------------------------------------------------------------------------------- Dengeki Bunko Fighting Climax Character Move List Guide For the Sony PlayStation 3 / Vita (NTSC-J) and Arcade (Rev.1.30) By Raul Torrez (zerokyori@hotmail.com) This FAQ is Copyrighted Work 2015 Raul Torrez ------------------------------------------------------------------------------- Dengeki Bunko Fighting Climax and all related characters are registered trademarks and copyrighted by Kadokawa (2014) and Sega. Game developed by Ecole Software and French Bread, while published by Sega of Japan. =============================================================================== Table of Contents: =============================================================================== 1. Introduction [000] 2. Basic Commands [BC] 3. Character Move List [CML] Shana [C01] Asuna [C02] Kirino Kousaka [C03] Mikoto Misaka [C04] Shizuo Heiwajima [C05] Kuroyukihime [C06] Kirito [C07] Tomoka Minato [C08] Taiga Aisaka [C09] Miyuki Shiba [C10] Yukina Himeragi [C11] Rentaro Satomi [C12] Akira Yuki [C13] Selvaria Bles [C14] 4. Support Character Assist List [SML] Whilhelmina Carmel [S01] Leafa [S02] Kuroneko [S03] Touma Kamijo [S04] Celty Sturluson [S05] Haruyuki Arita [S06] Holo [S07] Boogiepop [S08] Maou Sadao [S09] Koko Kaga [S10] Hinata Hakamada [S11] Kino [S12] Mashiro Shiina [S13] Erio Towa [S14] Ryuuji Takasu [S15] Tatsuya Shiba [S16] Kojou Akatsuki [S17] Enju Aihara [S18] Dokuro Mitsukai [S19] Accelerator [S20] Izaya Orihara [S21] Pai Chan [S22] Alicia Melchiott [S23] 5. Updates / Version History [VH] 6. Closing and Credits [CAC] =============================================================================== 1. Introduction: [000] =============================================================================== Hi everyone! Originally, I had planned to get this guide out sooner, but the Japanese release of GGXrd got in the way. After stepping away from that game for a bit, I was able to finally complete this FAQ. As always, the purpose of this guide is to provide you with as much information on the characters of the game. That or until something better is released. Either way, I’m positive it’ll be enough to hold over a few people, who actually bought the game and still play it. If you found this guide helpful in anyway, feel free to consider sending a PayPal donation (kim_kaphwan@netzero.net). Anything is appreciated. Thanks! =============================================================================== 2. Basic Commands: [BC] =============================================================================== 7 8 9 _____ _____ _____ \ | / / \ / \ / \ \ | / | A | | B | | C | 4 --- 5 --- 6 \_____/ \_____/ \_____/ / | \ _____ / | \ / \ 1 2 3 | S | \_____/ Key Configuration and Notations: 7 - up back / backwards jump 8 - up / vertical jump 9 - up forward / front jump 4 - back / walk back / guard 5 - neutral position 6 - forward / walk forward 1 - down back / crouch guard 2 - down / crouch 3 - down forward / crouch A - Weak attack B - Medium attack C - Strong attack S - Support / Assist 236 - d, df, f / qcf 214 - d, db, b / qcb 41236 - b, db, d, df, f / hcf 63214 - f, df, d, db, b / hcb (air) - special move can be done in the air OTG - off the ground IS - Impact Skill IB - Impact Break TC - Trump Card UP - Universal Potential CP - Character Potential PB - Power-Up Blast CB - Combo Blast EB - Escape Blast CS - Cancel Support RG - Reflection Guard CG - Climax Gauge EX - EX Special Attacks (Level 1) CA - Climax Arts (Level 2) x1 - repeat number of times shown > - follow up (additional attack) ------------------------------------------------------------------------------- Basics: ------------------------------------------------------------------------------- -Dash / Run- f, f (hold f while running) Used to dash / run towards the opponent. The dash varies per character. -Dash Back- b, b Used to dash away from the opponent. All back dashes have invincibility on start up. -Throw- 6C / 4C A basic throw all of the characters within the game possess. Neutral grab tosses the opponent forward. The 4C grab tosses the opponent in the opposite direction. Throwing can be used for position change. -Throw Escape- when grabbed by opponent, 6C / 4C Only breaks regular throws, not command throws. -Recovery- when knocked in the air, A / B / C It allows recovery from selective attacks or dropped air juggles. The player is fully invulnerable until the character lands, unless the player inputs an attack or movement. -Chain Combination- A, B, C This is the basic chain combo of the game. All chains start from a weak attack to the next highest strength. Examples: A, B, C / A, C / B, C. All chains are cancelable into command / special / super moves. Chaining the same attack strength is only possible with 2A / 5A. The restriction of chaining B / C attack strengths more than once or reverse chain combinations is prohibited. -Quick Combination- press A x5 This is an auto chain combo that ends with an Impact Skill. It’s a great feature for new players of the fighting genre. The auto chain damage output is the same as a regular combination. The aerial version only chains jump A, B, C in succession. -Quick Forward- tap 2~8 / 2~9 All characters have the ability to super jump higher and wider to cover more distance. -Jump Cancel- All characters have the ability to jump cancel from their normal attacks. The standing / crouching positioning and normals used to jump cancel varies for each character. -Super Cancel- Climax Arts are super cancelled from normals, commands, throws, and special attacks. -Counter Hit- The initial hit will have longer hit stun. There’s no damage increase on counter hits. -Impact Skill- 5A+B / 2A+B The attack on start-up allows the player to autoguard an opponents attack. On contact, this attack is cancelable into EX Specials, Climax Arts, Trumps Cards, Supports, and Blasts. When guarded, only Blasts and Trump Cards are cancelable. The attack is punishable on block. It can be used to extend combos as well. -Impact Break- 4A+B (Follow-up on hit, A / B / C) A universal overhead attack, which can auto guard an attack on start-up. The overhead can be followed up with an additional launcher attack. It’s punishable on block, so use when Impact Break is hit confirmed. The follow-up attack can be delayed, which eliminates the zoom-in effect, but lessens the attack damage. -Trump Card- 5A+C (consumes 1 Trump Card Icon) The Trump Card icons are located above the Climax Gauge. There are two types of Trump Cards, red and blue. The red indicates that it’s an attack, while the blue card is a specific character buff. The Trump Card has start up invincibility. A lose of a round will regain one icon. - Once activated, the card icon will turn into a meter gauge the slowly drains. During this time, all chain combinations restrictions are removed and all normal attacks are jump cancelable. Support Cancels no longer require a Climax stock and the Support call-in animation is eliminated. Using a Power-Up Blast increases the duration of the Trump Card Gauge, and gains 1 Climax stock as well. - Increasing the attack strength of a Climax Art is possible. During the Climax Art’s start up freeze activation, the use of a Trump card will increase the damage of the super. A red flash effect will occur, confirming the damage increase. The damage increase allows the use of both Trump Cards. Using 1 Trump Card gains a 25% damage increase, while using 2 Trump Cards gains a 50% damage increase. If the opponent is at match point, the players Trump Card gains a 50% damage increase per card. -Extend Action- hold A / B / C This command changes the property of the attack. This feature is character and button specific. -Universal Potential- A brief power-up that is activated when certain conditions are met. When the character’s life is under 30%, their attack power is increased by 10% and health is slowly regenerated. If the opponent is on match point, the player’s attack power is raised to 20%. The duration lasts about 20 seconds. -Character Potential- A brief power-up that is activated when certain conditions are met. The effect and activation condition varies for each character. The duration lasts about 10 seconds. The attack must hit the opponent for the potential to activate. -Blasts- A+B+C (when icon reads “Blast OK”) (air) The Blast Icon is located beneath the Life Gauge. The lower the health is, the faster the recharge rate. There are three different types of Blasts. All blast types can be used in mid-air as well. - Power-Up Blast: When blast is used, it’ll temporarily increase attack strength, defensive power, the recharge rate of the Climax Gauge, a bit of health, and gain 1 Climax stock. If blast hits opponent, the player will gain an additional Climax stock. It has full invincibility on start up activation. - Combo Blast: When used during an attack, it launches the opponent vertically to allow for more damaging combos. Inputting 6A+B+C will blast the opponent away and will cause a wall bounce near the corner. The player gains 1 Climax stock for using Combo Blast. This blast has the fastest recharge rate out of the three. - Escape Blast: Used when guarding or being hit. It blasts the opponent away, which halts their offense. The Blast Gauge’s recharge rate is the slowest out of the other two blast types. -Climax Gauge- This gauge is used to access EX Specials, Climax Arts, Support Cancels, and Reflection Guard. The gauge meter is gained by attacking or being attacked. Staying in a neutral position builds meter at a slower rate. The gauge can hold the maximum of 5 stocks. -EX Special Attacks- (consumes 1 Climax stock) The character’s enhanced version of special moves, which are stronger than their regular moves. -Climax Arts- (consumes 2 Climax stocks) The standard super moves / super combos that all of the characters possess. -Support- 5S / 6S (when Support Gauge is full) The player is able to call on their selected Support character to assist them. Each command performs a different action or attack. Specific Support characters can recover the Support Gauge at a faster rate. -Cancel Support- 5S / 6S (consumes 1 Climax stock) A command that cancels an attack and calls the player’s Support. It can be used in the air. -Reflection Guard- while guarding, 4A+B / 4B+C (consumes 50% of a Climax Stock) A single push block, that creates space from the opponent. Each push block consumes Climax meter. =============================================================================== 3. Character Move List: [CML] =============================================================================== ------------------------------------------------------------------------------- Shana [C01] [Shakugan no Shana] ------------------------------------------------------------------------------- -Universal Commands- Throw - 6C / 4C Flight - in air, 66 Impact Skill: Gouka - 5A+B Impact Skill: Shinku - 2A+B > Crimson Grasp - A / B / C Impact Break - 4A+B Trump Card: Shinpan - 5A+C Extend Attack: jump C (hold C) Universal Potential - Health under 30% Character Potential - Hit the opponent with ten normal attacks -Special Moves- Hien - 236A / B / C / A+B (air) Guren no Oodachi - 214A / B / C / A+B (air) -Climax Arts- Guren no Souyoku - 41236B+C Kessen Ougi - 63214B+C > Follow-up Attack: Hein - A / B / C (after Kessen Ougi) > Follow-up Finisher: Shinpan - A / B / C (after Follow Up Attack: Hein) ------ Notes: ------ - Shana’s jump cancels are 5A, 5B, and jump A / B / C. - Throw: Grabs the opponent and roundhouse kicks away. If opponent is thrown in the corner, she may OTG with a 2A chain, Power-up Blast, or Trump Card. EX specials, Support Cancels, and Climax Arts are cancelable on the kick. - Flight: A forward air dash. The dash can be used after a double jump. It’s impossible to air dash, and then double jump. Instant air dashing from the ground is possible by inputting 9~6. - Gouka: A 2-hit dashing slash. Fast start-up and causes a ground bounce. The delay on the slash makes it easy Impact Skill bait for the opponent. - Shinku: Shana creates a flaming hand which swipes at the opponent’s feet. The additional attack grabs the opponent with the flaming hand. The initial attack pulls the opponent a bit within Shana’s range. Both hits are cancelable. It’s unsuitable as an anti-air or close range attack. Hit confirm at long range. - Shinpan: A flaming eye appears behind Shana. The move cancels any attack action by returning her to a neutral position. Think roman canceling like Guilty Gear. Upon activation, 50% of a Climax stock is given. Mainly used as 5A+B cancel for more diverse combos. It’s invincible on start-up, but vulnerable to throws. - Extend Attack jump C: An upward slash. The attack causes blow back and hard knockdown to the opponent. It has the longest range out of the other jump attacks. Has a forward rebound effect, but can be jump cancel or cancelable into specials. - Character Potential: Increases attack damage by 10% for the duration of 20 seconds. Activation only occurs once a round. - Hein: Shana jumps back and unleashes a flaming wave slash. The EX version eliminates the jump back. The speed of the projectile is determined by slowest (A) to fastest (C). The recovery it just the opposite, fast A version to C slow version. Fast enough to remove a Support character. The EX version is 5-hit attack that causes blow back and wall bounce (near corner). The aerial EX is a single slash that is more damaging than the ground EX. - Guren no Oodachi: A leaping upward spinning slash. The last hit ground bounces and floats on hit. Due to its size and multi-hits, it controls the air. Because of the upward jump, the attack can avoid an opponent’s Impact Skill guard cancel follow up. The ground EX version causes a hard knockdown. Using the EX version increase the Blast Gauge by 10%. - Guren no Souyoku: Shana forms two wings and flies vertically up, and descends with a diagonally downward thrust. The vertical rise is also an attack. This Climax is her most damaging and signature combo finisher. Canceling the last hit of ground Oodachi or Gouka will enable all hits to connect from the Climax. After the hard knockdown, her placement near the opponent presents wake up options. - Kessen Ougi: Shana performs a three stage attack. She uses her Shinku, Hein, and Shinpan with a flame shockwave. It’s invincible on start-up. The additional attacks can be delayed. If the opponent guards the initial and additional attacks, she’ll become vulnerable. Great mistake punisher for when Souyoku is out of range. Using this Climax increases the Blast Gauge by 20%. ------------------------------------------------------------------------------- Asuna [C02] [Sword Art Online] ------------------------------------------------------------------------------- -Universal Commands- Throw - 6C / 4C Impact Skill: Shooting Star - 5A+B Impact Skill: Aero Penetrator - 2A+B Impact Break - 4A+B Trump Card: Wife of Iron Fist - 5A+C Universal Potential - Health under 30% Character Potential - Call assist four times -Special Moves- Parallel Splash - 236A / B / C / A+B Flashing Penetrator - 214A / B / C / A+B > Feint - hold A / B / C Aerial Shooting Star - in air, 236A / B / C / A+B -Climax Arts- Mother’s Rosario - 41236B+C Stardust Splash - 63214B+C ------ Notes: ------ - Asuna’s jump cancels are 2B, 5A, 5B, and jump A / B / C. - Her crouch C is an auto 2-hit attack. The first hit is cancelable into specials. It’s unblockable against aerial opponents. The second hit causes knockdown. - Throw: Grabs the opponent and performs a spinning horizontal slash. If opponent is thrown in the corner, she may OTG with a 2A chain, Power-up Blast, or Trump Card. air 214A, Support Cancels, and Climax Arts are cancelable on the slash. - Shooting Star: A lunging forward thrust. It’s highly punishable on block. It’s mainly used for punishes and as a combo tool. - Aero Penetrator: Lunges up forward, then down forward to the ground. This attack can be used as an anti-air. The last hit is cancelable into EX’s and Climaxes. It cannot be comboed outside of the corner. - Wife of Iron Fist: Generates energy in her hand and performs a jumping uppercut. It’s safe on block, due to the push back. It’s invincible except to throws. Although it has limited range, it’s very high damaging. Hits as an overhead attack as well. - Character Potential: Increases attack damage by 10% for the duration of 20 seconds. Activation can occur twice a round. - Parallel Splash: A series of rapid stabs. The number of hits and damage of the special are determined by the button strength. It’s hit confirmable into Mother’s Rosario, whether it hits in the air or ground. She’s punishable on the attack whiff. The EX version adds a finishing slash that causes a hard knockdown. It’s possible to off the ground with 2Ax2, 5B, 5C chain. - Flashing Penetrator: Performs a quick backflip, then lunges up forward with a thrust. The A version causes a wall bounce. The B / C / EX versions allow her to attack or jump cancel. - Feint: Holding the button during the backflip cancels out the lunge attack. She can use this to escape out of certain situations or to confuse the opponent. It’s only accessible to non-EX Flashing Penetrator. - Aerial Shooting Star: A downward thrust. The distance depends on the button strength. Mostly used as an air finisher. The EX version causes a hard knockdown and can be off the ground with a 2A chain combo. It may not hit at all heights depending on the air combo. - Mother’s Rosario: Performs a horizontal slash, Air Shooting Star, Aero Penatrator, and finishes up with ground Shooting Star. Main Climax used in combos. No start-up invincibility and the whole attack sequence plays out. - Starburst Splash: Ranbu-type Climax with invincibility start-up, but low damage. Activation start-up increases the Blast Gauge by 20%. ------------------------------------------------------------------------------- Kirino Kousaka [C03] [Ore no Imouto ga Konna ni Kawaii Wake ga Nai] ------------------------------------------------------------------------------- -Universal Commands- Throw - 6C / 4C Air Dash - in air, 66 Impact Skill: Shooting Star - 5A+B Impact Skill: Mail Order Upper - 2A+B Impact Break - 4A+B Trump Card: Life Consultation - 5A+C Universal Potential - Health under 30% Character Potential - Call assist six times -Special Moves- Athlete Dash (A) - 236A > Dash Cancel - A > Low Slide - B > Jump Kick - C Athlete Dash Slide (B) - 236B Athlete Dash Jump Kick (C) - 236C > Low Slide - B > Jump Kick - C Athlete Dash EX - 236A+B Misplaced Anger - 214A (Hold A) / B / C / A+B Beach Spike - in air, 236A / B / C / A+B -Climax Arts- Claw Machine*Mutilation - 41236B+C True*Cosplay Ranbu - 63214B+C ------ Notes: ------ - Kirino’s jump cancels are 5A, 5B, and jump A / B / C. - Throw: Grabs the opponent and slaps them across the face. She may OTG with a 2A chain, Power-up Blast, or cancel into either Climax Art. - Air Dash: A standard forward air dash. The dash can be used after a double jump. It’s impossible to air dash, and then double jump. Instant air dashing from the ground is possible by inputting 9~6. - Shooting Star: Cosplays as Stardust Witch Meruru and leaps forward with a spinning wand attack, then finishes with an overhead strike. It’s cancelable on the 3-hit, 6-hit, and final hit into EX 236AB and Combo Blast. The Claw Climax can be linked, immediately after landing from the last hit. When guarded, the last hit is punishable and clash bait. - Mail Order Upper: Opens up an Amazon.co.jp mailing box and removes an Imoge, then uppercuts in excitement. The first 2-hits of the box opening are cancelable in EX’s, Climaxes, Combo Blast and Trump Card. The last hit uppercut hit box is from the three Emotion Icons (Emoticons). The last hit can be comboed into EX 236AB. - Life Consultation: An unblockable shoulder check into a mounted slap. The attack distance is about the range of 5A / 5B. - Character Potential: Increases attack damage by 10% for the duration of 20 seconds. Activation only occurs once a round. - Athlete Dash (A): A shot gun dash with a forearm strike. - (A) Dash Follow-ups: Hitting A again cancels the dash. Hitting B does a low slide attack, which can evade some moves, OTG, and causes a hard knockdown. Hitting C does a jump kick. The Jump Kick (C) can also be follow-up with either another Jump Kick (C), Slide Kick (B), or a jump cancel attack / air dash. - Athlete Dash Slide (B): A low slide kick that causes a hard knockdown and otg. - Athlete Dash Jump Kick (C): A jump kick with three different follow-ups. The (B) Slide Kick, another (C) Jump Kick, or a jump cancel attack / air dash. - Athlete Dash EX: Dash forearm strike, low slide, and changes sides to end with three jump kicks. The move causes a hard knockdown and triggers an OTG. - Misplaced Anger: Throws random objects at the opponent. The A version tosses two items, the B version 3 items, the C version 4 items, and the EX version throws five items. There are seven items available. - Frying Pan: fast horizontal projectile. - Magic Hand: arcs in the air slowly and can travel outside full screen distance. - Stuffed Octopus Cushion: thrown and bounces toward opponent. - Plastic Bottle: short arc that lands quite fast. - Amazon Mail Box: thrown and slides along the ground. - Laptop: thrown on the ground and explodes. Explosion leaves opponent in juggle state. - Underwear Swimwear: thrown slowly in front of her. Kirino can receive a bit of Climax Gauge meter, if she makes contact with them. The EX version throws the pan, hand, bottle, box, and a larger sized stuffed Octopus. The octopus may cause a hard knockdown, only if the Amazon box trips the opponent from afar. It also causes a wall bounce near the corner. - Beach Spike: Changes into her swimwear and spikes the beach ball. The A version spikes in front, the B version spikes mid-range, and the C version spikes far. The EX version causes a bounce effect, which can be follow-up with either Climaxes or a 5B juggle. - Claw Machine*Mutilation: Drops the crane machine mid-range, which leads to her catching the opponent within the machine (UFO Catcher 8). It’s her highest damaging Climax and combo finisher. - True*Cosplay Ranbu: A dash-in Ranbu Climax, as she hits the opponent while cosplaying in multiple costumes. The dash-in has long invincibility. Activation start-up increases the Blast Gauge by 20%. ------------------------------------------------------------------------------- Mikoto Misaka [C04] [Toaru Majutsu no Index] ------------------------------------------------------------------------------- -Universal Commands- Throw - 6C / 4C Aero Dash - in air, 66 Impact Skill: Electro Fencer - 5A+B Impact Skill: Biri-Biri Earth - 2A+B Impact Break - 4A+B Trump Card: Chaser! - 5A+C Extend Action 1 - 5C (hold C) Extend Action 2 - 2C (hold C) Extend Action 3 - jump C (hold C) Universal Potential - Health under 30% Character Potential - Hit the opponent with ten attacks / specials -Special Moves- Electro Shock - 236A / B / C / A+B Electro Magnetic Mobility - 214A / B / C / A+B (air) > Forward / Backward Movement - 6 / 4 > Concrete Toss - A / B / C > Release Cancel - 2 -Climax Arts- Railgun - 41236B+C Electrical Wild Ranbu - Mikoto Special - 63214B+C ------ Notes: ------ - Mikoto’s jump cancels are 5A, 5B, and jump A / B / C. - Throw: Grabs onto the opponent and generates a bolt of electricity that shocks them. The grab causes a hard knockdown. The opponent can be OTG by a dash-in 2A chain. The electric attack is cancelable into EX’s, Climax, Combo Blast, Trump Cards, and Supports. - Aero Dash: A forward air dash. The dash can be used after a double jump. It’s impossible to air dash, and then double jump. Instant air dashing from the ground is possible by inputting 9~6. - Electro Fencer: Mikoto rushes in with 3-hit Iron Sand Sword slash, and finishes with an upward swipe. The auto-guard protects her upper body. It’s a great combo tool as well. - Biri-Biri Earth: An overhead stomp that causes an electric shockwave across the ground. It’s a low attack that causes a hard knockdown. The auto-guard is on the start-up of the overhead. The move can clash with Supports and attack both parties. The reach extends full screen. - Chaser!: Mikoto kicks the vending machine with a spinning roundhouse. It’s completely invincible, but may lose to throws. The attack has fast start-up, large push back on block, and hits overhead. It’s an air unblockable and does a bit of chip damage too. Other auto-guard attack will cause this move some problems. - Extend Action 1: Shoots a parabolic electric shock from her forehead. The attack hits just outside of half screen range. It causes a recoverable blow back. - Extend Action 2: Strikes her hand on the ground and attacks with multiple iron sand spikes. It attacks just outside of half screen range. The attack blows back the opponent with a hard knockdown or a wall bounce (near corner). - Extend Action 3: Fires a lightning bolt from above. When hit confirmed, she’s able to cancel into other aerial actions. It’s possible to double jump and use this attack to off the ground. - Character Potential: Increases attack damage by 10% for the duration of 10 seconds. It’s possible to activate twice per round. - Electro Shock: Fires a horizontal lightning bolt. The bolt distance is determined by the button strength. The EX version hits full screen and causes a wall bounce, if hit near the corner. - Electro Magnetic Mobility: Leaps back while she’s magnetizing the collected rubble. The jump height is high (A), mid (B), and lowest (C). After the initial jump, Mikoto floats in mid-air, until an action is performed. - Mobility Follow-ups: Using 6 / 4 controls the air dash movement. Hitting A / B / C button tosses the concrete rubble. Using the Rubble Toss during an air dash, will result in the attack immediately appearing. The special allows up to three actions, one for each movement. The float can be canceled with 2, in which she’ll descend to the ground. The EX version has a faster leap and allows up to four actions. The forth action is an ender option, which allows the use of a normal aerial attack, another 214A, or Aero Dash. Mikoto is quite vulnerable to attacks when floating / dashing. - Railgun: Flips coin and fires a full screen horizontal laser shot. It’s her most damaging Climax. It’s able to negate other projectiles. It doesn’t have any invincibility on start-up. - Mikoto Special: A dash-in Ranbu Climax. The dash has start-up invincibility. When guarded, it’s highly punishable. The dash-in cover about outside full screen distance. Activation start-up increases the Blast Gauge by 20%. ------------------------------------------------------------------------------- Shizuo Heiwajima [C05] [Durarara!!] ------------------------------------------------------------------------------- -Universal Commands- Throw - 6C / 4C Impact Skill: I’ll squash you! - 5A+B Impact Skill: Come on...! - 2A+B Impact Break - 4A+B Trump Card: Fly away! - 5A+C Extend Action: 5C (hold C) Universal Potential - Health under 30% Character Potential - Hit by attacks twenty times -Special Moves- You can’t run! - 236A / B / C / A+B What was that! - near opponent, 214A / B / C / A+B You Pest! - in air, 236A / B / C / A+B -Climax Arts- Fuck off! - 41236B+C Kill Kill Kill Kill! - 63214B+C ------ Notes: ------ - Shizuo’s jump cancels are 2B, 5A, 5B, and jump A / B / C. - Throw: Grabs opponent by the neck and headbutts them. The throw sends the opponent flying full screen distance and causes a hard knockdown. The headbutt is cancelable into EX’s, Climax, Combo Blast, Support, and Trumps. In the corner, it’s possible to OTG the opponent with a dash-in 2A chain. - I’ll squash you!: Uses a van door and rushes the opponent with it. A 4-hit rush attack that causes a hard knockdown. The attack pushes the opponent near the corner. Big part of his combo game with or without Supports. - Come on...!: Taunts the opponent, then uppercuts them when he’s attacked. This is essentially a counter move. He has upper body invincibility on start up. It’s vulnerable to throws, but can counter all attacks, Blasts, and Supports. It’s EX / Support / Blast / Trump cancelable on the last hit. - Fly away!: Rips a guard rail from the ground and swings it upward. It’s an unblockable mid-air attack and causes a full screen hard knockdown. The attack tends to trade hits. The guard blow back sends the opponent flying upward. Only the door has auto guard. - Extend Action 5C: Moves forward and swings a road sign. It blows back the opponent with a hard knockdown or causes a wall bounce (near corner). - Character Potential: Decreases attack damage received by 10% for the duration of 10 seconds. It’s possible to only activate once per round. - You can’t run!: Tosses a trash can / vending machine at the opponent. The A version is thrown low. The B / EX version is thrown mid-level. The C version is thrown at a high arc. The EX version blows back the opponent with a hard knockdown or causes a wall bounce (near corner). It’s also invincible on start-up. - What was that!: Grabs opponent and swings them around, before tossing them full screen. Each throw has its own damage value. The throw range is the same as 2A. It’s possible to OTG when in the corner with 2A chain or 5A+B. EX version combos off of 5A+B (1st-3rd-hit). - You pest!: Shizuo does a dive kick in mid-air. The range is from closet to furthest. The EX version goes a bit further than the C version and has auto guard. It can be used to escape after an air recovery or to get in against anti-airs. It’s possible to gain more distance using a double jump and aerial 236X. - Fuck off!: Hurls a trash can, vending machine, guard rail at once, then finishes with throwing a highway sign. It’s his highest damaging Climax. The start-up is fast, but unsafe on block. The stuff he tosses is able to go through projectiles. - Kill Kill Kill Kill!: Rushes forward with the van door. When hit, he does a series of attacks and finishes with a giant swing. It’s low damaging auto combo Climax. It has no invincibility, but has armor on the rush. On activation, it adds 20% to the Blast Gauge. ------------------------------------------------------------------------------- Kuroyukihime [C06] [Accel World] ------------------------------------------------------------------------------- -Universal Commands- Throw - 6C / 4C Impact Skill: Death by Barraging - 5A+B Impact Skill: Soft Act Counter - 2A+B Impact Break - 4A+B Trump Card: Overdrive - Random Mode - 5A+C Trump Card: Overdrive - Mode Blue - 6A+C Trump Card: Overdrive - Mode Green - 2A+C Trump Card: Overdrive - Mode Red - 4A+C Universal Potential - Health under 30% Character Potential - Block ten attacks -Special Moves- Death by Piercing - 236A / B / C / A+B (air) Death by Flashing - 214A / B / C / A+B (air) > Follow-up: Slash - A (after Death by Flashing) > Follow-up: Double Slashes - B (after Death by Flashing) > Follow-up: Feint Slash - C (after Death by Flashing) -Climax Arts- Death by Embracing - 41236B+C Starburst Stream - 63214B+C ------ Notes: ------ - KYH’s jump cancels are 2B, 5A, 5B, and jump A / B / C. - Throw: Grabs and pushes away the opponent, while Black Lotus attacks them. It’s cancelable into EX’s, Climaxes, Combo Blast, etc. In the corner, a dash in 2A chain is able to OTG the opponent. - Death by Barraging: Black Lotus does a barrage of thrusts, while KYH casually walks forward. The initial hit has auto guard. - Soft Act Counter: KYH taunts opponent. When attacked, she’ll toss the opponent behind her. It’s a counter move that works on attacks, Supports, and some Climax’s. If it hits a Supports attack, the counter will activate, so if the opponent is near KYH, they’ll be thrown. - Overdrive: When activated, it temporarily raises Black Lotus’ performance as well as KYH’s offense and defense. She has access to three modes. The neutral activation chooses a Mode at random. Do not use this activation. - Blue Mode: Increases KYH’s attack damage by 10%. Black Lotus turns blue during the Trump Card duration. Lotus also gains additional slashes / feint hit box on Death by Flashing (214X > X) follow-ups. - Green Mode: Increases KYH’s defense by 15%. Black Lotus turns green during the Trump Card duration. Lotus also gains the ability to jump cancel Death by Barraging (5A+B) and special attack cancel on hit. The Soft Act Counter (2A+B) has faster recovery and launches the opponent higher for juggle opportunities. - Mode Red: Increases KYH’s attack damage by 10%. Black Lotus turns red during the Trump Card duration. Lotus also gains a larger hit box, wall bounce, and a hard knockdown (aerial only) on Death by Piercing (236X). - Character Potential: Gains 1 Climax Stock. It’s possible to only activate once per round. - Death by Piercing: A straight horizontal thrust. The range is determined by the attack button, from nearest (A) to furthest (C / EX). It acts as a great zoning tool. The EX version blows back the opponent with a hard knockdown or wall bounces (near corner). Each version has fast start-up. The Aerial versions can be air recovered. It’s possible to tiger knee (2369X) the aerial 236X to lower the attack angles and recovery. See Mode Red for property changes. - Death by Flashing: Black Lotus does a diagonal upward thrust. The attack elevation is determined by the attack button, from lowest (A / EX) to highest (C). The EX version causes a hard knockdown and can OTG with a dash-in 2A chain. This special has three follow-ups. See Mode Red for property changes. - DbF Follow-ups: The A / B follow-ups are additional slashes. The C follow-up is identical to the B version, only the warp slashes are feint attacks. Additionally, KYH is able to follow up with a normal air attack and Support assists while left airborne. However, she’s unable to block, double jump, use specials, or special cancel off normals while in mid-air. Hitting the opponent with jump B will cause a ground bounce. - Death by Embracing: KYH’s signature attack. The name says it all. It’s a blockable grab with the same attack distance of 2B. This is her highest damaging Climax. - Starburst Stream: KYH summons energy orbs around Black Lotus. The orbs began to fire burst of energy at the opponent. It’s almost identical to Kirito’s, except there’s no thrust finisher. It’s best used at mid-screen distance, as it’s punishable up close. On activation, it adds 20% to the Blast Gauge. ------------------------------------------------------------------------------- Kirito [C07] [Sword Art Online] ------------------------------------------------------------------------------- -Universal Commands- Throw - 6C / 4C Impact Skill: Vorpal Strike - 5A+B Impact Skill: Snake Byte - 2A+B Impact Break - 4A+B Trump Card: Extra Skill: Dual Wield - 5A+C Universal Potential - Health under 30% Character Potential - Hit the opponent with twenty normal attacks -Special Moves- Horizontal Square - 236A / B / C / A+B > Meteor Break - 66A / B / C (after Horizontal Square / normal attack) Spinning Shield - 214A / B / C / A+B Storm Strike - in air, 236A / B / C / A+B -Trump Card Attacks- Horizontal Square - 6A / B / C (after 214X or aerial 236X) Spinning Shield - 4A / B / C (after 236X or aerial 236X) Storm Strike - in air, 8A / B / C (after 236X or 214X) -Climax Arts- Starburst Stream - 41236B+C The Eclipse - 63214B+C ------ Notes: ------ - Kirito’s jump cancels are 2B, 5A, 5B, and jump A / B / C. - Kirito does not have Extend Actions. - Throw: Sheathes his sword and punches the opponent. It’s cancelable with specials, EX’s, Climax, Blasts, and Trump. Possible to dash 5A, 2Ax2, 2B, 2C, 214A. - Vorpal Strike: A dashing thrust. Fast start-up and great reach. Easily guards against projectiles from long distance. - Snake Byte: An upward circular slash. Kirito must be near opponent to hit. The attack launches the opponent, so pursuing them with Blast or Trump is possible. - Dual Wield: Kirito accesses his control menu and selects his dual wielding skill. The activation returns him to his neutral position, gains additional special attack follow-ups, and increased attack damage. The Trump Card’s duration is longer the other characters. Incorporating this into combos is rewarding on both damage and meter. - Character Potential: Increases attack damage by 20% for the duration of 10 seconds. It’s possible to only activate once per round. - Trump Attack Follow-ups: It’s possible to cancel different combinations of follow-ups. Examples: 236A, 8A, 4A, 6A, 236A+B Aerial 236A, 4A, 8A, 6A Inputting the same attack within the follow-up sequence will result with an autocorrect finisher. It’s impossible to combo two Spinning Shields in a sequence and so on. - Horizontal Square: Kirito dashes in with four rapid slashes. The move causes a hard knockdown. The distance of the dash is determined by the attack button. The EX version causes a hard knockdown and can be OTG with 2Ax3 / 2B / 2C / 214A / 214A+B. - Meteor Break: It’s a shoulder tackle with three different finishers. The A version finisher has him dash behind the opponent. The shoulder tackle causes a hard knockdown and can OTG. The B version finisher ends with a leaping overhead slash. The C version finisher ends with him behind the opponent and performing a back flip slash. All finishers are cancelable into specials and what not. Meteor Break can be used as a follow-up for 236X or normal attacks (5A, 5B, 5C, 66A). - Spinning Shield: Rotates Dark Repulsar in front of himself. The attack can reflect projectiles and causes a hard knockdown. Chasing after the reflected projectile is possible. The move can also off the ground on hard knockdowns. The EX version is active a bit longer. All variations will only hit when near the opponent. - Storm Strike: Jumps in mid-air with a overhead circular slash. It causes a ground bounce, hard knockdown, and can be OTG. The ground bounce is cancelable with Trump and Combo Blast to start a juggle. The forward air jump on the special is determined by the attack button. - Starburst Stream: Kirito does a long series of slashes and finishes with a lunging horizontal slash. This is his highest damaging Climax. It covers a wide area of the screen and the lunging finisher travels long distance as well. - The Eclipse: Kirito dashes in and equips both swords to unleash a series of slashes around the opponent, and finishes with Storm Strike. The start-up activation has invincibility and increases the Blast Gauge by 20%. ------------------------------------------------------------------------------- Tomoka Minato [C08] [Ro-Kyu-Bu!] ------------------------------------------------------------------------------- -Universal Commands- Throw - 6C / 4C Impact Skill: Steal - 5A+B > Follow-up 1: Shot Block - 5A+B > Follow-up 2: Free Throw: - 5A+B (during white flash, after second 5A+B) Impact Skill: Anti-Air - 2A+B Impact Break - 4A+B Trump Card: Uh……N-nooo! - 5A+C Universal Potential - Health under 30% Character Potential - Call Support six times. -Special Moves- One Handed Jump Shot - 236A / B / C / A+B (air) Innocent Charm - 214A Ice Age - 214B (hold B) > Mid Shot - 4A / B > Long Shot - 6A / B > Mid Shot Rebound - 4C / 5C > Long Shot Rebound - 6C Fireworks - 214C / A+B > Reverse Shot - A > Long Shot - B > Rebound - C -Climax Arts- Shiny Gift - 41236B+C RO-KYU-BU! - 63214B+C ------ Notes: ------ -----------------------------Shougakusei wa saikou daze!----------------------- - Tomoka’s jump cancels are 5A, 2B, 5B, and jump A / B / C. - Throw: Grabs opponent and swings bag upward. It causes a hard knockdown. The bag attack is cancelable into EX’s, Climaxes, Combo Blast, Supports, and Trump Cards. It’s possible to OTG with a dash-in 2A chain after knockdown. - Steal: Turns the opponent into a ball and dribbles them. This attack has three finishers, two of which are follow-ups. - The first (A+B): It ends with a bounce pass that causes a ground bounce. - The second (A+B > A+B): It’s a jump shot with Airi appearing on screen to Contest the shoot with a rainbow swipe. It’s possible to juggle when used in The corner. - The third finisher: is done by pressing the 3rd A+B during the white flash jump shot. She’ll end with a jump shoot. There are two damage values and properties on this finisher. The first is air recoverable. The second has Tomoka appear with wings. The shot damage is increased with it causing a hard knockdown. - Anti-air: Leaps in the air with two fans rotating. The attack causes a ground bounce. The last hit is cancelable into Climaxes. All other hits are cancelable into EX specials, Combo Blast, and Supports. As the name states, it is an anti-air attack. - Uh... Nooo!: Tomoka uses both hand to shove the opponent away. Has fast start-up, attack invincibility, and the push back is far. It’s possible to juggle after a throw. (throw, A+C, A+B, etc.) Safe on block against most of the cast. - Character Potential: Increases attack damage by 10% for the duration of 20 seconds. - One Handed Jump Shot: Shoots the ball where the basket appears. The A version is shot near Tomoka. The B / C versions are long shots. The shot recovery is short on the A / B versions. The EX version has a sparkly aura that vacuums in the opponent, transforms them into a ball, then shoots. On landing, the aerial EX version is cancelable into Climaxes. On activation, it adds 10% to the Blast Gauge. - Innocent Charm: Tomoka bounce passes forward to Hinata, where she’ll rush forward and leap with an over the back shot. The move causes a hard knockdown and ground bounce. The rush can be clashed. Hitting Tomoka before Hinata’s dash interrupts the attack. - Ice Age: Tomoka back passes to Saki, as she jump shoots and freezes the backboard, which comes crashing down. This move has three follow-ups. - The 4A follow-up: Identical to her 214B mid shot, which travels mid screen. - The 6A follow-up:. The 6A / B follow-up travels full screen. - The Extend version: Increases the hits on the fallen backboard. All versions cause a ground bounce. The move can be interrupted before Saki releases the ball. - The Rebound follow-ups: These involve Airi blocking Saki’s shot. Airi’s leap attack is unblockable in mid-air. The swipe attack hit box is wide, so it’s able to hit opponents from behind. The distances are the same as Saki’s attack. - Fireworks: Tomoka jump passes to Maho. She’ll pass it to Hinata, who rushes forward and leaps with a reverse shot, causing various fireworks to explode on the screen. Maho’s pass and Hinata’s rush / shot are attacks. The fireworks explosion causes the opponent to ground bounce multiple times. This move has three follow-ups, which all end with the exploding fireworks. - The A follow-up: It’s identical to 214C, Hinata’s reverse shot. - The B follow-up: Maho passes to Saki, who does her long shot. - The C follow-up: Maho passes to Saki to shoot, only for Airi to reject the shot. - The EX version: Tomoka passes to Maho, who turns the opponent into a ball and passes it right back. The special leaves the opponent in a juggle state. When used, it adds 10% to the Blast Gauge. - Shiny Gift: Tomoka does a spin move forward into a dribble. If the spin move’s sparkly aura hits the opponent, she’ll turn them into a ball, dribble three times, and finish with a winged jump shot. It’s her highest damaging Climax. The attack range is quite short, especially on high juggles. - RO-KYU-BU!: Tomoka rushes forward and uppercuts with her sports bag. When hit, Maho, Saki, Hinata, and Airi appear, hitting the opponent with their signature attacks. Finally, all five girls end in an aligned victory pose, while quoting Subaru’s, “Elementary schoolers are the best!”. It’s invincible on start-up and has great attack range. Activation start-up increases the Blast Gauge by 20%. - The end poses and dialogue are controllable. Holding forward ends with the girls slight bend to the side and gives the victory sign pose. Holding back ends with Tomoka’s arms folded, while Saki and Maho are kneeled over, and Airi and Hinata pointing to the sky with their other hand on hips. Random dialogue is accessed by holding the S button. The elementary school quote is accessed by holding A / B / C. - It’s possible to have Enju Aihara join the elementary school pose, but only if the second stage of 5S is still active during the Climax. ------------------------------------------------------------------------------- Taiga Aisaka [C09] [Toradora!] ------------------------------------------------------------------------------- -Universal Commands- Throw - 6C / 4C Impact Skill: It’s a raid! - 5A+B Impact Skill: Tiger Upper - 2A+B Impact Break - 4A+B Trump Card: Don’t ignore me! - 5A+C Extend Action 1: 5C (hold C) Extend Action 2: jump C (hold C) Universal Potential - Health under 30% Character Potential - Throw opponent three times -Special Moves- Hell Thrust - 236A / B / C / A+B (EX can be held with A / B button) > Hell Thrust Advance / Retreat - 6 / 4 (during Hell Thrust) Snow Sled Suicide - 214A / B / C / A+B Jumping Snow Sled Suicide - in air, 214A / B / C / A+B -Climax Arts- You’re pissing me off! - 41236B+C Ryuko Ranbu - 63214B+C ------ Notes: ------ - Taiga’s jump cancels are 5A, 5B, and jump A / B / C. - Throw: Grabs the opponent and upward headbutts them. After headbutt, EX’s, Climax’s, Trump Cards, and Blasts are cancelable. The throw off the grounds the opponent as well. - It’s a raid!: Taiga does a three hit attack with her bokken (wooden sword). The second hit places Taiga in mid-air, so it’s possible to cancel into her air 214A+B. The second attack start-up allows you to cancel ground EX’s, Climax Arts, and Trump Cards. - Tiger Upper: Taiga jumps up and uppercuts with her bokken. Just as with 5A+B, it’s possible to cancel into ground EX’s, Climax Arts, and Trump Cards, before leaving the ground. - Don’t ignore me!: Taiga punts a trash can at the opponent. It hits overhead in close range. The trash can travels full screen and flies at a low diagonal arc. Fast recovery time on hit confirm. - Extend Action 5C: Taiga swings a microphone cord above her head and finishes with an overhead swing of the microphone. Used as a juggle tool. - Extend Action jump C: Taiga swings a badminton racket at the shuttle, which sends it in a downward direction. The attack must be used directly above the character to connect. The shuttle is cancelable into a jump cancel or aerial 214X. - Character Potential: Increases attack damage by 10% for the duration of 10 seconds. It’s possible to activate twice in one round. - Hell Thrust: Taiga performs multiple horizontal jab thrusts into a lunging forward thrust with her bokken. During the attack, Taiga is able to move back or forth. The B / C / EX versions of the thrust are easy bait for Impact Skills. The Extend Action on the EX version is a charging thrust, that blows back the opponent near the corner. While it’s not unblockable, the thrust leaves behind massive chip damage. However, the move is unsafe and does not have any priority to itself up. - Snow Sled Suicide: Taiga hops on a sled and slides, only to fall off with the sled hitting the opponent. The A version slides straight, the B version slides diagonal up, and the C version moves slightly forward while sliding diagonal up.
- Aerial Snow Sled Suicide: It’s identical to the ground versions, only with a
  steeper slide angle. The EX sled finisher allows a juggle opportunity. It’s
  possible to tiger knee (2147X) the aerial 214X to lower the slide angles.
- You’re pissing me off!: Taiga angrily stomps the ground with a shockwave in
  front of her. When the shockwave connects, she slams the opponent into the
  telephone post and vents her frustrations with a fury of kicks, a chair
  swing, and finishes with a powerful drop kick. This super is able to catch
  deep jump-ins. This is her highest damaging Climax.
- Ryuko Ranbu: Taiga runs in with her bokken. When the rush connects, she
  relentlessly attacks the opponent inside a cartoon cloud. Ryuuji holds her
  back while asking her to stop, only for her to struggle long enough to throw
  her bokken at the dazed opponent. It has slight invincibility on start-up.
  Activation start-up increases the Blast Gauge by 20%.
- Choosing Ryuuji as a Support and changing his color will reflect his
  appearance in the super. Otherwise, the color of his outfit will default to
  Taiga’s color as a non-support. 


-------------------------------------------------------------------------------
Miyuki Shiba            [C10]                     [Mahouka Koukou no Rettousei]
-------------------------------------------------------------------------------

-Universal Commands-
Throw - 6C / 4C
Flight Magic - in air, 66
> Additional Flight - 66
Impact Skill: Fenrir - 5A+B
Impact Skill: Niflheim - 2A+B
Impact Break - 4A+B
Trump Card: Cocytus - 5A+C
Extend Action 1 - 2C (hold C)
Extend Action 2 - 5C (hold C)
Extend Action 3 - jump C (hold C)
Universal Potential - Health under 30%
Character Potential - Use EX Specials three times

-Special Moves-
Floral Lock - 236A / B / C / A+B
Freezing Zone - 214A / B / C / A+B
Gungnir - in air, 236A / B / C / A+B

-Climax Arts-
Inferno - 41236B+C
Phantom Dance - 63214B+C

------
Notes:
------
- Miyuki’s jump cancels are 5A, 5B, and jump A / B / C.
- 5C can negate a single projectile.
- Throw: Grabs opponent and summons a wind gust from the ground and swipes with
  a wind attack. The last attack is cancelable into specials, Climaxes, Blasts,
  Trump, and Supports. It’s possible to OTG with a quick dash 2A chain.
- Flight Magic: An air dash that has a long flight duration. The dash can be
  used twice in a row in a single / double jump. It’s possible to single jump,
  air dash, and double jump. However, it’s impossible to air dash after the
  double jump.
- Fenrir: Miyuki does a low sliding 5-hit attack that floats the opponent on
  hit. The attack forces a position change, except in the corner of the screen.
- Niflheim: Summons a burst of wind that surrounds itself around Miyuki. In
  close range, the attack will launch the opponent. The duration of the wind
  effect is about 5 seconds. Her attack power on normals and specials is
  strengthened with an added freeze effect. When under the wind effect, her
  normals, specials, and throws launch the opponent. All attacks must hit in
  close range to have the added freeze effect to launch. The wind effect is
  removed when hit or guarding.
- Cocytus: A mental attack that freezes the opponent that causes a hard
  knockdown. It tracks the opponent and covers full screen distance. The attack
  is unblockable on mid-air opponents.
- Extend Action 2C: Travels the ground about 70% of the screen. It causes a
  hard knockdown and juggle state.
- Extend Action 5C: creates as wind barrier in front of Miyuki, which reaches
  the top of the screen. 
- Extend Action jump C: is downward cross attack that causes a juggle state.
  There’s a slight rebound effect on recovery. After the rebound, it’s possible
  to cancel into aerial 214X.
- All three Extend Action’s can negate projectiles.
- Character Potential: Decreases the opponents Support recharge time for the
  duration of 20 seconds. It’s possible to activate only once a round.
- Floral Lock: Miyuki summons an ice flower that’s positioned on screen. The A
  version is placed in front, B version is mid range, C version is far, and EX
  version tracks the opponents position. The normal versions can track the
  opponent in mid-air.
- Freezing Zone: Jumps forward and creates a tornado that floats the
  opponent. The A version is short range jump, B version is mid range, C / EX
  version is far. Miyuki is left airborne after the attack, so it’s possible to
  use jump normals, air dash, or aerial 214X. The EX version allows Miyuki to
  jump cancel, regardless of the move hitting the opponent.
- Gungnir: Miyuki swipes the opponent with her CAD, while summoning an icicle
  directly from the ground. The icicle launches the opponent. The icicle
  appears if the opponent is hit by the CAD or is standing on the summoning
  circle.
- Inferno: Miyuki catches the opponent with a spell circle, which divides the
  target area of heat and cold, and releases the scorching heat. The spell
  circle tracks the opponent anywhere onscreen. The hit box is about the size
  of Miyuki.
- Last Dance: An autocombo super that has invincibility start-up. The super
  changes Miyuki’s positioning. At start-up activation, Miyuki gains a 20%
  Blast Gauge recovery boost.


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Yukina Himeragi         [C11]                                [Strike the Blood]
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-Universal Commands-
Throw - 6C / 4C
Impact Skill: Twin Strike - 5A+B
Impact Skill: Young Thunder - 2A+B
Impact Break - 4A+B
Trump Card: Howl of the Wolf - 5A+C
Universal Potential - Health under 30%
Character Potential - Use EX Specials twice

-Special Moves-
Wild Strike - 236A / B / C / A+B
> Follow-up Attack - A / B / C
Arrow Strike - 214A / B / C / A+B
> Follow-up 1 - A (after Arrow Strike, A button can be held)
> Follow-up 2 - B / C (after Arrow Strike, B / C button can be held)
Heavy Strike - in air, 236A / B / C / A+B (A / B / C button can be held)

-Climax Arts-
Kamiyari Release - Strike the Blood - 41236B+C (air)
Yukikasumi Ryouran - Scared Howling - 63214B+C

------
Notes:
------
- Yukina’s jump cancels are 2B, 5A, 5B, and jump A / B / C.
- Throw: Yukina’s throw has two stages, the grab and attack finisher. During
  either stage, she may cancel into her EX moves, Climaxes, Combo Burst,
  Support, or Trump Card. Canceling on the first stage reduces the combo
  damage.
- Twin Strike: A 2-hit dash strike. Yukina back steps on recovery. The back
  step allows her to cancel into aerial 236A+B.
- Young Thunder: Shoots a thunder bolt diagonally up. The closest thing she has
  to an anti-air. Close range, the attack only hits standing characters.
- Howl of the Wolf: A mid-range overhead swing. The attack blows back the
  opponent to the corner of the screen, regardless of it connecting.
- Character Potential: Decreases the opponents Reflection Guard for the
  duration of 20 seconds. It’s possible to activate twice in one round.
- Wild Strike: A horizontal strike. The A version is a neutral poke, and the B
  / C versions move slight forward. The follow-up attack pulls the opponent in
  her attack range. The EX version is an auto 3-hit attack. It finishes with
  Young Thunder, which causes a wall bounce near the corner. All versions cause
  a hard knockdown.
- Arrow Strike: A back flip followed by a lunging forward strike. The back flip
  determines the attack height, with the A version being the lowest and the C
  version being the highest. The follow-up “A” attack is another lunging
  strike, while the B / C versions are an downward overhead strike. The EX
  version will auto-finish with the overhead strike. The initial strike and the
  A / C follow-ups cause a hard knockdown. Eliminating the initial attack
  animation is possible by immediately pressing / holding the follow-up attack
  button.
- Yukina’s Extend Actions are the Arrow Strike follow-ups. If the B / C Extend
  Actions hit without Arrow Strike making contact with the opponent, it will
  cause a ground bounce.
- Heavy Strike: A front flip followed by a downward overhead strike. The front
  flip determines the attack range, with the A version being the shortest and
  the C version being the farthest. All three normal versions can use the
  Extend Action, which causes a ground bounce and a juggle opportunity. The
  Extend Actions and EX version is safe on block.
- Strike the Blood: Jumps forward with a crescent slash uppercut, recites
  prayer, and finishes with a multi-slash uppercut. This Climax Art is the only
  one in the game that is useable in the air. The attack range is just inside
  Yukina’s 5C attack.
- Sacred Howling: An autocombo super that has invincibility start-up. The
  dash-in can absorb an attack. At start-up activation, Yukina gains a 20%
  Blast Gauge recovery boost.


-------------------------------------------------------------------------------
Rentaro Satomi          [C12]                                    [Black Bullet]
-------------------------------------------------------------------------------

-Universal Commands-
Throw - 6C / 4C
Impact Skill: Kohaku Tensei - 5A+B
Impact Skill: Unebiko Ryu - 2A+B
Impact Break - 4A+B
Trump Card: Artificial Eye Release - Terminal Horizon - 5A+C
Inzen Genmeika: 5C (after 5C)
Universal Potential - Health under 30%
Character Potential - Use Extend Action three times

-Special Moves-
Gunfire - 236A / B / C / A+B (air)
Homura Kasen - 214A / A+B (hold A / A+B)
Ukirou Chou - 214B (hold B)
Rokuro Kabuto - 214C (hold C)
Inzen Shouka Hanameishi - in air, 214A / B / C / A+B

-Climax Arts-
Inzen Kokutei - Unlimited Burst - 42136B+C
Final Strike - 63214B+C

------
Notes:
------
- Rentaro’s jump cancels are 2B, 5A, 5B, and jump A / B / C.
- Throw: Rentaro grabs the opponent’s neck and punches them in the stomach. The
  throw causes and hard knockdown. It’s possible to pursue some characters with
  dashing 2Ax3, 2B, 2C. After gut punch, EX’s, Climax’s, Trump Cards, and
  Blasts are cancelable.
- Kohaku Tensei: A rushing elbow strike. It travels a little over 50% of the
  screen. The brief pause on its recovery makes him vulnerable. It’s mainly
  used as a combo tool.
- Unebiko Ryu: A 2-hit uppercut. The first hit is grounded, while the second is
  an aerial hit. It’s possible to OTG with 2Ax3, 2B, 2C. Main use after 2C
  juggle starter. It can be used as an anti-air. Cancellations can be made on
  either stage of the attack.
- Terminal Horizon: Activation causes faster acceleration in movement, gradual
  Climax Gauge increase, reduce charge on Extend Actions, faster fall recovery,
  and start-up invincibility. Rentaro is also returned to neutral position on
  activation.
- Inzen Genmeika: A jumping roundhouse kick. It’s an optional follow-up to 5C.
  It’s cancelable into aerial specials, EX’s, and Blasts.
- Character Potential: Increases attack damage by 10% for the duration of 10
  seconds. It’s possible to activate twice in one round.
- Gunfire: Rentaro shoots a Varanium bullet at the opponent. The A version is a
  horizontal shot, the B version shoots down at opponents feet, and the C
  version shoots diagonal up. The B version juggle with a Support assist or
  Trump Card. The Aerial version shoots diagonal down. The aerial shot range is
  determined by the button strength. The ground EX version shoots full screen
  and causes hard knockdown. The aerial EX version shoots downward and has
  longer range. It causes a hard knockdown on grounded opponents and ground
  bounce on aerial opponents.
- Homura Kasen: A rushing punch. Fast start up and attack speed. It’s great as
  a surprise attack. The Extend Action version causes blow back and a hard
  knockdown. On aerial hit, the opponent can recover. It’s a juggle starter in
  the corner. The EX version causes blow back and wall bounce (near corner). On
  aerial hit, the opponent can recover, even after the wall bounce. The EX
  Extend version is more damaging.
- Ukirou Chou: A dash-in stomp to shoulder tackle. The Extend Action version
  has a longer run and launches opponent. The second hit is unblockable in
  mid-air.
- Rokuro Kabuto: A running jump overhead attack. The Extend Action version
  causes launch and is safe on block. Even more so after landing, when you use
  5B into a jump cancel to escape / pressure. It’s possible to cancel into
  aerial and ground specials, depending on the landing animation.
- Inzen Shouka Hanameishi: An aerial overhead heel kick. The range depends on
  the button strength. The EX version creates a ground bounce and hard
  knockdown. It’s possible to juggle afterwards.
- Unlimited Burst: Rentaro shoots downwards, lunge punch, launches, and
  finishes with an overhead kick. This is his highest damaging Climax. The shot
  must hit within sweep distance. It can catch opponents who are slightly in
  the air. 
- Final Strike: Rentaro runs-in with an autocombo of Uchirou Chou, Unebiko Ryu
  x3, and finishes with Shouka Hanameishi. Activation start-up increases
  the Blast Gauge by 20%.


-------------------------------------------------------------------------------
Akira Yuki              [C13]                                [Virtua Fighter 5]
-------------------------------------------------------------------------------

-Universal Commands-
Throw - 6C / 4C
Rimon Chouchu Lv.2 - 666B
Impact Skill: Tenzanko - 5A+B
Impact Skill: Teishitsu Dantai - 2A+B
Impact Break - 4A+B
Trump Card: Tetsuzanko - 5A+C
Extend Action 1: 2C (Hold C)
Extend Action 2: 5C (Hold C)
Universal Potential - Health under 30%
Character Potential - Counter Hit opponent twice

-Special Moves-
Mo’kou Kohazan - 236A
Byakko Soushoda - 236B
Renkantai - 236C
Renkantai (aerial) - in air, 236A / B / C / A+B
Shura Haoh Ko’kazan - 236A+B
Joho Senshou - 214A
Kaiko - 214B
Koboku - 214C
Koboku MAX - 214(C) (hold C)
Youhou - 214A+B

-Climax Arts-
Hougeki Unshin Soukosho - 41236B+C
Yuki-ryu Hakkyoku-ken Hiden Guren Hozan - 63214B+C

------
Notes:
------
- Akira’s jump cancels are 2B, 5A, 5B, 666B, jump A / B / C.
- Throw: Akira grabs the opponent and delivers a shoulder check. The throw
  causes a hard knockdown. It’s possible to OTG with 66B, 2C, after the
  knockback.
- Rimon Chouchu Lv.2: A lunging elbow strike, which launches the opponent in
  the air. It’s cancelable into specials and can be chain linked into 2/5C.
  It’s even jump cancelable as well.
- Tenzanko: A side-stepping shoulder strike. The start-up moves him slightly
  forward. Has very fast start-up.
- Teishitsu Dantai: A knee strike that launches the opponent. The start-up
  moves him slightly forward.
- Tetsuzanko: A powerful shoulder strike. Has decent start-up. High damaging
  and unblockable in mid air. The move causes a wall bounce if near the corner.
- Extend Action 1: A shoulder strike that launches the opponent in the air, for
  a juggle opportunity.
- Extend Action 2: A double fist strike that causes wall bounce, while near the
  corner. Away from the wall, it causes a blowback hard knockdown.
- Character Potential: Increases attack damage by 10% for the duration of 10
  seconds. It’s possible to activate three times in a round.
- Mo’kou Kohazan: A lunging palm strike. The move causes a soft knockdown.
- Byakko Soushoda: A lunging double palm strike. The move cause blow back and a
  hard knockdown. Near the corner, it causes a wall bounce.
- Renkantai: Performs a hopping double kick. The move cause blow back and a
  hard knockdown. Near the corner, it causes a wall bounce. Can be used as an
  anti-air attack. The aerial versions have different jump arcs and damage
  values determined by the attack strength. The EX version causes a hard
  knockdown.
- Shura Haoh Ko’kazan: An auto 3-hit combo that causes a hard knockdown. The
  attack sequence is palm strike, lunging elbow strike, and shoulder strike.
  It’s possible to off the ground after knockdown.
- Joho Senshou: Another lunging palm strike, but this one causes a hard
  knockdown in front of Akira. The off the ground options are endless.
- Kaiko: An unblockable uppercut which leads into an auto combo. A command grab
  that causes a hard knockdown. It’s possible to evade by jumping or crouching.
- Koboku: An overhead double handed palm strike. It causes a ground bounce on
  airborne opponents. This move is typically used as a combo ender into Climax.
  The MAX version causes a hard knockdown and is unblockable overhead on
  crouching opponents.
- Youhou: An uppercut palm strike launcher. It causes a hard knockdown.
- Hougeki Unshin Soukosho: Attacks with a palm strike, uppercut, and beam
  attack. The initial attack must be hit confirmed for the addition attack
  sequence. The palm strike has great range, but is quite vulnerable to
  attacks.
- Yuki-ryu Hakkyoku-ken Hiden Guren Hozan: A Ranbu-type Climax. It has
  invincibility on start-up. Activation start-up increases the Blast Gauge by
  20%.


-------------------------------------------------------------------------------
Selvaria Bles           [C14]                             [Valkyria Chronicles]
-------------------------------------------------------------------------------

-Universal Commands-
Throw - 6C / 4C
Impact Skill: Assault - 5A+B
Impact Skill: Pursuit - 2A+B
Impact Break - 4A+B
Trump Card: Special Exclusive Gun Use: Ruhm - 5A+C
Extend Action: 5C (Hold C)
Universal Potential - Health under 30%
Character Potential - Call assist four times

-Special Moves-
Ream Beam - 236A / B / C / A+B
Remaining Shadow - 214A / B / C / A+B (hold any button)
Aerial Remaining Shadow - in air, 214A / B / C / A+B
Air Raid - in air, 236A / B / C / A+B
Self Destruct - when knockdown, 7A+C (available only in Final Round)

-Climax Arts-
Flash Line - 41236B+C
Valkyria War Dance - 63214B+C

------
Notes:
------
- Selvaria’s jump cancels are 2B, 5A, 5B, (air) 214 A, jump A / B / C.
- Throw: Selvaria grabs the opponent, then shield charges and stomps on them.
  The throw has two stages, the shield and attack finisher. During
  either stage, she may cancel into her EX moves, Climaxes, Combo Burst,
  Support, or Trump Card.
- Assault: A leaping horizontal lance strike that causes an explosive wave. The
  attack nearly covers full screen distance. The autoguard is only active
  during the strike. It’s very unsafe on block. This move is her main combo
  tool. It can be canceled on either stage of the 3-hits.
- Pursuit: Performs a jumping shield uppercut with an axe kick finisher. It’s
  very unsafe on block and has slow start-up.
- Ruhm: Quickly draws gun and shoots twenty shots at the opponent. Her Trump
  has very fast start-up and long range. The attack is an airborne unblockable.
  It’s quite useful as a attack punisher. When blocked, the opponent will be
  pushed back on the last hit.
- Extend Action: A lance smash that launches the opponent and is untechable.
- Character Potential: Increases attack damage by 10% for the duration of 10
  seconds. It’s possible to activate twice in a round.
- Ream Beam: Fires rapid shot projectiles. The A version fires three, the B
  version fires four, and the C / EX version fires five. The normal versions
  slightly launch the opponent in the air, as the EX version causes a hard
  knockdown. The fired shots are very fast, but suffers from slow recovery
  after blasts leave the screen.
- Remaining Shadow: A teleporting shield charge. Holding the button increases
  the charge distance to full screen. The shield charge will only hit when
  the opponent is airborne. The A version shield charges, the B version charges
  and low slashes, and the C / EX version teleports with an overhead attack and
  tosses the opponent to the opposite side. Both the B / EX versions cause a
  hard knockdown. The C / EX versions are the only teleport that can go past
  the opponent, unless buttons are held, which allows for the special to lock
  on to their position. The MAX A version can launch the opponent higher during
  a hit stun / combo.
- Aerial Remaining Shadow: The A version is a teleport shield charge, and is
  jump cancelable. The B version is a teleport slash that causes blowback hard
  knockdown and wall bounce. The C / EX version is a teleport and overhead stab
  that causes a hard knockdown. Just as with the ground version, the shield
  charge is hit confirmed only on airborne opponents.
- Air Raid: The A / EX version stops briefly in mid-air and stabs / slams the
  opponent. The B version freely attacks, while the C version leaps forward and
  attacks. All version switch positioning. If tiger knee motioned, the A / C
  version has faster start-up and recovery. It’s possible to juggle, when used
  as a neutral attack.
- Self Destruct: Accessed through the final round and requires two Trump Cards
  to activate. The attack hits everywhere within the screen, but is blockable
  as well. The attack damage is 100% on either hit or block. It must hit the
  opponent for Selvaria to obtain match point. When block, Selvaria
  automatically loses the match.
- Flash Line: A short dash shield uppercut into a leaping beam finisher. This
  is her main combo ender. It is a short ranged attack and is very unsafe on
  block. It should only be used in combos, not as a standalone super.
- Valkyria War Dance: A Ranbu-type Climax. It has invincibility on start-up.
  Activation start-up increases the Blast Gauge by 20%.


===============================================================================
4. Support Character Assist List:                                         [SML]
===============================================================================

-------------------------------------------------------------------------------
Whilhelmina Carmel      [S01]                               [Shakugan no Shana]
-------------------------------------------------------------------------------

Attack Support - 5S
Wilhelmina flies in-screen and attacks with her bandages from above.

Attack Special Support - 6S
Wilhelmina flies in-screen and summons her bandages to bind the opponent into a 
cocoon.

------
Notes:
------
- Both support assists cause the opponent to enter a juggle state.
- The 6S assist is a capture attack.

-------------------------------------------------------------------------------
Leafa                   [S02]                                [Sword Art Online]
-------------------------------------------------------------------------------

Attack Support - 5S
Leafa flies mid-screen and releases a wind projectile.

Special Attack Support - 6S
Leafa appears from behind the opponent, flies mid-screen, and attacks the 
opponent with a slash. 

------
Notes:
------
- The 5S assist cover a wide area of the screen.
- Both support assists cause the opponent to enter a juggle state.
- A beginner friendly support assist.

-------------------------------------------------------------------------------
Kuroneko                [S03]    [Ore no Imouto ga Konna ni Kawaii Wake ga Nai]
-------------------------------------------------------------------------------

Special Attack Support - 5S
Kuroneko / Shironeko summons a bunch of rose petals that scatter towards the 
opponent.

Defense Support - 6S
Kuroneko places a curse on the player.

------
Notes:
------
- Using 5S will have Ruri appear in either her Kuroneko or Shironeko cosplay
  outfit. If she appears in her Shironeko outfit, she’ll deal more damage from
  the rose petals. Shironeko deals two different damage values.
- The 5S assist causes the opponent to enter a juggle state.
- The 6S assist absorbs an attack, if the pentagram seal is on the player. Once
  an attack is countered, the pentagram seal will expand and break around the
  character. The seal break damages the opponent and leaves them in a juggled
  state. If the opponent is in close proximity of the player after the counter,
  both characters are sent into a juggle state. When marked with the seal, the
  player receives no chip damage from blocked attacks.


-------------------------------------------------------------------------------
Touma Kamijo            [S04]                          [Toaru Majutsu no Index]
-------------------------------------------------------------------------------

Defense Support - 5S
Touma uses Imagine Breaker to negate an attack.

Attack Support - 6S
Touma will lunge out with his signature Kamijo Punch.

------
Notes:
------
- The 5S assist can autoguard multiple attacks and Climax Arts. The opponents
  attack must hit Touma’s hand hitbox to function. This assist can be used as a
  counter pick against the Mashiro’s 6S Support.
- The 6S assist has two properties on the attack. The normal lunge punch will
  send the opponent into a juggle state. The critical “I’ll break that illusion
  of yours!” lunge punch will cause a hard knockdown.


-------------------------------------------------------------------------------
Celty Sturluson         [S05]                                      [Durarara!!]
-------------------------------------------------------------------------------

Attack Support - 5S
Celty rides her motorcycle across the screen with a scythe attack. 

Attack Support - 6S
Celty falls from mid-air on her motorcycle, only for her to land and ride off 
screen.

------
Notes:
------
- The 5S assist is a 2-hit attack. One from the bike and the other from the
  scythe.
- The 6S assist is also a 2-hit attack.
- Both support assists cause the opponent to enter a juggle state.


-------------------------------------------------------------------------------
Haruyuki Arita          [S06]                                     [Accel World]
-------------------------------------------------------------------------------

Special Attack Support - 5S
Silver Crow sets a homing maker on the opponent, then appears with a dive kick 
(Laser Sword) from the sky, then ends with an uppercut.

Attack Support - 6S
Silver Crow fires a beam arrow.

------
Notes:
------
- The 5S has two functions on start up. The first function sets a marker on the
  opponent. The marker will track the opponent anywhere on the screen. The
  second function is the dive kick attack.
- Both support assists cause the opponent to enter a juggle state, as well as a
  hard knockdown.


-------------------------------------------------------------------------------
Holo                    [S07]                                    [Spice & Wolf]
-------------------------------------------------------------------------------

Attack Support - 5S
Holo transforms her arm into her wolf form and takes a swipe at the opponent.

Defense Support - 6S
Holo does a short hop and summons a small wheat patch, which is able to heal 
the player.

------
Notes:
------
- The 5S assist causes the opponent to enter a juggle state, as well as a
  hard knockdown.
- The short hop at the start of the 6S assist inflicts damage. Your character
  must be within the wheat patch to regain health. The charge recovery on 6S is
  rather quick.


-------------------------------------------------------------------------------
Boogiepop               [S08]                               [Boogiepop Phantom]
-------------------------------------------------------------------------------

Attack Support - 5S
Boogiepop simultaneously fires multiple rays of light at a single point.

Special Attack Support - 6S
Boogiepop appears on screen, after briefly waiting, swirling rays of light 
appear and attack the opponent at a single point.

------
Notes:
------
- The 5S assist has a decent size hit box that covers around the point of the
  attack.
- The 6S assist has long start up. The attack becomes unblockable, while
  opponent is in mid-air. Boogiepop cannot be interrupted after the waiting
  period. The attack causes a hard knockdown.
- Both support assists cause the opponent to enter a juggle state.


-------------------------------------------------------------------------------
Maou Sadao              [S09]                      [The Devil Is A Part-Timer!]
-------------------------------------------------------------------------------

Attack Support - 5S
Normal Form: Maou dashes in and punches the opponent.
Demon Form: Transformed Maou appears in mid-air and fires a beam diagonally 
down from his fist.

Attack Support - 6S
Normal Form: Maou dashes in even further and punches the opponent.
Demon Form: Transformed Maou summons an energy sword and swings it to create 
multiple shockwaves.

------
Notes:
------
- Both support assists are essentially the same, except the 6S assist travels
  further than 5S.
- To summon Demon Maou, hit twice with either support assists. The third
  support attack will summon Demon Maou. You’re able to decide the Demon Maou
  attack, depending on the support input. Once the third support attack is
  used, the Demon Transformation resets. Redoing the whole order again will
  resummon Demon Maou.
- Both support assists cause the opponent to enter a juggle state and a hard
  knockdown.


-------------------------------------------------------------------------------
Koko Kaga               [S10]                                     [Golden Time]
-------------------------------------------------------------------------------

Special Attack Support - 5S
Koko throws a bouquet of roses into the air and blows a kiss at the opponent.

Attack Support - 6S
Koko will causally walk on-screen until she’s near the opponent, and attacks 
with the bouquet and blows a kiss.

------
Notes:
------
- The blown kiss effect after both support assist, causes the opponent to lose
  one level off the Climax Gauge. The kiss is unblockable.
- The 6S support assist causes the opponent to enter a juggle state and a hard
  knockdown.


-------------------------------------------------------------------------------
Hinata Hakamada         [S11]                                      [Ro-Kyu-Bu!]
-------------------------------------------------------------------------------

Defense Support - 5S
Hinata flies in with a sparkly aura (Innocent Charm) surrounding her. When 
Hinata is attacked, she’ll force the opponent to guard.

Special Attack Support - 6S
Hinata flies in with a sparkly aura with soap bubbles surrounding her. If the 
soap bubble touches, the opponent is forced to block.

------
Notes:
------
- The 5S assist is essential a counter attack.
- If 5S assist is left alone, Hinata will slightly pull the opponent towards 
  the player.
- If 6S assist is out of the bubble’s range, the opponent will be slightly
  pulled-in towards the player.


-------------------------------------------------------------------------------
Kino                    [S12]            [Kino’s Journey -The Beautiful World-]
-------------------------------------------------------------------------------

Attack Support - 5S
Kino draws her gun and shoots horizontally and rides off screen on Hermes.

Special Attack Support - 6S
Kino draws her gun and shoots vertically and rides away on Hermes.

------
Notes:
------
- The Best Support Assist in the game, due to its various uses in Oki,
  defense, and combo extensions. 
- The 5S assist has fast start up and recovery. It’s fast enough to intercept
  other on-screen Support assists. It’s great for eliminating bad recovery time
  on specials and chain combinations.
- The 6S assist has slow start up on the charge shot. Great combo extender and
  universal for the whole character cast.


-------------------------------------------------------------------------------
Mashiro Shiina          [S13]                  [The Pet Girl of Sakura Complex]
-------------------------------------------------------------------------------

Special Attack Support - 5S
Mashiro tosses rolling Baum-kuchens towards the opponent.

Special Attack Support - 6S
Mashiro summons fours cats from opposite directions.

------
Notes:
------
- The 5S assist hits multiple times. When guarded, the attack causes long block
  stun. 
- When close, the first two hits of the 6S assist causes hard knockdown. It’s
  an excellent pressure tool on opponents waking up from a hard knockdown.
- Both support assist attacks have their own hit boxes.


-------------------------------------------------------------------------------
Erio Towa               [S14]                     [Denpa Onna to Seishun Otoko]
-------------------------------------------------------------------------------

Defense Support - 5S
Erio runs onscreen, where she wraps herself with her futon and hops forward 
twice, backwards once, and retreats off screen.

Attack Support - 6S
Erio runs onscreen, where she trips and slides toward the opponent.

------
Notes:
------
- The 5S assist is a counter move that absorbs one attack each hop. Once she’s
  wrapped inside her futon, the move can no longer be interrupted.
- The 6S assist cannot be interrupted after she trips.


-------------------------------------------------------------------------------
Ryuuji Takasu           [S15]                                       [Toradora!]
-------------------------------------------------------------------------------

Defense Support - 5S
Ryuuji searches through his bag and throws out a bento (lunchbox). 

Special Attack Support - 6S
Ryuuji runs his mop past the opponent, only to return to the opposite direction 
of the opponent while cleaning. 

------
Notes:
------
- The 5S assist throws out one lunchbox. There are a total of three types
  thrown out in the following order. The first is a white clothed bag, the
  second is a single wrapped bento, and the third is a triple stack bento. Both
  players are able to come into contact with the bento.
- The player that touches the first bento receives a full Lv.1 Climax gauge and
  a bit of health. Contact with the second bento gains a bit of health. The
  third bento grants the player 50% of a Climax stock and a bit of health.
- If the opponent touches the white bento first, they’ll gain one stock and
  lose a bit of health. The opponent loses 1 Climax stock and health on the
  second bento. The third bento will remove 50% of a Climax stock and a chunk
  of health.
- The second time around, the given Climax meter values are changed. The white
  bento gives out 25%, while the third bento gives out 50%. The opponent will
  lose 25% of a Climax stock and health on white, lose a bit of health and 1
  stock on the single bento, and loses a bit of health and 2 Climax stocks on
  the triple stack bento.
- The meter values reset after every round.
- The 6S assist cannot be interrupted once Ryuuji returns onscreen with the
  mop attack. The attack hits up to six times. The mop attack has a long hit
  stun on each hit.
- If the opponent throws out any type of projectiles (normal / EX / Climax Art
  projectile) during the first stage of the 6S assist, Ryuuji automatically
  attacks the opponent. The fiery red aura and irritated expression that’s
  shown triggers the counter.


-------------------------------------------------------------------------------
Tatsuya Shiba           [S16]                     [Mahouka Koukou no Rettousei]
-------------------------------------------------------------------------------

Defense Support - 5S
Tatsuya utilizes his two CADs simultaneously to summon Psion waves to use Cast 
Jamming.

Special Attack Support - 6S
Tatsuya casts Mist Dispersion with his Silver Horn Custom.

------
Notes:
------
- The 5S assist is a counter move that absorbs an attack. When the attack is
  absorbed, the opponent is stunned for six seconds. If Tatsuya counters a
  support assist, the assist will retreat. The Psion waves shields Tatsuya,
  which act as an attack hitbox.
- The 6S assist resets the opponent in a neutral position, increases the
  players attack strength, and lowers the opponent’s attack strength. The stun
  allows the player to extend ground combinations. The attack is great for
  eliminating bad recovery on specials and chain combinations.


-------------------------------------------------------------------------------
Kojou Akatsuki          [S17]                                [Strike the Blood]
-------------------------------------------------------------------------------

Special Attack Support - 5S
Kojou appears and summons his 5th familiar, Regulus-Aurum, which locks-on the 
opponent and transforms into a bolt of lightning that scatters the ground.

Special Attack Support - 6S
Kojou appears and summons his 9th familiar, Al-Nasl-Minium, which attacks as a 
flying crimson star and finishes with a ray of light.

------
Notes:
------
- The 5S will automatically lock-on to the opponents screen position. The
  attack will launch the opponent in the air and is untechable. It’s a great
  okizeme assist.

- The 6S travels outside of full screen distance. The attack launches the
  opponent in the air and is untechable. It’s best used as a combo extender.
  It’s possible to add addition hits during the assist, as the player has free
  movement.


-------------------------------------------------------------------------------
Enju Aihara             [S18]                                    [Black Bullet]
-------------------------------------------------------------------------------

Attack Support - 5S / 5S (hold S)
Enju leaps onscreen with a dive kick, then leaps into the air and delivers a 
falling dive kick.

Attack Support - 6S
Enju hops in and does a punt kick.

------
Notes:
------
- The 5S has two functions on start up. The first function is the standalone
  dive kick. The second function is the ability to hold S, which sets a marker
  on the opponent. Once marked, the player must hit the opponent with any
  attack for Enju to strike. The marker stays on the character for about 10
  seconds, until it vanishes. The second dive kick attack causes the opponent
  to bounce. When used in a combo, the second stage of the assist will only hit
  on certain conditions.
- The 6S assist will always have Enju appear in from of the player’s character.
  It functions as a regular anti-air attack as well.


-------------------------------------------------------------------------------
Dokuro Mitsukai         [S19]               [The Bludgeoning Angel Dokuro-chan]
-------------------------------------------------------------------------------

Attack Support - 5S
Dokuro appears from above the screen with an overhead attack.

Attack Support - 6S
Dokuro throws her spiked mace at the opponent.

------
Notes:
------
- While the 5S assist appears to attack overhead, it’s not a true overhead
  special.
- The 5S assist travels full screen distance. So, it’s great for characters
  that can’t get in.


-------------------------------------------------------------------------------
Accelerator             [S20]                          [Toaru Majutsu no Index]
-------------------------------------------------------------------------------

Defense Support - 5S
Last Order appears on the screen lost and confused. When she’s attacked, 
Accelerator will fly in and swipe the opponent.

Special Attack Support - 6S
Accelerator stomps the ground to send a wave of pavement across the screen.

------
Notes:
------
- The 5S assist is a counter move. Hitting the player forces Last Order to
  retreat. The attack sends the opponent flying across the screen. When the
  support is used, Last Order will always appear in front of the player. It’s
  great as an oki assist, especially in the corner.
- The 6S assist hits mid range. After the multiple bounces, the opponent will
  enter a juggle state. When used from a distance, the attack causes a hard
  knockdown.


-------------------------------------------------------------------------------
Izaya Orihara           [S21]                                      [Durarara!!]
-------------------------------------------------------------------------------

Defense Support - 5S
Izaya appears onscreen looking defenseless. When attacked, he’ll dodge the 
opponent and attack with a series of multiple knife slashes.

Attack Support - 6S
Izaya trips the opponent and hops on them a few times, before ending with a 
swift kick.

------
Notes:
------
- The 5S assist is a counter move. It can only absorb 1-hit before entering
  its attack faze. If you hit the opponent with an attack, you can activate
  Izaya’s attack faze, without even countering. He’ll track the opponent
  anywhere on the screen.
- The 6S assist causes a hard knockdown and hits the opponent multiple times
  off the ground.


-------------------------------------------------------------------------------
Pai Chan                [S22]                                [Virtua Fighter 5]
-------------------------------------------------------------------------------

Attack Support - 5S
Pai rushes in with a 3-hit punch chain into a roundhouse kick finisher.

Attack Support - 6S
Pai dashes in with a flash kick.

------
Notes:
------
- The 5S assist carries the opponent across the screen. Near the corner, the
  final hit causes a wall bounce. From a distance, it causes a hard knockdown.
- The 6S assist launches the opponent into the air, where they can be juggled.
  From a distance, it causes a hard knockdown as well.


-------------------------------------------------------------------------------
Alicia Melchiott        [S23]                             [Valkyria Chronicles]
-------------------------------------------------------------------------------

Attack Support - 5S
Alicia throws a grenade that explodes on ground contact.

Special Attack Support - 6S
Alicia transforms and dashes towards the opponent with a series of spinning 
slashes.

------
Notes:
------
- The 5S assist homes in on the opponent’s neutral ground / air position. The
  blast has the attack hitbox, not the grenade. The blast explosion’s hitbox is
  roughly the size of a medium character. The Blast sends the opponent in a
  juggle state. It also causes a hard knockdown. The assist has fast cool down,
  so it’s possible to use it more than once in a single combo.
- The 6S assist has long start up. The attack cannot be interrupted once
  Alicia’s transformation occurs. The dash and attack automatically home in on
  the opponent. The spinning slashes send the opponent into a juggle state. It
  causes a hard knockdown as well.
-------------------------------------------------------------------------------


===============================================================================
5. Updates and Version History:                                            [VH]
===============================================================================
Version 0.1: February 9th, 2015
- First Release


===============================================================================
6. Closing and Credits:                                                   [CAC]
===============================================================================
This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify 
from this FAQ in anyway. This FAQ was created for the people who are interested 
in learning the game to an extent.

If you have any contributions, comments, or corrections, feel free to e-mail me 
and I'll credit you. I'll update this FAQ periodically with more information. 
Everything I typed in this FAQ is from the best of my knowledge.

Finally, I’d like to thank and acknowledge…..
 
http://www.gamefaqs.com for hosting many wonderful FAQs along the years, and 
continue to do so.

Various match videos and tutorials from Niconico.

Google, Bing, and Babylon translators for the move list names.

Myself, who as always, have probably wasted many hours I will never get back.

And you, the reader, for taking the time to read and hopefully enjoy this FAQ.

Raul Torrez
Copyrighted (c) 2015