Ragna the Bloodedge Movelist
Dash-cancel (only certain moves?)
Command Normals
6W – launcher, JCable, anti-air
6M – must be blocked high
6S – 2-hit attack (2nd hit launches), JCable, DCable (dash-cancellable)
(Drive) Soul Eater: D, 6D, 2D, j.D – health regain on hit; dash-cancellable (?)
Special Moves
Inferno Divider: (j.)623S/D – uppercut attack
-> Upper: 236S
->-> Brush Aside (during Upper): 236S – wallbounce
->-> Heel Drop (during Upper): 214S – knockdown
Hell’s Fang: 214W – dash punch
-> Addition: 214D
Gauntlet Hades: (j.)214M – must be blocked high
-> Rising Kick: 214D (during Gauntlet Hades)
Dead Spike: 214D
Distortion Drives
Carnage Scissor: 236236D – 2 hit attack (charge -> lunge), the charge is invincible (will go through projectiles)
Blood Kain: 214214D – enhancement technique (i.e. Dragon Install); continuously drains Ragna’s lifebar for a set period of time
-> Dark Devour: 214214D (during Blood Kain) – throw attack; large health regain on hit (in the latest loke test, it was apparently 50% health regain!); ends Blood Kain on whiff
Combos
W-M-S xx Carnage Scissors or any special xx follow-up
2W-M-S-2S xx 214W xx 214D
(2W (repeat) - ) M-6W -> j.M-S -> dj.S-D xx 623S xx 236S xx 214S
(2W (repeat) - ) M-S xx 214W RC > M-6W -> j.M-S -> dj.D xx 623S > 236S > 214S
throw > 214W/214M xx 214D
(corner) throw > 623D xx 236S xx 214S
Jin Kisaragi Movelist
Ground Throw – freezes the opponent; puts them into a stagger state that can be wiggled out of to reduce hitstun
(Drive) Frostbite: D, 6D, 2D, j.D – on successful hit, opponent freezes
Special Moves
Hishyou Ken (Flying Ice Sword): (j.)236W/M/S – projectile
Fubuki (Blizzard): 28W/M – anti-air
Rehhyou (Ice Splitter): 28S – anti-air
Musou Senshyou Zan (Mist Lance-Sharp Crystal Cutter): (j.)214W/M/S
Sekka Jin (Snowflake Sword): S (mash)
Requires at least 25% heat gauge
Hishyou Geki (Flying Ice Attack): (j.)236D
Hiren Sou (Joining Ice): 28D – can be charged
Musou Tosshyou Geki (Mist Lance-Piercing Crystal Strike): (j.)214D
Distortion Drives
Touga Hyoujin (Frozen Fang Ice Blade): 236236D
Hiyoku Getsumei (Ice Wing Moonlit Song): 214214D
Noel Vermilion Movelist
Command Normals
6W – JCable, floats; because of the start-up and reach, it’s a good anti-air kick, and depending on the circumstances, it can lead to air follow-ups
6M – fast; must be blocked high; gatlings out of 5M; special cancellable into Fenrir
3S – sliding shot; must be blocked low; low profile hitbox allows you to dodge various attacks
6S – diagonally-upward attack that hits twice; 1st hit is JCable; 2nd hit is air unblockable
(Drive) Chain Revolver Activation – 1st Style
D – Upper-body invincibility (can dodge high attacks)
2D – shoots while somersaulting in the air; low invul; must be blocked high; main attack
6D – trip that moves forward; must be blocked high; does not knock down
4D – pulls back and launches; main use is to make charging attacks whiff (not 100% sure)
j.D – shoots directly below; guard break
Any of the above 5 attacks will begin a special chain relay attack.
(Drive) Chain Revolver: Relay Attacks
- Fio 2) Uru 3) Son 4) Ansu (I think this is how the naming system for her relay attacks works, but I could be wrong)
W – chain relay "filler"
6W – "filler"
M – mashing on M before the attack is unleashed increases pushback (???)
6M – heel drop; one-shot attack that comes out fast; must be blocked high
S – causes lots of pushback
6S – multi-hit attack that must be blocked high and low; main use is for guard crushing
D, 6D, 2D, and 4D – see above section
During chain revolver, up to 4 inputs can be input, but you cannot do the same input twice in a row. At any point during the relay chain, you can special cancel and end the relay chain. However, if you special cancel out of the relay chain, you cannot cancel into the Chain Revolver Finishing Attacks. (not 100% sure on the last sentence)
(Drive) Chain Revolver: Finishing Attacks
2nd Style - Bloom Trigger: 236D – moves forward and is difficult to avoid blocking
5th Style - Assault Through: 214D – moves forward a lot and attacks from behind; great counterattack if you can read your opponent
3rd Style - Spring Raid: 28D – launch; follow-up possible in the corner
Special Moves
11th Style - Optic Barrel: 236W/M/S – ranged attack, distance varies with attack input
13th Style - Revolver Blast: j.236S – goes upside down and shoots 3 times; air combo ender
9th Style - Muzzle Flitter: 214W – throw attack vs. standing opponent only; “impossible” on moving opponent; can also catch and pull down an opponent during a small jump
Distortion Drives
Zero Gun - Fenrir: 236236D – shoots straight up; combo finisher if the gun muzzle hits
Bullet Rain > Zero Gun - Thor: j.236236D
Combos
W-6W -> sj.M-S(1)-M -> dsj.M-S(3) xx 236S or 236236D
Forward(?) Throw or Air Throw or 214W or 3S -> r.2W-6S(1) -> j.W-M -> dj.M-S(3) xx 236S or 236236D
(Counter Hit) S or 2S-D -> {W-6W-W-6W xx 236D}
2D-W-6W-6S xx 236236D
(corner) D or 2D -> {W-6W-W-6W xx 28D} -> r.6W -> j.W-M -> dj.M-S xx 236S or 236236D
Chain Drive Starter -> {W-6W-W-6W xx 236D}
(corner) Chain Drive Starter -> {W-6W-W-6W xx 28D} -> r.6W -> air combo
Chain Drive Start -> {W-6W-6W} -> 236236D
Possible standard air combo?: j.W-M -> dj.M-S(3) xx 236S or 236236D
Iron Tager Movelist
(Drive) Voltec Battler: D, 2D, j.D
Special Moves
Gigantic Tager Driver: 360W/S (charge possible)
Atomic Corridor: 623S (charge possible)
Sledgehammer: 236W
-> Additional Attack: 236W
Spark Bolt: 41236D (uses full “Charge Gauge”)
Distortion Drives
Magnetic Wheel: 236236M
->Tera-Break: 236236M (uses another 50% heat gauge)
Genesic Emerald Tager Buster: 720S (charge possible)
Taokaka Movelist
(Drive) Dancing Edge
D: Horizontal dash
2D: Diagonally-upward dash
4D: Hops backwards in a “loose” parabola (so that she can charge)
j.D: Roughly 30-degree dive
j.2D: Deep 45-degree dive (no rebound on hit or block?) [question mark original]
j.4D: Drops straight down very quickly; after landing, dashes horizontally
j.8D: Diagonally-upward dash
(Drive) During Dancing Edge
W: Sudden stop
M: Horizontal dash that stops right in front of the opponent (not sure about that)
S: Jumps just above (the opponent)
On hit or block
6 (forward): Forward rebound (can be repeated)
not 6 (any direction except forward): Backward rebound (can be repeated)
Special Moves
Neko Soul One!: 236W (“mashing” possible)
Neko Soul Two!: (j.)236M (“mashing” possible)
Neko Soul Three! 236S (charge, “mashing” possible)
Finishing Neko Demon Ball!: 214W/M/S (only the Strong version can be charged)
Neko Leap!: 214D
Tao Pittan!: 214D (from the corner, charge possible)
Damashing Edge!: [2]8D (then 2 or 4)
Distortion Drives
Neko no Jinjikiden - Hexa Edge (A Cat Becomes Human - Hexa Edge): 236236D
MettaMeta No GittaGita!: 214214D
Hobo Nibiki Ni Naru! (Almost becoming Two!): 236236M
Rachel Alucard Movelist
Command Normals
6W
3S
(Drive) Silpheed: Neutral or any direction +D (also in air)
Special Moves
Tiny Lobelia: (j.)236W/M/S
Georg XIIIth: (j.)214W
Impish Gypsophila: (j.)214M
Sword Iris: 22W
Distortion Drives
Baden-Baden Lily: (j.)236236M
Combos
(M -) 6W-M -> j.M-S -> dj.M-S xx 236W
(M -) 6W-M -> j.M-S -> dj.M-S-8D-S xx 236W
(M -) 6W-M -> j.M delay S-9D-M-W-W-M-S xx 236W or M-W-W-B > air throw
2W-M-3D-3S xx 236W RC aerial
2W-M-D-S > “additional” S xx 236W
*Silpheed is possible after M, as well as S and 3S.
2S -> aerial
(Corner) Throw -> 236236M~
Throw -> 236W RC -> aerial
Throw RC -> r.M -> aerial
(With lightning rod in place) Throw -> 22W or 236236M~
(Air CH) 236W/M/S -> 22W
(Air CH) 236W/M/S -> 236236M -> j.D or iad.j.M-S |> aerial
*I don’t know what the wiki means by “aerial”, but presumably this means “air combo”.
Arakune Movelist
(Drive) Crimson: D, 2D, 6D, j.D
Special Moves
Zero Vector: j.236D
If P Then Q: (j.)214W/M/S
y.two-dash: j.236S
<unknown>: 236M
Distortion Drives
f of g: j.214214D
f-inverse: 236236S
shtkn’s Comments and Observations following the EVO2008 loke test
**Litchi Faye Ling **Movelist
(Drive) Mantenbou
(Drive) When mantenbou is set
236W
236M
236S
41236D
(Drive) When holding mantenbou
41236D -> additional attack W or M or S
623D
Distortion Drives
When not holding mantenbou 236236D
236236S
When holding mantenbou 214214D
Please note that Litchi is “less finished” than some of the other characters, and nobody has been able to playtest her.
Bang Shishigami (???) Movelist
Command Normals
6W
6M
3S
6S
(Drive) Burning Heart: D, 2D, 6D, j.D
Special Moves
Shinkuu Reppuu Bang Otoshi: 623S
Shouten Funsai Bang Otoshi - Kai: j.623S
Bang Soushouda - Kongou Hoko: 646M
Bang Soushouda - Tengou Hoko: j.646M
Bang Shuriken-jutsu: j.236W/M/S
<unknown>: 214W/M/S/D
Distortion Drives
Shishigami Ninpou - Chou-ougi - “Bangu Kassatsu Daifunka”: 2363214S
Shishigami Ninpou - Kyuukyoku Ougi - “Bangu Fuurinkazan”: 214214D (requires full fuurinkazan “meter”)
Shishigami Ninpou - Zetsu Ougi - “Bangu Rankajin”: 214214M
shtkn’s Comments and Observations following the EVO2008 loke test
Combos
2W xN -M-2M-2S xx 646M or 2363214S
===========================
Move Translations
??? = Shinkuu Reppuu Bang Otoshi <=> Vacuum Gale Bang Drop
??? = Shouten Funsai Bang Otoshi <=> Ascending Smashing Bang Drop
??? “=” Bang Soushouda - Kongou Hoko <=> Bang Double Palm Strike - Thunderbolt Spear
??? “=” Bang Soushouda - Tengou Hoko <=> Bang Double Palm Strike - Heavenly Power Spear
??? = Bang Shuriken-jutsu <=> Bang Shuriken-style
??? “=” Shishigami Ninpou - Chou-ougi - “Bangu Kassatsu Daifunka” <=> Shishigami Ninja-style - Super-Secret Attack - “Bang Life or Death Great Eruption”
??? “=” Shishigami Ninpou - Kyuukyoku Ougi - “Bangu Fuurinkazan” <=> Shishigami Ninja-style - Ultimate Secret Attack - “Bang Fuurinkazan”*
??? “=” Shishigami Ninpou - Zetsu Ougi - “Bangu Rankajin” <=> Shishigami Ninja-style - Beyond Secret Attack - “Bang Storm Disaster Formation” (this one’s pretty tenuous…)
*“Fuurinkazan” is an expression that means: “as fast as the wind, as quiet as the forest, as daring as fire, and immovable as the mountain.” Do a Wikipedia search for more detailed information.
Carl Clover Movelist
236W/M
623S
j.214S
(Drive) AutoMaton
63214D
41236D
Distortion Drives
632146S
236236D