does not mean "away from the opponent", but rather "the direction your
character's head is facing".
# Throw Escape
. To escape a normal ground throw, one must input the throw motion, '4C', the
second he or she is caught.
. Because of a rather strict timing - escape command must be entered almost
at the very moment opponent does his or her throw (even before the throw
"bubble" appears) - it is not unusual for escapes to happen
unintentionally, when both players attempt to throw each other at the same
# Interruptive Brake
. A universal escape move, which immediately cancels any kind of hitstun and
counterattacks the opponent.
. The IB attack itself does zero damage (hence no actual counter), but has
the highest priority (equal to that of the Overdrive Mode activation) and
will clash with any incoming hit. The opponent, should he or she recover
from attacking quickly enough, may block the I-Brake.
. Using IB applies a penalty to the player's Brake gauge - for a while
(7 seconds or so) it won't fill. Also, hitting with IB will give a small
amount of Power to the opponent.
# Throws
. Every character in the game has at least 2 normal throws - one on the
ground and one in the air.
. Both are unblockable (but ground throws are escapable), have a similar
damage output, won't counter or get countered, and cannot be cancelled
after the hit (yet whiffing throws obeys the general rules and can be
Offensive- or Technical-braked).
. Normal throws have no effect on characters who are recovering from the
blockstun or are in their hitstun frames (command throws work against
stunned characters).
. Unique to each character is how far the opponent will be thrown and whether
characters will switch sides after the throw or not.
# Normals, Dash Normals, Command Normals, Launchers, Low Guard Crushers.
. Every character has at least 9 normals - 'A' (weak), 'B' (medium), 'C'
(strong) and their crouching and aerial versions. Similar normals share
similar porperties regardless of the character (like 'A's being self-
cancellable or 'C's having superarmour frames).
. In addition to normals, there is a minimum of 2 dash normals per character,
"standing C" and "crouching C", performed while dashing or running. If the
player chooses Technical mode, 4 more normals are added - 2 for each attack
button. Comboability of dash normals depends on which reinforce mode has
been chosen.
. Command normals add a single direction to the attack button and usually
have less trivial effects in addition to being more powerful. Differing
greatly from character to character, there are, however, two "common" types
of command normals.
. First one is "launcher", which kicks the opponent high up into the air, and
then can be followed up with the chasing jump for an aerial combo. Majority
of characters have this.
. Second, "low guard crusher", has an effect on crouching characters who
block using normal guard - upon hitting them, the attack will take away a
good portion of their guard gauge. Even if the guard was full, crusher will
instantly kick it into the red zone. A partially depleted guard will be
# Specials and Extra Skills
. Specials are unique moves, that mostly define the character's playstyle in
HK. With a slightly more complex input, they also sometimes offer different
versions for each attack button - 'A', 'B/C' and 'EX', where 'C' version by
default copies 'B', unless the player has 25 Power, in which case it, if
possible, becomes an Extra Skill.
. Extra Skills, in turn, are a different kind of specials, that obey their
own set of cancelling rules. EXs can be divided into two groups: powered up
versions of other specials and standalone attacks. There are also followup
attacks, that spend 25 Power and look like EXs, but the official manual
doesn't treat them as such. Regardless of the group, it is common for them
to have invincibility frames on startup.
# Shatter Skill and Counter Brake
. Reinforce-specific techniques.
. Assault mode offers Shatter Skill - a kind of universal, yet weak knockdown
attack with very high priority. Due to its brake consumption, it is
impossible to brake-cancel the SS in real match.
. Technical characters, on the other hand, have access to a universal guard
cancel dubbed "Counter Brake". Its versatility comes from the fact that,
if the input is fast enough, almost any attack can become a guard cancel.
Worth noting is that in order to guard cancel using a normal, game requires
the attack button to be pressed twice.
# Ethereal Forces
. Your average super attacks, with every character having at least 2 of them.
. Normally spend 50 Power, with followups requiring additional 25 Power.
. Like EXs, have invincibility as their most common property.
. During most ethereals, the opponent cannot use the brake gauge.
# Overdrive Mode
. Available to all characters as a "once-per-match" powerup, it gives a
massive boost to offence, as well as enhancing defence.
. The moment ODM is activated, character becomes surrounded by a colourful
geyser, which, itself, is a move of the highest priority. It cannot be
countered, but is able to counter any other attack, albeit without
delivering the actual counterhit damage. To balance this, HK does not
permit cancelling the ODM activation in any way.
. While active, the word "OverDrive" is displayed atop of the player's Power
meter. It starts depleting at a constant pace as soon as it's activated,
and nothing, besides player winning/losing the round or using the Overdrive
Force, can interfere with it - that way the ODM lasts around 12 seconds.
. This is what Overdrive Mode gives:
. Player regenerates health when not guarding;
. Opponent's Brake gauge turns grey, thus disabling its accumulation and
the usage of any brake consuming techniques;
. Player can perform an Overdrive Force;
. Player is able to Force Cancel attacks;
. Player gains the ability to double jump without brake-cancelling;
. It is easier for the player to inflict high-level counters.
# Overdrive Force
. Available only during Overdrive Mode, this is the most powerful attack in
character's possession.
. Each ODF has two versions: one as a standalone attack and another as a
combo finisher. Comboed ODF is quicker and is considerably less powerful.
. ODF's damage solely depends on how much Power the player had at the moment
of execution. Empty Power meter results in ~4500 damage, while 100 points
of Power equals ~6000dmg. The trick is that by using the Power value, game
sets an equal damage correction for every hit in the attack sequence
(ignoring the usual rules of damage correction), producing a constant 75%
correction with zero Power and 100% with 100 Power. In addition, damage can
be boosted through counter or critical hits.
. Once ODF is executed, Overdrive Mode ends.
# The Idea
. "Cancel the recovery frames of the attack into another attack in order to
hit again, before the opponent's hitstun wears off" - that's the primary
idea behind cancelling and combos in general.
# Self and Chain Cancels, Jump Cancel, Just Frame Cancel
. Self cancel is the attack's ability to cancel into itself. By default, only
'A' normals are able to do so, but in Overdrive Mode certain specials gain
the same ability with the help of Force Cancelling.
. Chain (or "gatling") cancels mostly refer to normals and their variations
linking together, thus forming basic combos, like 'A > B > C'. Basically,
this is a nickname for "buffering" (see below), only applied to normals or
command normals. The in-game alias for such combos is "multiway combo".
. Jump cancel, as the name implies, means cancelling the recovery frames into
a jump, possibly extending the combo with an aerial strike or into an air
combo altogether. Only normals (but not all) can be jump cancelled, with
few specials being an exception to this "normals-only" rule. The latter
possess a so-called Just Frame Cancel (JFC) window - 1-2 frames, when a
jump cancel is possible.
. Self and chain cancels are possible only if the attack did hit or was
blocked. Jump cancels - only after successful hits.
# Basic Cancels
- A general method of combo-making, that usually refers to cancelling into
specials, ethereals or ODFs, by inputting the motion of said attack while
the previous one is still recovering. If the recovery does not permit
cancelling, Brakes come into play.
# EX cancels
. A specific and more loose version of buffering, done using Extra Skills.
. EXs can cancel almost any normal or special, and do so in earlier frames
of their recovery.
. EXs can cancel into other EXs. Even if 'B/C' versions of certain moves
cannot cancel into each other, chances are their EX versions can.
# Force Cancel
. An automatic, Power-spending cancel active only during the Overdrive Mode,
that allows to link specials not linkable otherwise, by giving them a kind
of "EX cancel" freedom.
# Reactive Brake
. More of an escaping technique than anything else, it, by cancelling the
motion of a just guarded attack, gives the player enough time to guard a
possible counter or guard cancel.
# Assault Brake and Technical Brake
. Brakes, available only to their respective reinforce modes.
. Assault brake allows to cancel the recovery of any standing, crouching,
dash or command normal. After it, the character automatically dashes
forward, to catch up with his or her opponent. Moreover, the damage
correction after AB is reduced by 15%, potentially bringing the correction
value up to its '100%' minimum. This means, that A-Braking a hit that would
give a 90% correction will force the next hit in a combo to do 100% damage
. Technical Brake, on a contrary, has nothing to do with damage. In a
nutshell, it's an Offensive Brake, that spends less power and works only in
specific situations. Those are: player's attack is whiffing or the attack
is being or is about to be guarded by normal or mighty guard. Not all
attacks are eligible for a TB, however, and the rules aren't that strict,
allowing some projectiles to be T-Braked even from up close.
# Offensive Brake
. The most common method of Brake-cancelling, applicable to all kinds of
normal and special attacks and to all of their parts - from startup to
. Its main feature: after OB damage correction in the combo is reset to 75%.
. Secondly, after the O-Brake and until the end of a combo (until it is no
longer possible to land more hits), opponent's brake gauge is disabled.
# Unlimited Brake
. UB is a special kind of brake cancel, that works only with Ethereal Forces
and spends 50 Power instead of Brake. Unlike the others, it does not
possess the same "cancel anywhere" freedom - U-Brakeable frames are more
###### MISC [CSMI]
# Counters and Criticals
. Counters happen whenever player's attack hits opponet's in its startup or
attack frames and vice versa. Depending on the strength of opposing hits,
either only one will be successful or both will counter each other
("trade"). Attacks' strength also influences what counter level shall occur
- 1, 2 or 3, with higher levels generally giving more hitstun and
untechable frames. In addition to this, all counters, no matter which
level, have an increased damage (it appears to be a countering hit-only
bonus, not affecting the rest of the combo).
. Critical hit occurs whenever an airborne character attempts to Normal guard
mid or low attack. Aside from longer untechable frames, critical hit
modifies the actual damage correction value and hits for 130% damage
instead of 100%. This means, that hits comboing off it will also do more
damage, due to correction now counting down from 130% and not the usual
# Clashes
. Occurs when two opposing moves' hitboxes collide in their attack frames,
and is accompanied by a blurry lightning spark. Clash's outcome depends on
the strength of said attacks or, perhaps, some obscure "priority" - it's
not clear in HK.
. Attacks of equal strength nullify each other and recover, without either
side taking damage.
. If one of the hits is stronger than the other, it shall nullify the
opposition, but won't weaken itself, delivering full damage and, most
likely, a counter.
. In multi-hitting/autocombo attacks (those that are a series of
distinguishable hits), if only a part of the sequence had clashed,
remaining hits will not be cancelled or nullified, hitting as they would
usually do, unless countered.
. Weak projectiles simply disappear upon clashing.
# Power Meter Push
. Even after the player accumulates 100 Power, it is possible to store beyond
this value, by shrinking (or "violating") the opponent's Power Gauge. To
exceed the Power limit, player must simply be low on health. Less health -
more Power stored.
. Maximum amount of Power the player can amass through "Push" is 150 points.
#                                  Reinforce: Assault         Technical
. Number of dash normals ------------------- 2               6
. Dash normals are chain-cancellable ------- yes             no
. Offensive technique ---------------------- Shatter Skill   Guard Cancel
. Special Brake ---------------------------- Assault         Technical
. Amount of chip damage the player takes --- increased       normal
3. MOVELISTS :::::::::::::::::::::::::::::::::::::::::::::::::::::::: [MVLS]
This section gives a basic list of characters' combat abilities. Specific
information on character's playstyle, if any, is given before the actual
This is not a verbatim transcript of the official manual - numerical
notes expand further on the properties some moves possess.
#  Along with general conventions, movelists use additional abbreviations.
T - Throw
C - Command Normal
S - Special Attack
SS - Shatter Skill
EF - Ethereal Force
ODF - Overdrive Force
|->, '-> - followups (also ['] in the 'input' column)
-> - this followup is possbile after any version of the parent move
X-> - followup is possible only after the 'X' version of the parent move
ODM - Overdrive Mode (63214C)
B=## - requires '##' Brake
P=## - requires '##' Power
EX - move is an Extra Skill and requires 25 Power
EXC - with at least 25 Power, 'C' version of this move becomes an EX
[L] - move is a Launcher
[C] - move is a low guard Crusher
~P~ - this move consumes all available Power (Overdrive Force)
*# - see note '#' below
note: Regarding 22x attacks (and Camille's 44C followup). For some weird
reason, there is no input window after 22 and therefore it is
impossible to perform such an attack with the usual "2, 2, attack
button" method - it is "2, 2 and attack button" instead. Since some may
overlook this notice, guide has these moves listed as 2[2x] - holding
those two buttons down always works, whereas tapping (which also works)
requires getting used to.
note: Official manual treats real unblockables and those blockable only with
just guard to be in the same 'unblockable' category. Here, only "real"
ones are considered to be in it.
###### RAVEN [MVRA]
----- -------------------------------------- --------   -----
Type: Attack                  (requirements) input    : notes
----- -------------------------------------- --------   -----
T: Dankei ............................... 4C
T: Kokuyou ......................(in air) 4C
C: Chi no Kiba -------------------------- 6B       : [L]
C: Kusabikake --------------------------- 4B       : [C]
C: Tsukikaze ---------------------------- 6C
C: Haori ------------------------(in air) 2C
S: Konton no Ude -------------------(EXC) 236A/B/C : *1
S: |-> Yami no Ibuki ----------(?->, EXC) '6A/B/C  : *1
S: '---'-> Yami no Houkou -----(?->, EXC) '4A/B/C  : *1
S: Shokuten no Hane ----------------(EXC) 623A/B/C
S: Sakanagi no Tsume ---------------(EXC) 214A/B/C
S: |-> Sakuya no Agito --------(A->, EXC) '4A/B/C
S: '---'-> Shokuten no Hane ---(A->, EXC) '6A/B/C
S: Sakuya no Agito -----------------(EXC) 421A/B/C
S: |-> Sakanagi no Tsume ------(A->, EXC) '2A/B/C
S: '---'-> Shokuten no Hane ---(A->, EXC) '6A/B/C
S: Kuroi Rasen ----------------------(EX) 641236C  : unblockable
SS: Shin'en no Ude -----------------(B=40) 63214B
EF: Hikari no Ude ------------------(P=50) 2363214C
EF: '-> Shishoku no Kakera ---------(P=25) '41236C
EF: Shikkoku no Tsubasa ------------(P=50) 2141236C
ODF: Gishin no Ude ------------(ODM, B=100) 236236C  : ~P~
*1 The actual followup options for these moves are as follows
(all 'C' versions are EXs):
.--> 6A -> 4A/B/C                  .--> 6B
4A/B/C  6B                   4C  6C -> 4C
4C  6C -> 4C
----- ---------------------------------- --------   -----
Type: Attack              (requirements) input    : notes
----- ---------------------------------- --------   -----
T: Execution ........................ 4C
T: Round Spread .............(in air) 4C
C: Upper Thrust --------------------- 6B       : [L]
C: Cross Raid ----------------------- 4B       : [C]
S: Silver Spread -------------------- 236A/B/C : *1
S: |-> Silver Spread ------------(->) '6A/B/C  : *1
S: |   |-> Silver Spread --------(->) '6A/B/C
S: '---'---'-> Vertical Wedge ---(->) '4A/B/C
S: Vertical Wedge ------------------- 214A/B/C
S: Silver Rain ---------(in air, EXC) 236A/B/C
S: Spinning Sabre --------------(EXC) 623A/B/C
S: Grand Rip Sabre -------------(EXC) 421A/B/C
SS: Cross Brake Sabre ----------(B=40) 63214B
EF: Punisher -------------------(P=50) 2141236C
EF: Sacred Sabre ---------------(P=50) 2363214C
EF: '-> Stigmatize -------------(P=25) '41236C
ODF: Last Judgement -------(ODM, B=100) 236236C  : ~P~
*1 It's impossible to follow up 'A' version into 6C
and 'C' version into 6A.
###### AYA [MVAY]
----- --------------------------------------------- ------------   -----
Type: Attack                         (requirements) input        : notes
----- --------------------------------------------- ------------   -----
T: Shiroi Kusari ..................(also in air) 4C
C: Tsumujikaze --------------------------------- 6B           : [L] *1
C: Kamaitachi ---------------------------------- 4B           : [C]
C: Sazanami ------------------------------------ 6C
S: Kira no Shougeki -----------------------(EXC) 236A/B/C     : *2
S: Chi Yori Wakitatsu Mono ----------------(EXC) 623A/B/C     : EXC
S: Ten Yori Warisosogu Mono -------(in air, EXC) 236A/B/C     : *3
S: Chi wo Kakeru Mono -------------------------- 214A/[A]     : *5
S: |-> Ten wo Inuku Mono ------------------(A->) '8
S: '-> Akaku Someageru Mono ----------------(->) '4C
S: Ten wo Inuku Mono --------------------------- 214B/[B]     : *5
S: |-> Kaze wo Hashiru Mono ---------------(B->) '6/[6A/B/C]
S: |-> Chi wo Ugatsu Mono -----------------(B->) '2/[2A/B/C]
S: |-> Ten Youri Wakisosogu Mono -----(B->, EXC) '8A/B/C      : *3 *4
S: '-> Akaku Someageru Mono ---------------(B->) '4C
S: Kaze wo Hashiru Mono ----------------(in air) 214A/[A]     : *5
S: |-> Chi wo Ugatsu Mono -----------------(A->) '2/[2A/B/C]
S: |-> Ten Youri Wakisosogu Mono ------(->, EXC) '8A/B/C      : *3
S: '-> Akaku Someageru Mono ----------------(->) '4C
S: Chi wo Ugatsu Mono ------------------(in air) 214B/[B]     : *5
S: |-> Chi wo Kakeru Mono -----------------(B->) '6
S: |-> Ten wo Inuku Mono ------------------(B->) '8
S: '-> Akaku Someageru Mono ----------------(->) '4C
S: Akaku Someageru Mono -----------(also in air) 214C/[C]
SS: Hagane no Yaiba -----------------------(B=40) 63214B
EF: Hametsu no Hikari ---------------------(P=50) 2141236C/[C]
EF: Hiiro no Rakuin -----------------------(P=50) 2363214C
EF: '-> Tsui no Sora ----------------------(P=25) '41236C
ODF: Saihate no Kioku ---(ODM, B=100, also in air) 236236C      : ~P~
*1 High jump is automatic.
*2 Any version may be charged by holding the attack button.
*3 'B/C' and 'EX' versions may be charged.
*4 'EX' version may be a followup to both uncharged and charged versions.
*5 Followups shown are level 1 options of Aya's 'Mono chain', which
consists of 8 components:
- 4 directional attacks, which are both starters and followups:
- ground-forward (Chi wo Kakeru - 214A);
- air-forward (Kaze wo Hashiru - aerial 214A);
- ground-to-air (Ten wo Inuku - 214B);
- air-to-ground (Chi wo Ugatsu - aerial 214B);
- 4 finisher attacks:
- 4C;
- 8A/B/C
- charged air-forward and air-to-ground, achieved via holding 6 or 2
and any attack button down.
- most links are possible only if the previous attack connects;
- in a chain, every move may be used only once;
- directions link into each other depending on whether Aya ends up in
the air or on the ground - this way ground-to-air chains into both
air-forward and air-to-ground, while ground-forward can be followed
only with ground-to-air;
- 4C is an all-around finisher, it may come out even after a charged
starter or followup (the latter is uncertain, though);
- 8A/B/C is an air-only finisher (if it doesn't come out, tapping '8'
twice may help);
Example of "Mono" combo would be: j.214A -> 2 -> 6 -> 8 -> 4C or 8A/B/C.
However, what works in theory may be impossible in real match, due to
air recoveries.
----- --------------------------------- ---------   -----
Type: Attack             (requirements) input     : notes
----- --------------------------------- ---------   -----
T: Rouga ........................... 4C
T: Shiga ...................(in air) 4C
C: Ouga ---------------------------- 6B        : [L]
C: Ryouga -------------------------- 4B
S: Ryousou Retsuga -------------(EX) 421C
S: Koga Kusanagi ------------------- 623A
S: Koga Aramasa -------------------- 623B
S: Koga Murakumo ------------------- 623C
S: Kiryou Ouga ----------------(EXC) 214A/B/C  : unblockable
S: Shisei Rouga -------------------- 41236C    : unblockable
S: Fudou Juuga --------------------- 2[2A/B/C] : *1
S: Tsuiga Tenhou ---------------(EX) '4[4C]    : *2
SS: Tsuuga Chiihou ------------(B=40) 236236B
EF: Fuuga:Ashura --------------(P=50) 632146C   : unblockable
EF: Fuuga:Karura --------------(P=50) 2363214C  : unblockable
EF: Fudou Juuga:Sora ----------(P=50) 2[2C]
ODF: Camille's Homerun ---(ODM, B=100) 236236C   : ~P~
*1 With at least 50 Power, 'C' version becomes a 'Fudou Juuga:Sora' EF.
*2 Is a followup to 4B, 421C, 623A/B/C, 214A/B/C (not EX) and 632146C.
----- -------------------------------- --------   -----
Type: Attack            (requirements) input    : notes
----- -------------------------------- --------   -----
T: Tsukihaze ...................... 6C
T: Hien ........................... 4C
T: Rakujitsu ..............(in air) 4C
C: Renge -------------------------- 6B       : [L]
C: Entsui ------------------------- 4B       : [C]
S: Hoshi Agito ---------------(EXC) 623A/B/C
S: Fubuki ------------------------- 214A/B/C
S: Nokori Yuki -------(in air, EXC) 214A/B/C
S: Ouka --------------------------- 236A
S: Homuraboe ---------------------- 236C/[C] : press 'A' to cancel charging
S: Adzumaboe ------------------(EX) 2141236C
S: Hi no Yuunagi ------------------ 632146A  : unblockable
S: Shoyou ---------------------(EX) 2[2C]    : [L]
S: Kudaki Kaze -------------------- 236B
S: |-> Ouka ----------------------- '6A
S: |   |-> Minamogari -------------  '6B
S: |   '-> Fubuki -----------------  '4C
S: |-> Minamogari ----------------- '6B
S: |   |-> Fubuki -----------------  '4C
S: |   '-> Homuraboe --------------  '6C/[C] : press 'A' to cancel charging
S: |-> Tsukihaze ------------------ '6C      : unblockable
S: |   '-> Homuraboe --------------  '6C/[C] : press 'A' to cancel charging
S: |-> Hien ----------------------- '4C      : unblockable
S: |   '-> Fubuki -----------------  '4C
S: '-> Hi no Yuunagi -------------- '4A      : unblockable
S:     |-> Rakujitsu --------------  '4C     : unblockable
S:     '-> Adzumaboe ----------(EX)  '6C
SS: Akemutsu -----------------(B=40) 63214B
EF: Rikidou no Maihime -------(P=50) 2363214C
EF: '-> Rikidou no Moukin ----(P=25) '41236C
EF: Chizakura Ugachi ---------(P=50) 632146C  : unblockable
ODF: Daten no Tsubasa ---(ODM, B=100) 236236C  : ~P~
# Movement
. Celes is one of the two characters with airdashes.
. While air backdash distance is roughly the same as that of a grounded
version, forward airdash is thrice as longer, plus it goes downwards and
ends with Celes landing, omitting the falling animation.
. None of these seem to possess any extra properties (although it is not well
# Flame Modes
. In addition to her usual stance, Celes can enter one of the two Flame
modes - "Flame Sword" and "Flame Armour" - using a special command.
. After one of these has been activated, the Flame gauge above her Brake
meter fills up and starts gradually decreasing. During that time, Celes is
powered up and gains access to new attacks and enhanced guard regeneration
(this appears to be an Armour-only feature).
. All of the Sword an Armour exclusive moves take away a portion of the Flame
meter - the amount depends on how strong the attack is. However, none of
these moves require an exact number of Flame "points" to operate - having a
pixel of it is sufficient.
. Celes cannot recharge her current mode until the gauge empties, but she can
switch to another at any time (but not in the first 2–3 seconds after
activation, when the second mode's icon is X-ed).
. There is no limit to how many times she can enter both modes or switch
between them.
Special conventions:  e - enters
FS - Flame Sword mode
FA - Flame Armour mode
OG - On Guard (while blocking w/ Normal or Mighty guard)

Page 2
----- ----------------------------------------------------- --------- -----

Type: Attack                                 (requirements) input     : notes
----- ----------------------------------------------------- ---------   -----
   T: Bakuenken:Kouka ..................................... 4C    
   T: Bakuenken:Ake no Ne .........................(in air) 4C          
   C: Aerial Frontstep ----------------------------(in air) 66 
   C: Aerial Backstep -----------------------------(in air) 44   
   C: Houshinken:Hisai ------------------------------------ 4B        : [C]
   C: Gen'eiken:Hanagasumi -------------------------------- 3C        : [L]
   C: Rekkuuken:Hisui ------------------------------------- 6C 
   C: '-> Hienken:Ameyanagi ------------------------------- '4C
   C: Honoo no Yaiba -------------------------------------- 2[2A]     : eFS
   C: Honoo no Yoroi -------------------------------------- 2[2B]     : eFA
   S: Shippuuken:Yuki Tsubaki ------------------------(EXC) 214A/B/C 
   S: Renbuken:Yumezakura --------------------(in air, EXC) 214A/B/C 
   S: Masenken:Hikiryuu-Rekka --------------------(FS, EXC) 236A/B/C 
   S: Madouken:Karyuu-Shouen ---------------------(FS, EXC) 623A/B/C 
   S: Majinken:Kouryuu-Senku:Kakuyaku -------------(FS, EX) 421C     
   S: Majinken:Kouryuu-Senku:Maihime --------------(FA, EX) 421C     
   S: Imashime no Honou -------------------------------(FA) 2[2B]  
   S: Imashime no Honou ---------------------(FA, P=25, OG) 46B      
  SS: Mashouken:Enga-Senjin -------------------------(B=40) 63214B  
  EF: Maouken:Hiryuu-Hougou ---------------------(FS, P=50) 2141236C : *1
  EF: Masenrekken:Suzaku-Tenshou ---(FA, P=50, also in air) 2363214C : *1
  EF: Gurenken:Akaneyuki ----------------------- (P=50, OG) 63214C   : *2
 ODF: Celestial Feather -----------------------(ODM, B=100) 236236C  : ~P~

   *1 Spends all available Flame.
   *2 Is not available in Flame modes. Works against any type of attacks 
      blockable with Normal and Mighty guard. The move itself is a dash 
      animation after the initial super flash, that ends with a seemingly 
      unblockable attack (unconfirmed).

# Firearms
 . All of Hardy's guns have limited ammunition - 6 bullets in each revolver 
   and 8 shells in the shotgun. 
 . He starts every match with all three fully loaded, and, during the course 
   of battle, has an option to reload his revolvers using a special command, 
   but not the shotgun - every new round he receives 2 shells instead (this 
   won't exceed the 8-shell limit however).  

   Special conventions:   aL - requires Left revolver ammo 
                          aR - requires Right revolver ammo
                         aLR - requires ammo in both revolvers
                          aS - requires Shotgun ammo
                          aE - requires one or both revolver clips to be empty 
----- ------------------------------------------- ---------   -----
Type: Attack                       (requirements) input     : notes
----- ------------------------------------------- ---------   -----
   T: Hiza kara Enzui, Hitomeguri ............... 4C  
   T: Long Goodbye ......................(in air) 4C  
   C: Nouten Chokegeki Kakato Otoshi ------------ 6B  
   C: Swing by Heel ----------------------------- 4B        : [C]  
   S: Fire Impact ---------------------------(aS) 41236C      
   S: Knock the Door ------------------------(aS) 63214C       
   S: Desperado:Quick -----------------------(aL) 236A,A... : *1
   S: |Desperado:Snipe ----------------------(aR) 236B,B... : *1
   S: ||Desperado:Rave -----------------(aLR, EX) 236C,C... : *1
   S: -> Fire Impact -----------------(aS, ->) '6C        
   S: Disorder:Quick ------------------------(aL) 214A,A... : *1
   S: |Disorder:Snipe -----------------------(aR) 214B,B... : *1
   S: ||Disorder:Hedgehog --------------(aLR, EX) 214C,C... : *1
   S: -> Knock the Door --------------(aS, ->) '4C    
   S: Air Raid Blitz:Quick ----------(aL, in air) 236A          
   S: Air Raid Blitz:Snipe ----------(aR, in air) 236B          
   S: Air Raid Blitz:Uproute ---(aLR, EX, in air) 236C,C... : *1
   S: Stinger:Left -------------------------(aLR) 623A        
   S: Stinger:Right ------------------------(aLR) 623B         
   S: Stinger:Grand --------------------(aLR, EX) 623C         
   S: Trick Arch:Left -----------------------(aE) 623A   
   S: Trick Arch:Right ----------------------(aE) 623B 
   S: Trick Arch:Grand ------------------(aE, EX) 623C          
   S: Reload:Left ------------------------------- 2[2A]     : left gun reload
   S: Reload:Right ------------------------------ 2[2B]     : right gun reload
   S: Reload:Double -------------------------(EX) 2[2C]     : akimbo reload
   S: Hand Grenade ------------------------------ 421A/B/C 
  SS: Crimson Inprint ---------------------(B=40) 63214B     
  EF: Gravity Prison ----------------------(P=50) 2363214C 
  EF: Heaven Geyser -----------------------(P=50) 632146C   : unblockable *2
  EF: '-> Buster Launcher -----------------(P=25) '222C      
 ODF: Fire Seven Days ---------------(ODM, B=100) 236236C   : ~P~ 

   *1 Mash the attack button for rapid fire (max 6 shots). 
   *2 Auto-reloads both revolvers and then empties them.

----- ----------------------------------------------- ---------   -----
Type: Attack                           (requirements) input     : notes
----- ----------------------------------------------- ---------   -----
   T: Fuushou:Saidan e Itaru Michi .................. 4C
   T: Kiten no Gi:Tenkyuu no Honrai .........(in air) 4C
   C: Fuushou:Kokuu no Yobigoe ---------------------- 6B        : [L]
   C: Enshou:Hisui no Ori'ito ----------------------- 4B        : [C]
   C: Fuushou:Nanaya Tsuranuku Kaze ----------------- 6C
   C: Kaze to Tsubasa no Uta -----------(also in air) 2[2A/B/C]
   S: Enshou:Hisame Furu Utage -----------------(EXC) 236A/B/C  : *1
   S: Kiten no Gi:Sora wo Tsumugu Kioku --------(EXC) 623A/B/C
   S: Honoo no Tsurugi:Ichi Shiki [Ootori] ---------- 214A
   S: Honoo no Tsurugi:Ni Shiki [Tsumuji] ----------- 214B
   S: Honoo no Tsurugi:San Shiki [Hitsugi] ---------- 214C
   S: Fuushou:Tenjin ni Nozomu Hitsuji -------------- 641236C   : unblockable
   S: '-> Enshou:Shuzome no Sayo Kagura ---(P-25, ->) '41236C 
  SS: Fuushou:Hoshi Ugatsu Ibuki --------------(P=40) 63214B 
  EF: Kiten no Gi:Subekaraku wa Shi -----------(P=50) 2141236C 
  EF: Kiten no Gi:Shichinan Sokumetsu ---------(P=50) 2363214C 
 ODF: Kiten no Gi:Keiji -----------------(ODM, B=100) 236236C   : ~P~

   *1 In 'B/C' and 'EX' versions holding the attack button makes projectiles
      home in on the opponent. Clestis will freeze in a vulnerable stance 
      until the attack ends - either cancelled by releasing the button, or 
      automatically, after all the projectiles have hit (or have passed 
      through the target). 

# Gems
 . Aronia can summon 4 types of gems that allow her to control space and set 
   up traps.
 . She is able to place only one gem of each type, but can have all four 
   on-screen at any time. 
 . All gems have a limited "life" span - if not activated or revoked, they 
   will either simply disappear ('A' versions and all Emeralds) or unleash a 
   weaker version of their attack ability ('B/C' and 'EX') before vanishing.
   Aquamarine bubble can, in fact, hit even in-between rounds.
 . Aronia's supply of gems is infinite and she can place new ones right after 
   the previous were activated, without any delay.  

 . Within the movelist, "Secchi" part of the move's name shows that this 
   attack invokes the appropriate gem, "Hatsudou" - activates, and "Kaishuu" - 
   revokes without attacking.

                  Special conventions: R - requires Ruby to be on-screen
                                       A - requires Amethyst to be on-screen
                                       Q - requires Aquamarine to be on-screen
                                       E - requires Emerald to be on-screen
----- ------------------------------------------------ ----------   ----- 
Type: Attack                            (requirements) input      : notes
----- ------------------------------------------------ ----------   -----
   T: Tractor Ring ................................... 4C
   T: Bound Fall .............................(in air) 4C
   C: Stream Bash ------------------------------------ 6B         : [L]
   C: Stream Fall ------------------------------------ 4B         : [C]
   S: Hien no Ruby (Secchi) ---------------------(EXC) 236A/B/C   : *1
   S: Hien no Ruby (Hatsudou) ----------------(R, EXC) 236B/C      
                              '------------(R, in air) 236B
   S: Hien no Ruby (Kaishuu) ----------------------(R) 236A       
   S: Shiden no Amethyst (Secchi) ---------------(EXC) 623A/B/C   : *1
   S: Shiden no Amethyst (Hatsudou) ----------(A, EXC) 623B/C       
                                    '------(A, in air) 236B
   S: Shiden no Amethyst (Kaishuu) ----------------(A) 623A       
   S: Hekisui no Aquamarine (Secchi) ------------(EXC) 421A/B/C   : *2 
   S: Hekisui no Aquamarine (Hatsudou) -------(Q, EXC) 421B/C       
                                       '---(Q, in air) 421B 
   S: Hekisui no Aquamarine (Kaishuu) -------------(Q) 421A       : 
   S: Ryokusui no Emerald (Secchi) --------------(EXC) 2363214A/C : *3
   S: Ryokusui no Emerald (Hatsudou) ---------(E, EXC) 2363214B/C
   S: Ryokusui no Emerald (Kaishuu) ---------------(E) 2363214A   
   S: Souhi no Sapphire -------------------------(EXC) 2[2A/B/C]  
   S: Reflector Shell -------------------------------- 214A
   S: Reflector Daggers -------------------------(EXC) 214B/C    
  SS: Spell Bound Extinction -------------------(B=40) 214214B     
  EF: Kouki no Diamond -------------------------(P=50) 2141236C  
  EF: Kokuyou no Black Diamond -----------------(P=50) 632146C    : *4
  EF: Shisei Houjin ----------------------------(P=50) 222C       : *5
 ODF: Kinju:Mamon Kaijou -----------------(ODM, B=100) 236236C    : ~P~

   *1 'A' version gem appears right in front of Aronia and then moves towards 
      her opponent. 'B/C' and 'EX' versions do not move, but are chargeable - 
      the longer the attack button is held, the farther the gem will be 
   *2 Same as above, except all versions will seek Aronia's opponent, even 
      charged ones.
   *3 'B/C' version is non-existent - there is only 'A' and 'EX'.
   *4 Is an unblockable throw. If no gems are on-screen, black circles, that 
      suck in the opponent, will appear around Aronia. If there is a gem, 
      circles will appear in its place instead (thus revoking it). In case of
      multiple gems being placed, the one that came out first acts as a 
   *5 Invokes all four gems at once. All of them are 'A' versions. At anytime, 
      Aronia can cancel the attack into another '222C'.

###### KAKERU [MVKK]
# Katana Stances
 . Like Celes, Kakeru has two additional stances, where he draws his katana, 
   entered via special commands or switched into from certain attacks. 
 . Unlike Celes, these two completely change not only his movelist, but also 
   movement and guarding abilities.

 . In "Katsugu" stance Kakeru puts katana onto his shoulder and gains a set of 
   slow, but extremely powerful moves.
 . For this, he cannot crouch, jump or even guard - his only options are 
   dashing (instead or running), backdashing and sidestepping. 

 . In "Hiku", Kakeru holds katana low to the ground and attacks with less  
   straightforward and damaging slashes, but his defence is nonetheless low. 
 . Once again, he cannot guard, jump or crouch, but in this stance he can run 
   instead of dashing. Backdash and sidesteps remain.

 . A good number of Kakeru's stance attacks have a "built-in" option to switch 
   into another stance on the fly, allowing Kakeru to link together attacks 
   from both modes.   

                                     Special conventions:  s - switches to
                                                          NS - Neutral Stance
                                                          KS - Katsugu Stance
                                                          HS - Hiku Stance
   Unless otherwise noted, the required stance is Neutral.
----- --------------------------------------------- --------------   -----
Type: Attack                         (requirements) input          : notes
----- --------------------------------------------- --------------   -----
   T: Tada no Bouryoku ............................ 4C
   T: Tada no Tatakitsuke .................(in air) 4C
   C: Body Blow ----------------------------------- 6B/[B]
   C: Noutou -------------------------------(KS/HS) 4D/214A        : sNS
   C: Katsugu-you ni Kamaeru ---------------(NS/HS) 214B           : sKS
   C: Hiku-you ni Kamaeru ------------------(NS/KS) 214C           : sHS
   S: Mukashi, Nanika de Mita Waza ---(also in air) 214A 
   S: Oni Kenbai ---------------------------------- 236B/[B]/C/[C] : *1
   S: '-> Saya Oi --------------------------(B/C->) '6B/C
   S: Magatsusa Niwa -------------------------(EXC) 623A/B/C       : *2
   S: Magatamawari ----------------------------(KS) A/[A]          : *1 *3
   S: Magatamabarai ---------------------------(KS) A,B/A,[B]      : *1 *3
   S: Iwato Kudaki ----------------------------(KS) B              : *3 
   S: Kamuro Otoshi -----------------------(KS, EX) C              : *3
   S: Kamuro Hajiki -----------------------(KS, EX) 2C             : *3
   S: Sakakidachi -----------------------------(HS) A/[A]          : *1
   S: Hirasaka --------------------------------(HS) B/[B]          : *1
   S: Ikinari Sasu ----------------------------(HS) 6C
   S: Hoshi Yadoshi -----------------------(HS, EX) C           
   S: '-> Oni Hime Misogi -------------------(P=25) '41236C   
  SS: Hi no Kakera --------------------------(B=40) 236236B    
  EF: Oni Kagura ----------------------------(P=50) 2141236C    
  EF: '-> Oni Hime Misogi -------------------(P=25) '41236C 
  EF: Oni Yatsu Ka --------------------------(P=50) 2363214C     
 ODF: Kamukura Hofuri -----------------(ODM, B=100) 236236C        : ~P~

   *1 Holding the attack button forces Kakeru to either remain in the current 
      stance or switch to another (depending on the move).
   *2 Is unblockable.
   *3 Adding '6' to the input (i.e. '6x' instead of 'x') will make Kakeru 
      dash forward while attacking.

###### MALAKH [MVMA]
# Movement
 . Malakh is the second character to have alternative movement options.
 . Its ground dash/run makes it fly upwards and then descend, forming an arc. 
   Height and distance depend on how long the '6' has been held after the 
   initial input. During this time the character is considered airborne.
 . In the air, Malakh can perform airdashes, just like Celes. The difference 
   is that the backdash is longer and faster than the ground one, and 
   goes downwards, while the regular airdash (66) is shorter than Celes' and 
   also goes downwards.

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