Post by arainbowoftomboys on Jan 2, 2024 2:02:45 GMT -5
An Ikemen game to be created by Nexus Gaming and/or Swagga Kings. Fights in this game will come in three formats:
Duel (1 or 2 players) - One-on-one battles that come in multiple rounds (best of 1 / 3 / 5 / 7 / 9). Default time limit is 2 minutes (2:00).
Royal (1 to 4 players) - Single-round free-for-all matches worth 2 / 3 / 4 characters. Default time limit is 3 minutes (3:00).
Tag (1 to 4 players) - Two-on-two tag-based variant of multi-round Duel matches in which two members of a team will "share" one lifebar, meaning two characters per team lifebar. Drain your opposing team's lifebar, whether your enemy is using one or the other fighter on their team, to win a round. Default time limit is 2 minutes. The bottom of the screen shows the tag meter for players 1 and 2, which drains by a small amount every time the Spin Tag mechanic is used. The tag meters reset to full at the start of the next round.
There are also four single-player modes:
Campaign - Run through an arcade-style course of multiple matches whether in Duel, Royal, or Tag format.
Tournament - Choose any of the available characters and you'll spend your first six matches around a 64-character tournament bracket
that is hosted by Zelo (or Rainn if you're playing as Zelo),
Duel style. Your 7th and 8th matches will take place in a 16-character bracket that is hosted by Rainn (or Gothno Lord if you're playing as Rainn)
where the fights appear in 4-character Royal style. Your ninth and final match will be the decisive battle against Rainn herself (or Gothno Lord if you're playing as Rainn)
set in Duel style.Story - Requires a player profile to keep track of the progress in your scenario. You'll usually play as Elizabeth, Alexa, or both depending on the match this mode has to offer. There are branching paths that can be discovered upon meeting certain conditions. Some of the fights in Story mode come in duel matches, while some others come in royal matches, and the rest in tag matches.
Defeat the final boss Rainn (who must be sealed by Elizabeth and Alexa themselves) and you'll be treated to see a special picture that contains Custom Order Maid 3D 2 versions of Elizabeth and Alexa congratulating the player.
Survival - How many opponents can you defeat in one sitting? The world may never know. Comes in Duel, Royal, and Tag varieties.Story:
The majority of people in Spiral Town rebeled against the Colossal Space Amazon (true antagonist of Nyotengu's HypnolordX vs. Street Fighter: Thralls In The Brawl), who fought a losing war prior to getting shrunk to the size of a hamster (who will soon be captured in a jar by Kayla Meadows), ending up with the Hypno Lord sacrificing himself as part of the final blow. Afterwards, the now-hypnotized Hypno Lord was left behind a tall plateau, where he got carried away by Sakura Midoriuchi, Kayla's close-friend classmate who attempted to throw the Hypno Lord off a cliff somewhere. A few days have passed, most of Spiral Town's people have received an invitation from a mysterious person who will lure them into a surprise tournament.
Legend
B: Backward
F: Forward
U: Up
UB: Up-Backward
UF: Up-Forward
D: Down
DB: Down-Back
DF: Down-Forward
LA: Light Attack button
MA: Medium Attack button
HA: Heavy Attack button
G: Grapple button
E: Evade button
R: Reverse button
,: then
/: or
+: and
A: Any attack button
QCB: Quarter-Circle Backward (D,DB,B)
QCF: Quarter-Circle Forward (D,DF,F)
HCB: Half-Circle Backward (F,DF,D,DB,B)
HCF: Half-Circle Forward (B,DB,D,DF,F)
360: Rotate joystick/d-pad in a full circle
Charge: hold direction or button for a second
HS: perform special move using any 2 attack buttons for Hypnotic Skill version which will stun enemy on successful hit (at the cost of full H-Skill Gauge)
Basic moves
B: move backward
F: move forward
U: jump up
UB: jump backward
UF: jump forward
D: crouch down
A / D+A / A in air: punching attack
F+A / DF+A / F+A in air: kicking attack
Keep in mind that basic standing punches and kicks can change when close to or far from the enemy. Basic jumping punches and kicks can also change in case of a neutral (U) or moving (UB/UF) jump.
U+A on downed enemy: Pursuit Attack (U+any 2 attack buttons for HS Pursuit which costs a full H-Skill Gauge)
Hold B when attacked: standing block
Hold DB when attacked: crouching block
Hold B in air when attacked: air block
B,B: run backward (E to stop)
F,F: run forward (E to stop)
D,U: Super Jump up
D,UB: Super Jump backward
D,UF: Super Jump forward
G: Grapple (standing ver.)
QCF+G: Grapple (forward moving ver.)
B+G during Grapple: Backward Throw
F+G during Grapple: Forward Throw
Jump near airborne enemy, G: Air Throw
E: Sway (high dodge in place)
B+E: Backstep
F+E: Forward Roll
D+E: Small Jump up
DB+E: Small Jump backward
DF+E: Small Jump forward
E when knocked down: Recovery Shift (results in backstep from face up or forward roll from face down)
QCF+E when V-Break Gauge is full: Valor Break (unblockable stun-inflicting version of one of your character's heavy attacks, specifically one that is NOT a Blastback Attack; can also be done while blocking an enemy's attack or being grabbed by an enemy)
A+E while blocking an enemy's attack or being grabbed by an enemy: MesmerShift - Cancels your character's blocking/grabbed animation with backstep (LA), sway (MA), or forward roll (HA) at the cost of a full M-Shift Gauge. If successful, the player receives 10 seconds of increased power in his/her attacks.
G+E: Taunt
R: Turnaround (for use in Royal format only; only usable when there are 3 or 4 characters in the match; can also be done in the air)
R: Spin Tag (for use in Tag format only; your active character will spin to "transform" into his/her partner and vice-versa; can also be done in the air)
Chain Combos:
In terms of basic moves, Light attacks can be chained into Medium or Heavy attacks. Medium attacks can also be chained into Heavy attacks. There is also a possibility in which a punch attack can be chained into a kick one, so the possible five-step chain combo layout is LA, F+LA, MA, F+MA, HA/F+HA (Light punch, Light kick, Medium punch, Medium kick, either Heavy attack in that order).
Blastback Attacks:
Depending on which character you're playing as, three of your basic HA moves (one standing, one crouching, and one jumping) is equipped with projectile-reflecting property. These attacks are called Blastback Attacks.
Subliminal Slams:
Every character has a throw-based special move that can only be done during a grapple. Performing this with any 2 attack buttons instead of 1 will result in a HS version of Subliminal Slam that costs a full H-Skill Gauge.
Triple Gauges:
Below (or above if you're player 3 or 4) your life meter are a trio of gauges lined up horizontally next to each other (from left to right; H-Skill, M-Shift, and V-Break Gauges). Your H-Skill Gauge fills as you attack while your M-Shift Gauge fills as you take damage and your V-Break Gauge fills over time. When all three Gauges are full, you'll be able to perform your character's Super Thrall which not only inflicts extreme damage to enemies, it can also inflict a greater amount of stun time in which you can land as many free hits as possible as long as your stunned enemy glows purple. Some characters have a "secondary" Super Thrall that can exclusively be done during a grapple, since their primary Super Thrall can usually be done outside of a grapple.
Everlasting Charges
Each character has an already-existing special move that is given the ability to be Everlasting Charged. Everlasting Charges (or ECs) are performed by holding down the button during input (for example; holding A during Alexa's Hadoken). Naturally, charging cause the attack to do more damage, and may even change properties if charged long enough (the maximum being 3 levels), though this leaves the user vulnerable.
Level 1 - The move is performed as normal. If an attack is cancelled into a HS version special that allows EC and held then the HS Everlasting Charge bypasses this step.
Level 2 - The move becomes a HS special though it does not consume your H-Skill Gauge. HS version special moves can also be performed normally and then charged. This portion also makes the next attack the user performs a counter hit though the property is lost if said attack whiffs or is blocked.
Level 3 - The move becomes the character's Super Thrall, though it does not consume your H-Skill/M-Shift/V-Break Gauge.
Due to how the level mechanics work, only the "basic" versions of Super Thralls are chargeable (for example; Alexa's Hadoken can be EC'd into Saimin Hadoken, and then Shinku Hashogeki). All moves with an EC property are colored in purple.
Player profiles:
On the character select screen, the "player 1/2/3/4 name" or "[loaded profile name]" appears in small letters whereas the "[character name]" appears in bigger letters. Each player has the possibility to either load a saved profile or start playing without a loaded profile (you can create profiles in the game's Profile Manager mode). You can have up to 12 saved profiles via the game's battery backup. Each saved profile keeps track of your wins, losses, or even draws. Each profile name can carry up to 14 letters/numbers.
Playable characters
1. Cathryn Nappet
Command move
none
Special moves
QCB+A / QCF+A: Cat's Eye (also in air) - Cat Nap fires an energy bullet from the lenses of her glasses straight-forward while standing (QCB) or crouching (QCF). In the air, she will fire the same projectile either straight-forward (QCB) or downward at an angle (QCF). The HS versions are a beam variation that knocks down.
B,D,DB+A: Hypno Punch - Cat Nap counters an incoming physical attack (LA against jumping, MA against standing, HA against crouching). If successful, she will throw a right cross punch (or skyward punch in the LA version) that stuns her enemy on contact while standing (LA/MA) or crouching (HA). HS is a non-counter variant of the MA version.
Charge B,F+A: Nappet Charge - A parody of Captain America's Charging Star. It hits once (LA), twice (MA), 3 times (HA), or 4 times (HS).
F,D,DF+A: Nappet Strike - Cat Nap leaps upward leading with her right forearm, hitting once (LA), twice (MA), or 3 times (HA/HS). HS version adds a 4th hit in the form of an Oniyaki-like backfist.
Subliminal Slam
HCF+A: Nap Breaker - Cat Nap launches her enemy vertically upward with both feet, then catches her falling enemy with both hands and tosses them backward. In the HS version, after Cat Nap tosses her opponent upwards with both feet, she will then instead emit a vertical upward beam from the lenses of her glasses.
Super Thrall
QCF,QCF+A: Shining Cat's Eye - Cat Nap spins vertically into the air and fires a beam from the lenses of her glasses vertically-down then rotates her aim counter-clockwise to straight-forward. This knocks down enemies in one hit.
2. Aki Aikawa
Command moves
B+MA: Akai Hakurokyaku - Aki flies forward through the air with two turning kicks.
DB+MA: Akai Karyuzan (feint)
DB+hold MA: Akai Karyuzan - Aki concentrates for a moment. If fully concentrated, she will dash forward with an unblockable blowback body check.
B+HA: Akai Kyaku Otoshi - Aki flies forward with a butterfly kick.
DB+HA: Akai Shiranami - Aki backflips along the ground towards opponent with an overhead kick.
Akai Shiranami / Akai Kyaku Otoshi, HA: Akai Hiji - An elbow tackle.
Special moves
QCB+A: Akai Rekku - Aki executes a turnaround right-shoulder tackle. HA version has blowback property, HS version has wallbounce property.
QCB+A in air (repeat 3 times) - Aerial Kick Intrusion - Aki executes three flying kicks (similar to Annie of The Stars from Skullgirls). The LA version of the inputs have the steepest angle as opposed to the HA versions' farthest angle. The HS version auto-adjusts the angles of all three inputs.
B,D,DB+A: Akai Hoshin - Aki dashes backward (LA/MA) or forward (HA/HS) with afterimages trailing behind her. HS version adds "poison" property to Snake Step, Akai Tenjin, and Akai Getsusai follow-ups.
Akai Hoshin (LA/MA ver.), A: Cruel Fate - HA ver. of this followup doubles as a "shift throw" on successful hit.
Akai Hoshin (HA/HS ver.), LA: Snake Step - Forward dash that passes through enemies and projectiles. If used after HS ver. Akai Hoshin, she goes for an attacking variant in which she will slide forward headfirst, going into a handstand forward kick that knocks her enemy into the air (if that connects, she will follow the handstand kick with a vertical-upward Serpent Lash).
Akai Hoshin (HA/HS ver.), MA: Akai Tenjin - Aki leaps into the air (and slightly forward) with a left backhand.
Akai Hoshin (HA/HS ver.), HA: Akai Getsusai - Aki leaps vertically into the air in a backflip kick.
QCF+A: Akai Rishu (also in air) - Aki spins herself around with one leg out while standing on her other leg. The LA version cannot be moved B/F as other versions can do, the HS version has a vacuum effect.
F,D,DF+A: Akai Kyoshu - A crouching variant of Akai Rishu that travels forward. LA hits once, MA hits twice, HA hits 3 times, and HS hits 4 times.
Subliminal Slam
HCF+A: Akai Zukiyo - Aki climbs on top of her foe, propels herself backward into the air, and dive kicks down-right at an angle, striking through them. In the HS version, upon propelling herself backward into the air, she will dive kick down-right at an angle, this time dragging them towards the edge of the stage where an explosion pops up on the opponent the same time Aki flips away.
Super Thrall
QCF,QCF+A: Deadly Implication (also in air) - Aki leaps backward at the same time, firing a "hypnotic bubble" that will stun the enemy on contact once it explodes (the enemy will be struck 7 hits when trapped in the bubble before explosion).
3. Aoi Hikari
Command moves
DB+HA: Knee Knock - Aoi leaps forward leading with her right knee.
F in air near wall: Triangle Jump
Special moves
QCF+A: Ao Zentenkyaku (also in air) - Aoi throws a right overhead punch that causes her to roll forward through the air. The MA, HA, and HS versions involve a rolling kick right after the overhead punch start. The HS version has the rolling kick part "shifted" into a leg throw if connected.
F,D,DF+A: Ao Gaeshi - Aoi attempts to counter a physical attack (LA against jumping, MA against standing, HA against crouching). If successful, she will counter her enemy's attack with a powerslam (LA), an arm toss (MA), or a tomoe throw (HA). The HS version can counter any height of physical attack, prior to an Ao Nekketsu Otoshi if successfully countering the enemy attack.
QCB+A (repeat 3 times): Ao Gekiken - Aoi dashes forward with two mini-uppercuts, followed by a left uppercut. The third input in the HS version replaces the left uppercut with a ducking left fist sweep going into a downward-swing right punch.
Charge B,F+A: Ao Mutekiken - Aoi dashes forward with a right cross punch. This move has autoguard at startup. The HS version adds a left cross punch followed by a blowback right roundhouse kick.
Charge D,U+A: Ao Retsuken - Aoi spins forward with a left backfist. In the MA and HA versions, she will add one and two cross punches respectively. The HS version is basically the HA version, but with the second cross punch replaced with a rapid series of four punches at various forward angles. This can also be done after a Knee Knock.
Subliminal Slam
HCB+A: Ao Nekketsu Otoshi - Aoi leaps into the air along with her enemy and comes down in a vertical-spiralling cross-chop type slam. The HS version has Aoi continue to spin as a way to inflict multiple hits on her opponent upon slamming them into the ground.
Super Thrall
QCF,QCF+A: Ao Ranbuken - Aoi executes all three punches of her Ao Gekiken move. If the third punch connects, the opponent gets knocked into the air, so Aoi will jump up and execute an aerial autocombo there, finishing it off with a vertical cross-chop that hits several times on the way down.
4. Elizabeth Briggington
Command moves
Jump D+HA: Hammer Press - Elizabeth dives vertically downward leading with her hammer.
F in air near wall: Triangle Jump
Special moves
QCB+A: Spiral Hammer (also in air) - Elizabeth tosses her hammer which will spin forward through the air. MA travel straight as opposed LA/HA going in curves (LA for upward, HA for downward). HS version is basically the MA version, but will inflict multiple hits if the hammer projectile connects.
B,D,DB+A: Shining Hammer (also in air) - Elizabeth executes a hammer-wielding spoof of Ryu En Bu (LA/MA) or Nocturnal Plover (HA/HS) that leaves a rainbow-energy trail behind her hammer. LA absorbs projectiles (to add power to her M-Shift Gauge) while MA and HA reflect projectiles in respective diagonal-up and horizontal trajectories. If the HS version absorbs a projectile, the rainbow-colored energy arc will be immediately used as a knockdown projectile that travels forward.
Charge B,F+A: Flash Forward - Elizabeth dashes forward with afterimages trailing behind her, capable of passing through enemies and projectiles. HS version however is an "attacking" variant in which upon dashing through her enemy, they get knocked down.
F,D,DF+A: Charging Hammer - Elizabeth dashes forward leading with her shoulder. The MA and HA versions place a standing and crouching horizontal hammer swipe respectively. HS version hits several times on the way forward.
QCF+A: Hammer Surge - Elizabeth pounds the ground with her hammer, causing an energy column to rise from the ground in front of her. LA hits once, MA hits twice, HA hits 3 times, and HS hits 4 times.
QCF+A in air: Diving Hammer - Elizabeth backflips in place mid-air then dives down-right at an angle leading with her hammer. In the HS version, should the dive connect will result in Elizabeth go into 10-hit rapid kick-like sequence where she alternates between her feet, ending with a double-foot kick that springs herself backward.
Subliminal Slam
HCB+A: Hammer Typhoon - Elizabeth uses her hammer to spin her enemy around several times before sending them across the screen. HS adds wallbounce.
Super Thralls
QCF,QCF+A: Hammer Laser - Elizabeth fires a rainbow-colored energy beam from one end of hammer, aimed straight-forward. It hits 10 times.
360+A during Grapple: Gigathrall Hammer - Basically Wolfgang Krauser's Gigatech Cyclone, but with Elizabeth spinning herself around with her hammer out for 8 hits.
5. Alexa Choi
Command moves
B+MA, MA: Nidan Nichijo Ken - Basically Sakotsu Wari (which hits twice) followed by a left uppercut that knocks opponent into the air.
B+HA: Senpukyaku
Special moves
QCB+A: Hadoken (also in air) - HS version's projectile is Saimin Hadoken, which moves forward in a wavy up-and-down path.
B,D,DB+A: Shoryu Otoshi - Alexa leaps into the air leading with her open right hand as would a Shoryuken. However, this only connects with airborne opponents, so it's basically Shoryuken as an anti-air throw. Upon successfully grabbing an aerial opponent, Alexa will slam them down in a seated jawbreaker drop, then tosses them to the ground in the opposite direction. The HS version is a left-fisted Shoryuken (which can possibly hit standing or crouching opponents), hitting twice on the way up, followed by an air grab at the peak going into a seated jawbreaker drop.
QCF+A: Tatsumaki Senpukyaku (also in air) - HS version is Tatsumaki Senpunage, a "shifted throw" in which the connected move will cause Alexa's kicking leg to spin her enemy around several times before she ejects them towards an edge of the screen, causing wallbounce.
F,D,DF+A: Ryusokyaku - HS version causes ground pound within 1/3-screen distance (must be blocked low).
Charge B,F+A: Sokutogeri - LA is a donkey kick, MA is Ken Masters' Ushiro Mawashigeri, and HA is a sliding variant of Ryu/Ken crouching Medium Kick. LA/MA knock back while HA knocks down. HS is basically LA version with added wallbounce.
U,U,F,D+A in air: Bicycle Slash - Alexa turns around and executes an overhead backflip kick that leaves pink energy trailing behind her kicking foot, knocking down her foe on contact. HS version knocks back.
Subliminal Slam
HCB+A: Gotsui Gansobomb - Alexa uplifts and slams her enemy into the ground through a powerbomb. Then, as she ducks down during the powerbomb part, she executes a standing punt kick that knocks them into the air. The HS version knocks the opponent vertically upward rather than up-backward.
Super Thralls
QCF,QCF+A: Shinku Hashogeki - Alexa sticks her finger inside her navel for a moment, then as she quickly pulls her finger out of her navel, a beam Hadoken is fired straight-forward from her navel. This inflicts 10 hits.
360+A during Grapple: Reppu Jinraisho - Alexa executes with a series of punches followed by a left-fisted Shoryuken.
6. Ms. May
Command move
B+HA: Backflip Kick
Special moves
QCB+A: Torozan (also in air) - Projectile travels downward at a steep angle if performed in the air. HS version's projectile hits 3 times.
B,D,DB+A: Hakkaku Sobiken (also in air) - LA hits twice, MA hits 3 times, and HA/HS hits 4 times. HS version (on the ground) starts with a forward dash prior to actual attack.
QCF+A: Destiny Stalking - Ms. May flashes white, waiting for an enemy projectile to strike her. If successfully countering the projectile, she will immediately fire a beam from the lenses of her glasses straight-forward, knocking down her enemy. The HS version has the beam hitting 5 times upon countering the enemy's projectile.
QCF+A in air: Flying Kick - Ms. May dives down-right at an angle, alternating between her feet to kick up to 3 times. The LA version has the least forward angle as opposed to the HA version's most forward angle. When the HS version connects, the single-hit dive kick turns into a mid-air series of five attacks, followed by a single-hit Hakkaku Sobiken.
F,D,DF+A: Overhead Crash - Ms. May handsprings forward with a front-flip kick that hits once (LA) or twice (MA/HA). The 2nd hit in the HA version knocks back. The HS version takes the form of hitting the ground with a falling splits kick that forms an energy geyser rising from the ground that knocks her enemy into the air.
Subliminal Slam
HCB+A: Destiny Beam - Ms. May tosses her foe into the air, then emits a vertical-upward beam from the lenses of her glasses to strike them. HS version involves letting her foe falling right in front of her face so she will emit a straight-forward beam on them instead, hitting 4 times.
Super Thrall
QCF,QCF+A: Kakko Hakkaku Sobiken - Ms. May executes three Hakkaku Sobikens in a row (the first two each hit twice while the third one hits 4 times).
7. Magnolia Moonstone
Command move
B+HA: Mystic Wheel - Mystic Maggie kicks forward while standing on one hand.
Special moves
QCB+A / QCF+A: Mystic Hole (also in air) - Mystic Maggie executes an overhead wand swipe that generates some sparkles directly in front of her (QCB) or thrusts her wand forward to generate them at 1/2-screen distance (QCF). The sparkles absorb (LA/HS) or reflect (MA for horizontal reflect, HA for diagonal reflect) enemy projectiles. If either HS version connects, the sparkles teleport the enemy, causing them to fall from the top of the screen for damage, landing on same spot the HS move was connected.
B,D,DB+A: Curveball (also in air) - Mystic Maggie shoots a purple orb of energy right-handed forward in a slight upper curve. HA's projectile has a higher curve than MA/HS. HS adds a second projectile in which she fires a purple energy-bolt left-handed straight-forward. LA version is a feint.
F,D,DF+A: Mystic Downer - Mystic Maggie dashes forward with a gut punch-like attack that aims at her enemy's groin. In the HS version, she will instead duck down in splits and punch her enemy directly in the groin.
Charge B,F+A: Horizontal Mystic Kick - Mystic Maggie slides across the floor with one foot at a steady speed, connecting with a kick to her enemy's torso with the other one. HS version adds purple-colored afterimages trailing behind her.
Charge D,U+A: Vertical Mystic Kick - Mystic Maggie leaps into the air with a backflip kick (LA hits once, MA/HA hits twice). The HA and HS versions will add a rising elbow uppercut (resulting in 3 hits total) and a second backflip kick (resulting in 4 hits total) respectively at the peak of the initial attack. HS version also adds purple-colored afterimages trailing behind her.
Subliminal Slam
HCB+A near enemy: Mystic Trigger - Mystic Maggie grabs and leaps into the air along with her foe in a spinning lariat drop-like formation, slamming them down. HS version involves a multi-hit Keppujin (The Great Oni’s special throw) on the way up, prior to neckbreaker followed by a falling lariat drop.
Super Thrall
QCF,QCF+A: Mystic Dynamic - Mystic Maggie forms a large energy wave with an overhead wand swipe (which can also reflect Super Thrall projectiles on impact) and thrusts her wand forward to shoot the wave across the screen. It hits 12 times (the latter 7 being the projectile part).
8. Sophie Reyes
Command move
none
Special moves
Charge B,F+A: Treasure Tackle - Sophie runs forward and mount-tackles her foe upon approaching them. If connected, follow-ups for this move can be performed.
Treasure Tackle (non-HS ver.), QCB+LA: Lifting Peak - Sophie forces her enemy to stand up with no damage inflicted.
Treasure Tackle (non-HS ver.), QCB+MA: Ruinous DDT
Treasure Tackle (non-HS ver.), QCB+HA: Rolling Boulder - Sophie rolls backward along with her enemy some distance for several hits.
Treasure Tackle (HS ver.), QCB+LA: Camel Assault - Sophie rapidly punches her downed enemy 12 times, alternating between her fists.
Treasure Tackle (HS ver.), QCB+MA/HA: Running Jeep - Sophie hoists her enemy over her head, points where she will be going, run to the left (MA) or to the right (HA) some distance going into a jumping powerbomb.
Charge D,U+A: Jungle Strike - Sophie rushes forward with a right hook, left backfist (MA/HA/HS 2nd hit), and spinning right uppercut (HA/HS 3rd hit). The third part of the HS version leaps into the air and hits twice instead of once, making it a 4-hit version total.
QCB+A: Temple Buster - Sophie leaps into the air to grab her airborne enemy. If successful, she will roll down along with them to slam them on the ground. In the HS version, upon grabbing an airborne enemy, she will instead execute a Clark Spark-like downward slam she calls "Satellite Buster".
QCB+A on crouching enemy: Shining Pharoah - Sophie runs forward, this time upon coming close to her enemy, she lands a Shining Wizard. HS inflicts a harder knockdown.
Subliminal Slam
Charge D,U+A: Poacher Breaker - Sophie tosses her enemy vertically upward, catches them while they're falling for a backbreaker, and executes a forward press slam (or backward fireman's carry drop if HS is used).
Super Thralls
Charge B,F,B,F+A: Ultimate Zoo Keeper - Sophie runs forward. If she comes close to her enemy, she attempts an unblockable grab with her legs prior to executing a frankensteiner on them, then runs toward her fallen enemy to land an elbow drop on them.
360+A during grapple, F,D,DF+A, HCB+A, HCF+A, QCB+A, QCF+A: Ultimate Treasure Hunt - Sophie executes a Shining Pharoah transitioning into a Zoo Keeper, then does a Lifting Peak into a Poacher Breaker, where she then catches her opponent into a Rolling Boulder, and ends the grappling combo with a knee smash into his opponent's back, skidding across the floor.
9. Kayla Meadows
Command move
B+HA: Overhead Knuckle
Special moves
QCB+A: Gatling Jab (also in air) - Kayla rapidly punches 3 (LA), 5 (MA), or 7 (HA) times leading with her left fist. The HS version is basically the HA version with a right mini-uppercut added.
QCF+A: Hook Lariat - Kayla drops her fists and sticks her chin out. If she gets by an enemy's standing/jumping physical attack, she will dash through them with a right hook punch. The HS version adds a second dashing hook punch in the opposite direction.
B,D,DB+A: Quick Back - Kayla crouch-dashes backward. In the MA version, she crouch-dashes forward afterward. In the HA version, she will stand up and dash forward leading with her right arm and fist clenched. In the HS version, she will stand up and dash forward with a series of three punches.
F,D,DF+A: Quick Front - Kayla crouch-dashes forward. In the MA version, she will stand up afterward and throw a right cross punch. In the HA version, she will stand up with left uppercut. In the HS version, she will stand up and throw a left cross punch (with wind currents surrounding her arm), hitting 6 times on the way forward.
Charge D,U+A: Jet Upper - Kayla leaps into the air with a left uppercut. HA hits twice if done close. HS version is a corkscrew variant that hits up to 6 times on the way up.
Subliminal Slam
HCB+A: Gatling Upper - Kayla grabs her enemy and rapidly throws seven punches, alternating between her fists, in a rotating aim from straight-forward to vertically upward. The HS version ends with a double-fisted vertical-upward punch instead of single-fisted one.
Super Thrall
QCF,QCF+A: Rolling Dynamite - Kayla rushes forward with six body hook punches followed by a 6-hit corkscrew Jet Upper.
10. Andronema Arcturus
Command move
none
Special moves
QCB+A or QCF+A: Andronema Strain (also in air) - Andronema fires a shot straight-forward from her laser pistol while standing (QCB) or crouching (QCF). The HS versions' projectiles knock down. If done in the air, QCB projectiles aim straight-forward while QCF ones aim downward at an angle.
B,D,DB+A or F,D,DF+A: Evasive Andronema Strain - Andronema rolls backward (B,D,DB) or forward (F,D,DF) then executes her crouching Andronema Strain projectile. The HS versions' projectiles knock down.
Charge B,F+A: Rapid Crush - Andronema flies forward with 1 (LA), 2 (MA), or 3 (HA) kicks. The HS version follows the second kick with a 5-hit rapid kick.
Charge D,U+A: Planet Breaker - Andronema leaps into the air with a left uppercut that hits once (LA), twice (MA), 3 times (HA), or 5 times (HS).
Subliminal Slam
HCB+A: Nova Drop - Andronema leaps vertically into the air along with her enemy and spirals downward to slam them to the ground. HS version produces a mushroom cloud upon slamming her enemy.
Super Thrall
QCF,QCF+A: Striking Napalm - Andronema takes out a faux short Proton Cannon-like device left-handed and fires an explosive forward, which will arc down. When the explosive hits the ground, a mushroom cloud erupts from the ground, striking any enemies nearby.
11. Stella Cygnus
Command moves
DB+HA: Stellar Hop - Basically Kakukyakuraku.
D+MA in air: Stellar Stomp - Basically Yosokyaku.
F in air near wall: Triangle Jump
Special moves
QCF+A: Stellar Shot - Stella executes an upward roundhouse kick (LA), standing jaw kick (MA), or hopping left outward hook kick (HA) that shoots a yellow-energy projectile upward (LA for steep angle, MA for wider angle) or straight forward (HA). The HS version involves Stella executing a hopping double upper roundhouse kick that shoots two consecutive projectiles upward at a steep angle. If this move is performed in the air, she will either execute a left outward hook kick (non-HS) to shoot the projectile downward (LA for steeper angle, MA for farther angle) / straight-forward (HA) or a Stellar Stomp to shoot two downward projectiles at opposite steep angles (HS).
QCB+A: Stellar Crash - Stella ducks down and spins herself forward along the ground with her arms outstretched, attacking with her open hands. It hits twice (LA), 4 times (MA/HS), or 6 times (HA). HS spins in place rather than forward.
B,D,DB+A: Upper Stellar Crash - Stella spins herself vertically into the air with her Stellar Crash attack, hitting twice (LA), 4 times (MA), or 6 times (HA/HS). HS moves the attack slightly forward while it's travelling upward.
F,D,DF+A: Stellar Kick (also in air) - Stella rapidly kicks 3 (LA), 5 (MA), or 7 (HA) times. HS version on the ground takes the form of an 11-hit Hoyokusen (two 5-hit Hyakuretsukyakus to Tenkukyaku) while that in the air takes the form of a 10-hit Senretsukyaku that travels forward followed by a high-angle left rolling sobat.
Charge B,F+A: Stellar Drop - Basically Hazanshuu. LA has the highest upward arc and shortest forward arc, as opposed to HA having the lowest upward arc and longest forward arc. The HS version auto-tracks and generates an energy geyser from the ground that surrounds her.
Subliminal Slam
HCB+A: Stellar Throw - Stella flips over her enemy with no damage inflicted. The HS version is a damaging variation in which she will push her enemy behind her, then regrab them for a German suplex.
Super Thrall
QCF,QCF+A: Stellar Explosion (also in air) - Basically Kikosho. It hits up to 12 times. If done in the air, the attack is aimed downward-angled instead of straight-forward.
12. Ceres Vega
Command moves
B+HA: Mercury Shard
DB+HA: Cosmic Heel
F in air near wall: Triangle Jump
Special moves
Charge B,F+A: Milky Way Terror - Basically Crimson Terror from Street Fighter V.
Charge D,U+A: Aurora Spin Edge - LA aims low, MA/HS aims middle (HS adds second hit), and HA aims high.
HCB+A / HCF+A: Flying Galaxy - HS version turns both follow-ups (Flying Galaxy Attack and Black Hole Drop) into Flying Galaxy Special and Rolling Black Hole respectively.
Flying Galaxy, A: Flying Galaxy Attack
Flying Galaxy, G near opponent: Black Hole Drop
B,D,DB+A / F,D,DF+A: Sky High Claw - HS auto-tracks enemy with added knockdown.
Subliminal Slam
HCF+A: Splendid Claw - Ceres knocks her foe into the air with a Scarlet Terror backflip and strikes directly below them with an upper half-circle claw slash. HS version is Red Impact.
Super Thrall
QCB,QCB+A / QCF,QCF+A: Galactic High Claw - Basically Bloody High Claw.
13. High Card Diamond
Command moves
F in air near wall: Kawaii Escape
F+HA in air right before landing: Kawaii Landing - Note that High Card Diamond's jumping F+HA is Rolento's Spike Rod.
B+LA: Kawaii Slash - Originally the 1st input of Patriot Circle.
B+MA: Kawaii Strike - Originally the 2nd input of Patriot Circle. Can also be done after Kawaii Slash.
B+HA (or B+LA during Drumroll Stance): Kawaii Upper - Originally the 3rd input of Patriot Circle. Can also be done after Kawaii Strike.
B+hold HA: Drumroll Stance
Drumroll Stance, LA: Quick Jab
Drumroll Stance, MA: Back Knuckle
Drumroll Stance, F+LA: Left Knee
Drumroll Stance, F+MA: Side Kick
Drumroll Stance, B+MA: Power Kick (ends Drumroll Stance when performed)
DB+HA: Kawaii Feint - Basically Fake Rod.
Special moves
QCB+A or QCF+A: Kawaii Bolt - High Card Diamond, using her wand, shoots a lightning bolt vertically into the air and lets it fall down at a set location of the screen (QCB for left side, QCF for right side, the LA versions set closest to the corner while the HA versions set closest to the center of the screen). In the HS version, she balances a lightning grenade on the tip of her wand, shoves it vertically into the air, and lets it home in on the enemy, inflicting 3 hits as the grenade explodes into a sphere of lightning.
QCF+A in air: Kawaii Sting - High Card Diamond tosses down a lightning bolt downward at an angle. LA has the steepest angle opposite HA with widest angle. HS version combines the MA and HA projectiles.
F,D,DF+A: Kawaii Lower Attack - LA version is just a backflip, HS is just a forward-rolling attack (since MA and HA versions combine both parts).
B,D,DB+A: Kawaii Jump - LK is backward, MK/HS is vertical, and HK is forward.
Kawaii Jump (HS ver.), A: Kawaii Diver - High Card Diamond rolls diagonally downward, hitting several times. LA has the steepest angle, opposite HA with widest angle.
Charge D,U+A: Kawaii Upper Attack - LA/HS is just a backward roll (the HS version adds a forward ice greande toss during the backward roll) while MA/HA adds a forward-jumping downward wand attack that follows the backward roll.
Subliminal Slam
HCF+A: Kawaii Sweeper - High Card Diamond lands a Spike Rod on top of her foe to spring herself into the air, and backflips at the peak to toss an ice grenade at his downed foe. HS version tosses down a lightning grenade instead.
Super Thrall
QCF,QCF+A: Set The Record Straight - Basically Take No Prisoners.
14. High Card Spade
Command moves
B+HA: Angry Fist
B+hold HA: Double Arm Punch
Special moves
QCF+A: Dash Cross - HS version immolates enemy.
QCB+A: Dash Upper - HS version immolates enemy.
F,D,DF+A: Fire Kick - An upward kick that leaves flames trailing behind High Card Spade's kicking foot, can also absorb projectiles. MK/HK starts with a forward hop prior to attack. HS version knocks the enemy vertically (rather than backward) into the air (also when that version connects, she will proceed to throw a left uppercut directly below her falling enemy.
B,D,DB+A: Wicked Wand - High Card Spade swings her wand inward, forming an arc of flames in front of her. This can knock her enemy across the screen. LA absorbs projectiles (adding power to her M-Shift Gauge if successful) while MA/HS reflects projectiles horizontally and HA reflects projectiles diagonally upward. HS adds wallbounce.
Charge B,F+A or Charge D,U+A: Faint Dash - High Card Spade dashes forward (Charge B,F) or backward (Charge D,U) with afterimages trailing behind her, capable of passing through enemies and projectiles. The HS version of both inputs will dash forward past the enemy, and if successful, she will immediately perform a Dash Cross (charge B,F) or Dash Upper (charge D,U) behind the enemy for a surprise attack.
Subliminal Slam
HCB+A: Spade Burner - High Card Spade knocks her enemy down with a right hook punch that sets them ablaze, then kneels on top of them and punches them down several times. The HS version adds a walking footstomp for an extra hit afterward when she's standing up.
Super Thralls
QCF,QCF+A: Crazy Spade - High Card Spade dashes forward with four Dash Crosses (or Dash Uppers if you hold A), followed by a mighty cross punch.
360+A during Grapple: Wicked Retribution - High Card Spade spins her wand over her head in a circle three times followed by a Wicked Wand attack.
15. High Card Club
Command move
F in air near wall: Triangle Jump
Special moves
QCF+A: Kawaii Genko - HS version adds a second hit in the form of an upward wand swipe.
QCB+A: Kawaii Hayagake - LA runs backwards while MA/HA/HS runs forwards.
Kawaii Hayagake (LA ver.), LA: Saka Jyaku De Wazaga Hassei
Kawaii Hayagake (LA ver.), MA: Saka Chu De Wazaga Hassei
Kawaii Hayagake (LA ver.), HA: Saka Kyo De Wazaga Hassei
Kawaii Hayagake (MA/HA ver.), LA: Jyaku De Wazaga Hassei
Kawaii Hayagake (MA/HA ver.), MA: Chu De Wazaga Hassei
Kawaii Hayagake (MA/HA ver.), HA: Kyo De Wazaga Hassei
Kawaii Hayagake (HS ver.), A: Tesshinho
QCB+A / QCF+A in air near wall: Kawaii Hassokyaku
F,D,DF+A: Kawaii Daoshi - Basically Tengudaoshi, except that it's a ground-to-air grab. HS version is Ajaratengu.
Charge B,F+A: Kawaii Gokusaken - Basically Maki Genryusai's Bushin Gokusaken (or Bushin Seoinage if HS version is used) as a special move which High Card Club rushes forward with a series of attacks. LA is two attacks, MA is three attacks, and HA/HS is four attacks (the fourth attack in the HS version is an unblockable grab going into a throw).
U,UF,F+A in air: Kawaii Star - High Card Club points her wand straight-foward (LA) or downward (MA for farther angle, HA for steeper angle) to shoot a star of green energy in that direction. The HS version consists of the MA and HA version projectiles shot simultaneously.
Subliminal Slam
HCF+A: Kawaii Reppukyaku - High Card Club spins her enemy around several times with her leg prior to launching them across the screen. HS adds wallbounce.
Super Thrall
QCF,QCF+A: Kawaii Goraiha - Basically Bushin Goraiha.
16. High Card Heart
Command move
D+LA in air: Knee of Love - Basically Dee Jay's Knee Shot.
Special moves
QCB+A: Love Spark (also in air) - High Card Heart shoots a heart-shaped projectile from her wand. The projectile travels forward in either a straight (HA/HS) or a wavy (LA/MA) path.
B,D,DB+A: Love Barrage - High Card Heart rapidly thrusts her wand 3 (LA), 5 (MA), 7 (HA) or 9 (HS) times from gut level gradually to above chin level.
QCF+A: Love Sobat - High Card Heart hops forward with an inward right hook kick. MA and HA adds a left back kick as the 2nd kick. HS is the double revolution of the MA/HA ver., hitting 4 times total.
Charge D,U+A: Love Jackknife - High Card Heart leaps into the air with 1 (LA), 2 (MA), 3 (HA), or 7 (HS) upper roundhouse kicks.
F,D,DF+A: Love Backlash - Basically Jus Cool. High Card Heart steps backward. The HS version adds an uppercut prior to the backstep.
Love Backlash, LA: Backlash Slicer - Basically Funky Slicer.
Love Backlash, MA: Backlash Waning - Basically Waning Moon.
Love Backlash, HA: Backlash Maximum - Basically Maximum Strike.
Love Backlash, F+E: Backlash Dash - Basically Juggling Dash.
Love Backflash, B+E: Backlash Sway - Basically Juggling Sway.
Subliminal Slam
HCB+A: Love Handle - High Card Heart uses her wand to slam her enemy back-and-forth 4 times (or 8 in case of the HS version).
Super Thralls
QCF,QCF+A: Hot Heart to Handle - High Card Heart shoots two simultaneous Love Spark projectiles forward in a zigzag. Both projectiles immolate the enemy on contact and they each hit 4 times.
360+A during Grapple: Never Gonna Not Dance Again - High Card dances in front of her enemy for moment until they get burned.
17. Sakura Midoriuchi
Debut appearance: "Share The Love" by HypnolordX (2-14-20)
Age: 17
Personality: Autistic, a very friendly comic relief, has the tendency to make fun of certain people, has the courage to fight against villains at times, and sometimes breaking the fourth wall.
Likes: Kayla Meadows, getting to know EVERY single person in the entire world, playing fighting games, boys, COM3D2 deviations, calling tubetops "big rubber bands", putting her finger through a "hole in the stomach" (commonly known as a "navel poke")
Dislikes: Sensing that there is at least one person in Spiral Town that she didn't actually know, suffering from autistic spectrum disorders, Mad Cupid, girls kissing girls (yuck, that's lesbian), getting "stalked on" by Elizabeth's parents when it comes to her receiving spam-related email
Background: A close friend (and Spiral Town High School classmate) of Kayla Meadows, Sakura was born to a male Japanese high school teacher and a female Canadian punk rocker. On their way to Spiral Town on a train, Sakura lost both her parents in a train crash so she escaped from an exploding train car, carrying her own luggage with her, and becomes adopted by Elizabeth's parents Josephine and Jackson under Kayla's suggestion.
HypnolordX OCs she hasn't met yet but wanted to meet (at least she will be seen meeting those characters for the first time ever): Gen Aikawa, Kenjiro Hikari, Ciara Burlesque, Angel Girl and Demon Girl, Zelo, the Cafe Meow Wow staff, Sperrylite Plover, Rainn Murrow, Lena Lustrous, Kenneth Thompson, Cherry Brightlee, Blair Draco, Alexa's parents Asuka and Jin, and any new OC by HypnolordX from that point forward.
Command move
B+HA: Destroyer Kick - Looks like Sakura Kasugano's Flower Kick, except with reverse animaton order, making it more like an anti-air attack.
Special moves
QCB+A: Hadosho (also in air) - LA hits once, MA hits twice, HA hits 3 times, and HS hits 4 times. If done in the air, the attack is aimed downward at an angle instead of straight forward.
B,D,DB+A: Tengyo Hadosho - Same as Hadosho, but upward-angled and CANNOT be performed in the air.
F,D,DF+A: Shunka Shuto - An attacking run that hits 3 (LA), 4 (MA), or 5 (HA/HS) times on the way forward.
Shunka Shuto, LA: Floral Side Kick - If performed during HS ver. Shunka Shuto, it becomes a flying kick that hits 5 times on the way forward.
Shunka Shuto, MA: Furiko Upper - If performed during HS ver. Shunka Shuto, it becomes Shouoken, which hits 5 times.
Shunka Shuto, HA: Sakura Otoshi - A jumping doublehanded smash that knocks down. If performed during HS ver. Shunka Shuto, Sakura M. will grab her knocked-down enemy by the legs for a giant swing.
QCF+A: Haruissen - Sakura spins forward along the ground with 1 (LA), 2 (MA), or 3 (HA/HS) sweep kicks. HS version adds a 4th hit in the form of a standing upward kick.
QCF+A in air: Shunpukyaku
Subliminal Slam
HCF+A: Shunpu Renkyaku - Sakura Kasugano's Shunpukyaku as a command throw. Sakura M. spins her foe around several times with her leg before kicking them to the ground. HS version had her kicking the enemy horizontally across the screen in the opposite direction (with possible wallbounce) at the end of the throw.
Super Thrall
QCF,QCF+A: Midare Sakura
18. Heather Vahlsing
Debut appearance: "Goth vs. Vampire" by HypnolordX (10-29-22)
Age: 119
Personality: Usually sophisticated, free-spirited, and intellectual. She was also desperate at times she wanted to look for someone to play soccer with during the night.
Likes: Elizabeth Briggington and Alexa Choi (believe it or not, this vampire wanted to play soccer with the latter of those two), blood, playing soccer, watching soccer, Mundial Ronaldinho Soccer 64
Dislikes: Garlic, gore by wooden objects, summer, sunlight, Rainn Murrow
Background: She was born to a male vampire and a female soccer coach, Heather is more than just a vampire, so she wants to rule the night with soccer. She always wanted to become the most frightening soccer player on Earth, but the thing is, she is best served during the night, as many soccer players in the world usually train in the daytime rather than nighttime. Since there is a rare case in which there are a limited amount of people that can practice throughout nighttime, Heather can possibly bite certain people that she sees as a way to entrance them into her "teammates", so she will force those people to play or practice soccer with her. Rumor has it that she is Elizabeth and Alexa's biggest fan.
Command move
none
Special moves
QCF+A: Long Shot (also in air) - Heather serves up a soccer ball in front of her and kicks it forward with a standing right kick (MA) or crouching left kick (HA/HS) or kicks it forward at an upward angle with a standing left kick (LA). If performed in the air, she will turn around, serve up the ball behind her, and kick it downward at an angle with a backflip (LA for 15-degree angle, MA/HS for 45-degree angle, and HA for 75-degree angle). HS version projectiles knock down.
F,D,DF+A: Bicycle Slash - Heather spins forward into the air, turning herself around and executing an overhead backflip kick that leaves red energy trailing behind her kicking foot, knocking down on contact. LA has the highest upward and shortest forward arc, as opposed to HA's lowest upward and farthest forward arc. HS auto tracks.
Charge B,F+A: Sliding Kick - Heather slides forward along the ground, leading with her left foot. HK knocks down while HS hits 3 times on the way forward.
QCB+A: Shining Catch - Heather attempts to catch an enemy projectile with both hands. If successful, she will absorb the projectile and convert it into one of her own, sending it straight-forward and knocking down any enemy on contact. HS version will result in a bigger projectile upon absorbing an enemy projectile, hitting twice instead of once.
B,D,DB+A: Shining Save (also in air) - Heather dives forward leading with her hands. This can knock down enemies that are on the ground. If this move is used against airborne enemies, she will instead grab and slam them into the ground with a powerbomb. The HS version involves a blockable grab going into a Spiral DDT on standing enemies (can be avoided by crouching) or an improved version of the powerbomb on jumping enemies that will be followed by kicking them into the air afterward.
Subliminal Slam
HCF+A: Vampire Save - Heather bites her enemy, absorbing their lifebar onto hers by a small amount, and then launches herself backwards into the air upon kicking them with both feet. HS version recovers more health.
Super Thralls
QCF,QCF+A: Exploding Fury Vampire Goal (also in air) - Heather executes a MA ver. of her Long Shot projectile that hits 5 times.
360+A: Midnight Pleasure - Heather bites her enemy several times then executes a short series of attacks.
19. Luna Graves
Command moves
F in air near wall: Triangle Jump
B+HA: Falling Arc
DB+MA: Low Altitude Drop Kick
Special moves
QCF+A: Sniping Arrow (also in air) - LA/MA in air will be Cannon Strike (with LA having steeper angle than MA). HS version takes the form of Cannon Drill which hits up to 4 times.
F,D,DF+A: Cannon Trigger - Looks like Cannon Spike, but it actually functions as a ground-to-air throw in which Luna must connect with an airborne enemy (if successful, she will grab her enemy with one leg and slam them vertically into the ground). The HS version follows the air throw part with a series of "tap dancing" on her fallen enemy for 7 hits total.
Charge B,F+A: Somersault - Can be cancelled with E. HS version takes the form of Earth Direct upon successfully grabbing the enemy.
Charge D,U+A: Luna Escape - Can be cancelled with E. The HS version will also add stun properties to the Cross Chop and Bird of Paradise follow-ups.
Luna Escape (before wall jump), UF: Feint Jump - Jump towards enemy comes out longer if performed after HS version Luna Escape.
Luna Escape (after wall jump), QCB+A: Cross Chop
Luna Escape (after wall jump), QCF+A: Bird of Paradise
Luna Escape (after wall jump), QCF+G: Force of Will - If performed after HS version Luna Escape, it becomes Savage Fire Cat.
B,D,DB+A: Rolling Sobat - HS version adds Flying Body Attack afterward.
QCB+A: Feint Step (hold A to continue) - MA version ends with a Mach Slide forward teleport while LA/HS version ends with a dropkick. HS version adds stun property to its dropkick exit.
Subliminal Slam
HCB+A: Luna Break - Basically Tiger Neck Chancery. HS version adds Tiger Spin afterward.
Super Thralls
Charge B,F,B,F+A: Lunatic Fringe - Luna rushes forward with a series of 7 attacks with the last one being a headbutt.
360+A during grapple: Dancing On Your Grave - Luna slams them back-and-forth with four suplexes, with the last one launching them into the air, so she will execute a Cannon Trigger at them to finish it off.
20. Ethel the Succubus
Command move
none
Special moves
QCB+A: Big Tornado (also in air) - HS version's projectile hits 4 times.
B,D,DB+A: Head Shocker - Ethel sings a brown note, generating a circular wave that knocks back and can also absorb projectiles (any projectiles she absorbed will be added to her M-Shift Gauge). HS hits multiple times rather than once.
Charge D,U+A: Take Flight - Ethel uses her wings for 8 seconds of flight in which she can fly through the air in any direction. In case the HS version is used, after 8 seconds of flight, Ethel will automatically drop down with an auto-tracking Fighter's History ver. Wheel Kick that knocks down.
QCF+A: Dynamite Tackle (also in air) - LA is a vertical-upward headbutt, MA is a diagonal-upward uppercut, and HA is a forward headbutt tackle. If performed in the air, LA is the Wheel Kick from Fighter's History that travels vertically down, MA is the Wheel Kick from Karnov's Revenge that travels diagonally down, and HA is a forward headbutt tackle. HS version is a multi-hitting electric variant of the HA version.
F,D,DF+A: Chocolate Drain - Ethel briefly renders herself into a chocolate statue as a way to counter an enemy's physical attack. If she gets hit successfully during this, she will "melt" and resurrect herself at the center of the screen (MA) or close to either side of the screen (LA for left side, HA for right side). The HS version will teleport her directly behind the enemy upon countering their attack.
Subliminal Slam
HCB+A: Drill Powerslam - Ethel grabs her foe and flies backwards along with them towards one end of the stage to slam them. HS version adds a DDT rebounding from the wall which she slams her opponent there.
Super Thrall
QCF,QCF+A: Dynamite Crush - Ethel executes a HA version Dynamite Tackle that hits several times on the way forward, followed by the Fighter's History version of the Wheel Kick.
21. Mad Cupid
Command move
none
Special moves
QCB+A (repeat 3 times): Lovely Arrow - Mad Cupid rushes forward with an elbow jab, a palm strike, and a thrust of her arrow-like melee weapon. Third input of the HS version will hit multiple times instead of once.
Charge B,F+A: Lovely Spin (also in air; can be controlled D/U) - Basically Laurence Blood's Bloody Spin hitting 3 (LA), 4 (MA), or 5 (HA) times. HS version takes the form of her Lovely Cannon move from HypnolordX vs. The King of Fighters in which she can be controlled through the air in any direction while she's firing five heart-shaped projectiles straight-forward, one at a time.
Charge D,U+A: Lovely Flight - Mad Cupid uses her wings for 8 seconds of flight in which she can fly through the air in any direction. In case the HS version is used, after 8 seconds of flight, she will automatically drop down at a forward angle using her Lovely Cutter attack.
QCF+A: Lovely Mixer - Mad Cupid spins her arrow in front of her head-level while she's looking away from her foe. LA is 3 hits, MA is 4 hits, HA is 5 hits, and HS is 7 hits. HS version has a vacuum effect.
F,D,DF+A: Lovely Axle
Lovely Axle, LA: Lovely Shooter - Mad Cupid tosses her arrow downward at an angle. Knocks standing/crouching opponent if used after HS ver. Lovely Axle.
Lovely Axle, MA: Lovely Cutter - Mad Cupid takes a big downward swing of her arrow. Hits twice if used after HS ver. Lovely Axle.
Lovely Axle, HA: Lovely Kick - Mad Cupid executes a double-foot front kick that knocks back her enemy on contact. If used after HS ver. Lovely Axle, the attack will instead "shift" into the Lovely Press leg throw on successfull hit.
Subliminal Slam
HCB+A: Lovely Toss - Mad Cupid grabs her opponent and spins them around several times before launching them into the air in the opposite direction. Parody of Cattydox's Dancing Throw from Superior Soldiers. HS version has the word "CUPID" briefly flashing onscreen when her thrown enemy hits the floor (cue Ring of Destruction reference).
Super Thrall
QCF,QCF+P: Lovely Slash - Mad Cupid slashes her arrow eight times (the last two will come out if the first six connect).
22. Gretel Grimsby
Command moves
B+HA: Twisted Broom - Gretel hops forward along with a spinning swipe of her broom.
DB+HA: Dual Smash - Gretel hops forward and simultaneously brings her elbow down and knee up.
Special moves
Charge B,F+A: Sonic Broom - Gretel tosses her broom forward like a boomerang. HS version's projectile knocks down.
Charge D,U+A: Somersault Smash - Gretel hangs onto her broom and rolls herself forward into the air. HS version is a double revolution of the attack.
Charge U,D+A in air: Moonsault Smash - Gretel swings her broom in a lower half-circle motion, leaving some energy trailing behind it. HS version shoots an large arc of energy downward at a steep angle.
QCB+A: Sonic Blade - Gretel telekinetically spins a broom vertically right in front of her. The broom can reflect projectiles and knock down enemies in one hit. HS version however hits 3 times.
Sonic Blade, charge B,F+A: Sonic Cross - HS version's projectile hits 3 times.
B,D,DB+A or F,D,DF+A: Sonic Move - Gretel teleports to the center of the screen (B,D,DB+HA / F,D,DF+HA) or either side (B,D,DB+LA/MA for left side, F,D,DF+LA/MA for right side). The LA versions teleport Gretel closer to a desired edge of the screen whereas the MA versions teleport her closer to the center of the screen.
HS version (from either input) is a forward teleport dash that knocks down her enemy just by going through them.
Subliminal Slam
Charge D,U+A: Striking Hex - Gretel grabs her enemy, jumps high along with them, and comes down in a suplex. HS version is a spinning variant.
Super Thrall
Charge B,F,B,F+A: Start To Death - Gretel rushes forward with a series of attacks, ending with a Twisted Broom.
23. Layla, queen of the Forgotten Kingdom
Command move
B+HA: Forbidden Elegance (Elegant Kick)
Special moves
QCB+A: Forbidden Strike (a.k.a. Gurenken)
Forbidden Strike, A: Forbidden Double - Becomes True Forbidden Double if performed after an HS ver. Forbidden Strike.
B,D,DB+A (or F. Strike/F. Double, A): Forbidden Break (Hosho) - Becomes Forbidden Peak (Ressencho), which hits twice, if performed after an HS ver. Forbidden Strike or True Forbidden Strike. HS version of B,D,DB+A will also trigger Forbidden Peak.
Charge D,U+A (or F. Strike/F. Double, U+A): Forbidden Massacre (Reseenha) - HS version of the Charge D,U+A variant (or U+A follow-up after HS ver. Forbidden Strike/ True Forbidden Double) will be Forbidden Empress (Kououken) which hits 3 times on the way up.
F,D,DF+A (or F. Strike/F. Double, F+A): Forbidden Restlessness (Mujinkyaku) - HS version of F,D,DF+A (or F+A follow-up from HS Forbidden Strike/True Forbidden Double) will knock opponent higher.
F. Strike/F. Double, D+A: Forbidden Wedge (Daisokubarai) - If performed after HS Forbidden Strike or True Forbidden Double, this hits 3 times instead of once.
QCF+A (or F. Strike/F. Double, B+A): Forbidden Return (Yashagaeshi) (also in air) - LA reflects projectiles, MA counters standing/jumping physical attacks, and HA counters crouching physical attacks (with the latter crouching-based instead of standing). HS version of QCF+A (or B+A follow-up from HS Forbidden Strike or True Forbidden Double) will be a non-counter direct-attack variant of the LA/MA version.
Subliminal Slam
HCF+A: Forbidden Savage (Arakuma Inashi) - HS version adds more knee bashes prior to throwing her enemy.
Super Thrall
QCF,QCF+A: Divine Forbidden Genesis (Shinpikaibyaku)
24. Shaya of the Dark Serpent Tribe
Command move
B+HA: Fake Shaya Kick
Special moves
QCB+A or QCF+A: Shaya Shot (also in air) - QCB is standing while QCF is crouching. In air, the projectile will travel straight-forward with QCB or downward-angled with QCF. The HS versions are multi-hit projectiles.
B,D,DB+A: Shaya Uppercut - LA is 3 hits, MA is 4 hits, HA is 5 hits, and HS is 7 hits (with the latter ending in a horizontal turn rather than a backflip at the peak).
F,D,DF+A: Shaya Knee - LA hits once, MA hits twice, HA hits 3 times, and HS hits 4 times.
Charge B,F+A: Shaya Raid (also in air) - Flying kick that travels forward. LA hits once, MA hits twice, HA hits 3 times, and HS hits 4 times with added immolation effect.
Charge D,U+A: Angry Charge - Shaya looks backwards and raises the Eye of Truth in her right hand for a brief moment. This causes her next use of the Shaya Uppercut to inflict stun damage on successful hit. This buff will last only 5 seconds (or 10 if HS ver. is used). HS version affects the next three Shaya Crash uses instead of one.
Subliminal Slam
HCB+A: Winding Shaya - Shaya winds up her left arm to spin her enemy around several times counter-clockwise, and tosses them into the air in the opposite direction. HS version results in tossing the enemy horizontally instead of diagonally upward, because of added wallbounce.
Super Thrall
QCF,QCF+A: Shaya Genocide - Shaya executes a 4-hit Shaya Knee followed by a 7-hit Shaya Uppercut.
25. Gen Aikawa
Command moves
B+HA: Flying Headbutt
D+MA in air: Double Knee Drop
D+HA in air: Flying Body Attack
Special moves
QCB+A: Turnabout Knuckle (also in air) - Basically Double Lariat. You can move B/F during the MA or HA version. The HS version loses the knockdown property so it can possibly hit 4 times.
QCF+A: Mesmerizing Flat - Basically Banishing Flat. HS hits three times instead of once.
Charge B,F+A: Grumble Shot - Gen kneels down and shoots a large yellow energy sphere that flies across the screen right-handed. The HS version fires three projectiles consecutively instead of once.
F,D,DF+A: Rising Powerbomb - Gen leaps into the air leading with his open left hand against a jumping enemy. If successful, he will grab and slam them into the ground. The HS version, upon grabbing an airborne enemy, will instead result in a Gravity Press where Gen flies forward along with his enemy using the Flying Power Bomb animation, slamming them at an edge of the screen, followed by a diving suplex.
Subliminal Slam
HCB+A: Dynamic Spindriver - Gen forward flips along with his enemy and slams them down in a piledriver. HS version instead involves him vertically leaping into the air along with them through a continuous backward somersault prior to slamming them into the ground with a piledriver.
Super Thralls
QCF,QCF+A: Rising Turnabout - Gen spins vertically into the air with his Turnabout Knuckle, hitting 4 times on the way up, followed by a grab at the peak going into a Screw Piledriver.
360+A during grapple: Triple Dynamic Spindriver - Gen executes three Dynamic Spindrivers (front flip, horizontal screw, and backward somersault in this order) in a row.
26. Kenjiro Hikari
Command move
none
Special moves
QCB+A: Obarokendoku (also in air) - LA/HS aims straight-forward (HS electrocutes upon impact), MA/HA on ground aims upward (HA has steeper angle than MA), and MA/HA in air aims downward (HA has steeper angle than MA).
B,D,DB+A: Capture Bulldog - Counter attack to standing physical attacks. HS version is non-counter variation involving an unblockable grab.
F,D,DF+A: Kizan - HR version shoots a large arc-shaped pink energy projectile that travels straight forward.
QCF+A: Senbukyaku (also in air) - MA and HA versions move forward through the air, whereas LA and HS versions do not.
Subliminal Slam
HCB+A: Keppujin - HS version hits three times on the way up going into a falling lariat drop that will slam enemy towards the ground.
Super Thralls
QCF,QCF+A: Onikage - Kenjiro is given a limited amount of time to utilize his body double which mimics his actions.
360+A during grapple: Unfortunate Happenstance - Kenjiro transforms a Soul Calibur series character, Cassandra Alexandra, who will gradually speed up her idle animation to the point it's going too fast, causing herself to self-destruct which blows the enemy away. Afterwards, Kenjiro teleports back to the same spot he had transformed into Cassandra on.
27. Yukina Aikawa
Command move
D+hold G+E: MesmerCharge - Yukina can manually charge her M-Shift Gauge.
Special moves
QCB+A or QCF+A: Flying Tengu Fist (also in air) - Looks like the Art of Fighting 2 version of Takuma Sakazaki's Kououken. The QCF projectiles aim straight-forward while the QCB projectiles will aim either upward angle while on the ground or downward angle while in the air. The HS versions' projectile is bigger and can knockdown (also, Yukina will say "Hien Shikoken" instead of "Hien Tenguken"). The projectile will travel at a full-screen distance at the cost of 25% of her M-Shift Gauge, otherwise it will degrade into a short-range blast.
Charge D,U+A: 100 One-Off Fist - Yukina rapidly punches 3 (LP), 5 (MP), 7 (HP), or 12 (HS) times with her left fist. If this move connects, an extra hit in the form of a right uppercut finish is added in at the cost of 25% of her M-Shift Gauge.
B,D,DB+A: Yukina Full Moon Punch (also in air) - Yukina leaps into the air with a left uppercut that hits twice (LA), 3 times (MA), 4 times (HA), or 10 times (HS) at the cost of 25% of her M-Shift Gauge. If performed when having less than 25% of her M-Shift Gauge left, it only hits once (although the HS version will instead hit 5 times).
F,D,DF+A: Dragon Heightening Kick (also in air) - A left flying kick that (when it connects if you have at least 25% of your V-Break Gauge stored) will be followed by a left rolling sobat. In the HS version, the flying kick will (when it connects if you have at least 25% of your M-Shift Gauge stored) turns into a 5-hit rapid left kick.
Subliminal Slam
HCF+A: Chaos Super Kick - Yukina grabs her enemy so she will rapidly knee her enemy 6 times, followed by a left low-angle kick that knocks them down. The HS version will instead result in a mid-air series of low-angled forward kicks, hitting 10 times, followed by a double-foot kick that rebounds her backwards into the air upon knocking down her enemy. This move itself costs 25% of your V-Break Gauge to use, so you won't be able to perform that when you have less than 25% of your M-Shift Gauge.
Super Thralls
QCF,QCF+A: Yukina Zealous Reversal - Yukina counters an enemy's physical attack. If successful, she will execute a downward left chop that knocks down the enemy.
360+A during grapple: Yukina Chaotic Fist - Yukina executes a series of attacks ending with a grab going into a Ran Chou Kyaku. If this is performed when you have at least 75% of your M-Shift Gauge filled, a mirror image of Yukina appears behind the enemy and both Yukinas will perform a series of attacks that will end with a HS ver. Hyakuren Ippatsuken that ends with a point-blank variant of upward Hien Tenguken.
28. Hinata Hikari
Command move
B+HA: Overhead Kick - An axe kick.
Special moves
QCB+A in air: Missile Toe - Hinata shoots a fireball down-right at an angle with her right foot. The HS version has her shoot a second fireball with her left foot.
QCB+A: Hinogeki Otoshi - Hinata pivots forward through the air with a downward swing of her left arm, leaving a trail of flames behind her attacking fist. The HS version adds an upward left backfist (that knocks her enemy into the air) upon landing on the ground from the actual attack.
B,D,DB+A: Shoyoken - Hinata vertically spins herself into the air with her arms outstretched. This hits twice (LA), 4 times (MA), 6 times (HA), or 7 times (HS). The 7th hit in the HS version takes the form of a double-handed smash at the peak.
QCF+A: Hinokakato Otoshi (also in air) - Hinata executes a turning right axe kick that leaves flames trailing behind her kicking foot. If this absorbs an enemy projectile, she will execute a right roundhouse kick that shoots a fireball straight-forward. The HS version takes the form of a full-screen distancing projectile on its own (but this time, the projectile takes the form of the flaming arc she forms from the axe kick).
F,D,DF+A: Enbukyaku - Hinata leaps diagonally into the air with a series of upward roundhouse kicks. This hits twice (LA), 4 times (MA), 5 times (HA), or 6 times (HS). The 5th hit in the HA version is a flaming backflip kick at the peak while the HS version is entirely immolating on impact.
Sublminal Slam
HCB+A: Danretsuken - Hinata grabs her enemy left-handed and rapidly punches them right-fisted 12 times, followed by a cross punch (or roundhouse kick if HS version is used).
Super Thrall
QCF,QCF+A: Moero! Hinokakato Otoshi - Hinata executes a turning right axe kick that shoots a flaming arc straight-forward. The projectile hits 6 times.
29. Blade
Debut appearance: "Noir and the Midas Curse" by HypnolordX (3-26-23)
Name: Francine Castillo
Age: 17
Personality: Usually an anti-heroine when it comes to attempting to murder Alexa (she usually fails, though), yet being more friendly to certain people. She sometimes feels scared while being unarmed.
Likes: Murder, kidnappings, assault, torture
Dislikes: Alexa Choi (who accidentally killed Blade's parents), being scared while unarmed, fighting with one sword instead of two
Background: Francine's parents are a skilled Italian swordsman and an elf woman who was used to be a thief in the past, both killed by Alexa (whose parents, Asuka and Jin, living in Japan, had Alexa herself paid a visit to them) by accident (which Alexa then added insult to injury by started attacking Francine's parents only as long as she doesn't know until both are dead). Francine, who will utilize a swordfighting style passed down from her late father, felt scared for only a moment when her parents are finally murdered by assault, but then she decided to go by the name Blade, having a mission in life which is avenging her parents' death by attempting to kill Alexa with everything she got.
Command move
none
Special moves
QCB+A: Shinganto - LA/HS counters crouching attacks (HS ver. will hit twice instead of once), MA counters standing attacks, and HA counters jumping attacks.
B,D,DB+A: Satsujin de Hikisaku - Blade dashes backward then forward along with a horizontal sword slash. HS version is a three-attack combo based on Yagyu Sogetsujin.
QCF+A: Katto Suigetsuto - HS version's projectile is larger.
F,D,DF+A: Nikkakurato - LA hits twice, MA hits 3 times, HA hits 4 times, and HS hits 5 times.
B,F,D,DF+A: Shin Nikkakurato - Same as her F,D,DF+A, but starts with a forward dash prior to attack.
Subliminal Slam
HCB+A: Hasso Happa - A rapid series of 14 sword stabs. The HS version is Geki Soranjin.
Super Thrall
QCF,QCF+A: Zetsu Suigetsuto
30. Lena Lustrous
Command moves
B+MA, MA: Lustrous Punch - Basically Quarrel Punch followed by Terrible Smash.
B+HA: Lustrous Kick - Basically Quarrel Kick, a dash kick.
Special moves
QCB+A: Tornado Sphere (also in air) - Lena shoots a black-colored sphere that is surrounded by swirling white-colored wind currents. The LA and MA versions' projectiles travel upward at an angle (LA with steep angle) while the HA and HS versions' projectiles travel straight-forward (HS resembles a non-electric variant of the Temportal Thunder projectile). The projectile itself hits 3 times (6 in the HS version) and travels at a full-screen distance (or 1/2-screen in case of the HS version). If performed in the air, the LA and MA versions' projectiles will have downward angles instead of upward.
Charge B,F+A: Lustrous Tackle - HS version adds a second Lustrous Tackle that comes with a clothesline, totaling three hits.
Charge D,U+A: Lustrous Headbutt - Basically Dangerous Headbutt. HS version hits twice.
QCF+A in air: Lustrous Knee Drop - Basically Violence Knee Drop. HS version auto-tracks enemy.
QCF+A: Riria's Mirror - Basically Aegis Reflector, except that it can hit the enemy once (HR version will hit 6 times), the barrier will however still appear for only a few seconds. LA/HR version places the reflector close to her, while MA version places it slightly upward and the HA version places it farther forward (same height as LA version).
Subliminal Slam
HCB+A: Lustrous Execution - Lena uplifts her enemy left-handed to absorb some of their V-Break Gauge energy onto her M-Shift Gauge. HS version also adds in extra H-Skill Gauge energy at the cost of sapping some of the enemy's lifebar.
Super Thralls
Charge B,F,B,F+A: Lustrous University - Lena rushes forward with four Lustrous Tackles, with the last one converted into a left-arm clothesline.
360+A during grapple: Lust of Destruction - Lena activates a self-destruction mechanism that's hidden inside her busts, causing herself to explode on her enemy.
31. Noir
Command moves
Jump on top of opponent: Head Ride
Hold B in air near wall: Wall Cling
F in air near wall: Triangle Jump
Special moves
Charge B,F+A: Potion Drop - Noir tosses a potion forward in a descending arc. If on contact with her enemy or the ground, the potion shatters into gas cloud (LA for blue with ice element, MA for red with fire element, HA for yellow with thunder element, and HS for purple with hypnosis element).
Charge D,U+A: Cruel Barrier - Noir briefly surrounds herself in a spherical barrier of energy, hitting 3 (LA), 5 (MA), 7 (HA), or 10 (HS) times.
QCB+A: Fish Slasher - Noir rolls backward and tosses a skeleton fish straight-forward from a crouching position. HS version lacks the backward roll part, but the projectile will knock down on contact.
QCF+A: Spiral Drive - Noir rolls forward along the ground to attack.
Spiral Drive, LA: Cat Punch - A crouching punch.
Spiral Drive, MA: Neko Slide - A slide kick that knocks down.
Spiral Drive, HA: Vertical Drive - Noir leaps vertically into the air with a flying kick that hits 3 times on the way up.
Spiral Drive (HS ver.), A: Spiral Assault - Noir executes a series of five attacks, with the last one being a Vertical Drive. This follow-up itself hits 7 times total.
QCF+A in air: Cat Power - Noir kicks forward at a low angle, shooting a wave of red energy that travels across the screen in that direction with her left foot. The HS version's projectile travels at full-screen distance instead of 1/3-screen. Surprisingly, Noir is the only character in this game who can do a midair Everlasting Charge.
Sublminal Slam
Charge D,U+A: Cruel Wrecker - Noir hoists her enemy over her head right-handed and rises vertically into the air, wiggling her right arm back-and-forth to inflict several hits on them. Upon grabbing her foe in the HS version, she will instead leap vertically into the air, slamming her foe to the top of the stage and whilst midair, she wiggles her right arm back-and-forth to inflict more hits on her enemy, this time finishing it off with a vertical thrust of her left arm.
Super Thralls
QCF,QCF+A in air: Cat V-Power - Noir dives forward at a downward angle leading with her left leg and, if connected, strikes through her enemy with a diagonal-upward claw slash, forming a red-colored "V" that briefly appears on the enemy before they collapse.
360+A during grapple: Noir End - Noir thrusts her right arm stabbing into her enemy, absorbing some of their lifebar to recover herself for a moment prior to letting the enemy get knocked away by an explosion.
32. Ninja Girl
Command moves
LA, MA, LA: Shinten
LA, MA, F+LA: Yagura Kuzushi
MA, B+MA: Sasanaki
B+MA: Agemen
F+MA, DF+HA, HA: Gogasha
B+HA: Kobekudaki
DB+MA: Sazan
DB+HA: Bonshogeri
Jump against an edge of the screen, F: Triangle Jump
Special moves
QCB+A: Makibishi - Ninja Girl tosses a caltrop at a set distance (LA for 1/4-screen, MA for 1/2-screen, HA for 3/4-screen). HS is basically all three regular versions at once.
QCB+A in air: Rokushaku Horokudama - Ninja Girl tosses a bomb downward at a forward angle (LA with steepest angle opposed to HA’s widest angle). HS is LA and MA versions combined.
B,D,DB+A / F,D,DF+A: Hayato Kakure (also in air) - Ninja Girl dashes backward (B,D,DB) or forward (F,D,DF) in a blur. On ground, LA for straight ahead, MA/HS for slight upward angle, or HA for diagonal upward. In air, MA/HS for straight ahead, LA for slight downward angle, or HA for slight upward angle. HS versions teleport Ninja Girl to the opposite edge of the screen, prior to Triangle Jump.
Charge B,F+A: Kubiori
QCF+A: Iaigeri - Ninja Girl executes a ducking sweep (LA), standing roundhouse (MA), or jumping upward kick (HA/HR) with her right leg, leaving energy trailing behind her kicking foot. HR version hits 3 times followed by a right axe kick at the peak, knocking her foe downward.
QCF+A in air: Hien
Sublminal Slam
HCF+A: Hanagasumi - Ninja Girl grabs her enemy and disappears along with them. Coming from the top of the screen, she slams them into the ground one-handed. HS version has her slamming her for to the ground using both feet.
Super Thrall
QCF,QCF+A: Butchigire - Starts like Yami Shigure, but when it connects, it acts like Ukyo Tachibana’s Flashback Flash Blast from Samurai Shodown III.
33. Princess Serene Celeste
Command moves
LA, LA, MA: Princess Punch A (two left jabs to right cross)
LA, MA, MA: Princess Punch B (left to right jabs to spinning right backfist)
D+HA, MA: Princess Punch C (standing right mini-uppercut to left mini-uppercut)
B+HA: Magic Headbutt - Serene steps forward with a headbutt, serving as an overhead attack, that leaves sparkles trailing behind her attacking head.
DB+MA, HA: Princess Headbutt - A standing right knee followed by a Magic Headbutt.
DB+HA: Princess Knee Press - Basically Demon Scissors. This knocks down.
Special moves
QCF+A: Fairy's Uprising - Starts with a flying spin kick, followed by one (MA) or two (HA) ducking sweep kicks. LA is just a flying spin kick while HS adds a 4th hit in the form of a left Sparkling Upper. The second sweep kick from the HA version knocks down.
F, wait split-second, D,DF: Mist Trot - A forward crouch dash. Unlike other special moves in this game, this one doesn't have a HS version due to its unique input.
Mist Trot, LA/MA: Sparkling Upper - Uppercut that leaves sparkles trailing behind Serene's fist. LA is a standing right uppercut that knocks enemy into the air while MA is a jumping left uppercut.
Mist Trot, HA twice: Fairy Punisher - Two ducking sweep kicks, with the second one knocking down.
QCB+A: Fairy's Entrails - Serene dashes forward with a left gut punch. HS version has the gut punch knock her enemy into the air.
Fairy's Entrails (non-HS ver.), LA: High-Leg Punisher (right high kick)
Fairy's Entrails (non-HS ver.), MA: Fairy Punisher (right overhead punch that knocks down)
Fairy's Entrails (non-HS ver.), HA: Devastating Punisher (right cross punch that knocks back)
Fairy's Entrails (HS ver.), A: Fairy Finisher - Serene fires a beam from her forehead, aiming forward at a slight upward angle.
QCB+A in air: Sparkling Knuckle - Serene thrusts her right arm straight-forward with fist clenched, having sparkles surrounding her right fist as well. This hits twice (LA), 3 times (MA), 4 times (HA), or 5 times (HS)
Charge D,U+A: Take Flight - Serene uses her wings for 8 seconds of flight in which she can fly through the air in any direction. In case the HS version is used, after 8 seconds of flight, she will come vertically down in a butt splash.
Charge B,F+A: Princess Kick - Serene runs toward her enemy. Upon coming close to them, she will hop forward with a left side kick that knocks down. HS version has the kick hit 3 times on the way forward.
Subliminal Slam
HCB+A: Celestial Headbutt - Grabs and knocks away enemy with a headbutt in which sparkles are briefly trailing behind the hit enemy. HS version adds wallbounce.
Super Thrall
Charge B,F,B,F+A, LA, MA, HA, LA, MA, HA, LA, MA, HA: Ten-Step Princess - Serene rushes forward with three punches (right to left to right), spinning right backfist, left kick, a non-knockdown variant of Magic Headbutt, ducking sweep kick, standing left jab punch, and two Sparkling Uppers (right then left).
34. Gem the Genie
Command move
D+E in air: Air Crouching (hold D to continue crouching)
Special moves
QCB+A: Yurusu Magic (also in air) - Gem shoots a red energy projectile straight-forward. HS version's projectile is bigger.
QCF+A in air: Down-Right Yurusu Magic - A diagonally-downward variant of the Yurusu Magic projectile. HS version's projectile is bigger.
F,D,DF+A: Arabian Moon (also in air) - Gem leaps into the air in a backflip kick. MA hits twice while HA hits 3 times. HS version is a double revolution of the attack (first flipkick hits twice, second hits 3 times).
B,D,DB+A: Con-genie-ality - Gem flies upward at an angle (LA for 1/4-screen, MA for 1/2-screen, HA for 3/4-screen, HS for homing), then comes vertically down in a continuous flipkick that knocks down on contact.
B,D,DB+A in air: Arabian Drill - Gem flies forward with her back turned, aiming her tail straight-forward at the enemy. LA travels straight-forward while MA/HA descends on the way forward (HA descends faster than MA). HS version is basically the MA version with added multi-hitting property.
Subliminal Slam
HCB+A: Pon de Replay - Gem grabs her enemy, flies vertically upward, and spins vertically downward to slam them. The HS version has her inflicting multiple hits upon slamming her foe into the ground.
Super Thrall
QCF,QCF+A: Loyal Flash - Gem charges up some energy in both hands and flails her arms wildly in front of her, shooting 20 red-energy projectiles forward in random angles.
35. Asuka Choi
Command moves
B+MA: Mizochi Kudaki
B+HA: Sakotsu Wari
B+HA in air: Reverse Bicycle Slash - Basically her daughter Alexa's Bicycle Slash aiming backwards, so it can be used as a cross-up.
Special moves
QCB+A: Hadoken (also in air) - HS version is Shinku Hadoken which hits 5 times. The projectile will travel downward at an angle if done in the air.
B,D,DB+A: Shoryuken - HS version is Metsu Shoryuken which starts with a forward elbow dash prior to the 2-hit Shoryuken.
B+MA/HA, D,DB+A: Bofu Shoryuken - Left-fisted Shoryuken which two-in-oned from Mizochi Kudaki/Sakotsu Wari. HS version is Shinku Shoryuken which hits 5 times.
QCF+A: Tatsumaki Senpukyaku (also in air) - HS version is Shinku Tatsumaki Senpukyaku.
F,D,DF+A: Hashogeki - If HS version connects, Asuka will telekinetically push the enemy behind her. The HS version itself can be followed with anything upon successful hit.
Subliminal Slam
HCB+A: Powerbomb - HS version electrocutes enemy.
Super Thrall
QCF,QCF+A: Hooligan Attack (also in air) - Asuka spins herself forward through the air, attacking with the Hooligan Combination animation. This hits up to 12 times.
36. Jin Choi
Command moves
B+HA: Headbutt - Starts with a blockable grab, knocks enemy away if successful.
B+HA behind enemy, tap A rapidly: Sleeper Hold
D+HA in air: Flying Cross Chop
Special moves
QCF+A: Cannon Revenge - Counters crouching (LA), standing (MA/HS), or jumping (HA/HS) physical attacks. If successful, Jin will counter the attack with a Razor Edge Slicer that strikes through his enemy (LA), Stungun Headbutt that hits 3 times and stuns enemy (MA), Cannon Spike that hits twice (HA), or 8-hit Reverse Shaft Breaker (HS).
F,D,DF+A: Power Smash - Normally takes the form of Air Knee Smash, a ground-to-air throw. The HS version takes the form of Air Stampede which can knock down standing/crouching foes.
QCB+A: Flash Chop - HA turns enemy's back on successful hit.
B,D,DB+A: Quick Jin Knuckle - Jin spin-hops backward (LA), in place (MA), or forward (HA/HS) followed by a left backfist (or in case of the HS version, a left uppercut that knocks enemy into the air).
Charge B,F+A: Elbow Slash
Subliminal Slams
HCB+A: Power Bomb - HS version precedes actual throw with a Spiral DDT.
HCB+A after grabbing enemy from behind: Power Drop - HS version is Hyper Bomb which is two suplexes followed by Power Bomb.
Super Thrall
QCB,QCB+A / QCF,QCF+A: Downeaster Assault - Basically Cammy's Killer Bee Assault with a new name. QCB,QCB jumps from left wall while QCF,QCF jumps from right wall. The successful hit of this Super Thrall will end with a grab going into a Shoryu Otoshi.
37. Maid-Bot P(ink)
Command move
none
Special moves
QCF+A: Taiyo Oiruhono (also in air)
F,D,DF+A: Tsuki Otsumuhono - HS version is a double revolution of the attack.
QCB+A: Daichi ni Hisomugoka - Floor-level projectile. HS version erupts into a column on contact with enemy.
B,D,DB+A: Kagami Ohofuruhono - HS version adds Ankoku Orochinagi after connected move.
Subliminal Slams
HCB+A: near enemy: Shishi Okamuhono
HCF+A near enemy (use only against Alexa, Shaya, Layla, Ethel, or Annie Matter): Navel Poke - Maid-Bot P grabs and circles behind her enemy, so she will put her finger inside their navel and circle it for a moment. The HS version causes her enemy to be electrocuted at the end.
Super Thrall
QCF,QCF+A: Daichi Oharaugoka
38. Maid-Bot Y(ellow)
Command move
none
Special moves
QCF+A: Musebu Daichi - LA counters jumping physical attacks, MA counters standing physical attacks, and HA counters crouching physical attacks. HS version is a non-counter unblockable grab variation of the move.
Charge B,F+A: Odoru Daichi
F,D,DF+A: Unaru Daichi - HS hits 3 times.
QCB+A: Kujiku Daichi - HS version involves an unblockable leaping grab going into a flipover that doesn't inflict any damage to the enemy.
Kujiki Daichi (non-HS ver.), A: Tsubusu Daichi
Kujiki Daichi (non-HS ver.), G near enemy (use only against Alexa, Shaya, Layla, Ethel, or Annie Matter): Navel Twist - Maid-Bot Y grabs her enemy left-handed, then uplifts them so she will thrust the finger of her right hand into their navel, leaps up slightly along with them for a backbreaker, and upon landing on the ground, she will spin her enemy several times before tossing them across the screen.
Subliminal Slam
HCB+A: Niragu Daichi - HS version is Araburu Daichi.
Super Thralls
QCF,QCF+A: Hoeru Daichi
360+A during grapple: Ankoku Jigoku Gokuraku Otoshi
39. Maid-Bot B(lack)
Command move
B+HA: Korai
Special moves
QCF+A: Mugetsu no Raiun (also in air) - HS version takes the form of an Ankoku Raikoken that auto-tracks enemy.
F,D,DF+A: Raijin no Tsue
QCB+A: Yatanagi no Muchi (also in air)
B,D,DB+A: Takeru Mikazuchi
U,UF,F+A in air: Shajitsu no Odori
Subliminal Slam
HCB+A: Enrai - Maid-Bot B executes a German suplex on her enemy, then presses them into the ground to shock them for a 2nd hit. HS version has her shock the enemy 3 times to make it a 4-hit version.
Super Thralls
QCF,QCF+A: Shukumei Genei Shinshi (also in air)
360+A near enemy: Ankoku Electrigger - If this Super Thrall is used against Alexa, a different result is used instead, which Maid-Bot B will circle behind her, grabbing Alexa by the tubetop. There are 3 counts to this alternate result, so the player who controls Alexa must tap the buttons rapidly in order to escape. Should a 3rd count be added if the Alexa-controlled player doesn't press any buttons at all, Maid-Bot B will tear the tubetop off Alexa, automatically K.O.ing Alexa as well.
40. Venus
Command move
none
Special moves
QCB+A: Venus Shot (also in air) - Venus shoots a small electric ball from one of her arm cannons. In the HS version, she uses both of her arm cannons to shoot out a pulse beam.
B,D,DB+A: Mop Attack - Venus rushes forward leading with her broom aimed towards the ground. LA is 3 hits, MA is 4 hits, HA is 5 hits, and HS is 8 hits.
QCF+A: Spiral Broom (also in air) - Venus spins her broom vertically upward while standing (on ground) or downward at an angle diving in that direction (in air). LA is 2 hits, MA is 4 hits, HA is 6 hits, and HS is 8 hits.
F,D,DF+A: Bucket Bomb - Venus throws a bucket forward, spilling some oil at a set distance (LA for 1/4-screen distance, MA for 1/2-screen distance, and HA for 3/4-screen distance). If the opponent steps on a puddle of oil, they will get tripped. The HS version spills oil that reaches a full-screen distance, hitting several times.
Subliminal Slam
HCB+A: Overdrive Floor Press - Venus clutches her opponent with her broom, slamming them backwards, and dragging them towards an edge of the stage. HS version has added flaming property.
Super Thrall
QCF,QCF+A: The Thrall of Venus - Venus uses both her arm cannons to emit a twin beam across the screen. It hits 12 times.
41. Josephine Briggington
Command moves
Jump D+MA: Geki Momochi Otoshi - Josie dives vertically downward leading with Pink Blood (which is her kubikiribocho weapon).
Jump D+HA: Musasabi Momochi Tsuki - Josie backflips in place mid-air and dives down-right at an angle leading with Pink Blood.
F in air near wall: Triangle Jump
Special moves
QCB+A: Kaiten Momochi Dan (also in air)- Josie tosses Pink Blood across the screen. The HS version's projectile will inflict multiple hits if it connects.
B,D,DB+A: Hissatsu Momochi Totsugeki - Josie dashes forward leading with her shoulder. The MA and HA versions respectively add a horizontal slash of Pink Blood (MA for standing, HA for crouching). The HS version hits multiple times on the way forward.
QCF+A: Nanairo Momochi Giri (also in air) - Josie executes an overhead slash of Pink Blood, forming rainbow-colored energy trailing behind the blade. This can absorb projectiles to add power to her M-Shift Gauge (LA/HS) or reflect projectiles (MA for horizontal reflect, HA on ground for upward angle reflect, or HA in air for downward angle reflect). If the HS version absorbs a projectile, the rainbow-colored energy arc will be immediately used as a knockdown projectile that travels forward.
F,D,DF+A: Tenku Hissatsu Momochi Totsugeki - Josie rises forward into the air leading with her shoulder. This hits once (LA), twice (MA), 3 times (HA), or 5 times (HS). The 5th in the HS version takes the form of a backward somersault slash of Pink Blood at the peak of the rising shoulder tackle.
Subliminal Slam
HCB+A: Sora to Daichi Bakusatsu - Josie grabs and tosses her opponent upwards, then stabs Pink Blood at the ground, surrounding herself in an energy geyser that rises from the ground, striking her falling opponent who they will land on. The HS version has the energy geyser hit several times instead of once.
Super Thrall
QCF,QCF+A: Nekketsu Momochi Totsugeki - Josie dashes forward. If she connects, she will execute a series of Pink Blood slashes, ending with Nanairo Momochi Giri.
42. Jackson Briggington
Command move
none
Special moves
QCB+A: Energy Wave (also in air) - HS version is double projectiles. The projectile will still travel straight-forward if done in the air.
B,D,DB+A: Gotcha Blast - Jackie thrusts his left arm upward while standing to grab an aerial enemy. If successful, he will slam them backward into the ground. In the HS version, the successful anti-air grab will result in a Quad Slam.
Charge D,U+A: Ground Pound - HS version shakes the whole ground.
QCF+A: Dash Punch (also in air) - If done in the air, travels downward at an angle instead of straight-forward. HS version takes the form of Piston Punches which hit multiple times.
F,D,DF+A: Major Pain - A rising knee. LA hits once, MA hits twice, HA hits 3 times, and HS hits 4 times (the 4th hit in the latter is a downward punch at the peak of the rising knee).
Subliminal Slam
HCB+A: "Gotcha!" Grab - Jackie punches his enemy 4 times with his right fist whilst holding them left-handed. In the HS version, the 4th punch is replaced with a neutral jump along with the enemy going into a backbreaker.
Super Thrall
QCF,QCF+A: Assault Rifle - Jackie takes out an AK-47 and fires 14 rounds straight-forward. If all 14 rounds connect, an extra 15th hit will be fire.
43. Tori Sage
Command move
none
Special moves
QCF+A: Mind's Eye (also in air) - Tori shoots a hypnotic spiral from her glasses forward in a wavy up-and-down path. The same direction of the projectile also occured if this move is done in the air. HS version is a close-proximity multi-hitting variant that shoots a larger hypnotic spiral.
QCB+A: Dawn's Eye (also in air) - Tori shoots a hypnotic spiral from her glasses forward in a straight path while crouching (rather than standing). If done in the air, the projectile is aimed downward at an angle. HS version is a close-proximity multi-hitting variant that shoots a larger hypnotic spiral.
B,D,DB+A: Flagstaff Upper - Tori leaps into the air with one (LA/MA), two (HA), or three (HS) jumping uppercuts, one on top of another. The first uppercut hits twice with MA/HA/HS, though the third uppercut from the HS version hits 3 times (making the HS version hit 6 times total).
F,D,DF+A: Sweep Caroline - Tori hops forward with a middle kick. In the MA and HA versions, upon landing on the ground, she adds 1 (MK) or 2 (HK) ducking sweep kicks forward. The HS version has her rush forward with 3 ducking sweep kicks.
Charge B,F+A: Mass Destruction - Tori rushes forward with 3 (LA), 4 (MA), 5 (HA), or 6 (HS) attacks. The last attack in the HS version is an unblockable grab going into a reverse powerslam.
Subliminal Slam
HCB+A: Atomic Dunk - Tori grabs her enemy then performs a leaping slam into the ground, causing a mushroom cloud to briefly rise from the ground. The HS version adds a second slam in the opposite direction.
Super Thrall
QCF,QCF+A: Aerial Destruction - Tori executes a double Flagstaff Upper. If that connects, she will execute a series of attacks mid-air followed by a grab to Atomic Dunk.
44. Rex Malice
Rex is armed with a melee weapon called a "malice", which is a spiked ball on a stick.
Command move
none
Special moves
QCB+A: Malice Strike (repeat three times) - Rex rushes forward with three swings of his Malice (high, middle, and low in that order). You can repeat this move four times instead of three if you use the HS version (the fourth hit is standing up with a horizontal Malice swing).
QCB+A in air: Spiraling Malice - Rex dives forward at a downward angle headfirst spinning with his arms outstretched. LA has the steepest angle as opposed to HA having the widest angle. HS version has the attack spinning horizontally and can be controlled U/D on the way forward, hitting up to 6 times.
QCF+A: Malice Dawn - Rex moonsaults towards his enemy and executes a downward swing of his Malice to knock them down. In the HR version, he will instead spiral himself diagonally into the air, ending with moonsault and downward Malice swing at the peak (hitting 6 times total).
F,D,DF+A: Malice Trigger - Rex executes a ducking sweep of his Malice. If this connects, he will push his enemy behind him or, in case of the HS version, spin them around through the tip of the Malice several times before tossing them across the screen.
Charge B,F+A: Egotistic Malice - Rex raises his Malice in the air and swings it down to shoot a large arc of energy across the screen. The LA version is feint while the HS version's projectile travels at a full-screen distance (instead of the 1/2-screen distance in the MA and HA versions).
Sublminial Slam
HCB+A: Hyper Press - Rex grabs his enemy one-handed, drags them towards the opposite end of the stage, and slams them there. In the HS version, he will add a second wall press in the opposite direction.
Super Thrall
QCF,QCF+A: Tyrannosaurus Rex - Rex turns into a dinosaur (you guessed it) and tackles forward for five hits, followed by swinging his head up to knock his enemy into the air over him.
45. Mach Speed
Command move
none
Special moves
QCB+A: Upper Cruiser (also in air) - Mach Speed flies upward at a steep angle (LA) or forward at a slight upward angle (HA) leading with her left fist or straight-forward leading with her left leg (HA/HS).
QCF+A in air: Lower Cruiser - Mach Speed dives downward at a steep angle with a left kick (LA), forward at a slight downward angle with a right kick (MA/HS), or straight-forward leading with her left leg (HA).
B,D,DB+A / F,D,DF+A: Trick Cruiser - Mach Speed jumps to left (B,D,DB) or right (F,D,DF) wall, then executes a MA ver. Upper Cruiser (LA), HA ver. Upper/Lower Cruiser (MA), or MA ver. Lower Cruiser (HA).
Upper Cruiser/Lower Cruiser/Trick Cruiser, any direction+A: Double Cruiser - Mach Speed executes a multi-direction variant of her Cruiser attacks (U and D versions will still have a slight forward angle). If used after HS ver. Upper/Lower/Trick Cruiser, this follow-up can be repeated 3 times instead of once.
QCF+A: Slashing Attack - Mach Speed slides forward along the ground with a crouching left backhand uppercut (LA), backflip kicks in place then leaps forward with a right axe kick (MA), or leaps into the air with a left uppercut that hits twice (HA). The HS version follows the jumping uppercut with a downward swing of her right arm at the peak. All attacks from this special move each leave a trail of "slashing" white energy beneath the attacking limb.
Charge B,F+A: Mach Elbow - Mach Speed runs forward. Upon getting close to her enemy, she will circle behind and knock them away with a turning elbow strike. The HS version adds wallbounce to the elbow strike.
Subliminal Slam
HCF+A near enemy: Mounting Press - Mach Speed grabs and quickly circles her enemy until she plants one hand on their head for a moment, prior to knocking them down with all her weight (or in case of HS version, a single-foot stomp that springs herself backward into the air at the same time she knocks her foe down).
Super Thrall
QCB,QCB+A / QCF,QCF+A: Lickety-Split Beatdown - Mach Speed jumps to left (QCB,QCB) or right (QCF,QCF) wall and dives toward her energy at a downward angle with a right kick. If this connects, she will execute a series of attacks that will end with a HS version Slashing Attack.
46. Colossa
Command moves
none
Special moves
QCF+A: Stump Throw - HS version is unblockable.
Charge B,F+A: Reverse Drop - HS version starts faster.
Charge D,U+A: Minelayer - LA is a feint, HS knocks enemy into the air (rather than down).
B,D,DB+A: Return Throw - Counters standing and crouching physical attacks. HS version counters the attack with a Super Leg Sweep.
QCB+A: Cloud Tosser - HS version doubles damage.
Subliminal Slam
HCB+A: Earth Mover - HS version is Heaven-to-Hell Drop.
Super Thrall
QCF,QCF+A: Colossa Dive - Colossa leaps vertically upward, then dives downward at an angle headfirst from the peak. To dive early, press D+A.
360+A during grapple, HCF+A, F,D,DF+A: Typhoon Mountain
47. Zev
Command moves
D+MA in air: Striking Alpha - A downward-angled dive kick.
D+HA in air: Piercing Alpha - A vertical-diving footstomp.
Special moves
QCB+A / QCF+A: Alpha Drilling (also in air) - Basically Drill Claw. For QCB version, LA is backward, MA is up-backward, and HA/HS is vertical-up. For QCF version, LA/HS is forward, MA is up-forward, and HA is vertical-up.
U,UB,B+A / U,UF,F+A in air: Alpha Sky Drilling - For U,UB,B version, LA is backward, MA is down-backward, and HA/HS is vertical-down. For U,UF,F version, LA is forward, MA/HS is down-forward, and HA is vertical-down.
Alpha Drilling / Alpha Sky Drilling, any direction+A: Second Drilling - Multi-directional second Alpha Drilling. If used after HS ver. Alpha Drilling / Alpha Sky Drilling, this follow-up can be done twice instead of once.
F,D,DF+A: Alpha Slashing - Zev slashes twice (LA), 4 times (MA), or 6 times (HA/HS). HS version moves him forward rather than standing still while performing the attack.
B,D,DB+A: Alpha Rising - Zev leaps into the air headfirst, hitting once (LA), twice (MA), or 3 times (HA). HR version is Tornado Claw (which hits up to 6 times).
Subliminal Slam
HCB+A: Alpha Pressure - Zev grabs and pins his enemy into the ground and slashes his claws at them for 8 times (or 12 times in HS version).
Super Thrall
QCF,QCF+A: Alpha Assault - Zev dashes forward. If he connects, he will execute a series of attacks, ending with a handstand upward kick that knocks his foe into the air, followed by a jump up towards his air-suspended enemy, prior to executing an outward claw slash that briefly turns the screen negative-colored.
48. Skull Girl
Command moves
none
Special moves
QCB+A: Skull Surge - Skull Girl swings her bat diagonally downward and a red wave of energy travels forward along the ground. On contact with the enemy, the projectile erupts into a skull column. HS version's projectile is purple-colored and will erupt into a skull column whether on contact with the enemy or they will jump directly above it.
QCF+A: Skull Flash - Counter attack to standing and crouching physical attacks. If successfully countering the enemy's attack, Skull Girl will dash through them with her bat out. HS version is a non-counter variant in which she will dash through her enemy with her bat out, as would an Issen from the Samurai Shodown series do.
QCF+A in air: Skull Gale - Skull Girl swings her bat and shoots a red energy projectile down-right at an angle. HS version's projectile is purple-colored and will erupt into a skull column when it hits the ground.
F,D,DF+A: Skull Tremor - Skull Girl flips forward and lands with a downward swing of her bat. HS version knocks back the enemy instead of usually knocking them down.
B,D,DB+A: Skull Strike - Skull Girl executes two upward bat swings, with the latter being a jumping one. HS version is four upward bat swings with the last one ascending into the air.
Subliminal Slam
HCB+A: Skull Throw - Skull Girl "grapples" her enemy with her bat and spins them around several times before tossing them across the screen. HS version tosses enemy into the air instead of horizontally.
Super Thrall
QCF,QCF+A: Five Crossbone Combination - Skull Girl executes an upward bat swing. When it connects, she will leap into the air and execute a series of four bat swings on her air-suspended enemy (with the last one knocking them to the ground).
49. Sapphire Tome
Command move
B+HA: Sapphire Strike - Sapphire leaps forward through the air with a staff spin to left rolling sobat.
Special moves
QCF+A: Stretch Staff (also in air) - Sapphire elongates her staff straight-forward (LA for crouching, MA/HS for standing) or upward at an angle (HA) to attack. If performed while in the air, the attack aims straight-forward (MA/HS) or diagonally (LA for downward, HA for upward). The HS versions involve her rapidly thrusting her elongated staff up to 6 times.
F,D,DF+A: Thunder Spin - Sapphire spins her staff around her for 2 (LA), 4 (MA), or 6 (HA/HS) hits, leaving two trails of electricity beneath either end of her staff. The HS version has her jumping into the air (instead of standing still) while performing the attack.
B,D,DB+A: Tyranny Drop - Sapphire springs herself into the air using her staff, going off-screen briefly. Afterwards, she will come down with a spinning staff strike that hits several times. LA has her descent on the same spot she jumps high from, while MA and HA respectively place her 1/2-screen and 3/4-screen distances. The HS version auto-tracks the enemy.
QCB+A: Counter Bolt - Sapphire counters an incoming physical attack with her staff (LA against crouching, MA/HS against standing, and HA/HS against jumping). If successful, she will thrust her staff straight-forward (LA for crouching, MA for standing) or upward at an angle (HA), electrocuting them on contact. The HS version counters the attack with a single-hit Thunder Spin.
Subliminal Slam
HCB+A: Skyward Spin - Sapphire grabs and uplifts her enemy with her staff, then she spins her staff near head-level, striking the enemy 6 times. The HS version has her leap into the air (rather than standing tall) while spinning her staff.
Super Thrall
QCF,QCF+A: Lightning Wheel - Sapphire executes a five-hit Thunder Spin, then if missed, launches the lightning wheel straight-forward (the projectile part will hit 5 times).
50. Cherry Brightlee
Note: All of his punching-based attacks sound like random dog barking. Also, all of his special moves (and Super Thrall) come from Iori Yagami, albeit name changes. His theme music is "Jaw Breaking News" from Teenage Mutant Ninja Turtles: Shredder's Revenge.
Command moves
B+MA: Pink Dream - A left backfist. Can also be done after a standing MA.
B+HA: Pink Overhead - A left axe kick.
B+LA in air: Pink Back Kick - Basically Yuriori.
Special moves
QCF+A: Pink Bomb - Basically Yamibarai. HS version is a "homing" variant of Ya Sakazuki.
Charge D,U+A: Pink Smasher - Basically Tsumakushi. HS version will shift into Oniyaki-like spin throw if connected.
F,D,DF+A: Pink Crusher (also in air) - Basically Oniyaki. LP hits once, MP hits twice, and HP/HS hits 3 times. HS version grants Cherry 6 seconds of super armor at the peak of the attack.
QCB+P (repeat 3 times): Pink Knuckle - Basically Aoi Hana. The third hit of the HS version takes the form of Kototsuki In, a two-hit shift throw.
Subliminal Slam
HCB+A: Pink Trigger - Basically Kuzukaze. HS version is a "damaging" variant in which the enemy will be tripped on the floor.
Super Art
QCF,QCF+P: Captain Pink - Looks like a flameless "punching" version of Yaotome. Cherry transforms into his superhero self, dashes forward and, if connected, goes into a series of 7 punches followed by a three-hit flameless Saika.
51. Norman Nappet
Command moves
none
Special moves
QCF+A: Mighty Sweep - Norman ducks down and sweeps one (LA for slow), two (MA for medium speed), or three (HA for fast) double-foot sweep kicks that leave green energy trailing behind his feet. This can be moved B/F. HS version combines LA version speed with HA version's 3-hit property plus purple energy instead of green.
F,D,DF+A: Leap of Faith - Norman hops forward once (LA/MA) or twice (HA/HS) then executes an overhead left chop (that hits twice) upon landing on the ground. The HS version has the double forward hop hitting twice on the way forward (that will be 4 hits total).
QCB+A: Nappet Charge - Norman dashes forward with a shoulder tackle. HA version has auto-parry at starup while HS version hits 4 times on the way forward.
B,D,DB+A: Elephant Job - Norman leaps forward through the air in an arc, rotating himself clockwise for a downward headbutt. HS version is basically the LA version but with the headbutt knocking down on contact.
Subliminal Slam
HCF+A: Nap Breaker - Norman launches his enemy vertically upward with both feet, then catches his falling enemy with both hands and tosses them backward. The HS version involves Norman launching his enemy upward with a double-handed uppercut followed by catching them with her feet, prior to tossing them backward in a leg throw.
Super Thrall
QCF,QCF+A: No More Sleeping! - Norman executes a Nappet Charge. If this connects, he will execute a series of attacks, ending with a grab to Nap Breaker.
52. Kaitlyn Nappet
Command moves
DB+LA: Thrust Peak
D+MA in air: Body Splash
D+HA in air: Heavy Shoulder
Special moves
QCF+A: Lower Hypno Punch - Kaitlyn counters a crouching physical attack. If successful, she will execute a crouching right cross punch that stuns her enemy. HS version is a non-counter variation in which she will go straight to the attacking part.
F,D,DF+A: Upper Hypno Punch - Kaitlyn counters a jumping physical attack. If successful, she will execute a standing upward-angled right punch that stuns her enemy. HS version is a non-counter variation in which she will go straight to the attacking part.
B,D,DB+A: Nappet Strike - LA is vertical-up (Condor Rise), MA is diagonal-up (Tomahawk Buster), and HA/HS is forward (Condor Spire). HS version hits 3 times.
QCB+A: Middle Hypno Punch - Kaitlyn counters a standing physical attack. If successful, she will execute a standing right cross punch that stuns her enemy. HS version is a non-counter variation in which she will go straight to the attacking part.
QCF+A in air: Nappet Dive - Basically Condor Dive. HS version hits 3 times.
QCB+A in air: Aerial Hypno Punch - Kaitlyn counters a standing/jumping physical attack while she's in the air. If successful, she will stun her enemy with a downward-swing left punch that knocks them to the ground. HS version is a non-counter variation in which she will go straight to the attacking part.
Subliminal Slam
HCB+A: Nappet Typhoon - Basically Mexican Typhoon. HS version is Double Typhoon.
Super Thrall
QCF,QCF+A: Rising Slash - Starts with a 3-hit variant of MA ver. Nappet Strike prior to air grab at the peak.
53. Vi
Command moves
D+HA in air: Viral Drop - Vi dives down at an angle shoulder-first. This knocks down. She will rebound backwards into the air if blocked.
Special moves
QCB+A: Spam Smasher (also in air) - Vi shoots a purple wireframed sphere from both hands. The projectile will travel straight-forward (LA/ground HS), upward curve (MA for more forward, HA for more upward), or downward curve (MA for more downward, HA/HS for more downward). The HS version on the ground will have the projectile will hit six times while HS version in the air produces a six-hit energy pillar that rises from the ground.
F,D,DF+A: Viral Death (also in air) - Vi charges forward headfirst. This hits 3 (LA), 4 (MA), 5 (HA), or 6 (HS) times.
QCF+A in air: Viral Meme - Vi dives forward at a descending angle leading with her left leg, hitting 3 (LA), 4 (MA), 5 (HA), or 6 (HS) times along the way.
Charge B,F+A / Charge D,U+A: Viral Transport - Vi surrounds herself in a white wireframed sphere. Next, there are six wireframe spheres appearing onscreen (three at the top, three at the bottom) determining where Vi will teleport depending on which button you press (Charge B,F teleports her close to the ground while Charge D,U teleports into the air). HS version teleports directly behind (Charge B,F) or on top of (Charge D,U) enemy coming in with a flying tackle where she attacks with the wireframed sphere she's encased in.
Subliminal Slam
HCB+A: Critical Alert - Vi and her enemy will be encased in a large solid white sphere with purple wireframes around it. The sphere will bounce up and quickly hit the ground, causing the enemy to be knocked away into the air. HS version bounces up-and-down three times to make it a 3-hit variant of the command throw.
Super Thrall
QCF,QCF+A: Coating Hoax - Vi generates a large orange wireframed sphere (with the word "COAX" in yellow letters on it; though there sphere itself spins while the COAX lettering is not) forward at a set distance (LA directly in front of her, MA almost 1/2-screen, HA 3/4-screen). The sphere will hit up to 12 times.
54. Dr. Deviant
Command moves
B+MA: Instant Stab
B+HA: Bang
Special moves
QCB+A: Serpent Slash (also in air; hold button used to delay) - LA aims lower forward, MA aims upper forward, and HA aims steep upward. If done in the air, the results are the same, but with HA aiming steep downward. The HS versions are "shift throws" in case the attack connects (in air for steep downward going into a headbutt grab that knocks enemy away or on ground for steep upward going into a downward slam).
Serpent Slash (hold button used), E: Serpent's Feint
B,D,DB+A: Hydra's Judgement - LA/MA hits once, HA hits twice, and HS hits four times.
F,D,DF+A: Flight of Tempering - HS adds a knockback roundhouse kick that follows the axe kick.
QCF+A: Double Return - Upon absorbing an enemy projectile, Dr. Deviant will send out his own projectile straight-forward (LA/HS) or upward at an angle (MA/HA). The HS version can hit twice with his own projectile.
Charge B,F+A: Poison Tentacles - HS version hits multiple times on the way forward.
Charge D,U+A: Sand Scattering - This can be comboed into anything (as it starts up and recovers so fast) as well as absorb projectiles. However, the HS version can knock the enemy into the air.
Subliminal Slam
HCB+A: Bomb Bopper - HS version headbutts enemy 3 times instead of once.
Super Thralls
QCF,QCF+A: Guillotine
360+A during grapple, tap A rapidly: Drill - There are four power levels in this Super Thrall; kick combo, stomp combo, Double Return combo, and Serpent Slash combo. All levels end with a drilling energy uppercut.
55. Annie Matter
Command moves
none
Special moves
F,D,DF+A: Matter Blaster - Annie sends a floor-level projectile of negative energy forward. HS version's projectile knocks down.
B,D,DB+A: Matter Romance - Annie leaps into the air with an open-hand uppercut. Prior to the uppercut part, HA starts with a forward dash that hits twice while HS starts by rushing forward and circling her arms clockwise for 4 hits.
QCF+A: Spinning Matter (also in air) - Annie spins herself around with arms out with hands covered in negative energy. This move can be controlled B/F if done while on the ground. HS version can hit multiple times at the cost of lacking knockdown property.
QCB+A: Matter Diving (also in air) - Annie flies straight-forward leading with arms crossed. HS hits 5 times instead of once.
Subliminal Slam
HCB+A near enemy: Matter Jam - Annie grabs and uplifts her enemy left-handed and punches them 10 times right-handed, then slams them on the ground. HS version has the backward slam finish instead of the forward slam one.
Super Thrall
QCF,QCF+A: Matter Wave (also in air) - Annie sends out a negative-energy beam straight-forward that stuns enemy in a similar effect to One For The Road Blast, damaging them every second.
360+A during grapple: Matter Spear - Annie tosses her enemy vertically into the air and throws 20 vertical-upward rapid punches (alternating between her fists) below them, ending with a vertical-aimed uppercut.
56. Ringmaster
Command moves
B+HA: Ringmaster Dual Sobat
Special moves
QCB+A / QCF+A: Blitz Ball (also in air) - QCF version projectiles are head-level, QCB version ones are foot-level. If done in the air, QCF versions aim straight-forward while QCB versions aim downward at an angle. HS versions' projectiles knock down.
B,D,DB+A: Phoenix Throw - Counters jumping attacks. HS version sets enemy on fire upon countering the attack.
F,D,DF+A: Leg Tomahawk - HK has a higher and farther arc than LK/HS. HS hits 3 times if used up close.
Charge D,U+A: Fallon Kick - Basically Kaiser Kick. HS version is stationary rather than travelling forward.
Subliminal Slam
HCB+A near enemy: Lift Up Blow - HS version causes an energy geyser to erupt from the ground at the falling enemy.
Super Thrall
QCF,QCF+A: Kaiser Wave (also in air) - Can be delayed by holding button used. While delaying, Ringmaster can be moved through the air in any direction. Projectile will always travel straight-forward and hits 3 times.
57. Sir Shadow
Command moves
none
Special moves
Charge B,F+A: Shadow Run - HS version adds stun property to any of its follow-ups (save Shadow Stop).
Shadow Run, LA: Rising Elbow
Shadow Run, MA: Shadow Heel Smash (front-flip kick)
Shadow Run, HA: Shadow Punch - Left punch that immolates the enemy in purple flames.
Shadow Run, E: Shadow Stop
QCF+A: Carnage Shadow - Basically Carnage Saber but with cello thrusts instead of shovel stabs. LA is slowest as opposed to HA being fastest. HS version is 5 hits instead of 3.
QCB+A: Bottle Grenade (also in air) - Sir Shadow throws a glass bottle that will explode into a purple flames on contact with anything. The projectile aims upward (LA), up-forward (MA), or forward (HA) in a descending arc. HS version combines the MA and HA versions' projectiles.
B,D,DB+A / F,D,DF+A: Shadow Hide - Sir Shadow teleports backward (B,D,DB) or forward (F,D,DF). HA teleport further than MA, whereas LA teleport in place. HS version teleports directly underneath enemy with added "attacking" property that knocks them into the air.
Subliminal Slam
HCB+A: Shadow Air Raid - Sir Shadow thrusts his cello at them, then executes a jumping slam with it. HS version sets his slammed foe in purple flames.
Super Thralls
QCF,QCF+A: Shadow Melody - Sir Shadow takes out a baton to play his cello, causing seven musical notes that home in on the enemy to appear.
360+A during grapple: Shadow Capture - Sir Shadow teleports directly underneath his foe with his Shadow Hide so they will get captured into the shadow, causing them to fall from the top of the screen as Sir Shadow reappears.
58. Zelo
Command moves
none
Special moves
QCB+A / QCF+A (also in air): Tamerawazu Fear - Zelo sends out an energy clone of himself that travels straight-forward (LA), upward at an angle (MA), or vertically upward (HA). If done in the air, he sends out the clone straight-forward (LA), downward at an angle (MA), or vertically downward (HA). Unlike in HypnolordX vs. Street Fighter: Thralls In The Brawl, this can no longer pass through projectiles. However, the QCB versions have the real Zelo be the one on the right as opposed to the QCF versions having the real Zelo be the one on the left. The HS versions have him send out three clones in a 3-way spread (one straight-forward and two upward while on the ground, or one straight-forward and two downward while in the air), the HS version with QCB however has the real Zero being the one that travels straight-forward.
B,D,DB+A / F,D,DF+A: Tamerawazu Warp - Zelo teleports into the air (B,D,DB) or near the ground (F,D,DF). LA teleports to the left side of the screen, HA teleports to the right side, MA teleports to the center. The HS versions teleport directly above his enemy, coming down from the top of the screen in a vertical-downward tackle covered in energy, knocking down on contact.
Subliminal Slam
HCF+A: Tamerawazu Grind - Zelo slams his enemy into the ground then circles his foot on his downed enemy in a grinding motion, inflicting several hits. HS hits more times.
Super Thrall
QCF,QCF+A: You Are Already Dead! - Zelo dashes forward to strike through the enemy. If he connects, the enemy's lifebar will be drained over time for only a matter of seconds.
59. Gothno Lord
Command moves
none
Special moves
QCB+A: D.R.I. (also in air) - A forward teleport dash resembling a non-striking shoulder ram that leaves a trail of afterimages behind Gothno Lord. HS version is an "attacking" variant, known as Mayhem, in which Gothno Lord will not teleport-dash but instead knock his enemy into the air using the shoulder ram.
D.R.I. (HS ver.), QCB+A: Slayer - Basically an upward-angled Da Cide.
F,D,DF+A: Tranquility - HS version has the jumping grab going into Overkill.
QCF+A: Da Cide
Charge D,U+A: Outrage - LA hits 3 times, MA hits 6 times, and HA/HS hits 9 times. Only the HA version starts with a forward hop prior to attack.
QCB+A in air: Rave Fest
Subliminal Slam
HCB+A near enemy: Gore Fest
Super Thralls
QCF,QCF+A: Withering Surface
360+A during grapple: Negative Gain
60. Dot
Moves that activate Meow Wow mode
The Meow Wow mode (indciated by glowing green) is a buff that lasts 5 seconds. Any of these moves below (or a particular part of some moves) will activate Meow Wow Mode (or MWM for short) on successful hit, and can be followed with a Meow Wow Dash (by pressing F).
Far F+HA: Rolling Axe (turning left overhead roundhouse kick)
Close F+HA, HA: Double Roundhouse - 2nd hit activates Meow Wow Mode. Effective on swaying enemies.
Overhead Shoot (LK ver.), HA: Fantastic Knuckle (right cross punch that knocks back)
Command moves during Meow Wow Mode
Far LA, LA, HA: Hypno Blend Tempest (backfist, cross, Blowout Backfist)
Close LA, F+MA, HA: Meow Wow Wave (gut punch, high roundhouse, HA ver. Overhead Bouncer)
Far HA, F: Blowout Feint - Dot fakes the second part of her connected Blowout Backfist.
Blowout Feint, F+MA, HA: Stray Legs (shin kick to roundhouse kick)
Far F+HA, F+HA, LA, HA, LA, HA: Purrfect Thrall (Rolling Axe, front kick, left uppercut, one-two, Blowout Backfist)
Close F+HA, HA: Trifling Kick (roundhouse to back kicks)
Overhead Shoot (LK ver.), HA: Super Knuckle - Basically Fantastic Knuckle with added wallbounce.
Other command moves
Close LA, F+MA, LA: Stray Edge (gut punch, high roundhouse, spin backfist)
Close MA, LA, MA: Triple High Punch (two head jabs, uppercut)
Far HA: Blowout Backfist - Dot executes a spinning backfist. If she connects, she will forward spin through the air and grab her enemy her legs for a frankensteiner. If used during MWM, the second part can be cancelled with F.
Far F+LA, LA: Left Roundhouse
Far F+LA, MA: Wild Fist (side kick to spinning backfist)
Close F+LA: Dance Fever (low roundhouse kick)
Dance Fever, LA: Gut Punch (launch attack)
Dance Fever, MA: Yokusenkyaku
Far F+MA, LA: Shallow Fist (jaw kick to spin backfist)
Far F+MA, MA: Shallow Legs (jaw kick to roundhouse upward kick)
Close F+MA, LA: Quick Claw (front kick to uppercut)
B+HA: Meow Wow Sobat - Dot pivots backward then flies forward with a rolling sobat.
Special moves
QCB+A: Overhead Bouncer - Dot swings her left (LA/MA) or right (HA/HS) arm downward, leaving green energy trailing behind her attacking arm. HS version produces a full-screen distancing projectile.
B,D,DB+A: Sugar Coax - Forward crouch dash that doubles as a counter. If successfully countering an enemy's standing/crouching physical attack, she will execute a crouching uppercut (LA), standing left uppercut (MA), crouching upward double-foot kick (HA), or 3-hit Meowsault Shell (HS).
QCF+A: Overhead Shoot - Dot flips forward with a right axe kick (LA/MA) or pivots forward through the air with 2-hit left to right axe kicks (HA/HS). HS version follows the 2-hit attack with a forward dash grab going into a mounting neckbreaker.
Overhead Shoot (LA ver. while in MWM), LA, MA, HA: Triple Shoot (shin kick, thigh kick, jaw kick)
Overhead Shoot (MA ver.), HA: Meowsault Shell - Dot turns her back and leaps forward into the air with a side somersault kick that hits twice.
F,D,DF+A: Sigour-Knee - Dot crouch-dashes forward and stands up with her left (LA) or right knee (HS). In the HA version, she leaps into the air leading with her left knee, followed by a diagonal-down right punch at the peak, whether the jumping knee hits or not. In the HS version, she leaps forward with her left knee, but when connected this time, the attack will be turned into a Psycho Crusher-like spinning right elbow strike that hits 5 times on the way forward.
Sigour-Knee (MA ver. while in MWM), LA, MA, HA: Death Watch (double walking knees to high kick)
Subliminal Slam
HCF+A: Connect The Dot - Dot ducks down and grabs her enemy by the legs, so she will slam them into the ground and land a bone breaker on them. HS version will grant her 8 seconds of Meow Wow Mode upon doing the bone breaker part.
Super Thralls
QCF,QCF+A: Meow Wow Lariat - Dot dashes forward with a right-arm clothesline that, when it connects, causes her enemy to get hit 7 times.
360+A during grapple: Meow Mixer Spin -Dot tosses her enemy upward and then she spins vertically into the air leading with her right elbow, striking her enemy 8 times.
61. Chatsy
Command moves
Wait 3 seconds while idle: Quick Dodge - Based on John Crawley's idle animation from Art of Fighting 2, Chatsy can briefly dodge attacks with the ending frames of her idle stance.
F in air near wall: Triangle Jump
Special moves
Charge B,F+A: Mega Smash - HS version is Mega Smasher which can be altered in upward or downward curves using U or D respectively if desired direction is held (to shoot the projectile early during the HS version of this move, press A).
Charge D,U+A: Overdrive Kick - LA hits 3 times, MA hits 5 times, and HA hits 7 times. HS version is basically the HA version with the finishing attack being a right axe kick that knocks down (instead of the spinning left backfist).
Charge U,D+A in air: Spiral Leg Bomber - LA is 15-degrees downward, MA is 45-degrees downward, and HA is 75-degrees downward. Knocks down in one hit with immolating effect. HS is basically LA version, but hitting multiple times and losing the knockdown property.
QCB+A: Voice Grabber - There are two ways to use this move. One; Chatsy catches an enemy projectile with her hands then if successful, causes her next use of Mega Smash, Overdrive Kick, or Spiral Leg Bomber to inflict 1.25x more damage (HS version causes next three uses of the above special moves with the same damage boost). Two; Chatsy counters an incoming physical attack then if successful, she grabs her attacking enemy and executes a vertical suplex (LA), shoulder throw (MA), forward flip toss (HA), or non-HS Flying Cutter (HS) on them. LA aims upward at an angle while MA/HS aims straight-forward while standing (HS version can counter all three regions of physical attack) and HA aims straight-forward while crouching.
Subliminal Slam
Charge D,U+A: Flying Cutter - HS version ends the multi-hitting attack part with a DDT.
Super Thrall
Charge B,F,B,F+A: Atomic Smash
62. Superstar
Command move
none
Special moves
QCB+A: Nova Blast (also in air) - Superstar fires an energy shot from her eyes straight-forward (or downward at an angle if done in the air). HS version's projectile knocks down.
B,D,DB+A: Nova Punch - Superstar rapidly punches twice (LA), 4 times (MA), or 6 times (HA) forward at a slight high-angle with her right fist. In the HS version, she pivots forward and rapidly punches 12 times with her left fist, followed by a left uppercut.
QCF+A: Nova Kick - Superstar briefly ducks down, then quickly stands up and flies forward with a dropkick. LA is a feint, MA hits once, HA hits twice, and HS hits 3 times.
QCF+A in air: Nova Dive - Superstar dives forward leading with her right fist. In the HS version, when her missed attack hits the ground, a vertical energy column rises from the ground.
F,D,DF+A: Nova Tackle - Superstar dashes forward, leading with her arms crossed covering her head, utilizing a body tackle that knocks her enemy vertically into the air in one hit. The HS version will not knock her enemy into the air with the body tackle, she will instead hit 6 times on the way forward with it.
Charge D,U+A: Nova Flight - Superstar has 8 seconds of flight in which she can fly through the air in any direction. In case the HS version is used, after 8 seconds of flight, she will automatically attack in the form of spinning vertically downward leading with her cape.
Subliminal Slam
HCB+A: Nova Breaker - Basically Super Argentine Backbreaker. HS version adds fire property to the backbreaker part prior to tossing enemy forward into the air (instead of backward to the ground).
Super Thrall
QCF,QCF+A: Superstar Punch - Basically Galactica Phantom.
63. D
Command move
D+G+E: Zento
Special moves
QCF+A: Reppu Hadoshu (also in air) - Projectile will travel straight-forward (LA/HS), upward at an angle (MA/HA while on ground), or downward at an angle (MA/HA while in air). The HA version projectiles have steeper angle than MA version ones. The HS version projectiles have an immolating "Shakunetsu" effect.
F,D,DF+A: Ryusenkyaku - LA has the lowest upward but shortest forward arc, as opposed to HA having the highest upward but longest forward arc. HS version rolls forward along the ground, hits twice instead of once, immolates enemy on contact, and no longer knocks down.
QCB+A: Tatsumaki Enjinkyaku (also in air) - Basically Tatsumaki Senpukyaku, but upside-down. HS version auto-tracks enemy while it's travelling forward.
B,D,DB+A: Seichu Nidan Tsuki - D dashes forward leading with her left elbow.
Seichu Nidan Tsuki, QCB+A: Mizochi Kudaki (right gut punch)
Mizochi Kudaki, LA: Nataotoshi Geri - If used after the HS ver. Seichu Nidan Tsuki-Mizochi Kudaki chain, this follow-up becomes Oosotmawashi Geri with added knockback property.
Mizochi Kudaki, MA: Chudan Senpuken - D dashes forward with a left hook punch that strikes through her enemy, knocking them down as a result. If used after the HS ver. Seichu Nidan Tsuki-Mizochi Kudaki chain, this follow-up will have an added immolating property.
Mizochi Kudaki, HA: Shiden Kakato Otoshi - Left axe kick that hits twice. If used after the HS ver. Seichu Nidan Tsuki-Mizochi Kudaki chain, this follow-up will have an added immolating property.
Seichu Nidan Tsuki, QCF+A: Gedan Nataotoshi - D ducks down with a right outward sweep kick.
Gedan Nataotoshi, LA: Kamabarai Kick - If used after the HS ver. Seichu Nidan Tsuki-Gedan Nataotoshi chain, this follow-up becomes Inazuma Kakatowari with added knockdown property (still hits twice).
Gedan Nataotoshi, MA: Shoryuken - Hits twice. If used after the HS ver. Seichu Nidan Tsuki-Gedan Nataotoshi chain, this follow-up will have an added immolating property and hit 3 times.
Gedan Nataotoshi, HA: Hijihiza Kudaki - D stands up and clamps her right elbow and right knee together, knocking her enemy away. If used after the HS ver. Seichu Nidan Tsuki-Gedan Nataotoshi chain, this follow-up will have an added immolating property.
Subliminal Slam
HCB+A: Jigoku Guruma - HS version hits multiple times with the rolling part.
Super Thrall
QCF,QCF+A: Shoryureppa (triple Shoryuken)
64. Sybil
Command moves
B+HA: Sword Upper
D+LA in air: Steep-Angle Drill Kick
D+MA in air: Wide-Angle Drill Kick
D+HA in air: Sword Torpedo
Special moves
QCB+A: Fire Gun (also in air) - Sybil fires a flaming bullet from her gun. HS version's projectile hits twice.
QCF+A: Flare Gun - Sybil shoots a short-distancing blast of flame from her gun, aiming straight forward. HS version hits 5 times.
F,D,DF+A: Burst Gun - Basically Flare Gun, but aimed upward at an angle.
Charge B,F+A / Charge D,U+A: Quick Phase - LA teleports her near the left side of the screen, HA teleports her to the right side, MA teleports her to the center. Charge B,F teleports her closer to the ground whereas Charge D,U teleports her into the air. HS versions teleport directly behind her enemy, coming in with a two-hit Sword Upper.
Subliminal Slam
HCF+A: Sybil Special - Sybil grabs her enemy by the head using her legs and tosses them backward through the air, causing them to spiral out. The HS version has her thrown enemy spiral out in a continuous flip rather than a sideways spin, launching them higher in the air at the cost of less horizontal range.
Super Thrall
QCF,QCF+A: Carpet Flare - Sybil aims her gun at the ground, shooting a short-distancing burst of flame there directly in front of her. This hits 8 times.
65. Canvas
Command moves
D+G+E: Crouching Taunt
G+E in air: Aerial Taunt
Special moves
QCB+A: Gadoken - HS version is Gado Shokoken.
QCB+A in air: Senku Gadoken - Gadoken aimed down-right at an angle. HS version is two projectiles instead of one.
Charge B,F+A: Bakuretsu Gadoken - Formerly known as Premium Sign from Marvel Super Heroes vs. Street Fighter. Projectile now always travels straight forward and sets enemy ablaze. HS version's projectile knocks down.
B,D,DB+A: Koryuken - HR version is Koryurekka.
QCF+A: Dankukyaku (also in air) - LA is 1 hit, MA is 2 hits, HA is 3 hits, and HS is 4 hits.
F,D,DF+A: Special Taunt - LA is standing alternate taunt, MA is backward roll taunt, HA is forward roll taunt, and HS is Legendary Taunt.
Subliminal Slam
HCB+A: Danretsuken - Now starts with a grab, followed by 13 rapid punches and a straight punch finish. HS version has an uppercut finish.
Super Thrall
QCF,QCF+A: Hissho Buraiken
66. Red Angel
Command moves
none
Special moves
QCB+A: Angel Twist (also in air) - Red Angel tosses her wand straight-forward (LA), diagonally (MA; upward while on ground, downward while in air), or vertically (HA, upward while on ground, downward while in air) in a boomerang fashion. HS version's projectile has homing property.
B,D,DB+A: Angel Scratch - Red Angel runs forward and executes an upward strike of her wand that forms a red-energy arc. HS version adds a second attack in the form of a jumping upward strike of her wand.
QCF+A: Angel Knee - Red Angel leaps forward leading with her knee. The MA and HA versions start with one and two forward spins (that do not attack) respectively. The HS version is basically the HA version but with the two forward spins counting as attacks, resulting in a 3-hit variant of the move anyways.
QCF+A in air: Angel Drop - Red Angel dives downward with a punch. If she connects, she will execute a short series of attack. The HS version has the last attack in the autocombo set to a jumping upward wand strike.
Subliminal Slam
HCF+A: Angel Kick - Red Angel backward-somersaults vertically into the air along with her enemy and kicks them diagonally at the ground. In the HS version, she will instead dive downward-angled leading with her leg to slam her enemy to the ground.
Super Thrall
QCF,QCF+A: Angel Rage - Red Angel dashes forward and, if she connects, executes a series of attacks that will end with a HS ver. Angel Scratch.
67. Melody
Command moves
B+HA: One-Inch Punch
DB+HA: Hopping Knee Smash
Special moves
QCB+A: Melodramatic - Melody forms a musical note in front of her.
Melodramatic, B/F+A: Rhythmic Shot - Melody kicks the musical note vertically upward (B) or straight forward (F)
B,D,DB+A: Melody Slash - Melody swings her right arm upward whilst leaping into the air. HS adds a midair kick at the peak.
QCF+A: Bass Drum Kick (also in air) - Melody flies forward with left kick. The HS version on the ground follows the flying kick with a slide kick while that in the air acts as a midair 2-hit straight-forward Rhythmic Shot projectile.
F,D,DF+A: Waverly Beat - Melody teleport-dashes forward. HS version is an "attacking" variation based off the K' Crimson Starload move.
Subliminal Slam
HCB+A: Facing The Music - Looks like Geese Howard's Evac Toss but with musical notes trailing behind the thrown enemy. In the HS version, when Melody brings her arms down whilst her thrown enemy is still in the air, the enemy gets caught in a hidden explosion midair.
Super Thrall
QCF,QCF+A: Earworm - Melody rears her right hand, holding a musical note, then dashes forward along with it. If she connects, she's right behind her enemy, then she executes a series of attacks that will end with a left mini-uppercut followed by a one-inch punch.
68. Net
Command move
B+HA: Back Knuckle
Special moves
QCF+A: Error Wave - Basically Power Wave. HS version is Power Geyser.
F,D,DF+A: Download Kick - Basically Crack Shoot. HS version follows the attack with a slide kick to standing upward kick combination.
QCB+A: Gateway Knuckle (also in air) - Basically Burn Knuckle. All versions on the ground as well as LA and HS versions in the air travel straight-forward, while MA and HA versions in the air travel downward at an angle. The HA version has autoguard in its initial frames of animation. HS version on the ground has the connected right-fist variant of the attack going into a 5-hit Buster Wolf (for 6 hits total) while that in the air has the right-fist variant itself hit 6 times on the way forward.
Charge B,F+A: Disconnecting Tackle - Basically Power Charge. HS version is a 3-hit variant consisting of an elbow, swing punch, and ducking tackle.
Charge D,U+A: Redirect Hit - Basically Rising Tackle, hits once (LA), 3 times (MA), 5 times (HA), or 7 times (HS).
Subliminal Slam
HCB+A: Upload Toss - Looks like Power Dunk as a command throw. Net jumps backward whilst grabbing her enemy one-handed and tosses them into the ground on the way down before landing. HS version has her thrown enemy bounce off the ground.
Super Thrall
Charge B,F,B,F+A: High Memory Usage Detected! - Basically High-Angle Geyser.
69. Ms. Nega
Command moves
B+HA: Nega Hook - Basically Hammer Hook.
D+HA in air: Nega Splash (body splash)
Special moves
QCB+A: Nega Smash - Basically Giant Palm Bomber.
QCF+A: Nega Lariat - Basically Monster Lariat. HS version follows the right-arm clothesline with a Nega Hook followed by an overhead elbow.
F,D,DF+A: Nega Catch - Basically Shootdown Backbreaker. HS version has the air grab going into a Moonsault Press.
Charge B,F+A: Nega Press - Basically Meat Squasher. HS version adds unblockable property to the running start.
Subliminal Slam
HCB+A: Nega Thrust - Basically Ultra Throw. HS version tosses enemy backwards instead of forwards.
Super Thrall
QCF,QCF+A: Nega Stomp - Ms. Nega jumps vertically up, going off-screen and briefly enlarges herself so she will thrust her foot down to attack, then lifts her foot up prior to shrinking back to her normal size, ending up with a falling body splash coming from the top of the screen. LA places the attack on the same spot where Ms. Nega jumps high from while MA places it 1/3-screen further forward and HA places it almost 3/4-screen forward.
360+A during grapple: Nega Breaker - Basically Gigas Breaker.
70. Techno Girl 2.0
Command move
none
Special moves
QCB+A: Techno Punch - This move can be repeated 3 times (or 5 times if you use the HS version).
QCF+A: Techno Blast - Techno Girl 2.0 shoots a plasma ball straight-forward while crouching (or forward at a descending angle while in the air). HS version's projectile electrocutes and knocks down.
F,D,DF+A: Techno Crash - Techno Girl 2.0 flies forward at a slight ascending angle leading with her left leg, hitting once (LA), twice (MA), or 3 times (HA/HS). The HS version adds a 4th hit in the form of a right axe kick.
B,D,DB+A: Techno Screw - Techno Girl 2.0 spins into the air with her left leg raised up. Hits twice with HA or 6 times with HS.
Charge B,F+A: Techno Kick - Techno Girl 2.0 teleport-dashes forward and places a left jaw kick at the end. In the HS version, she instead runs toward her enemy and executes a no-hands turnover which is an unblockable command throw that doesn't inflict any damage but switches sides with the enemy anyways.
Subliminal Slam
HCB+A: Techno Assault - Techno Girl 2.0 tosses her foe into the air left-handed then knocks her falling enemy across the screen with a hopping high-angle spin kick. In the HS version, she instead executes a 7-hit auto combo that will end with a hopping high-angle spin kick.
Super Thrall
QCF,QCF+A: Techno Finish - Techno Girl 2.0 dashes through her enemy with a Techno Punch. If she connects, she will do two-more strike-through Techno Punches, with the latter inflicting 6 hits on the enemy, resulting in 8 hits total.
71. Tigera
Command moves
B+HA: Rock Crusher
DB+HA: Amazon River Run
Special moves
QCF+A: Rolling Attack (also in air) - If performed in the air, travels down-right at an angle instead of straight-forward. HS version on the ground is Ground Shave Rolling (up to 6 hits), HS version in the air is Beast Hurricane (which he will continue rolling, bouncing along the ground and hitting up to 6 times on the way forward)
QCB+A: Electric Thunder - HS version hits multiple times.
F,D,DF+A: Vertical Rolling - HR version hits 6 times on the way up.
B,D,DB+A: Backstep Rolling - If HS version connects, Blanka will executes a midair series of five attacks that ends with a backflip kick.
Subliminal Slam
HCF+A: Rolling Blast Kick - Parody of King Rasta’s Hurricane Stomp from Saturday Night Slam Masters. HS version adds electric effect.
Super Thrall
QCF,QCF+A, tap A rapidly: Tropical Hazard
72. Freyja
Command move
none
Special moves
QCF+A: Freyja Scrape - Basically Jigoku Scrape. HS version is basically the MA version striking through her foe like a clothesline.
QCF+A when knocked down: Freyja Walking - Basically Tengu Walking. Hits twice (LA), 4 times (MA), or 6 (HA) times. HS version is basically the HA version that knocks down in one hit with added electric property.
QCB+A: Freyja Slash - Freyja executes a right beam sword overhead slash that shoots out a green-energy arc across the screen. HS version fires two projectiles (the first executed from a standing sword beam uppercut).
F,D,DF+A: Freyja Catch - Basically Shiraha Catch, as it is either an anti-air throw or a standing/jumping physical attack counter. HS version upgrades the move to pull double-duty as an unblockable grab on standing/crouching foes.
B,D,DB+A: Freyja Reverse - Basically Yagura Reverse which is feint Tengu Walking. HS version is basically the HA version Freyja Walking without the need of getting knocked down first.
Charge B,F+A: Freyja Burning - HS version adds unblockable property to the dashing start.
Subliminal Slam
HCB+A: Freyja Buster - Basically Butsumetsu Buster. HS version is Tenchusatsu.
Super Thrall
QCF,QCF+A: Freyja's Final Memory - Basically Meido no Miyage.
73. Blaze
Command move
none
Special moves
QCB+A: Flame Ball (also in air) - Blaze tosses a fireball straight-forward. HS version's projectile knocks down.
B,D,DB+A: Flame Uppercut - Blaze must counter an enemy's jumping physical attack, get knocked down, land from a jump, or knock her enemy into the air (via a Quake Slam or Heat Charge) first before going into the attack where she leaps into the air, leaving a trail of flames behind her right hand. The HS version can be done independently (as is a non-counter variation) and hits 3 times if done close.
QCF+A: Quake Slam - Blaze punches the ground, sending lava from the ground up. LA is 1/4-screen forward, MA is 1/2-screen forward, HA is 3/4-screen forward, and HS has homing property.
F,D,DF+A: Melting Lava Teleport - Blaze counters an enemy's standing physical attack. If successful, she will transform into lava and teleport backwards (LA), in place (MA), or forwards (HA). The HS version is a non-counter variant in which she will immediately teleport behind her enemy. The MA, HA, and HS versions of the teleport can "attack" the enemy within vicinity.
Charge B,F+A: Heat Charge - Blaze dashes forward with an arc of flame in front of her. This can knock the enemy across the screen (LA), diagonally upward (MA), or vertically upward (HA). HS version knocks down the enemy in a "layout" manner similar to a clothesline. The MA and HA versions on successful hit allow her Flame Uppercut as follow-up.
Subliminal Slam
HCB+A: Triple Heat Throw - Blaze slams her enemy to the ground with one arm three times back-and-forth. The HS version adds in three more slams in the form of powerbombs.
Super Thrall
Charge B,F,B,F+A: Steam Roller - Blaze rolls forward along the ground while covered in flame. If she connects, she will spin vertically into the air, striking her enemy 8 times on the way up.
74. Blair Draco
Command moves
B+MA: Tegatana
B+HA: Lightning Sword
Special moves
QCF+A: Shoot Kick - LA is 1 kick, MA is 2 kicks, HA is 3 kicks, and HS is Mirage Combo Kick.
QCF+A in air: Crescent Kick - HS version takes the form of Fairy Spear.
F,D,DF+A: Lightning Knee
QCB+A: Draco Breath - A flame breath that aims straight-forward (MA/HS), or diagonally (LA for upward, HA for downward). HS has the flames travel 1/2-screen distance instead of 1/4-screen.
B,D,DB+A: Shoot Upper - LA is 1 uppercut, MA/HA/HS is 2 uppercuts. HS follows the second uppercut with a cross punch.
Charge B,F+A: Sliding Arrow
Subliminal Slam
HCB+A: Draco Fall - Blair takes her enemy diagonally into the air and slam them vertically downward. In the HS version, she slams her enemy to the top of the screen whilst flying diagonally into the air along with them, then slams them vertically downward.
Super Thrall
QCF,QCF+A: Spin Side Shoot
75. Kenneth Thompson
Command move
none
Special moves
QCB+A: Cross Cutter - HS version is Super Cross Cutter which either directly hits five times or split into five projectiles.
QCB+A in air: Shadow Wave - HS version hits three times.
B,D,DB+A: Lightning Upper - HR version hits several times.
QCF+A: Shadow Breaker - LA and HS versions lack knockdown property, but can be chained into any other special move (or Super Thrall).
F,D,DF+A: Shadow Cut Kick (also in air) - HS version is Double Shadow Cut Kick.
Subliminal Slam
HCB+A: Shadow Suplex - A German suplex. Upon slamming his enemy during the HS version, he will press them into the ground twice to make a 3-hit version of this special throw.
Super Thrall
QCF,QCF+A: Super Shadow Breaker - Kenneth executes a Shadow Breaker. If he connects, he will execute his Shadow Cut Kick five times in a row on his air-suspended enemy, followed by a Shadow Wave.
76. Carolyn Saurez
The brown-haired girl in the blue dress from "Year of The Dragonewt" by HypnolordX (2-10-14)
Command move
none
Special moves
QCF+A: Choshinko - Carolyn dashes forward leading with her left elbow. HS version has the connected attack followed with a Senpukyaku that knocks down.
QCF+A in air: Zessho Hoho - HS version adds hitbox to Carolyn's leading leg, making the attack hit twice instead of once.
F,D,DF+A: Nishokyaku - HS version precedes actual attack with a rushing series of four attacks, similar to Sorai Rengeki.
QCB+A: Tetsuzanko - HS version is Yoho.
QCB+A in air: Raigekishu - LA/HS is 15-degree angle, MA is 45-degree angle, and HA is 75-degree angle. HS version hits 3 times on the way down.
Subliminal Slam
HCB+A: Zenpotenshin - HS version adds in Kobukushi which knocks her enemy across the screen, adding damage to the move.
Super Thrall
QCF,QCF+A: Moko Kohazan - Carolyn steps forward and emits a power blast right-handed. This hits 6 times.
77. Amber Saurez
The pink-haired girl in the yellow dress from "Year of The Dragonewt" by HypnolordX (2-10-14)
Command move
none
Special moves
QCF+A: Byakko Soshoda (also in air) - LA is a feint, HS fires a beam straight-forward at a full-screen distance.
F,D,DF+A: Senkyutai - HS version is Tenshin Senkyutai.
QCB+A (repeat 3 times or in case of HS ver., five times): Tourouzan
QCB+A in air: Raigekishu - LA is 15-degree angle, MA/HS is 45-degree angle, and HA is 75-degree angle. HS version adds knockdown Senpukyaku upon touching enemy.
Charge B,F+A: Kaiho - HS version is an "attacking" variant in which the teleport dash will strike-through the enemy.
Subliminal Slam
HCB+A: Zenpotenshin - HS version adds a dash-through elbow attack.
Super Thrall
QCF,QCF+A: Raishin Manhaken
78. Ciara Burlesque
Command move
none
Special moves
QCB+A: Vodka Fire (also in air) - Ciara shoots a stream of fire forward from an open wine bottle. HS version's projectile hits twice.
B,D,DB+A: Strike Upper - Ciara leaps forward into the air with a left uppercut that hits once (LA), twice (MA), or 3 times (HA). HS is left to right jumping uppercuts, resulting in 4 hits total.
Charge B,F+A: Dead Witch - Ciara summons a skeleton iteration of Dorothy Grimsby who will either come out of her hiding with a dropping scythe slash (LA), spinning forward through the air with her arms extended (MA), or detach her head to let bounce forward along the ground (HA/HS). HS version has Dorothy's detached explode on contact with the enemy (however, there can be possible splash damage which will damage Ciara, the enemy, or both).
QCF+A: Heat Kick (also in air) - Ciara flies forward with a right kick that can immolate the enemy on contact. HS hits 3 times.
F,D,DF+A: Injustice Corridor - Ciara punches the ground and a beam of light rises from the ground. HS version produces three beams of light simultaneously, indicating it hits 3 times total.
Subliminal Slam
HCB+A: Theatre of Pain - Basically Paradise Hold which is a double leg throw. HS follows the second leg throw with a neckbreaker, resulting in 3 hits total instead of usually 2.
Super Thrall
QCF,QCF+A: Burlesque Brawl - Basically Captain Commando's Captain Storm, but with three clones of Ciara herself.
79. Sperrylite Plover
This character will appear piloting a mini-mecha, similar to the HypnolordX vs. Street Fighter incarnation of Street Fighter character Rose.
Command moves
DB+MA: Robot Slide
Special moves
QCF+A: Rocket Punch (also in air) - HS version's projectile knocks enemy backwards into the air on contact. The projectile will still travel straight-forward if done in the air.
F,D,DF+A: Rising Piledriver - Basically Soul Throw with a piledriver instead of diagonal air toss. HS version has the piledriver part electrocuting the enemy.
B,D,DB+A: Vertical Saber - Basically Soul Reflect used with the mini-mecha's armblade, can absorb (LA) or reflect (MA/HS for horizontal, HA for vertical-up) projectiles. Only the HS version can reflect HS version/Super Thrall projectiles.
QCB+A: Horizontal Saber (also in air) - Basically Soul Spiral used with the mini-mecha's armblade, hits 3 (LA), 4 (MA), 5 (HA), or 6 (HS) times. When done in the air, the attack travels downward at an angle instead of straight-forward.
Subliminal Slam
HCB+A: Stun Switch - Sperry's mini-mecha pushes the enemy behind, inflicting a sliver of damage on them as well. HS version will inflict 4 hits (one per second) instead of 1.
Super Thrall
QCF,QCF+A: Intense Rising Piledriver - Starts with a cross punch, followed by an uppercut and Rising Piledriver.
80. Rainn Murrow
The true final boss of this game.
This character combines the movesets of Elizabeth and Alexa.Command moves
B+MA: Sakotsu Wari
Sakotsu Wari, LA: Ryuenbu - It's basically a Mai Shirnaui move, BUT with a hammer.
Sakotsu Wari, MA: Chudan Sokutogeri (knocks back)
Sakotsu Wari, HA: Jodan Sokutogeri (causes wallbounce)
B+HA: Senpukyaku
DB+HA: Gedan Sokutogeri
D+MA in air: Diving Hammer - Rainn backflips in place mid-air then dives down-right at an angle leading with her hammer.
D+HA in air: Hammer Press - Rainn dives vertically downward leading with her hammer.
B+HA in air: Tenbukyaku (double downward-angle kicks)
F in air near wall: Triangle Jump
Special moves
QCB+A: Hadoken (also in air) - HS version's projectile is Saimin Hadoken.
B,D,DB+A: Shoryu Otoshi - Rainn leaps into the air leading with her open right hand to grab an airborne enemy. If successful, she will vertically slam her enemy to the ground right-handed. HS version is a 2-hit jumping upward swing of her hammer left-handed (that can possibly hit standing or crouching enemies), followed by an air grab at the peak going into said downward slam.
QCF+A: Spinning Hammer (also in air) - Rainn spins forward through the air with her hammer out. HS version is a "shifted throw" in which the connected move will cause Rainn's hammer to spin the enemy around before ejecting them across the screen, causing wallbounce.
Charge B,F+A: Hammer Surge - Rainn pounds the ground with her hammer, this time producing a floor-level projectile that travels forward. HS version's projectile erupts into an energy column on contact with the enemy for 3 hits.
F,D,DF+A: Charging Hammer - Rainn dashes forward leading with her shoulder. The MA and HA versions place a standing and crouching horizontal hammer swipe respectively. HS version hits 4 times on the way forward, followed by an overhead hammer swing.
Charge D,U+A: Flash Forward - Rainn dashes forward with afterimages trailing behind her, capable of passing through enemies and projectiles. HS version, upon teleport behind enemy, she will dash toward the enemy from behind with a Ryusokyaku.
Charge U,D+A in air: Bicycle Slash - Unlike Alexa or Heather, Rainn's version of the attack is this; she forward somersaults in place with her hammer out, leaving black energy trailing behind it. HS version knocks back.
Subliminal Slam
HCB+A: Gotsui Gansobomb - Rainn uplifts and slams her enemy into the ground through a powerbomb. Then, as she ducks down during the powerbomb part, she executes a standing punt kick that knocks them into the air. In the HS version, the powerbomb bounces her enemy into the air as Rainn slams them to the ground, so Rainn will proceed to ready her hammer and prepare a Hammer Typhoon command throw on them.
Super Thralls
QCF,QCF+A: Hammer Laser
QCB,QCB+A: Gigathrall Hammer - Unlike Elizabeth's, Rainn's version CAN be blocked as it is not a command throw. Still hits 8 times.
360+A during grapple: Final Rainn Punisher - A 27-hit Shungokusatsu.
"More thralls, more brawls!"